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data_ini_object_evilfaction_structures_wild_wildfortress.ini
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2006-01-31
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//------------------------------------------------------------------------------
// This is the magic thing in the .bse file that tells how to center the base layout compared to the game position of the fortress
Object WildFortressCenterGeneric
SelectPortrait = BPWFortress
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = None
End
ModelConditionState = WORLD_BUILDER
Model = NBasePin
End
End
Side = Wild
EditorSorting = STRUCTURE
KindOf = IMMOBILE BASE_FOUNDATION CASTLE_CENTER
Behavior = CastleBehavior ModuleTag_castle
//Anything that does not fit this filter will be given to the neutral player, so the template can have rocks and props.
FilterValidOwnedEntries = ANY +STRUCTURE +WALK_ON_TOP_OF_WALL +BASE_FOUNDATION +TACTICAL_MARKER
End
End
//------------------------------------------------------------------------------
// These are the four corner buildplots. Difference is just the BuildVariation flag they give the Expansion.
Object WildFortressExpansionPadCorner
SelectPortrait = BPWFortress_BuildPlot
// *** ART Parameters ***
Draw = W3DFloorDraw DrawFloorBase
ModelName = WBFoundation
End
// *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_DrawMain
DefaultModelConditionState
Model = WBFoundationP
End
//Remove the buildplot when it's been constructed on
ModelConditionState = CONSTRUCTION_COMPLETE
Model = None
End
End
// ***DESIGN parameters ***
DisplayName = OBJECT:WildBuildingFoundation
Side = Wild
EditorSorting = STRUCTURE
ThreatLevel = 1.0
BuildCost = 1
BuildTime = 5.0 // in seconds
VisionRange = 0.0 // Shroud clearing distance
ShroudClearingRange = 0
CommandSet = WildFortressExpansionPadCornerCommandSet
// *** AUDIO Parameters ***
VoiceSelect = Gui_PlotSelect2
// *** ENGINEERING Parameters ***
KindOf = STRUCTURE SELECTABLE IMMOBILE BASE_FOUNDATION UNATTACKABLE MP_COUNT_FOR_VICTORY NO_COLLIDE DO_NOT_CLASSIFY EXPANSION_PAD
Behavior = FoundationAIUpdate ModuleTag_foundationAI
BuildVariation = 2 // Will give BUILD_VARIATION_TWO to anything built on it
End
Behavior = CastleMemberBehavior ModuleTag_CMB
End
Body = ImmortalBody ModuleTag_05
MaxHealth = 15000.0
End
Geometry = BOX
GeometryMajorRadius = 5.0
GeometryMinorRadius = 5.0
GeometryHeight = 0.8
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
End
//--------------------------
// And these are the 3 on the sides.
ChildObject WildFortressExpansionPadSide WildFortressExpansionPadCorner
CommandSet = WildFortressExpansionPadSideCommandSet
Behavior = FoundationAIUpdate ModuleTag_foundationAI
BuildVariation = 1 ;// Will give BUILD_VARIATION_ONE to anything built on it
End
End
//------------------------------------------------------------------------------
//Wild Fortress Citadel
// This is the center part of the full Fortress. This plus the buildplots make up the full fortress
Object WildFortressCitadel
SelectPortrait = BPWFortress
ButtonImage = BWFortress
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
ExtraPublicBone = ARROW_09
ExtraPublicBone = ARROW_10
ExtraPublicBone = ARROW_11
ExtraPublicBone = ARROW_12
ExtraPublicBone = ARROW_13
ExtraPublicBone = ARROW_14
ExtraPublicBone = ARROW_15
ExtraPublicBone = ARROW_16
ExtraPublicBone = ARROW_17
ExtraPublicBone = ARROW_18
ExtraPublicBone = ARROW_19
ExtraPublicBone = ARROW_20
ExtraPublicBone = ARROW_21
ExtraPublicBone = ARROW_22
ExtraPublicBone = ARROW_23
ExtraPublicBone = ARROW_24
ExtraPublicBone = ARROW_25
ExtraPublicBone = ARROW_26
ExtraPublicBone = ARROW_27
ExtraPublicBone = ARROW_28
ExtraPublicBone = ARROW_29
ExtraPublicBone = ARROW_30
ExtraPublicBone = ARROW_31
