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Text File  |  2006-01-31  |  8KB  |  247 lines

  1. //------------------------------------------------------------------------------------------
  2. //Isengard Tower Expansion
  3. Object IsengardTowerExpansion
  4.  
  5.       // *** ART Parameters ***
  6.     SelectPortrait    = BPIFortress_BattleTower
  7.     ButtonImage        = BIFortress_ArrowTower
  8.     
  9.     Draw = W3DScriptedModelDraw ModuleTag_Draw
  10.         ExtraPublicBone    = ARROW_01
  11.         ExtraPublicBone    = ARROW_02
  12.         ExtraPublicBone    = ARROW_03
  13.         ExtraPublicBone    = ARROW_04
  14.         ExtraPublicBone    = ARROW_05
  15.         ExtraPublicBone    = ARROW_06
  16.         ExtraPublicBone    = ARROW_07
  17.         ExtraPublicBone    = ARROW_08
  18.  
  19.         OkToChangeModelColor    = Yes
  20.         UseStandardModelNames    = Yes
  21.         StaticModelLODMode        = Yes // Will append M or L to the skin name depending on GameLOD
  22.         
  23.         DefaultModelConditionState
  24.             Model = IBFITower
  25.             WeaponLaunchBone =   PRIMARY ARROW_
  26.         End
  27.  
  28.         //---Build Up States---
  29.         ModelConditionState      = UPGRADE_NUMENOR_STONEWORK ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
  30.             Model    = IBFITower_A
  31.             Texture    = IBFortress.tga IBFortress_U.tga
  32.         End
  33.         ModelConditionState   = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED SNOW
  34.             Model               = IBFITower_A
  35.             Texture    = IBFortress.tga IBFortress_snow.tga
  36.         End
  37.  
  38.         ModelConditionState   = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
  39.             Model               = IBFITower_A
  40.             ParticleSysBone   = DUSTBONE BuildingContructDust
  41.         End
  42.         AnimationState        = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
  43.             Animation           = IBFITower_A
  44.                 AnimationName     = IBFITower_ASKL.IBFITower_ABLD
  45.                 AnimationMode     = MANUAL
  46.             End
  47.             Flags                = START_FRAME_FIRST
  48.             StateName            = BeingConstructed
  49.             ParticleSysBone   = NONE BuildingContructDustExpB
  50.             ParticleSysBone   = NONE ExpIsengard
  51.             BeginScript
  52.                 CurDrawablePlaySound("GondorBarracksBeginConstruction")
  53.             EndScript    
  54.         End
  55.  
  56.         //---Damage States---
  57.         ModelConditionState = DAMAGED
  58.             Model    = IBFITower
  59.             Texture    = IBFortress.tga IBFortress_D.tga
  60.         End
  61.         AnimationState = DAMAGED
  62.             EnteringStateFX    = FX_BuildingDamaged
  63.         End        
  64.  
  65.         ModelConditionState = REALLYDAMAGED
  66.             Model    = IBFITower_D2
  67.         End
  68.  
  69.         AnimationState    = REALLYDAMAGED
  70.             Animation    = IBFWTower_ReallyDamaged
  71.                 AnimationName        = IBFITower_D2SK.IBFITower_D2AN
  72.                 AnimationMode        = ONCE                
  73.             End            
  74.             EnteringStateFX    = FX_BuildingReallyDamaged    
  75.         End
  76.  
  77.         ModelConditionState = RUBBLE
  78.             Model    = IBFITower_D3
  79.         End
  80.  
  81.         AnimationState    = RUBBLE
  82.             Animation    = IBFWTower_ReallyDamaged
  83.                 AnimationName        = IBFITower_D3SK.IBFITower_D3AN
  84.                 AnimationMode        = ONCE                
  85.             End    
  86.             EnteringStateFX    = FX_StructureMediumCollapseNoSound
  87.         End
  88.  
