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Text File  |  2006-01-31  |  13KB  |  389 lines

  1. ;------------------------------------------------------------------------------
  2. ;Mordor OrcPit, Orc Pit
  3. Object MordorOrcPit
  4.  
  5.     SelectPortrait = BPMOrcPit
  6.  
  7.   ; *** ART Parameters ***
  8.   Draw = W3DScriptedModelDraw ModuleTag_Draw
  9.     OkToChangeModelColor  = Yes
  10.     UseStandardModelNames = Yes
  11.     StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD  
  12.     DefaultModelConditionState
  13.       Model = MBOrcpit_SKN
  14.     End
  15.  
  16.  
  17.     ;//    Animation state for build placement cursor
  18.     AnimationState = BUILD_PLACEMENT_CURSOR
  19.         BeginScript
  20.                CurDrawableHideSubObject("N_Window")
  21.             CurDrawableHideSubObject("N_Fire")
  22.                CurDrawableHideSubObject("V1")
  23.             CurDrawableHideSubObject("V1A")
  24.             CurDrawableHideSubObject("V1B")
  25.             CurDrawableHideSubObject("V1C")
  26.             CurDrawableHideSubObject("V1D")
  27.             CurDrawableHideSubObject("V2")
  28.             CurDrawableHideSubObject("DrawFloorV2")
  29.         EndScript
  30.     End
  31.     
  32.     ;//    Animation state for phantom structure
  33.     AnimationState = PHANTOM_STRUCTURE
  34.         BeginScript
  35.                CurDrawableHideSubObject("N_Window")
  36.             CurDrawableHideSubObject("N_Fire")
  37.                CurDrawableHideSubObject("V1")
  38.             CurDrawableHideSubObject("V1A")
  39.             CurDrawableHideSubObject("V1B")
  40.             CurDrawableHideSubObject("V1C")
  41.             CurDrawableHideSubObject("V1D")
  42.             CurDrawableHideSubObject("V2")
  43.             CurDrawableHideSubObject("DrawFloorV2")
  44.         EndScript
  45.     End
  46.     
  47.     IdleAnimationState
  48.         StateName                    =   STATE_Idle
  49.         Flags = MAINTAIN_FRAME_ACROSS_STATES
  50.         Animation = IdleA
  51.             AnimationName            =    MBOrcpit_SKL.MBOrcpit_STRA
  52.             AnimationMode        =    ONCE 
  53.         End
  54.         Flags               = RESTART_ANIM_WHEN_COMPLETE 
  55.     End
  56.     
  57.  
  58.     ;------------ New Build Up States coming soon. 
  59.        ModelConditionState = SNOW AWAITING_CONSTRUCTION
  60.         Model            = MBOrcpit_A
  61.         Texture            = MBBStone.tga MBBStone_Snow.tga
  62.     End
  63.     ModelConditionState   = AWAITING_CONSTRUCTION 
  64.       Model               = MBOrcpit_A
  65. ;        ParticleSysBone      = NONE BuildingDoughnutCloud
  66.     End;
  67.     AnimationState        = AWAITING_CONSTRUCTION
  68.       Animation           =  MBOrcpit_A
  69.         AnimationName     =  MBOrcpit_ASKL.MBOrcpit_ABLD
  70.         AnimationMode     = MANUAL
  71.         AnimationBlendTime = 0
  72.       End
  73.       Flags                  = START_FRAME_FIRST
  74.       BeginScript
  75.       ;    CurDrawablePlaySound("GondorBarracksBeginConstruction")
  76.       EndScript
  77.     End
  78.        
  79.        ModelConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
  80.         Model            = MBOrcpit_A
  81.         Texture            = MBBStone.tga MBBStone_Snow.tga
  82.     End
  83.     ModelConditionState   = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
  84.       Model               = MBOrcpit_A
  85.         ParticleSysBone   = CONSTDUSTBONE01 BuildingContructDust FollowBone:Yes
  86.     End;
  87.     
  88.     AnimationState        = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
  89.         Animation           = MBOrcpit_A
  90.             AnimationName     = MBOrcpit_ASKL.MBOrcpit_ABLD
  91.             AnimationMode     = MANUAL
  92.             AnimationBlendTime = 0
  93.         End
  94.         Flags                  = START_FRAME_FIRST
  95.         StateName              = BeingConstructed
  96.         BeginScript
  97.             CurDrawablePlaySound("GondorBarracksBeginConstruction")
  98.         EndScript
  99.     End
  100.         
  101.         ;--damaged building
  102.     