ExtraPublicBone = ARROW_32
OkToChangeModelColor = Yes
UseStandardModelNames = Yes
StaticModelLODMode = Yes // Will append M or L to the skin name depending on GameLOD
DefaultModelConditionState
Model = WBFortress
WeaponLaunchBone = PRIMARY ARROW_
End
//--Damage States---
ModelConditionState = DAMAGED
Model = WBFortress
Texture = WBFortress.tga WBFortress_D.tga
End
AnimationState = DAMAGED
EnteringStateFX = FX_FortressDamaged
End
ModelConditionState = REALLYDAMAGED
Model = WBFortress_D2
End
AnimationState = REALLYDAMAGED
Animation = Fortress_ReallyDamaged
AnimationName = WBFortress_D2S.WBFortress_D2A
AnimationMode = ONCE
End
EnteringStateFX = FX_FortressReallyDamaged
End
ModelConditionState = RUBBLE
Model = WBFortress_D3
End
AnimationState = RUBBLE
Animation = Fortress_ReallyDamaged
AnimationName = WBFortress_D3S.WBFortress_D3A
AnimationMode = ONCE
End
EnteringStateFX = FX_StructureMediumCollapse
End
ModelConditionState = POST_RUBBLE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
AnimationState = POST_RUBBLE
End
ModelConditionState = POST_COLLAPSE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
AnimationState = POST_COLLAPSE
End
ModelConditionState = UPGRADE_NUMENOR_STONEWORK
Model = WBFortress
Texture = WBFortress.tga WBFortress_U.tga
End
ModelConditionState = SNOW
Model = WBFortress
Texture = WBFortress.tga WBFortress_snow.tga
End
End
Draw = W3DScriptedModelDraw ModuleTag_Draw_HCBanner
OkToChangeModelColor = Yes
DefaultModelConditionState
Model = WBHCFortress
End
MultiPlayerOnly = Yes
End
;//Dragon Nest
Draw = W3DScriptedModelDraw ModuleTag_IvoryTowerDraw
OkToChangeModelColor = Yes
StaticModelLODMode = Yes // Will append M or L to the skin name depending on GameLOD
DefaultModelConditionState
Model = None
End
//Build up
ModelConditionState = UPGRADE_FORTRESS_MONUMENT USER_1 DAMAGED
Model = WBFGThrone_A
Texture = WBFortress.tga WBFortress_D.tga
End
ModelConditionState = UPGRADE_FORTRESS_MONUMENT USER_1 REALLYDAMAGED
Model = WBFGThrone_A
Texture = WBFortress.tga WBFortress_D.tga
End
ModelConditionState = UPGRADE_FORTRESS_MONUMENT USER_1 SNOW
Model = WBFGThrone_A
Texture = WBFortress.tga WBFortress_snow.tga
End
ModelConditionState = UPGRADE_FORTRESS_MONUMENT USER_1
Model = WBFGThrone_A
End
AnimationState = UPGRADE_FORTRESS_MONUMENT USER_1
Animation = RiseUp
AnimationName = WBFGThrone_ASK.WBFGThrone_ABL
AnimationMode = ONCE
AnimationSpeedFactorRange = 12.0 12.0
End
ParticleSysBone = NONE BuildingContructDustCastles
End
//--Damage States---
ModelConditionState = UPGRADE_FORTRESS_MONUMENT DAMAGED
Model = WBFGThrone
Texture = WBFortress.tga WBFortress_D.tga
End
ModelConditionState = UPGRADE_FORTRESS_MONUMENT REALLYDAMAGED
Model = WBFGThrone_D2
End
AnimationState = UPGRADE_FORTRESS_MONUMENT REALLYDAMAGED
Animation = DrakeNest_ReallyDamaged
AnimationName = WBFGThrone_D2S.WBFGThrone_D2A
AnimationMode = ONCE
End
EnteringStateFX = FX_BuildingReallyDamaged
End
ModelConditionState = UPGRADE_FORTRESS_MONUMENT RUBBLE
Model = WBFGThrone_D3
End
AnimationState = UPGRADE_FORTRESS_MONUMENT RUBBLE
Animation = DrakeNest_ReallyDamaged
AnimationName = WBFGThrone_D3S.WBFGThrone_D3A
AnimationMode = ONCE
End
End
//Normal
ModelConditionState = SNOW UPGRADE_FORTRESS_MONUMENT
Model = WBFGThrone
Texture = WBFortress.tga WBFortress_snow.tga
End
ModelConditionState = UPGRADE_FORTRESS_MONUMENT
Model = WBFGThrone
ParticleSysBone FXMouth WildNestFire FollowBone:Yes
ParticleSysBone FXEye01 WildNestEye FollowBone:Yes
ParticleSysBone FXEye02 WildNestEye FollowBone:Yes
ParticleSysBone B_DRAKE WildFortGlow FollowBone:Yes
ParticleSysBone B_DRAKE WildFortEmbers FollowBone:Yes
End
End
;//Dragon Nest Drake Model
Draw = W3DScriptedModelDraw ModuleTag_DrawDrake
AttachToBoneInAnotherModule = B_Drake
