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data_ini_object_evilfaction_structures_isengard_isengardcastlewalls.ini
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2006-01-31
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; ;;
;; CASTLE WALL PIECES FOR THE NEW WALL BUILD SYSTEM ;;
;; ;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
Object IsengardCastleWallSegment
// *** ART Parameters ***
SelectPortrait = BPIWall
Draw = W3DScriptedModelDraw ModuleTag_Draw
OkToChangeModelColor = Yes
UseStandardModelNames = Yes
DefaultModelConditionState
Model = IBWallN
End
IdleAnimationState
; Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
; Animation = ReallyDamagedanimation
; ;AnimationName = IBWallRamp2.IBWallRamp2
; AnimationName = GBWallN.GBWallN
; AnimationMode = LOOP
; End
StateName = STATE_None
End
//------------ New Build Up States coming soon.
ModelConditionState = SNOW AWAITING_CONSTRUCTION
Model = IBWallN_A
Texture = IBFortress.tga IBFortress_snow.tga
End
ModelConditionState = AWAITING_CONSTRUCTION
Model = IBWallN_A
End
AnimationState = AWAITING_CONSTRUCTION
Animation = DBWallN_A
AnimationName = IBWallN_A.IBWallN_A
AnimationMode = MANUAL
AnimationBlendTime = 0
End
Flags = START_FRAME_FIRST
End
ModelConditionState = UPGRADE_NUMENOR_STONEWORK ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Model = IBWallN_A
Texture = IBFortress.tga IBFortress_U.tga
End
ModelConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Model = IBWallN_A
Texture = IBFortress.tga IBFortress_snow.tga
End
ModelConditionState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Model = IBWallN_A
End
AnimationState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Animation = DBWallN_A
AnimationName = IBWallN_A.IBWallN_A
AnimationMode = MANUAL
AnimationBlendTime = 0
End
Flags = START_FRAME_FIRST
StateName = BeingConstructed
ParticleSysBone = NONE WallConstructDust FollowBone:Yes
End
//--damaged building
ModelConditionState = DAMAGED
Model = IBWallN_D1
End
AnimationState = DAMAGED
EnteringStateFX = FX_WallDamaged
End
ModelConditionState = REALLYDAMAGED
Model = IBWallN_D2
End
AnimationState = REALLYDAMAGED
Animation = RubbleAnimation
AnimationName = IBWallN_D2.IBWallN_D2
AnimationMode = ONCE
End
EnteringStateFX = FX_WallDamaged
End
ModelConditionState = COLLAPSING
Model = IBWallN_D3
End
AnimationState = COLLAPSING
Animation = RubbleAnimation
AnimationName = IBWallN_D3.IBWallN_D3
AnimationMode = ONCE
End
ParticleSysBone NONE WallDestructionDust
End
ModelConditionState = RUBBLE
Model = None ;GBWall_Rubble
End
ModelConditionState = POST_RUBBLE
Model = None ;GBWall_Rubble
End
AnimationState = POST_RUBBLE
End
ModelConditionState = POST_COLLAPSE
Model = None
End
AnimationState = POST_COLLAPSE
End
ModelConditionState = UPGRADE_NUMENOR_STONEWORK
Model = IBWallN
Texture = IBFortress.tga IBFortress_U.tga
End
ModelConditionState = SNOW
Model = IBWallN
Texture = IBFortress.tga IBFortress_snow.tga
End
End
Draw = W3DScriptedModelDraw ModuleTag_Draw_Rubble
OkToChangeModelColor = Yes
UseStandardModelNames = Yes
DefaultModelConditionState
Model = None
End
ModelConditionState = COLLAPSING
Model = GBWall_Rubble
End
ModelConditionState = RUBBLE
Model = GBWall_Rubble
End
ModelConditionState = POST_RUBBLE
Model = GBWall_Rubble
End
ModelConditionState = POST_COLLAPSE
Model = None
End
End
// ***DESIGN parameters ***
DisplayName = OBJECT:IsengardCastleWallSegment
Side = Isengard
EditorSorting = STRUCTURE
ThreatLevel = 1.0
BuildCost = ISENGARD_CASTLE_WALLSEGMENT_BUILDCOST
BuildTime = ISENGARD_CASTLE_WALLSEGMENT_BUILDTIME
VisionRange = 160.0 // Shroud clearing distance
ShroudClearingRange = 160
CommandSet = IsengardWallUpgradeNodeCommandSet
// *** AUDIO Parameters ***
#include "..\..\..\Includes\StandardBuildingEvaEvents.inc"
VoiceSelect = Gui_PlotSelect2
VoiceSelectUnderConstruction = BuildingEvilVoiceSelectUnderConstruction
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
UnitSpecificSounds
UnderConstruction = WallConstructionLoop ; Built first time
; UnderRepairFromDamage = NoSound ; Repaired No animation on the building, so don't bother playing sound
UnderRepairFromRubble = WallConstructionLoop ; Repaired from completely destroyed (not used???)
