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data_ini_object_evilfaction_structures_wild_cave.ini
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2006-01-31
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;------------------------------------------------------------------------------
;
Object GoblinCave
SelectPortrait = BPWCave
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_Draw
OkToChangeModelColor = Yes
UseStandardModelNames = Yes
StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD
DefaultModelConditionState
Model = WBCave_SKN
WeaponLaunchBone = PRIMARY ARROW
End
;// Animation state for build placement cursor
AnimationState = BUILD_PLACEMENT_CURSOR
BeginScript
CurDrawableHideSubObject("N_Window")
CurDrawableHideSubObject("N_Fire")
CurDrawableHideSubObject("V1")
CurDrawableHideSubObject("V1a")
CurDrawableHideSubObject("DrawFloorV1")
EndScript
End
;// Animation state for phantom structure
AnimationState = PHANTOM_STRUCTURE
BeginScript
CurDrawableHideSubObject("N_Window")
CurDrawableHideSubObject("N_Fire")
CurDrawableHideSubObject("V1")
CurDrawableHideSubObject("V1a")
CurDrawableHideSubObject("DrawFloorV1")
EndScript
End
IdleAnimationState
Animation = IDLA
AnimationName = WBCave_SKL.WBCave_IDLA
AnimationMode = ONCE
AnimationPriority = 1
End
Animation = IDLB
AnimationName = WBCave_SKL.WBCave_IDLB
AnimationMode = ONCE
AnimationPriority = 5
End
ParticleSysBone = FXBone WildCaveGlow Followbone:YES
ParticleSysBone = FXBone WildCaveEmbers Followbone:YES
End
;------------ New Build Up States coming soon.
ModelConditionState = SNOW AWAITING_CONSTRUCTION
Model = WBCave_ASKN
Texture = WBCave.tga WBCave_Snow.tga
Texture = WBBStoneA.tga WBBStoneA_Snow.tga
Texture = WBBStone.tga WBStone_Snow.tga
Texture = WBStone.tga WBStone_Snow.tga
End
ModelConditionState = AWAITING_CONSTRUCTION
Model = WBCave_ASKN
End
AnimationState = AWAITING_CONSTRUCTION
Animation = WBCave_A
AnimationName = WBCave_ASKL.WBCave_ABLD
AnimationMode = MANUAL
AnimationBlendTime = 0
End
Flags = START_FRAME_FIRST
End
ModelConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Model = WBCave_ASKN
Texture = WBCave.tga WBCave_Snow.tga
Texture = WBBStoneA.tga WBBStoneA_Snow.tga
Texture = WBBStone.tga WBStone_Snow.tga
Texture = WBStone.tga WBStone_Snow.tga
End
ModelConditionState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Model = WBCave_ASKN
End
AnimationState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Animation = WBCave_A
AnimationName = WBCave_ASKL.WBCave_ABLD
AnimationMode = MANUAL
AnimationBlendTime = 0
End
Flags = START_FRAME_FIRST
StateName = BeingConstructed
BeginScript
CurDrawablePlaySound("GondorBarracksBeginConstruction")
EndScript
FXEvent = Frame:0 Name:FX_WildStructureSmoke
FXEvent = Frame:15 Name:FX_WildStructureMid
FXEvent = Frame:480 Name:FX_WildStructureEnd
End
;--damaged building
ModelConditionState = DAMAGED
Model = WBCave_D1
End
AnimationState = DAMAGED
EnteringStateFX = FX_BuildingDamaged
End
ModelConditionState = REALLYDAMAGED
Model = WBCave_D2
End
AnimationState = REALLYDAMAGED
Animation = RubbleAnimation
AnimationName = WBCave_D2SK.WBCave_D2AN
AnimationMode = ONCE
End
EnteringStateFX = FX_BuildingReallyDamaged
End
ModelConditionState = COLLAPSING
Model = WBCave_D3
End
AnimationState = COLLAPSING
Animation = RubbleAnimation
AnimationName = WBCave_D3SK.WBCave_D3AN
AnimationMode = ONCE
End
EnteringStateFX = FX_StructureMediumCollapse
End
ModelConditionState = RUBBLE
Model = None
End
ModelConditionState = POST_RUBBLE
Model = NONE
ParticleSysBone NONE SmokeBuildingMediumRubble
End
AnimationState = POST_RUBBLE
End
ModelConditionState = POST_COLLAPSE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
AnimationState = POST_COLLAPSE
End
ModelConditionState = SNOW
Model = WBCave_SKN
Texture = WBCave.tga WBCave_snow.tga
Texture = WBStone.tga WBStone_snow.tga
Texture = WBPit2.tga WBPit2_snow.tga
End
End
Draw = W3DFloorDraw DrawFloorBase
StaticModelLODMode = Yes ; THIS NEEDS TO BE COMMENTED OUT WHEN ENGINEERING ENABLES LOD'S IN THE FLOOR DRAW
ModelName = WBCave_Bib
WeatherTexture = SNOWY WBCave_Bib_Snow.tga
HideIfModelConditions = AWAITING_CONSTRUCTION
HideIfModelConditions = PARTIALLY_CONSTRUCTED
End
Draw = W3DFloorDraw DrawFloorV1
ModelName = WBCave_Bib_V1
WeatherTexture = SNOWY WBCave_Bib_Lava_Snow.tga
StartHidden = Yes
HideIfModelConditions = AWAITING_CONSTRUCTION
HideIfModelConditions = PARTIALLY_CONSTRUCTED
End
Draw = W3DScriptedModelDraw ModuleTag_Draw_HCBanner
OkToChangeModelColor = Yes
DefaultModelConditionState
Model = WBHCCave
End
MultiPlayerOnly = Yes
End
;---------- this probably shouldn't be in a faction building
; Dedicated draw module just for the horde effects.
