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data_ini_object_evilfaction_structures_isengard_toweroforthanc.ini
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2006-01-31
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;------------------------------------------------------------------------------
Object IsengardTowerOfOrthanc
SelectPortrait = BPCOrthanc
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_Draw
OkToChangeModelColor = Yes
UseStandardModelNames = Yes
DefaultModelConditionState
Model = IBTwrOrthanc
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:IsengardOrthanc
Side = Isengard
EditorSorting = STRUCTURE
ThreatLevel = 1.0
CommandSet = GenericKeepCommandSet
BuildCost = 1
BuildTime = 5.0 ; in seconds
VisionRange = 160.0 ; Shroud clearing distance
ShroudClearingRange = 161
HealthBoxHeightOffset = -200
; *** AUDIO Parameters ***
#include "..\..\..\Includes\StandardBuildingEvaEvents.inc"
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
VoiceSelectUnderConstruction = BuildingEvilVoiceSelectUnderConstruction
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
ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_PlayCollapseSound
ModelCondition = REQUIRED:RUBBLE Sound:BuildingSink
End
CampnessValue = CAMPNESS_ALWAYS_CAMP
; *** ENGINEERING Parameters ***
//-----------------------------------------------
//Used for hero revival and initial construction
Behavior = ProductionUpdate ProductionUpdateModuleTag
// nothing, but is required if we have any Object-level Upgrades!
End
Behavior = QueueProductionExitUpdate ModuleTag_QueuePEU
UnitCreatePoint = X:0.0 Y:-0.0 Z:0.0
NaturalRallyPoint = X:50.0 Y:-60.0 Z:0.0 //NaturalRallyPointX must always match GeometryMajorRadius!
AllowAirborneCreation = Yes
ExitDelay = 300 //Handles delays between units if multiple produced at a time.
End
//-----------------------------------------------
//Commandset upgrades based on faction. This is so the building will produce the proper units when necessary
Behavior = CommandSetUpgrade ModuleTag_CommandSetDwarven
TriggeredBy = Upgrade_DwarfFaction
CommandSet = DwarvenMonumentFortressRebuildCommandSet
End
Behavior = CommandSetUpgrade ModuleTag_CommandSetMen
TriggeredBy = Upgrade_MenFaction
CommandSet = MenMonumentFortressRebuildCommandSet
End
Behavior = CommandSetUpgrade ModuleTag_CommandSetElven
TriggeredBy = Upgrade_ElfFaction
CommandSet = ElvenMonumentFortressRebuildCommandSet
End
Behavior = CommandSetUpgrade ModuleTag_CommandSetIsengard
TriggeredBy = Upgrade_IsengardFaction
CommandSet = IsengardMonumentFortressRebuildCommandSet
End
Behavior = CommandSetUpgrade ModuleTag_CommandSetMordor
TriggeredBy = Upgrade_MordorFaction
CommandSet = MordorMonumentFortressRebuildCommandSet
End
Behavior = CommandSetUpgrade ModuleTag_CommandSetWild
TriggeredBy = Upgrade_WildFaction
CommandSet = WildMonumentFortressRebuildCommandSet
End
//End Commandset upgrades
RadarPriority = STRUCTURE
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
Behavior = GettingBuiltBehavior ModuleTag_04
SelfBuildingLoop = BuildingConstructionLoop ; Only played if we DON'T spawn a worker
SelfRepairFromDamageLoop = NoSound ; This doesn't cause an animation, so don't bother playing a sound
SelfRepairFromRubbleLoop = BuildingConstructionLoop
End
Behavior = CastleMemberBehavior ModuleTag_CMB
BeingBuiltSound = BuildingConstructionLoop
End
Body = StructureBody ModuleTag_05
MaxHealth = 7500.0
End
Behavior = DestroyDie ModuleTag_07
;nothing
End
ArmorSet
Conditions = None
Armor = FortressArmor
;DamageFX = StructureDamageFXNoShake
End
Behavior = CitadelSlaughterHordeContain ModuleTag_SlaughterMe
PassengerFilter = GENERIC_FACTION_SLAUGHTERABLE
ObjectStatusOfContained = UNSELECTABLE ENCLOSED
CashBackPercent = 200%
ContainMax = 99 // give it a huge capacity, just in case player sends his whole army in at once
AllowEnemiesInside = No
AllowAlliesInside = No
AllowNeutralInside = No
AllowOwnPlayerInsideOverride = Yes
EnterSound = MordorSlaughterhouseEnterSound
EntryOffset = X:50.0 Y:-60.0 Z:0.0
EntryPosition = X:0.0 Y:0.0 Z:0.0
ExitOffset = X:50.0 Y:-60.0 Z:0.0
StatusForRingEntry = HOLDING_THE_RING
UpgradeForRingEntry = Upgrade_RingHero Upgrade_FortressRingHero
ObjectToDestroyForRingEntry = NONE +TheDroppedRing
FXForRingEntry = FX_OneRingFlare
End
