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data_ini_object_evilfaction_structures_wild_wildcastlewalls.ini
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2006-01-31
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233 lines
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; ;;
;; CASTLE WALL PIECES FOR THE NEW WALL BUILD SYSTEM ;;
;; ;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
Object WildCastleWallSegment
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_Draw
OkToChangeModelColor = Yes
UseStandardModelNames = Yes
DefaultModelConditionState
Model = WBWallRamp2
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:WildCastleWallSegment
Side = Wild
EditorSorting = STRUCTURE
ThreatLevel = 1.0
BuildCost = 1
BuildTime = 5.0 ; in seconds
VisionRange = 160.0 ; Shroud clearing distance
ShroudClearingRange = 160
; *** AUDIO Parameters ***
#include "..\..\..\Includes\StandardBuildingEvaEvents.inc"
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
VoiceSelectUnderConstruction = BuildingEvilVoiceSelectUnderConstruction
UnitSpecificSounds
UnderConstruction = WallConstructionLoop ; Built first time
; UnderRepairFromDamage = NoSound ; Repaired No animation on the building, so don't bother playing sound
UnderRepairFromRubble = WallConstructionLoop ; Repaired from completely destroyed (not used???)
End
ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_PlayCollapseSound
ModelCondition = REQUIRED:RUBBLE Sound:BuildingSink
End
CampnessValue = CAMPNESS_WALL
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE WALL_SEGMENT SCALEABLE_WALL MADE_OF_STONE
Behavior = GettingBuiltBehavior ModuleTag_04
SelfBuildingLoop = WallConstructionLoop ; Only played if we DON'T spawn a worker
SelfRepairFromDamageLoop = NoSound ; This doesn't cause an animation, so don't bother playing a sound
SelfRepairFromRubbleLoop = WallConstructionLoop
End
Body = StructureBody ModuleTag_05
MaxHealth = 1500.0
End
// These should always appear together on wall segments
Behavior = KeepObjectDie ModuleTag_IWantRubble
DeathTypes = ALL -SUICIDED
End
Behavior = SlowDeathBehavior ModuleTag_SlowDeath
DeathTypes = NONE +SUICIDED
DestructionDelay = 5000
End
// These should always appear together on wall segments
Geometry = BOX
GeometryMajorRadius = 25.0
GeometryMinorRadius = 20.0
GeometryHeight = 50
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
End
;---------------------------------------------
Object WildCastleWallHub
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_Draw
OkToChangeModelColor = Yes
UseStandardModelNames = Yes
DefaultModelConditionState
Model = WBWallRmprt
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:WildCastleWallHub
Side = Wild
EditorSorting = STRUCTURE
ThreatLevel = 1.0
BuildCost = 1
BuildTime = 5.0 ; in seconds
VisionRange = 160.0 ; Shroud clearing distance
ShroudClearingRange = 160
CommandSet = GondorCastleWallHubCommandSet
; *** AUDIO Parameters ***
#include "..\..\..\Includes\StandardBuildingEvaEvents.inc"
VoiceSelect = NeutralWallHubSelect
VoiceSelectUnderConstruction = BuildingEvilVoiceSelectUnderConstruction
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
ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_PlayCollapseSound
ModelCondition = REQUIRED:RUBBLE Sound:BuildingSink
End
CampnessValue = CAMPNESS_WALL
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE WALL_HUB MADE_OF_STONE
Behavior = GettingBuiltBehavior ModuleTag_04
SelfBuildingLoop = BuildingConstructionLoop ; Only played if we DON'T spawn a worker
SelfRepairFromDamageLoop = NoSound ; This doesn't cause an animation, so don't bother playing a sound
SelfRepairFromRubbleLoop = BuildingConstructionLoop
End
Body = StructureBody ModuleTag_05
MaxHealth = 1500.0
End
Behavior = DestroyDie ModuleTag_07
;nothing
End
Geometry = CYLINDER
GeometryMajorRadius = 50.0
GeometryMinorRadius = 50.0
GeometryHeight = 50.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
End
;---------------------------------------------------------
Object WildCastleWallGate
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_Draw
OkToChangeModelColor = Yes
UseStandardModelNames = Yes
DefaultModelConditionState
Model = WBWallGate
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:WildCastleWallGate
Side = Wild
EditorSorting = STRUCTURE
ThreatLevel = 1.0
BuildCost = 1
BuildTime = 5.0 ; in seconds
VisionRange = 160.0 ; Shroud clearing distance
ShroudClearingRange = 160
; *** AUDIO Parameters ***
#include "..\..\..\Includes\StandardBuildingEvaEvents.inc"
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
ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_PlayCollapseSound
ModelCondition = REQUIRED:RUBBLE Sound:BuildingSink
End
CampnessValue = CAMPNESS_WALL
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE WALL_SEGMENT SCALEABLE_WALL MADE_OF_STONE
Behavior = GettingBuiltBehavior ModuleTag_04
SelfBuildingLoop = BuildingConstructionLoop ; Only played if we DON'T spawn a worker
SelfRepairFromDamageLoop = NoSound ; This doesn't cause an animation, so don't bother playing a sound
SelfRepairFromRubbleLoop = BuildingConstructionLoop
End
Body = StructureBody ModuleTag_05
MaxHealth = 1500.0
End
// These should always appear together on wall segments
Behavior = KeepObjectDie ModuleTag_IWantRubble
DeathTypes = ALL -SUICIDED
End
Behavior = SlowDeathBehavior ModuleTag_SlowDeath
DeathTypes = NONE +SUICIDED
DestructionDelay = 5000
End
// These should always appear together on wall segments
Geometry = BOX
GeometryMajorRadius = 25.0
GeometryMinorRadius = 136.0
GeometryHeight = 50
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
End