home *** CD-ROM | disk | FTP | other *** search
/ GameStar 2006 April / Gamestar_83_2006-04_dvd.iso / Dema / lotrbfme2_demo.exe / INI.big / data_ini_object_evilfaction_structures_wild_wildcastlewalls.ini < prev    next >
Text File  |  2006-01-31  |  8KB  |  233 lines

  1.  
  2.  
  3.  
  4. ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
  5. ;;                                                            ;;
  6. ;;    CASTLE WALL PIECES FOR THE NEW WALL BUILD SYSTEM        ;;
  7. ;;                                                            ;;
  8. ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
  9.  
  10. Object WildCastleWallSegment
  11.   
  12.   ; *** ART Parameters ***
  13.     Draw = W3DScriptedModelDraw ModuleTag_Draw
  14.         OkToChangeModelColor  = Yes
  15.         UseStandardModelNames = Yes
  16.         DefaultModelConditionState
  17.             Model = WBWallRamp2
  18.         End
  19.     End
  20.    
  21.   ; ***DESIGN parameters ***
  22.   DisplayName         = OBJECT:WildCastleWallSegment
  23.   Side                = Wild
  24.   EditorSorting       = STRUCTURE
  25.   ThreatLevel = 1.0
  26.  
  27.   BuildCost           = 1
  28.   BuildTime           = 5.0           ; in seconds
  29.   VisionRange         = 160.0          ; Shroud clearing distance
  30.   ShroudClearingRange = 160
  31.  
  32.   ; *** AUDIO Parameters ***
  33.     #include "..\..\..\Includes\StandardBuildingEvaEvents.inc"
  34.     SoundOnDamaged        = BuildingLightDamageStone
  35.     SoundOnReallyDamaged    = BuildingHeavyDamageStone
  36.     VoiceSelectUnderConstruction    = BuildingEvilVoiceSelectUnderConstruction
  37.  
  38.     UnitSpecificSounds
  39.         UnderConstruction        = WallConstructionLoop  ; Built first time
  40.         ; UnderRepairFromDamage    = NoSound                    ; Repaired No animation on the building, so don't bother playing sound
  41.         UnderRepairFromRubble    = WallConstructionLoop    ; Repaired from completely destroyed (not used???)
  42.     End
  43.     ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_PlayCollapseSound
  44.         ModelCondition = REQUIRED:RUBBLE Sound:BuildingSink
  45.     End
  46.  
  47.     CampnessValue = CAMPNESS_WALL
  48.  
  49.   ; *** ENGINEERING Parameters ***
  50.   RadarPriority       = STRUCTURE
  51.   KindOf              = PRELOAD STRUCTURE SELECTABLE IMMOBILE WALL_SEGMENT SCALEABLE_WALL MADE_OF_STONE
  52.  
  53.   Behavior            = GettingBuiltBehavior ModuleTag_04
  54.     SelfBuildingLoop = WallConstructionLoop ; Only played if we DON'T spawn a worker
  55.     SelfRepairFromDamageLoop  = NoSound         ; This doesn't cause an animation, so don't bother playing a sound
  56.     SelfRepairFromRubbleLoop  = WallConstructionLoop
  57.   End
  58.  
  59.   Body                = StructureBody ModuleTag_05
  60.     MaxHealth         = 1500.0
  61.   End
  62.  
  63.     // These should always appear together on wall segments
  64.     Behavior = KeepObjectDie ModuleTag_IWantRubble 
  65.         DeathTypes            = ALL -SUICIDED
  66.     End
  67.     Behavior            = SlowDeathBehavior ModuleTag_SlowDeath
  68.         DeathTypes            = NONE +SUICIDED
  69.         DestructionDelay = 5000
  70.     End                                                
  71.     // These should always appear together on wall segments
  72.  
  73.   Geometry              = BOX
  74.   GeometryMajorRadius   = 25.0
  75.   GeometryMinorRadius   = 20.0
  76.   GeometryHeight        = 50
  77.   GeometryIsSmall       = No
  78.   Shadow                = SHADOW_VOLUME
  79.   BuildCompletion     = PLACED_BY_PLAYER
  80. End
  81.  
  82. ;---------------------------------------------
  83. Object WildCastleWallHub
  84.   
  85.   ; *** ART Parameters ***
  86.     Draw = W3DScriptedModelDraw ModuleTag_Draw
  87.         OkToChangeModelColor  = Yes
  88.         UseStandardModelNames = Yes
  89.         DefaultModelConditionState
  90.             Model = WBWallRmprt
  91.         End
  92.     End
  93.  
  94.   ; ***DESIGN parameters ***
  95.   DisplayName         = OBJECT:WildCastleWallHub
  96.   Side                = Wild
  97.   EditorSorting       = STRUCTURE
  98.   ThreatLevel = 1.0
  99.  
  100.   BuildCost           = 1
  101.   BuildTime           = 5.0           ; in seconds
  102.   VisionRange         = 160.0          ; Shroud clearing distance
  103.   ShroudClearingRange = 160
  104.  
  105.  
  106.  
  107.     CommandSet = GondorCastleWallHubCommandSet
  108.     
  109.  
  110.   ; *** AUDIO Parameters ***
  111.  
  112.     #include "..\..\..\Includes\StandardBuildingEvaEvents.inc"
  113.  
  114.     VoiceSelect                        = NeutralWallHubSelect
  115.     VoiceSelectUnderConstruction    = BuildingEvilVoiceSelectUnderConstruction
  116.  
