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Text File  |  2006-01-31  |  6KB  |  226 lines

  1. ;------------------------------------------------------------------------------
  2. ;
  3. Object TrollDrum
  4.  
  5.     SelectPortrait =  BPCEttenmoorsDrum
  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 = WBGobDrum
  15.     End
  16.  
  17.     IdleAnimationState
  18.     ;        Animation = IDLA
  19.     ;            AnimationName        =    WBCave_SKL.WBCave_IDLA
  20.     ;            AnimationMode            =    ONCE
  21.     ;            AnimationPriority = 1    
  22.     ;        End    
  23.     ;        Animation = IDLB
  24.     ;            AnimationName        =    WBCave_SKL.WBCave_IDLB
  25.     ;            AnimationMode            =    ONCE
  26.     ;            AnimationPriority = 5    
  27.     ;        End    
  28.     ;    ParticleSysBone     = FXBone WildCaveGlow Followbone:YES
  29.     ;    ParticleSysBone     = FXBone WildCaveEmbers Followbone:YES
  30.     End
  31.     
  32.     
  33.  
  34.     ;------------ New Build Up States coming soon. 
  35. ;    ModelConditionState   = AWAITING_CONSTRUCTION 
  36. ;      Model               = MBOrcpit_A
  37. ;;        ParticleSysBone      = NONE BuildingDoughnutCloud
  38. ;    End;
  39. ;    AnimationState        = AWAITING_CONSTRUCTION
  40. ;      Animation           =  MBOrcpit_A
  41. ;        AnimationName     =  MBOrcpit_ASKL.MBOrcpit_ABLD
  42. ;        AnimationMode     = MANUAL
  43. ;        AnimationBlendTime = 0
  44. ;      End
  45. ;      Flags                  = START_FRAME_FIRST
  46. ;      BeginScript
  47. ;      ;    CurDrawablePlaySound("GondorBarracksBeginConstruction")
  48. ;      EndScript
  49.  ;   End
  50.  
  51. ;    ModelConditionState   = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
  52. ;        Model               = MBOrcpit_A
  53. ;        ParticleSysBone   = CONSTDUSTBONE01 BuildingContructDust FollowBone:Yes
  54. ;    End
  55.     
  56. ;    AnimationState        = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
  57. ;        Animation           = MBOrcpit_A
  58. ;            AnimationName     = MBOrcpit_ASKL.MBOrcpit_ABLD
  59. ;            AnimationMode     = MANUAL
  60. ;            AnimationBlendTime = 0
  61. ;        End
  62. ;        Flags                  = START_FRAME_FIRST
  63. ;        StateName              = BeingConstructed
  64. ;        BeginScript
  65. ;            CurDrawablePlaySound("GondorBarracksBeginConstruction")
  66. ;        EndScript
  67. ;    End
  68.  
  69.  
  70.         ;--damaged building
  71.       
  72.         ModelConditionState  = DAMAGED
  73.             Model         = WBGobDrum  
  74.         End
  75.         AnimationState = DAMAGED
  76.         End        
  77.         
  78.         ModelConditionState  = REALLYDAMAGED
  79.             Model         = WBGobDrum
  80.         End
  81.         AnimationState = REALLYDAMAGED
  82.             EnteringStateFX    = FX_BuildingReallyDamaged
  83.         End
  84.  
  85.         ModelConditionState  = COLLAPSING
  86.             Model         = WBGobDrum_D
  87.         End
  88.         
  89.         AnimationState = COLLAPSING
  90.               Animation                =    RubbleAnimation
  91.                 AnimationName        =     WBGobDrum_D.WBGobDrum_D
  92.                 AnimationMode        =    ONCE
  93.               End
  94.         End
  95.  
  96.         ModelConditionState  = RUBBLE
  97.             Model         = None  
  98.         End  
  99.         
  100.         ModelConditionState  = POST_RUBBLE
  101.             Model         = NONE
  102.             ParticleSysBone NONE SmokeBuildingMediumRubble
  103.         End
  104.         
  105.         AnimationState = POST_RUBBLE
  106.         End
  107.  
  108.         ModelConditionState  = POST_COLLAPSE
  109.         Model         = None
  110.             ParticleSysBone NONE SmokeBuildingMediumRubble
  111.         End
  112.         
  113.         AnimationState = POST_COLLAPSE
  114.         End 
  115.  
  116.  
  117. ;        ModelConditionState = SNOW 
  118. ;            Model            = WBCave_SKN
  119. ;            Texture            = WBCave.tga WBCave_snow.tga
  120. ;            Texture            = WBStone.tga WBStone_snow.tga
  121. ;        End
  122.                 
  123.   End
  124.  