  89.         ModelConditionState = UPGRADE_NUMENOR_STONEWORK
  90.             Model    = IBFITower
  91.             Texture    = IBFortress.tga IBFortress_U.tga
  92.         End
  93.  
  94.         ModelConditionState = SNOW
  95.             Model = IBFITower
  96.             Texture    = IBFortress.tga IBFortress_snow.tga
  97.         End
  98.     End
  99.  
  100.      //Draw = W3DFloorDraw ModuleTag_DrawFloor    
  101.     //    StaticModelLODMode    = yes // Will append M or L to the skin name depending on GameLOD
  102.       //    ModelName            = GBFARTOWB_Bib
  103.     //End
  104.     
  105.     //PlacementViewAngle  = 0
  106.  
  107.     // ***DESIGN parameters ***
  108.     DisplayName         = OBJECT:IsengardTowerExpansion
  109.     Side                = Isengard
  110.     EditorSorting       = STRUCTURE
  111.     ThreatLevel         = 11.0
  112.     IsTrainable            = No
  113.      
  114.     BuildCost           = ISENGARD_TOWEREXPANSION_BUILDCOST
  115.     BuildTime           = ISENGARD_TOWEREXPANSION_BUILDTIME    // in seconds
  116.     VisionRange         = VISION_BASE_DEFENSE
  117.      ShroudClearingRange = SHROUD_CLEAR_BASE_DEFENSE
  118.  
  119.     CommandSet            = SellableCommandSet
  120.  
  121.     ArmorSet
  122.         Conditions        = None
  123.         Armor             = FortressExpansionArmor
  124.         //DamageFX          = StructureDamageFXNoShake
  125.     End
  126.  
  127.     WeaponSet
  128.         Conditions    = NONE
  129.         Weapon        = PRIMARY EvilFortressArrowTowerBow
  130.     End 
  131.  
  132.     // *** AUDIO Parameters ***
  133.  
  134.     #include "..\..\..\Includes\StandardBuildingEvaEvents.inc"
  135.  
  136.     VoiceSelect                        = NeutralArrowTowerSelect
  137.     VoiceSelectUnderConstruction    = BuildingEvilVoiceSelectUnderConstruction
  138.  
  139.     SoundOnDamaged                    = BuildingLightDamageStone
  140.     SoundOnReallyDamaged            = BuildingHeavyDamageStone
  141.  
  142.     UnitSpecificSounds
  143.         UnderConstruction        = BuildingConstructionLoop  // Built first time
  144.         //UnderRepairFromDamage    = NoSound                    // Repaired No animation on the building, so don't bother playing sound
  145.         UnderRepairFromRubble    = BuildingConstructionLoop    // Repaired from completely destroyed (not used???)
  146.     End
  147.  
  148.     CampnessValue = CAMPNESS_FORTRESS_EXPANSION
  149.  
  150.     // *** ENGINEERING Parameters ***
  151.     RadarPriority       = STRUCTURE
  152.     KindOf              = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE NEED_BASE_FOUNDATION CAN_ATTACK FS_BASE_DEFENSE MADE_OF_STONE
  153.      
  154.     Behavior            = GettingBuiltBehavior ModuleTag_04
  155.         WorkerName          = MordorWorkerNoSelect
  156.         SpawnTimer    = DEFAULT_STRUCTURE_HEALDELAY
  157.     End
  158.  
  159.     Body                      = StructureBody ModuleTag_05
  160.         MaxHealth               = ISENGARD_TOWEREXPANSION_HEALTH
  161.         MaxHealthDamaged        = ISENGARD_TOWEREXPANSION_HEALTH_DAMAGED
  162.         MaxHealthReallyDamaged  = ISENGARD_TOWEREXPANSION_HEALTH_REALLY_DAMAGED
  163.     End
  164.  
  165.     Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
  166.         DestructionDelay  = 4000
  167.     End
  168.       
