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Text File  |  2006-01-31  |  19KB  |  574 lines

  1. ;------------------------------------------------------------------------------
  2. Object IsengardTowerOfOrthanc
  3.  
  4. SelectPortrait = BPCOrthanc
  5.   
  6.   ; *** ART Parameters ***
  7.   Draw = W3DScriptedModelDraw ModuleTag_Draw
  8.     OkToChangeModelColor  = Yes
  9.     UseStandardModelNames = Yes
  10.     DefaultModelConditionState
  11.       Model = IBTwrOrthanc
  12.     End
  13.   End
  14.  
  15.     ; ***DESIGN parameters ***
  16.     DisplayName         = OBJECT:IsengardOrthanc
  17.     Side                = Isengard
  18.     EditorSorting       = STRUCTURE
  19.     ThreatLevel            = 1.0
  20.     CommandSet            = GenericKeepCommandSet
  21.     BuildCost           = 1
  22.     BuildTime           = 5.0           ; in seconds
  23.     VisionRange         = 160.0          ; Shroud clearing distance
  24.     ShroudClearingRange = 161
  25.     HealthBoxHeightOffset = -200
  26.  
  27.  
  28.   ; *** AUDIO Parameters ***
  29.     #include "..\..\..\Includes\StandardBuildingEvaEvents.inc"
  30.  
  31.     SoundOnDamaged        = BuildingLightDamageStone
  32.     SoundOnReallyDamaged    = BuildingHeavyDamageStone
  33.     VoiceSelectUnderConstruction    = BuildingEvilVoiceSelectUnderConstruction
  34.  
  35.     UnitSpecificSounds
  36.         UnderConstruction        = BuildingConstructionLoop  ; Built first time
  37.         ; UnderRepairFromDamage    = NoSound                    ; Repaired No animation on the building, so don't bother playing sound
  38.         UnderRepairFromRubble    = BuildingConstructionLoop    ; Repaired from completely destroyed (not used???)
  39.     End
  40.  
  41.     ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_PlayCollapseSound
  42.         ModelCondition = REQUIRED:RUBBLE Sound:BuildingSink
  43.     End
  44.     CampnessValue = CAMPNESS_ALWAYS_CAMP
  45.  
  46.  
  47.   ; *** ENGINEERING Parameters ***
  48.       //-----------------------------------------------
  49.  
  50.     //Used for hero revival and initial construction     
  51.     Behavior = ProductionUpdate ProductionUpdateModuleTag
  52.         // nothing, but is required if we have any Object-level Upgrades!
  53.     End
  54.     Behavior = QueueProductionExitUpdate ModuleTag_QueuePEU
  55.         UnitCreatePoint            = X:0.0 Y:-0.0 Z:0.0
  56.         NaturalRallyPoint        = X:50.0 Y:-60.0 Z:0.0    //NaturalRallyPointX must always match GeometryMajorRadius! 
  57.         AllowAirborneCreation    = Yes
  58.         ExitDelay                = 300                    //Handles delays between units if multiple produced at a time. 
  59.     End  
  60.     //-----------------------------------------------
  61.  
  62.     //Commandset upgrades based on faction.  This is so the building will produce the proper units when necessary
  63.     Behavior = CommandSetUpgrade ModuleTag_CommandSetDwarven
  64.         TriggeredBy    = Upgrade_DwarfFaction
  65.         CommandSet    = DwarvenMonumentFortressRebuildCommandSet
  66.     End
  67.     Behavior = CommandSetUpgrade ModuleTag_CommandSetMen
  68.         TriggeredBy    = Upgrade_MenFaction
  69.         CommandSet    = MenMonumentFortressRebuildCommandSet
  70.     End
  71.     Behavior = CommandSetUpgrade ModuleTag_CommandSetElven
  72.         TriggeredBy    = Upgrade_ElfFaction
  73.         CommandSet    = ElvenMonumentFortressRebuildCommandSet
  74.     End
  75.     Behavior = CommandSetUpgrade ModuleTag_CommandSetIsengard
  76.         TriggeredBy    = Upgrade_IsengardFaction
  77.         CommandSet    = IsengardMonumentFortressRebuildCommandSet
  78.     End
  79.     Behavior = CommandSetUpgrade ModuleTag_CommandSetMordor
  80.         TriggeredBy    = Upgrade_MordorFaction
  81.         CommandSet    = MordorMonumentFortressRebuildCommandSet
  82.     End
  83.     Behavior = CommandSetUpgrade ModuleTag_CommandSetWild
  84.         TriggeredBy    = Upgrade_WildFaction
  85.         CommandSet    = WildMonumentFortressRebuildCommandSet
  86.     End
  87.     //End Commandset upgrades
  88.  
