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Text File  |  2006-01-31  |  9KB  |  315 lines

  1. ;Goblin Building Foundation
  2. Object GoblinBuildingFoundation
  3.    
  4.     SelectPortrait = BPMCamp_Plot
  5.     ; *** ART Parameters ***
  6.  
  7.     Draw = W3DScriptedModelDraw ModuleTag_Draw2
  8.         DefaultModelConditionState
  9.             Model = OBBFoundationX
  10.         End
  11.         ModelConditionState = WORLD_BUILDER
  12.               Model = RBSizeTemplate
  13.           End
  14.  
  15.     End
  16.     
  17.     Draw = W3DFloorDraw ModuleTag_Draw    
  18.         ModelName = EBFoundationX
  19.     End
  20.   
  21.     PlacementViewAngle  = 0
  22.  
  23.     ; ***DESIGN parameters ***
  24.     DisplayName            = OBJECT:GoblinBuildingFoundation
  25.     Side                = Wild
  26.     EditorSorting        = STRUCTURE
  27.     ThreatLevel            = 1.0
  28.     BuildCost            = 1
  29.     BuildTime            = 5.0           ; in seconds
  30.     VisionRange            = 160.0          ; Shroud clearing distance
  31.     ShroudClearingRange    = 160
  32.     CommandSet            = GoblinFoundationCommandSet
  33.  
  34.   ; *** AUDIO Parameters ***
  35.  
  36.     VoiceSelect            = Gui_PlotSelect
  37.  
  38.   ; *** ENGINEERING Parameters ***
  39.  
  40.     RadarPriority       = STRUCTURE
  41.     KindOf              = STRUCTURE SELECTABLE IMMOBILE BASE_FOUNDATION UNATTACKABLE MP_COUNT_FOR_VICTORY NO_COLLIDE DO_NOT_CLASSIFY
  42.  
  43.     Behavior = FoundationAIUpdate ModuleTag_foundationAI
  44.     End
  45.  
  46.     Behavior = CastleMemberBehavior ModuleTag_CMB
  47.     End 
  48.  
  49.     Body = ImmortalBody ModuleTag_05
  50.         MaxHealth = 15000.0
  51.     End
  52.  
  53.     Geometry            = BOX
  54.     GeometryMajorRadius    = 24.0
  55.     GeometryMinorRadius    = 24.0
  56.     GeometryHeight        = 0.8
  57.     GeometryIsSmall        = No
  58.     Shadow                = SHADOW_VOLUME
  59.     BuildCompletion        = PLACED_BY_PLAYER
  60. End
  61.  
  62. ;------------------------------------------------------------------------------
  63. ;
  64. ;    This is the foundation that gets created by the spawn foundation spell
  65. ;
  66. ;------------------------------------------------------------------------------
  67.  
  68. ChildObject GoblinBuildingFoundation_Independant GoblinBuildingFoundation
  69.  
  70.     CommandSet            = GoblinFoundation_IndependantCommandSet
  71.     
  72.     ; Quite large to make a big footprint to prevent building structures close tegether.
  73.     GeometryMajorRadius    = 50.0
  74.     GeometryMinorRadius    = 50.0
  75.  
  76. End
  77.  
  78.  
  79. ;---------------------------------------------------------------------------------------------------------
  80. ;
  81. ;    CampKeep
  82. ;
  83. ;---------------------------------------------------------------------------------------------------------
  84.  
  85. Object GoblinCampKeep
  86.  
  87.     SelectPortrait = BPICamp
  88.  
  89.   ; *** ART Parameters ***
  90.  
  91.   Draw = W3DScriptedModelDraw ModuleTag_Draw
  92.     OkToChangeModelColor  = Yes
  93.     UseStandardModelNames = Yes
  94.  
  95.     DefaultModelConditionState  
  96.         Model = IBCCenter
  97.     End
  98.  
  99.     ModelConditionState = WORLD_BUILDER
  100.         Model = IBCCenterW
  101.     End
  102.     
  103.     IdleAnimationState
  104.     End
  105.  
  106. ;------------Build Up States
  107.     ModelConditionState   = ACTIVELY_BEING_CONSTRUCTED
  108.       Model               = IBCCenter_A
  109.       ParticleSysBone     = NONE BuildingContructDust
  110.     End  
  111.  
