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data_ini_object_evilfaction_structures_isengard_isengardminelauncherexpansion.ini
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2006-01-31
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11KB
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339 lines
//------------------------------------------------------------------------------------------
//Isengard Mine Launcher Expansion
Object IsengardMineLauncherExpansion
// *** ART Parameters ***
SelectPortrait = UPExplosiveMine
Draw = W3DScriptedModelDraw ModuleTag_Draw
OkToChangeModelColor = Yes
UseStandardModelNames = Yes
StaticModelLODMode = Yes // Will append M or L to the skin name depending on GameLOD
WallBoundsMesh = P1
DefaultModelConditionState
Model = IBFMLaunch
WeaponLaunchBone = PRIMARY B_fx2
WeaponLaunchBone = SECONDARY B_fx1
WeaponLaunchBone = TERTIARY B_fx3
End
IdleAnimationState
StateName = Idle
Animation = IDLA
AnimationName = IBFMLaunch_SKL.IBFMLaunch_IDLA
AnimationMode = ONCE
AnimationPriority = 1
AnimationBlendTime = 0
End
Animation = IDLB
AnimationName = IBFMLaunch_SKL.IBFMLaunch_IDLB
AnimationMode = ONCE
AnimationPriority = 1
AnimationBlendTime = 0
End
End
AnimationState = FIRING_OR_PREATTACK_A
Animation = IBFMLaunch_ATKA
; AnimationName = IBFMLaunch_SKL.IBFMLaunch_IDLA ; play the idle because only the little man animates
; AnimationMode = ONCE
; AnimationBlendTime = 0
UseWeaponTiming = Yes
End
End
//---Build Up States---
ModelConditionState = UPGRADE_NUMENOR_STONEWORK ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Model = IBFMLaunch_A
Texture = IBFortress.tga IBFortress_U.tga
End
ModelConditionState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED SNOW
Model = IBFMLaunch_A
Texture = IBFortress.tga IBFortress_snow.tga
End
ModelConditionState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Model = IBFMLaunch_A
ParticleSysBone = DUSTBONE BuildingContructDust
End
AnimationState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Animation = IBFMLaunch_A
AnimationName = IBFMLaunch_ASK.IBFMLaunch_ABL
AnimationMode = MANUAL
End
Flags = START_FRAME_FIRST
StateName = BeingConstructed
ParticleSysBone = NONE BuildingContructDustExpB
ParticleSysBone = NONE ExpIsengard
BeginScript
CurDrawablePlaySound("GondorBarracksBeginConstruction")
EndScript
End
//---Damage States---
ModelConditionState = DAMAGED
Model = IBFMLaunch
Texture = IBFortress.tga IBFortress_D.tga
End
AnimationState = DAMAGED
EnteringStateFX = FX_BuildingDamaged
End
ModelConditionState = REALLYDAMAGED
Model = IBFMLaunch_D2
End
AnimationState = REALLYDAMAGED
Animation = IBFMLaunch_ReallyDamaged
AnimationName = IBFMLaunch_D2S.IBFMLaunch_D2A
AnimationMode = ONCE
End
EnteringStateFX = FX_BuildingReallyDamaged
End
ModelConditionState = RUBBLE
Model = IBFMLaunch_D3
End
AnimationState = RUBBLE
Animation = IBFWTower_ReallyDamaged
AnimationName = IBFMLaunch_D3S.IBFMLaunch_D3A
AnimationMode = ONCE
End
EnteringStateFX = FX_StructureMediumCollapseNoSound
End
ModelConditionState = UPGRADE_NUMENOR_STONEWORK
Model = IBFMLaunch
Texture = IBFortress.tga IBFortress_U.tga
End
ModelConditionState = SNOW
Model = IBFMLaunch
Texture = IBFortress.tga IBFortress_snow.tga
End
End
;------- now draw the little man
Draw = W3DScriptedModelDraw ModuleTag_Draw_Littleman
OkToChangeModelColor = Yes
UseStandardModelNames = Yes
StaticModelLODMode = Yes // Will append M or L to the skin name depending on GameLOD
WallBoundsMesh = P1
DefaultModelConditionState
Model = IBFMLaunch_SKN
End
IdleAnimationState
StateName = Idle
Animation = IDLA
AnimationName = IBFMLaunch_SKL.IBFMLaunch_IDLA
AnimationMode = ONCE
AnimationPriority = 1
AnimationBlendTime = 0
End
Animation = IDLB
AnimationName = IBFMLaunch_SKL.IBFMLaunch_IDLB
AnimationMode = ONCE
AnimationPriority = 1
AnimationBlendTime = 0
End
End
AnimationState = FIRING_OR_PREATTACK_A
Animation = IBFMLaunch_ATKA
