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data_ini_object_evilfaction_structures_mordor_orcpit.ini
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2006-01-31
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;------------------------------------------------------------------------------
;Mordor OrcPit, Orc Pit
Object MordorOrcPit
SelectPortrait = BPMOrcPit
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_Draw
OkToChangeModelColor = Yes
UseStandardModelNames = Yes
StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD
DefaultModelConditionState
Model = MBOrcpit_SKN
End
;// Animation state for build placement cursor
AnimationState = BUILD_PLACEMENT_CURSOR
BeginScript
CurDrawableHideSubObject("N_Window")
CurDrawableHideSubObject("N_Fire")
CurDrawableHideSubObject("V1")
CurDrawableHideSubObject("V1A")
CurDrawableHideSubObject("V1B")
CurDrawableHideSubObject("V1C")
CurDrawableHideSubObject("V1D")
CurDrawableHideSubObject("V2")
CurDrawableHideSubObject("DrawFloorV2")
EndScript
End
;// Animation state for phantom structure
AnimationState = PHANTOM_STRUCTURE
BeginScript
CurDrawableHideSubObject("N_Window")
CurDrawableHideSubObject("N_Fire")
CurDrawableHideSubObject("V1")
CurDrawableHideSubObject("V1A")
CurDrawableHideSubObject("V1B")
CurDrawableHideSubObject("V1C")
CurDrawableHideSubObject("V1D")
CurDrawableHideSubObject("V2")
CurDrawableHideSubObject("DrawFloorV2")
EndScript
End
IdleAnimationState
StateName = STATE_Idle
Flags = MAINTAIN_FRAME_ACROSS_STATES
Animation = IdleA
AnimationName = MBOrcpit_SKL.MBOrcpit_STRA
AnimationMode = ONCE
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End
;------------ New Build Up States coming soon.
ModelConditionState = SNOW AWAITING_CONSTRUCTION
Model = MBOrcpit_A
Texture = MBBStone.tga MBBStone_Snow.tga
End
ModelConditionState = AWAITING_CONSTRUCTION
Model = MBOrcpit_A
; ParticleSysBone = NONE BuildingDoughnutCloud
End;
AnimationState = AWAITING_CONSTRUCTION
Animation = MBOrcpit_A
AnimationName = MBOrcpit_ASKL.MBOrcpit_ABLD
AnimationMode = MANUAL
AnimationBlendTime = 0
End
Flags = START_FRAME_FIRST
BeginScript
; CurDrawablePlaySound("GondorBarracksBeginConstruction")
EndScript
End
ModelConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Model = MBOrcpit_A
Texture = MBBStone.tga MBBStone_Snow.tga
End
ModelConditionState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Model = MBOrcpit_A
ParticleSysBone = CONSTDUSTBONE01 BuildingContructDust FollowBone:Yes
End;
AnimationState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Animation = MBOrcpit_A
AnimationName = MBOrcpit_ASKL.MBOrcpit_ABLD
AnimationMode = MANUAL
AnimationBlendTime = 0
End
Flags = START_FRAME_FIRST
StateName = BeingConstructed
BeginScript
CurDrawablePlaySound("GondorBarracksBeginConstruction")
EndScript
End
;--damaged building
ModelConditionState = DAMAGED
Model = MBOrcpit_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 = MBOrcpit_D2
ParticleSysBone FireSmall01 FireBuildingLarge
ParticleSysBone FireSmall02 FireBuildingLarge
ParticleSysBone FireSmall03 FireBuildingMedium
ParticleSysBone FireSmall04 SmokeBuildingLarge
ParticleSysBone FireSmall05 FireBuildingLarge
End
AnimationState = REALLYDAMAGED
Animation = RubbleAnimation
AnimationName = MBOrcpit_D2SK.MBOrcpit_D2AN
AnimationMode = ONCE
End
EnteringStateFX = FX_BuildingReallyDamaged
End
ModelConditionState = RUBBLE
Model = MBOrcpit_D3
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
AnimationState = RUBBLE
Animation = RubbleAnimation
AnimationName = MBOrcpit_D3SK.MBOrcpit_D3AN
AnimationMode = ONCE
End
EnteringStateFX = FX_StructureMediumCollapse
End
ModelConditionState = POST_RUBBLE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
ModelConditionState = POST_COLLAPSE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
;------------Door
AnimationState = DOOR_1_WAITING_OPEN
Animation = POKA
AnimationName = MBOrcpit_SKL.MBOrcpit_POKA
AnimationMode = LOOP
End
End
;------------- With Call of Horde anim, idle but faster.