  112.     AnimationState          = ACTIVELY_BEING_CONSTRUCTED
  113.         Animation
  114.             AnimationName    = IBCCenter_A.IBCCenter_A
  115.             AnimationMode   = MANUAL
  116.         End
  117.         StateName        = BeingConstructed
  118.         BeginScript
  119.             ;CurDrawableHideSubObject("FIRE02")
  120.             CurDrawablePlaySound("GondorBarracksBeginConstruction")
  121.             CurDrawablePlaySound("BuildingTopple")
  122.         EndScript
  123.     End
  124.  
  125. ;------------Build Up States
  126.     ModelConditionState   = BASE_BUILD
  127.       Model               = IBCCenter_A
  128.       ParticleSysBone     = NONE BuildingContructDust
  129.     End  
  130.  
  131.     AnimationState          = BASE_BUILD
  132.         Animation
  133.             AnimationName = IBCCenter_A.IBCCenter_A
  134.             AnimationMode = ONCE
  135.             AnimationBlendTime = 0            
  136.             AnimationSpeedFactorRange = 2.0 2.0 ; 300 frame anim, but need to shrink down to 5 seconds
  137.         End        
  138.         BeginScript
  139.             CurDrawablePlaySound("DebrisDust")
  140.             CurDrawablePlaySound("GondorBarracksBeginConstruction")
  141.             CurDrawablePlaySound("BuildingTopple")
  142.         EndScript
  143.     End
  144.  
  145.     ModelConditionState   = JUST_BUILT
  146.       Model               = IBCCenter_A
  147.       ParticleSysBone     = NONE BuildingContructDust
  148.     End  
  149.  
  150.     AnimationState          = JUST_BUILT
  151.         Animation
  152.             AnimationName = IBCCenter_A.IBCCenter_A
  153.             AnimationMode = MANUAL            
  154.             AnimationBlendTime = 0
  155.         End
  156.         Flags = START_FRAME_FIRST
  157.     End
  158.  
  159.     ModelConditionState  = DAMAGED
  160.         Model         = IBCCenter_D1 
  161.         ParticleSysBone Smokebone01 TrebuchetImpactSplinters
  162.     End
  163.     AnimationState = DAMAGED
  164.         EnteringStateFX    = FX_BuildingDamaged
  165.     End
  166.  
  167.     ModelConditionState  = REALLYDAMAGED
  168.         Model         = IBCCenter_D2 
  169.         ParticleSysBone Smokebone01 TrebuchetImpactSplinters
  170.     End
  171.     AnimationState = REALLYDAMAGED
  172.          EnteringStateFX    = FX_BuildingReallyDamaged
  173.     End
  174.     
  175.     ModelConditionState  = RUBBLE
  176.         Model         = IBCCenter_D2  
  177.         ParticleSysBone Smokebone01 Explosion3
  178.         ParticleSysBone Smokebone02 Explosion5
  179.     End
  180.     AnimationState = RUBBLE
  181.     End
  182.  
  183.       ModelConditionState  = POST_RUBBLE
  184.         Model         = GBGenRubble
  185.         ParticleSysBone NONE SmokeBuildingMediumRubble
  186.     End
  187.     AnimationState = POST_RUBBLE
  188.     End
  189.     
  190.     ModelConditionState  = POST_COLLAPSE
  191.         Model         = GBGenRubble
  192.         ParticleSysBone NONE SmokeBuildingMediumRubble
  193.     End
  194.     AnimationState = POST_COLLAPSE
  195.     End
  196.  
  197.   End
  198.  
  199.  
  200.     ; *** AUDIO Parameters ***
  201.     #include "..\..\..\Includes\StandardBuildingEvaEvents.inc"
  202.  
  203.     VoiceSelect                = IsengardCitadelSelect
  204.  
  205.     SoundOnDamaged            = BuildingLightDamageStone
  206.     SoundOnReallyDamaged        = BuildingHeavyDamageStone
  207.  
  208.     VoiceSelectUnderConstruction    = BuildingEvilVoiceSelectUnderConstruction
  209.  
  210.     UnitSpecificSounds
  211.         UnderConstruction        = BuildingBigConstructionLoop        ; Built first time
  212.         UnderRepairFromRubble    = BuildingBigConstructionLoop        ; Repaired from completely destroyed (not used???)
  213.     End
  214.     EvaEventDieOwner = CitadelDie
  215.  
  216.     CampnessValue = CAMPNESS_FORTRESS
  217.  
  218.     ; ***DESIGN parameters ***
  219.  
  220.     DisplayName     = OBJECT:GoblinCampKeep
  221.     Side            = Wild
  222.     EditorSorting   = STRUCTURE
  223.     ThreatLevel        = 1.0
  224.     BuildCost        = 1000
  225.     BuildTime        = 30.0                      ; in seconds
  226.     CommandSet        = GenericKeepCommandSet
  227.     
