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Text File  |  2006-01-31  |  11KB  |  339 lines

  1. //------------------------------------------------------------------------------------------
  2. //Isengard Mine Launcher Expansion
  3. Object IsengardMineLauncherExpansion
  4.  
  5.       // *** ART Parameters ***
  6.     SelectPortrait    = UPExplosiveMine
  7.     
  8.     Draw = W3DScriptedModelDraw ModuleTag_Draw
  9.         OkToChangeModelColor    = Yes
  10.         UseStandardModelNames    = Yes
  11.         StaticModelLODMode        = Yes // Will append M or L to the skin name depending on GameLOD
  12.         WallBoundsMesh            = P1
  13.         
  14.         DefaultModelConditionState
  15.             Model = IBFMLaunch
  16.             WeaponLaunchBone    = PRIMARY B_fx2
  17.             WeaponLaunchBone    = SECONDARY B_fx1
  18.             WeaponLaunchBone    = TERTIARY B_fx3
  19.         End
  20.         
  21.         IdleAnimationState
  22.             StateName = Idle
  23.             Animation           = IDLA
  24.                 AnimationName     = IBFMLaunch_SKL.IBFMLaunch_IDLA
  25.                 AnimationMode     = ONCE
  26.                 AnimationPriority   = 1
  27.                 AnimationBlendTime            = 0
  28.             End            
  29.             Animation           = IDLB
  30.                 AnimationName     = IBFMLaunch_SKL.IBFMLaunch_IDLB
  31.                 AnimationMode     = ONCE
  32.                 AnimationPriority   = 1
  33.                 AnimationBlendTime            = 0
  34.             End
  35.         End
  36.         
  37.         AnimationState        = FIRING_OR_PREATTACK_A
  38.             Animation           = IBFMLaunch_ATKA
  39. ;                AnimationName     = IBFMLaunch_SKL.IBFMLaunch_IDLA    ; play the idle because only the little man animates
  40. ;                AnimationMode     = ONCE
  41. ;                AnimationBlendTime            = 0
  42.                 UseWeaponTiming        = Yes
  43.             End
  44.         End
  45.         
  46.  
  47.         //---Build Up States---
  48.         ModelConditionState    = UPGRADE_NUMENOR_STONEWORK ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
  49.             Model        = IBFMLaunch_A
  50.             Texture        = IBFortress.tga IBFortress_U.tga
  51.         End
  52.         ModelConditionState   = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED SNOW
  53.             Model               = IBFMLaunch_A
  54.             Texture    = IBFortress.tga IBFortress_snow.tga
  55.         End
  56.         ModelConditionState   = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
  57.             Model               = IBFMLaunch_A
  58.             ParticleSysBone   = DUSTBONE BuildingContructDust
  59.         End
  60.         AnimationState        = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
  61.             Animation           = IBFMLaunch_A
  62.                 AnimationName     = IBFMLaunch_ASK.IBFMLaunch_ABL
  63.                 AnimationMode     = MANUAL
  64.             End
  65.             Flags                = START_FRAME_FIRST
  66.             StateName            = BeingConstructed        
  67.             ParticleSysBone   = NONE BuildingContructDustExpB
  68.             ParticleSysBone   = NONE ExpIsengard
  69.             BeginScript
  70.                 CurDrawablePlaySound("GondorBarracksBeginConstruction")
  71.             EndScript
  72.         End
  73.  
  74.         //---Damage States---
  75.         ModelConditionState = DAMAGED
  76.             Model    = IBFMLaunch
  77.             Texture    = IBFortress.tga IBFortress_D.tga
  78.         End
  79.         AnimationState = DAMAGED
  80.             EnteringStateFX    = FX_BuildingDamaged
  81.         End        
  82.  
  83.         ModelConditionState = REALLYDAMAGED
  84.             Model    = IBFMLaunch_D2
  85.         End
  86.  
