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Text File  |  2006-01-31  |  11KB  |  354 lines

  1. ;------------------------------------------------------------------------------------------
  2. ;Isengard Battle Tower
  3. Object IsengardBattleTower
  4.  
  5.     SelectPortrait = BPIBattleTwr
  6.  
  7.       ; *** ART Parameters ***
  8.     ButtonImage = BRBattleTower
  9.       
  10.     ; *** ART Parameters ***
  11.   Draw = W3DScriptedModelDraw ModuleTag_Draw
  12.   
  13.     ExtraPublicBone    = ARROWBONE01
  14.     ExtraPublicBone    = ARROWBONE02
  15.     ExtraPublicBone    = ARROWBONE03
  16.     ExtraPublicBone    = ARROWBONE04
  17.     ExtraPublicBone    = ARROWBONE05
  18.     ExtraPublicBone    = ARROWBONE06
  19.     ExtraPublicBone    = ARROWBONE07
  20.     ExtraPublicBone    = ARROWBONE08
  21.     ExtraPublicBone    = ARROWBONE09
  22.     ExtraPublicBone    = ARROWBONE10
  23.     ExtraPublicBone    = ARROWBONE11
  24.     ExtraPublicBone    = ARROWBONE12
  25.   
  26.     OkToChangeModelColor  = Yes
  27.     UseStandardModelNames = Yes
  28.     DefaultModelConditionState
  29.         Model = IBBtlTwr
  30.         WeaponLaunchBone = PRIMARY ARROWBONE
  31.     End
  32.  
  33.     ;//    Animation state for build placement cursor
  34.     AnimationState = BUILD_PLACEMENT_CURSOR
  35.         BeginScript
  36.             CurDrawableHideSubObject("GARRISON01")
  37.             CurDrawableHideSubObject("GARRISON02")
  38.         EndScript
  39.     End
  40.     
  41.     ;//    Animation state for phantom structure
  42.     AnimationState = PHANTOM_STRUCTURE
  43.         BeginScript
  44.             CurDrawableHideSubObject("GARRISON01")
  45.             CurDrawableHideSubObject("GARRISON02")
  46.         EndScript
  47.     End
  48.     
  49.     IdleAnimationState
  50.     End
  51.  
  52.     
  53.      ;------------ build up states---------------
  54.     ModelConditionState   = SNOW AWAITING_CONSTRUCTION 
  55.       Model               = IBBtlTwr_A
  56.       Texture            = IBBtlTwr.tga IBBtlTwr_snow.tga
  57. ;        ParticleSysBone      = NONE BuildingDoughnutCloud
  58.     End;
  59.     ModelConditionState   = AWAITING_CONSTRUCTION 
  60.       Model               = IBBtlTwr_A
  61. ;        ParticleSysBone      = NONE BuildingDoughnutCloud
  62.     End;
  63.     AnimationState        = AWAITING_CONSTRUCTION
  64.       Animation           =  IBBtlTwr_A
  65.         AnimationName     =  IBBtlTwr_A.IBBtlTwr_A
  66.         AnimationMode     = MANUAL
  67.         AnimationBlendTime = 0
  68.       End
  69.       Flags                  = START_FRAME_FIRST
  70.     End
  71.  
  72.     ModelConditionState   = SNOW ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
  73.       Model               = IBBtlTwr_A
  74.       Texture            = IBBtlTwr.tga IBBtlTwr_snow.tga
  75.         ParticleSysBone   = CONSTDUSTBONE01 BuildingContructDust FollowBone:Yes
  76.     End;
  77.     ModelConditionState   = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
  78.       Model               = IBBtlTwr_A
  79.         ParticleSysBone   = CONSTDUSTBONE01 BuildingContructDust FollowBone:Yes
  80.     End;
  81.     
  82.     AnimationState        = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
  83.         Animation           = IBBtlTwr_A
  84.             AnimationName     = IBBtlTwr_A.IBBtlTwr_A
  85.             AnimationMode     = MANUAL
  86.             AnimationBlendTime = 0
  87.         End
  88.         Flags                  = START_FRAME_FIRST
  89.         StateName              = BeingConstructed
  90.         BeginScript
  91.             CurDrawablePlaySound("GondorBarracksBeginConstruction")
  92.         EndScript
  93.     End
  94.     