AnimationState = UPGRADE_ECONOMY_BONUS
StateName = STATE_Idle
Flags = MAINTAIN_FRAME_ACROSS_STATES
Animation = IdleA
AnimationName = MBOrcpit_SKL.MBOrcpit_STRA
AnimationMode = LOOP
AnimationBlendTime = 0
AnimationSpeedFactorRange = 1.7 2.0
End
End
ModelConditionState = SNOW
Model = MBOrcpit_SKN
Texture = MBBStone.tga MBBStone_Snow.tga
End
End
Draw = W3DFloorDraw DrawFloorV1
StaticModelLODMode = Yes
ModelName = MBOrcpit_Bib
WeatherTexture = SNOWY MBOrcPitBib_Snow.tga
HideIfModelConditions = AWAITING_CONSTRUCTION
HideIfModelConditions = PARTIALLY_CONSTRUCTED
End
Draw = W3DFloorDraw DrawFloorV2
ModelName = MBOrcpit_V1
StartHidden = Yes
WeatherTexture = SNOWY MBOrcPitBibV1_Snow.tga
HideIfModelConditions = AWAITING_CONSTRUCTION
HideIfModelConditions = PARTIALLY_CONSTRUCTED
End
Draw = W3DScriptedModelDraw ModuleTag_Draw_HCBanner
OkToChangeModelColor = Yes
DefaultModelConditionState
Model = MBHCOrcpit
End
MultiPlayerOnly = Yes
End
; Dedicated draw module just for the horde effects.
;
Draw = W3DScriptedModelDraw TheHordeEffects
DefaultModelConditionState
Model = None
End
AnimationState = UPGRADE_ECONOMY_BONUS
ParticleSysBone = None CalltheHordeSteam
ParticleSysBone = None CalltheHordeCast
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:MordorOrcPit
Description = OBJECT:MordorOrcPitDescription
Side = Mordor
EditorSorting = STRUCTURE
ThreatLevel = 1.0
PlacementViewAngle = 35
BuildCost = MORDOR_ORCPIT_BUILDCOST ; BALANCE
BuildTime = MORDOR_ORCPIT_BUILDTIME
VisionRange = MORDOR_ORCPIT_VISION_RANGE
ShroudClearingRange = MORDOR_ORCPIT_SHROUD_CLEAR
BountyValue = MORDOR_ORCPIT_BOUNTY_VALUE
ArmorSet
Conditions = None
Armor = StructureArmor
;DamageFX = StructureDamageFXNoShake
End
CommandSet = MordorOrcPitCommandSetLevel1
; *** AUDIO Parameters ***
#include "..\..\..\Includes\StandardBuildingEvaEvents.inc"
VoiceFullyCreated = EVA:OrcPitComplete
VoiceSelect = MordorOrcPitSelect
VoiceSelectUnderConstruction = BuildingEvilVoiceSelectUnderConstruction
SoundAmbient = MordorOrcPitAmbience
SoundAmbientDamaged = BuildingDamageFireMediumLoop
SoundAmbientReallyDamaged = BuildingDamageFireLargeLoop
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
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
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
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
Behavior = LevelUpUpgrade ModuleTag_LevelUpMordorOrcPitLevel2
TriggeredBy = Upgrade_MordorOrcPitLevel2
LevelsToGain = 1
LevelCap = 3
End
Behavior = LevelUpUpgrade ModuleTag_LevelUpMordorOrcPitLevel3
TriggeredBy = Upgrade_MordorOrcPitLevel3
LevelsToGain = 1
LevelCap = 3
End
Behavior = CommandSetUpgrade ModuleTag_MordorOrcPitLevel2
TriggeredBy = Upgrade_MordorOrcPitLevel2
ConflictsWith = Upgrade_MordorOrcPitLevel3
CommandSet = MordorOrcPitCommandSetLevel2
End
Behavior = CommandSetUpgrade ModuleTag_MordorOrcPitLevel3
TriggeredBy = Upgrade_MordorOrcPitLevel3
CommandSet = MordorOrcPitCommandSetLevel3
End
Behavior = ProductionUpdate ProductionUpdateModuleTag
NumDoorAnimations = 1
DoorOpeningTime = 0 ;in mSeconds how long you want doors to be in open state