  125. ;    Draw = W3DFloorDraw DrawFloorV1    
  126. ;        StaticModelLODMode = Yes        ; THIS NEEDS TO BE COMMENTED OUT WHEN ENGINEERING ENABLES LOD'S IN THE FLOOR DRAW 
  127. ;        ModelName = WBTrollDrum_Bib
  128. ;        WeatherTexture    = SNOWY WBTrollDrum_Bib.tga
  129. ;    End
  130.     
  131.  
  132.  
  133.  
  134.    
  135.     PlacementViewAngle    = 0
  136.    
  137.   ; ***DESIGN parameters ***
  138.   DisplayName            = OBJECT:TrollDrum
  139.   Description            = OBJECT:TrollDrumDescription
  140.   Side                    = Wild
  141.   EditorSorting            = STRUCTURE
  142.   ThreatLevel            = 1.0
  143.   CommandSet            = GoblinCaveCommandSet
  144.  
  145.  
  146.   BuildCost           = GOBLIN_CAVE_BUILDCOST            ; BALANCE
  147.   BuildTime           = GOBLIN_CAVE_BUILDTIME
  148.   VisionRange         = GOBLIN_CAVE_VISION_RANGE
  149.   ShroudClearingRange = GOBLIN_CAVE_SHROUD_CLEAR
  150.   BountyValue         = GOBLIN_CAVE_BOUNTY_VALUE
  151.  
  152.     ArmorSet
  153.         Conditions        = None
  154.         Armor             = StructureArmor
  155.     End
  156.     
  157.     WeaponSet
  158.         Conditions            = None
  159.     End
  160.  
  161.  
  162. ; *** AUDIO Parameters ***
  163.  
  164.     VoiceSelect                = WildCaveSelect
  165.     SoundOnDamaged            = BuildingLightDamageStone
  166.     SoundOnReallyDamaged    = BuildingHeavyDamageStone
  167.  
  168.     VoiceSelectUnderConstruction    = BuildingEvilVoiceSelectUnderConstruction
  169.  
  170.     UnitSpecificSounds
  171.         UnderConstruction        = BuildingConstructionLoop  ; Built first time
  172.         ; UnderRepairFromDamage    = NoSound                    ; Repaired No animation on the building, so don't bother playing sound
  173.         UnderRepairFromRubble    = BuildingConstructionLoop    ; Repaired from completely destroyed (not used???)
  174.     End
  175.  
  176.  
  177.     ; *** ENGINEERING Parameters ***
  178.  
  179.     RadarPriority    = STRUCTURE
  180.     KindOf            = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE MP_COUNT_FOR_VICTORY NOT_AUTOACQUIRABLE
  181.  
  182.     Body                        = ActiveBody ModuleTag_05
  183.         MaxHealth                = GOBLIN_CAVE_HEALTH
  184.         MaxHealthDamaged        = GOBLIN_CAVE_HEALTH_DAMAGED
  185.         MaxHealthReallyDamaged    = GOBLIN_CAVE_HEALTH_REALLY_DAMAGED
  186.  
  187.     End
  188.  
  189. ;    Behavior            = GettingBuiltBehavior GetBuiltBehaviorTag
  190. ;        WorkerName          = MordorWorkerNoSelect
  191. ;    End
  192.     
  193.     Behavior = KeepObjectDie ModuleTag_IWantRubble
  194.     End
  195.  
  196.     Behavior                  = StructureCollapseUpdate ModuleTag_StructureCollapseUpdate 
  197.         MinCollapseDelay        = 000
  198.         MaxCollapseDelay        = 000
  199.         CollapseDamping         = .5
  200.         MaxShudder              = 0.6
  201.         MinBurstDelay           = 250
  202.         MaxBurstDelay           = 800
  203.         BigBurstFrequency       = 4
  204.         FXList                  = INITIAL   FX_StructureMediumCollapse
  205.         FXList                  = ALMOST_FINAL  FX_StructureAlmostCollapse
  206.         DestroyObjectWhenDone    = Yes
  207.         CollapseHeight            = 0
  208.     End
  209.  
  210.     Geometry            = CYLINDER
  211.     GeometryMajorRadius    = 40.0
  212.     GeometryHeight        = 25.0
  213.     GeometryOffset        = X:4 Y:0 Z:0
  214.     GeometryIsSmall        = No
  215.     
  216.     Shadow                = SHADOW_VOLUME
  217.     BuildCompletion        = PLACED_BY_PLAYER
  218.  
  219.     GeometryContactPoint    = X:-40.188        Y:41.694    Z:0            Repair
  220.     GeometryContactPoint    = X:35.037        Y:-26.085    Z:0            Repair
  221.     GeometryContactPoint    = X:40.629        Y:32.691    Z:0
  222.     GeometryContactPoint    = X:-56.679        Y:-3.451    Z:0
  223.     GeometryContactPoint    = X:27.139        Y:11.062    Z:32.902    Swoop
  224.  
  225. End
  226.