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data_ini_object_evilfaction_structures_isengard_scaffolding.ini
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2006-01-31
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;------------------------------------------------------------------------------
Object IsengardScaffolding01
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = IUScaff01
End
IdleAnimationState
Animation = IUScaff01
AnimationName = IUScaff01.IUScaff01
AnimationMode = LOOP
End
End
;--damaged building
ModelConditionState = DAMAGED
Model = IUScaff01
End
AnimationState = DAMAGED
End
ModelConditionState = REALLYDAMAGED
Model = IUScaff01
End
AnimationState = REALLYDAMAGED
EnteringStateFX = FX_BuildingReallyDamaged
End
ModelConditionState = COLLAPSING
Model = IUScaff01_D2
End
AnimationState = COLLAPSING
Animation = RubbleAnimation
AnimationName = IUScaff01_D2.IUScaff01_D2
AnimationMode = ONCE
End
End
ModelConditionState = RUBBLE
Model = IUScaff01_D3
End
End
; *** AUDIO Parameters ***
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
MaxUpdateRangeCap = 800
AnimationSound = Sound: BuildingScaffoldShatterMedium Animation: IUScaff01_D2.IUScaff01_D2 Frames: 14
AnimationSound = Sound: BuildingScaffoldHeavyDamage Animation: IUScaff01_D2.IUScaff01_D2 Frames: 45
End
; ***DESIGN parameters ***
DisplayName = OBJECT:Scaffolding
Side = Isengard
EditorSorting = STRUCTURE
ThreatLevel = 1.0
; *** ENGINEERING Parameters ***
KindOf = SELECTABLE IMMOBILE STRUCTURE MADE_OF_WOOD
Body = StructureBody ModuleTag_05
MaxHealth = 200.0
MaxHealthDamaged = 150
MaxHealthReallyDamaged = 100
End
Behavior = KeepObjectDie ModuleTag_IWantRubble
End
Behavior = FireWeaponWhenDeadBehavior FireWeaponWhenDeadBehaviorModuleTag_01
StartsActive = Yes
DelayTime = 1000 ; milliseconds from the actual death, to the weapon firing
DeathWeapon = IsengardScaffoldLargeCollapseWeapon
WeaponOffset = X:-40 Y:0 Z:0
End
Geometry = BOX
GeometryMajorRadius = 32.4
GeometryMinorRadius = 15.4
GeometryHeight = 54.8
GeometryOffset = X:0 Y:0 Z:0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
End
;------------------------------------------------------------------------------
Object IsengardScaffolding02
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = IUScaff02
End
IdleAnimationState
Animation = IUScaff02
AnimationName = IUScaff02.IUScaff02
AnimationMode = LOOP
End
End
;--damaged building
ModelConditionState = DAMAGED
Model = IUScaff02
End
AnimationState = DAMAGED
End
ModelConditionState = REALLYDAMAGED
Model = IUScaff02
End
AnimationState = REALLYDAMAGED
EnteringStateFX = FX_BuildingReallyDamaged
End
ModelConditionState = COLLAPSING
Model = IUScaff02_D2
End
AnimationState = COLLAPSING
Animation = RubbleAnimation
AnimationName = IUScaff02_D2.IUScaff02_D2
AnimationMode = ONCE
End
End
ModelConditionState = RUBBLE
Model = IUScaff02_D3
End
End
; *** AUDIO Parameters ***
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
AnimationSound = Sound: BuildingScaffoldShatterLightQuick Animation: IUScaff02_D2.IUScaff02_D2 Frames: 77
AnimationSound = Sound: BuildingScaffoldStressFracture Animation: IUScaff02_D2.IUScaff02_D2 Frames: 0
AnimationSound = Sound: BuildingScaffoldHeavyDamage Animation: IUScaff02_D2.IUScaff02_D2 Frames: 53
End
; ***DESIGN parameters ***
DisplayName = OBJECT:Scaffolding
Side = Isengard
EditorSorting = STRUCTURE
ThreatLevel = 1.0
; *** ENGINEERING Parameters ***
KindOf = SELECTABLE IMMOBILE STRUCTURE MADE_OF_WOOD
Body = StructureBody ModuleTag_05
MaxHealth = 200.0
MaxHealthDamaged = 150
MaxHealthReallyDamaged = 100
End
Behavior = KeepObjectDie ModuleTag_IWantRubble
End