StaticModelLODMode = Yes // Will append M or L to the skin name depending on GameLOD
DefaultModelConditionState
Model = None
End
ModelConditionState = USER_1
Model = None
End
ModelConditionState = UPGRADE_FORTRESS_MONUMENT
Model = WUFireDrk_SKN
End
IdleAnimationState
StateName = NoDrake
End
AnimationState = UPGRADE_FORTRESS_MONUMENT FORTRESS_MONUMENT_CREATURE_AVAILABLE
Animation = HanginOut
AnimationName = WUFireDrk_SKL.WUFireDrk_FILDA
AnimationMode = LOOP
AnimationBlendTime = 0
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev ~= "HanginOut" and Prev ~= "TRANS_DrakeComeOut" then CurDrawableSetTransitionAnimState("TRANS_DrakeComeOut") end
EndScript
End
TransitionState = TRANS_DrakeComeOut
Animation = ComeOut
AnimationName = WUFireDrk_SKL.WUFireDrk_FBLDA ;WUDrake_SKL.WUDrake_FBLDA
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.5 0.5
AnimationBlendTime = 0
End
End
AnimationState = UPGRADE_FORTRESS_MONUMENT FORTRESS_MONUMENT_CREATURE_UNAVAILABLE
StateName = BackInside
Animation = BackInside
AnimationName = WUFireDrk_SKL.WUFireDrk_FBLDA ;WUDrake_SKL.WUDrake_FBLDA
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 0.5 0.5
End
End
End
;//Bat Cloud
Draw = W3DScriptedModelDraw ModuleTag_DrawBatCloud
StaticModelLODMode = Yes // Will append M or L to the skin name depending on GameLOD
DefaultModelConditionState
Model = None
End
ModelConditionState = FORTRESS_IMPROVEMENT_1
Model = Bats_SKN
End
AnimationState = FORTRESS_IMPROVEMENT_1
Animation = WBFBCloud
AnimationName = Bats_SKL.Bats_IDLB
AnimationMode = LOOP
End
Flags = START_FRAME_FIRST
End
End
;//Fire Arrows
Draw = W3DScriptedModelDraw ModuleTag_DrawFireArrows
OkToChangeModelColor = Yes
StaticModelLODMode = Yes // Will append M or L to the skin name depending on GameLOD
DefaultModelConditionState
Model = None
End
ModelConditionState = FORTRESS_IMPROVEMENT_2
Model = WBFFire
ParticleSysBone = Smoke01 SmokeDwfFort FollowBone:Yes
ParticleSysBone = Smoke02 SmokeDwfFort FollowBone:Yes
ParticleSysBone = Smoke03 SmokeDwfFort FollowBone:Yes
ParticleSysBone = Smoke04 SmokeDwfFort FollowBone:Yes
End
End
;//Razor Spines
Draw = W3DScriptedModelDraw ModuleTag_DrawSpines
OkToChangeModelColor = Yes
StaticModelLODMode = Yes // Will append M or L to the skin name depending on GameLOD
DefaultModelConditionState
Model = None
End
IdleAnimationState
StateName = NoSpines
End
//Build Up
ModelConditionState = FORTRESS_IMPROVEMENT_4 USER_2 DAMAGED
Model = WBFRSpin_A
Texture = WBFortress.tga WBFortress_D.tga
End
ModelConditionState = FORTRESS_IMPROVEMENT_4 USER_2 REALLYDAMAGED
Model = WBFRSpin_A
Texture = WBFortress.tga WBFortress_D.tga
End
ModelConditionState = FORTRESS_IMPROVEMENT_4 USER_2
Model = WBFRSpin_A
End
AnimationState = FORTRESS_IMPROVEMENT_4 USER_2
Animation = RiseUp
AnimationName = WBFRSpin_ASKL.WBFRSpin_ABLD
AnimationMode = ONCE
AnimationSpeedFactorRange = 10.0 10.0
End
End
//--Damage States---
ModelConditionState = FORTRESS_IMPROVEMENT_4 DAMAGED
Model = WBFRSpin
Texture = WBFortress.tga WBFortress_D.tga
End
ModelConditionState = FORTRESS_IMPROVEMENT_4 REALLYDAMAGED
Model = WBFRSpin_D2
ParticleSysBone = NONE WildSpikesTwinkle FollowBone:Yes
End
AnimationState = FORTRESS_IMPROVEMENT_4 REALLYDAMAGED
Animation = Spines_ReallyDamaged
AnimationName = WBFRSpin_D2SKL.WBFRSpin_D2AN
AnimationMode = ONCE
End
EnteringStateFX = FX_BuildingReallyDamaged
End
ModelConditionState = FORTRESS_IMPROVEMENT_4 RUBBLE
Model = WBFRSpin_D3
ParticleSysBone = NONE WildSpikesTwinkle FollowBone:Yes
End
AnimationState = FORTRESS_IMPROVEMENT_4 RUBBLE
Animation = Spines_ReallyDamaged
AnimationName = WBFRSpin_D3SKL.WBFRSpin_D3AN
AnimationMode = ONCE
End
End
//Normal
ModelConditionState = FORTRESS_IMPROVEMENT_4
Model = WBFRSpin
End
AnimationState = FORTRESS_IMPROVEMENT_4
ParticleSysBone = NONE WildSpikesTwinkle FollowBone:Yes
End
