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Text File  |  2006-01-31  |  7KB  |  247 lines

  1. ;------------------------------------------------------------------------------
  2.  
  3. ;Mordor Tent
  4. Object MordorTent
  5.  
  6.   ; *** ART Parameters ***
  7.   Draw = W3DScriptedModelDraw ModuleTag_01
  8.     OkToChangeModelColor = No
  9.     DefaultModelConditionState
  10.     Model = MUOrctent
  11.   End
  12.     
  13.     ModelConditionState  = DAMAGED
  14.       Model         = MUOrctent_D
  15.       ParticleSysBone emberBone01 SmokeBuildingLarge
  16.     
  17.     End
  18.     AnimationState = DAMAGED
  19.     EnteringStateFX    = FX_BuildingDamaged
  20.     End
  21.  
  22.     ModelConditionState  = REALLYDAMAGED
  23.       Model         = MUOrctent_D
  24.       ParticleSysBone emberBone01 SmokeBuildingLarge
  25.     
  26.     End
  27.     AnimationState = REALLYDAMAGED
  28.     EnteringStateFX    = FX_BuildingReallyDamaged
  29.     End    
  30.     
  31.     ModelConditionState  = RUBBLE
  32.       Model         = MUOrctent_D  
  33.       ParticleSysBone emberBone01 CatapultDestroyDebris
  34.       ParticleSysBone emberBone02 SmokeBuildingLarge
  35.       ParticleSysBone emberBone03 PCTMediumDust
  36.     End
  37.     AnimationState = RUBBLE
  38.     End
  39.  
  40.       ModelConditionState  = POST_RUBBLE
  41.         Model         = None 
  42.         ParticleSysBone NONE SmokeBuildingMediumRubble
  43.     End
  44.     ModelConditionState  = POST_COLLAPSE
  45.         Model         = None 
  46.         ParticleSysBone NONE SmokeBuildingMediumRubble
  47.     End
  48.  
  49.   End
  50.  
  51.   ; *** AUDIO Parameters ***
  52.   
  53.       SoundOnDamaged        = BuildingLightDamageStone
  54.     SoundOnReallyDamaged    = BuildingHeavyDamageStone
  55.  
  56.   ; ***DESIGN parameters ***
  57.   DisplayName = OBJECT:OrcTent
  58.   EditorSorting = MISC_MAN_MADE
  59.  
  60.   ArmorSet
  61.     Conditions        = None
  62.     Armor             = StructureArmor
  63.     DamageFX          = None
  64.   End
  65.  
  66.   ; *** ENGINEERING Parameters ***  
  67.   KindOf                = STRUCTURE SELECTABLE IMMOBILE MADE_OF_WOOD
  68.  
  69.   RadarPriority = STRUCTURE
  70.   Body                  = ActiveBody ModuleTag_03
  71.     MaxHealth       = 1000.0
  72.   End
  73.  
  74.   ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  75.   ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  76.   ; buildings automatically stick around because GarrisonContain has it's own DieModule
  77.   Behavior = StructureCollapseUpdate ModuleTag_StructureCollapseUpdate 
  78.   End
  79.  
  80.   Geometry = CYLINDER
  81.   GeometryMajorRadius = 20.0
  82.   GeometryMinorRadius = 20.0
  83.   GeometryHeight = 4.8
  84.   GeometryIsSmall = No
  85.   Shadow = SHADOW_VOLUME
  86. End
  87.  
  88. ;------------------------------------------------------------------------------
  89.  
  90. ;Mordor Tent 2
  91. Object MordorTent2
  92.  
  93.   ; *** ART Parameters ***
  94.   Draw = W3DScriptedModelDraw ModuleTag_01
  95.     OkToChangeModelColor = No
  96.     DefaultModelConditionState
  97.     Model = MUOrctent2
  98.   End
  99.     
  100.     ModelConditionState  = DAMAGED
  101.       Model         = MUOrctent2_D
  102.       ParticleSysBone emberBone01 SmokeBuildingLarge
  103.     
  104.     End
  105.     AnimationState = DAMAGED
  106.     EnteringStateFX    = FX_BuildingDamaged
  107.     End
  108.  
  109.     ModelConditionState  = REALLYDAMAGED
  110.       Model         = MUOrctent2_D
  111.       ParticleSysBone emberBone01 SmokeBuildingLarge
  112.     
  113.     End
  114.     AnimationState = REALLYDAMAGED
  115.     EnteringStateFX    = FX_BuildingReallyDamaged
  116.     End    
  117.     
  118.     ModelConditionState  = RUBBLE
  119.       Model         = MUOrctent2_D  
  120.       ParticleSysBone emberBone01 CatapultDestroyDebris
  121.       ParticleSysBone emberBone02 SmokeBuildingLarge
  122.       ParticleSysBone emberBone03 PCTMediumDust
  123.     End
  124.     AnimationState = RUBBLE
  125.     End
  126.  
  127.       ModelConditionState  = POST_RUBBLE
  128.         Model         = None 
  129.         ParticleSysBone NONE SmokeBuildingMediumRubble
  130.     End
  131.     ModelConditionState  = POST_COLLAPSE
  132.         Model         = None 
  133.         ParticleSysBone NONE SmokeBuildingMediumRubble
  134.     End
  135.  
