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Text File  |  2006-01-31  |  13KB  |  428 lines

  1. ;------------------------------------------------------------------------------
  2. ;
  3. Object GoblinCave
  4.  
  5.     SelectPortrait =  BPWCave
  6.  
  7.   ; *** ART Parameters ***
  8.   Draw = W3DScriptedModelDraw ModuleTag_Draw
  9.     OkToChangeModelColor  = Yes
  10.     UseStandardModelNames = Yes
  11.     StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD
  12.     
  13.     DefaultModelConditionState
  14.       Model = WBCave_SKN
  15.       WeaponLaunchBone = PRIMARY ARROW 
  16.     End
  17.  
  18.  
  19.     ;//    Animation state for build placement cursor
  20.     AnimationState = BUILD_PLACEMENT_CURSOR
  21.     BeginScript
  22.         CurDrawableHideSubObject("N_Window")
  23.         CurDrawableHideSubObject("N_Fire")
  24.            CurDrawableHideSubObject("V1")
  25.         CurDrawableHideSubObject("V1a")
  26.         CurDrawableHideSubObject("DrawFloorV1")
  27.     EndScript
  28.     End
  29.     
  30.     ;//    Animation state for phantom structure
  31.     AnimationState = PHANTOM_STRUCTURE
  32.     BeginScript
  33.         CurDrawableHideSubObject("N_Window")
  34.         CurDrawableHideSubObject("N_Fire")
  35.            CurDrawableHideSubObject("V1")
  36.         CurDrawableHideSubObject("V1a")
  37.         CurDrawableHideSubObject("DrawFloorV1")
  38.     EndScript
  39.     End
  40.     
  41.     
  42.     IdleAnimationState
  43.             Animation = IDLA
  44.                 AnimationName        =    WBCave_SKL.WBCave_IDLA
  45.                 AnimationMode            =    ONCE
  46.                 AnimationPriority = 1    
  47.             End    
  48.             Animation = IDLB
  49.                 AnimationName        =    WBCave_SKL.WBCave_IDLB
  50.                 AnimationMode            =    ONCE
  51.                 AnimationPriority = 5    
  52.             End    
  53.         ParticleSysBone     = FXBone WildCaveGlow Followbone:YES
  54.         ParticleSysBone     = FXBone WildCaveEmbers Followbone:YES
  55.  
  56.     End
  57.     
  58.  
  59.    ;------------ New Build Up States coming soon. 
  60.         
  61.         ModelConditionState = SNOW AWAITING_CONSTRUCTION
  62.             Model    = WBCave_ASKN        
  63.             Texture = WBCave.tga WBCave_Snow.tga
  64.             Texture = WBBStoneA.tga WBBStoneA_Snow.tga
  65.             Texture = WBBStone.tga WBStone_Snow.tga
  66.             Texture = WBStone.tga WBStone_Snow.tga
  67.         End          
  68.         
  69.         ModelConditionState   = AWAITING_CONSTRUCTION 
  70.             Model               = WBCave_ASKN
  71.         End
  72.         AnimationState        = AWAITING_CONSTRUCTION
  73.             Animation           =  WBCave_A
  74.                 AnimationName     =  WBCave_ASKL.WBCave_ABLD
  75.                 AnimationMode     = MANUAL
  76.                 AnimationBlendTime = 0
  77.             End
  78.             Flags                  = START_FRAME_FIRST
  79.         End
  80.  
  81.         ModelConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
  82.             Model    = WBCave_ASKN        
  83.             Texture = WBCave.tga WBCave_Snow.tga
  84.             Texture = WBBStoneA.tga WBBStoneA_Snow.tga
  85.             Texture = WBBStone.tga WBStone_Snow.tga
  86.             Texture = WBStone.tga WBStone_Snow.tga
  87.         End      
  88.         
  89.         ModelConditionState   = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
  90.             Model               = WBCave_ASKN
  91.         End
  92.         