End
;//Door
Draw = W3DScriptedModelDraw ModuleTag_DrawDoor
DefaultModelConditionState
Model = WBFDoor
End
//---Damage States---
ModelConditionState = DAMAGED DOOR_1_WAITING_OPEN
Model = WBFDoor_DRO
Texture = WBFortress.tga WBFortress_D.tga
End
ModelConditionState = REALLYDAMAGED DOOR_1_WAITING_OPEN
Model = WBFDoor_DRO
Texture = WBFortress.tga WBFortress_D.tga
End
ModelConditionState = DAMAGED
Model = WBFDoor
Texture = WBFortress.tga WBFortress_D.tga
End
ModelConditionState = REALLYDAMAGED
Model = WBFDoor
Texture = WBFortress.tga WBFortress_D.tga
End
ModelConditionState = RUBBLE
Model = WBFDoor_D3
End
AnimationState = RUBBLE
Animation = Door_ReallyDamaged
AnimationName = WBFDoor_D3.WBFDoor_D3
AnimationMode = ONCE
AnimationBlendTime = 50
End
End
//---Normal states---
AnimationState = DOOR_1_OPENING
Animation = WBFDoor_AO
AnimationName = WBFDoorSKL.WBFDoor_AO
AnimationMode = ONCE
AnimationBlendTime = 0
End
// Flags = START_FRAME_FIRST
End
AnimationState = DOOR_1_CLOSING
Animation = WBFDoor_AC
AnimationName = WBFDoorSKL.WBFDoor_AC
AnimationMode = ONCE
AnimationBlendTime = 0
End
// Flags = START_FRAME_FIRST
End
ModelConditionState = DOOR_1_WAITING_OPEN
Model = WBFDoor_DRO
//ParticleSysBone = NONE BuildingDoughnutCloud
End
AnimationState = DOOR_1_WAITING_OPEN
End
ModelConditionState = POST_RUBBLE
Model = None
End
ModelConditionState = POST_COLLAPSE
Model = None
End
End
Draw = W3DFloorDraw ModuleTag_DrawFloor
;//StaticModelLODMode = Yes ;// THIS NEEDS TO BE COMMENTED OUT WHEN ENGINEERING ENABLES LOD'S IN THE FLOOR DRAW
ModelName = WBFortress_Bib
WeatherTexture = SNOWY WBFortress_Bib_Snow.tga
End
;// ***DESIGN parameters ***
DisplayName = OBJECT:WildFortress
Description = OBJECT:WildFortressDescription
Side = Wild
EditorSorting = STRUCTURE
ThreatLevel = 1.0
CommandPointBonus = GENERIC_FORTRESS_COMMAND_POINT_BONUS
CommandSet = WildFortressCommandSet
BuildCost = WILD_FORTRESS_BUILDCOST
BuildTime = WILD_FORTRESS_BUILDTIME
BountyValue = WILD_FORTRESS_BOUNTY_VALUE
VisionRange = WILD_FORTRESS_VISION_RANGE
ShroudClearingRange = WILD_FORTRESS_SHROUD_CLEAR
WeaponSet
Weapon = PRIMARY EvilFortressArrowTowerBow
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
ArmorSet
Conditions = None
Armor = FortressArmor
;DamageFX = StructureDamageFXNoShake
End
;// *** AUDIO Parameters ***
#include "..\..\..\Includes\StandardBuildingEvaEvents.inc"
EvaEventDieOwner = EvaFortressDie
VoiceSelect = WildFortressSelect
VoiceSelectUnderConstruction = BuildingEvilVoiceSelectUnderConstruction
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
UnitSpecificSounds
UnderConstruction = BuildingBigConstructionLoop ;// Built first time
;//UnderRepairFromDamage = NoSound ;// Repaired No animation on the building, so don't bother playing sound
UnderRepairFromRubble = BuildingBigConstructionLoop ;// Repaired from completely destroyed (not used???)
End
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
MaxUpdateRangeCap = 800
AnimationSound = Sound:UpgradeMordorFortressGorgonothSpire Animation:WBFGThrone_ASK.WBFGThrone_ABL Frames:3950
End
CampnessValue = CAMPNESS_FORTRESS
;// *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD COMMANDCENTER VITAL_FOR_BASE_SURVIVAL STRUCTURE IMMOBILE CASTLE_KEEP MP_COUNT_FOR_VICTORY SELECTABLE FS_FACTORY AUTO_RALLYPOINT MADE_OF_WOOD SCORE DOZER_FACTORY
Behavior = GettingBuiltBehavior GetBuiltBehaviorTag
WorkerName = WildLaborerNoSelect
SpawnTimer = DEFAULT_STRUCTURE_HEALDELAY
End
Behavior = CastleMemberBehavior ModuleTag_CMB
End
Body = StructureBody ModuleTag_05
MaxHealth = WILD_FORTRESS_HEALTH
MaxHealthDamaged = WILD_FORTRESS_HEALTH_DAMAGED
MaxHealthReallyDamaged = WILD_FORTRESS_HEALTH_REALLY_DAMAGED
;// DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK
;// DamageCreationList = OCL_GBStable_Chunk1 CATAPULT_ROCK FRONT_DESTROYED