Behavior = FireWeaponWhenDeadBehavior FireWeaponWhenDeadBehaviorModuleTag_01
StartsActive = Yes
DelayTime = 1000 ; milliseconds from the actual death, to the weapon firing
DeathWeapon = IsengardScaffoldSmallCollapseWeapon
WeaponOffset = X:-40 Y:0 Z:0
End
Geometry = BOX
GeometryMajorRadius = 27.0
GeometryMinorRadius = 15.4
GeometryHeight = 84.4
GeometryOffset = X:8.4 Y:0 Z:0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
End
;------------------------------------------------------------------------------
Object IsengardScaffolding03
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = IUScaff03
End
IdleAnimationState
Animation = IUScaff03
AnimationName = IUScaff03.IUScaff03
AnimationMode = LOOP
End
End
;--damaged building
ModelConditionState = DAMAGED
Model = IUScaff03
End
AnimationState = DAMAGED
End
ModelConditionState = REALLYDAMAGED
Model = IUScaff03
End
AnimationState = REALLYDAMAGED
EnteringStateFX = FX_BuildingReallyDamaged
End
ModelConditionState = COLLAPSING
Model = IUScaff03_D2
End
AnimationState = COLLAPSING
Animation = RubbleAnimation
AnimationName = IUScaff03_D2.IUScaff03_D2
AnimationMode = ONCE
End
End
ModelConditionState = RUBBLE
Model = IUScaff03_D3
End
End
; *** AUDIO Parameters ***
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
AnimationSound = Sound: BuildingScaffoldShatterLightQuick Animation: IUScaff03_D2.IUScaff03_D2 Frames: 86
AnimationSound = Sound: BuildingScaffoldShatterMedium Animation: IUScaff03_D2.IUScaff03_D2 Frames: 15
AnimationSound = Sound: BuildingScaffoldStressFracture Animation: IUScaff03_D2.IUScaff03_D2 Frames: 64
AnimationSound = Sound: BuildingScaffoldHeavyDamage Animation: IUScaff03_D2.IUScaff03_D2 Frames: 35
End
; ***DESIGN parameters ***
DisplayName = OBJECT:Scaffolding
Side = Isengard
EditorSorting = STRUCTURE
ThreatLevel = 1.0
; *** ENGINEERING Parameters ***
KindOf = SELECTABLE IMMOBILE STRUCTURE MADE_OF_WOOD
Body = StructureBody ModuleTag_05
MaxHealth = 200.0
MaxHealthDamaged = 150
MaxHealthReallyDamaged = 100
End
Behavior = KeepObjectDie ModuleTag_IWantRubble
End
Behavior = FireWeaponWhenDeadBehavior FireWeaponWhenDeadBehaviorModuleTag_01
StartsActive = Yes
DelayTime = 1000 ; milliseconds from the actual death, to the weapon firing
DeathWeapon = IsengardScaffoldLargeCollapseWeapon
WeaponOffset = X:-40 Y:0 Z:0
End
Geometry = BOX
GeometryMajorRadius = 14.4
GeometryMinorRadius = 14.4
GeometryHeight = 64.8
GeometryOffset = X:0 Y:0 Z:0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
End
;------------------------------------------------------------------------------
Object IsengardScaffolding04
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = IUScaff04
End
IdleAnimationState
Animation = IUScaff04
AnimationName = IUScaff04.IUScaff04
AnimationMode = LOOP
End
End
;--damaged building
ModelConditionState = DAMAGED
Model = IUScaff04
End
AnimationState = DAMAGED
End
ModelConditionState = REALLYDAMAGED
Model = IUScaff04
End
AnimationState = REALLYDAMAGED
EnteringStateFX = FX_BuildingReallyDamaged
End
ModelConditionState = COLLAPSING
Model = IUScaff04_D2
End
AnimationState = COLLAPSING
Animation = RubbleAnimation
AnimationName = IUScaff04_D2.IUScaff04_D2
AnimationMode = ONCE
End
End
ModelConditionState = RUBBLE
Model = IUScaff04_D3
End
End
; *** AUDIO Parameters ***
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
AnimationSound = Sound: BuildingScaffoldShatterLightQuick Animation: IUScaff04_D2.IUScaff04_D2 Frames: 10
AnimationSound = Sound: BuildingScaffoldShatterMedium Animation: IUScaff04_D2.IUScaff04_D2 Frames: 48
AnimationSound = Sound: BuildingScaffoldHeavyDamage Animation: IUScaff04_D2.IUScaff04_D2 Frames: 30
End
; ***DESIGN parameters ***
