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data_ini_object_evilfaction_structures_isengard_wargpit.ini
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2006-01-31
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474 lines
;------------------------------------------------------------------------------
;Isengard Warg Pit
Object IsengardWargPit
SelectPortrait = BPIWargPit
; *** ART Parameters ***
; SelectPortrait = SNReactor_L
; ButtonImage = SNReactor
;day
Draw = W3DScriptedModelDraw ModuleTag_Draw
OkToChangeModelColor = Yes
UseStandardModelNames = Yes
StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD
DefaultModelConditionState
Model = IBWARGPIT
End
;// Animation state for build placement cursor
AnimationState = BUILD_PLACEMENT_CURSOR
BeginScript
CurDrawableHideSubObject("N_Window")
CurDrawableHideSubObject("N_Fire")
CurDrawableHideSubObject("V2")
CurDrawableHideSubObject("DrawFloor_V1")
EndScript
End
;// Animation state for phantom structure
AnimationState = PHANTOM_STRUCTURE
BeginScript
CurDrawableHideSubObject("N_Window")
CurDrawableHideSubObject("N_Fire")
CurDrawableHideSubObject("V2")
CurDrawableHideSubObject("DrawFloor_V1")
EndScript
End
IdleAnimationState
StateName = STATE_Idle
Animation = IBWargPit_IDLA
AnimationName = IBWARGPIT_SKL.IBWARGPIT_IDLA
AnimationMode = ONCE
AnimationPriority = 3
End
Animation = IBWargPit_IDLB
AnimationName = IBWARGPIT_SKL.IBWARGPIT_IDLB
AnimationMode = ONCE
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End
;------------ New Build Up States coming soon.
ModelConditionState = SNOW AWAITING_CONSTRUCTION
Model = IBWargPit_A
Texture = IBWargPit.tga IBWargPit_snow.tga
; ParticleSysBone = NONE BuildingDoughnutCloud
End;
ModelConditionState = AWAITING_CONSTRUCTION
Model = IBWargPit_A
; ParticleSysBone = NONE BuildingDoughnutCloud
End;
AnimationState = AWAITING_CONSTRUCTION
Animation = IBWargPit_A
AnimationName = IBWargPit_ASKL.IBWargPit_ABLDA
AnimationMode = MANUAL
AnimationBlendTime = 0
End
Flags = START_FRAME_FIRST
;BeginScript
; CurDrawablePlaySound("GondorBarracksBeginConstruction")
;EndScript
End
ModelConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Model = IBWargPit_A
Texture = IBWargPit.tga IBWargPit_snow.tga
ParticleSysBone = CONSTDUSTBONE01 BuildingContructDust FollowBone:Yes
End;
ModelConditionState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Model = IBWargPit_A
ParticleSysBone = CONSTDUSTBONE01 BuildingContructDust FollowBone:Yes
End;
AnimationState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Animation = IBWargPit_A
AnimationName = IBWargPit_ASKL.IBWargPit_ABLDA
AnimationMode = MANUAL
AnimationBlendTime = 0
End
Flags = START_FRAME_FIRST
StateName = BeingConstructed
BeginScript
CurDrawablePlaySound("GondorBarracksBeginConstruction")
EndScript
End
;--damaged building
ModelConditionState = DAMAGED
Model = IBWargPit_D1
ParticleSysBone FireSmall01 FireBuildingLarge
ParticleSysBone FireSmall02 FireBuildingMedium
ParticleSysBone FireSmall03 FireBuildingMedium
ParticleSysBone FireSmall04 SmokeBuildingLarge
ParticleSysBone FireSmall05 FireBuildingMedium