;// DamageCreationList = OCL_GBStable_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED
;// DamageCreationList = OCL_GBStable_Chunk3 CATAPULT_ROCK BACK_DESTROYED
;// DamageCreationList = OCL_GBStable_Chunk4 CATAPULT_ROCK LEFT_DESTROYED
End
Behavior = BuildingBehavior BuildingModuleTag
;// NightWindowName = GBWORKSHOPN
;// FireWindowName = WINDOW_F01
;// GlowWindowName = WINDOW_G01
;// FireName = FIRE01
End
;// Behavior = RefundDie ModuleTag_refund
;// UpgradeRequired = Upgrade_MarketplaceUpgradeDefiance
;// BuildingRequired = ANY +GondorMarketPlace
;// RefundPercent = 50%
;// End
Behavior = StructureCollapseUpdate ModuleTag_06
MinCollapseDelay = 000
MaxCollapseDelay = 000
CollapseDamping = .5
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 800
BigBurstFrequency = 4
FXList = INITIAL FX_FortressCollapse
;FXList = ALMOST_FINAL FX_FortressCollapse
DestroyObjectWhenDone = Yes
CollapseHeight = 120
End
Behavior = ProductionUpdate ProductionUpdateModuleTag
;;;UnitPreparationTime =8000;;;;;;;;;;// 8.0 second prep needs to be set in THingTemplate, for Trebuchet, now
NumDoorAnimations = 1
DoorOpeningTime = 3000 ;//in mSeconds how long you want doors to be in open state
DoorWaitOpenTime = 3000 ;//in mSeconds time the door stays open, so units can exit
DoorCloseTime = 3000 ;//in mSeconds how long you want doors to be in open state
End
Behavior = QueueProductionExitUpdate QueueProductionModuleTag
UnitCreatePoint = X:14.8616 Y:-0.1480 Z:0.0
NaturalRallyPoint = X:66.0 Y:-0.1480 Z:0.0
ExitDelay = 50
End
Behavior = ModelConditionUpgrade ModuleTag_ShowTheTower
TriggeredBy = Upgrade_WildFortressDragonNest
RequiresAllTriggers = Yes
AddConditionFlags = UPGRADE_FORTRESS_MONUMENT
AddTempConditionFlag = ModelConditionState:USER_1
TempConditionTime = 12.0
Permanent = Yes
End
Behavior = ModelConditionUpgrade ModuleTag_AnimateNestDrake
TriggeredBy = Upgrade_DragonNestFireDrakeButtonEnable
AddConditionFlags = FORTRESS_MONUMENT_CREATURE_AVAILABLE
RemoveConditionFlags = FORTRESS_MONUMENT_CREATURE_UNAVAILABLE
Permanent = Yes
End
Behavior = ModelConditionUpgrade ModuleTag_HideNestDrake
TriggeredBy = Upgrade_HasDragonNestFireDrake
AddConditionFlags = FORTRESS_MONUMENT_CREATURE_UNAVAILABLE
RemoveConditionFlags = FORTRESS_MONUMENT_CREATURE_AVAILABLE
Permanent = Yes
End
;//Wild Dragon Nest behaviors
Behavior = GrantUpgradeCreate ModuleTag_ActLikeAnOldUpgrade
UpgradeToGrant = Upgrade_DragonNestFireDrakeButtonEnable
GiveOnBuildComplete = Yes ;// The ExemptStatus UnderConstruction hack doesn't work on foundation buildings.
End
Behavior = AudioLoopUpgrade ModuleTag_DragonNestBuildLoop
;// Play a "build loop" while the DragonNest builds up
TriggeredBy = Upgrade_WildFortressDragonNest
;ConflictsWith =
SoundToPlay = BuildingBigConstructionLoop
KillOnDeath = Yes
KillAfterMS = 10000 ;Should match the length of the build-up animation [Or a little shorter since sounds take a little while to die]
;RequiresAllTriggers = Yes
End
Behavior = ObjectCreationUpgrade MaketheDrake
TriggeredBy = Upgrade_HasDragonNestFireDrake
Delay = 0.0
RemoveUpgrade = Upgrade_DragonNestFireDrakeButtonEnable
ThingToSpawn = WildFortressFireDrake
UseBuildingProduction = Yes
End
Behavior = SlaveWatcherBehavior WatchTheDrake
RemoveUpgrade = Upgrade_HasDragonNestFireDrake ;//when our slave dies, remove this upgrade, so we can get the upgrade again.
GrantUpgrade = Upgrade_DragonNestFireDrakeButtonEnable ;//when our slave dies, enable the button that allows us to buy a new one
LetSlaveLive = Yes
End
;//This behavior allows me to queue this unit up for the citadel to build. Otherwise I would need a hidden command button.
;//The production behavior checks to see if there is actually a commandset button setup to build this unit. This bypasses that.
