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data_ini_object_evilfaction_structures_wild_trolldrum.ini
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Text File
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2006-01-31
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6KB
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226 lines
;------------------------------------------------------------------------------
;
Object TrollDrum
SelectPortrait = BPCEttenmoorsDrum
; *** 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 = WBGobDrum
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 = AWAITING_CONSTRUCTION
; Model = MBOrcpit_A
;; ParticleSysBone = NONE BuildingDoughnutCloud
; End;
; AnimationState = AWAITING_CONSTRUCTION
; Animation = MBOrcpit_A
; AnimationName = MBOrcpit_ASKL.MBOrcpit_ABLD
; AnimationMode = MANUAL
; AnimationBlendTime = 0
; End
; Flags = START_FRAME_FIRST
; BeginScript
; ; CurDrawablePlaySound("GondorBarracksBeginConstruction")
; EndScript
; End
; ModelConditionState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
; Model = MBOrcpit_A
; ParticleSysBone = CONSTDUSTBONE01 BuildingContructDust FollowBone:Yes
; End
; AnimationState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
; Animation = MBOrcpit_A
; AnimationName = MBOrcpit_ASKL.MBOrcpit_ABLD
; AnimationMode = MANUAL
; AnimationBlendTime = 0
; End
; Flags = START_FRAME_FIRST
; StateName = BeingConstructed
; BeginScript
; CurDrawablePlaySound("GondorBarracksBeginConstruction")
; EndScript
; End
;--damaged building
ModelConditionState = DAMAGED
Model = WBGobDrum
End
AnimationState = DAMAGED
End
ModelConditionState = REALLYDAMAGED
Model = WBGobDrum
End
AnimationState = REALLYDAMAGED
EnteringStateFX = FX_BuildingReallyDamaged
End
ModelConditionState = COLLAPSING
Model = WBGobDrum_D
End
AnimationState = COLLAPSING
Animation = RubbleAnimation
AnimationName = WBGobDrum_D.WBGobDrum_D
AnimationMode = ONCE
End
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
; End
End
; Draw = W3DFloorDraw DrawFloorV1
; StaticModelLODMode = Yes ; THIS NEEDS TO BE COMMENTED OUT WHEN ENGINEERING ENABLES LOD'S IN THE FLOOR DRAW
; ModelName = WBTrollDrum_Bib
; WeatherTexture = SNOWY WBTrollDrum_Bib.tga
; End
PlacementViewAngle = 0
; ***DESIGN parameters ***
DisplayName = OBJECT:TrollDrum
Description = OBJECT:TrollDrumDescription
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
; *** AUDIO Parameters ***
VoiceSelect = WildCaveSelect
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
VoiceSelectUnderConstruction = BuildingEvilVoiceSelectUnderConstruction
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 NOT_AUTOACQUIRABLE
Body = ActiveBody ModuleTag_05
MaxHealth = GOBLIN_CAVE_HEALTH
MaxHealthDamaged = GOBLIN_CAVE_HEALTH_DAMAGED
MaxHealthReallyDamaged = GOBLIN_CAVE_HEALTH_REALLY_DAMAGED
End
; Behavior = GettingBuiltBehavior GetBuiltBehaviorTag
; WorkerName = MordorWorkerNoSelect
; 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_StructureMediumCollapse
FXList = ALMOST_FINAL FX_StructureAlmostCollapse
DestroyObjectWhenDone = Yes
CollapseHeight = 0
End
Geometry = CYLINDER
GeometryMajorRadius = 40.0
GeometryHeight = 25.0
GeometryOffset = X:4 Y:0 Z:0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
GeometryContactPoint = X:-40.188 Y:41.694 Z:0 Repair
GeometryContactPoint = X:35.037 Y:-26.085 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