  95.       ;--damaged building
  96.     ModelConditionState  = DESTROYED_FRONT
  97.       Model         = IBBtlTwr_D2 
  98.  
  99.          ParticleSysBone FXbone01 FireBuildingLarge
  100.          ParticleSysBone FXbone02 SmokeBuildingLarge
  101.     End
  102.     AnimationState = DESTROYED_FRONT
  103.       BeginScript
  104.         CurDrawableHideSubObject("IBBtlTwr_D2a")
  105.       EndScript
  106.     End
  107.     
  108.         ModelConditionState  = DESTROYED_RIGHT
  109.       Model         =  IBBtlTwr_D2 
  110.          ParticleSysBone FXbone01 FireBuildingLarge
  111.          ParticleSysBone FXbone02 SmokeBuildingLarge
  112.     End
  113.  
  114.     AnimationState = DESTROYED_RIGHT
  115.       BeginScript
  116.         CurDrawableHideSubObject("IBBtlTwr_D2b")
  117.       EndScript
  118.     End
  119.     
  120.  
  121.     ModelConditionState  = DESTROYED_BACK
  122.       Model         =  IBBtlTwr_D2   
  123.          ParticleSysBone FXbone01 FireBuildingLarge
  124.          ParticleSysBone FXbone02 SmokeBuildingLarge
  125.     End
  126.  
  127.     AnimationState = DESTROYED_BACK
  128.       BeginScript
  129.         CurDrawableHideSubObject("IBBtlTwr_D2c")
  130.       EndScript
  131.     End
  132.  
  133.     ModelConditionState  = DESTROYED_LEFT
  134.       Model         =  IBBtlTwr_D2   
  135.          ParticleSysBone FXbone01 FireBuildingLarge
  136.          ParticleSysBone FXbone02 SmokeBuildingLarge
  137.     End
  138.     
  139.     AnimationState = DESTROYED_LEFT
  140.       BeginScript
  141.         CurDrawableHideSubObject("IBBtlTwr_D2d")
  142.       EndScript
  143.     End
  144.     
  145.     
  146.     ModelConditionState  = DAMAGED
  147.       Model         =  IBBtlTwr_D1   
  148.         ParticleSysBone NONE SmokeBuildingLarge
  149.     End
  150.     AnimationState = DAMAGED
  151.         EnteringStateFX    = FX_BuildingDamaged
  152.     End
  153.  
  154.     ModelConditionState  = REALLYDAMAGED
  155.       Model         =  IBBtlTwr_D2 
  156.     
  157.          ParticleSysBone FXbone01 FireBuildingLarge
  158.          ParticleSysBone FXbone02 SmokeBuildingLarge
  159.     End
  160.     AnimationState = REALLYDAMAGED
  161.          EnteringStateFX    = FX_BuildingDamaged
  162.     End
  163.  
  164.     ModelConditionState  = RUBBLE
  165.       Model         =  IBBtlTwr_D2 
  166.       ParticleSysBone FXbone01 SmokeBuildingLarge
  167.     End
  168.     
  169.     AnimationState = RUBBLE
  170.       BeginScript
  171.         CurDrawableHideSubObject("IBBtlTwr_D2a")
  172.         CurDrawableHideSubObject("IBBtlTwr_D2b")
  173.         CurDrawableHideSubObject("IBBtlTwr_D2c")
  174.         CurDrawableHideSubObject("IBBtlTwr_D2d")
  175.       EndScript
  176.     End
  177.  
  178.     ModelConditionState  = POST_RUBBLE
  179.         Model         = None
  180.         ParticleSysBone NONE SmokeBuildingMediumRubble
  181.     End
  182.  
  183.     ModelConditionState  = POST_COLLAPSE
  184.          Model         = None
  185.         ParticleSysBone NONE SmokeBuildingMediumRubble
  186.     End
  187.  
  188.     ModelConditionState = SNOW 
  189.         Model            = IBBtlTwr
  190.         Texture            = IBBtlTwr.tga IBBtlTwr_snow.tga
  191.     End   
  192.     
  193.   End
  194.  