  89.  
  90.     RadarPriority       = STRUCTURE
  91.     KindOf              = VITAL_FOR_BASE_SURVIVAL PRELOAD STRUCTURE IMMOBILE SCORE NEED_BASE_FOUNDATION CASTLE_KEEP NOT_AUTOACQUIRABLE FS_FACTORY AUTO_RALLYPOINT SELECTABLE MADE_OF_METAL DOZER_FACTORY NEVER_CULL_FOR_MP COMMANDCENTER
  92.      
  93.     Behavior            = GettingBuiltBehavior ModuleTag_04
  94.         SelfBuildingLoop = BuildingConstructionLoop ; Only played if we DON'T spawn a worker
  95.         SelfRepairFromDamageLoop  = NoSound         ; This doesn't cause an animation, so don't bother playing a sound
  96.         SelfRepairFromRubbleLoop  = BuildingConstructionLoop
  97.     End
  98.  
  99.     Behavior = CastleMemberBehavior ModuleTag_CMB
  100.         BeingBuiltSound = BuildingConstructionLoop
  101.     End 
  102.  
  103.     Body                = StructureBody ModuleTag_05
  104.         MaxHealth         = 7500.0
  105.     End
  106.      
  107.     Behavior            = DestroyDie ModuleTag_07
  108.         ;nothing
  109.     End
  110.         
  111.     ArmorSet
  112.         Conditions        = None
  113.         Armor             = FortressArmor
  114.         ;DamageFX         = StructureDamageFXNoShake
  115.     End
  116.  
  117.     Behavior = CitadelSlaughterHordeContain ModuleTag_SlaughterMe
  118.         PassengerFilter                    = GENERIC_FACTION_SLAUGHTERABLE
  119.         ObjectStatusOfContained            = UNSELECTABLE ENCLOSED
  120.         CashBackPercent                    = 200%        
  121.         ContainMax                        = 99    // give it a huge capacity, just in case player sends his whole army in at once
  122.         AllowEnemiesInside                = No
  123.         AllowAlliesInside                = No
  124.          AllowNeutralInside                = No
  125.          AllowOwnPlayerInsideOverride    = Yes
  126.         EnterSound                        = MordorSlaughterhouseEnterSound
  127.         EntryOffset                        = X:50.0 Y:-60.0 Z:0.0
  128.         EntryPosition                    = X:0.0 Y:0.0 Z:0.0
  129.         
  130.         ExitOffset                        = X:50.0 Y:-60.0 Z:0.0
  131.         StatusForRingEntry                = HOLDING_THE_RING
  132.         UpgradeForRingEntry                = Upgrade_RingHero Upgrade_FortressRingHero
  133.         ObjectToDestroyForRingEntry        = NONE +TheDroppedRing
  134.         FXForRingEntry                    = FX_OneRingFlare
  135.     End
  136.     
  137.     #include "..\..\..\FortressRingFunc.inc"
  138.     
  139.     Geometry                  = CYLINDER
  140.     GeometryMajorRadius       = 42.6
  141.     GeometryMinorRadius       = 0
  142.     GeometryHeight            = 65.2
  143.       
  144.     AdditionalGeometry        = CYLINDER
  145.     GeometryMajorRadius       = 22.6
  146.     GeometryMinorRadius       = 0
  147.     GeometryHeight            = 265.2
  148.       
  149.     GeometryIsSmall           = No
  150.     Shadow                    = SHADOW_VOLUME
  151.     BuildCompletion           = PLACED_BY_PLAYER
  152.       
