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Text File  |  2006-01-31  |  36KB  |  1,162 lines

  1. //------------------------------------------------------------------------------
  2. // 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
  3. Object WildFortressCenterGeneric    
  4.     
  5.     SelectPortrait = BPWFortress
  6.     
  7.     Draw = W3DScriptedModelDraw ModuleTag_01
  8.  
  9.         DefaultModelConditionState
  10.               Model = None
  11.         End
  12.         
  13.         ModelConditionState = WORLD_BUILDER
  14.             Model = NBasePin
  15.         End
  16.     End
  17.     
  18.     Side            = Wild
  19.     EditorSorting    = STRUCTURE
  20.     KindOf            = IMMOBILE BASE_FOUNDATION CASTLE_CENTER
  21.   
  22.     Behavior = CastleBehavior ModuleTag_castle
  23.         //Anything that does not fit this filter will be given to the neutral player, so the template can have rocks and props.    
  24.         FilterValidOwnedEntries = ANY +STRUCTURE +WALK_ON_TOP_OF_WALL +BASE_FOUNDATION +TACTICAL_MARKER                
  25.     End  
  26. End
  27.  
  28. //------------------------------------------------------------------------------
  29. // These are the four corner buildplots.  Difference is just the BuildVariation flag they give the Expansion.
  30. Object WildFortressExpansionPadCorner    
  31.     
  32.     SelectPortrait = BPWFortress_BuildPlot
  33.  
  34.     // *** ART Parameters ***
  35.     
  36.     Draw = W3DFloorDraw DrawFloorBase  
  37.         ModelName = WBFoundation
  38.     End
  39.  
  40.     // *** ART Parameters ***
  41.     Draw = W3DScriptedModelDraw ModuleTag_DrawMain
  42.         DefaultModelConditionState
  43.             Model = WBFoundationP            
  44.         End
  45.         //Remove the buildplot when it's been constructed on
  46.         ModelConditionState = CONSTRUCTION_COMPLETE
  47.             Model = None
  48.         End
  49.     End
  50.  
  51.     // ***DESIGN parameters ***
  52.     DisplayName         = OBJECT:WildBuildingFoundation
  53.     Side                = Wild
  54.     EditorSorting       = STRUCTURE
  55.     ThreatLevel            = 1.0
  56.  
  57.     BuildCost           = 1
  58.     BuildTime           = 5.0          // in seconds
  59.     VisionRange         = 0.0          // Shroud clearing distance
  60.     ShroudClearingRange = 0
  61.  
  62.     CommandSet = WildFortressExpansionPadCornerCommandSet
  63.  
  64.     // *** AUDIO Parameters ***
  65.  
  66.     VoiceSelect = Gui_PlotSelect2
  67.  
  68.     // *** ENGINEERING Parameters ***    
  69.     KindOf              = STRUCTURE SELECTABLE IMMOBILE BASE_FOUNDATION UNATTACKABLE MP_COUNT_FOR_VICTORY NO_COLLIDE DO_NOT_CLASSIFY EXPANSION_PAD
  70.  
  71.     Behavior        = FoundationAIUpdate ModuleTag_foundationAI
  72.         BuildVariation    = 2 // Will give BUILD_VARIATION_TWO to anything built on it
  73.     End
  74.  
  75.     Behavior = CastleMemberBehavior ModuleTag_CMB
  76.     End 
  77.  
  78.     Body                = ImmortalBody ModuleTag_05
  79.         MaxHealth         = 15000.0
  80.     End
  81.  
  82.     Geometry                = BOX
  83.     GeometryMajorRadius        = 5.0
  84.     GeometryMinorRadius        = 5.0
  85.     GeometryHeight            = 0.8
  86.     GeometryIsSmall            = No
  87.     Shadow                    = SHADOW_VOLUME
  88.     BuildCompletion            = PLACED_BY_PLAYER
  89. End
  90.  
  91. //--------------------------
  92.  
  93. // And these are the 3 on the sides.
  94. ChildObject WildFortressExpansionPadSide WildFortressExpansionPadCorner 
  95.  
  96.     CommandSet = WildFortressExpansionPadSideCommandSet
  97.  
  98.     Behavior            = FoundationAIUpdate ModuleTag_foundationAI
  99.         BuildVariation = 1 ;// Will give BUILD_VARIATION_ONE to anything built on it
  100.     End
  101. End
  102.  
  103. //------------------------------------------------------------------------------
  104. //Wild Fortress Citadel
  105. // This is the center part of the full Fortress.  This plus the buildplots make up the full fortress
  106. Object WildFortressCitadel
  107.  
  108.     SelectPortrait    = BPWFortress
  109.     ButtonImage        = BWFortress
  110.  