End
ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_PlayCollapseSound
ModelCondition = REQUIRED:RUBBLE Sound:BuildingSink
End
CampnessValue = CAMPNESS_WALL
// *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE WALL_SEGMENT SCALEABLE_WALL MADE_OF_STONE
ThreatBreakdown ThreatBreakdown_ModuleTag
AIKindOf = WALL
End
//This is important to let the user select the rubble to begin self repair
KeepSelectableWhenDead = Yes
Behavior = GettingBuiltBehavior ModuleTag_04
SelfBuildingLoop = WallConstructionLoop // Only played if we DON'T spawn a worker
SelfRepairFromDamageLoop = NoSound // This doesn't cause an animation, so don't bother playing a sound
SelfRepairFromRubbleLoop = WallConstructionLoop
UseSpawnTimerWithoutWorker = Yes
SpawnTimer = DEFAULT_STRUCTURE_HEALDELAY
RebuildTimeSeconds = ISENGARD_CASTLE_WALLSEGMENT_BUILDTIME
End
Body = StructureBody ModuleTag_05
MaxHealth = ISENGARD_CASTLE_WALLSEGMENT_HEALTH
MaxHealthDamaged = ISENGARD_CASTLE_WALLSEGMENT_HEALTH_DAMAGED
MaxHealthReallyDamaged = ISENGARD_CASTLE_WALLSEGMENT_HEALTH_REALLY_DAMAGED
End
// These should always appear together on wall segments
Behavior = KeepObjectDie ModuleTag_IWantRubble
DeathTypes = ALL -SUICIDED
End
Behavior = SlowDeathBehavior ModuleTag_SlowDeath
DeathTypes = NONE +SUICIDED
DestructionDelay = 5000
End
// These should always appear together on wall segments
Behavior = ReplaceSelfUpgrade ModuleTag_Replace_With_Hub
ReplaceWith = IsengardCastleWallHub
TriggeredBy = Upgrade_IsengardWallHub
ConflictsWith = Upgrade_IsengardWallRegularGate
End
Behavior = ReplaceSelfUpgrade ModuleTag_Replace_With_Gate
ReplaceWith = IsengardCastleWallGate
TriggeredBy = Upgrade_IsengardWallRegularGate
ConflictsWith = Upgrade_IsengardWallHub
End
Behavior = ProductionUpdate ModuleTag_RequiredForUpgradeProduction
End
Behavior = InheritUpgradeCreate ModuleTag_InheritStonework
Radius = ISENGARD_FORTRESS_WALL_EFFECTIVE_RADIUS
Upgrade = Upgrade_IsengardFortressIronPlating
ObjectFilter = ANY +IsengardFortressCitadel
End
Behavior = AttributeModifierUpgrade ModuleTag_Reinforced
TriggeredBy = Upgrade_IsengardFortressIronPlating
AttributeModifier = IronPlatingExpansion_Bonus
End
Behavior = ModelConditionUpgrade ModuleTag_ShowThePlating
TriggeredBy = Upgrade_IsengardFortressIronPlating
AddConditionFlags = UPGRADE_NUMENOR_STONEWORK
Permanent = Yes
End
ArmorSet
Conditions = None
Armor = IsenWallArmor
DamageFX = None
End
;// Geometry for the temp men small wall segment
Geometry = BOX
GeometryMajorRadius = 5.0 ;10.0
GeometryMinorRadius = 20.0
GeometryHeight = 40.0 ;47
GeometryIsSmall = No
;Geometry = BOX
;GeometryMajorRadius = 25.0
;GeometryMinorRadius = 20.0
;GeometryHeight = 50
;GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
End
;---------------------------------------------
Object IsengardCastleWallHub
; *** ART Parameters ***
SelectPortrait = BPIWall_WallHub
Draw = W3DScriptedModelDraw ModuleTag_Draw
OkToChangeModelColor = Yes
UseStandardModelNames = Yes
DefaultModelConditionState