  228.     ArmorSet
  229.         Conditions        = None
  230.         Armor             = CitadelArmor
  231.         DamageFX          = None
  232.     End
  233.  
  234.     ; *** ENGINEERING Parameters ***  
  235.     KindOf                    = VITAL_FOR_BASE_SURVIVAL STRUCTURE SELECTABLE IMMOBILE CASTLE_KEEP MP_COUNT_FOR_VICTORY FS_FACTORY AUTO_RALLYPOINT MADE_OF_WOOD SCORE
  236.     RadarPriority            = STRUCTURE
  237.     KeepSelectableWhenDead    = Yes
  238.  
  239.       Body = ActiveBody ModuleTag_02
  240.         MaxHealth = GOBLIN_CENTRAL_CAMP_KEEP_HEALTH
  241.     End
  242.  
  243.     Behavior = GettingBuiltBehavior ModuleTag_04
  244.         SelfBuildingLoop = BuildingBigConstructionLoop            ; Only played if we DON'T spawn a worker
  245.         SelfRepairFromDamageLoop  = NoSound                     ; This doesn't cause an animation, so don't bother playing a sound
  246.         SelfRepairFromRubbleLoop  = BuildingBigConstructionLoop
  247.     End
  248.  
  249.   Behavior = CastleMemberBehavior ModuleTag_CMB
  250.     BeingBuiltSound = BuildingBigConstructionLoop
  251.   End 
  252.  
  253.     Behavior = AutoDepositUpdate AutoDepositModuleTag
  254.         DepositTiming            = GENERIC_KEEP_MONEY_TIME        ; in milliseconds
  255.         DepositAmount            = GENERIC_KEEP_MONEY_AMOUNT        ; cash amount to deposit every DepositTiming
  256.         InitialCaptureBonus        = 0  ; no initial bonus
  257.     End
  258.  
  259.       ;-----------------------------------------------
  260.     ;Used for hero revival and initial construction     
  261.     Behavior = ProductionUpdate ProductionUpdateModuleTag
  262.         ; nothing, but is required if we have any Object-level Upgrades!
  263.     End
  264.     Behavior = QueueProductionExitUpdate ModuleTag_QueuePEU
  265.         UnitCreatePoint   = X:0.0 Y:-20.0 Z:0.0
  266.         NaturalRallyPoint = X:28.8 Y:-80.0 Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! 
  267.         ExitDelay = 300 ;Handles delays between units if multiple produced at a time. (like Generals Redguard coming out 2 at a time)
  268.     End  
  269.     ;-----------------------------------------------
  270.  
  271.   ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  272.   ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  273.   ; buildings automatically stick around because GarrisonContain has it's own DieModule
  274.   Behavior = KeepObjectDie ModuleTag_IWantRubble
  275.   End
  276.   
  277.      Behavior                  = StructureCollapseUpdate ModuleTag_06
  278.        MinCollapseDelay        = 000
  279.        MaxCollapseDelay        = 000
  280.        CollapseDamping         = .5
  281.        MaxShudder              = 0.6
  282.        MinBurstDelay           = 250
  283.        MaxBurstDelay           = 800
  284.        BigBurstFrequency       = 4
  285.        FXList                  = INITIAL FX_StructureMediumCollapse
  286.      End
  287.  
  288.     Behavior                  = RubbleRiseUpdate ModuleTag_07
  289.         MinRubbleRiseDelay      = 000
  290.         MaxRubbleRiseDelay      = 000
  291.         ;RubbleRiseDamping       = .5
  292.         RubbleHeight            = 4.0
  293.         MaxShudder              = 0.6
  294.         MinBurstDelay           = 250
  295.         MaxBurstDelay           = 800
  296.         BigBurstFrequency       = 4
  297.         FXList                  = INITIAL FX_StructureMediumPostCollapse
  298.     End  
  299.   
  300.   Geometry              = BOX
  301.   GeometryMajorRadius   = 15.0
  302.   GeometryMinorRadius   = 15.0
  303.   GeometryHeight        = 148.0
  304.   
  305.   AdditionalGeometry    = BOX
  306.   GeometryMajorRadius   = 35.0
  307.   GeometryMinorRadius   = 33.0
  308.   GeometryHeight        = 30.0
  309.   
  310.   GeometryIsSmall       = No
  311.   Shadow                = SHADOW_VOLUME
  312.   
  313.   GeometryContactPoint    = X:0.115    Y:0        Z:150.622        Swoop
  314.   GeometryContactPoint    = X:0        Y:0        Z:0
  315. End