  93.         AnimationState        = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
  94.             Animation           = WBCave_A
  95.                 AnimationName     = WBCave_ASKL.WBCave_ABLD
  96.                 AnimationMode     = MANUAL
  97.                 AnimationBlendTime = 0
  98.             End
  99.             Flags                  = START_FRAME_FIRST
  100.             StateName              = BeingConstructed
  101.             BeginScript
  102.                 CurDrawablePlaySound("GondorBarracksBeginConstruction")
  103.             EndScript
  104.             
  105.             FXEvent    = Frame:0 Name:FX_WildStructureSmoke
  106.             FXEvent    = Frame:15 Name:FX_WildStructureMid
  107.             FXEvent    = Frame:480 Name:FX_WildStructureEnd
  108.  
  109.         End
  110.  
  111.  
  112.         ;--damaged building
  113.       
  114.         ModelConditionState  = DAMAGED
  115.             Model         = WBCave_D1  
  116.         End
  117.         AnimationState = DAMAGED
  118.             EnteringStateFX    = FX_BuildingDamaged
  119.         End        
  120.         
  121.         ModelConditionState  = REALLYDAMAGED
  122.             Model         = WBCave_D2
  123.         End
  124.         
  125.         AnimationState = REALLYDAMAGED
  126.               Animation                =    RubbleAnimation
  127.                 AnimationName        =     WBCave_D2SK.WBCave_D2AN
  128.                 AnimationMode        =    ONCE
  129.               End
  130.             EnteringStateFX    = FX_BuildingReallyDamaged
  131.         End
  132.  
  133.         ModelConditionState  = COLLAPSING
  134.             Model         = WBCave_D3
  135.         End
  136.         
  137.         AnimationState = COLLAPSING
  138.               Animation                =    RubbleAnimation
  139.                 AnimationName        =     WBCave_D3SK.WBCave_D3AN
  140.                 AnimationMode        =    ONCE
  141.               End
  142.               EnteringStateFX    = FX_StructureMediumCollapse
  143.         End
  144.  
  145.         ModelConditionState  = RUBBLE
  146.             Model         = None  
  147.         End  
  148.         
  149.         ModelConditionState  = POST_RUBBLE
  150.             Model         = NONE
  151.             ParticleSysBone NONE SmokeBuildingMediumRubble
  152.         End
  153.         
  154.         AnimationState = POST_RUBBLE
  155.         End
  156.  
  157.         ModelConditionState  = POST_COLLAPSE
  158.         Model         = None
  159.             ParticleSysBone NONE SmokeBuildingMediumRubble
  160.         End
  161.         
  162.         AnimationState = POST_COLLAPSE
  163.         End 
  164.  
  165.  
  166.         ModelConditionState = SNOW 
  167.             Model            = WBCave_SKN
  168.             Texture            = WBCave.tga WBCave_snow.tga
  169.             Texture            = WBStone.tga WBStone_snow.tga
  170.             Texture            = WBPit2.tga WBPit2_snow.tga
  171.         End
  172.                 
  173.   End
  174.  
  175.     Draw = W3DFloorDraw DrawFloorBase  
  176.         StaticModelLODMode = Yes        ; THIS NEEDS TO BE COMMENTED OUT WHEN ENGINEERING ENABLES LOD'S IN THE FLOOR DRAW 
  177.         ModelName = WBCave_Bib
  178.         WeatherTexture        = SNOWY WBCave_Bib_Snow.tga
  179.           HideIfModelConditions    =    AWAITING_CONSTRUCTION
  180.           HideIfModelConditions    =    PARTIALLY_CONSTRUCTED
  181.     End
  182.  
  183.     Draw = W3DFloorDraw DrawFloorV1    
  184.         ModelName = WBCave_Bib_V1
  185.         WeatherTexture        = SNOWY WBCave_Bib_Lava_Snow.tga
  186.         StartHidden = Yes
  187.           HideIfModelConditions    =    AWAITING_CONSTRUCTION
  188.           HideIfModelConditions    =    PARTIALLY_CONSTRUCTED
  189.     End
  190.  
  191.   Draw = W3DScriptedModelDraw ModuleTag_Draw_HCBanner
  192.     OkToChangeModelColor  = Yes
  193.     DefaultModelConditionState
  194.         Model = WBHCCave
  195.     End
  196.     MultiPlayerOnly = Yes 
  197.   End
  198.       