Model = IBWallRmprtN
End
IdleAnimationState
; Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
; Animation = ReallyDamagedanimation
; ;AnimationName = IBWallRmprt.IBWallRmprt
; AnimationName = GBWallRmprtN.GBWallRmprtN
; AnimationMode = LOOP
; End
StateName = STATE_None
End
;------------ New Build Up States coming soon.
ModelConditionState = SNOW AWAITING_CONSTRUCTION
Model = IBWallRmprtN_A
Texture = IBFortress.tga IBFortress_snow.tga
End
ModelConditionState = AWAITING_CONSTRUCTION
Model = IBWallRmprtN_A
End
AnimationState = AWAITING_CONSTRUCTION
Animation = DBWallN_A
AnimationName = IBWallRmprtN_A.IBWallRmprtN_A
AnimationMode = MANUAL
AnimationBlendTime = 0
End
Flags = START_FRAME_FIRST
End
ModelConditionState = UPGRADE_NUMENOR_STONEWORK ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Model = IBWallRmprtN_A
Texture = IBFortress.tga IBFortress_U.tga
End
ModelConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Model = IBWallRmprtN_A
Texture = IBFortress.tga IBFortress_snow.tga
End
ModelConditionState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Model = IBWallRmprtN_A
End
AnimationState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Animation = IBWallRmprtN_A
AnimationName = IBWallRmprtN_A.IBWallRmprtN_A
AnimationMode = MANUAL
AnimationBlendTime = 0
End
Flags = START_FRAME_FIRST
StateName = BeingConstructed
ParticleSysBone = NONE WallConstructDust FollowBone:Yes
BeginScript
CurDrawablePlaySound("GondorBarracksBeginConstruction")
EndScript
End
;--damaged building
ModelConditionState = DAMAGED
Model = IBWallRmprtN_D1
End
AnimationState = DAMAGED
EnteringStateFX = FX_HubDamaged
End
ModelConditionState = REALLYDAMAGED
Model = IBWallRmprtN_D2
End
AnimationState = REALLYDAMAGED
Animation = RubbleAnimation
AnimationName = IBWallRmprtN_D2.IBWallRmprtN_D2
AnimationMode = ONCE
End
EnteringStateFX = FX_HubDamaged
End
ModelConditionState = COLLAPSING
Model = IBWallRmprtN_D3
End
AnimationState = COLLAPSING
Animation = RubbleAnimation
AnimationName = IBWallRmprtN_D3.IBWallRmprtN_D3
AnimationMode = ONCE
End
ParticleSysBone NONE HubDestructionDust
EnteringStateFX = FX_StructureMediumCollapse
End
ModelConditionState = DYING
Model = IBWallRmprtN_D3
End
AnimationState = DYING
Animation = RubbleAnimation
AnimationName = IBWallRmprtN_D3.IBWallRmprtN_D3
AnimationMode = ONCE
End
ParticleSysBone NONE HubDestructionDust
EnteringStateFX = FX_StructureMediumCollapse
End
ModelConditionState = RUBBLE
Model = None
End
ModelConditionState = POST_RUBBLE
Model = NONE
End
AnimationState = POST_RUBBLE
End
ModelConditionState = POST_COLLAPSE
Model = None
End
AnimationState = POST_COLLAPSE
End
ModelConditionState = UPGRADE_NUMENOR_STONEWORK
Model = IBWallRmprtN
Texture = IBFortress.tga IBFortress_U.tga
End
ModelConditionState = SNOW
Model = IBWallRmprtN
Texture = IBFortress.tga IBFortress_snow.tga
End
End
; ***DESIGN parameters ***
RadarPriority = STRUCTURE
DisplayName = OBJECT:IsengardCastleWallHub
Side = Isengard
EditorSorting = STRUCTURE
ThreatLevel = 1.0
