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Text File  |  2006-01-31  |  7KB  |  242 lines

  1. ;//------------------------------------------------------------------------------------------
  2. ;//Wild Arrow Den Expansion
  3. Object WildArrowDenExpansion
  4.  
  5.     SelectPortrait = BPWFortress_ArrowDen
  6.  
  7.       ;// *** ART Parameters ***
  8.     ButtonImage = BRBattleTower
  9.       
  10.     ;// *** ART Parameters ***
  11.     Draw = W3DScriptedModelDraw ModuleTag_Draw
  12.  
  13.         ExtraPublicBone    = ARROW_01
  14.         ExtraPublicBone    = ARROW_02
  15.         ExtraPublicBone    = ARROW_03
  16.         ExtraPublicBone    = ARROW_04
  17.         ExtraPublicBone    = ARROW_05
  18.         ExtraPublicBone    = ARROW_06
  19.         ExtraPublicBone    = ARROW_07
  20.         ExtraPublicBone    = ARROW_08
  21.  
  22.         OkToChangeModelColor    = Yes
  23.         UseStandardModelNames    = Yes
  24.         StaticModelLODMode        = Yes
  25.         
  26.         DefaultModelConditionState
  27.             Model = WBFADen
  28.             WeaponLaunchBone =   PRIMARY ARROW_
  29.         End
  30.  
  31.         ModelConditionState = UPGRADE_NUMENOR_STONEWORK ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
  32.             Model        = WBFADen_A            
  33.             Texture        = WBFortress.tga WBFortress_U.tga
  34.         End
  35.  
  36.         ModelConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
  37.             Model            = WBFADen_A
  38.             Texture            = WBFortress.tga WBFortress_snow.tga
  39.             
  40.         End 
  41.         ModelConditionState        = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
  42.             Model        = WBFADen_A
  43.         End
  44.  
  45.         AnimationState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
  46.             Animation                    = UpAndStill
  47.                 AnimationName            = WBFADen_ASKL.WBFADen_ABLD
  48.                 AnimationMode            = MANUAL
  49.             End
  50.             Flags                = START_FRAME_FIRST
  51.             ParticleSysBone   = NONE BuildingContructDustExpB
  52.             ParticleSysBone   = NONE ExpWild
  53.             BeginScript
  54.                 CurDrawablePlaySound("GondorBarracksBeginConstruction")
  55.             EndScript
  56.         End
  57.  
  58.         //---Damage States---
  59.         ModelConditionState = DAMAGED
  60.             Model    = WBFADen
  61.             Texture    = WBFortress.tga WBFortress_D.tga
  62.         End
  63.         AnimationState = DAMAGED
  64.             EnteringStateFX    = FX_BuildingDamaged
  65.         End        
  66.  
  67.         ModelConditionState = REALLYDAMAGED
  68.             Model        = WBFADen_D2            
  69.         End
  70.  
  71.         AnimationState    = REALLYDAMAGED
  72.             Animation    = WBFADen_ReallyDamaged
  73.                 AnimationName        = WBFADen_D2SKL.WBFADen_D2AN
  74.                 AnimationMode        = ONCE                
  75.             End            
  76.             EnteringStateFX    = FX_BuildingReallyDamaged    
  77.         End
  78.  
  79.         ModelConditionState = RUBBLE
  80.             Model        = WBFADen_D3            
  81.         End
  82.  
  83.         AnimationState    = RUBBLE
  84.             Animation    = WBFADen_ReallyDamaged
  85.                 AnimationName        = WBFADen_D3SKL.WBFADen_D3AN
  86.                 AnimationMode        = ONCE                
  87.             End    
  88.             EnteringStateFX    = FX_StructureMediumCollapse            
  89.         End
  90.         
  91.         ModelConditionState    = UPGRADE_NUMENOR_STONEWORK
  92.             Model        = WBFADen
  93.             Texture        = WBFortress.tga WBFortress_U.tga
  94.         End
  95.  
  96.         ModelConditionState = SNOW 
  97.             Model            = WBFADen
  98.             Texture            = WBFortress.tga WBFortress_snow.tga
  99.         End 
  100.         
  101.     End
  102.  
  103.      ;Draw = W3DFloorDraw ModuleTag_DrawFloor    
  104.         ;//StaticModelLODMode = yes ; //Will append M or L to the skin name depending on GameLOD
  105.           ;ModelName = GBFARTOWB_Bib
  106.     ;End
  107.     
  108.     ;//PlacementViewAngle  = 0
  109.  
  110.     ;// ***DESIGN parameters ***
  111.     DisplayName         = OBJECT:WildArrowDenExpansion
  112.     Side                = Wild
  113.     EditorSorting       = STRUCTURE
  114.     ThreatLevel         = 11.0
  115.     IsTrainable            = No
  116.      
  117.     BuildCost           = WILD_ARROWDENEXPANSION_BUILD_COST
  118.     BuildTime           = WILD_ARROWDENEXPANSION_BUILD_TIME    ;// in seconds
  119.     VisionRange         = VISION_BASE_DEFENSE
  120.      ShroudClearingRange = SHROUD_CLEAR_BASE_DEFENSE
  121.  
  122.     CommandSet = SellableCommandSet
  123.     ArmorSet
  124.         Conditions        = None
  125.         Armor             = FortressExpansionArmor
  126.         ;//DamageFX          = StructureDamageFXNoShake
  127.     End
  128.  
  129.  
  130.     WeaponSet
  131.         Conditions    = NONE
  132.         Weapon        = PRIMARY EvilFortressArrowTowerBow
  133.     End 
  134.  
  135.     ;// *** AUDIO Parameters ***
  136.  