  111.     Draw = W3DScriptedModelDraw ModuleTag_Draw
  112.         ExtraPublicBone         = ARROW_01
  113.         ExtraPublicBone         = ARROW_02
  114.         ExtraPublicBone         = ARROW_03
  115.         ExtraPublicBone         = ARROW_04
  116.         ExtraPublicBone         = ARROW_05
  117.         ExtraPublicBone         = ARROW_06
  118.         ExtraPublicBone         = ARROW_07
  119.         ExtraPublicBone         = ARROW_08
  120.         ExtraPublicBone         = ARROW_09
  121.         ExtraPublicBone         = ARROW_10
  122.         ExtraPublicBone         = ARROW_11
  123.         ExtraPublicBone         = ARROW_12
  124.         ExtraPublicBone         = ARROW_13
  125.         ExtraPublicBone         = ARROW_14
  126.         ExtraPublicBone         = ARROW_15
  127.         ExtraPublicBone         = ARROW_16
  128.         ExtraPublicBone         = ARROW_17
  129.         ExtraPublicBone         = ARROW_18
  130.         ExtraPublicBone         = ARROW_19
  131.         ExtraPublicBone         = ARROW_20
  132.         ExtraPublicBone         = ARROW_21
  133.         ExtraPublicBone         = ARROW_22
  134.         ExtraPublicBone         = ARROW_23
  135.         ExtraPublicBone         = ARROW_24
  136.         ExtraPublicBone         = ARROW_25
  137.         ExtraPublicBone         = ARROW_26
  138.         ExtraPublicBone         = ARROW_27
  139.         ExtraPublicBone         = ARROW_28
  140.         ExtraPublicBone         = ARROW_29
  141.         ExtraPublicBone         = ARROW_30
  142.         ExtraPublicBone         = ARROW_31
  143.         ExtraPublicBone         = ARROW_32
  144.         OkToChangeModelColor    = Yes
  145.         UseStandardModelNames    = Yes
  146.         StaticModelLODMode        = Yes // Will append M or L to the skin name depending on GameLOD
  147.         
  148.         DefaultModelConditionState
  149.             Model                = WBFortress
  150.             WeaponLaunchBone    = PRIMARY ARROW_
  151.         End
  152.     
  153.         //--Damage States---
  154.         ModelConditionState  = DAMAGED
  155.             Model        = WBFortress
  156.             Texture        = WBFortress.tga WBFortress_D.tga
  157.         End
  158.         
  159.         AnimationState = DAMAGED
  160.             EnteringStateFX    = FX_FortressDamaged            
  161.         End
  162.  
  163.         ModelConditionState  = REALLYDAMAGED
  164.             Model            = WBFortress_D2                        
  165.         End
  166.  
  167.         AnimationState    = REALLYDAMAGED
  168.             Animation    = Fortress_ReallyDamaged
  169.                 AnimationName        = WBFortress_D2S.WBFortress_D2A
  170.                 AnimationMode        = ONCE                
  171.             End            
  172.             EnteringStateFX    = FX_FortressReallyDamaged
  173.         End
  174.         
  175.         ModelConditionState  = RUBBLE
  176.             Model            = WBFortress_D3
  177.         End
  178.     
  179.         AnimationState    = RUBBLE
  180.             Animation    = Fortress_ReallyDamaged
  181.                 AnimationName        = WBFortress_D3S.WBFortress_D3A
  182.                 AnimationMode        = ONCE                
  183.             End            
  184.             EnteringStateFX    = FX_StructureMediumCollapse
  185.         End
  186.  
  187.         ModelConditionState  = POST_RUBBLE
  188.             Model         = None
  189.             ParticleSysBone NONE SmokeBuildingMediumRubble
  190.         End
  191.         
  192.         AnimationState = POST_RUBBLE
  193.         End
  194.  
  195.         ModelConditionState  = POST_COLLAPSE
  196.             Model         = None
  197.             ParticleSysBone NONE SmokeBuildingMediumRubble
  198.         End
  199.         
  200.         AnimationState = POST_COLLAPSE
  201.         End      
  202.         
  203.         ModelConditionState = UPGRADE_NUMENOR_STONEWORK
  204.             Model    = WBFortress
  205.             Texture    = WBFortress.tga WBFortress_U.tga
  206.         End
  207.  
  208.         ModelConditionState = SNOW 
  209.             Model            = WBFortress
  210.             Texture            = WBFortress.tga WBFortress_snow.tga
  211.         End 
  212.     End
  213.  
  214.     Draw = W3DScriptedModelDraw ModuleTag_Draw_HCBanner
  215.         OkToChangeModelColor  = Yes
  216.         DefaultModelConditionState
  217.             Model = WBHCFortress
  218.         End
  219.         MultiPlayerOnly = Yes 
  220.     End
  221.     
  222.     ;//Dragon Nest
  223.     Draw = W3DScriptedModelDraw ModuleTag_IvoryTowerDraw
  224.         OkToChangeModelColor    = Yes
  225.         StaticModelLODMode        = Yes // Will append M or L to the skin name depending on GameLOD
  226.  