BuildCost = ISENGARD_CASTLE_WALLHUB_BUILDCOST
BuildTime = ISENGARD_CASTLE_WALLHUB_BUILDTIME
VisionRange = 160.0 ; Shroud clearing distance
ShroudClearingRange = 160
CommandSet = IsengardCastleWallHubCommandSet
; *** AUDIO Parameters ***
#include "..\..\..\Includes\StandardBuildingEvaEvents.inc"
VoiceSelect = NeutralWallHubSelect ;Gui_PlotSelect2
VoiceSelectUnderConstruction = BuildingEvilVoiceSelectUnderConstruction
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
ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_PlayCollapseSound
ModelCondition = REQUIRED:COLLAPSING Sound:BuildingSink
End
CampnessValue = CAMPNESS_WALL
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE WALL_HUB MADE_OF_STONE WALL_UPGRADE
ThreatBreakdown ThreatBreakdown_ModuleTag
AIKindOf = WALL
End
Behavior = GettingBuiltBehavior ModuleTag_04
UseSpawnTimerWithoutWorker = Yes
SpawnTimer = DEFAULT_STRUCTURE_HEALDELAY
;SelfBuildingLoop = BuildingConstructionLoop ; Only played if we DON'T spawn a worker
SelfRepairFromDamageLoop = WallConstructionLoop
SelfRepairFromRubbleLoop = BuildingConstructionLoop
End
Body = StructureBody ModuleTag_05
MaxHealth = ISENGARD_CASTLE_WALLHUB_HEALTH
MaxHealthDamaged = ISENGARD_CASTLE_WALLHUB_HEALTH_DAMAGED
MaxHealthReallyDamaged = ISENGARD_CASTLE_WALLHUB_HEALTH_REALLY_DAMAGED
End
Behavior = SlowDeathBehavior ModuleTag_SlowDeath
DeathTypes = ALL
DestructionDelay = 5000
;Sound = INITIAL BuildingSink
End
Behavior = WallHubBehavior ModuleTag_WALL_HUB
Options = OPTION_ONE
MaxBuildoutDistance = MEN_FORTRESS_WALL_EFFECTIVE_RADIUS
StaggeredBuildFactor = STANDARD_WALL_STAGGERED_BUILD_FACTOR
;;This defines the pattern built on flat terrain
SegmentTemplateName = IsengardCastleWallSegment
SegmentTemplateName = IsengardCastleWallSegment
SegmentTemplateName = IsengardCastleWallSegment
SegmentTemplateName = IsengardCastleWallSegment
SegmentTemplateName = IsengardCastleWallSegment
SegmentTemplateName = IsengardCastleWallSegment
SegmentTemplateName = IsengardCastleWallSegment
SegmentTemplateName = IsengardCastleWallSegment
SegmentTemplateName = IsengardCastleWallHub
BuilderRadius = 20
HubCapTemplateName = IsengardCastleWallHub
DefaultSegmentTemplateName = IsengardCastleWallSegment
CliffCapTemplateName = IsengardWallCliffCap
;ShoreCapTemplateName = [NAME]
;BorderCapTemplateName = [NAME]
;ElevatedSegmentTemplateName = [NAME]
End
Behavior = TerrainResourceBehavior ModuleTag_NewMoneyDeadSpot
Radius = 60 ;// 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 = InheritUpgradeCreate ModuleTag_InheritStonework
Radius = ISENGARD_FORTRESS_WALL_EFFECTIVE_RADIUS
Upgrade = Upgrade_IsengardFortressIronPlating
ObjectFilter = ANY +IsengardFortressCitadel
End
Behavior = AttributeModifierUpgrade ModuleTag_Reinforced
TriggeredBy = Upgrade_IsengardFortressIronPlating
AttributeModifier = IronPlatingExpansion_Bonus
End
Behavior = ModelConditionUpgrade ModuleTag_ShowThePlating
TriggeredBy = Upgrade_IsengardFortressIronPlating
AddConditionFlags = UPGRADE_NUMENOR_STONEWORK
