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data_ini_object_evilfaction_structures_wild_wildarrowdenexpansion.ini
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2006-01-31
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7KB
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242 lines
;//------------------------------------------------------------------------------------------
;//Wild Arrow Den Expansion
Object WildArrowDenExpansion
SelectPortrait = BPWFortress_ArrowDen
;// *** ART Parameters ***
ButtonImage = BRBattleTower
;// *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_Draw
ExtraPublicBone = ARROW_01
ExtraPublicBone = ARROW_02
ExtraPublicBone = ARROW_03
ExtraPublicBone = ARROW_04
ExtraPublicBone = ARROW_05
ExtraPublicBone = ARROW_06
ExtraPublicBone = ARROW_07
ExtraPublicBone = ARROW_08
OkToChangeModelColor = Yes
UseStandardModelNames = Yes
StaticModelLODMode = Yes
DefaultModelConditionState
Model = WBFADen
WeaponLaunchBone = PRIMARY ARROW_
End
ModelConditionState = UPGRADE_NUMENOR_STONEWORK ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Model = WBFADen_A
Texture = WBFortress.tga WBFortress_U.tga
End
ModelConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Model = WBFADen_A
Texture = WBFortress.tga WBFortress_snow.tga
End
ModelConditionState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Model = WBFADen_A
End
AnimationState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Animation = UpAndStill
AnimationName = WBFADen_ASKL.WBFADen_ABLD
AnimationMode = MANUAL
End
Flags = START_FRAME_FIRST
ParticleSysBone = NONE BuildingContructDustExpB
ParticleSysBone = NONE ExpWild
BeginScript
CurDrawablePlaySound("GondorBarracksBeginConstruction")
EndScript
End
//---Damage States---
ModelConditionState = DAMAGED
Model = WBFADen
Texture = WBFortress.tga WBFortress_D.tga
End
AnimationState = DAMAGED
EnteringStateFX = FX_BuildingDamaged
End
ModelConditionState = REALLYDAMAGED
Model = WBFADen_D2
End
AnimationState = REALLYDAMAGED
Animation = WBFADen_ReallyDamaged
AnimationName = WBFADen_D2SKL.WBFADen_D2AN
AnimationMode = ONCE
End
EnteringStateFX = FX_BuildingReallyDamaged
End
ModelConditionState = RUBBLE
Model = WBFADen_D3
End
AnimationState = RUBBLE
Animation = WBFADen_ReallyDamaged
AnimationName = WBFADen_D3SKL.WBFADen_D3AN
AnimationMode = ONCE
End
EnteringStateFX = FX_StructureMediumCollapse
End
ModelConditionState = UPGRADE_NUMENOR_STONEWORK
Model = WBFADen
Texture = WBFortress.tga WBFortress_U.tga
End
ModelConditionState = SNOW
Model = WBFADen
Texture = WBFortress.tga WBFortress_snow.tga
End
End
;Draw = W3DFloorDraw ModuleTag_DrawFloor
;//StaticModelLODMode = yes ; //Will append M or L to the skin name depending on GameLOD
;ModelName = GBFARTOWB_Bib
;End
;//PlacementViewAngle = 0
;// ***DESIGN parameters ***
DisplayName = OBJECT:WildArrowDenExpansion
Side = Wild
EditorSorting = STRUCTURE
ThreatLevel = 11.0
IsTrainable = No
BuildCost = WILD_ARROWDENEXPANSION_BUILD_COST
BuildTime = WILD_ARROWDENEXPANSION_BUILD_TIME ;// in seconds
VisionRange = VISION_BASE_DEFENSE
ShroudClearingRange = SHROUD_CLEAR_BASE_DEFENSE
CommandSet = SellableCommandSet
ArmorSet
Conditions = None
Armor = FortressExpansionArmor
;//DamageFX = StructureDamageFXNoShake
End
WeaponSet
Conditions = NONE
Weapon = PRIMARY EvilFortressArrowTowerBow
End
;// *** AUDIO Parameters ***
#include "..\..\..\Includes\StandardBuildingEvaEvents.inc"
VoiceSelect = WildArrowDenExpansionSelectMS
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
CampnessValue = CAMPNESS_FORTRESS_EXPANSION
;// *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE NEED_BASE_FOUNDATION CAN_ATTACK FS_BASE_DEFENSE MADE_OF_STONE
Behavior = GettingBuiltBehavior ModuleTag_04
WorkerName = WildLaborerNoSelect
SpawnTimer = DEFAULT_STRUCTURE_HEALDELAY
End
Body = StructureBody ModuleTag_05
MaxHealth = WILD_ARROWDENEXPANSION_HEALTH
MaxHealthDamaged = WILD_ARROWDENEXPANSION_HEALTH_DAMAGED
MaxHealthReallyDamaged = WILD_ARROWDENEXPANSION_HEALTH_REALLY_DAMAGED
End
Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
DestructionDelay = 4000
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 = 89
End
Behavior = TerrainResourceBehavior ModuleTag_NewMoneyDeadSpot
Radius = 100 ;// 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 = WINDOW_N01
;//FireWindowName = WINDOW_F01
;//GlowWindowName = WINDOW_G01
End
Behavior = AIUpdateInterface ModuleTag_SoWeCanUseWeapon
AutoAcquireEnemiesWhenIdle = Yes
MoodAttackCheckRate = 250
End
Behavior = CastleMemberBehavior ModuleTag_CMB
End
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
TriggeredBy = Upgrade_EvilFortressFlamingMunitions
End
;//Web Cocoon
Behavior = AttributeModifierUpgrade ModuleTag_Reinforced
TriggeredBy = Upgrade_WildFortressWebCocoon
AttributeModifier = WebCocoonExpansion_Bonus
End
Behavior = ModelConditionUpgrade ModuleTag_ShowWebCocoon
TriggeredBy = Upgrade_WildFortressWebCocoon
AddConditionFlags = UPGRADE_NUMENOR_STONEWORK
Permanent = Yes
End
Geometry = CYLINDER
GeometryMajorRadius = 20
GeometryHeight = 90.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
GeometryContactPoint = X:23.624 Y:23.464 Z:0 Repair
GeometryContactPoint = X:22.954 Y:-16.306 Z:0 Repair
GeometryContactPoint = X:22.954 Y:15.951 Z:0
GeometryContactPoint = X:5.435 Y:-23.279 Z:0
GeometryContactPoint = X:-0.459 Y:-0.275 Z:116.828 Swoop
End