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Text File  |  2006-01-31  |  16KB  |  474 lines

  1. ;------------------------------------------------------------------------------
  2. ;Isengard Warg Pit
  3. Object IsengardWargPit
  4.  
  5.     SelectPortrait = BPIWargPit
  6.  
  7.   ; *** ART Parameters ***
  8. ;  SelectPortrait         = SNReactor_L
  9. ;  ButtonImage            = SNReactor
  10.   ;day
  11.  
  12.   Draw = W3DScriptedModelDraw ModuleTag_Draw
  13.     OkToChangeModelColor = Yes
  14.     UseStandardModelNames = Yes
  15.     StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD  
  16.     DefaultModelConditionState
  17.      Model           = IBWARGPIT
  18.     End
  19.  
  20.      ;//    Animation state for build placement cursor
  21.     AnimationState = BUILD_PLACEMENT_CURSOR
  22.         BeginScript
  23.             CurDrawableHideSubObject("N_Window")
  24.             CurDrawableHideSubObject("N_Fire")
  25.                CurDrawableHideSubObject("V2")
  26.             CurDrawableHideSubObject("DrawFloor_V1")
  27.         EndScript
  28.     End
  29.     
  30.     ;//    Animation state for phantom structure
  31.     AnimationState = PHANTOM_STRUCTURE
  32.         BeginScript
  33.             CurDrawableHideSubObject("N_Window")
  34.             CurDrawableHideSubObject("N_Fire")
  35.                CurDrawableHideSubObject("V2")
  36.             CurDrawableHideSubObject("DrawFloor_V1")
  37.         EndScript
  38.     End
  39.     
  40.     IdleAnimationState
  41.     StateName = STATE_Idle
  42.         Animation = IBWargPit_IDLA
  43.             AnimationName     = IBWARGPIT_SKL.IBWARGPIT_IDLA
  44.             AnimationMode       = ONCE
  45.             AnimationPriority    =    3
  46.         End
  47.         Animation = IBWargPit_IDLB
  48.             AnimationName     = IBWARGPIT_SKL.IBWARGPIT_IDLB
  49.             AnimationMode       = ONCE
  50.         End        
  51.         Flags = RESTART_ANIM_WHEN_COMPLETE
  52.  
  53.     End
  54.  
  55.     ;------------ New Build Up States coming soon. 
  56.     ModelConditionState   = SNOW AWAITING_CONSTRUCTION 
  57.       Model               = IBWargPit_A
  58.       Texture            = IBWargPit.tga IBWargPit_snow.tga
  59. ;        ParticleSysBone      = NONE BuildingDoughnutCloud
  60.     End;
  61.     ModelConditionState   = AWAITING_CONSTRUCTION 
  62.       Model               = IBWargPit_A
  63. ;        ParticleSysBone      = NONE BuildingDoughnutCloud
  64.     End;
  65.     AnimationState        = AWAITING_CONSTRUCTION
  66.       Animation           =  IBWargPit_A
  67.         AnimationName     =  IBWargPit_ASKL.IBWargPit_ABLDA
  68.         AnimationMode     = MANUAL
  69.         AnimationBlendTime = 0
  70.       End
  71.       Flags                  = START_FRAME_FIRST
  72.       ;BeginScript
  73.       ;    CurDrawablePlaySound("GondorBarracksBeginConstruction")
  74.       ;EndScript
  75.     End
  76.  
  77.     ModelConditionState   = SNOW ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
  78.       Model               = IBWargPit_A
  79.       Texture            = IBWargPit.tga IBWargPit_snow.tga
  80.         ParticleSysBone   = CONSTDUSTBONE01 BuildingContructDust FollowBone:Yes
  81.     End;
  82.     ModelConditionState   = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
  83.       Model               = IBWargPit_A
  84.         ParticleSysBone   = CONSTDUSTBONE01 BuildingContructDust FollowBone:Yes
  85.     End;
  86.     