;
; Draw = W3DScriptedModelDraw TheHordeEffects
; DefaultModelConditionState
; Model = None
; End
; AnimationState = UPGRADE_ECONOMY_BONUS
; ParticleSysBone = None CalltheHordeSteam
; ParticleSysBone = None CalltheHordeCast
; End
; End
PlacementViewAngle = -45
; ***DESIGN parameters ***
DisplayName = OBJECT:GoblinCave
Description = OBJECT:GoblinCaveDescription
Side = Wild
EditorSorting = STRUCTURE
ThreatLevel = 1.0
CommandSet = GoblinCaveCommandSet
BuildCost = GOBLIN_CAVE_BUILDCOST ; BALANCE
BuildTime = GOBLIN_CAVE_BUILDTIME
VisionRange = GOBLIN_CAVE_VISION_RANGE
ShroudClearingRange = GOBLIN_CAVE_SHROUD_CLEAR
BountyValue = GOBLIN_CAVE_BOUNTY_VALUE
ArmorSet
Conditions = None
Armor = StructureArmor
End
WeaponSet
Conditions = None
End
WeaponSet
Weapon = PRIMARY EvilStructureBow
Conditions = PLAYER_UPGRADE
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
; *** AUDIO Parameters ***
#include "..\..\..\Includes\StandardBuildingEvaEvents.inc"
VoiceFullyCreated = EVA:CaveComplete
VoiceSelect = WildCaveSelect
VoiceSelectUnderConstruction = BuildingEvilVoiceSelectUnderConstruction
SoundAmbient = WildCaveAmbience
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
UnitSpecificSounds
UnderConstruction = BuildingConstructionLoop ; Built first time
; UnderRepairFromDamage = NoSound ; Repaired No animation on the building, so don't bother playing sound
UnderRepairFromRubble = BuildingConstructionLoop ; Repaired from completely destroyed (not used???)
End
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE MP_COUNT_FOR_VICTORY AUTO_RALLYPOINT FS_FACTORY MADE_OF_DIRT CAN_ATTACK LIVING_WORLD_BUILDING_MIRROR
Body = ActiveBody ModuleTag_05
MaxHealth = GOBLIN_CAVE_HEALTH
MaxHealthDamaged = GOBLIN_CAVE_HEALTH_DAMAGED
MaxHealthReallyDamaged = GOBLIN_CAVE_HEALTH_REALLY_DAMAGED
; DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK
; DamageCreationList = OCL_MBOrcPit_Chunk1 CATAPULT_ROCK FRONT_DESTROYED
; DamageCreationList = OCL_MBOrcPit_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED
; DamageCreationList = OCL_MBOrcPit_Chunk3 CATAPULT_ROCK BACK_DESTROYED
; DamageCreationList = OCL_MBOrcPit_Chunk4 CATAPULT_ROCK LEFT_DESTROYED
End
Behavior = GettingBuiltBehavior GetBuiltBehaviorTag
WorkerName = MordorWorkerNoSelect
SpawnTimer = DEFAULT_STRUCTURE_HEALDELAY
End
Behavior = KeepObjectDie ModuleTag_IWantRubble
End
Behavior = StructureCollapseUpdate ModuleTag_StructureCollapseUpdate
MinCollapseDelay = 000
MaxCollapseDelay = 000
CollapseDamping = .5
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 800
BigBurstFrequency = 4
FXList = INITIAL FX_StructureMediumCollapseNoSound
FXList = ALMOST_FINAL FX_StructureAlmostCollapse
DestroyObjectWhenDone = Yes
CollapseHeight = 0
End
Behavior = AIUpdateInterface ModuleTag_SoWeCanUseWeapon
AutoAcquireEnemiesWhenIdle = Yes
MoodAttackCheckRate = 250
End
Behavior = ProductionUpdate ProductionUpdateModuleTag
ConstructionCompleteDuration = 250 ;in mSeconds wait time so if you have multiple units they don't run over each other
VeteranUnitsFromVeteranFactory = No ;I am higher than my default level, I will give a free level to those I produce
GiveNoXP = Yes ;trying to disable granting xp when producing units.