  103.     ModelConditionState  = DAMAGED
  104.       Model         = MBOrcpit_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         = MBOrcpit_D2  
  117.           ParticleSysBone FireSmall01 FireBuildingLarge
  118.         ParticleSysBone FireSmall02 FireBuildingLarge
  119.         ParticleSysBone FireSmall03 FireBuildingMedium
  120.         ParticleSysBone FireSmall04 SmokeBuildingLarge
  121.         ParticleSysBone FireSmall05 FireBuildingLarge  
  122.     End
  123.     AnimationState = REALLYDAMAGED
  124.         Animation                =    RubbleAnimation
  125.             AnimationName        =    MBOrcpit_D2SK.MBOrcpit_D2AN
  126.             AnimationMode        =    ONCE
  127.           End
  128.         EnteringStateFX    = FX_BuildingReallyDamaged
  129.     End
  130.  
  131.     ModelConditionState  = RUBBLE
  132.       Model         = MBOrcpit_D3  
  133.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  134.     End
  135.     
  136.     AnimationState = RUBBLE
  137.         Animation                =    RubbleAnimation
  138.             AnimationName        =    MBOrcpit_D3SK.MBOrcpit_D3AN
  139.             AnimationMode        =    ONCE
  140.           End
  141.           EnteringStateFX    = FX_StructureMediumCollapse
  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.     
  155.     ;------------Door      
  156.    AnimationState          = DOOR_1_WAITING_OPEN
  157.            Animation            = POKA
  158.             AnimationName    = MBOrcpit_SKL.MBOrcpit_POKA
  159.             AnimationMode   = LOOP
  160.         End 
  161.    End
  162.     
  163.     ;------------- With Call of Horde anim, idle but faster.
  164.     AnimationState = UPGRADE_ECONOMY_BONUS
  165.         StateName    =    STATE_Idle
  166.         Flags = MAINTAIN_FRAME_ACROSS_STATES
  167.         Animation = IdleA
  168.             AnimationName                = MBOrcpit_SKL.MBOrcpit_STRA
  169.             AnimationMode                = LOOP 
  170.             AnimationBlendTime            = 0
  171.             AnimationSpeedFactorRange    = 1.7 2.0
  172.         End
  173.     End
  174.  
  175.     ModelConditionState = SNOW 
  176.         Model            = MBOrcpit_SKN
  177.         Texture            = MBBStone.tga MBBStone_Snow.tga
  178.     End
  179.         
  180.   End
  181.  
  182.     Draw = W3DFloorDraw DrawFloorV1    
  183.         StaticModelLODMode = Yes         
  184.         ModelName = MBOrcpit_Bib
  185.         WeatherTexture        = SNOWY MBOrcPitBib_Snow.tga
  186.           HideIfModelConditions    =    AWAITING_CONSTRUCTION
  187.           HideIfModelConditions    =    PARTIALLY_CONSTRUCTED
  188.     End
  189.     Draw = W3DFloorDraw DrawFloorV2    
  190.         ModelName = MBOrcpit_V1
  191.         StartHidden = Yes
  192.         WeatherTexture        = SNOWY MBOrcPitBibV1_Snow.tga
  193.           HideIfModelConditions    =    AWAITING_CONSTRUCTION
  194.           HideIfModelConditions    =    PARTIALLY_CONSTRUCTED
  195.     End
  196.  
  197.     Draw = W3DScriptedModelDraw ModuleTag_Draw_HCBanner
  198.         OkToChangeModelColor  = Yes
  199.         DefaultModelConditionState
  200.             Model = MBHCOrcpit
  201.         End
  202.         MultiPlayerOnly = Yes 
  203.     End  
  204.      
  205.     ; Dedicated draw module just for the horde effects.
  206.     ;
  207.     Draw = W3DScriptedModelDraw TheHordeEffects
  208.         DefaultModelConditionState
  209.           Model = None
  210.         End
  211.         AnimationState = UPGRADE_ECONOMY_BONUS
  212.             ParticleSysBone = None CalltheHordeSteam
  213.             ParticleSysBone    = None CalltheHordeCast
  214.         End
  215.     End
  216.   
  217.   ; ***DESIGN parameters ***
  218.   DisplayName         = OBJECT:MordorOrcPit
  219.   Description           = OBJECT:MordorOrcPitDescription
  220.   Side                = Mordor
  221.   EditorSorting       = STRUCTURE
  222.   ThreatLevel = 1.0
  223.   
  224.   PlacementViewAngle  = 35
  225.  
  226.   BuildCost           = MORDOR_ORCPIT_BUILDCOST            ; BALANCE
  227.   BuildTime           = MORDOR_ORCPIT_BUILDTIME
  228.   VisionRange         = MORDOR_ORCPIT_VISION_RANGE
  229.   ShroudClearingRange = MORDOR_ORCPIT_SHROUD_CLEAR
  230.   BountyValue         = MORDOR_ORCPIT_BOUNTY_VALUE
  231.  
  232.   ArmorSet
  233.     Conditions        = None
  234.     Armor             = StructureArmor
  235.     ;DamageFX          = StructureDamageFXNoShake
  236.   End
  237.  