  87.     AnimationState        = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
  88.         Animation           = IBWargPit_A
  89.             AnimationName     = IBWargPit_ASKL.IBWargPit_ABLDA
  90.             AnimationMode     = MANUAL
  91.             AnimationBlendTime = 0
  92.         End
  93.         Flags                  = START_FRAME_FIRST
  94.         StateName              = BeingConstructed
  95.         BeginScript
  96.             CurDrawablePlaySound("GondorBarracksBeginConstruction")
  97.         EndScript
  98.     End
  99.     
  100.     
  101.         ;--damaged building
  102.     
  103.     ModelConditionState  = DAMAGED
  104.       Model         = IBWargPit_D1
  105.           ParticleSysBone FireSmall01 FireBuildingLarge
  106.         ParticleSysBone FireSmall02 FireBuildingMedium
  107.         ParticleSysBone FireSmall03 FireBuildingMedium
  108.         ParticleSysBone FireSmall04 SmokeBuildingLarge
  109.         ParticleSysBone FireSmall05 FireBuildingMedium       
  110.     End
  111.     AnimationState = DAMAGED
  112.      EnteringStateFX    = FX_BuildingDamaged
  113.     End
  114.  
  115.     ModelConditionState  = REALLYDAMAGED
  116.       Model         = IBWargPit_D2  
  117.           ParticleSysBone FireSmall01 FireBuildingLarge
  118.         ParticleSysBone FireSmall02 FireBuildingLarge
  119.         ParticleSysBone FireSmall03 FireBuildingMedium
  120.         ParticleSysBone FireSmall04 SmokeBuildingLarge
  121.         ParticleSysBone FireSmall05 FireBuildingMedium     
  122.     End
  123.     AnimationState = REALLYDAMAGED
  124.          EnteringStateFX    = FX_BuildingDamaged
  125.         Animation                =    RubbleAnimation
  126.                 AnimationName        =    IBWargPit_D2SK.IBWargPit_D2AN
  127.                 AnimationMode        =    ONCE
  128.           End
  129.     End
  130.  
  131.     ModelConditionState  = RUBBLE
  132.       Model         = IBWargPit_D3
  133.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  134.     End
  135.     
  136.     AnimationState = RUBBLE
  137.         EnteringStateFX    = FX_StructureMediumCollapseNoSound
  138.         Animation                =    RubbleAnimation
  139.                 AnimationName        =    IBWargPit_D3SK.IBWargPit_D3AN
  140.                 AnimationMode        =    ONCE
  141.           End
  142.     End
  143.  
  144.     ModelConditionState  = POST_RUBBLE
  145.         Model         = None
  146.         ParticleSysBone NONE SmokeBuildingMediumRubble
  147.     End
  148.  
  149.     ModelConditionState  = POST_COLLAPSE
  150.          Model         = None
  151.         ParticleSysBone NONE SmokeBuildingMediumRubble
  152.     End
  153.     
  154.     ModelConditionState = SNOW 
  155.         Model            = IBWargPit
  156.         Texture            = IBWargPit.tga IBWargPit_snow.tga
  157.     End      
  158.   End
  159.   
  160.   
  161.    ;----------the door
  162.  Draw = W3DScriptedModelDraw ModuleTag_02
  163.      
  164.     DefaultModelConditionState
  165.       Model = IBWARGPIT_DRC
  166.     End
  167.      
  168.     
  169.     ModelConditionState   = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
  170.       Model               = IBWargpit_DRA
  171.     End
  172.     
  173.     AnimationState        = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
  174.         Animation           = IBWargpit_DRA
  175.             AnimationName     = IBWargpit_DRA.IBWargpit_DRA
  176.             AnimationMode     = MANUAL
  177.         End
  178.         Flags                  = START_FRAME_FIRST
  179.     End
  180.      
  181.    ;--normal states
  182.     ModelConditionState   = DOOR_1_OPENING
  183.       Model               = IBWARGPIT_DROA
  184.     End
  185.     