  137.     #include "..\..\..\Includes\StandardBuildingEvaEvents.inc"
  138.  
  139.     VoiceSelect                        = WildArrowDenExpansionSelectMS
  140.  
  141.     SoundOnDamaged                    = BuildingLightDamageStone
  142.     SoundOnReallyDamaged            = BuildingHeavyDamageStone
  143.  
  144.     VoiceSelectUnderConstruction    = BuildingEvilVoiceSelectUnderConstruction
  145.  
  146.     UnitSpecificSounds
  147.         UnderConstruction            = BuildingConstructionLoop  ;// Built first time
  148.         ;//UnderRepairFromDamage    = NoSound                    ;// Repaired No animation on the building, so don't bother playing sound
  149.         UnderRepairFromRubble        = BuildingConstructionLoop    ;// Repaired from completely destroyed (not used???)
  150.     End
  151.  
  152.     CampnessValue = CAMPNESS_FORTRESS_EXPANSION
  153.  
  154.     ;// *** ENGINEERING Parameters ***
  155.     RadarPriority       = STRUCTURE
  156.     KindOf              = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE NEED_BASE_FOUNDATION CAN_ATTACK FS_BASE_DEFENSE MADE_OF_STONE
  157.      
  158.     Behavior    = GettingBuiltBehavior ModuleTag_04
  159.         WorkerName    = WildLaborerNoSelect
  160.         SpawnTimer    = DEFAULT_STRUCTURE_HEALDELAY
  161.     End
  162.  
  163.     Body        = StructureBody ModuleTag_05
  164.         MaxHealth               = WILD_ARROWDENEXPANSION_HEALTH
  165.         MaxHealthDamaged        = WILD_ARROWDENEXPANSION_HEALTH_DAMAGED
  166.         MaxHealthReallyDamaged  = WILD_ARROWDENEXPANSION_HEALTH_REALLY_DAMAGED
  167.     End
  168.  
  169.     Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
  170.         DestructionDelay  = 4000
  171.     End
  172.       
  173.     Behavior                  = StructureCollapseUpdate ModuleTag_StructureCollapseUpdate 
  174.         MinCollapseDelay        = 000
  175.         MaxCollapseDelay        = 000
  176.         CollapseDamping         = .5
  177.         MaxShudder              = 0.6
  178.         MinBurstDelay           = 250
  179.         MaxBurstDelay           = 800
  180.         BigBurstFrequency       = 4
  181.         FXList                  = INITIAL   FX_StructureMediumCollapseNoSound
  182.         FXList                  = ALMOST_FINAL  FX_StructureAlmostCollapse
  183.         DestroyObjectWhenDone    = Yes
  184.         CollapseHeight            = 89
  185.     End
  186.     
  187.     Behavior = TerrainResourceBehavior ModuleTag_NewMoneyDeadSpot
  188.         Radius            = 100        ;// How far we try to claim ground
  189.         MaxIncome        = 0            ;// If we were to get all we wanted, how much we would earn.  Linear slope to 0 at 0% claim
  190.         IncomeInterval    = 999999    ;// How often (in msec) we give that much money
  191.         HighPriority    = Yes        ;// A high priority claim gets to pretend it was there first.
  192.         Visible = No         ;// Don't show decal when a resource building is selected.
  193.     End
  194.  
  195.  
  196.     Behavior    = BuildingBehavior BuildingModuleTag
  197.         NightWindowName        = WINDOW_N01
  198.         ;//FireWindowName   = WINDOW_F01
  199.         ;//GlowWindowName    = WINDOW_G01
  200.     End
  201.  
  202.     Behavior = AIUpdateInterface ModuleTag_SoWeCanUseWeapon
  203.         AutoAcquireEnemiesWhenIdle    = Yes
  204.         MoodAttackCheckRate            = 250
  205.     End
  206.  
  207.     Behavior = CastleMemberBehavior ModuleTag_CMB
  208.     End 
  209.  
  210.     Behavior = WeaponSetUpgrade ModuleTag_FlamingAttack ;// Doesn't really use a weaponset swap, the swap is in the weapon itself. But this helps debugging more than a fake status bit upgrade
  211.         TriggeredBy                = Upgrade_EvilFortressFlamingMunitions
  212.     End
  213.  
  214.     ;//Web Cocoon
  215.     Behavior = AttributeModifierUpgrade ModuleTag_Reinforced
  216.         TriggeredBy                = Upgrade_WildFortressWebCocoon
  217.         AttributeModifier        = WebCocoonExpansion_Bonus
  218.     End
  219.  
  220.     Behavior = ModelConditionUpgrade ModuleTag_ShowWebCocoon
  221.         TriggeredBy                = Upgrade_WildFortressWebCocoon        
  222.         AddConditionFlags        = UPGRADE_NUMENOR_STONEWORK
  223.         Permanent                = Yes
  224.     End
  225.  
  226.     Geometry                = CYLINDER
  227.     GeometryMajorRadius        = 20    
  228.     GeometryHeight            = 90.0
  229.     
  230.     GeometryIsSmall            = No
  231.     Shadow                    = SHADOW_VOLUME
  232.     BuildCompletion            = PLACED_BY_PLAYER
  233.     
  234.     GeometryContactPoint     = X:23.624        Y:23.464    Z:0            Repair
  235.     GeometryContactPoint     = X:22.954        Y:-16.306    Z:0            Repair
  236.     GeometryContactPoint     = X:22.954        Y:15.951    Z:0
  237.     GeometryContactPoint     = X:5.435        Y:-23.279    Z:0
  238.     GeometryContactPoint     = X:-0.459        Y:-0.275    Z:116.828    Swoop
  239.  
  240. End
  241.  
  242.