#include "..\..\..\FortressRingFunc.inc"
Geometry = CYLINDER
GeometryMajorRadius = 42.6
GeometryMinorRadius = 0
GeometryHeight = 65.2
AdditionalGeometry = CYLINDER
GeometryMajorRadius = 22.6
GeometryMinorRadius = 0
GeometryHeight = 265.2
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
HealthBoxScale = 2.5
End
;------------------------------------------------------------------------------
;----------------------------------------------------------------------------------------------------
ChildObject MPOrthanc IsengardTowerOfOrthanc
KindOf = PRELOAD STRUCTURE IMMOBILE NOT_AUTOACQUIRABLE
End
;----------------------------------------------------------------------------------------------------
Object IsengardTowerOfOrthancMPSA
SelectPortrait = BPCOrthanc
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_Draw
OkToChangeModelColor = Yes
UseStandardModelNames = Yes
DefaultModelConditionState
Model = IB_Orthanc
End
;------------Build Up States
ModelConditionState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Model = IB_Orthanc_A
; ParticleSysBone = NONE BuildingDoughnutCloud
ParticleSysBone = NONE BuildingContructDust
End
AnimationState = ACTIVELY_BEING_CONSTRUCTED
Animation
AnimationName = IB_Orthanc_A.IB_Orthanc_A
AnimationMode = MANUAL
End
BeginScript
; CurDrawableHideSubObject("FIRE02")
EndScript
End
;------------Build Up States
ModelConditionState = BASE_BUILD
Model = IB_Orthanc_A
; ParticleSysBone = NONE BuildingDoughnutCloud
ParticleSysBone = NONE BuildingContructDust
End
AnimationState = BASE_BUILD
Animation
AnimationName = IB_Orthanc_A.IB_Orthanc_A
AnimationMode = ONCE
AnimationBlendTime = 0
AnimationSpeedFactorRange = 2.0 2.0 ; 300 frame anim, but need to shrink down to 5 seconds
End
BeginScript
; CurDrawableHideSubObject("FIRE02")
EndScript
End
AnimationState = JUST_BUILT
Animation
AnimationName = IB_Orthanc_A.IB_Orthanc_A
AnimationMode = MANUAL
AnimationBlendTime = 0
End
Flags = START_FRAME_FIRST
BeginScript
; CurDrawableHideSubObject("FIRE02")
EndScript
End
ModelConditionState = DAMAGED
Model = IB_Orthanc_D1
End
AnimationState = DAMAGED
EnteringStateFX = FX_BuildingDamaged
End
ModelConditionState = REALLYDAMAGED
Model = IB_Orthanc_D2
; ParticleSysBone NONE furnaceSmoke
End
AnimationState = REALLYDAMAGED
Animation = ReallyDamagedanimation
AnimationName = IB_Orthanc_D2.IB_Orthanc_D2
AnimationMode = ONCE
End
EnteringStateFX = FX_BuildingReallyDamaged
End
ModelConditionState = RUBBLE
Model = IB_Orthanc_D3
ParticleSysBone FXbone01 BaradDurDust01 FollowBone:yes
ParticleSysBone FXbone02 BaradDurDust01 FollowBone:yes
ParticleSysBone NONE ExplosiveMineSmoke02
End
AnimationState = RUBBLE
Animation = Death
AnimationName = IB_Orthanc_D3.IB_Orthanc_D3
AnimationMode = ONCE
End
; EnteringStateFX = FX_RohanWallRubble
End
ModelConditionState = POST_RUBBLE
Model = None
End
ModelConditionState = POST_COLLAPSE
Model = None
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:IsengardOrthanc
Side = Isengard
EditorSorting = STRUCTURE
ThreatLevel = 1.0
CommandSet = GenericKeepCommandSet
BuildCost = 1
BuildTime = 15.0 ; in seconds
VisionRange = 160.0 ; Shroud clearing distance
ShroudClearingRange = 161
HealthBoxHeightOffset = -200
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
VoiceSelectUnderConstruction = BuildingEvilVoiceSelectUnderConstruction
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
ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_PlayCollapseSound
ModelCondition = REQUIRED:RUBBLE Sound:BuildingSink
End
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = VITAL_FOR_BASE_SURVIVAL PRELOAD STRUCTURE IMMOBILE SCORE NEED_BASE_FOUNDATION CASTLE_KEEP NOT_AUTOACQUIRABLE FS_FACTORY AUTO_RALLYPOINT SELECTABLE MADE_OF_METAL
Behavior = GettingBuiltBehavior ModuleTag_04
SelfBuildingLoop = BuildingConstructionLoop ; Only played if we DON'T spawn a worker
SelfRepairFromDamageLoop = NoSound ; This doesn't cause an animation, so don't bother playing a sound
SelfRepairFromRubbleLoop = BuildingConstructionLoop
End
Behavior = CastleMemberBehavior ModuleTag_CMB
BeingBuiltSound = BuildingConstructionLoop
End
;-----------------------------------------------
;Used for hero revival and initial construction
Behavior = ProductionUpdate ProductionUpdateModuleTag
; nothing, but is required if we have any Object-level Upgrades!