AnimationName = IBFMLaunch_SKL.IBFMLaunch_ATKA
AnimationMode = ONCE
AnimationBlendTime = 0
UseWeaponTiming = Yes
End
End
//---Build Up States---
ModelConditionState = UPGRADE_NUMENOR_STONEWORK ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Model = None
Texture = IBFortress.tga IBFortress_U.tga
End
ModelConditionState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED SNOW
Model = None
Texture = IBFortress.tga IBFortress_snow.tga
End
ModelConditionState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Model = None
ParticleSysBone = DUSTBONE BuildingContructDust
End
AnimationState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Animation = None
AnimationName = IBFMLaunch_ASK.IBFMLaunch_ABL
AnimationMode = MANUAL
End
Flags = START_FRAME_FIRST
StateName = BeingConstructed
ParticleSysBone = NONE BuildingContructDustExpB
ParticleSysBone = NONE ExpIsengard
BeginScript
CurDrawablePlaySound("GondorBarracksBeginConstruction")
EndScript
End
ModelConditionState = RUBBLE
Model = None
End
AnimationState = RUBBLE
; Animation = IBFWTower_ReallyDamaged
; AnimationName = IBFMLaunch_D3S.IBFMLaunch_D3A
; AnimationMode = ONCE
; End
; EnteringStateFX = FX_StructureMediumCollapseNoSound
End
End
//Draw = W3DFloorDraw ModuleTag_DrawFloor
// StaticModelLODMode = yes // Will append M or L to the skin name depending on GameLOD
// ModelName = GBFARTOWB_Bib
//End
//PlacementViewAngle = 0
// ***DESIGN parameters ***
DisplayName = OBJECT:IsengardMineLauncherExpansion
Side = Isengard
EditorSorting = STRUCTURE
ThreatLevel = 11.0
IsTrainable = No
BuildCost = ISENGARD_MINELAUNCHEREXPANSION_BUILDCOST
BuildTime = ISENGARD_MINELAUNCHEREXPANSION_BUILDTIME // in seconds
VisionRange = VISION_BASE_DEFENSE
ShroudClearingRange = SHROUD_CLEAR_BASE_DEFENSE
CommandSet = SellableCommandSet
ArmorSet
Conditions = None
Armor = FortressExpansionArmor
//DamageFX = StructureDamageFXNoShake
End
WeaponSet
Conditions = NONE
Weapon = PRIMARY MineLauncherWeapon
End
// *** AUDIO Parameters ***
#include "..\..\..\Includes\StandardBuildingEvaEvents.inc"
VoiceSelect = IsengardMineLauncherExpansionSelect
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
CampnessValue = CAMPNESS_FORTRESS_EXPANSION
// *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE NEED_BASE_FOUNDATION CAN_ATTACK FS_BASE_DEFENSE MADE_OF_STONE
Behavior = GettingBuiltBehavior ModuleTag_04
WorkerName = MordorWorkerNoSelect
SpawnTimer = DEFAULT_STRUCTURE_HEALDELAY
End
Body = StructureBody ModuleTag_05
MaxHealth = ISENGARD_MINELAUNCHEREXPANSION_HEALTH
MaxHealthDamaged = ISENGARD_MINELAUNCHEREXPANSION_HEALTH_DAMAGED
MaxHealthReallyDamaged = ISENGARD_MINELAUNCHEREXPANSION_HEALTH_REALLY_DAMAGED
End
Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
DestructionDelay = 4000
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 = TerrainResourceBehavior ModuleTag_NewMoneyDeadSpot
Radius = 100 // 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 = BuildingBehavior BuildingModuleTag
NightWindowName = WINDOW_N01
//FireWindowName = WINDOW_F01
//GlowWindowName = WINDOW_G01
End
Behavior = AIUpdateInterface ModuleTag_SoWeCanUseWeapon
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
MoodAttackCheckRate = 250
End
Behavior = CastleMemberBehavior ModuleTag_CMB
End
//Iron Plating
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
Geometry = BOX
GeometryMajorRadius = 15.0
GeometryMinorRadius = 10.0
GeometryHeight = 50.0
GeometryOffset = X:-20 Y:0 Z:0
AdditionalGeometry = BOX
GeometryMajorRadius = 20.0
GeometryMinorRadius = 30.0
GeometryHeight = 30.0
GeometryOffset = X:15 Y:0 Z:0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
GeometryContactPoint = X:23.624 Y:23.464 Z:0 Repair
GeometryContactPoint = X:22.954 Y:-16.306 Z:0 Repair
GeometryContactPoint = X:22.954 Y:15.951 Z:0
GeometryContactPoint = X:5.435 Y:-23.279 Z:0
GeometryContactPoint = X:-0.459 Y:-0.275 Z:116.828 Swoop
End