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data_ini_object_evilfaction_structures_wild_campsandcastles.ini
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2006-01-31
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;Goblin Building Foundation
Object GoblinBuildingFoundation
SelectPortrait = BPMCamp_Plot
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_Draw2
DefaultModelConditionState
Model = OBBFoundationX
End
ModelConditionState = WORLD_BUILDER
Model = RBSizeTemplate
End
End
Draw = W3DFloorDraw ModuleTag_Draw
ModelName = EBFoundationX
End
PlacementViewAngle = 0
; ***DESIGN parameters ***
DisplayName = OBJECT:GoblinBuildingFoundation
Side = Wild
EditorSorting = STRUCTURE
ThreatLevel = 1.0
BuildCost = 1
BuildTime = 5.0 ; in seconds
VisionRange = 160.0 ; Shroud clearing distance
ShroudClearingRange = 160
CommandSet = GoblinFoundationCommandSet
; *** AUDIO Parameters ***
VoiceSelect = Gui_PlotSelect
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = STRUCTURE SELECTABLE IMMOBILE BASE_FOUNDATION UNATTACKABLE MP_COUNT_FOR_VICTORY NO_COLLIDE DO_NOT_CLASSIFY
Behavior = FoundationAIUpdate ModuleTag_foundationAI
End
Behavior = CastleMemberBehavior ModuleTag_CMB
End
Body = ImmortalBody ModuleTag_05
MaxHealth = 15000.0
End
Geometry = BOX
GeometryMajorRadius = 24.0
GeometryMinorRadius = 24.0
GeometryHeight = 0.8
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
End
;------------------------------------------------------------------------------
;
; This is the foundation that gets created by the spawn foundation spell
;
;------------------------------------------------------------------------------
ChildObject GoblinBuildingFoundation_Independant GoblinBuildingFoundation
CommandSet = GoblinFoundation_IndependantCommandSet
; Quite large to make a big footprint to prevent building structures close tegether.
GeometryMajorRadius = 50.0
GeometryMinorRadius = 50.0
End
;---------------------------------------------------------------------------------------------------------
;
; CampKeep
;
;---------------------------------------------------------------------------------------------------------
Object GoblinCampKeep
SelectPortrait = BPICamp
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_Draw
OkToChangeModelColor = Yes
UseStandardModelNames = Yes
DefaultModelConditionState
Model = IBCCenter
End
ModelConditionState = WORLD_BUILDER
Model = IBCCenterW
End
IdleAnimationState
End
;------------Build Up States
ModelConditionState = ACTIVELY_BEING_CONSTRUCTED
Model = IBCCenter_A
ParticleSysBone = NONE BuildingContructDust
End
AnimationState = ACTIVELY_BEING_CONSTRUCTED
Animation
AnimationName = IBCCenter_A.IBCCenter_A
AnimationMode = MANUAL
End
StateName = BeingConstructed
BeginScript
;CurDrawableHideSubObject("FIRE02")
CurDrawablePlaySound("GondorBarracksBeginConstruction")
CurDrawablePlaySound("BuildingTopple")
EndScript
End
;------------Build Up States
ModelConditionState = BASE_BUILD
Model = IBCCenter_A
ParticleSysBone = NONE BuildingContructDust
End
AnimationState = BASE_BUILD
Animation
AnimationName = IBCCenter_A.IBCCenter_A
AnimationMode = ONCE
AnimationBlendTime = 0
AnimationSpeedFactorRange = 2.0 2.0 ; 300 frame anim, but need to shrink down to 5 seconds
End
BeginScript
CurDrawablePlaySound("DebrisDust")
CurDrawablePlaySound("GondorBarracksBeginConstruction")
CurDrawablePlaySound("BuildingTopple")
EndScript
End
ModelConditionState = JUST_BUILT
Model = IBCCenter_A
ParticleSysBone = NONE BuildingContructDust
End
AnimationState = JUST_BUILT
Animation
AnimationName = IBCCenter_A.IBCCenter_A