End
AnimationState = DAMAGED
EnteringStateFX = FX_BuildingDamaged
End
ModelConditionState = REALLYDAMAGED
Model = IBWargPit_D2
ParticleSysBone FireSmall01 FireBuildingLarge
ParticleSysBone FireSmall02 FireBuildingLarge
ParticleSysBone FireSmall03 FireBuildingMedium
ParticleSysBone FireSmall04 SmokeBuildingLarge
ParticleSysBone FireSmall05 FireBuildingMedium
End
AnimationState = REALLYDAMAGED
EnteringStateFX = FX_BuildingDamaged
Animation = RubbleAnimation
AnimationName = IBWargPit_D2SK.IBWargPit_D2AN
AnimationMode = ONCE
End
End
ModelConditionState = RUBBLE
Model = IBWargPit_D3
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
AnimationState = RUBBLE
EnteringStateFX = FX_StructureMediumCollapseNoSound
Animation = RubbleAnimation
AnimationName = IBWargPit_D3SK.IBWargPit_D3AN
AnimationMode = ONCE
End
End
ModelConditionState = POST_RUBBLE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
ModelConditionState = POST_COLLAPSE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
ModelConditionState = SNOW
Model = IBWargPit
Texture = IBWargPit.tga IBWargPit_snow.tga
End
End
;----------the door
Draw = W3DScriptedModelDraw ModuleTag_02
DefaultModelConditionState
Model = IBWARGPIT_DRC
End
ModelConditionState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Model = IBWargpit_DRA
End
AnimationState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Animation = IBWargpit_DRA
AnimationName = IBWargpit_DRA.IBWargpit_DRA
AnimationMode = MANUAL
End
Flags = START_FRAME_FIRST
End
;--normal states
ModelConditionState = DOOR_1_OPENING
Model = IBWARGPIT_DROA
End
AnimationState = DOOR_1_OPENING
Animation = IBWARGPIT_DRO
AnimationName = IBWARGPIT_DROA.IBWARGPIT_DROA
AnimationMode = ONCE
AnimationBlendTime = 0
End
; Flags = START_FRAME_FIRST
End
ModelConditionState = DOOR_1_CLOSING
Model = IBWARGPIT_DRCA
ParticleSysBone = NONE trollCageDust
End;
AnimationState = DOOR_1_CLOSING
Animation = IBWARGPIT_DRCA
AnimationName = IBWARGPIT_DRCA.IBWARGPIT_DRCA
AnimationMode = ONCE
AnimationBlendTime = 0
End
; Flags = START_FRAME_FIRST
End
ModelConditionState = DOOR_1_WAITING_OPEN
Model = IBWARGPIT_DRO
;ParticleSysBone = NONE BuildingDoughnutCloud
End
AnimationState = DOOR_1_WAITING_OPEN
End
ModelConditionState = POST_RUBBLE
Model = None
End
ModelConditionState = POST_COLLAPSE
Model = None
End
End
Draw = W3DFloorDraw DrawFloor_Bib
StaticModelLODMode = Yes ; THIS NEEDS TO BE COMMENTED OUT WHEN ENGINEERING ENABLES LOD'S IN THE FLOOR DRAW
ModelName = IBWARGPIT_Bib
WeatherTexture = SNOWY IBWargPit_Bib_snow.tga
HideIfModelConditions = AWAITING_CONSTRUCTION
HideIfModelConditions = PARTIALLY_CONSTRUCTED
End
Draw = W3DFloorDraw DrawFloor_V1
ModelName = IBWARGPIT_V1
WeatherTexture = SNOWY IBWargPit_BibV1_snow.tga
StartHidden = Yes
HideIfModelConditions = AWAITING_CONSTRUCTION
HideIfModelConditions = PARTIALLY_CONSTRUCTED
End
Draw = W3DScriptedModelDraw ModuleTag_Draw_HCBanner
OkToChangeModelColor = Yes
DefaultModelConditionState
Model = IBHCWargPit
End
MultiPlayerOnly = Yes
End
PlacementViewAngle = -45
; ***DESIGN parameters ***