  87.         AnimationState    = REALLYDAMAGED
  88.             Animation    = IBFMLaunch_ReallyDamaged
  89.                 AnimationName        = IBFMLaunch_D2S.IBFMLaunch_D2A
  90.                 AnimationMode        = ONCE                
  91.             End            
  92.             EnteringStateFX    = FX_BuildingReallyDamaged    
  93.         End
  94.  
  95.         ModelConditionState = RUBBLE
  96.             Model    = IBFMLaunch_D3
  97.         End
  98.  
  99.         AnimationState    = RUBBLE
  100.             Animation    = IBFWTower_ReallyDamaged
  101.                 AnimationName        = IBFMLaunch_D3S.IBFMLaunch_D3A
  102.                 AnimationMode        = ONCE                
  103.             End        
  104.             EnteringStateFX    = FX_StructureMediumCollapseNoSound 
  105.         End
  106.  
  107.         ModelConditionState    = UPGRADE_NUMENOR_STONEWORK
  108.             Model    = IBFMLaunch
  109.             Texture    = IBFortress.tga IBFortress_U.tga
  110.         End
  111.  
  112.         ModelConditionState = SNOW
  113.             Model = IBFMLaunch
  114.             Texture    = IBFortress.tga IBFortress_snow.tga
  115.         End
  116.     End
  117.  
  118.  ;------- now draw the little man
  119.  
  120.     Draw = W3DScriptedModelDraw ModuleTag_Draw_Littleman
  121.         OkToChangeModelColor    = Yes
  122.         UseStandardModelNames    = Yes
  123.         StaticModelLODMode        = Yes // Will append M or L to the skin name depending on GameLOD
  124.         WallBoundsMesh            = P1
  125.         
  126.         DefaultModelConditionState
  127.             Model = IBFMLaunch_SKN
  128.         End
  129.         
  130.         IdleAnimationState
  131.             StateName = Idle
  132.             Animation           = IDLA
  133.                 AnimationName     = IBFMLaunch_SKL.IBFMLaunch_IDLA
  134.                 AnimationMode     = ONCE
  135.                 AnimationPriority   = 1
  136.                 AnimationBlendTime            = 0
  137.             End            
  138.             Animation           = IDLB
  139.                 AnimationName     = IBFMLaunch_SKL.IBFMLaunch_IDLB
  140.                 AnimationMode     = ONCE
  141.                 AnimationPriority   = 1
  142.                 AnimationBlendTime            = 0
  143.             End
  144.         End
  145.         
  146.         AnimationState        = FIRING_OR_PREATTACK_A
  147.             Animation           = IBFMLaunch_ATKA
  148.                 AnimationName     = IBFMLaunch_SKL.IBFMLaunch_ATKA 
  149.                 AnimationMode     = ONCE
  150.                 AnimationBlendTime            = 0
  151.                 UseWeaponTiming        = Yes
  152.             End
  153.         End
  154.         
  155.  
  156.         //---Build Up States---
  157.         ModelConditionState    = UPGRADE_NUMENOR_STONEWORK ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
  158.             Model        = None
  159.             Texture        = IBFortress.tga IBFortress_U.tga
  160.         End
  161.         ModelConditionState   = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED SNOW
  162.             Model               = None
  163.             Texture    = IBFortress.tga IBFortress_snow.tga
  164.         End
  165.         ModelConditionState   = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
  166.             Model               = None
  167.             ParticleSysBone   = DUSTBONE BuildingContructDust
  168.         End
  169.         AnimationState        = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
  170.             Animation           = None
  171.                 AnimationName     = IBFMLaunch_ASK.IBFMLaunch_ABL
  172.                 AnimationMode     = MANUAL
  173.             End
  174.             Flags                = START_FRAME_FIRST
  175.             StateName            = BeingConstructed        
  176.             ParticleSysBone   = NONE BuildingContructDustExpB
  177.             ParticleSysBone   = NONE ExpIsengard
  178.             BeginScript
  179.                 CurDrawablePlaySound("GondorBarracksBeginConstruction")
  180.             EndScript
  181.         End
  182.  