AnimationMode = MANUAL
AnimationBlendTime = 0
End
Flags = START_FRAME_FIRST
End
ModelConditionState = DAMAGED
Model = IBCCenter_D1
ParticleSysBone Smokebone01 TrebuchetImpactSplinters
End
AnimationState = DAMAGED
EnteringStateFX = FX_BuildingDamaged
End
ModelConditionState = REALLYDAMAGED
Model = IBCCenter_D2
ParticleSysBone Smokebone01 TrebuchetImpactSplinters
End
AnimationState = REALLYDAMAGED
EnteringStateFX = FX_BuildingReallyDamaged
End
ModelConditionState = RUBBLE
Model = IBCCenter_D2
ParticleSysBone Smokebone01 Explosion3
ParticleSysBone Smokebone02 Explosion5
End
AnimationState = RUBBLE
End
ModelConditionState = POST_RUBBLE
Model = GBGenRubble
ParticleSysBone NONE SmokeBuildingMediumRubble
End
AnimationState = POST_RUBBLE
End
ModelConditionState = POST_COLLAPSE
Model = GBGenRubble
ParticleSysBone NONE SmokeBuildingMediumRubble
End
AnimationState = POST_COLLAPSE
End
End
; *** AUDIO Parameters ***
#include "..\..\..\Includes\StandardBuildingEvaEvents.inc"
VoiceSelect = IsengardCitadelSelect
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
VoiceSelectUnderConstruction = BuildingEvilVoiceSelectUnderConstruction
UnitSpecificSounds
UnderConstruction = BuildingBigConstructionLoop ; Built first time
UnderRepairFromRubble = BuildingBigConstructionLoop ; Repaired from completely destroyed (not used???)
End
EvaEventDieOwner = CitadelDie
CampnessValue = CAMPNESS_FORTRESS
; ***DESIGN parameters ***
DisplayName = OBJECT:GoblinCampKeep
Side = Wild
EditorSorting = STRUCTURE
ThreatLevel = 1.0
BuildCost = 1000
BuildTime = 30.0 ; in seconds
CommandSet = GenericKeepCommandSet
ArmorSet
Conditions = None
Armor = CitadelArmor
DamageFX = None
End
; *** ENGINEERING Parameters ***
KindOf = VITAL_FOR_BASE_SURVIVAL STRUCTURE SELECTABLE IMMOBILE CASTLE_KEEP MP_COUNT_FOR_VICTORY FS_FACTORY AUTO_RALLYPOINT MADE_OF_WOOD SCORE
RadarPriority = STRUCTURE
KeepSelectableWhenDead = Yes
Body = ActiveBody ModuleTag_02
MaxHealth = GOBLIN_CENTRAL_CAMP_KEEP_HEALTH
End
Behavior = GettingBuiltBehavior ModuleTag_04
SelfBuildingLoop = BuildingBigConstructionLoop ; 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 = BuildingBigConstructionLoop
End
Behavior = CastleMemberBehavior ModuleTag_CMB
BeingBuiltSound = BuildingBigConstructionLoop
End
Behavior = AutoDepositUpdate AutoDepositModuleTag
DepositTiming = GENERIC_KEEP_MONEY_TIME ; in milliseconds
DepositAmount = GENERIC_KEEP_MONEY_AMOUNT ; cash amount to deposit every DepositTiming
InitialCaptureBonus = 0 ; no initial bonus
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
;-----------------------------------------------
; 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 = KeepObjectDie ModuleTag_IWantRubble
End
Behavior = StructureCollapseUpdate ModuleTag_06
MinCollapseDelay = 000
MaxCollapseDelay = 000
CollapseDamping = .5
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 800
BigBurstFrequency = 4
FXList = INITIAL FX_StructureMediumCollapse
End
Behavior = RubbleRiseUpdate ModuleTag_07
MinRubbleRiseDelay = 000
MaxRubbleRiseDelay = 000
;RubbleRiseDamping = .5
RubbleHeight = 4.0
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 800
BigBurstFrequency = 4
FXList = INITIAL FX_StructureMediumPostCollapse
End
Geometry = BOX
GeometryMajorRadius = 15.0
GeometryMinorRadius = 15.0
GeometryHeight = 148.0
AdditionalGeometry = BOX
GeometryMajorRadius = 35.0
GeometryMinorRadius = 33.0
GeometryHeight = 30.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
GeometryContactPoint = X:0.115 Y:0 Z:150.622 Swoop
GeometryContactPoint = X:0 Y:0 Z:0
End