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data_ini_object_evilfaction_structures_mordor_tents.ini
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2006-01-31
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;------------------------------------------------------------------------------
;Mordor Tent
Object MordorTent
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = No
DefaultModelConditionState
Model = MUOrctent
End
ModelConditionState = DAMAGED
Model = MUOrctent_D
ParticleSysBone emberBone01 SmokeBuildingLarge
End
AnimationState = DAMAGED
EnteringStateFX = FX_BuildingDamaged
End
ModelConditionState = REALLYDAMAGED
Model = MUOrctent_D
ParticleSysBone emberBone01 SmokeBuildingLarge
End
AnimationState = REALLYDAMAGED
EnteringStateFX = FX_BuildingReallyDamaged
End
ModelConditionState = RUBBLE
Model = MUOrctent_D
ParticleSysBone emberBone01 CatapultDestroyDebris
ParticleSysBone emberBone02 SmokeBuildingLarge
ParticleSysBone emberBone03 PCTMediumDust
End
AnimationState = RUBBLE
End
ModelConditionState = POST_RUBBLE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
ModelConditionState = POST_COLLAPSE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
End
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; ***DESIGN parameters ***
DisplayName = OBJECT:OrcTent
EditorSorting = MISC_MAN_MADE
ArmorSet
Conditions = None
Armor = StructureArmor
DamageFX = None
End
; *** ENGINEERING Parameters ***
KindOf = STRUCTURE SELECTABLE IMMOBILE MADE_OF_WOOD
RadarPriority = STRUCTURE
Body = ActiveBody ModuleTag_03
MaxHealth = 1000.0
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 = StructureCollapseUpdate ModuleTag_StructureCollapseUpdate
End
Geometry = CYLINDER
GeometryMajorRadius = 20.0
GeometryMinorRadius = 20.0
GeometryHeight = 4.8
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
End
;------------------------------------------------------------------------------
;Mordor Tent 2
Object MordorTent2
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = No
DefaultModelConditionState
Model = MUOrctent2
End
ModelConditionState = DAMAGED
Model = MUOrctent2_D
ParticleSysBone emberBone01 SmokeBuildingLarge
End
AnimationState = DAMAGED
EnteringStateFX = FX_BuildingDamaged
End
ModelConditionState = REALLYDAMAGED
Model = MUOrctent2_D
ParticleSysBone emberBone01 SmokeBuildingLarge
End
AnimationState = REALLYDAMAGED
EnteringStateFX = FX_BuildingReallyDamaged
End
ModelConditionState = RUBBLE
Model = MUOrctent2_D
ParticleSysBone emberBone01 CatapultDestroyDebris
ParticleSysBone emberBone02 SmokeBuildingLarge
ParticleSysBone emberBone03 PCTMediumDust
End
AnimationState = RUBBLE
End
ModelConditionState = POST_RUBBLE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
ModelConditionState = POST_COLLAPSE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
End
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; ***DESIGN parameters ***
DisplayName = OBJECT:OrcTent
EditorSorting = MISC_MAN_MADE
ArmorSet
Conditions = None
Armor = StructureArmor
DamageFX = None
End
; *** ENGINEERING Parameters ***
KindOf = STRUCTURE SELECTABLE IMMOBILE MADE_OF_WOOD
RadarPriority = STRUCTURE
Body = ActiveBody ModuleTag_03
MaxHealth = 1000.0
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 = StructureCollapseUpdate ModuleTag_StructureCollapseUpdate
End
Geometry = CYLINDER
GeometryMajorRadius = 60.0
GeometryMinorRadius = 47.2
GeometryHeight = 44.8
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
End
;------------------------------------------------------------------------------
Object MordorCampCentralTent
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_Draw
OkToChangeModelColor = Yes
UseStandardModelNames = Yes
DefaultModelConditionState
Model = GBWTower
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:GondorWhiteTower
Side = Mordor
EditorSorting = STRUCTURE
ThreatLevel = 1.0
CommandSet = GenericKeepCommandSet
BuildCost = 1
BuildTime = 5.0 ; in seconds
VisionRange = 160.0 ; Shroud clearing distance
ShroudClearingRange = 161
; *** AUDIO Parameters ***
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE NEED_BASE_FOUNDATION CASTLE_KEEP FS_FACTORY AUTO_RALLYPOINT MADE_OF_WOOD
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
;-----------------------------------------------
;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 = StructureBody ModuleTag_05
MaxHealth = 1500.0
End
Behavior = DestroyDie ModuleTag_07
;nothing
End
Geometry = BOX
GeometryMajorRadius = 32.2
GeometryMinorRadius = 32.2
GeometryHeight = 45.2
AdditionalGeometry = CYLINDER
GeometryMajorRadius = 24.6
GeometryMinorRadius = 0
GeometryHeight = 104.2
AdditionalGeometry = CYLINDER
GeometryMajorRadius = 12.6
GeometryMinorRadius = 0
GeometryHeight = 194.2
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
End