Permanent = Yes
End
ArmorSet
Conditions = None
Armor = IsenWallArmor
DamageFX = None
End
;// Geometry for the temp small men wall hub
Geometry = CYLINDER
GeometryMajorRadius = 20.0 ;
GeometryMinorRadius = 20.0 ;
GeometryHeight = 70.0
GeometryIsSmall = No
AdditionalGeometry = BOX
GeometryMajorRadius = 5.0 ;10.0
GeometryMinorRadius = 20.0
GeometryHeight = 40.0 ;47
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
GeometryContactPoint = X:-21 Y:22 Z:0 Repair
GeometryContactPoint = X:23 Y:-20 Z:0 Repair
GeometryContactPoint = X:5.576 Y:44.987 Z:0
GeometryContactPoint = X:-38.348 Y:-42.113 Z:0
GeometryContactPoint = X:-28.448 Y:-0.003 Z:75.14 Swoop
End
;---------------------------------------------------------
Object IsengardCastleWallGate
; *** ART Parameters ***
SelectPortrait = BPIWall_MainGate
Draw = W3DScriptedModelDraw ModuleTag_Draw
OkToChangeModelColor = Yes
UseStandardModelNames = Yes
DefaultModelConditionState
Model = IBWallGateN_SKN
End
;--------- damage states for the gate
ModelConditionState = DAMAGED
Model = IBWallGateN_D1
End
ModelConditionState = REALLYDAMAGED
Model = IBWallGateN_D2
End
ModelConditionState = COLLAPSING DOOR_1_OPENING
Model = IBWallGateN_D4
End
AnimationState = COLLAPSING DOOR_1_OPENING
Animation = RubbleAnimation
AnimationName = IBWallGateN_D4.IBWallGateN_D4
AnimationMode = ONCE
End
End
ModelConditionState = COLLAPSING
Model = IBWallGateN_D3
End
AnimationState = COLLAPSING
Animation = RubbleAnimation
AnimationName = IBWallGateN_D3.IBWallGateN_D3
AnimationMode = ONCE
End
End
ModelConditionState = DYING
Model = IBWallGateN_D3
End
AnimationState = DYING
Animation = RubbleAnimation
AnimationName = IBWallGateN_D3.IBWallGateN_D3
AnimationMode = ONCE
End
EnteringStateFX = FX_StructureMediumCollapse
ParticleSysBone NONE HubDestructionDust
End
ModelConditionState = RUBBLE
Model = None
End
ModelConditionState = POST_RUBBLE
Model = NONE
ParticleSysBone NONE SmokeBuildingMediumRubble
End
AnimationState = POST_RUBBLE
End
ModelConditionState = POST_COLLAPSE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
AnimationState = POST_COLLAPSE
End
;------ Door Animations
AnimationState = DOOR_1_OPENING
Flags = START_FRAME_LAST
StateName = Door_Open
Animation = Death
AnimationName = IBWallGateN_SKL.IBWallGateN_OP
AnimationMode = ONCE
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "Door_Close" then CurDrawableSetTransitionAnimState("TRANS_Closed_To_Open") end
EndScript
End
TransitionState = TRANS_Closed_To_Open
Animation = Open
AnimationName = IBWallGateN_SKL.IBWallGateN_OPN
AnimationMode = ONCE
End
End
AnimationState = DOOR_1_CLOSING
Flags = START_FRAME_LAST
StateName = Door_Close
Animation = Death
AnimationName = IBWallGateN_SKL.IBWallGateN_CL
AnimationMode = ONCE
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "Door_Open" then CurDrawableSetTransitionAnimState("TRANS_Open_To_Closed") end
EndScript
End
TransitionState = TRANS_Open_To_Closed
Animation = Open
AnimationName = IBWallGateN_SKL.IBWallGateN_CLS