  153.     HealthBoxScale            = 2.5
  154. End
  155.  
  156. ;------------------------------------------------------------------------------
  157. ;----------------------------------------------------------------------------------------------------
  158. ChildObject MPOrthanc IsengardTowerOfOrthanc
  159. KindOf              =  PRELOAD STRUCTURE IMMOBILE NOT_AUTOACQUIRABLE 
  160. End
  161. ;----------------------------------------------------------------------------------------------------
  162. Object IsengardTowerOfOrthancMPSA
  163.  
  164.     SelectPortrait = BPCOrthanc
  165.   
  166.    ; *** ART Parameters ***
  167.  
  168.   Draw = W3DScriptedModelDraw ModuleTag_Draw
  169.     OkToChangeModelColor  = Yes
  170.     UseStandardModelNames = Yes
  171.  
  172.     DefaultModelConditionState  
  173.       Model = IB_Orthanc
  174.     End
  175.  
  176.  
  177. ;------------Build Up States
  178.     ModelConditionState   = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
  179.       Model               = IB_Orthanc_A
  180. ;      ParticleSysBone      = NONE BuildingDoughnutCloud
  181.       ParticleSysBone     = NONE BuildingContructDust
  182.     End  
  183.  
  184.     AnimationState          = ACTIVELY_BEING_CONSTRUCTED
  185.         Animation
  186.             AnimationName    = IB_Orthanc_A.IB_Orthanc_A
  187.             AnimationMode   = MANUAL
  188.         End
  189.         BeginScript
  190. ;            CurDrawableHideSubObject("FIRE02")
  191.         EndScript
  192.     End
  193.  
  194. ;------------Build Up States
  195.     ModelConditionState   = BASE_BUILD
  196.       Model               = IB_Orthanc_A
  197. ;      ParticleSysBone      = NONE BuildingDoughnutCloud
  198.       ParticleSysBone     = NONE BuildingContructDust
  199.     End  
  200.  
  201.     AnimationState          = BASE_BUILD
  202.         Animation
  203.             AnimationName = IB_Orthanc_A.IB_Orthanc_A
  204.             AnimationMode = ONCE
  205.             AnimationBlendTime = 0            
  206.             AnimationSpeedFactorRange = 2.0 2.0 ; 300 frame anim, but need to shrink down to 5 seconds
  207.         End
  208.         BeginScript
  209. ;            CurDrawableHideSubObject("FIRE02")
  210.         EndScript
  211.     End
  212.  
  213.     AnimationState          = JUST_BUILT
  214.         Animation
  215.             AnimationName = IB_Orthanc_A.IB_Orthanc_A
  216.             AnimationMode = MANUAL            
  217.             AnimationBlendTime = 0
  218.         End
  219.         Flags = START_FRAME_FIRST
  220.         BeginScript
  221. ;            CurDrawableHideSubObject("FIRE02")
  222.         EndScript
  223.     End
  224.     
  225.     ModelConditionState  = DAMAGED
  226.       Model         = IB_Orthanc_D1  
  227.     End
  228.     
  229.     AnimationState = DAMAGED
  230.      EnteringStateFX    = FX_BuildingDamaged
  231.     End
  232.  
  233.     ModelConditionState  = REALLYDAMAGED
  234.       Model         = IB_Orthanc_D2
  235. ;      ParticleSysBone NONE furnaceSmoke
  236.     End
  237.     AnimationState = REALLYDAMAGED
  238.            Animation                =    ReallyDamagedanimation
  239.             AnimationName        =     IB_Orthanc_D2.IB_Orthanc_D2
  240.             AnimationMode        =    ONCE
  241.            End
  242.          EnteringStateFX    = FX_BuildingReallyDamaged
  243.     End
  244.  
  245.     ModelConditionState  = RUBBLE
  246.       Model         = IB_Orthanc_D3
  247.       ParticleSysBone FXbone01 BaradDurDust01 FollowBone:yes
  248.       ParticleSysBone FXbone02 BaradDurDust01 FollowBone:yes
  249.       ParticleSysBone NONE ExplosiveMineSmoke02
  250.     End
  251.     