  199.  
  200.  
  201. ;---------- this probably shouldn't be in a faction building 
  202.  
  203.     ; Dedicated draw module just for the horde effects.
  204.     ;
  205. ;    Draw = W3DScriptedModelDraw TheHordeEffects
  206. ;        DefaultModelConditionState
  207. ;          Model = None
  208. ;        End
  209. ;        AnimationState = UPGRADE_ECONOMY_BONUS
  210. ;            ParticleSysBone = None CalltheHordeSteam
  211. ;            ParticleSysBone    = None CalltheHordeCast
  212. ;        End
  213. ;    End
  214.    
  215.     PlacementViewAngle    = -45
  216.    
  217.   ; ***DESIGN parameters ***
  218.   DisplayName            = OBJECT:GoblinCave
  219.   Description            = OBJECT:GoblinCaveDescription
  220.   Side                    = Wild
  221.   EditorSorting            = STRUCTURE
  222.   ThreatLevel            = 1.0
  223.   CommandSet            = GoblinCaveCommandSet
  224.  
  225.  
  226.   BuildCost           = GOBLIN_CAVE_BUILDCOST            ; BALANCE
  227.   BuildTime           = GOBLIN_CAVE_BUILDTIME
  228.   VisionRange         = GOBLIN_CAVE_VISION_RANGE
  229.   ShroudClearingRange = GOBLIN_CAVE_SHROUD_CLEAR
  230.   BountyValue         = GOBLIN_CAVE_BOUNTY_VALUE
  231.  
  232.     ArmorSet
  233.         Conditions        = None
  234.         Armor             = StructureArmor
  235.     End
  236.     
  237.     WeaponSet
  238.         Conditions            = None
  239.     End
  240.  
  241.     WeaponSet
  242.         Weapon                = PRIMARY EvilStructureBow
  243.         Conditions            = PLAYER_UPGRADE
  244.         AutoChooseSources    = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
  245.     End
  246.  
  247.  
  248.     ; *** AUDIO Parameters ***
  249.  
  250.     #include "..\..\..\Includes\StandardBuildingEvaEvents.inc"
  251.  
  252.     VoiceFullyCreated                = EVA:CaveComplete
  253.     VoiceSelect                        = WildCaveSelect
  254.     VoiceSelectUnderConstruction    = BuildingEvilVoiceSelectUnderConstruction
  255.  
  256.     SoundAmbient                    = WildCaveAmbience
  257.     SoundOnDamaged                    = BuildingLightDamageStone
  258.     SoundOnReallyDamaged            = BuildingHeavyDamageStone
  259.  
  260.     UnitSpecificSounds
  261.         UnderConstruction        = BuildingConstructionLoop  ; Built first time
  262.         ; UnderRepairFromDamage    = NoSound                    ; Repaired No animation on the building, so don't bother playing sound
  263.         UnderRepairFromRubble    = BuildingConstructionLoop    ; Repaired from completely destroyed (not used???)
  264.     End
  265.  
  266.     ; *** ENGINEERING Parameters ***
  267.  
  268.     RadarPriority    = STRUCTURE
  269.     KindOf            = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE MP_COUNT_FOR_VICTORY AUTO_RALLYPOINT FS_FACTORY MADE_OF_DIRT CAN_ATTACK LIVING_WORLD_BUILDING_MIRROR
  270.  
  271.     Body                        = ActiveBody ModuleTag_05
  272.         MaxHealth                = GOBLIN_CAVE_HEALTH
  273.         MaxHealthDamaged        = GOBLIN_CAVE_HEALTH_DAMAGED
  274.         MaxHealthReallyDamaged    = GOBLIN_CAVE_HEALTH_REALLY_DAMAGED
  275.         