  186.     AnimationState            =    DOOR_1_OPENING
  187.         Animation           =    IBWARGPIT_DRO
  188.             AnimationName   =    IBWARGPIT_DROA.IBWARGPIT_DROA
  189.             AnimationMode   =    ONCE    
  190.             AnimationBlendTime = 0
  191.         End
  192.     ;    Flags                =    START_FRAME_FIRST
  193.    End 
  194.    
  195.    
  196.    ModelConditionState   = DOOR_1_CLOSING
  197.       Model               = IBWARGPIT_DRCA
  198.         ParticleSysBone      = NONE trollCageDust
  199.     End;  
  200.    
  201.        AnimationState            =    DOOR_1_CLOSING
  202.         Animation           =    IBWARGPIT_DRCA
  203.             AnimationName   =    IBWARGPIT_DRCA.IBWARGPIT_DRCA
  204.             AnimationMode   =    ONCE
  205.             AnimationBlendTime = 0
  206.         End
  207.     ;    Flags                =    START_FRAME_FIRST
  208.    End   
  209.    
  210.    
  211.     ModelConditionState   = DOOR_1_WAITING_OPEN
  212.       Model               = IBWARGPIT_DRO
  213.         ;ParticleSysBone      = NONE BuildingDoughnutCloud
  214.     End  
  215.     
  216.    AnimationState            =    DOOR_1_WAITING_OPEN
  217.    End   
  218.  
  219.     ModelConditionState  = POST_RUBBLE
  220.         Model         = None
  221.     End
  222.  
  223.     ModelConditionState  = POST_COLLAPSE
  224.          Model         = None
  225.     End
  226.   
  227.  End
  228.  
  229.   Draw = W3DFloorDraw DrawFloor_Bib   
  230.         StaticModelLODMode = Yes        ; THIS NEEDS TO BE COMMENTED OUT WHEN ENGINEERING ENABLES LOD'S IN THE FLOOR DRAW
  231.     ModelName = IBWARGPIT_Bib
  232.     WeatherTexture        = SNOWY IBWargPit_Bib_snow.tga
  233.           HideIfModelConditions    =    AWAITING_CONSTRUCTION
  234.           HideIfModelConditions    =    PARTIALLY_CONSTRUCTED
  235.   End
  236.   Draw = W3DFloorDraw DrawFloor_V1    
  237.     ModelName = IBWARGPIT_V1
  238.     WeatherTexture        = SNOWY IBWargPit_BibV1_snow.tga
  239.     StartHidden = Yes
  240.           HideIfModelConditions    =    AWAITING_CONSTRUCTION
  241.           HideIfModelConditions    =    PARTIALLY_CONSTRUCTED
  242.   End
  243.  
  244.     Draw = W3DScriptedModelDraw ModuleTag_Draw_HCBanner
  245.         OkToChangeModelColor  = Yes
  246.         DefaultModelConditionState
  247.             Model = IBHCWargPit
  248.         End
  249.         MultiPlayerOnly = Yes 
  250.     End  
  251.     
  252.   PlacementViewAngle  = -45
  253.  
  254.   ; ***DESIGN parameters ***
  255.   DisplayName         = OBJECT:IsengardWargPit
  256.   Description           = OBJECT:IsengardWargPitDescription
  257.   Side                = Isengard
  258.   EditorSorting       = STRUCTURE
  259.   ThreatLevel = 1.0
  260.  
  261.   BuildCost           = ISENGARD_WARGPIT_BUILDCOST            ; BALANCE
  262.   BuildTime           = ISENGARD_WARGPIT_BUILDTIME            ; BALANCE
  263.   VisionRange         = ISENGARD_WARGPIT_VISIONRANGE            ; Shroud clearing distance
  264.   ShroudClearingRange = ISENGARD_WARGPIT_SHROUDCLEAR
  265.   BountyValue         =    ISENGARD_WARGPIT_BOUNTY_VALUE        
  266.  