  195.     Draw = W3DFloorDraw ModuleTag_Draw_Bib
  196.         ModelName = IBBtlTwr_Bib
  197.         WeatherTexture        = SNOWY IBBtlTwrBib_snow.tga
  198.           HideIfModelConditions    =    AWAITING_CONSTRUCTION
  199.           HideIfModelConditions    =    PARTIALLY_CONSTRUCTED
  200.     End
  201.  
  202.     Draw = W3DScriptedModelDraw ModuleTag_Draw_HCBanner
  203.         OkToChangeModelColor  = Yes
  204.         DefaultModelConditionState
  205.             Model = IBHCBtlTwr
  206.         End
  207.         MultiPlayerOnly = Yes 
  208.     End    
  209.        
  210.   PlacementViewAngle  = 135
  211.  
  212.     ; ***DESIGN parameters ***
  213.     DisplayName         = OBJECT:IsengardBattleTower
  214.     Description    =  CONTROLBAR:ToolTipConstructElvenWatchtowerExpansion
  215.     Side                = Isengard
  216.     EditorSorting       = STRUCTURE
  217.     ThreatLevel = 1.0
  218.      
  219.     BuildCost           = 700
  220.     BuildTime           = 20.0           ; in seconds
  221.     VisionRange         = VISION_BASE_DEFENSE
  222.     ShroudClearingRange = SHROUD_CLEAR_BASE_DEFENSE    
  223.  
  224.     CommandSet = GenericSentryTowerCommandSet
  225.  
  226.     ArmorSet
  227.         Conditions        = None
  228.         Armor             = StructureArmor
  229.     End
  230.  
  231.     WeaponSet
  232.         Conditions            = None
  233.         Weapon                = PRIMARY SentryTowerBow
  234.         AutoChooseSources    = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
  235.     End
  236.  
  237.     ; *** AUDIO Parameters ***
  238.     #include "..\..\..\Includes\StandardBuildingEvaEvents.inc"
  239.  
  240.     VoiceFullyCreated                = EVA:GenericBuildingComplete    ;KeepComplete
  241.     VoiceSelect                        = IsengardKeepSelect
  242.     VoiceSelectUnderConstruction    = BuildingEvilVoiceSelectUnderConstruction
  243.  
  244.     SoundAmbientReallyDamaged        = BuildingDamageFireMediumLoop
  245.     SoundOnDamaged                    = BuildingLightDamageStone
  246.     SoundOnReallyDamaged            = BuildingHeavyDamageStone
  247.  
  248.     UnitSpecificSounds
  249.         UnderConstruction        = BuildingConstructionLoop  ; Built first time
  250.         ; UnderRepairFromDamage    = NoSound                    ; Repaired No animation on the building, so don't bother playing sound
  251.         UnderRepairFromRubble    = BuildingConstructionLoop    ; Repaired from completely destroyed (not used???)
  252.     End
  253.     CampnessValue = CAMPNESS_DEFENSIVE_TOWER
  254.  
  255.     ; *** ENGINEERING Parameters ***
  256.  
  257.     RadarPriority       = STRUCTURE
  258.     KindOf              = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE NEED_BASE_FOUNDATION CAN_ATTACK MADE_OF_WOOD GARRISON GARRISONABLE_UNTIL_DESTROYED AUTO_RALLYPOINT CAN_SHOOT_OVER_WALLS IGNORE_FOR_VICTORY
  259.     ThreatBreakdown ModuleTag_ThreatBreakdown
  260.         AIKindOf = BATTLE_TOWER
  261.     End
  262.      
  263.     Behavior            = GettingBuiltBehavior ModuleTag_04
  264.         WorkerName          = MordorWorkerNoSelect
  265.         SpawnTimer    = DEFAULT_STRUCTURE_HEALDELAY
  266.     End
  267.  
  268.     Body                      = StructureBody ModuleTag_05
  269.         MaxHealth               = 2000.0
  270.         MaxHealthDamaged        = 1300.0
  271.         MaxHealthReallyDamaged  = 700.0
  272.         DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK
  273.         
  274.     ;    DamageCreationList = OCL_IBBtlTwrD2_Chunk1 CATAPULT_ROCK FRONT_DESTROYED
  275.     ;    DamageCreationList = OCL_IBBtlTwrD2_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED
  276.     ;    DamageCreationList = OCL_IBBtlTwrD2_Chunk3 CATAPULT_ROCK BACK_DESTROYED
  277.     ;    DamageCreationList = OCL_IBBtlTwrD2_Chunk4 CATAPULT_ROCK LEFT_DESTROYED
  278.     End
  279.  