  169.     Behavior                  = StructureCollapseUpdate ModuleTag_StructureCollapseUpdate 
  170.         MinCollapseDelay        = 000
  171.         MaxCollapseDelay        = 000
  172.         CollapseDamping         = .5
  173.         MaxShudder              = 0.6
  174.         MinBurstDelay           = 250
  175.         MaxBurstDelay           = 800
  176.         BigBurstFrequency       = 4
  177.         FXList                  = INITIAL   FX_StructureMediumCollapse
  178.         FXList                  = ALMOST_FINAL  FX_StructureAlmostCollapse
  179.         DestroyObjectWhenDone    = Yes
  180.         CollapseHeight            = 89
  181.     End
  182.     
  183.     Behavior = TerrainResourceBehavior ModuleTag_NewMoneyDeadSpot
  184.         Radius            = 100        // How far we try to claim ground
  185.         MaxIncome        = 0            // If we were to get all we wanted, how much we would earn.  Linear slope to 0 at 0% claim
  186.         IncomeInterval    = 999999    // How often (in msec) we give that much money
  187.         HighPriority    = Yes        // A high priority claim gets to pretend it was there first.
  188.         Visible = No         ;// Don't show decal when a resource building is selected.
  189.     End
  190.  
  191.  
  192.     Behavior                  = BuildingBehavior BuildingModuleTag
  193.         NightWindowName        = WINDOW_N01
  194.         ;FireWindowName     = WINDOW_F01
  195.         ;GlowWindowName        = WINDOW_G01
  196.     End
  197.  
  198.     Behavior = AIUpdateInterface ModuleTag_SoWeCanUseWeapon
  199.         AutoAcquireEnemiesWhenIdle    = Yes
  200.         MoodAttackCheckRate            = 250
  201.     End
  202.  
  203.     Behavior = CastleMemberBehavior ModuleTag_CMB
  204.     End 
  205.  
  206.     //Orcfire Munitions
  207.     Behavior = WeaponSetUpgrade ModuleTag_FlamingAttack // Doesn't really use a weaponset swap, the swap is in the weapon itself. But this helps debugging more than a fake status bit upgrade
  208.         TriggeredBy                = Upgrade_EvilFortressFlamingMunitions
  209.     End
  210.  
  211.     //Iron Plating
  212.     Behavior = AttributeModifierUpgrade ModuleTag_Reinforced
  213.         TriggeredBy                = Upgrade_IsengardFortressIronPlating
  214.         AttributeModifier        = IronPlatingExpansion_Bonus
  215.     End
  216.  
  217.     Behavior = ModelConditionUpgrade ModuleTag_ShowThePlating
  218.         TriggeredBy            = Upgrade_IsengardFortressIronPlating        
  219.         AddConditionFlags    = UPGRADE_NUMENOR_STONEWORK
  220.         Permanent            = Yes
  221.     End
  222.  
  223.     Geometry                = BOX
  224.     GeometryMajorRadius        = 12.0
  225.     GeometryMinorRadius        = 12.0
  226.     GeometryHeight            = 120.0    
  227.     GeometryOffset            = X:0 Y:0 Z:0
  228.     
  229.     AdditionalGeometry        = BOX
  230.     GeometryMajorRadius        = 10.0
  231.     GeometryMinorRadius        = 10.0
  232.     GeometryHeight            = 40.0    
  233.     GeometryOffset            = X:-20 Y:0 Z:0    
  234.     
  235.     GeometryIsSmall           = No
  236.     Shadow                    = SHADOW_VOLUME
  237.     BuildCompletion            = PLACED_BY_PLAYER
  238.     
  239.     GeometryContactPoint     = X:23.624        Y:23.464    Z:0            Repair
  240.     GeometryContactPoint     = X:22.954        Y:-16.306    Z:0            Repair
  241.     GeometryContactPoint     = X:22.954        Y:15.951    Z:0
  242.     GeometryContactPoint     = X:5.435        Y:-23.279    Z:0
  243.     GeometryContactPoint     = X:-0.459        Y:-0.275    Z:116.828    Swoop
  244.  
  245. End
  246.  
  247.