DoorWaitOpenTime = 1000 ;in mSeconds time the door stays open, so units can exit
DoorCloseTime = 0 ;in mSeconds how long you want doors to be in open state
ConstructionCompleteDuration = 250 ;in mSeconds wait time so if you have multiple units they don't run over each other
VeteranUnitsFromVeteranFactory = No ;I am higher than my default level, I will give a free level to those I produce
SetBonusModelConditionOnSpeedBonus = Yes ; set the UPGRADE_ECONOMY_BONUS if there is any production bonus
BonusForType = MordorFighterHorde
SpeedBonusAudioLoop = CallTheHordeOrcPitLoop; Sound to play while bonus is active
GiveNoXP = Yes
End
Behavior = GettingBuiltBehavior GetBuiltBehaviorTag
WorkerName = MordorWorkerNoSelect
SpawnTimer = DEFAULT_STRUCTURE_HEALDELAY
End
Behavior = SubObjectsUpgrade ModuleTag_HideAll
TriggeredBy = Upgrade_StructureLevel1
ShowSubObjects = DrawFloorV1
HideSubObjects = V1 V1A V1B V1C V1D V2 DrawFloorV2 V1_PIECE* V2_PIECE* V1SPIKES
End
Behavior = SubObjectsUpgrade ModuleTag_ShowWalls
TriggeredBy = Upgrade_MordorOrcPitLevel2
ShowSubObjects = V1 V1A V1B V1C V1D DrawFloorV2 V1_PIECE* V1 V1SPIKES
HideSubObjects = V2 bib V1HIDE00 V1HIDE01 V1HIDE02 DrawFloorV1 V2_PIECE*
End
Behavior = SubObjectsUpgrade ModuleTag_ShowFlagsAndTower
TriggeredBy = Upgrade_MordorOrcPitLevel3
ShowSubObjects = V1 V1A V1B V1C V1D V2 DrawFloorV2 V1_PIECE* V2_PIECE* V1SPIKES
HideSubObjects = bib V1HIDE00 V1HIDE01 V1HIDE02 DrawFloorV1
End
Behavior = StructureCollapseUpdate ModuleTag_StructureCollapseUpdate
MinCollapseDelay = 000
MaxCollapseDelay = 000
CollapseDamping = .5
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 800
BigBurstFrequency = 4
FXList = INITIAL FX_StructureMediumCollapseNoSound
FXList = ALMOST_FINAL FX_StructureAlmostCollapse
DestroyObjectWhenDone = Yes
CollapseHeight = 89
End
Body = ActiveBody ModuleTag_05
MaxHealth = MORDOR_ORCPIT_HEALTH
MaxHealthDamaged = MORDOR_ORCPIT_HEALTH_DAMAGED
MaxHealthReallyDamaged = MORDOR_ORCPIT_HEALTH_REALLY_DAMAGED
DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK
DamageCreationList = OCL_MBOrcPit_Chunk1 CATAPULT_ROCK FRONT_DESTROYED
DamageCreationList = OCL_MBOrcPit_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED
DamageCreationList = OCL_MBOrcPit_Chunk3 CATAPULT_ROCK BACK_DESTROYED
DamageCreationList = OCL_MBOrcPit_Chunk4 CATAPULT_ROCK LEFT_DESTROYED
End
Behavior = QueueProductionExitUpdate ModuleTag_11
UnitCreatePoint = X:0.0 Y:-20.0 Z:0.0
NaturalRallyPoint = X:10.0 Y:-75.0 Z:0.0 //NaturalRallyPointX must always match GeometryMajorRadius!
ExitDelay = STANDARD_HORDE_EXIT_DELAY //Mainly for the multiply produced. Make them come out one at a time.
PlacementViewAngle = -90
UseReturnToFormation = No
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 = CYLINDER
GeometryMajorRadius = 50.0
GeometryHeight = 20.0
GeometryOffset = X:0 Y:5 Z:0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
GeometryContactPoint = X:-40.188 Y:41.694 Z:0 Repair
GeometryContactPoint = X:35.037 Y:-26.085 Z:0 Repair
GeometryContactPoint = X:40.629 Y:32.691 Z:0
GeometryContactPoint = X:-56.679 Y:-3.451 Z:0
GeometryContactPoint = X:27.139 Y:11.062 Z:32.902 Swoop
End