  227.         DefaultModelConditionState
  228.             Model           = None
  229.         End
  230.  
  231.         //Build up
  232.         ModelConditionState = UPGRADE_FORTRESS_MONUMENT USER_1 DAMAGED
  233.             Model        = WBFGThrone_A
  234.             Texture        = WBFortress.tga WBFortress_D.tga
  235.         End
  236.         
  237.         ModelConditionState = UPGRADE_FORTRESS_MONUMENT USER_1 REALLYDAMAGED
  238.             Model        = WBFGThrone_A
  239.             Texture        = WBFortress.tga WBFortress_D.tga
  240.         End
  241.  
  242.         ModelConditionState = UPGRADE_FORTRESS_MONUMENT USER_1 SNOW
  243.             Model           = WBFGThrone_A            
  244.             Texture            = WBFortress.tga WBFortress_snow.tga
  245.         End
  246.  
  247.         ModelConditionState = UPGRADE_FORTRESS_MONUMENT USER_1
  248.             Model           = WBFGThrone_A            
  249.         End
  250.         
  251.         AnimationState = UPGRADE_FORTRESS_MONUMENT USER_1
  252.             Animation                        = RiseUp
  253.                 AnimationName                = WBFGThrone_ASK.WBFGThrone_ABL
  254.                 AnimationMode                = ONCE
  255.                 AnimationSpeedFactorRange    = 12.0 12.0
  256.             End
  257.             ParticleSysBone     = NONE BuildingContructDustCastles
  258.         End
  259.  
  260.         //--Damage States---
  261.         ModelConditionState  = UPGRADE_FORTRESS_MONUMENT DAMAGED
  262.             Model        = WBFGThrone
  263.             Texture        = WBFortress.tga WBFortress_D.tga
  264.         End        
  265.         
  266.         ModelConditionState  = UPGRADE_FORTRESS_MONUMENT REALLYDAMAGED
  267.             Model            = WBFGThrone_D2            
  268.         End
  269.  
  270.         AnimationState    = UPGRADE_FORTRESS_MONUMENT REALLYDAMAGED
  271.             Animation    = DrakeNest_ReallyDamaged
  272.                 AnimationName        = WBFGThrone_D2S.WBFGThrone_D2A
  273.                 AnimationMode        = ONCE                
  274.             End            
  275.             EnteringStateFX    = FX_BuildingReallyDamaged
  276.         End
  277.  
  278.         ModelConditionState  = UPGRADE_FORTRESS_MONUMENT RUBBLE
  279.             Model            = WBFGThrone_D3            
  280.         End
  281.     
  282.         AnimationState    = UPGRADE_FORTRESS_MONUMENT RUBBLE
  283.             Animation    = DrakeNest_ReallyDamaged
  284.                 AnimationName        = WBFGThrone_D3S.WBFGThrone_D3A
  285.                 AnimationMode        = ONCE                
  286.             End            
  287.         End
  288.  
  289.         //Normal
  290.         ModelConditionState = SNOW UPGRADE_FORTRESS_MONUMENT
  291.             Model            = WBFGThrone
  292.             Texture            = WBFortress.tga WBFortress_snow.tga
  293.         End
  294.  
  295.         ModelConditionState = UPGRADE_FORTRESS_MONUMENT
  296.             Model    = WBFGThrone
  297.             ParticleSysBone FXMouth WildNestFire FollowBone:Yes
  298.             ParticleSysBone FXEye01 WildNestEye FollowBone:Yes
  299.             ParticleSysBone FXEye02 WildNestEye FollowBone:Yes
  300.             ParticleSysBone B_DRAKE WildFortGlow FollowBone:Yes
  301.             ParticleSysBone B_DRAKE WildFortEmbers FollowBone:Yes
  302.         End
  303.     End
  304.  
  305.     ;//Dragon Nest Drake Model
  306.     Draw = W3DScriptedModelDraw ModuleTag_DrawDrake
  307.         
  308.         AttachToBoneInAnotherModule = B_Drake
  309.         StaticModelLODMode            = Yes // Will append M or L to the skin name depending on GameLOD
  310.  
  311.         DefaultModelConditionState
  312.             Model           = None        
  313.         End
  314.  
  315.         ModelConditionState = USER_1
  316.             Model            = None
  317.         End
  318.         
  319.         ModelConditionState = UPGRADE_FORTRESS_MONUMENT
  320.             Model        = WUFireDrk_SKN            
  321.         End
  322.         
  323.         IdleAnimationState
  324.             StateName        = NoDrake
  325.         End
  326.         