AnimationMode = ONCE
End
End
ModelConditionState = UPGRADE_NUMENOR_STONEWORK
Model = IBWallGateN_SKN
Texture = IBFortress.tga IBFortress_U.tga
End
ModelConditionState = SNOW
Model = IBWallGateN_SKN
Texture = IBFortress.tga IBFortress_snow.tga
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:IsengardCastleWallGate
Side = Isengard
EditorSorting = STRUCTURE
ThreatLevel = 1.0
BuildCost = ISENGARD_CASTLE_WALLGATE_BUILDCOST
BuildTime = ISENGARD_CASTLE_WALLGATE_BUILDTIME
VisionRange = 160.0 ; Shroud clearing distance
ShroudClearingRange = 160
CommandSet = CastleGateCommandSet
; *** AUDIO Parameters ***
#include "..\..\..\Includes\StandardBuildingEvaEvents.inc"
VoiceSelect = GateSelect
VoiceSelectUnderConstruction = BuildingEvilVoiceSelectUnderConstruction
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
;ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_PlayCollapseSound
; ModelCondition = REQUIRED:RUBBLE Sound:BuildingSink
;End
CampnessValue = CAMPNESS_WALL
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE WALL_UPGRADE MADE_OF_STONE BLOCKING_GATE WALL_GATE
Behavior = GettingBuiltBehavior ModuleTag_04
SelfBuildingLoop = WallConstructionLoop // Only played if we DON'T spawn a worker
SelfRepairFromDamageLoop = NoSound // This doesn't cause an animation, so don't bother playing a sound
SelfRepairFromRubbleLoop = WallConstructionLoop
SpawnTimer = -1.0 // Negative means no 'autoheal'
RebuildTimeSeconds = ISENGARD_CASTLE_WALLGATE_BUILDTIME
End
Body = StructureBody ModuleTag_05
MaxHealth = ISENGARD_CASTLE_WALLGATE_HEALTH
MaxHealthDamaged = ISENGARD_CASTLE_WALLGATE_HEALTH_DAMAGED
MaxHealthReallyDamaged = ISENGARD_CASTLE_WALLGATE_HEALTH_REALLY_DAMAGED
End
Behavior = SlowDeathBehavior ModuleTag_SlowDeath
DeathTypes = ALL
DestructionDelay = 5000
End
Behavior = GateOpenAndCloseBehavior ModuleTag_GATE
ResetTimeInMilliseconds = 3000 ;important! this must be longer than the gates animation, ir it will twitch
OpenByDefault = No
PercentOpenForPathing = 50
SoundOpeningGateLoop = GateOpenStart
SoundClosingGateLoop = GateCloseStart
SoundFinishedOpeningGate = GateOpenEnd
SoundFinishedClosingGate = GateCloseEnd
TimeBeforePlayingOpenSound = 9500
TimeBeforePlayingClosedSound = 9500
End
Behavior = FakePathfindPortalBehaviour ModuleTag_FAKEPATHFIND
AllowEnemies = No
AllowNonSkirmishAIUnits = No
End
Behavior = AIGateUpdate ModuleTage_AIGateUpdate
TriggerWidthX = 200.0
TriggerWidthY = 100.0
End
Behavior = InheritUpgradeCreate ModuleTag_InheritStonework
Radius = ISENGARD_FORTRESS_WALL_EFFECTIVE_RADIUS
Upgrade = Upgrade_IsengardFortressIronPlating
ObjectFilter = ANY +IsengardFortressCitadel
End
Behavior = AttributeModifierUpgrade ModuleTag_Reinforced
TriggeredBy = Upgrade_IsengardFortressIronPlating
AttributeModifier = IronPlatingExpansion_Bonus
End
Behavior = ModelConditionUpgrade ModuleTag_ShowThePlating
TriggeredBy = Upgrade_IsengardFortressIronPlating
AddConditionFlags = UPGRADE_NUMENOR_STONEWORK
Permanent = Yes
End
ArmorSet
Conditions = None