  276. ;        DamageCreationList        = OCL_BuildingDamageList01 CATAPULT_ROCK
  277. ;        DamageCreationList        = OCL_MBOrcPit_Chunk1 CATAPULT_ROCK FRONT_DESTROYED
  278. ;        DamageCreationList        = OCL_MBOrcPit_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED
  279. ;        DamageCreationList        = OCL_MBOrcPit_Chunk3 CATAPULT_ROCK BACK_DESTROYED
  280. ;        DamageCreationList        = OCL_MBOrcPit_Chunk4 CATAPULT_ROCK LEFT_DESTROYED
  281.     End
  282.  
  283.     Behavior            = GettingBuiltBehavior GetBuiltBehaviorTag
  284.         WorkerName          = MordorWorkerNoSelect
  285.         SpawnTimer    = DEFAULT_STRUCTURE_HEALDELAY
  286.     End
  287.     
  288.     Behavior = KeepObjectDie ModuleTag_IWantRubble
  289.     End
  290.  
  291.     Behavior                  = StructureCollapseUpdate ModuleTag_StructureCollapseUpdate 
  292.         MinCollapseDelay        = 000
  293.         MaxCollapseDelay        = 000
  294.         CollapseDamping         = .5
  295.         MaxShudder              = 0.6
  296.         MinBurstDelay           = 250
  297.         MaxBurstDelay           = 800
  298.         BigBurstFrequency       = 4
  299.         FXList                  = INITIAL   FX_StructureMediumCollapseNoSound
  300.         FXList                  = ALMOST_FINAL  FX_StructureAlmostCollapse
  301.         DestroyObjectWhenDone    = Yes
  302.         CollapseHeight            = 0
  303.     End
  304.  
  305.     Behavior = AIUpdateInterface ModuleTag_SoWeCanUseWeapon
  306.         AutoAcquireEnemiesWhenIdle    = Yes
  307.         MoodAttackCheckRate            = 250
  308.     End
  309.         
  310.     Behavior = ProductionUpdate ProductionUpdateModuleTag
  311.         ConstructionCompleteDuration        = 250    ;in mSeconds   wait time so if you have multiple units they don't run over each other
  312.         VeteranUnitsFromVeteranFactory        = No    ;I am higher than my default level, I will give a free level to those I produce        
  313.         GiveNoXP                            = Yes   ;trying to disable granting xp when producing units.
  314.         BonusForType                        = GoblinFighterHorde
  315.         SetBonusModelConditionOnSpeedBonus    = Yes    ; set the UPGRADE_ECONOMY_BONUS if there is any production bonus
  316.     End
  317.     
  318.     Behavior = QueueProductionExitUpdate ModuleTag_Exit
  319.         UnitCreatePoint            = X:20.0 Y:0.0 Z:0.0
  320.         NaturalRallyPoint        = X:100 Y:0.0 Z:0.0            // NaturalRallyPointX must always match GeometryMajorRadius!
  321.         ExitDelay                = STANDARD_HORDE_EXIT_DELAY    // Mainly for the multiply produced. Make them come out one at a time.
  322.         PlacementViewAngle        = 0
  323.         UseReturnToFormation    = No
  324.     End
  325.  
  326.     Behavior = CommandSetUpgrade ModueTag_CaveLevel2CommandSet
  327.         TriggeredBy            = Upgrade_StructureLevel2
  328.         ConflictsWith        = Upgrade_StructureLevel3
  329.         CommandSet            = GoblinCaveCommandSetLevel2
  330.     End   
  331.  
  332.     Behavior = CommandSetUpgrade ModueTag_CaveLevel3CommandSet
  333.         TriggeredBy            = Upgrade_StructureLevel3
  334.         CommandSet            = GoblinCaveCommandSetLevel3
  335.     End   
  336.  
  337.     Behavior = SubObjectsUpgrade ModuleTag_HideAll
  338.         TriggeredBy        = Upgrade_StructureLevel1
  339.         ShowSubObjects    = DrawFloorBase
  340.         HideSubObjects    = V1 V1a DrawFloorV1
  341.     End
  342.  
  343.      Behavior = SubObjectsUpgrade ModuleTag_ShowWalls 
  344.         TriggeredBy        = Upgrade_StructureLevel2
  345.         ShowSubObjects    = DrawFloorV1
  346.         HideSubObjects    = V1 V1a DrawFloorBase
  347.     End
  348.  