Behavior = SpawnUnitBehavior ModuleTag_allowMeToBuildDrakeFromCitadel
UnitName = WildFortressFireDrake
End
;//End Dragon Nest behaviors
;//Bat Cloud
Behavior = ModelConditionUpgrade ModuleTag_ShowTheBatCloud
TriggeredBy = Upgrade_WildFortressBatCloud
RequiresAllTriggers = Yes
AddConditionFlags = FORTRESS_IMPROVEMENT_1
Permanent = Yes
End
Behavior = AttributeModifierUpgrade ModuleTag_BatCloudBonus
AttributeModifier = WildFortressBatCloudBonus ;//Vision bonus
TriggeredBy = Upgrade_WildFortressBatCloud
End
Behavior = StealthDetectorUpdate StealthDetectorUpdateModuleTag
DetectionRange = 800 ;// range to detect
DetectionRate = 500 ;// how often to rescan for stealthed things in my sight (msec)
CancelOneRingEffect = Yes ;// forces uses of one-ring to pop out of it
RequiredUpgrade = Upgrade_WildFortressBatCloud ;//Won't work until this upgrade is purchased
End
;//End Bat Cloud Behaviors
;//Fire Arrows improvement
Behavior = CastleUpgrade ModuleTag_PassOutFlamingMunitionsUpgrade
TriggeredBy = Upgrade_WildFortressFireArrowsTrigger
Upgrade = Upgrade_EvilFortressFlamingMunitions
End
Behavior = StatusBitsUpgrade ModuleTag_FakeOut ;// I need to react to the upgrade, so I can have it for when new construction asks me for all the upgrades
TriggeredBy = Upgrade_EvilFortressFlamingMunitions
End
Behavior = ModelConditionUpgrade ModuleTag_ShowMunitions
TriggeredBy = Upgrade_EvilFortressFlamingMunitions
AddConditionFlags = FORTRESS_IMPROVEMENT_2
Permanent = Yes
End
;//Web Cocoon Upgrade
Behavior = CastleUpgrade ModuleTag_PassOutWebCocoonUpgrade
TriggeredBy = Upgrade_WildFortressWebCocoonTrigger
Upgrade = Upgrade_WildFortressWebCocoon
End
Behavior = AttributeModifierUpgrade ModuleTag_Reinforced
TriggeredBy = Upgrade_WildFortressWebCocoon
AttributeModifier = WebCocoonKeep_Bonus
End
Behavior = ModelConditionUpgrade ModuleTag_ShowWebCocoon
TriggeredBy = Upgrade_WildFortressWebCocoon
AddConditionFlags = UPGRADE_NUMENOR_STONEWORK
Permanent = Yes
End
Behavior = CitadelSlaughterHordeContain ModuleTag_SlaughterMe
PassengerFilter = GENERIC_FACTION_SLAUGHTERABLE
ObjectStatusOfContained = UNSELECTABLE ENCLOSED
CashBackPercent = 200%
ContainMax = 99 ;// give it a huge capacity, just in case player sends his whole army in at once
AllowEnemiesInside = No
AllowAlliesInside = No
AllowNeutralInside = No
AllowOwnPlayerInsideOverride = Yes
EnterSound = GUI_RingReturned
EntryOffset = X:125.0 Y:0.0 Z:0.0
EntryPosition = X:80.0 Y:0.0 Z:0.0 // entry position needs to be offset from the root transform, otherwise fortress obscures point.
ExitOffset = X:125.0 Y:0.0 Z:0.0
StatusForRingEntry = HOLDING_THE_RING
UpgradeForRingEntry = Upgrade_RingHero Upgrade_FortressRingHero
ObjectToDestroyForRingEntry = NONE +TheDroppedRing
FXForRingEntry = FX_OneRingFlare
End
;//Spines improvement
Behavior = ModelConditionUpgrade ModuleTag_ShowRazorSpines
TriggeredBy = Upgrade_WildFortressRazorSpines
AddConditionFlags = FORTRESS_IMPROVEMENT_4
AddTempConditionFlag = ModelConditionState:USER_2
TempConditionTime = 5.0
Permanent = Yes
End
Behavior = DamageFieldUpdate ModuleTag_RazorSpinesWeapon
Radius = 100
ObjectFilter = ALL ENEMIES
RequiredUpgrade = Upgrade_WildFortressRazorSpines
FireWeaponNugget
WeaponName = RazorSpinesBasicWeapon
FireDelay = 0
OneShot = No
End
End
Behavior = AIUpdateInterface ModuleTag_AI
AILuaEventsList = FortressFunctions
AutoAcquireEnemiesWhenIdle = Yes
MoodAttackCheckRate = 250
End
;//Money Maker
Behavior = AutoDepositUpdate AutoDepositModuleTag
DepositTiming = GENERIC_KEEP_MONEY_TIME
DepositAmount = GENERIC_KEEP_MONEY_AMOUNT
InitialCaptureBonus = 0 ;// no initial bonus
End
Behavior = TerrainResourceBehavior ModuleTag_NewMoneyDeadSpot
Radius = GENERIC_KEEP_MONEY_RANGE ;// 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.