End
Behavior = QueueProductionExitUpdate ModuleTag_QueuePEU
UnitCreatePoint = X:0.0 Y:-20.0 Z:0.0
NaturalRallyPoint = X:28.8 Y:-80.0 Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius!
ExitDelay = 300 ;Handles delays between units if multiple produced at a time. (like Generals Redguard coming out 2 at a time)
End
;-----------------------------------------------
Body = ActiveBody ModuleTag_05
MaxHealth = 2500.0
End
Behavior = DestroyDie ModuleTag_07
;nothing
End
Geometry = CYLINDER
GeometryMajorRadius = 42.6
GeometryMinorRadius = 0
GeometryHeight = 65.2
AdditionalGeometry = CYLINDER
GeometryMajorRadius = 22.6
GeometryMinorRadius = 0
GeometryHeight = 265.2
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
End
ChildObject IsengardTowerOfOrthancMPSB IsengardTowerOfOrthancMPSA
Body = SymbioticStructuresBody ModuleTag_SymbioticBody
Symbiote = KeepLeft
End
End
;------------------------------------------------------------------------------------------
Object IsengardOrthancDoor
SelectPortrait = BPCIsengardGate
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_Draw
OkToChangeModelColor = Yes
UseStandardModelNames = Yes
DefaultModelConditionState
Model = IBGATEDR
End
ModelConditionState = ACTIVELY_BEING_CONSTRUCTED
Model = None
End
ModelConditionState = RUBBLE DOOR_1_OPENING
Model = IBGATEDR_D4
End
AnimationState = RUBBLE DOOR_1_OPENING
Animation = Open
AnimationName = IBGATEDR_D4.IBGATEDR_D4
AnimationMode = ONCE
End
End
ModelConditionState = RUBBLE
Model = IBGATEDR_D3
ParticleSysBone NONE CatapultDestroyDebris
ParticleSysBone NONE PCTMediumDust
End
AnimationState = RUBBLE
Animation = Open
AnimationName = IBGATEDR_D3.IBGATEDR_D3
AnimationMode = ONCE
End
End
AnimationState = DOOR_1_OPENING
StateName = STATE_Open
Animation = Open
AnimationName = IBGATEDR.IBGATEDR
AnimationMode = ONCE
AnimationBlendTime = 0
End
Flags = START_FRAME_LAST
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Closed" then CurDrawableSetTransitionAnimState("TRANS_Closed_To_Open") end
EndScript
End
TransitionState = TRANS_Closed_To_Open
Animation = Open
AnimationName = IBGATEDR.IBGATEDR
AnimationMode = ONCE
End
End
AnimationState = DOOR_1_CLOSING
StateName = STATE_Closed
Animation = Close
AnimationName = IBGATEDR.IBGATEDR
AnimationMode = ONCE_BACKWARDS
AnimationBlendTime = 0
End
Flags = START_FRAME_FIRST
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Open" then CurDrawableSetTransitionAnimState("TRANS_Open_To_Closed") end
EndScript
End
TransitionState = TRANS_Open_To_Closed
Animation = Open
AnimationName = IBGATEDR.IBGATEDR
AnimationMode = ONCE_BACKWARDS
End
Flags = START_FRAME_LAST
End
End
; *** AUDIO Parameters ***
#include "..\..\..\Includes\StandardBuildingEvaEvents.inc"
VoiceSelect = GateSelect
SoundOnDamaged = BuildingLightDamageWood
SoundOnReallyDamaged = BuildingHeavyDamageWood
VoiceSelectUnderConstruction = BuildingEvilVoiceSelectUnderConstruction
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
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
MaxUpdateRangeCap = 800
AnimationSound = Sound: MinisTirithGateDie Animation:GBMgatedoorSKL.GBMgatedoorA3 Frames: 1
End
CampnessValue = CAMPNESS_WALL
// ***DESIGN parameters ***
DisplayName = OBJECT:IsengardCastleGate
Side = Isengard
EditorSorting = STRUCTURE
ThreatLevel = 1.0
BuildCost = MONUMENT_FORTRESS_GATE_BUILDCOST
VisionRange = 400.0 ; Shroud clearing distance
ArmorSet
Conditions = None
