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data_ini_object_evilfaction_structures_isengard_battletower.ini
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2006-01-31
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11KB
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354 lines
;------------------------------------------------------------------------------------------
;Isengard Battle Tower
Object IsengardBattleTower
SelectPortrait = BPIBattleTwr
; *** ART Parameters ***
ButtonImage = BRBattleTower
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_Draw
ExtraPublicBone = ARROWBONE01
ExtraPublicBone = ARROWBONE02
ExtraPublicBone = ARROWBONE03
ExtraPublicBone = ARROWBONE04
ExtraPublicBone = ARROWBONE05
ExtraPublicBone = ARROWBONE06
ExtraPublicBone = ARROWBONE07
ExtraPublicBone = ARROWBONE08
ExtraPublicBone = ARROWBONE09
ExtraPublicBone = ARROWBONE10
ExtraPublicBone = ARROWBONE11
ExtraPublicBone = ARROWBONE12
OkToChangeModelColor = Yes
UseStandardModelNames = Yes
DefaultModelConditionState
Model = IBBtlTwr
WeaponLaunchBone = PRIMARY ARROWBONE
End
;// Animation state for build placement cursor
AnimationState = BUILD_PLACEMENT_CURSOR
BeginScript
CurDrawableHideSubObject("GARRISON01")
CurDrawableHideSubObject("GARRISON02")
EndScript
End
;// Animation state for phantom structure
AnimationState = PHANTOM_STRUCTURE
BeginScript
CurDrawableHideSubObject("GARRISON01")
CurDrawableHideSubObject("GARRISON02")
EndScript
End
IdleAnimationState
End
;------------ build up states---------------
ModelConditionState = SNOW AWAITING_CONSTRUCTION
Model = IBBtlTwr_A
Texture = IBBtlTwr.tga IBBtlTwr_snow.tga
; ParticleSysBone = NONE BuildingDoughnutCloud
End;
ModelConditionState = AWAITING_CONSTRUCTION
Model = IBBtlTwr_A
; ParticleSysBone = NONE BuildingDoughnutCloud
End;
AnimationState = AWAITING_CONSTRUCTION
Animation = IBBtlTwr_A
AnimationName = IBBtlTwr_A.IBBtlTwr_A
AnimationMode = MANUAL
AnimationBlendTime = 0
End
Flags = START_FRAME_FIRST
End
ModelConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Model = IBBtlTwr_A
Texture = IBBtlTwr.tga IBBtlTwr_snow.tga
ParticleSysBone = CONSTDUSTBONE01 BuildingContructDust FollowBone:Yes
End;
ModelConditionState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Model = IBBtlTwr_A
ParticleSysBone = CONSTDUSTBONE01 BuildingContructDust FollowBone:Yes
End;
AnimationState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Animation = IBBtlTwr_A
AnimationName = IBBtlTwr_A.IBBtlTwr_A
AnimationMode = MANUAL
AnimationBlendTime = 0
End
Flags = START_FRAME_FIRST
StateName = BeingConstructed
BeginScript
CurDrawablePlaySound("GondorBarracksBeginConstruction")
EndScript
End
;--damaged building
ModelConditionState = DESTROYED_FRONT
Model = IBBtlTwr_D2
ParticleSysBone FXbone01 FireBuildingLarge
ParticleSysBone FXbone02 SmokeBuildingLarge
End
AnimationState = DESTROYED_FRONT
BeginScript
CurDrawableHideSubObject("IBBtlTwr_D2a")
EndScript
End
ModelConditionState = DESTROYED_RIGHT
Model = IBBtlTwr_D2
ParticleSysBone FXbone01 FireBuildingLarge
ParticleSysBone FXbone02 SmokeBuildingLarge
End
AnimationState = DESTROYED_RIGHT