  327.         AnimationState = UPGRADE_FORTRESS_MONUMENT FORTRESS_MONUMENT_CREATURE_AVAILABLE
  328.             Animation                    = HanginOut
  329.                 AnimationName            = WUFireDrk_SKL.WUFireDrk_FILDA
  330.                 AnimationMode            = LOOP
  331.                 AnimationBlendTime        = 0
  332.             End            
  333.             BeginScript
  334.                 Prev = CurDrawablePrevAnimationState()                                
  335.                 if Prev ~= "HanginOut" and Prev ~= "TRANS_DrakeComeOut" then CurDrawableSetTransitionAnimState("TRANS_DrakeComeOut") end                                        
  336.             EndScript
  337.         End
  338.  
  339.         TransitionState                        = TRANS_DrakeComeOut
  340.             Animation                        = ComeOut
  341.                 AnimationName                = WUFireDrk_SKL.WUFireDrk_FBLDA    ;WUDrake_SKL.WUDrake_FBLDA
  342.                 AnimationMode                = ONCE
  343.                 AnimationSpeedFactorRange    = 0.5 0.5
  344.                 AnimationBlendTime            = 0
  345.             End
  346.         End
  347.         
  348.         AnimationState = UPGRADE_FORTRESS_MONUMENT FORTRESS_MONUMENT_CREATURE_UNAVAILABLE
  349.             StateName                        = BackInside
  350.             Animation                        = BackInside
  351.                 AnimationName                = WUFireDrk_SKL.WUFireDrk_FBLDA    ;WUDrake_SKL.WUDrake_FBLDA
  352.                 AnimationMode                = ONCE_BACKWARDS
  353.                 AnimationSpeedFactorRange    = 0.5 0.5
  354.             End
  355.         End
  356.     End
  357.  
  358.     ;//Bat Cloud
  359.     Draw = W3DScriptedModelDraw ModuleTag_DrawBatCloud
  360.         
  361.         StaticModelLODMode        = Yes // Will append M or L to the skin name depending on GameLOD
  362.  
  363.         DefaultModelConditionState
  364.             Model           = None        
  365.         End
  366.         
  367.         ModelConditionState = FORTRESS_IMPROVEMENT_1
  368.             Model        = Bats_SKN
  369.         End
  370.  
  371.         AnimationState    = FORTRESS_IMPROVEMENT_1
  372.             Animation    = WBFBCloud
  373.                 AnimationName    = Bats_SKL.Bats_IDLB
  374.                 AnimationMode    = LOOP
  375.             End
  376.             Flags                = START_FRAME_FIRST
  377.         End
  378.     End
  379.  
  380.     ;//Fire Arrows
  381.     Draw = W3DScriptedModelDraw ModuleTag_DrawFireArrows
  382.         OkToChangeModelColor    = Yes
  383.         StaticModelLODMode        = Yes // Will append M or L to the skin name depending on GameLOD
  384.  
  385.         DefaultModelConditionState
  386.             Model    = None
  387.         End
  388.  
  389.         ModelConditionState    = FORTRESS_IMPROVEMENT_2
  390.             Model = WBFFire
  391.             ParticleSysBone     = Smoke01 SmokeDwfFort FollowBone:Yes 
  392.             ParticleSysBone     = Smoke02 SmokeDwfFort FollowBone:Yes 
  393.             ParticleSysBone     = Smoke03 SmokeDwfFort FollowBone:Yes 
  394.             ParticleSysBone     = Smoke04 SmokeDwfFort FollowBone:Yes 
  395.         End
  396.     End
  397.  
  398.     ;//Razor Spines
  399.     Draw = W3DScriptedModelDraw ModuleTag_DrawSpines
  400.         OkToChangeModelColor    = Yes
  401.         StaticModelLODMode        = Yes // Will append M or L to the skin name depending on GameLOD
  402.  
  403.         DefaultModelConditionState
  404.             Model    = None
  405.         End
  406.  
  407.         IdleAnimationState
  408.             StateName        = NoSpines
  409.         End
  410.  
  411.         //Build Up
  412.         ModelConditionState = FORTRESS_IMPROVEMENT_4 USER_2 DAMAGED
  413.             Model           = WBFRSpin_A
  414.             Texture            = WBFortress.tga WBFortress_D.tga            
  415.         End
  416.  
  417.         ModelConditionState = FORTRESS_IMPROVEMENT_4 USER_2 REALLYDAMAGED
  418.             Model           = WBFRSpin_A
  419.             Texture            = WBFortress.tga WBFortress_D.tga            
  420.         End
  421.  
  422.         ModelConditionState = FORTRESS_IMPROVEMENT_4 USER_2
  423.             Model           = WBFRSpin_A
  424.         End
  425.         
  426.         AnimationState = FORTRESS_IMPROVEMENT_4 USER_2
  427.             Animation                    = RiseUp
  428.                 AnimationName            = WBFRSpin_ASKL.WBFRSpin_ABLD
  429.                 AnimationMode            = ONCE
  430.                 AnimationSpeedFactorRange = 10.0 10.0
  431.             End    
  432.         End
  433.  