Armor = IsenWallArmor
DamageFX = None
End
;// Geometry from small men wall gate
GeometryIsSmall = No
; right pillar
Geometry = BOX
GeometryMajorRadius = 10.0
GeometryMinorRadius = 10.0
GeometryHeight = 75
GeometryOffset = X:0 Y:50 Z:0
; left pillar
AdditionalGeometry = BOX
GeometryMajorRadius = 10.0
GeometryMinorRadius = 10.0
GeometryHeight = 75
GeometryOffset = X:0 Y:-50 Z:0
; Main
AdditionalGeometry = BOX
GeometryName = "Closed"
GeometryMajorRadius = 9.0
GeometryMinorRadius = 50.0
GeometryHeight = 50
; Left open
AdditionalGeometry = BOX
GeometryName = "OpenLeft"
GeometryMajorRadius = 9.0
GeometryMinorRadius = 10.0
GeometryHeight = 40
GeometryOffset = X:0 Y:-30 Z:0
; Right open
AdditionalGeometry = BOX
GeometryName = "OpenRight"
GeometryMajorRadius = 9.0
GeometryMinorRadius = 10.0
GeometryHeight = 40
GeometryOffset = X:0 Y:30 Z:0
// need some geometry points to tell enemy weapons where to hit.
GeometryContactPoint = X:0 Y:50 Z:75
GeometryContactPoint = X:0 Y:50 Z:10
GeometryContactPoint = X:0 Y:-50 Z:10
GeometryContactPoint = X:0 Y:-50 Z:75
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
End
;----------------------------------------------------------------------
Object IsengardWallCliffCap
SelectPortrait = BPIWall
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_Draw
OkToChangeModelColor = Yes
UseStandardModelNames = Yes
DefaultModelConditionState
Model = IBWallNE
End
IdleAnimationState
StateName = STATE_None
End
//------------ New Build Up States coming soon.
ModelConditionState = SNOW AWAITING_CONSTRUCTION
Model = IBWallNE_A
Texture = IBFortress.tga IBFortress_snow.tga
End
ModelConditionState = AWAITING_CONSTRUCTION
Model = IBWallNE_A
End
AnimationState = AWAITING_CONSTRUCTION
Animation = IBWallNE_A
AnimationName = IBWallNE_A.IBWallNE_A
AnimationMode = MANUAL
AnimationBlendTime = 0
End
Flags = START_FRAME_FIRST
End
ModelConditionState = UPGRADE_NUMENOR_STONEWORK ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Model = IBWallNE_A
Texture = IBFortress.tga IBFortress_U.tga
End
ModelConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Model = IBWallNE_A
Texture = IBFortress.tga IBFortress_snow.tga
End
ModelConditionState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Model = IBWallNE_A
End
AnimationState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Animation = IBWallNE_A
AnimationName = IBWallNE_A.IBWallNE_A
AnimationMode = MANUAL
AnimationBlendTime = 0
End
Flags = START_FRAME_FIRST
StateName = BeingConstructed
ParticleSysBone = NONE WallConstructDust FollowBone:Yes
End
;--damaged building
ModelConditionState = DAMAGED
Model = IBWallNE_D1
End
AnimationState = DAMAGED
EnteringStateFX = FX_WallDamaged
End
ModelConditionState = REALLYDAMAGED
Model = IBWallNE_D2
End
AnimationState = REALLYDAMAGED
Animation = RubbleAnimation
AnimationName = IBWallNE_D2.IBWallNE_D2
AnimationMode = ONCE
End
EnteringStateFX = FX_WallDamaged
End
ModelConditionState = COLLAPSING
Model = IBWallNE_D3
End
AnimationState = COLLAPSING