  252.     AnimationState = RUBBLE
  253.         Animation                =    Death
  254.             AnimationName        =    IB_Orthanc_D3.IB_Orthanc_D3
  255.             AnimationMode        =    ONCE
  256.         End
  257. ;        EnteringStateFX = FX_RohanWallRubble
  258.     End      
  259.  
  260.     ModelConditionState  = POST_RUBBLE
  261.         Model         = None
  262.     End
  263.  
  264.     ModelConditionState  = POST_COLLAPSE
  265.          Model         = None
  266.     End
  267.     
  268.  
  269.   End
  270.  
  271.     ; ***DESIGN parameters ***
  272.     DisplayName         = OBJECT:IsengardOrthanc
  273.     Side                = Isengard
  274.     EditorSorting       = STRUCTURE
  275.     ThreatLevel            = 1.0
  276.     CommandSet            = GenericKeepCommandSet
  277.     BuildCost           = 1
  278.     BuildTime           = 15.0           ; in seconds
  279.     VisionRange         = 160.0          ; Shroud clearing distance
  280.     ShroudClearingRange = 161
  281.     HealthBoxHeightOffset = -200
  282.  
  283.  
  284.   ; *** AUDIO Parameters ***
  285.  
  286.     SoundOnDamaged        = BuildingLightDamageStone
  287.     SoundOnReallyDamaged    = BuildingHeavyDamageStone
  288.     VoiceSelectUnderConstruction    = BuildingEvilVoiceSelectUnderConstruction
  289.  
  290.     UnitSpecificSounds
  291.         UnderConstruction        = BuildingConstructionLoop  ; Built first time
  292.         ; UnderRepairFromDamage    = NoSound                    ; Repaired No animation on the building, so don't bother playing sound
  293.         UnderRepairFromRubble    = BuildingConstructionLoop    ; Repaired from completely destroyed (not used???)
  294.     End
  295.  
  296.     ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_PlayCollapseSound
  297.         ModelCondition = REQUIRED:RUBBLE Sound:BuildingSink
  298.     End
  299.  
  300.   ; *** ENGINEERING Parameters ***
  301.  
  302.   RadarPriority       = STRUCTURE
  303.   KindOf              = VITAL_FOR_BASE_SURVIVAL PRELOAD STRUCTURE IMMOBILE SCORE NEED_BASE_FOUNDATION CASTLE_KEEP NOT_AUTOACQUIRABLE FS_FACTORY AUTO_RALLYPOINT SELECTABLE MADE_OF_METAL
  304.  
  305.   Behavior            = GettingBuiltBehavior ModuleTag_04
  306.     SelfBuildingLoop = BuildingConstructionLoop ; Only played if we DON'T spawn a worker
  307.     SelfRepairFromDamageLoop  = NoSound         ; This doesn't cause an animation, so don't bother playing a sound
  308.     SelfRepairFromRubbleLoop  = BuildingConstructionLoop
  309.   End
  310.  
  311.   Behavior = CastleMemberBehavior ModuleTag_CMB
  312.     BeingBuiltSound = BuildingConstructionLoop
  313.   End 
  314.  
  315.       ;-----------------------------------------------
  316.     ;Used for hero revival and initial construction     
  317.     Behavior = ProductionUpdate ProductionUpdateModuleTag
  318.         ; nothing, but is required if we have any Object-level Upgrades!
  319.     End
  320.     Behavior = QueueProductionExitUpdate ModuleTag_QueuePEU
  321.         UnitCreatePoint   = X:0.0 Y:-20.0 Z:0.0
  322.         NaturalRallyPoint = X:28.8 Y:-80.0 Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! 
  323.         ExitDelay = 300 ;Handles delays between units if multiple produced at a time. (like Generals Redguard coming out 2 at a time)
  324.     End  
  325.     ;-----------------------------------------------
  326.  
  327.   Body                = ActiveBody ModuleTag_05
  328.     MaxHealth         = 2500.0
  329.   End
  330.  