DisplayName = OBJECT:Scaffolding
Side = Isengard
EditorSorting = STRUCTURE
ThreatLevel = 1.0
; *** ENGINEERING Parameters ***
KindOf = SELECTABLE IMMOBILE STRUCTURE MADE_OF_WOOD
Body = StructureBody ModuleTag_05
MaxHealth = 200.0
MaxHealthDamaged = 150
MaxHealthReallyDamaged = 100
End
Behavior = KeepObjectDie ModuleTag_IWantRubble
End
Behavior = FireWeaponWhenDeadBehavior FireWeaponWhenDeadBehaviorModuleTag_01
StartsActive = Yes
DelayTime = 1000 ; milliseconds from the actual death, to the weapon firing
DeathWeapon = IsengardScaffoldLargeCollapseWeapon
WeaponOffset = X:-40 Y:0 Z:0
End
Geometry = BOX
GeometryMajorRadius = 58.4
GeometryMinorRadius = 20.4
GeometryHeight = 44.8
GeometryOffset = X:0 Y:0 Z:0
AdditionalGeometry = CYLINDER
GeometryMajorRadius = 13.0
GeometryMinorRadius = 0
GeometryHeight = 84.8
GeometryOffset = X:-36.4 Y:0 Z:0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
End
;------------------------------------------------------------------------------
Object IsengardScaffolding05
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = IUScaff05
End
;--damaged building
ModelConditionState = DAMAGED
Model = IUScaff05
End
AnimationState = DAMAGED
End
ModelConditionState = REALLYDAMAGED
Model = IUScaff05
End
AnimationState = REALLYDAMAGED
EnteringStateFX = FX_BuildingReallyDamaged
End
ModelConditionState = COLLAPSING
Model = IUScaff05_D2
End
AnimationState = COLLAPSING
Animation = RubbleAnimation
AnimationName = IUScaff05_D2.IUScaff05_D2
AnimationMode = ONCE
End
End
ModelConditionState = RUBBLE
Model = IUScaff05_D3
End
End
; *** AUDIO Parameters ***
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
AnimationSound = Sound: BuildingScaffoldShatterLightQuick Animation: IUScaff05_D2.IUScaff05_D2 Frames: 80
AnimationSound = Sound: BuildingScaffoldShatterMedium Animation: IUScaff05_D2.IUScaff05_D2 Frames: 15
AnimationSound = Sound: BuildingScaffoldStressFracture Animation: IUScaff05_D2.IUScaff05_D2 Frames: 14
AnimationSound = Sound: BuildingScaffoldHeavyDamage Animation: IUScaff05_D2.IUScaff05_D2 Frames: 49
End
; ***DESIGN parameters ***
DisplayName = OBJECT:Scaffolding
Side = Isengard
EditorSorting = STRUCTURE
ThreatLevel = 1.0
; *** ENGINEERING Parameters ***
KindOf = SELECTABLE IMMOBILE STRUCTURE MADE_OF_WOOD
Body = StructureBody ModuleTag_05
MaxHealth = 200.0
MaxHealthDamaged = 150
MaxHealthReallyDamaged = 100
End
Behavior = FireWeaponWhenDeadBehavior FireWeaponWhenDeadBehaviorModuleTag_01
StartsActive = Yes
DelayTime = 1000 ; milliseconds from the actual death, to the weapon firing
DeathWeapon = IsengardScaffoldSmallCollapseWeapon
WeaponOffset = X:-40 Y:0 Z:0
End
Behavior = KeepObjectDie ModuleTag_IWantRubble
End
Geometry = BOX
GeometryMajorRadius = 18.4
GeometryMinorRadius = 12.4
GeometryHeight = 84.8
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
End
;------------------------------------------------------------------------------
Object IsengardScaffolding06
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = IUScaff06
End
;--damaged building
ModelConditionState = DAMAGED
Model = IUScaff06
End
AnimationState = DAMAGED
End
ModelConditionState = REALLYDAMAGED
Model = IUScaff06
End
AnimationState = REALLYDAMAGED
EnteringStateFX = FX_BuildingReallyDamaged
End
ModelConditionState = COLLAPSING
Model = IUScaff06_D2
End
AnimationState = COLLAPSING
Animation = RubbleAnimation
AnimationName = IUScaff06_D2.IUScaff06_D2
AnimationMode = ONCE
End
End
ModelConditionState = RUBBLE
Model = IUScaff06_D3
End
End
; *** AUDIO Parameters ***
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
AnimationSound = Sound: BuildingScaffoldShatterLightQuick Animation: IUScaff06_D2.IUScaff06_D2 Frames: 71