  267.   ArmorSet
  268.     Conditions        = None
  269.     Armor             = StructureArmor
  270.     ;DamageFX          = StructureDamageFXNoShake
  271.   End
  272.  
  273.  
  274.  
  275. ; For Testing Purposes
  276.  CommandSet = IsengardWargPitCommandSetLevel1
  277.  
  278.  
  279.   ; *** AUDIO Parameters ***
  280.  
  281.     #include "..\..\..\Includes\StandardBuildingEvaEvents.inc"
  282.  
  283.     VoiceFullyCreated                = EVA:WargPitComplete
  284.     VoiceSelect                        = IsengardWargPitSelect
  285.     VoiceSelectUnderConstruction    = BuildingEvilVoiceSelectUnderConstruction
  286.  
  287.     SoundAmbient                    = BuildingWargPitVoxSingles
  288.     SoundAmbientDamaged                = BuildingDamageFireMediumLoop
  289.     SoundAmbientReallyDamaged        = BuildingDamageFireLargeLoop
  290.     SoundOnDamaged                    = BuildingLightDamageWood
  291.     SoundOnReallyDamaged            = BuildingHeavyDamageWood
  292.  
  293.     UnitSpecificSounds
  294.         UnderConstruction        = BuildingConstructionLoop  ; Built first time
  295.         ; UnderRepairFromDamage    = NoSound                    ; Repaired No animation on the building, so don't bother playing sound
  296.         UnderRepairFromRubble    = BuildingConstructionLoop    ; Repaired from completely destroyed (not used???)
  297.     End
  298.  
  299.     ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
  300.         MaxUpdateRangeCap = 800
  301.         AnimationSound = Sound:BuildingWargPitDoorCreak        Animation:IBWARGPIT_DRCA.IBWARGPIT_DRCA    Frames:0
  302.         AnimationSound = Sound:BuildingWargPitDoorBang        Animation:IBWARGPIT_DRCA.IBWARGPIT_DRCA    Frames:27
  303.  
  304.         AnimationSound = Sound:BuildingWargPitDoorCreak        Animation:IBWARGPIT_DROA.IBWARGPIT_DROA    Frames:0
  305.         AnimationSound = Sound:BuildingWargPitDoorBang        Animation:IBWARGPIT_DROA.IBWARGPIT_DROA    Frames:27
  306.  
  307.         AnimationSound = Sound:WargFootstep                Animation:IBWARGPIT_SKL.IBWARGPIT_IDLB    Frames:56 63 67 82 100 107 111
  308.         AnimationSound = Sound:WargFootstep                Animation:IBWARGPIT_SKL.IBWARGPIT_IDLB    Frames:9 12 20 25 35 39 45 48 54
  309.         AnimationSound = Sound:WargFootstep                Animation:IBWARGPIT_SKL.IBWARGPIT_IDLB    Frames:116 120 123 128 131 133
  310.         AnimationSound = Sound:WargFootstep                Animation:IBWARGPIT_SKL.IBWARGPIT_IDLB    Frames:140 143 153 157 167 177
  311.     End
  312.  
  313.  
  314.   ; *** ENGINEERING Parameters ***
  315.  
  316.   RadarPriority       = STRUCTURE
  317.   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
  318.  
  319.   Behavior            = GettingBuiltBehavior GetBuiltBehaviorTag
  320.     WorkerName          = MordorWorkerNoSelect
  321.     SpawnTimer    = DEFAULT_STRUCTURE_HEALDELAY
  322.   End
  323.  
  324.   Body                = StructureBody ModuleTag_05
  325.     MaxHealth               = ISENGARD_WARGPIT_MAXHEALTH            
  326.     MaxHealthDamaged            = ISENGARD_WARGPIT_MAXHEALTHDAMAGED        
  327.       MaxHealthReallyDamaged    = ISENGARD_WARGPIT_MAXHEALTH_REALLYDAMAGED    
  328.     DamageCreationList        = OCL_BuildingDamageList01 CATAPULT_ROCK
  329.   