End
#include "..\..\..\FortressRingFunc.inc"
//Main
Geometry = BOX
GeometryName = Geom_Orig
GeometryMajorRadius = 50.0
GeometryMinorRadius = 48.0
GeometryHeight = 50.0
GeometryOffset = X:5 Y:0 Z:0
//Towers
AdditionalGeometry = CYLINDER
GeometryName = Geom_V2
GeometryMajorRadius = 16.0
//GeometryMinorRadius = 16.0
GeometryHeight = 58.0
GeometryOffset = X:43 Y:-46 Z:50
AdditionalGeometry = CYLINDER
GeometryName = Geom_V2
GeometryMajorRadius = 16.0
//GeometryMinorRadius = 16.0
GeometryHeight = 58.0
GeometryOffset = X:-43 Y:46 Z:50
AdditionalGeometry = CYLINDER
GeometryName = Geom_V2
GeometryMajorRadius = 16.0
GeometryMinorRadius = 16.0
GeometryHeight = 58.0
GeometryOffset = X:43 Y:46 Z:50
AdditionalGeometry = CYLINDER
GeometryName = Geom_V2
GeometryMajorRadius = 16.0
//GeometryMinorRadius = 16.0
GeometryHeight = 58.0
GeometryOffset = X:-43 Y:-46 Z:50
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
GeometryContactPoint = X:-48.348 Y:26.9 Z:0 Repair
GeometryContactPoint = X:47.546 Y:-38.677 Z:0 Repair
GeometryContactPoint = X:47.546 Y:36.435 Z:0
GeometryContactPoint = X:-32.763 Y:-46.121 Z:0
GeometryContactPoint = X:26.753 Y:26.753 Z:67.933 Swoop
End
//------------------------------------------------------------------------------
//Wild Fortress
// This is the one object that you would place on a map and that the porter builds.
// It unpacks in to the citadel and the buildplots. It's an old CampFlag.
Object WildFortress
SelectPortrait = BPWFortress
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = Yes // Will append M or L to the skin name depending on GameLOD
DefaultModelConditionState
Model = None
End
IdleAnimationState
End
//Need this since the default condition is none
ModelConditionState = WORLD_BUILDER
Model = WBFortress
End
//Phantom structure when placing a new building to be build
ModelConditionState = BUILD_PLACEMENT_CURSOR
Model = None //WBFortress
End
//Structure that stays where you will be building until the porter reaches the place to start building.
ModelConditionState = PHANTOM_STRUCTURE
Model = WBFortress
End
//Build Up
ModelConditionState = ACTIVELY_BEING_CONSTRUCTED SNOW
Model = WBFortress_A
Texture = WBFortress.tga WBFortress_snow.tga
End
ModelConditionState = ACTIVELY_BEING_CONSTRUCTED
Model = WBFortress_A
End
AnimationState = ACTIVELY_BEING_CONSTRUCTED
Animation = UpAndStill
AnimationName = WBFortress_ASK.WBFortress_ABL
AnimationMode = MANUAL
End
ParticleSysBone = NONE BuildingContructDustCastlesB
ParticleSysBone = NONE FortressWild
StateName = BeingConstructed
BeginScript
CurDrawablePlaySound("GondorBarracksBeginConstruction")
EndScript
End
End
;//Door
Draw = W3DScriptedModelDraw ModuleTag_DrawDoor
DefaultModelConditionState
Model = None
End
ModelConditionState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Model = WBFDoor_A
End
AnimationState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Animation = DBFDoor_DRA
AnimationName = WBFDoor_A.WBFDoor_A
AnimationMode = MANUAL
End
Flags = START_FRAME_FIRST
End
End
ArmorSet
Conditions = None
Armor = FortressArmor
//DamageFX = StructureDamageFXNoShake
End
Side = Wild
EditorSorting = STRUCTURE
PlacementViewAngle = -45 // A -90 makes the door of the base face natural south. 0 would have it to the East.
BuildCost = WILD_FORTRESS_BUILDCOST
BuildTime = WILD_FORTRESS_BUILDTIME
DisplayName = OBJECT:WildFortress
// *** AUTO RESOLVE DATA ***
//When fighting an auto-resolve battle, a World Map castle actually becomes this unit
AutoResolveUnitType = AutoResolveUnit_Fortress
AutoResolveBody = AutoResolve_WildFortressBody
AutoResolveArmor
Armor = AutoResolve_WildFortressArmor
End
AutoResolveWeapon
Weapon = AutoResolve_WildFortressWeapon
End
;// *** AUDIO Parameters ***
#include "..\..\..\Includes\StandardBuildingEvaEvents.inc"
VoiceFullyCreated = EVA:FortressComplete-Builder
VoiceSelect = WildFortressSelect
VoiceSelectUnderConstruction = BuildingEvilVoiceSelectUnderConstruction
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
UnitSpecificSounds
UnderConstruction = BuildingBigConstructionLoop ;// Built first time
;//UnderRepairFromDamage = NoSound ;// Repaired No animation on the building, so don't bother playing sound
UnderRepairFromRubble = BuildingBigConstructionLoop ;// Repaired from completely destroyed (not used???)