  280.  
  281.     Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
  282.         DestructionDelay  = 5000
  283.     End
  284.  
  285.     Behavior                  = StructureCollapseUpdate ModuleTag_StructureCollapseUpdate 
  286.         MinCollapseDelay        = 000
  287.         MaxCollapseDelay        = 000
  288.         CollapseDamping         = .5
  289.         MaxShudder              = 0.6
  290.         MinBurstDelay           = 250
  291.         MaxBurstDelay           = 800
  292.         BigBurstFrequency       = 4
  293.         FXList                  = INITIAL   FX_StructureMediumCollapse
  294.         FXList                  = ALMOST_FINAL  FX_StructureAlmostCollapse
  295.         DestroyObjectWhenDone    = Yes
  296.         CollapseHeight            = 89
  297.     End
  298.  
  299.     Behavior       = EvacuateDamage ModuleTag_evacuateDamage
  300.         WeaponThatCausesEvacuation  = MordorCatapultHumanHeads
  301.     End
  302.  
  303.     Behavior = AIUpdateInterface ModuleTag_SoWeCanUseWeapon
  304.          AutoAcquireEnemiesWhenIdle    = Yes
  305.          MoodAttackCheckRate            = 250
  306.         AILuaEventsList                = GarrisonableFunctions
  307.      End
  308.  
  309.     Behavior = HordeGarrisonContain ModuleTag_HordeGarrison
  310.          ObjectStatusOfContained            = UNSELECTABLE CAN_ATTACK ENCLOSED
  311.          ContainMax                      = 2
  312.          DamagePercentToUnits            = 0%
  313.          PassengerFilter                    = ANY +INFANTRY +BANNER -CAVALRY -SUMMONED -WildSpiderling -WildSpiderlingHorde -COMBO_HORDE
  314.         AllowEnemiesInside                = No
  315.         AllowAlliesInside                = No
  316.         AllowNeutralInside                = No
  317.         AllowOwnPlayerInsideOverride    = Yes
  318.          NumberOfExitPaths               = 1                                            ; Defaults to 1.  Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn
  319.          PassengerBonePrefix             = PassengerBone:ARROWBONE KindOf:INFANTRY
  320.          EntryPosition                    = X:0.0 Y:0.0 Z:0.0
  321.         EntryOffset                        = X:-50.0 Y:0.0 Z:0.0
  322.         ExitOffset                        = X:-50.0 Y:0.0 Z:0.0
  323.         EnterSound                        = RuinedTowerEnterSound
  324.         ShowPips                        = No
  325.     End
  326.     
  327.     Behavior = WeaponSetUpgrade ModuleTag_FireArrows
  328.         TriggeredBy = Upgrade_SentryTowerFireArrows
  329.     End
  330.     
  331.     Behavior = TerrainResourceBehavior ModuleTag_NewMoneyDeadSpot
  332.         Radius            = 50        ;// How far we try to claim ground
  333.         MaxIncome        = 0            ;// If we were to get all we wanted, how much we would earn.  Linear slope to 0 at 0% claim
  334.         IncomeInterval    = 999999    ;// How often (in msec) we give that much money
  335.         HighPriority    = Yes        ;// A high priority claim gets to pretend it was there first.
  336.         Visible = No         ;// Don't show decal when a resource building is selected.
  337.     End
  338.  
  339.     Behavior = ProductionUpdate ModuleTag_UpgradeProducer
  340.     End
  341.  
  342.     GeometryContactPoint = X:20.0    Y:-20.0    Z:0        Repair
  343.  
  344.     Geometry              = BOX
  345.     GeometryMajorRadius   = 13.0
  346.     GeometryMinorRadius   = 12.4
  347.     GeometryHeight        = 119
  348.     GeometryOffset          = X:5 Y:0 Z:0
  349.     
  350.     GeometryIsSmall       = No
  351.     Shadow                = SHADOW_VOLUME
  352.     BuildCompletion     = PLACED_BY_PLAYER
  353. End
  354.