  330.     DamageCreationList        = OCL_IBWargPit_Chunk1 CATAPULT_ROCK FRONT_DESTROYED
  331.     DamageCreationList        = OCL_IBWargPit_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED
  332.     DamageCreationList        = OCL_IBWargPit_Chunk3 CATAPULT_ROCK BACK_DESTROYED
  333.     DamageCreationList        = OCL_IBWargPit_Chunk4 CATAPULT_ROCK LEFT_DESTROYED
  334.     
  335.   End
  336.     
  337.     Behavior                = TransitionDamageFX ModuleTag_08
  338.         ReallyDamagedFXList1  = Loc: X:0 Y:0 Z:0 FXList:FX_BuildingReallyDamagedTransitionMedium
  339.     End
  340.  
  341.     Behavior = QueueProductionExitUpdate ModuleTag_Queue
  342.         PlacementViewAngle        = 0
  343.  
  344.         UnitCreatePoint            = X:0.0 Y:-37.0 Z:0.0
  345.         NaturalRallyPoint        = X:70.0 Y:-37.0 Z:0.0        ;NaturalRallyPointX must always match GeometryMajorRadius! 
  346.  
  347.         ExitDelay                = STANDARD_HORDE_EXIT_DELAY ; For the hordes.  Make them come out one at a time.
  348.         UseReturnToFormation    = No
  349.     End
  350.  
  351.     Behavior                  = StructureCollapseUpdate ModuleTag_StructureCollapseUpdate 
  352.         MinCollapseDelay        = 000
  353.         MaxCollapseDelay        = 000
  354.         CollapseDamping         = .5
  355.         MaxShudder              = 0.6
  356.         MinBurstDelay           = 250
  357.         MaxBurstDelay           = 800
  358.         BigBurstFrequency       = 4
  359.         FXList                  = INITIAL   FX_StructureMediumCollapse
  360.         FXList                  = ALMOST_FINAL  FX_StructureAlmostCollapse
  361.         DestroyObjectWhenDone    = Yes
  362.         CollapseHeight            = 89
  363.     End
  364.  
  365.     Behavior = ProductionUpdate ProductionUpdateModuleTag
  366.           NumDoorAnimations            = 1
  367.         DoorOpeningTime              = 2000  ;in mSeconds how long you want doors to be in open state
  368.         DoorWaitOpenTime             =2000  ;in mSeconds time the door stays open, so units can exit
  369.         DoorCloseTime                = 3000  ;in mSeconds how long you want doors to be in open state
  370.         GiveNoXP                    = Yes
  371.     End
  372.    
  373.     Behavior = SubObjectsUpgrade ModuleTag_HideAll
  374.         TriggeredBy        = Upgrade_StructureLevel1
  375.         ShowSubObjects    = DrawFloor_Bib 
  376.         HideSubObjects    = DrawFloor_V1 V2
  377.     End
  378.       Behavior = SubObjectsUpgrade ModuleTag_ShowWalls 
  379.         TriggeredBy        = Upgrade_IsengardWargPitLevel2
  380.         ShowSubObjects    = DrawFloor_V1
  381.         HideSubObjects    = DrawFloor_Bib V2
  382.     End
  383.     Behavior = SubObjectsUpgrade ModuleTag_ShowFlagsAndTower 
  384.         TriggeredBy        = Upgrade_IsengardWargPitLevel3
  385.         ShowSubObjects    = DrawFloor_V1 V2
  386.         HideSubObjects    = DrawFloor_Bib
  387.     End 
  388.  
  389. ;  Behavior           = CreateObjectDie ModuleTag_08
  390. ;    CreationList     = OCL_SmallStructureDebris
  391. ;  End
  392.  
  393. ;  Behavior = ProductionUpdate ModuleTag_10
  394. ;    ; nothing, but is required if we have any Object-level Upgrades!
  395. ;  End
  396.  