Armor = DefaultWallArmor
DamageFX = GateDamageFX
End
CommandSet = CastleGateCommandSet
// *** ENGINEERING Parameters ***
KindOf = STRUCTURE IMMOBILE SELECTABLE BLOCKING_GATE MADE_OF_WOOD WALL_GATE IGNORE_FOR_VICTORY
RadarPriority = STRUCTURE
KeepSelectableWhenDead = Yes
Body = StructureBody ModuleTag_05
MaxHealth = 3000 ;GONDOR_WORKSHOP_HEALTH
MaxHealthDamaged = 2000 ;GONDOR_WORKSHOP_HEALTH_DAMAGED
MaxHealthReallyDamaged = 1000 ;GONDOR_WORKSHOP_HEALTH_REALLY_DAMAGED
End
Behavior = GettingBuiltBehavior GetBuiltBehaviorTag
SelfBuildingLoop = BuildingConstructionLoop ; Only played if we DON'T spawn a worker
SelfRepairFromDamageLoop = NoSound ; This doesn't cause an animation, so don't bother playing a sound
SelfRepairFromRubbleLoop = BuildingConstructionLoop
SpawnTimer = -1.0 ; Negative means no 'autoheal'
RebuildTimeSeconds = 40
End
; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are
; never truly destroyed, even when reduced to zero health. Also note that garrisonable
; buildings automatically stick around because GarrisonContain has it's own DieModule
Behavior = KeepObjectDie ModuleTag_IWantRubble
End
Behavior = TransitionDamageFX ModleTag_hideBustedDoors
PristineShowSubObject IBGATEDOORL IBGATEDOORR
PristineHideSubObject IBGATEDOORR_D1 IBGATEDOORR_D2 IBGATEDOORL_D1 IBGATEDOORL_D2
DamagedShowSubObject IBGATEDOORR_D1 IBGATEDOORL_D1
DamagedHideSubObject IBGATEDOORR_D2 IBGATEDOORL_D2 IBGATEDOORR IBGATEDOORL
ReallyDamagedShowSubObject IBGATEDOORR_D2 IBGATEDOORL_D2
ReallyDamagedHideSubObject IBGATEDOORR_D1 IBGATEDOORL_D1 IBGATEDOORR IBGATEDOORL
DamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BasicSevereScreenShake
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BasicSevereScreenShake
RubbleFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_HelmsDeepGateRubble
End
Behavior = GateOpenAndCloseBehavior ModuleTag_GATE
ResetTimeInMilliseconds = 12200 ; important! this must be longer than the gates animation, ir it will twitch
OpenByDefault = Yes
PercentOpenForPathing = 50
//Proxy = IsengardOrthancDoorProxy
SoundOpeningGateLoop = GateOpenStart
SoundClosingGateLoop = GateCloseStart
SoundFinishedOpeningGate = GateOpenEnd
SoundFinishedClosingGate = GateCloseEnd
TimeBeforePlayingOpenSound = 9500
TimeBeforePlayingClosedSound = 9500
End
Geometry = BOX
GeometryMajorRadius = 5.0 ;36.8
GeometryMinorRadius = 65.0 ;149.5
GeometryHeight = 56.0 ;128.8
GeometryName = Closed
GeometryIsSmall = No
AdditionalGeometry = BOX
GeometryMajorRadius = 30.0 ;46
GeometryMinorRadius = 5.0 ;16.1
GeometryHeight = 56.0 ;128.8
GeometryOffset = X:24 Y:58 Z:0 ;X:32.2 Y:133.4 Z:0
GeometryName = OpenLeft
AdditionalGeometry = BOX
GeometryMajorRadius = 30.0 ;46
GeometryMinorRadius = 5.0 ;16.1
GeometryHeight = 56.0 ;128.8
GeometryOffset = X:24 Y:-58 Z:0 ;X:32.2 Y:-133.4 Z:0 ;
GeometryName = OpenRight
GeometryContactPoint = X:28 Y:-58 Z:0 Ram
GeometryContactPoint = X:14 Y:-58 Z:56
GeometryContactPoint = X:0 Y:-58 Z:0
GeometryContactPoint = X:0 Y:-28 Z:56
GeometryContactPoint = X:0 Y:0 Z:0 Ram
GeometryContactPoint = X:0 Y:28 Z:56
GeometryContactPoint = X:0 Y:58 Z:0
GeometryContactPoint = X:14 Y:58 Z:56
GeometryContactPoint = X:28 Y:58 Z:0 Ram
Shadow = SHADOW_VOLUME
End
ChildObject IsengardOrthancDoorProxy IsengardOrthancDoor
Behavior = GateProxyBehavior ModuleTag_GateProxy
End
Body = SymbioticStructuresBody ModuleTag_SymbioticBody
Symbiote = KeepLeft
End
End