AnimationSound = Sound: BuildingScaffoldShatterMedium Animation: IUScaff06_D2.IUScaff06_D2 Frames: 12
AnimationSound = Sound: BuildingScaffoldStressFracture Animation: IUScaff06_D2.IUScaff06_D2 Frames: 13
AnimationSound = Sound: BuildingScaffoldHeavyDamage Animation: IUScaff06_D2.IUScaff06_D2 Frames: 46
End
; ***DESIGN parameters ***
DisplayName = OBJECT:Scaffolding
Side = Isengard
EditorSorting = STRUCTURE
ThreatLevel = 1.0
; *** ENGINEERING Parameters ***
KindOf = SELECTABLE IMMOBILE STRUCTURE MADE_OF_WOOD
Body = StructureBody ModuleTag_05
MaxHealth = 200.0
MaxHealthDamaged = 150
MaxHealthReallyDamaged = 100
End
Behavior = FireWeaponWhenDeadBehavior FireWeaponWhenDeadBehaviorModuleTag_01
StartsActive = Yes
DelayTime = 1000 ; milliseconds from the actual death, to the weapon firing
DeathWeapon = IsengardScaffoldLargeCollapseWeapon
WeaponOffset = X:-40 Y:0 Z:0
End
Behavior = KeepObjectDie ModuleTag_IWantRubble
End
Geometry = BOX
GeometryMajorRadius = 15.4
GeometryMinorRadius = 45.4
GeometryHeight = 44.8
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
End
;------------------------------------------------------------------------------
;Object IsengardScaffolding07
;
; ; *** ART Parameters ***
; Draw = W3DScriptedModelDraw ModuleTag_01
; DefaultModelConditionState
; Model = IUScaff07
; End
; End
;
; ; *** AUDIO Parameters ***
;
; ; ***DESIGN parameters ***
; DisplayName = OBJECT:Scaffolding
; Side = Isengard
; EditorSorting = STRUCTURE
; ThreatLevel = 1.0
;
; ; *** ENGINEERING Parameters ***
; KindOf = SELECTABLE IMMOBILE
; Body = ActiveBody ModuleTag_03
; MaxHealth = 200.0
; End
;
; Behavior = FireWeaponWhenDeadBehavior FireWeaponWhenDeadBehaviorModuleTag_01
; StartsActive = Yes
; DelayTime = 1000 ; milliseconds from the actual death, to the weapon firing
; DeathWeapon = IsengardScaffoldSmallCollapseWeapon
; WeaponOffset = X:-40 Y:0 Z:0
; End
; Behavior = KeepObjectDie ModuleTag_IWantRubble
; End
;
; Geometry = BOX
; GeometryMajorRadius = 41.4
; GeometryMinorRadius = 14.4
; GeometryHeight = 43.8
;
; GeometryIsSmall = No
; Shadow = SHADOW_VOLUME
;End
;------------------------------------------------------------------------------
Object IsengardScaffolding08
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = IUScaff08
End
;--damaged building
ModelConditionState = DAMAGED
Model = IUScaff08
End
AnimationState = DAMAGED
End
ModelConditionState = REALLYDAMAGED
Model = IUScaff08
End
AnimationState = REALLYDAMAGED
EnteringStateFX = FX_BuildingReallyDamaged
End
ModelConditionState = COLLAPSING
Model = IUScaff08_D2
End
AnimationState = COLLAPSING
Animation = RubbleAnimation
AnimationName = IUScaff08_D2.IUScaff08_D2
AnimationMode = ONCE
End
End
ModelConditionState = RUBBLE
Model = IUScaff08_D3
End
End
; *** AUDIO Parameters ***
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
AnimationSound = Sound: BuildingScaffoldShatterLightQuick Animation: IUScaff08_D2.IUScaff08_D2 Frames: 8 54
AnimationSound = Sound: BuildingScaffoldShatterMedium Animation: IUScaff08_D2.IUScaff08_D2 Frames: 28
End
; ***DESIGN parameters ***
DisplayName = OBJECT:Scaffolding
Side = Isengard
EditorSorting = STRUCTURE
ThreatLevel = 1.0
; *** ENGINEERING Parameters ***
KindOf = SELECTABLE IMMOBILE STRUCTURE MADE_OF_WOOD
Body = StructureBody ModuleTag_05
MaxHealth = 200.0
MaxHealthDamaged = 150
MaxHealthReallyDamaged = 100
End
Behavior = FireWeaponWhenDeadBehavior FireWeaponWhenDeadBehaviorModuleTag_01
StartsActive = Yes
DelayTime = 1000 ; milliseconds from the actual death, to the weapon firing
DeathWeapon = IsengardScaffoldSmallCollapseWeapon
WeaponOffset = X:-40 Y:0 Z:0