  434.         //--Damage States---
  435.         ModelConditionState  = FORTRESS_IMPROVEMENT_4 DAMAGED
  436.             Model        = WBFRSpin
  437.             Texture        = WBFortress.tga WBFortress_D.tga            
  438.         End        
  439.         
  440.         ModelConditionState  = FORTRESS_IMPROVEMENT_4 REALLYDAMAGED
  441.             Model            = WBFRSpin_D2                    
  442.             ParticleSysBone     = NONE WildSpikesTwinkle FollowBone:Yes    
  443.         End
  444.  
  445.         AnimationState    = FORTRESS_IMPROVEMENT_4 REALLYDAMAGED
  446.             Animation    = Spines_ReallyDamaged
  447.                 AnimationName        = WBFRSpin_D2SKL.WBFRSpin_D2AN
  448.                 AnimationMode        = ONCE                
  449.             End            
  450.             EnteringStateFX    = FX_BuildingReallyDamaged
  451.         End
  452.  
  453.         ModelConditionState  = FORTRESS_IMPROVEMENT_4 RUBBLE
  454.             Model            = WBFRSpin_D3            
  455.             ParticleSysBone     = NONE WildSpikesTwinkle FollowBone:Yes
  456.         End
  457.     
  458.         AnimationState    = FORTRESS_IMPROVEMENT_4 RUBBLE
  459.             Animation    = Spines_ReallyDamaged
  460.                 AnimationName        = WBFRSpin_D3SKL.WBFRSpin_D3AN
  461.                 AnimationMode        = ONCE                
  462.             End            
  463.         End
  464.  
  465.         //Normal
  466.         ModelConditionState = FORTRESS_IMPROVEMENT_4
  467.             Model    = WBFRSpin
  468.         End
  469.         AnimationState = FORTRESS_IMPROVEMENT_4
  470.             ParticleSysBone     = NONE WildSpikesTwinkle FollowBone:Yes
  471.         End
  472.     End
  473.  
  474.     ;//Door
  475.     Draw = W3DScriptedModelDraw ModuleTag_DrawDoor         
  476.         
  477.         DefaultModelConditionState
  478.             Model = WBFDoor
  479.         End
  480.  
  481.         //---Damage States---        
  482.         ModelConditionState   = DAMAGED DOOR_1_WAITING_OPEN
  483.             Model        = WBFDoor_DRO
  484.             Texture        = WBFortress.tga WBFortress_D.tga            
  485.         End  
  486.  
  487.         ModelConditionState   = REALLYDAMAGED DOOR_1_WAITING_OPEN
  488.             Model        = WBFDoor_DRO
  489.             Texture        = WBFortress.tga WBFortress_D.tga            
  490.         End  
  491.  
  492.         ModelConditionState = DAMAGED
  493.             Model        = WBFDoor
  494.             Texture        = WBFortress.tga WBFortress_D.tga
  495.         End
  496.  
  497.         ModelConditionState = REALLYDAMAGED
  498.             Model        = WBFDoor
  499.             Texture        = WBFortress.tga WBFortress_D.tga
  500.         End
  501.  
  502.         ModelConditionState = RUBBLE
  503.             Model        = WBFDoor_D3
  504.         End
  505.  
  506.         AnimationState    = RUBBLE
  507.             Animation    = Door_ReallyDamaged
  508.                 AnimationName        = WBFDoor_D3.WBFDoor_D3
  509.                 AnimationMode        = ONCE
  510.                 AnimationBlendTime    = 50
  511.             End            
  512.         End
  513.          
  514.         //---Normal states---
  515.         AnimationState            =    DOOR_1_OPENING
  516.             Animation           =    WBFDoor_AO
  517.                 AnimationName   =    WBFDoorSKL.WBFDoor_AO
  518.                 AnimationMode   =    ONCE    
  519.                 AnimationBlendTime = 0
  520.             End
  521.         //    Flags                =    START_FRAME_FIRST
  522.         End
  523.        
  524.            AnimationState            =    DOOR_1_CLOSING
  525.             Animation           =    WBFDoor_AC
  526.                 AnimationName   =    WBFDoorSKL.WBFDoor_AC
  527.                 AnimationMode   =    ONCE
  528.                 AnimationBlendTime = 0
  529.             End
  530.         //    Flags                =    START_FRAME_FIRST
  531.         End   
  532.  
  533.         ModelConditionState   = DOOR_1_WAITING_OPEN
  534.             Model                = WBFDoor_DRO
  535.             //ParticleSysBone    = NONE BuildingDoughnutCloud
  536.         End  
  537.         
  538.  
  539.         AnimationState            =    DOOR_1_WAITING_OPEN
  540.         End   
  541.  
  542.         ModelConditionState  = POST_RUBBLE
  543.             Model         = None
  544.         End
  545.  
  546.         ModelConditionState  = POST_COLLAPSE
  547.             Model         = None
  548.         End
  549.     End
  550.  