BeginScript
CurDrawableHideSubObject("IBBtlTwr_D2b")
EndScript
End
ModelConditionState = DESTROYED_BACK
Model = IBBtlTwr_D2
ParticleSysBone FXbone01 FireBuildingLarge
ParticleSysBone FXbone02 SmokeBuildingLarge
End
AnimationState = DESTROYED_BACK
BeginScript
CurDrawableHideSubObject("IBBtlTwr_D2c")
EndScript
End
ModelConditionState = DESTROYED_LEFT
Model = IBBtlTwr_D2
ParticleSysBone FXbone01 FireBuildingLarge
ParticleSysBone FXbone02 SmokeBuildingLarge
End
AnimationState = DESTROYED_LEFT
BeginScript
CurDrawableHideSubObject("IBBtlTwr_D2d")
EndScript
End
ModelConditionState = DAMAGED
Model = IBBtlTwr_D1
ParticleSysBone NONE SmokeBuildingLarge
End
AnimationState = DAMAGED
EnteringStateFX = FX_BuildingDamaged
End
ModelConditionState = REALLYDAMAGED
Model = IBBtlTwr_D2
ParticleSysBone FXbone01 FireBuildingLarge
ParticleSysBone FXbone02 SmokeBuildingLarge
End
AnimationState = REALLYDAMAGED
EnteringStateFX = FX_BuildingDamaged
End
ModelConditionState = RUBBLE
Model = IBBtlTwr_D2
ParticleSysBone FXbone01 SmokeBuildingLarge
End
AnimationState = RUBBLE
BeginScript
CurDrawableHideSubObject("IBBtlTwr_D2a")
CurDrawableHideSubObject("IBBtlTwr_D2b")
CurDrawableHideSubObject("IBBtlTwr_D2c")
CurDrawableHideSubObject("IBBtlTwr_D2d")
EndScript
End
ModelConditionState = POST_RUBBLE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
ModelConditionState = POST_COLLAPSE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
ModelConditionState = SNOW
Model = IBBtlTwr
Texture = IBBtlTwr.tga IBBtlTwr_snow.tga
End
End
Draw = W3DFloorDraw ModuleTag_Draw_Bib
ModelName = IBBtlTwr_Bib
WeatherTexture = SNOWY IBBtlTwrBib_snow.tga
HideIfModelConditions = AWAITING_CONSTRUCTION
HideIfModelConditions = PARTIALLY_CONSTRUCTED
End
Draw = W3DScriptedModelDraw ModuleTag_Draw_HCBanner
OkToChangeModelColor = Yes
DefaultModelConditionState
Model = IBHCBtlTwr
End
MultiPlayerOnly = Yes
End
PlacementViewAngle = 135
; ***DESIGN parameters ***
DisplayName = OBJECT:IsengardBattleTower
Description = CONTROLBAR:ToolTipConstructElvenWatchtowerExpansion
Side = Isengard
EditorSorting = STRUCTURE
ThreatLevel = 1.0
BuildCost = 700
BuildTime = 20.0 ; in seconds
VisionRange = VISION_BASE_DEFENSE
ShroudClearingRange = SHROUD_CLEAR_BASE_DEFENSE
CommandSet = GenericSentryTowerCommandSet
ArmorSet
Conditions = None
Armor = StructureArmor
End
WeaponSet
Conditions = None
Weapon = PRIMARY SentryTowerBow
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
; *** AUDIO Parameters ***
#include "..\..\..\Includes\StandardBuildingEvaEvents.inc"
VoiceFullyCreated = EVA:GenericBuildingComplete ;KeepComplete
VoiceSelect = IsengardKeepSelect
VoiceSelectUnderConstruction = BuildingEvilVoiceSelectUnderConstruction
SoundAmbientReallyDamaged = BuildingDamageFireMediumLoop
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
UnitSpecificSounds
UnderConstruction = BuildingConstructionLoop ; Built first time
; UnderRepairFromDamage = NoSound ; Repaired No animation on the building, so don't bother playing sound
UnderRepairFromRubble = BuildingConstructionLoop ; Repaired from completely destroyed (not used???)