End
Behavior = KeepObjectDie ModuleTag_IWantRubble
End
Geometry = BOX
GeometryMajorRadius = 32.4
GeometryMinorRadius = 12.4
GeometryHeight = 58.8
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
End
;------------------------------------------------------------------------------
Object IsengardScaffolding09
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = IUScaff09
End
;--damaged building
ModelConditionState = DAMAGED
Model = IUScaff09
End
AnimationState = DAMAGED
End
ModelConditionState = REALLYDAMAGED
Model = IUScaff09
End
AnimationState = REALLYDAMAGED
EnteringStateFX = FX_BuildingReallyDamaged
End
ModelConditionState = COLLAPSING
Model = IUScaff09_D2
End
AnimationState = COLLAPSING
Animation = RubbleAnimation
AnimationName = IUScaff09_D2.IUScaff09_D2
AnimationMode = ONCE
End
End
ModelConditionState = RUBBLE
Model = IUScaff09_D3
End
End
; *** AUDIO Parameters ***
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
AnimationSound = Sound: BuildingScaffoldShatterLightQuick Animation: IUScaff09_D2.IUScaff09_D2 Frames: 35 57
AnimationSound = Sound: BuildingScaffoldShatterMedium Animation: IUScaff09_D2.IUScaff09_D2 Frames: 11
End
; ***DESIGN parameters ***
DisplayName = OBJECT:Scaffolding
Side = Isengard
EditorSorting = STRUCTURE
ThreatLevel = 1.0
; *** ENGINEERING Parameters ***
KindOf = SELECTABLE IMMOBILE STRUCTURE MADE_OF_WOOD
Body = StructureBody ModuleTag_05
MaxHealth = 200.0
MaxHealthDamaged = 150
MaxHealthReallyDamaged = 100
End
Behavior = FireWeaponWhenDeadBehavior FireWeaponWhenDeadBehaviorModuleTag_01
StartsActive = Yes
DelayTime = 1000 ; milliseconds from the actual death, to the weapon firing
DeathWeapon = IsengardScaffoldLargeCollapseWeapon
WeaponOffset = X:-40 Y:0 Z:0
End
Behavior = KeepObjectDie ModuleTag_IWantRubble
End
Geometry = BOX
GeometryMajorRadius = 21.4
GeometryMinorRadius = 29.4
GeometryHeight = 64.8
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
End
;------------------------------------------------------------------------------
Object IsengardScaffolding10
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = IUScaff10
End
;--damaged building
ModelConditionState = DAMAGED
Model = IUScaff10
End
AnimationState = DAMAGED
End
ModelConditionState = REALLYDAMAGED
Model = IUScaff10
End
AnimationState = REALLYDAMAGED
EnteringStateFX = FX_BuildingReallyDamaged
End
ModelConditionState = COLLAPSING
Model = IUScaff10_D2
End
AnimationState = COLLAPSING
Animation = RubbleAnimation
AnimationName = IUScaff10_D2.IUScaff10_D2
AnimationMode = ONCE
End
End
ModelConditionState = RUBBLE
Model = IUScaff10_D3
End
End
; *** AUDIO Parameters ***
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
AnimationSound = Sound: BuildingScaffoldShatterMedium Animation: IUScaff10_D2.IUScaff10_D2 Frames: 0
AnimationSound = Sound: BuildingScaffoldHeavyDamage Animation: IUScaff10_D2.IUScaff10_D2 Frames: 31
End
; ***DESIGN parameters ***
DisplayName = OBJECT:Scaffolding
Side = Isengard
EditorSorting = STRUCTURE
ThreatLevel = 1.0
; *** ENGINEERING Parameters ***
KindOf = SELECTABLE IMMOBILE STRUCTURE MADE_OF_WOOD
Body = StructureBody ModuleTag_05
MaxHealth = 200.0
MaxHealthDamaged = 150
MaxHealthReallyDamaged = 100
End
Behavior = FireWeaponWhenDeadBehavior FireWeaponWhenDeadBehaviorModuleTag_01
StartsActive = Yes
DelayTime = 1000 ; milliseconds from the actual death, to the weapon firing
DeathWeapon = IsengardScaffoldSmallCollapseWeapon
WeaponOffset = X:-40 Y:0 Z:0
End
Behavior = KeepObjectDie ModuleTag_IWantRubble
End
Geometry = BOX
GeometryMajorRadius = 42.4
GeometryMinorRadius = 25.4
GeometryHeight = 57.8
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
End