  331.   Behavior            = DestroyDie ModuleTag_07
  332.     ;nothing
  333.   End
  334.  
  335.   Geometry              = CYLINDER
  336.   GeometryMajorRadius   = 42.6
  337.   GeometryMinorRadius   = 0
  338.   GeometryHeight        = 65.2
  339.   
  340.   AdditionalGeometry    = CYLINDER
  341.   GeometryMajorRadius   = 22.6
  342.   GeometryMinorRadius   = 0
  343.   GeometryHeight        = 265.2
  344.   
  345.   GeometryIsSmall       = No
  346.   Shadow                = SHADOW_VOLUME
  347.   BuildCompletion     = PLACED_BY_PLAYER
  348. End
  349.  
  350.  
  351. ChildObject IsengardTowerOfOrthancMPSB IsengardTowerOfOrthancMPSA
  352.     Body  = SymbioticStructuresBody ModuleTag_SymbioticBody
  353.         Symbiote = KeepLeft
  354.     End
  355. End
  356.  
  357. ;------------------------------------------------------------------------------------------
  358. Object IsengardOrthancDoor
  359.  
  360.     SelectPortrait = BPCIsengardGate
  361.  
  362.   ; *** ART Parameters ***
  363.  
  364.   Draw = W3DScriptedModelDraw ModuleTag_Draw
  365.     OkToChangeModelColor  = Yes
  366.     UseStandardModelNames = Yes
  367.  
  368.     DefaultModelConditionState  
  369.       Model = IBGATEDR
  370.     End
  371.  
  372.     ModelConditionState = ACTIVELY_BEING_CONSTRUCTED
  373.         Model    = None
  374.     End
  375.  
  376.     ModelConditionState  = RUBBLE DOOR_1_OPENING
  377.       Model         = IBGATEDR_D4  
  378.     End
  379.     AnimationState = RUBBLE DOOR_1_OPENING
  380.         Animation = Open 
  381.             AnimationName    =    IBGATEDR_D4.IBGATEDR_D4
  382.             AnimationMode    =    ONCE 
  383.         End
  384.     End
  385.        
  386.       ModelConditionState  = RUBBLE
  387.       Model         = IBGATEDR_D3 
  388.       ParticleSysBone NONE CatapultDestroyDebris
  389.       ParticleSysBone NONE PCTMediumDust 
  390.     End
  391.      AnimationState = RUBBLE 
  392.         Animation = Open 
  393.             AnimationName    =    IBGATEDR_D3.IBGATEDR_D3
  394.             AnimationMode    =    ONCE 
  395.         End
  396.     End
  397.     
  398.     AnimationState = DOOR_1_OPENING
  399.         StateName = STATE_Open   
  400.         Animation = Open 
  401.             AnimationName    =    IBGATEDR.IBGATEDR
  402.             AnimationMode    =    ONCE 
  403.             AnimationBlendTime = 0
  404.         End
  405.         Flags = START_FRAME_LAST
  406.         BeginScript
  407.             Prev = CurDrawablePrevAnimationState()
  408.             if Prev == "STATE_Closed" then CurDrawableSetTransitionAnimState("TRANS_Closed_To_Open") end
  409.         EndScript
  410.     End
  411.     TransitionState = TRANS_Closed_To_Open
  412.         Animation = Open 
  413.             AnimationName    =    IBGATEDR.IBGATEDR
  414.             AnimationMode    =    ONCE 
  415.         End
  416.     End
  417.         
  418.     AnimationState = DOOR_1_CLOSING 
  419.         StateName = STATE_Closed 
  420.         Animation = Close 
  421.             AnimationName    =    IBGATEDR.IBGATEDR
  422.             AnimationMode    =    ONCE_BACKWARDS 
  423.             AnimationBlendTime = 0
  424.         End
  425.         Flags = START_FRAME_FIRST
  426.         BeginScript
  427.             