  238.   CommandSet          = MordorOrcPitCommandSetLevel1
  239.  
  240.  
  241. ; *** AUDIO Parameters ***
  242.     #include "..\..\..\Includes\StandardBuildingEvaEvents.inc"
  243.  
  244.     VoiceFullyCreated                = EVA:OrcPitComplete
  245.     VoiceSelect                        = MordorOrcPitSelect
  246.     VoiceSelectUnderConstruction    = BuildingEvilVoiceSelectUnderConstruction
  247.  
  248.     SoundAmbient                    = MordorOrcPitAmbience
  249.     SoundAmbientDamaged                = BuildingDamageFireMediumLoop
  250.     SoundAmbientReallyDamaged        = BuildingDamageFireLargeLoop
  251.     SoundOnDamaged                    = BuildingLightDamageStone
  252.     SoundOnReallyDamaged            = BuildingHeavyDamageStone
  253.  
  254.     UnitSpecificSounds
  255.         UnderConstruction        = BuildingConstructionLoop  ; Built first time
  256.         ; UnderRepairFromDamage    = NoSound                    ; Repaired No animation on the building, so don't bother playing sound
  257.         UnderRepairFromRubble    = BuildingConstructionLoop    ; Repaired from completely destroyed (not used???)
  258.     End
  259.  
  260.     ; *** ENGINEERING Parameters ***
  261.  
  262.     RadarPriority       = STRUCTURE
  263.     KindOf              = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE NEED_BASE_FOUNDATION MP_COUNT_FOR_VICTORY AUTO_RALLYPOINT FS_FACTORY MADE_OF_DIRT FACE_AWAY_FROM_CASTLE_KEEP LIVING_WORLD_BUILDING_MIRROR
  264.  
  265.     Behavior = LevelUpUpgrade ModuleTag_LevelUpMordorOrcPitLevel2
  266.         TriggeredBy        = Upgrade_MordorOrcPitLevel2
  267.         LevelsToGain    = 1
  268.         LevelCap        = 3
  269.     End
  270.  
  271.     Behavior = LevelUpUpgrade ModuleTag_LevelUpMordorOrcPitLevel3
  272.         TriggeredBy        = Upgrade_MordorOrcPitLevel3
  273.         LevelsToGain    = 1
  274.         LevelCap        = 3
  275.     End
  276.  
  277.     Behavior = CommandSetUpgrade ModuleTag_MordorOrcPitLevel2
  278.         TriggeredBy        = Upgrade_MordorOrcPitLevel2
  279.         ConflictsWith    = Upgrade_MordorOrcPitLevel3
  280.         CommandSet        = MordorOrcPitCommandSetLevel2
  281.     End
  282.  
  283.     Behavior = CommandSetUpgrade ModuleTag_MordorOrcPitLevel3
  284.         TriggeredBy        = Upgrade_MordorOrcPitLevel3
  285.         CommandSet        = MordorOrcPitCommandSetLevel3
  286.     End
  287.  
  288.     Behavior = ProductionUpdate ProductionUpdateModuleTag
  289.         NumDoorAnimations            = 1
  290.         DoorOpeningTime              = 0  ;in mSeconds how long you want doors to be in open state
  291.         DoorWaitOpenTime             = 1000 ;in mSeconds time the door stays open, so units can exit
  292.         DoorCloseTime                = 0  ;in mSeconds how long you want doors to be in open state
  293.         ConstructionCompleteDuration = 250 ;in mSeconds   wait time so if you have multiple units they don't run over each other
  294.         VeteranUnitsFromVeteranFactory = No ;I am higher than my default level, I will give a free level to those I produce
  295.         
  296.         SetBonusModelConditionOnSpeedBonus = Yes ; set the UPGRADE_ECONOMY_BONUS if there is any production bonus
  297.         BonusForType                 = MordorFighterHorde
  298.         SpeedBonusAudioLoop         = CallTheHordeOrcPitLoop; Sound to play while bonus is active
  299.         GiveNoXP                    = Yes
  300.     End
  301.  
  302.     Behavior            = GettingBuiltBehavior GetBuiltBehaviorTag
  303.         WorkerName          = MordorWorkerNoSelect
  304.         SpawnTimer    = DEFAULT_STRUCTURE_HEALDELAY
  305.     End
  306.   