  183.         ModelConditionState = RUBBLE
  184.             Model    = None
  185.         End
  186.  
  187.         AnimationState    = RUBBLE
  188. ;            Animation    = IBFWTower_ReallyDamaged
  189. ;                AnimationName        = IBFMLaunch_D3S.IBFMLaunch_D3A
  190. ;                AnimationMode        = ONCE                
  191. ;            End        
  192. ;            EnteringStateFX    = FX_StructureMediumCollapseNoSound 
  193.         End
  194.     End
  195.     
  196.      //Draw = W3DFloorDraw ModuleTag_DrawFloor    
  197.        //    StaticModelLODMode    = yes // Will append M or L to the skin name depending on GameLOD
  198.       //    ModelName            = GBFARTOWB_Bib
  199.     //End
  200.     
  201.     //PlacementViewAngle  = 0
  202.  
  203.     // ***DESIGN parameters ***
  204.     DisplayName         = OBJECT:IsengardMineLauncherExpansion
  205.     Side                = Isengard
  206.     EditorSorting       = STRUCTURE
  207.     ThreatLevel         = 11.0
  208.     IsTrainable            = No
  209.      
  210.     BuildCost           = ISENGARD_MINELAUNCHEREXPANSION_BUILDCOST
  211.     BuildTime           = ISENGARD_MINELAUNCHEREXPANSION_BUILDTIME    // in seconds
  212.     VisionRange         = VISION_BASE_DEFENSE
  213.      ShroudClearingRange = SHROUD_CLEAR_BASE_DEFENSE
  214.  
  215.     CommandSet            = SellableCommandSet
  216.  
  217.     ArmorSet
  218.         Conditions        = None
  219.         Armor             = FortressExpansionArmor
  220.         //DamageFX          = StructureDamageFXNoShake
  221.     End
  222.  
  223.     WeaponSet
  224.         Conditions    = NONE
  225.         Weapon        = PRIMARY MineLauncherWeapon
  226.     End 
  227.  
  228.     // *** AUDIO Parameters ***
  229.  
  230.     #include "..\..\..\Includes\StandardBuildingEvaEvents.inc"
  231.  
  232.     VoiceSelect                        = IsengardMineLauncherExpansionSelect
  233.     VoiceSelectUnderConstruction    = BuildingEvilVoiceSelectUnderConstruction
  234.  
  235.     SoundOnDamaged                    = BuildingLightDamageStone
  236.     SoundOnReallyDamaged            = BuildingHeavyDamageStone
  237.  
  238.     UnitSpecificSounds
  239.         UnderConstruction        = BuildingConstructionLoop  // Built first time
  240.         //UnderRepairFromDamage    = NoSound                    // Repaired No animation on the building, so don't bother playing sound
  241.         UnderRepairFromRubble    = BuildingConstructionLoop    // Repaired from completely destroyed (not used???)
  242.     End
  243.  
  244.     CampnessValue = CAMPNESS_FORTRESS_EXPANSION
  245.  
  246.     // *** ENGINEERING Parameters ***
  247.     RadarPriority       = STRUCTURE
  248.     KindOf              = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE NEED_BASE_FOUNDATION CAN_ATTACK FS_BASE_DEFENSE MADE_OF_STONE
  249.      
  250.     Behavior            = GettingBuiltBehavior ModuleTag_04
  251.         WorkerName          = MordorWorkerNoSelect
  252.         SpawnTimer    = DEFAULT_STRUCTURE_HEALDELAY
  253.     End
  254.  
  255.     Body                      = StructureBody ModuleTag_05
  256.         MaxHealth               = ISENGARD_MINELAUNCHEREXPANSION_HEALTH
  257.         MaxHealthDamaged        = ISENGARD_MINELAUNCHEREXPANSION_HEALTH_DAMAGED
  258.         MaxHealthReallyDamaged  = ISENGARD_MINELAUNCHEREXPANSION_HEALTH_REALLY_DAMAGED
  259.     End
  260.  