  551.     Draw = W3DFloorDraw ModuleTag_DrawFloor    
  552.         ;//StaticModelLODMode = Yes        ;// THIS NEEDS TO BE COMMENTED OUT WHEN ENGINEERING ENABLES LOD'S IN THE FLOOR DRAW
  553.         ModelName            = WBFortress_Bib
  554.         WeatherTexture        = SNOWY WBFortress_Bib_Snow.tga
  555.     End
  556.     
  557.       ;// ***DESIGN parameters ***
  558.       DisplayName             = OBJECT:WildFortress
  559.       Description               = OBJECT:WildFortressDescription
  560.  
  561.       Side                    = Wild
  562.       EditorSorting           = STRUCTURE
  563.       ThreatLevel                = 1.0
  564.      CommandPointBonus        = GENERIC_FORTRESS_COMMAND_POINT_BONUS
  565.  
  566.       CommandSet              = WildFortressCommandSet
  567.       BuildCost               = WILD_FORTRESS_BUILDCOST
  568.       BuildTime               = WILD_FORTRESS_BUILDTIME 
  569.       BountyValue             = WILD_FORTRESS_BOUNTY_VALUE 
  570.       VisionRange             = WILD_FORTRESS_VISION_RANGE          
  571.       ShroudClearingRange     = WILD_FORTRESS_SHROUD_CLEAR
  572.  
  573.     WeaponSet
  574.         Weapon                = PRIMARY EvilFortressArrowTowerBow
  575.         AutoChooseSources    = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
  576.     End 
  577.         
  578.     ArmorSet
  579.         Conditions        = None
  580.         Armor             = FortressArmor
  581.         ;DamageFX          = StructureDamageFXNoShake
  582.     End
  583.  
  584.     ;// *** AUDIO Parameters ***
  585.  
  586.     #include "..\..\..\Includes\StandardBuildingEvaEvents.inc"
  587.  
  588.     EvaEventDieOwner                 = EvaFortressDie
  589.  
  590.     VoiceSelect                        = WildFortressSelect
  591.     VoiceSelectUnderConstruction    = BuildingEvilVoiceSelectUnderConstruction
  592.  
  593.     SoundOnDamaged                    = BuildingLightDamageStone
  594.     SoundOnReallyDamaged            = BuildingHeavyDamageStone
  595.  
  596.     UnitSpecificSounds
  597.         UnderConstruction            = BuildingBigConstructionLoop    ;// Built first time
  598.         ;//UnderRepairFromDamage    = NoSound                        ;// Repaired No animation on the building, so don't bother playing sound
  599.         UnderRepairFromRubble        = BuildingBigConstructionLoop    ;// Repaired from completely destroyed (not used???)
  600.     End
  601.  
  602.     ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
  603.         MaxUpdateRangeCap = 800
  604.         AnimationSound = Sound:UpgradeMordorFortressGorgonothSpire    Animation:WBFGThrone_ASK.WBFGThrone_ABL        Frames:3950
  605.     End
  606.  
  607.     CampnessValue = CAMPNESS_FORTRESS
  608.  
  609.     ;// *** ENGINEERING Parameters ***
  610.     RadarPriority       = STRUCTURE    
  611.     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    
  612.  
  613.     Behavior            = GettingBuiltBehavior GetBuiltBehaviorTag
  614.         WorkerName          = WildLaborerNoSelect
  615.         SpawnTimer    = DEFAULT_STRUCTURE_HEALDELAY
  616.     End
  617.  
  618.     Behavior = CastleMemberBehavior ModuleTag_CMB
  619.     End 
  620.  
  621.     Body                        = StructureBody ModuleTag_05
  622.         MaxHealth                     = WILD_FORTRESS_HEALTH
  623.         MaxHealthDamaged              = WILD_FORTRESS_HEALTH_DAMAGED
  624.         MaxHealthReallyDamaged           = WILD_FORTRESS_HEALTH_REALLY_DAMAGED
  625.             
  626. ;//        DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK
  627. ;//        DamageCreationList = OCL_GBStable_Chunk1 CATAPULT_ROCK FRONT_DESTROYED
  628. ;//        DamageCreationList = OCL_GBStable_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED
  629. ;//        DamageCreationList = OCL_GBStable_Chunk3 CATAPULT_ROCK BACK_DESTROYED
  630. ;//        DamageCreationList = OCL_GBStable_Chunk4 CATAPULT_ROCK LEFT_DESTROYED
  631.         
  632.     End
  633.   
  634.     Behavior                  = BuildingBehavior BuildingModuleTag
  635.     ;// NightWindowName            = GBWORKSHOPN
  636.     ;// FireWindowName            = WINDOW_F01
  637.     ;// GlowWindowName            = WINDOW_G01
  638.     ;// FireName                    = FIRE01
  639.     End
  640.  
  641. ;//    Behavior = RefundDie ModuleTag_refund
  642. ;//        UpgradeRequired = Upgrade_MarketplaceUpgradeDefiance
  643. ;//        BuildingRequired = ANY +GondorMarketPlace
  644. ;//        RefundPercent = 50%
  645. ;//    End
  646.  