  349.     Behavior = SubObjectsUpgrade ModuleTag_ShowPillars 
  350.         TriggeredBy        = Upgrade_StructureLevel3
  351.         ShowSubObjects    = V1 V1a DrawFloorV1
  352.         HideSubObjects    = DrawFloorBase
  353.     End
  354.         
  355.     Behavior = WeaponSetUpgrade ModuleTag_WeaponUpgrade
  356.         TriggeredBy            = Upgrade_StructureLevel3
  357.     End
  358.  
  359.     Behavior = LevelUpUpgrade ModuleTag_CaveLevel2
  360.         TriggeredBy            = Upgrade_WildCaveLevel2        
  361.         LevelsToGain        = 1
  362.         LevelCap            = 3
  363.     End
  364.  
  365.     Behavior = LevelUpUpgrade ModuleTag_CaveLevel3
  366.         TriggeredBy            = Upgrade_WildCaveLevel3        
  367.         LevelsToGain        = 1
  368.         LevelCap            = 3
  369.     End
  370.     
  371.     Behavior = RebuildHoleExposeDie ModuleTag_ExposeDie
  372.         ExemptStatus        = SOLD
  373.         HoleName            = WildCaveHole
  374.         HoleMaxHealth        = 500.0
  375.         FadeInTimeSeconds    = 2.0
  376.     End    
  377.  
  378.     Behavior = GeometryUpgrade Geom_ModuleTag_HideAll
  379.         TriggeredBy        = Upgrade_StructureLevel1
  380.         HideGeometry    = Geom_V2
  381.     End
  382.     Behavior = GeometryUpgrade Geom_ModuleTag_ShowWalls 
  383.         TriggeredBy        = Upgrade_StructureLevel2
  384.         HideGeometry    = Geom_V2
  385.     End
  386.     Behavior = GeometryUpgrade Geom_ModuleTag_ShowPillars 
  387.         TriggeredBy        = Upgrade_StructureLevel3
  388.         ShowGeometry    = Geom_V2
  389.     End
  390.     
  391.     Behavior = TerrainResourceBehavior ModuleTag_NewMoneyDeadSpot
  392.         Radius            = 80        ;// How far we try to claim ground
  393.         MaxIncome        = 0            ;// If we were to get all we wanted, how much we would earn.  Linear slope to 0 at 0% claim
  394.         IncomeInterval    = 999999    ;// How often (in msec) we give that much money
  395.         HighPriority    = Yes        ;// A high priority claim gets to pretend it was there first.
  396.         Visible = No         ;// Don't show decal when a resource building is selected.
  397.     End
  398.     
  399.     Behavior                  = BuildingBehavior BuildingModuleTag
  400.         NightWindowName         = N_Window N_Fire
  401.         ;FireWindowName          = WINDOW_F01
  402.     End
  403.   
  404.     Geometry            = CYLINDER
  405.     GeometryMajorRadius    = 40.0
  406.     GeometryHeight        = 25.0
  407.     GeometryOffset        = X:4 Y:0 Z:0
  408.     GeometryIsSmall        = No
  409.  
  410.     AdditionalGeometry    = CYLINDER
  411.     GeometryName          = Geom_V2
  412.     GeometryActive          = No
  413.     GeometryMajorRadius   = 12.0
  414.     GeometryMinorRadius   = 12.0
  415.     GeometryHeight        = 90.0
  416.     GeometryOffset          = X:-30.0 Y:16.0 Z:0
  417.         
  418.     Shadow                = SHADOW_VOLUME
  419.     BuildCompletion        = PLACED_BY_PLAYER
  420.  
  421.     GeometryContactPoint    = X:-40.188        Y:41.694    Z:0            Repair
  422.     GeometryContactPoint    = X:38.037        Y:-38.085    Z:0            Repair
  423.     GeometryContactPoint    = X:40.629        Y:32.691    Z:0
  424.     GeometryContactPoint    = X:-56.679        Y:-3.451    Z:0
  425.     GeometryContactPoint    = X:27.139        Y:11.062    Z:32.902    Swoop
  426.  
  427. End
  428.