;------------------------------------------------------------------------------
;Object IsengardScaffolding11
;
; ; *** ART Parameters ***
; Draw = W3DScriptedModelDraw ModuleTag_01
; DefaultModelConditionState
; Model = IUScaff11
; End
; End
;
; ; *** AUDIO Parameters ***
;
; ; ***DESIGN parameters ***
; DisplayName = OBJECT:Scaffolding
; Side = Isengard
; EditorSorting = STRUCTURE
; ThreatLevel = 1.0
;
; ; *** ENGINEERING Parameters ***
; KindOf = SELECTABLE IMMOBILE
; Body = ActiveBody ModuleTag_03
; MaxHealth = 200.0
; End
;
; Behavior = FireWeaponWhenDeadBehavior FireWeaponWhenDeadBehaviorModuleTag_01
; StartsActive = Yes
; DelayTime = 1000 ; milliseconds from the actual death, to the weapon firing
; DeathWeapon = IsengardScaffoldLargeCollapseWeapon
; WeaponOffset = X:-40 Y:0 Z:0
; End
; Behavior = KeepObjectDie ModuleTag_IWantRubble
; End
; Geometry = BOX
; GeometryMajorRadius = 24.4
; GeometryMinorRadius = 26.4
; GeometryHeight = 66.8
;
; GeometryIsSmall = No
; Shadow = SHADOW_VOLUME
;End
;
;------------------------------------------------------------------------------
Object IsengardScaffolding12
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = IUScaff12
End
;--damaged building
ModelConditionState = DAMAGED
Model = IUScaff12
End
AnimationState = DAMAGED
End
ModelConditionState = REALLYDAMAGED
Model = IUScaff12
End
AnimationState = REALLYDAMAGED
EnteringStateFX = FX_BuildingReallyDamaged
End
ModelConditionState = COLLAPSING
Model = IUScaff12_D2
End
AnimationState = COLLAPSING
Animation = RubbleAnimation
AnimationName = IUScaff12_D2.IUScaff12_D2
AnimationMode = ONCE
End
End
ModelConditionState = RUBBLE
Model = IUScaff12_D3
End
End
; *** AUDIO Parameters ***
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
AnimationSound = Sound: BuildingScaffoldShatterLightQuick Animation: IUScaff12_D2.IUScaff12_D2 Frames: 0 50
AnimationSound = Sound: BuildingScaffoldStressFracture Animation: IUScaff12_D2.IUScaff12_D2 Frames: 59
AnimationSound = Sound: BuildingScaffoldHeavyDamage Animation: IUScaff12_D2.IUScaff12_D2 Frames: 87
End
; ***DESIGN parameters ***
DisplayName = OBJECT:Scaffolding
Side = Isengard
EditorSorting = STRUCTURE
ThreatLevel = 1.0
; *** ENGINEERING Parameters ***
KindOf = SELECTABLE IMMOBILE STRUCTURE MADE_OF_WOOD
Body = StructureBody ModuleTag_05
MaxHealth = 200.0
MaxHealthDamaged = 150
MaxHealthReallyDamaged = 100
End
Behavior = FireWeaponWhenDeadBehavior FireWeaponWhenDeadBehaviorModuleTag_01
StartsActive = Yes
DelayTime = 1000 ; milliseconds from the actual death, to the weapon firing
DeathWeapon = IsengardScaffoldLargeCollapseWeapon
WeaponOffset = X:-40 Y:0 Z:0
End
Behavior = KeepObjectDie ModuleTag_IWantRubble
End
Geometry = BOX
GeometryMajorRadius = 72.4
GeometryMinorRadius = 16.4
GeometryHeight = 79.8
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
End
;------------------------------------------------------------------------------
Object IsengardScaffolding13
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = IUScaff13
End
;--damaged building
ModelConditionState = DAMAGED
Model = IUScaff13
End
AnimationState = DAMAGED
End
ModelConditionState = REALLYDAMAGED
Model = IUScaff13
End
AnimationState = REALLYDAMAGED
EnteringStateFX = FX_BuildingReallyDamaged
End
ModelConditionState = COLLAPSING
Model = IUScaff13_D2
End
AnimationState = COLLAPSING
Animation = RubbleAnimation
AnimationName = IUScaff13_D2.IUScaff13_D2
AnimationMode = ONCE
End
End
ModelConditionState = RUBBLE
Model = IUScaff13_D3
End
End
; *** AUDIO Parameters ***
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
AnimationSound = Sound: BuildingScaffoldShatterLightQuick Animation: IUScaff13_D2.IUScaff13_D2 Frames: 57