  647.     Behavior                  = StructureCollapseUpdate ModuleTag_06
  648.         MinCollapseDelay        = 000
  649.         MaxCollapseDelay        = 000
  650.         CollapseDamping         = .5
  651.         MaxShudder              = 0.6
  652.         MinBurstDelay           = 250
  653.         MaxBurstDelay           = 800
  654.         BigBurstFrequency       = 4
  655.         FXList                  = INITIAL   FX_FortressCollapse
  656.         ;FXList                  = ALMOST_FINAL  FX_FortressCollapse
  657.         DestroyObjectWhenDone    = Yes
  658.         CollapseHeight            = 120
  659.     End
  660.  
  661.     Behavior = ProductionUpdate ProductionUpdateModuleTag
  662.         ;;;UnitPreparationTime =8000;;;;;;;;;;// 8.0 second prep needs to be set in THingTemplate, for Trebuchet, now
  663.         NumDoorAnimations            = 1
  664.         DoorOpeningTime              = 3000  ;//in mSeconds how long you want doors to be in open state
  665.         DoorWaitOpenTime             = 3000  ;//in mSeconds time the door stays open, so units can exit
  666.         DoorCloseTime                = 3000  ;//in mSeconds how long you want doors to be in open state        
  667.     End
  668.  
  669.     Behavior = QueueProductionExitUpdate QueueProductionModuleTag
  670.         UnitCreatePoint        = X:14.8616 Y:-0.1480 Z:0.0
  671.         NaturalRallyPoint    = X:66.0 Y:-0.1480 Z:0.0
  672.         ExitDelay            = 50
  673.     End
  674.     
  675.     Behavior = ModelConditionUpgrade ModuleTag_ShowTheTower
  676.         TriggeredBy                = Upgrade_WildFortressDragonNest
  677.         RequiresAllTriggers        = Yes
  678.         AddConditionFlags        = UPGRADE_FORTRESS_MONUMENT
  679.         AddTempConditionFlag    = ModelConditionState:USER_1
  680.         TempConditionTime        = 12.0
  681.         Permanent                = Yes
  682.     End
  683.  
  684.     Behavior = ModelConditionUpgrade ModuleTag_AnimateNestDrake
  685.         TriggeredBy                = Upgrade_DragonNestFireDrakeButtonEnable
  686.         AddConditionFlags        = FORTRESS_MONUMENT_CREATURE_AVAILABLE
  687.         RemoveConditionFlags    = FORTRESS_MONUMENT_CREATURE_UNAVAILABLE
  688.         Permanent                = Yes
  689.     End
  690.  
  691.     Behavior = ModelConditionUpgrade ModuleTag_HideNestDrake
  692.         TriggeredBy                = Upgrade_HasDragonNestFireDrake
  693.         AddConditionFlags        = FORTRESS_MONUMENT_CREATURE_UNAVAILABLE
  694.         RemoveConditionFlags    = FORTRESS_MONUMENT_CREATURE_AVAILABLE
  695.         Permanent                = Yes
  696.     End
  697.  
  698.     ;//Wild Dragon Nest behaviors        
  699.     Behavior = GrantUpgradeCreate ModuleTag_ActLikeAnOldUpgrade        
  700.         UpgradeToGrant        = Upgrade_DragonNestFireDrakeButtonEnable
  701.         GiveOnBuildComplete = Yes ;// The ExemptStatus UnderConstruction hack doesn't work on foundation buildings.
  702.     End
  703.  
  704.     Behavior = AudioLoopUpgrade ModuleTag_DragonNestBuildLoop
  705.         ;// Play a "build loop" while the DragonNest builds up
  706.         TriggeredBy            = Upgrade_WildFortressDragonNest
  707.         ;ConflictsWith        = 
  708.         SoundToPlay            = BuildingBigConstructionLoop
  709.         KillOnDeath         = Yes
  710.         KillAfterMS            = 10000 ;Should match the length of the build-up animation [Or a little shorter since sounds take a little while to die]
  711.         ;RequiresAllTriggers = Yes
  712.     End
  713.  
  714.     Behavior = ObjectCreationUpgrade MaketheDrake
  715.         TriggeredBy                = Upgrade_HasDragonNestFireDrake        
  716.         Delay                    = 0.0
  717.         
  718.         RemoveUpgrade            = Upgrade_DragonNestFireDrakeButtonEnable
  719.         ThingToSpawn            = WildFortressFireDrake        
  720.         UseBuildingProduction    = Yes
  721.     End
  722.     Behavior = SlaveWatcherBehavior WatchTheDrake
  723.         RemoveUpgrade        =    Upgrade_HasDragonNestFireDrake            ;//when our slave dies, remove this upgrade, so we can get the upgrade again.