  428.             Prev = CurDrawablePrevAnimationState()
  429.             if Prev == "STATE_Open" then CurDrawableSetTransitionAnimState("TRANS_Open_To_Closed") end
  430.         EndScript
  431.     End
  432.     TransitionState = TRANS_Open_To_Closed
  433.         Animation = Open 
  434.             AnimationName    =    IBGATEDR.IBGATEDR
  435.             AnimationMode    =    ONCE_BACKWARDS 
  436.         End
  437.         Flags = START_FRAME_LAST
  438.     End
  439.  
  440.   End
  441.  
  442.  
  443.   ; *** AUDIO Parameters ***
  444.     #include "..\..\..\Includes\StandardBuildingEvaEvents.inc"
  445.  
  446.     VoiceSelect        = GateSelect
  447.     SoundOnDamaged        = BuildingLightDamageWood
  448.     SoundOnReallyDamaged    = BuildingHeavyDamageWood
  449.     VoiceSelectUnderConstruction    = BuildingEvilVoiceSelectUnderConstruction
  450.  
  451.     UnitSpecificSounds
  452.         UnderConstruction        = BuildingConstructionLoop  ; Built first time
  453.         ; UnderRepairFromDamage    = NoSound                    ; Repaired No animation on the building, so don't bother playing sound
  454.         UnderRepairFromRubble    = BuildingConstructionLoop    ; Repaired from completely destroyed (not used???)
  455.     End
  456.     ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
  457.         MaxUpdateRangeCap = 800
  458.         AnimationSound = Sound: MinisTirithGateDie Animation:GBMgatedoorSKL.GBMgatedoorA3 Frames: 1 
  459.     End
  460.     CampnessValue = CAMPNESS_WALL
  461.  
  462.  
  463.     // ***DESIGN parameters ***
  464.     DisplayName     = OBJECT:IsengardCastleGate
  465.     Side            = Isengard
  466.     EditorSorting   = STRUCTURE
  467.     ThreatLevel        = 1.0
  468.     BuildCost        = MONUMENT_FORTRESS_GATE_BUILDCOST    
  469.  
  470.     VisionRange     = 400.0          ; Shroud clearing distance
  471.  
  472.     ArmorSet
  473.         Conditions        = None
  474.         Armor             = DefaultWallArmor
  475.         DamageFX          = GateDamageFX
  476.     End
  477.  
  478.     CommandSet = CastleGateCommandSet
  479.  
  480.  
  481.     // *** ENGINEERING Parameters ***  
  482.     KindOf                    = STRUCTURE IMMOBILE SELECTABLE BLOCKING_GATE MADE_OF_WOOD WALL_GATE IGNORE_FOR_VICTORY
  483.     RadarPriority            = STRUCTURE
  484.     KeepSelectableWhenDead    = Yes
  485.  
  486.     Body                        = StructureBody ModuleTag_05
  487.         MaxHealth                     = 3000 ;GONDOR_WORKSHOP_HEALTH
  488.         MaxHealthDamaged              = 2000 ;GONDOR_WORKSHOP_HEALTH_DAMAGED
  489.         MaxHealthReallyDamaged           = 1000 ;GONDOR_WORKSHOP_HEALTH_REALLY_DAMAGED
  490.     End
  491.  
  492.     Behavior            = GettingBuiltBehavior GetBuiltBehaviorTag
  493.         SelfBuildingLoop            = BuildingConstructionLoop        ; Only played if we DON'T spawn a worker
  494.         SelfRepairFromDamageLoop    = NoSound                        ; This doesn't cause an animation, so don't bother playing a sound
  495.         SelfRepairFromRubbleLoop    = BuildingConstructionLoop
  496.         SpawnTimer                    = -1.0                            ; Negative means no 'autoheal'
  497.         RebuildTimeSeconds            = 40
  498.     End    
  499.  
  500.     ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  501.     ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  502.     ; buildings automatically stick around because GarrisonContain has it's own DieModule
  503.     Behavior = KeepObjectDie ModuleTag_IWantRubble
  504.     End
  505.  