AnimationSound = Sound: BuildingScaffoldShatterMedium Animation: IUScaff13_D2.IUScaff13_D2 Frames: 13
AnimationSound = Sound: BuildingScaffoldStressFracture Animation: IUScaff13_D2.IUScaff13_D2 Frames: 0
AnimationSound = Sound: BuildingScaffoldHeavyDamage Animation: IUScaff13_D2.IUScaff13_D2 Frames: 44
End
; ***DESIGN parameters ***
DisplayName = OBJECT:Scaffolding
Side = Isengard
EditorSorting = STRUCTURE
ThreatLevel = 1.0
; *** ENGINEERING Parameters ***
KindOf = SELECTABLE IMMOBILE STRUCTURE MADE_OF_WOOD
Body = StructureBody ModuleTag_05
MaxHealth = 200.0
MaxHealthDamaged = 150
MaxHealthReallyDamaged = 100
End
Behavior = FireWeaponWhenDeadBehavior FireWeaponWhenDeadBehaviorModuleTag_01
StartsActive = Yes
DelayTime = 1000 ; milliseconds from the actual death, to the weapon firing
DeathWeapon = IsengardScaffoldLargeCollapseWeapon
WeaponOffset = X:-40 Y:0 Z:0
End
Behavior = KeepObjectDie ModuleTag_IWantRubble
End
Geometry = BOX
GeometryMajorRadius = 17.0
GeometryMinorRadius = 13.4
GeometryHeight = 100.8
GeometryOffset = X:15.4 Y:0 Z:0
AdditionalGeometry = BOX
GeometryMajorRadius = 35.4
GeometryMinorRadius = 13.4
GeometryHeight = -72.0
GeometryOffset = X:0 Y:0 Z:86.8
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
End
;------------------------------------------------------------------------------
;Object IsengardScaffolding14
;
; ; *** ART Parameters ***
; Draw = W3DScriptedModelDraw ModuleTag_01
; DefaultModelConditionState
; Model = IUScaff14
; End
; End
;
; ; *** AUDIO Parameters ***
;
; ; ***DESIGN parameters ***
; DisplayName = OBJECT:Scaffolding
; Side = Isengard
; EditorSorting = STRUCTURE
; ThreatLevel = 1.0
;
; ; *** ENGINEERING Parameters ***
; KindOf = SELECTABLE IMMOBILE
; Body = ActiveBody ModuleTag_03
; MaxHealth = 99999.0
; End
;
; Behavior = FireWeaponWhenDeadBehavior FireWeaponWhenDeadBehaviorModuleTag_01
; StartsActive = Yes
; DelayTime = 1000 ; milliseconds from the actual death, to the weapon firing
; DeathWeapon = IsengardScaffoldLargeCollapseWeapon
; WeaponOffset = X:-40 Y:0 Z:0
; End
; Behavior = KeepObjectDie ModuleTag_IWantRubble
; End
;
; Geometry = BOX
; GeometryMajorRadius = 16.4
; GeometryMinorRadius = 12.4
; GeometryHeight = 81.8
; GeometryOffset = X:0 Y:0 Z:0
;
; AdditionalGeometry = BOX
; GeometryMajorRadius = 30.4
; GeometryMinorRadius = 12.4
; GeometryHeight = -66.0
; GeometryOffset = X:0 Y:0 Z:80.8
;
; GeometryIsSmall = No
; Shadow = SHADOW_VOLUME
;End
;------------------------------------------------------------------------------
;Object IsengardScaffolding15
;
; ; *** ART Parameters ***
; Draw = W3DScriptedModelDraw ModuleTag_01
; DefaultModelConditionState
; Model = IUScaff15
; End
; End
;
; ; *** AUDIO Parameters ***
;
; ; ***DESIGN parameters ***
; DisplayName = OBJECT:Scaffolding
; Side = Isengard
; EditorSorting = STRUCTURE
; ThreatLevel = 1.0
;
; ; *** ENGINEERING Parameters ***
; KindOf = SELECTABLE IMMOBILE
; Body = ActiveBody ModuleTag_03
; MaxHealth = 99999.0
; End
;
; Behavior = FireWeaponWhenDeadBehavior FireWeaponWhenDeadBehaviorModuleTag_01
; StartsActive = Yes
; DelayTime = 1000 ; milliseconds from the actual death, to the weapon firing
; DeathWeapon = IsengardScaffoldLargeCollapseWeapon
; WeaponOffset = X:-40 Y:0 Z:0
; End
; Behavior = KeepObjectDie ModuleTag_IWantRubble
; End
; Geometry = BOX
; GeometryMajorRadius = 20.0
; GeometryMinorRadius = 10.4
; GeometryHeight = 74.8
; GeometryOffset = X:8.4 Y:0 Z:0
;
; AdditionalGeometry = BOX
; GeometryMajorRadius = 45.4
; GeometryMinorRadius = 29.4
; GeometryHeight = -37.0
; GeometryOffset = X:0 Y:0 Z:60.8
;
; GeometryIsSmall = No
; Shadow = SHADOW_VOLUME