Animation = RubbleAnimation
AnimationName = IBWallNE_D3.IBWallNE_D3
AnimationMode = ONCE
End
ParticleSysBone NONE WallDestructionDust
EnteringStateFX = FX_StructureMediumCollapse
End
ModelConditionState = RUBBLE
Model = None ;GBWall_Rubble
End
AnimationState = RUBBLE
End
ModelConditionState = POST_RUBBLE
Model = None ;GBWall_Rubble
End
AnimationState = POST_RUBBLE
End
ModelConditionState = POST_COLLAPSE
Model = None
End
AnimationState = POST_COLLAPSE
End
ModelConditionState = UPGRADE_NUMENOR_STONEWORK
Model = IBWallNE
Texture = IBFortress.tga IBFortress_U.tga
End
ModelConditionState = SNOW
Model = IBWallNE
Texture = IBFortress.tga IBFortress_snow.tga
End
End
; Draw = W3DFloorDraw ModuleTag_DrawFloor
;; StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD
; ModelName = GBWallN_Bib
; End
; ***DESIGN parameters ***
DisplayName = OBJECT:IsengardWallCliffCap
Side = Isengard
EditorSorting = STRUCTURE
ThreatLevel = 1.0
CommandSet = IsengardWallCliffCapCommandSet
BuildCost = MEN_WALLSEGMENT_SMALL_BUILDCOST
BuildTime = MEN_WALLSEGMENT_SMALL_BUILDTIME
VisionRange = MEN_WALLSEGMENT_SMALL_VISION_RANGE
ShroudClearingRange = MEN_WALLSEGMENT_SMALL_SHROUD_CLEAR
; *** AUDIO Parameters ***
#include "..\..\..\Includes\StandardBuildingEvaEvents.inc"
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
VoiceSelectUnderConstruction = BuildingEvilVoiceSelectUnderConstruction
UnitSpecificSounds
UnderConstruction = WallConstructionLoop ; Built first time
; UnderRepairFromDamage = NoSound ; Repaired No animation on the building, so don't bother playing sound
UnderRepairFromRubble = WallConstructionLoop ; Repaired from completely destroyed (not used???)
End
;ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_PlayCollapseSound
; ModelCondition = REQUIRED:RUBBLE Sound:BuildingSink
;End
CampnessValue = CAMPNESS_WALL
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE DEFENSIVE_WALL MADE_OF_STONE CAN_CAST_REFLECTIONS
ThreatBreakdown ThreatBreakdown_ModuleTag
AIKindOf = WALL
End
Behavior = GettingBuiltBehavior ModuleTag_04
UseSpawnTimerWithoutWorker = Yes
SpawnTimer = DEFAULT_STRUCTURE_HEALDELAY
SelfBuildingLoop = WallConstructionLoop ; Only played if we DON'T spawn a worker
SelfRepairFromDamageLoop = NoSound ; This doesn't cause an animation, so don't bother playing a sound
SelfRepairFromRubbleLoop = WallConstructionLoop
End
Body = StructureBody ModuleTag_05
MaxHealth = MEN_WALLSEGMENT_SMALL_HEALTH
End
; Behavior = DestroyDie ModuleTag_07
; ;nothing
; End
// These should always appear together on wall segments
Behavior = KeepObjectDie ModuleTag_IWantRubble
DeathTypes = ALL -SUICIDED
End
Behavior = SlowDeathBehavior ModuleTag_SlowDeath
DeathTypes = NONE +SUICIDED
DestructionDelay = 5000
End
ArmorSet
Conditions = None
Armor = IsenWallArmor
DamageFX = None
End
Geometry = BOX
GeometryMajorRadius = 10.0
GeometryMinorRadius = 40.0
GeometryHeight = 80
GeometryIsSmall = No
GeometryOffset = X:0 Y:-20 Z:-40
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
End