BonusForType = GoblinFighterHorde
SetBonusModelConditionOnSpeedBonus = Yes ; set the UPGRADE_ECONOMY_BONUS if there is any production bonus
End
Behavior = QueueProductionExitUpdate ModuleTag_Exit
UnitCreatePoint = X:20.0 Y:0.0 Z:0.0
NaturalRallyPoint = X:100 Y:0.0 Z:0.0 // NaturalRallyPointX must always match GeometryMajorRadius!
ExitDelay = STANDARD_HORDE_EXIT_DELAY // Mainly for the multiply produced. Make them come out one at a time.
PlacementViewAngle = 0
UseReturnToFormation = No
End
Behavior = CommandSetUpgrade ModueTag_CaveLevel2CommandSet
TriggeredBy = Upgrade_StructureLevel2
ConflictsWith = Upgrade_StructureLevel3
CommandSet = GoblinCaveCommandSetLevel2
End
Behavior = CommandSetUpgrade ModueTag_CaveLevel3CommandSet
TriggeredBy = Upgrade_StructureLevel3
CommandSet = GoblinCaveCommandSetLevel3
End
Behavior = SubObjectsUpgrade ModuleTag_HideAll
TriggeredBy = Upgrade_StructureLevel1
ShowSubObjects = DrawFloorBase
HideSubObjects = V1 V1a DrawFloorV1
End
Behavior = SubObjectsUpgrade ModuleTag_ShowWalls
TriggeredBy = Upgrade_StructureLevel2
ShowSubObjects = DrawFloorV1
HideSubObjects = V1 V1a DrawFloorBase
End
Behavior = SubObjectsUpgrade ModuleTag_ShowPillars
TriggeredBy = Upgrade_StructureLevel3
ShowSubObjects = V1 V1a DrawFloorV1
HideSubObjects = DrawFloorBase
End
Behavior = WeaponSetUpgrade ModuleTag_WeaponUpgrade
TriggeredBy = Upgrade_StructureLevel3
End
Behavior = LevelUpUpgrade ModuleTag_CaveLevel2
TriggeredBy = Upgrade_WildCaveLevel2
LevelsToGain = 1
LevelCap = 3
End
Behavior = LevelUpUpgrade ModuleTag_CaveLevel3
TriggeredBy = Upgrade_WildCaveLevel3
LevelsToGain = 1
LevelCap = 3
End
Behavior = RebuildHoleExposeDie ModuleTag_ExposeDie
ExemptStatus = SOLD
HoleName = WildCaveHole
HoleMaxHealth = 500.0
FadeInTimeSeconds = 2.0
End
Behavior = GeometryUpgrade Geom_ModuleTag_HideAll
TriggeredBy = Upgrade_StructureLevel1
HideGeometry = Geom_V2
End
Behavior = GeometryUpgrade Geom_ModuleTag_ShowWalls
TriggeredBy = Upgrade_StructureLevel2
HideGeometry = Geom_V2
End
Behavior = GeometryUpgrade Geom_ModuleTag_ShowPillars
TriggeredBy = Upgrade_StructureLevel3
ShowGeometry = Geom_V2
End
Behavior = TerrainResourceBehavior ModuleTag_NewMoneyDeadSpot
Radius = 80 ;// How far we try to claim ground
MaxIncome = 0 ;// If we were to get all we wanted, how much we would earn. Linear slope to 0 at 0% claim
IncomeInterval = 999999 ;// How often (in msec) we give that much money
HighPriority = Yes ;// A high priority claim gets to pretend it was there first.
Visible = No ;// Don't show decal when a resource building is selected.
End
Behavior = BuildingBehavior BuildingModuleTag
NightWindowName = N_Window N_Fire
;FireWindowName = WINDOW_F01
End
Geometry = CYLINDER
GeometryMajorRadius = 40.0
GeometryHeight = 25.0
GeometryOffset = X:4 Y:0 Z:0
GeometryIsSmall = No
AdditionalGeometry = CYLINDER
GeometryName = Geom_V2
GeometryActive = No
GeometryMajorRadius = 12.0
GeometryMinorRadius = 12.0
GeometryHeight = 90.0
GeometryOffset = X:-30.0 Y:16.0 Z:0
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
GeometryContactPoint = X:-40.188 Y:41.694 Z:0 Repair
GeometryContactPoint = X:38.037 Y:-38.085 Z:0 Repair
GeometryContactPoint = X:40.629 Y:32.691 Z:0
GeometryContactPoint = X:-56.679 Y:-3.451 Z:0
GeometryContactPoint = X:27.139 Y:11.062 Z:32.902 Swoop
End