End
ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_PlayCollapseSound
ModelCondition = REQUIRED:RUBBLE Sound:BuildingSink
End
CampnessValue = CAMPNESS_FORTRESS
// *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = STRUCTURE SELECTABLE IMMOBILE BASE_FOUNDATION MP_COUNT_FOR_VICTORY BASE_SITE CAN_SEE_THROUGH_STRUCTURE LIVING_WORLD_BUILDING_MIRROR
Body = StructureBody ModuleTag_05
MaxHealth = WILD_FORTRESS_HEALTH
End
Behavior = CastleBehavior ModuleTag_castle
CastleToUnpackForFaction = Wild Fortress_Wild
CastleToUnpackForFaction = Mordor Fortress_Wild
CastleToUnpackForFaction = Isengard Fortress_Wild
CastleToUnpackForFaction = Men Fortress_Wild
CastleToUnpackForFaction = Elves Fortress_Wild
CastleToUnpackForFaction = Dwarves Fortress_Wild
//Anything that does not fit this filter will be given to the neutral player, so the template can have rocks and props.
FilterValidOwnedEntries = ANY +STRUCTURE +WALK_ON_TOP_OF_WALL +BASE_FOUNDATION +TACTICAL_MARKER
MaxCastleRadius = 130.0
InstantUnpack = Yes
KeepDeathKillsEverything = Yes
EvaEnemyCastleSightedEvent = EnemyFortressSighted
End
Behavior = GettingBuiltBehavior ModuleTag_GettingBuiltBehavior
WorkerName = WildLaborerNoSelect
SpawnTimer = DEFAULT_STRUCTURE_HEALDELAY
End
Behavior = AIUpdateInterface ModuleTag_AI
AILuaEventsList = FortressFunctions
End
//Main
Geometry = BOX
GeometryName = Geom_Orig
GeometryMajorRadius = 65.0
GeometryMinorRadius = 63.0
GeometryHeight = 50.0
GeometryOffset = X:5 Y:0 Z:0
//Plot locations
AdditionalGeometry = BOX
GeometryName = Plots
GeometryMajorRadius = 10.0
GeometryMinorRadius = 10.0
GeometryHeight = 0.8
GeometryOffset = X:76.0 Y:-76.0 Z:0
AdditionalGeometry = BOX
GeometryName = Plots
GeometryMajorRadius = 10.0
GeometryMinorRadius = 10.0
GeometryHeight = 0.8
GeometryOffset = X:0 Y:-92.48 Z:0
AdditionalGeometry = BOX
GeometryName = Plots
GeometryMajorRadius = 10.0
GeometryMinorRadius = 10.0
GeometryHeight = 0.8
GeometryOffset = X:-76.0 Y:-76.0 Z:0
AdditionalGeometry = BOX
GeometryName = Plots
GeometryMajorRadius = 10.0
GeometryMinorRadius = 10.0
GeometryHeight = 0.8
GeometryOffset = X:-92.48 Y:0 Z:0
AdditionalGeometry = BOX
GeometryName = Plots
GeometryMajorRadius = 10.0
GeometryMinorRadius = 10.0
GeometryHeight = 0.8
GeometryOffset = X:-76.0 Y:76.0 Z:0
AdditionalGeometry = BOX
GeometryName = Plots
GeometryMajorRadius = 10.0
GeometryMinorRadius = 10.0
GeometryHeight = 0.8
GeometryOffset = X:0 Y:92.48 Z:0
AdditionalGeometry = BOX
GeometryName = Plots
GeometryMajorRadius = 10.0
GeometryMinorRadius = 10.0
GeometryHeight = 0.8
GeometryOffset = X:76.0 Y:76.0 Z:0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
GeometryContactPoint = X:-55 Y:55 Z:0 Repair
GeometryContactPoint = X:55 Y:-55 Z:0 Repair
GeometryContactPoint = X:47.546 Y:36.435 Z:0
GeometryContactPoint = X:-32.763 Y:-46.121 Z:0
GeometryContactPoint = X:26.753 Y:26.753 Z:67.933 Swoop
End
;------------------------------------------
ChildObject WildFortress_BlueMountains_1 WildFortress
Behavior = CastleBehavior ModuleTag_castle
CastleToUnpackForFaction = Wild Fortress_Wild
CastleToUnpackForFaction = Mordor Fortress_Wild
CastleToUnpackForFaction = Isengard Fortress_Wild
CastleToUnpackForFaction = Men Fortress_Wild
CastleToUnpackForFaction = Elves Fortress_Wild
CastleToUnpackForFaction = Dwarves Fortress_Wild
FilterValidOwnedEntries = ANY +STRUCTURE +WALK_ON_TOP_OF_WALL +BASE_FOUNDATION +TACTICAL_MARKER
MaxCastleRadius = 130. //90.0
FadeTime = 2.0 ; 2 seconds
InstantUnpack = Yes
KeepDeathKillsEverything = Yes
EvaEnemyCastleSightedEvent = EnemyFortressSighted
PreBuiltList = WildArrowDenExpansion -2
PreBuiltList = WildArrowDenExpansion -2
PreBuiltList = WildArrowDenExpansion -2
PreBuiltList = WildSpiderHolesExpansion -2
PreBuiltList = WildGiantSentryExpansion -2
End
End