  261.     Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
  262.         DestructionDelay  = 4000
  263.     End
  264.       
  265.     Behavior                  = StructureCollapseUpdate ModuleTag_StructureCollapseUpdate 
  266.         MinCollapseDelay        = 000
  267.         MaxCollapseDelay        = 000
  268.         CollapseDamping         = .5
  269.         MaxShudder              = 0.6
  270.         MinBurstDelay           = 250
  271.         MaxBurstDelay           = 800
  272.         BigBurstFrequency       = 4
  273.         FXList                  = INITIAL   FX_StructureMediumCollapse
  274.         FXList                  = ALMOST_FINAL  FX_StructureAlmostCollapse
  275.         DestroyObjectWhenDone    = Yes
  276.         CollapseHeight            = 89
  277.     End
  278.     
  279.     Behavior = TerrainResourceBehavior ModuleTag_NewMoneyDeadSpot
  280.         Radius            = 100        // How far we try to claim ground
  281.         MaxIncome        = 0            // If we were to get all we wanted, how much we would earn.  Linear slope to 0 at 0% claim
  282.         IncomeInterval    = 999999    // How often (in msec) we give that much money
  283.         HighPriority    = Yes        // A high priority claim gets to pretend it was there first.
  284.         Visible = No         ;// Don't show decal when a resource building is selected.
  285.     End
  286.  
  287.  
  288.     Behavior                  = BuildingBehavior BuildingModuleTag
  289.         NightWindowName        = WINDOW_N01
  290.         //FireWindowName     = WINDOW_F01
  291.         //GlowWindowName        = WINDOW_G01
  292.     End
  293.  
  294.     Behavior = AIUpdateInterface ModuleTag_SoWeCanUseWeapon
  295.         AutoAcquireEnemiesWhenIdle    = Yes ATTACK_BUILDINGS
  296.         MoodAttackCheckRate            = 250
  297.     End
  298.  
  299.     Behavior = CastleMemberBehavior ModuleTag_CMB
  300.     End 
  301.  
  302.     //Iron Plating
  303.     Behavior = AttributeModifierUpgrade ModuleTag_Reinforced
  304.         TriggeredBy                = Upgrade_IsengardFortressIronPlating
  305.         AttributeModifier        = IronPlatingExpansion_Bonus
  306.     End
  307.  
  308.     Behavior = ModelConditionUpgrade ModuleTag_ShowThePlating
  309.         TriggeredBy            = Upgrade_IsengardFortressIronPlating        
  310.         AddConditionFlags    = UPGRADE_NUMENOR_STONEWORK
  311.         Permanent            = Yes
  312.     End
  313.     
  314.     Geometry                = BOX
  315.     GeometryMajorRadius        = 15.0
  316.     GeometryMinorRadius        = 10.0
  317.     GeometryHeight            = 50.0    
  318.     GeometryOffset            = X:-20 Y:0 Z:0    
  319.  
  320.     AdditionalGeometry        = BOX
  321.     GeometryMajorRadius        = 20.0
  322.     GeometryMinorRadius        = 30.0
  323.     GeometryHeight            = 30.0    
  324.     GeometryOffset            = X:15 Y:0 Z:0
  325.  
  326.     
  327.     GeometryIsSmall           = No
  328.     Shadow                    = SHADOW_VOLUME
  329.     BuildCompletion            = PLACED_BY_PLAYER
  330.     
  331.     GeometryContactPoint     = X:23.624        Y:23.464    Z:0            Repair
  332.     GeometryContactPoint     = X:22.954        Y:-16.306    Z:0            Repair
  333.     GeometryContactPoint     = X:22.954        Y:15.951    Z:0
  334.     GeometryContactPoint     = X:5.435        Y:-23.279    Z:0
  335.     GeometryContactPoint     = X:-0.459        Y:-0.275    Z:116.828    Swoop
  336.  
  337. End
  338.  
  339.