DisplayName = OBJECT:IsengardWargPit
Description = OBJECT:IsengardWargPitDescription
Side = Isengard
EditorSorting = STRUCTURE
ThreatLevel = 1.0
BuildCost = ISENGARD_WARGPIT_BUILDCOST ; BALANCE
BuildTime = ISENGARD_WARGPIT_BUILDTIME ; BALANCE
VisionRange = ISENGARD_WARGPIT_VISIONRANGE ; Shroud clearing distance
ShroudClearingRange = ISENGARD_WARGPIT_SHROUDCLEAR
BountyValue = ISENGARD_WARGPIT_BOUNTY_VALUE
ArmorSet
Conditions = None
Armor = StructureArmor
;DamageFX = StructureDamageFXNoShake
End
; For Testing Purposes
CommandSet = IsengardWargPitCommandSetLevel1
; *** AUDIO Parameters ***
#include "..\..\..\Includes\StandardBuildingEvaEvents.inc"
VoiceFullyCreated = EVA:WargPitComplete
VoiceSelect = IsengardWargPitSelect
VoiceSelectUnderConstruction = BuildingEvilVoiceSelectUnderConstruction
SoundAmbient = BuildingWargPitVoxSingles
SoundAmbientDamaged = BuildingDamageFireMediumLoop
SoundAmbientReallyDamaged = BuildingDamageFireLargeLoop
SoundOnDamaged = BuildingLightDamageWood
SoundOnReallyDamaged = BuildingHeavyDamageWood
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:BuildingWargPitDoorCreak Animation:IBWARGPIT_DRCA.IBWARGPIT_DRCA Frames:0
AnimationSound = Sound:BuildingWargPitDoorBang Animation:IBWARGPIT_DRCA.IBWARGPIT_DRCA Frames:27
AnimationSound = Sound:BuildingWargPitDoorCreak Animation:IBWARGPIT_DROA.IBWARGPIT_DROA Frames:0
AnimationSound = Sound:BuildingWargPitDoorBang Animation:IBWARGPIT_DROA.IBWARGPIT_DROA Frames:27
AnimationSound = Sound:WargFootstep Animation:IBWARGPIT_SKL.IBWARGPIT_IDLB Frames:56 63 67 82 100 107 111
AnimationSound = Sound:WargFootstep Animation:IBWARGPIT_SKL.IBWARGPIT_IDLB Frames:9 12 20 25 35 39 45 48 54
AnimationSound = Sound:WargFootstep Animation:IBWARGPIT_SKL.IBWARGPIT_IDLB Frames:116 120 123 128 131 133
AnimationSound = Sound:WargFootstep Animation:IBWARGPIT_SKL.IBWARGPIT_IDLB Frames:140 143 153 157 167 177
End
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE NEED_BASE_FOUNDATION FS_FACTORY MP_COUNT_FOR_VICTORY AUTO_RALLYPOINT MADE_OF_WOOD FACE_AWAY_FROM_CASTLE_KEEP
Behavior = GettingBuiltBehavior GetBuiltBehaviorTag
WorkerName = MordorWorkerNoSelect
SpawnTimer = DEFAULT_STRUCTURE_HEALDELAY
End
Body = StructureBody ModuleTag_05
MaxHealth = ISENGARD_WARGPIT_MAXHEALTH
MaxHealthDamaged = ISENGARD_WARGPIT_MAXHEALTHDAMAGED
MaxHealthReallyDamaged = ISENGARD_WARGPIT_MAXHEALTH_REALLYDAMAGED
DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK
DamageCreationList = OCL_IBWargPit_Chunk1 CATAPULT_ROCK FRONT_DESTROYED
DamageCreationList = OCL_IBWargPit_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED
DamageCreationList = OCL_IBWargPit_Chunk3 CATAPULT_ROCK BACK_DESTROYED
DamageCreationList = OCL_IBWargPit_Chunk4 CATAPULT_ROCK LEFT_DESTROYED
End
Behavior = TransitionDamageFX ModuleTag_08
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BuildingReallyDamagedTransitionMedium
End
Behavior = QueueProductionExitUpdate ModuleTag_Queue
PlacementViewAngle = 0
UnitCreatePoint = X:0.0 Y:-37.0 Z:0.0
NaturalRallyPoint = X:70.0 Y:-37.0 Z:0.0 ;NaturalRallyPointX must always match GeometryMajorRadius!