  117.     SoundOnDamaged                    = BuildingLightDamageStone
  118.     SoundOnReallyDamaged            = BuildingHeavyDamageStone
  119.  
  120.     UnitSpecificSounds
  121.         UnderConstruction        = BuildingConstructionLoop  ; Built first time
  122.         ; UnderRepairFromDamage    = NoSound                    ; Repaired No animation on the building, so don't bother playing sound
  123.         UnderRepairFromRubble    = BuildingConstructionLoop    ; Repaired from completely destroyed (not used???)
  124.     End
  125.  
  126.     ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_PlayCollapseSound
  127.         ModelCondition = REQUIRED:RUBBLE Sound:BuildingSink
  128.     End
  129.  
  130.     CampnessValue = CAMPNESS_WALL
  131.  
  132.   ; *** ENGINEERING Parameters ***
  133.   RadarPriority       = STRUCTURE
  134.   KindOf              = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE WALL_HUB MADE_OF_STONE
  135.  
  136.   Behavior            = GettingBuiltBehavior ModuleTag_04
  137.     SelfBuildingLoop = BuildingConstructionLoop ; Only played if we DON'T spawn a worker
  138.     SelfRepairFromDamageLoop  = NoSound         ; This doesn't cause an animation, so don't bother playing a sound
  139.     SelfRepairFromRubbleLoop  = BuildingConstructionLoop
  140.   End
  141.  
  142.   Body                = StructureBody ModuleTag_05
  143.     MaxHealth         = 1500.0
  144.   End
  145.  
  146.   Behavior            = DestroyDie ModuleTag_07
  147.     ;nothing
  148.   End
  149.  
  150.   Geometry              = CYLINDER
  151.   GeometryMajorRadius   = 50.0
  152.   GeometryMinorRadius   = 50.0
  153.   GeometryHeight        = 50.0
  154.   GeometryIsSmall       = No
  155.   Shadow                = SHADOW_VOLUME
  156.   BuildCompletion     = PLACED_BY_PLAYER
  157. End
  158.  
  159.  
  160. ;---------------------------------------------------------
  161. Object WildCastleWallGate
  162.    
  163.    ; *** ART Parameters ***
  164.      Draw = W3DScriptedModelDraw ModuleTag_Draw
  165.          OkToChangeModelColor  = Yes
  166.          UseStandardModelNames = Yes
  167.          DefaultModelConditionState
  168.              Model = WBWallGate
  169.          End
  170.      End
  171.       
  172.    ; ***DESIGN parameters ***
  173.    DisplayName         = OBJECT:WildCastleWallGate
  174.    Side                = Wild
  175.    EditorSorting       = STRUCTURE
  176.    ThreatLevel = 1.0
  177.   
  178.    BuildCost           = 1
  179.    BuildTime           = 5.0           ; in seconds
  180.    VisionRange         = 160.0          ; Shroud clearing distance
  181.    ShroudClearingRange = 160
  182.  
  183.    ; *** AUDIO Parameters ***
  184.      #include "..\..\..\Includes\StandardBuildingEvaEvents.inc"
  185.     SoundOnDamaged        = BuildingLightDamageStone
  186.      SoundOnReallyDamaged    = BuildingHeavyDamageStone
  187.     VoiceSelectUnderConstruction    = BuildingEvilVoiceSelectUnderConstruction
  188.  
  189.     UnitSpecificSounds
  190.         UnderConstruction        = BuildingConstructionLoop  ; Built first time
  191.         ; UnderRepairFromDamage    = NoSound                    ; Repaired No animation on the building, so don't bother playing sound
  192.         UnderRepairFromRubble    = BuildingConstructionLoop    ; Repaired from completely destroyed (not used???)
  193.     End
  194.  
  195.     ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_PlayCollapseSound
  196.         ModelCondition = REQUIRED:RUBBLE Sound:BuildingSink
  197.     End
  198.      CampnessValue = CAMPNESS_WALL
  199.  
  200.    ; *** ENGINEERING Parameters ***
  201.    RadarPriority       = STRUCTURE
  202.    KindOf              = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE WALL_SEGMENT SCALEABLE_WALL MADE_OF_STONE
  203.   
  204.    Behavior            = GettingBuiltBehavior ModuleTag_04
  205.      SelfBuildingLoop = BuildingConstructionLoop ; Only played if we DON'T spawn a worker
  206.      SelfRepairFromDamageLoop  = NoSound         ; This doesn't cause an animation, so don't bother playing a sound
  207.      SelfRepairFromRubbleLoop  = BuildingConstructionLoop
  208.    End
  209.  
  210.    Body                = StructureBody ModuleTag_05
  211.      MaxHealth         = 1500.0
  212.    End
  213.   
  214.     // These should always appear together on wall segments
  215.     Behavior = KeepObjectDie ModuleTag_IWantRubble 
  216.         DeathTypes            = ALL -SUICIDED
  217.     End
  218.     Behavior            = SlowDeathBehavior ModuleTag_SlowDeath
  219.         DeathTypes            = NONE +SUICIDED
  220.         DestructionDelay = 5000
  221.     End                                                
  222.     // These should always appear together on wall segments
  223.  
  224.    Geometry              = BOX
  225.    GeometryMajorRadius   = 25.0
  226.    GeometryMinorRadius   = 136.0
  227.    GeometryHeight        = 50
  228.    GeometryIsSmall       = No
  229.    Shadow                = SHADOW_VOLUME
  230.    BuildCompletion     = PLACED_BY_PLAYER
  231. End
  232.    
  233.