  397. ;  Behavior = FlammableUpdate ModuleTag_14
  398. ;    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
  399. ;    AflameDamageAmount = 5       ; taking this much damage...
  400. ;    AflameDamageDelay = 500       ; this often.
  401. ;  End
  402.  
  403. ;  Behavior = TransitionDamageFX ModuleTag_15
  404. ;    ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS-------------------
  405. ;    DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
  406. ;    ;---------------------------------------------------------------------------------------
  407. ;    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
  408. ;    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
  409. ;    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
  410. ;  End
  411.  
  412. ;  Behavior             = FXListDie ModuleTag_16
  413. ;    DeathFX       = FX_BuildingDie
  414. ;  End
  415.  
  416.     Behavior = LevelUpUpgrade ModuleTag_IsengardWargPitLevel2
  417.         TriggeredBy        = Upgrade_IsengardWargPitLevel2
  418.         LevelsToGain    = 1
  419.         LevelCap            = 3
  420.     End
  421.  
  422.     Behavior = LevelUpUpgrade ModuleTag_IsengardWargPitLevel3
  423.         TriggeredBy        = Upgrade_IsengardWargPitLevel3
  424.         LevelsToGain    = 1
  425.         LevelCap            = 3
  426.     End
  427.  
  428.     Behavior = CommandSetUpgrade ModuleTag_IsengardWargPitLevel2CommandSet
  429.         TriggeredBy        = Upgrade_IsengardWargPitLevel2
  430.         ConflictsWith    = Upgrade_IsengardWargPitLevel3
  431.         CommandSet        = IsengardWargPitCommandSetLevel2
  432.     End
  433.  
  434.     Behavior = CommandSetUpgrade ModuleTag_IsengardWargPitLevel3CommandSet
  435.         TriggeredBy        = Upgrade_IsengardWargPitLevel3
  436.         CommandSet        = IsengardWargPitCommandSetLevel3
  437.     End
  438.  
  439.     Behavior = TerrainResourceBehavior ModuleTag_NewMoneyDeadSpot
  440.         Radius            = 100        ;// How far we try to claim ground
  441.         MaxIncome        = 0            ;// If we were to get all we wanted, how much we would earn.  Linear slope to 0 at 0% claim
  442.         IncomeInterval    = 999999    ;// How often (in msec) we give that much money
  443.         HighPriority    = Yes        ;// A high priority claim gets to pretend it was there first.
  444.         Visible = No         ;// Don't show decal when a resource building is selected.
  445.     End
  446.  
  447.     Behavior                  = BuildingBehavior BuildingModuleTag
  448.         NightWindowName         = N_Window N_Fire
  449.         ;FireWindowName          = WINDOW_F01
  450.     End
  451.         
  452.   Geometry              = BOX
  453.   GeometryMajorRadius   = 26.0
  454.   GeometryMinorRadius   = 13.0
  455.   GeometryHeight        = 43.8
  456.   GeometryOffset        = X:8.6 Y:-36.6 Z:0
  457.   
  458.   AdditionalGeometry    = CYLINDER
  459.   GeometryMajorRadius   = 43.0
  460.   GeometryMinorRadius   = 0
  461.   GeometryHeight        = 23.8
  462.   GeometryOffset        = X:-2.6 Y:11.6 Z:0
  463.   
  464.   GeometryIsSmall       = No
  465.   Shadow                = SHADOW_VOLUME
  466.   BuildCompletion     = PLACED_BY_PLAYER
  467.   
  468.   GeometryContactPoint    = X:-38.572        Y:33.011    Z:0            Repair
  469.   GeometryContactPoint    = X:27.147        Y:-52.493    Z:0            Repair
  470.   GeometryContactPoint    = X:27.147        Y:35.511    Z:0
  471.   GeometryContactPoint    = X:-35.434        Y:-30.376    Z:0
  472.   GeometryContactPoint    = X:-5.754        Y:-36.75    Z:46.762    Swoop
  473.  
  474. End