End
CampnessValue = CAMPNESS_DEFENSIVE_TOWER
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
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
ThreatBreakdown ModuleTag_ThreatBreakdown
AIKindOf = BATTLE_TOWER
End
Behavior = GettingBuiltBehavior ModuleTag_04
WorkerName = MordorWorkerNoSelect
SpawnTimer = DEFAULT_STRUCTURE_HEALDELAY
End
Body = StructureBody ModuleTag_05
MaxHealth = 2000.0
MaxHealthDamaged = 1300.0
MaxHealthReallyDamaged = 700.0
DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK
; DamageCreationList = OCL_IBBtlTwrD2_Chunk1 CATAPULT_ROCK FRONT_DESTROYED
; DamageCreationList = OCL_IBBtlTwrD2_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED
; DamageCreationList = OCL_IBBtlTwrD2_Chunk3 CATAPULT_ROCK BACK_DESTROYED
; DamageCreationList = OCL_IBBtlTwrD2_Chunk4 CATAPULT_ROCK LEFT_DESTROYED
End
Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
DestructionDelay = 5000
End
Behavior = StructureCollapseUpdate ModuleTag_StructureCollapseUpdate
MinCollapseDelay = 000
MaxCollapseDelay = 000
CollapseDamping = .5
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 800
BigBurstFrequency = 4
FXList = INITIAL FX_StructureMediumCollapse
FXList = ALMOST_FINAL FX_StructureAlmostCollapse
DestroyObjectWhenDone = Yes
CollapseHeight = 89
End
Behavior = EvacuateDamage ModuleTag_evacuateDamage
WeaponThatCausesEvacuation = MordorCatapultHumanHeads
End
Behavior = AIUpdateInterface ModuleTag_SoWeCanUseWeapon
AutoAcquireEnemiesWhenIdle = Yes
MoodAttackCheckRate = 250
AILuaEventsList = GarrisonableFunctions
End
Behavior = HordeGarrisonContain ModuleTag_HordeGarrison
ObjectStatusOfContained = UNSELECTABLE CAN_ATTACK ENCLOSED
ContainMax = 2
DamagePercentToUnits = 0%
PassengerFilter = ANY +INFANTRY +BANNER -CAVALRY -SUMMONED -WildSpiderling -WildSpiderlingHorde -COMBO_HORDE
AllowEnemiesInside = No
AllowAlliesInside = No
AllowNeutralInside = No
AllowOwnPlayerInsideOverride = Yes
NumberOfExitPaths = 1 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn
PassengerBonePrefix = PassengerBone:ARROWBONE KindOf:INFANTRY
EntryPosition = X:0.0 Y:0.0 Z:0.0
EntryOffset = X:-50.0 Y:0.0 Z:0.0
ExitOffset = X:-50.0 Y:0.0 Z:0.0
EnterSound = RuinedTowerEnterSound
ShowPips = No
End
Behavior = WeaponSetUpgrade ModuleTag_FireArrows
TriggeredBy = Upgrade_SentryTowerFireArrows
End
Behavior = TerrainResourceBehavior ModuleTag_NewMoneyDeadSpot
Radius = 50 ;// How far we try to claim ground
MaxIncome = 0 ;// If we were to get all we wanted, how much we would earn. Linear slope to 0 at 0% claim
IncomeInterval = 999999 ;// How often (in msec) we give that much money
HighPriority = Yes ;// A high priority claim gets to pretend it was there first.
Visible = No ;// Don't show decal when a resource building is selected.
End
Behavior = ProductionUpdate ModuleTag_UpgradeProducer
End
GeometryContactPoint = X:20.0 Y:-20.0 Z:0 Repair
Geometry = BOX
GeometryMajorRadius = 13.0
GeometryMinorRadius = 12.4
GeometryHeight = 119
GeometryOffset = X:5 Y:0 Z:0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
End