  307.        Behavior = SubObjectsUpgrade ModuleTag_HideAll
  308.         TriggeredBy        = Upgrade_StructureLevel1
  309.         ShowSubObjects    = DrawFloorV1
  310.         HideSubObjects    = V1 V1A V1B V1C V1D V2 DrawFloorV2 V1_PIECE* V2_PIECE* V1SPIKES
  311.     End
  312.       Behavior = SubObjectsUpgrade ModuleTag_ShowWalls 
  313.         TriggeredBy        = Upgrade_MordorOrcPitLevel2
  314.         ShowSubObjects    = V1 V1A V1B V1C V1D    DrawFloorV2 V1_PIECE* V1 V1SPIKES
  315.         HideSubObjects    = V2 bib V1HIDE00 V1HIDE01 V1HIDE02 DrawFloorV1 V2_PIECE*
  316.     End
  317.     Behavior = SubObjectsUpgrade ModuleTag_ShowFlagsAndTower 
  318.         TriggeredBy        = Upgrade_MordorOrcPitLevel3
  319.         ShowSubObjects    = V1 V1A V1B V1C V1D V2 DrawFloorV2 V1_PIECE* V2_PIECE* V1SPIKES
  320.         HideSubObjects    = bib V1HIDE00 V1HIDE01 V1HIDE02 DrawFloorV1
  321.     End
  322.  
  323.     Behavior                  = StructureCollapseUpdate ModuleTag_StructureCollapseUpdate 
  324.         MinCollapseDelay        = 000
  325.         MaxCollapseDelay        = 000
  326.         CollapseDamping         = .5
  327.         MaxShudder              = 0.6
  328.         MinBurstDelay           = 250
  329.         MaxBurstDelay           = 800
  330.         BigBurstFrequency       = 4
  331.         FXList                  = INITIAL   FX_StructureMediumCollapseNoSound
  332.         FXList                  = ALMOST_FINAL  FX_StructureAlmostCollapse
  333.         DestroyObjectWhenDone    = Yes
  334.         CollapseHeight            = 89
  335.     End
  336.  
  337.   Body                        = ActiveBody ModuleTag_05
  338.     MaxHealth                      = MORDOR_ORCPIT_HEALTH
  339.     MaxHealthDamaged          = MORDOR_ORCPIT_HEALTH_DAMAGED
  340.       MaxHealthReallyDamaged    = MORDOR_ORCPIT_HEALTH_REALLY_DAMAGED
  341.     DamageCreationList        = OCL_BuildingDamageList01 CATAPULT_ROCK
  342.   
  343.     DamageCreationList        = OCL_MBOrcPit_Chunk1 CATAPULT_ROCK FRONT_DESTROYED
  344.     DamageCreationList        = OCL_MBOrcPit_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED
  345.     DamageCreationList        = OCL_MBOrcPit_Chunk3 CATAPULT_ROCK BACK_DESTROYED
  346.     DamageCreationList        = OCL_MBOrcPit_Chunk4 CATAPULT_ROCK LEFT_DESTROYED
  347.     
  348.   End
  349.  
  350.   
  351.   Behavior = QueueProductionExitUpdate ModuleTag_11
  352.     UnitCreatePoint            = X:0.0 Y:-20.0 Z:0.0
  353.     NaturalRallyPoint        = X:10.0 Y:-75.0 Z:0.0        //NaturalRallyPointX must always match GeometryMajorRadius!    
  354.     ExitDelay                = STANDARD_HORDE_EXIT_DELAY //Mainly for the multiply produced. Make them come out one at a time.
  355.     PlacementViewAngle        = -90
  356.     UseReturnToFormation    = No
  357.   End  
  358.    
  359.     
  360.     Behavior = TerrainResourceBehavior ModuleTag_NewMoneyDeadSpot
  361.         Radius            = 100        ;// How far we try to claim ground
  362.         MaxIncome        = 0            ;// If we were to get all we wanted, how much we would earn.  Linear slope to 0 at 0% claim
  363.         IncomeInterval    = 999999    ;// How often (in msec) we give that much money
  364.         HighPriority    = Yes        ;// A high priority claim gets to pretend it was there first.
  365.         Visible = No         ;// Don't show decal when a resource building is selected.
  366.     End
  367.  
  368.     Behavior                  = BuildingBehavior BuildingModuleTag
  369.         NightWindowName         = N_Window N_Fire
  370.         ;FireWindowName          = WINDOW_F01
  371.     End
  372.     
  373.   Geometry              = CYLINDER
  374.   GeometryMajorRadius   = 50.0
  375.   GeometryHeight        = 20.0
  376.   GeometryOffset        = X:0 Y:5 Z:0
  377.   
  378.   GeometryIsSmall       = No
  379.   Shadow                = SHADOW_VOLUME
  380.   BuildCompletion     = PLACED_BY_PLAYER
  381.   
  382.   GeometryContactPoint    = X:-40.188        Y:41.694    Z:0            Repair
  383.   GeometryContactPoint    = X:35.037        Y:-26.085    Z:0            Repair
  384.   GeometryContactPoint    = X:40.629        Y:32.691    Z:0
  385.   GeometryContactPoint    = X:-56.679        Y:-3.451    Z:0
  386.   GeometryContactPoint    = X:27.139        Y:11.062    Z:32.902    Swoop
  387.  
  388. End
  389.