  136.   End
  137.  
  138.   ; *** AUDIO Parameters ***
  139.     SoundOnDamaged        = BuildingLightDamageStone
  140.     SoundOnReallyDamaged    = BuildingHeavyDamageStone
  141.     
  142.   ; ***DESIGN parameters ***
  143.   DisplayName = OBJECT:OrcTent
  144.   EditorSorting = MISC_MAN_MADE
  145.  
  146.   ArmorSet
  147.     Conditions        = None
  148.     Armor             = StructureArmor
  149.     DamageFX          = None
  150.   End
  151.  
  152.   ; *** ENGINEERING Parameters ***  
  153.   KindOf                = STRUCTURE SELECTABLE IMMOBILE MADE_OF_WOOD
  154.   RadarPriority = STRUCTURE
  155.   Body                  = ActiveBody ModuleTag_03
  156.     MaxHealth       = 1000.0
  157.   End
  158.  
  159.   ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  160.   ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  161.   ; buildings automatically stick around because GarrisonContain has it's own DieModule
  162.   Behavior = StructureCollapseUpdate ModuleTag_StructureCollapseUpdate 
  163.   End
  164.  
  165.   Geometry = CYLINDER
  166.   GeometryMajorRadius = 60.0
  167.   GeometryMinorRadius = 47.2
  168.   GeometryHeight = 44.8
  169.   GeometryIsSmall = No
  170.   Shadow = SHADOW_VOLUME
  171. End
  172.  
  173. ;------------------------------------------------------------------------------
  174. Object MordorCampCentralTent
  175.   
  176.   ; *** ART Parameters ***
  177.   Draw = W3DScriptedModelDraw ModuleTag_Draw
  178.     OkToChangeModelColor  = Yes
  179.     UseStandardModelNames = Yes
  180.     DefaultModelConditionState
  181.       Model = GBWTower
  182.     End
  183.   End
  184.  
  185.     ; ***DESIGN parameters ***
  186.     DisplayName         = OBJECT:GondorWhiteTower
  187.     Side                = Mordor
  188.     EditorSorting       = STRUCTURE
  189.     ThreatLevel = 1.0
  190.     CommandSet            = GenericKeepCommandSet
  191.  
  192.     BuildCost           = 1
  193.     BuildTime           = 5.0           ; in seconds
  194.     VisionRange         = 160.0          ; Shroud clearing distance
  195.     ShroudClearingRange = 161
  196.  
  197.     ; *** AUDIO Parameters ***
  198.  
  199.   ; *** ENGINEERING Parameters ***
  200.   RadarPriority       = STRUCTURE
  201.   KindOf              = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE NEED_BASE_FOUNDATION CASTLE_KEEP FS_FACTORY AUTO_RALLYPOINT  MADE_OF_WOOD
  202.  
  203.   Behavior            = GettingBuiltBehavior ModuleTag_04
  204.     SelfBuildingLoop = BuildingConstructionLoop ; Only played if we DON'T spawn a worker
  205.     SelfRepairFromDamageLoop  = NoSound         ; This doesn't cause an animation, so don't bother playing a sound
  206.     SelfRepairFromRubbleLoop  = BuildingConstructionLoop
  207.   End
  208.  
  209.       ;-----------------------------------------------
  210.     ;Used for hero revival and initial construction     
  211.     Behavior = ProductionUpdate ProductionUpdateModuleTag
  212.         ; nothing, but is required if we have any Object-level Upgrades!
  213.     End
  214.     Behavior = QueueProductionExitUpdate ModuleTag_QueuePEU
  215.         UnitCreatePoint   = X:0.0 Y:-20.0 Z:0.0
  216.         NaturalRallyPoint = X:28.8 Y:-80.0 Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! 
  217.         ExitDelay = 300 ;Handles delays between units if multiple produced at a time. (like Generals Redguard coming out 2 at a time)
  218.     End  
  219.     ;-----------------------------------------------
  220.  
  221.   Body                = StructureBody ModuleTag_05
  222.     MaxHealth         = 1500.0
  223.   End
  224.  
  225.   Behavior            = DestroyDie ModuleTag_07
  226.     ;nothing
  227.   End
  228.  
  229.   Geometry              = BOX
  230.   GeometryMajorRadius   = 32.2
  231.   GeometryMinorRadius   = 32.2
  232.   GeometryHeight        = 45.2
  233.   
  234.   AdditionalGeometry    = CYLINDER
  235.   GeometryMajorRadius   = 24.6
  236.   GeometryMinorRadius   = 0
  237.   GeometryHeight        = 104.2
  238.   
  239.   AdditionalGeometry    = CYLINDER
  240.   GeometryMajorRadius   = 12.6
  241.   GeometryMinorRadius   = 0
  242.   GeometryHeight        = 194.2
  243.   
  244.   GeometryIsSmall       = No
  245.   Shadow                = SHADOW_VOLUME
  246.   BuildCompletion     = PLACED_BY_PLAYER
  247. End