ExitDelay = STANDARD_HORDE_EXIT_DELAY ; For the hordes. Make them come out one at a time.
UseReturnToFormation = No
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 = ProductionUpdate ProductionUpdateModuleTag
NumDoorAnimations = 1
DoorOpeningTime = 2000 ;in mSeconds how long you want doors to be in open state
DoorWaitOpenTime =2000 ;in mSeconds time the door stays open, so units can exit
DoorCloseTime = 3000 ;in mSeconds how long you want doors to be in open state
GiveNoXP = Yes
End
Behavior = SubObjectsUpgrade ModuleTag_HideAll
TriggeredBy = Upgrade_StructureLevel1
ShowSubObjects = DrawFloor_Bib
HideSubObjects = DrawFloor_V1 V2
End
Behavior = SubObjectsUpgrade ModuleTag_ShowWalls
TriggeredBy = Upgrade_IsengardWargPitLevel2
ShowSubObjects = DrawFloor_V1
HideSubObjects = DrawFloor_Bib V2
End
Behavior = SubObjectsUpgrade ModuleTag_ShowFlagsAndTower
TriggeredBy = Upgrade_IsengardWargPitLevel3
ShowSubObjects = DrawFloor_V1 V2
HideSubObjects = DrawFloor_Bib
End
; Behavior = CreateObjectDie ModuleTag_08
; CreationList = OCL_SmallStructureDebris
; End
; Behavior = ProductionUpdate ModuleTag_10
; ; nothing, but is required if we have any Object-level Upgrades!
; End
; Behavior = FlammableUpdate ModuleTag_14
; AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
; AflameDamageAmount = 5 ; taking this much damage...
; AflameDamageDelay = 500 ; this often.
; End
; Behavior = TransitionDamageFX ModuleTag_15
; ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS-------------------
; DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
; ;---------------------------------------------------------------------------------------
; ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
; ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
; ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
; End
; Behavior = FXListDie ModuleTag_16
; DeathFX = FX_BuildingDie
; End
Behavior = LevelUpUpgrade ModuleTag_IsengardWargPitLevel2
TriggeredBy = Upgrade_IsengardWargPitLevel2
LevelsToGain = 1
LevelCap = 3
End
Behavior = LevelUpUpgrade ModuleTag_IsengardWargPitLevel3
TriggeredBy = Upgrade_IsengardWargPitLevel3
LevelsToGain = 1
LevelCap = 3
End
Behavior = CommandSetUpgrade ModuleTag_IsengardWargPitLevel2CommandSet
TriggeredBy = Upgrade_IsengardWargPitLevel2
ConflictsWith = Upgrade_IsengardWargPitLevel3
CommandSet = IsengardWargPitCommandSetLevel2
End
Behavior = CommandSetUpgrade ModuleTag_IsengardWargPitLevel3CommandSet
TriggeredBy = Upgrade_IsengardWargPitLevel3
CommandSet = IsengardWargPitCommandSetLevel3
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 = N_Window N_Fire
;FireWindowName = WINDOW_F01
End
Geometry = BOX
GeometryMajorRadius = 26.0
GeometryMinorRadius = 13.0
GeometryHeight = 43.8
GeometryOffset = X:8.6 Y:-36.6 Z:0
AdditionalGeometry = CYLINDER
GeometryMajorRadius = 43.0
GeometryMinorRadius = 0
GeometryHeight = 23.8
GeometryOffset = X:-2.6 Y:11.6 Z:0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
GeometryContactPoint = X:-38.572 Y:33.011 Z:0 Repair
GeometryContactPoint = X:27.147 Y:-52.493 Z:0 Repair
GeometryContactPoint = X:27.147 Y:35.511 Z:0
GeometryContactPoint = X:-35.434 Y:-30.376 Z:0
GeometryContactPoint = X:-5.754 Y:-36.75 Z:46.762 Swoop
End