  506.     Behavior = TransitionDamageFX ModleTag_hideBustedDoors
  507.         PristineShowSubObject        IBGATEDOORL IBGATEDOORR
  508.         PristineHideSubObject        IBGATEDOORR_D1 IBGATEDOORR_D2 IBGATEDOORL_D1 IBGATEDOORL_D2
  509.         DamagedShowSubObject        IBGATEDOORR_D1 IBGATEDOORL_D1
  510.         DamagedHideSubObject        IBGATEDOORR_D2 IBGATEDOORL_D2 IBGATEDOORR IBGATEDOORL
  511.         ReallyDamagedShowSubObject    IBGATEDOORR_D2 IBGATEDOORL_D2
  512.         ReallyDamagedHideSubObject  IBGATEDOORR_D1  IBGATEDOORL_D1 IBGATEDOORR IBGATEDOORL
  513.         DamagedFXList1 = Loc: X:0 Y:0 Z:0            FXList:FX_BasicSevereScreenShake
  514.          ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0        FXList:FX_BasicSevereScreenShake
  515.          RubbleFXList1 = Loc: X:0 Y:0 Z:0            FXList:FX_HelmsDeepGateRubble
  516.     End
  517.  
  518.     Behavior = GateOpenAndCloseBehavior ModuleTag_GATE
  519.         ResetTimeInMilliseconds = 12200 ; important! this must be longer than the gates animation, ir it will twitch
  520.         OpenByDefault = Yes
  521.         PercentOpenForPathing = 50
  522.         //Proxy = IsengardOrthancDoorProxy
  523.         SoundOpeningGateLoop = GateOpenStart
  524.         SoundClosingGateLoop = GateCloseStart
  525.         SoundFinishedOpeningGate = GateOpenEnd
  526.         SoundFinishedClosingGate = GateCloseEnd
  527.         TimeBeforePlayingOpenSound = 9500
  528.         TimeBeforePlayingClosedSound = 9500
  529.     End
  530.  
  531.     Geometry              = BOX
  532.     GeometryMajorRadius   = 5.0        ;36.8
  533.     GeometryMinorRadius   = 65.0        ;149.5
  534.     GeometryHeight        = 56.0        ;128.8
  535.     GeometryName          = Closed
  536.     GeometryIsSmall       = No
  537.     
  538.     
  539.     AdditionalGeometry    = BOX    
  540.     GeometryMajorRadius   = 30.0                ;46
  541.     GeometryMinorRadius   = 5.0                    ;16.1
  542.     GeometryHeight        = 56.0                ;128.8    
  543.     GeometryOffset          = X:24 Y:58 Z:0 ;X:32.2 Y:133.4 Z:0    
  544.     GeometryName          = OpenLeft
  545.     
  546.     AdditionalGeometry    = BOX
  547.     GeometryMajorRadius   = 30.0                ;46                    
  548.     GeometryMinorRadius   = 5.0                    ;16.1
  549.     GeometryHeight        =    56.0                ;128.8                    
  550.     GeometryOffset          = X:24 Y:-58 Z:0 ;X:32.2 Y:-133.4 Z:0    ;
  551.     GeometryName          = OpenRight
  552.     
  553.     GeometryContactPoint    =    X:28    Y:-58    Z:0 Ram
  554.     GeometryContactPoint    =    X:14    Y:-58    Z:56
  555.     GeometryContactPoint    =    X:0        Y:-58   Z:0
  556.     GeometryContactPoint    =    X:0        Y:-28   Z:56
  557.     GeometryContactPoint    =    X:0        Y:0        Z:0 Ram
  558.     GeometryContactPoint    =    X:0        Y:28    Z:56
  559.     GeometryContactPoint    =    X:0        Y:58    Z:0
  560.     GeometryContactPoint    =    X:14    Y:58    Z:56
  561.     GeometryContactPoint    =    X:28    Y:58    Z:0 Ram
  562.     
  563.     Shadow                = SHADOW_VOLUME
  564. End
  565.  
  566.  
  567. ChildObject IsengardOrthancDoorProxy IsengardOrthancDoor
  568.     Behavior = GateProxyBehavior ModuleTag_GateProxy
  569.     End
  570.     Body = SymbioticStructuresBody ModuleTag_SymbioticBody
  571.         Symbiote = KeepLeft
  572.     End
  573. End
  574.