;
;End
;------------------------------------------------------------------------------
Object IsengardScaffolding16
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = IUScaff16
End
;--damaged building
ModelConditionState = DAMAGED
Model = IUScaff16
End
AnimationState = DAMAGED
End
ModelConditionState = REALLYDAMAGED
Model = IUScaff16
End
AnimationState = REALLYDAMAGED
EnteringStateFX = FX_BuildingReallyDamaged
End
ModelConditionState = COLLAPSING
Model = IUScaff16_D2
End
AnimationState = COLLAPSING
Animation = RubbleAnimation
AnimationName = IUScaff16_D2.IUScaff16_D2
AnimationMode = ONCE
End
End
ModelConditionState = RUBBLE
Model = IUScaff16_D3
End
End
; *** AUDIO Parameters ***
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
AnimationSound = Sound: BuildingScaffoldShatterLightQuick Animation: IUScaff16_D2.IUScaff16_D2 Frames: 46
AnimationSound = Sound: BuildingScaffoldShatterMedium Animation: IUScaff16_D2.IUScaff16_D2 Frames: 12
AnimationSound = Sound: BuildingScaffoldStressFracture Animation: IUScaff16_D2.IUScaff16_D2 Frames: 13
AnimationSound = Sound: BuildingScaffoldHeavyDamage Animation: IUScaff16_D2.IUScaff16_D2 Frames: 69
End
; ***DESIGN parameters ***
DisplayName = OBJECT:Scaffolding
Side = Isengard
EditorSorting = STRUCTURE
ThreatLevel = 1.0
; *** ENGINEERING Parameters ***
KindOf = SELECTABLE IMMOBILE STRUCTURE MADE_OF_WOOD
Body = StructureBody ModuleTag_05
MaxHealth = 200.0
MaxHealthDamaged = 150
MaxHealthReallyDamaged = 100
End
Behavior = FireWeaponWhenDeadBehavior FireWeaponWhenDeadBehaviorModuleTag_01
StartsActive = Yes
DelayTime = 1000 ; milliseconds from the actual death, to the weapon firing
DeathWeapon = IsengardScaffoldLargeCollapseWeapon
WeaponOffset = X:-40 Y:0 Z:0
End
Behavior = KeepObjectDie ModuleTag_IWantRubble
End
Geometry = BOX
GeometryMajorRadius = 52.4
GeometryMinorRadius = 15.4
GeometryHeight = 72.8
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
End
;------------------------------------------------------------------------------
Object IsengardScaffolding17
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = IUScaff17
End
;--damaged building
ModelConditionState = DAMAGED
Model = IUScaff17
End
AnimationState = DAMAGED
End
ModelConditionState = REALLYDAMAGED
Model = IUScaff17
End
AnimationState = REALLYDAMAGED
EnteringStateFX = FX_BuildingReallyDamaged
End
ModelConditionState = COLLAPSING
Model = IUScaff17_D2
End
AnimationState = COLLAPSING
Animation = RubbleAnimation
AnimationName = IUScaff17_D2.IUScaff17_D2
AnimationMode = ONCE
End
End
ModelConditionState = RUBBLE
Model = IUScaff17_D3
End
End
; *** AUDIO Parameters ***
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
AnimationSound = Sound: BuildingScaffoldShatterMedium Animation: IUScaff17_D2.IUScaff17_D2 Frames: 34
AnimationSound = Sound: BuildingScaffoldHeavyDamage Animation: IUScaff17_D2.IUScaff17_D2 Frames: 10
End
; ***DESIGN parameters ***
DisplayName = OBJECT:Scaffolding
Side = Isengard
EditorSorting = STRUCTURE
ThreatLevel = 1.0
; *** ENGINEERING Parameters ***
KindOf = SELECTABLE IMMOBILE STRUCTURE MADE_OF_WOOD
Body = StructureBody ModuleTag_05
MaxHealth = 200.0
MaxHealthDamaged = 150
MaxHealthReallyDamaged = 100
End
Behavior = FireWeaponWhenDeadBehavior FireWeaponWhenDeadBehaviorModuleTag_01
StartsActive = Yes
DelayTime = 1000 ; milliseconds from the actual death, to the weapon firing
DeathWeapon = IsengardScaffoldLargeCollapseWeapon
WeaponOffset = X:-40 Y:0 Z:0
End
Behavior = KeepObjectDie ModuleTag_IWantRubble
End
Geometry = BOX
GeometryMajorRadius = 40.4
GeometryMinorRadius = 14.4
GeometryHeight = 64.8
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
End