  724.         GrantUpgrade        =    Upgrade_DragonNestFireDrakeButtonEnable    ;//when our slave dies, enable the button that allows us to buy a new one        
  725.         LetSlaveLive        = Yes
  726.     End
  727.     
  728.     ;//This behavior allows me to queue this unit up for the citadel to build.  Otherwise I would need a hidden command button.
  729.     ;//The production behavior checks to see if there is actually a commandset button setup to build this unit.  This bypasses that.
  730.     Behavior      = SpawnUnitBehavior ModuleTag_allowMeToBuildDrakeFromCitadel
  731.         UnitName        = WildFortressFireDrake        
  732.      End
  733.     ;//End Dragon Nest behaviors
  734.     
  735.     ;//Bat Cloud
  736.     Behavior = ModelConditionUpgrade ModuleTag_ShowTheBatCloud
  737.         TriggeredBy                = Upgrade_WildFortressBatCloud
  738.         RequiresAllTriggers        = Yes
  739.         AddConditionFlags        = FORTRESS_IMPROVEMENT_1    
  740.         Permanent                = Yes
  741.     End
  742.  
  743.     Behavior = AttributeModifierUpgrade ModuleTag_BatCloudBonus
  744.         AttributeModifier    = WildFortressBatCloudBonus        ;//Vision bonus
  745.         TriggeredBy            = Upgrade_WildFortressBatCloud        
  746.     End    
  747.     
  748.     Behavior = StealthDetectorUpdate StealthDetectorUpdateModuleTag
  749.         DetectionRange        = 800    ;// range to detect
  750.         DetectionRate        = 500   ;// how often to rescan for stealthed things in my sight (msec)
  751.         CancelOneRingEffect = Yes    ;// forces uses of one-ring to pop out of it
  752.         RequiredUpgrade        = Upgrade_WildFortressBatCloud ;//Won't work until this upgrade is purchased
  753.     End
  754.     ;//End Bat Cloud Behaviors
  755.  
  756.     ;//Fire Arrows improvement
  757.     Behavior = CastleUpgrade ModuleTag_PassOutFlamingMunitionsUpgrade
  758.         TriggeredBy    = Upgrade_WildFortressFireArrowsTrigger
  759.         Upgrade        = Upgrade_EvilFortressFlamingMunitions
  760.     End
  761.     
  762.     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
  763.         TriggeredBy    = Upgrade_EvilFortressFlamingMunitions
  764.     End
  765.  
  766.     Behavior = ModelConditionUpgrade ModuleTag_ShowMunitions
  767.         TriggeredBy                = Upgrade_EvilFortressFlamingMunitions        
  768.         AddConditionFlags        = FORTRESS_IMPROVEMENT_2
  769.         Permanent                = Yes
  770.     End
  771.  
  772.     ;//Web Cocoon Upgrade
  773.     Behavior = CastleUpgrade ModuleTag_PassOutWebCocoonUpgrade
  774.         TriggeredBy    = Upgrade_WildFortressWebCocoonTrigger
  775.         Upgrade        = Upgrade_WildFortressWebCocoon
  776.     End
  777.     
  778.     Behavior = AttributeModifierUpgrade ModuleTag_Reinforced
  779.         TriggeredBy                = Upgrade_WildFortressWebCocoon
  780.         AttributeModifier        = WebCocoonKeep_Bonus
  781.     End
  782.  
  783.     Behavior = ModelConditionUpgrade ModuleTag_ShowWebCocoon
  784.         TriggeredBy                = Upgrade_WildFortressWebCocoon        
  785.         AddConditionFlags        = UPGRADE_NUMENOR_STONEWORK
  786.         Permanent                = Yes
  787.     End
  788.  
  789.     Behavior = CitadelSlaughterHordeContain ModuleTag_SlaughterMe
  790.         PassengerFilter                    = GENERIC_FACTION_SLAUGHTERABLE
  791.         ObjectStatusOfContained            = UNSELECTABLE ENCLOSED
  792.         CashBackPercent                    = 200%        
  793.         ContainMax                        = 99    ;// give it a huge capacity, just in case player sends his whole army in at once
  794.         AllowEnemiesInside                = No
  795.         AllowAlliesInside                = No
  796.          AllowNeutralInside                = No
  797.          AllowOwnPlayerInsideOverride    = Yes
  798.         EnterSound                        = GUI_RingReturned
  799.         EntryOffset                        = X:125.0 Y:0.0 Z:0.0
  800.         EntryPosition                    = X:80.0 Y:0.0 Z:0.0        // entry position needs to be offset from the root transform, otherwise fortress obscures point.
  801.         
  802.         ExitOffset                        = X:125.0 Y:0.0 Z:0.0
  803.         StatusForRingEntry                = HOLDING_THE_RING
  804.         UpgradeForRingEntry                = Upgrade_RingHero Upgrade_FortressRingHero
  805.         ObjectToDestroyForRingEntry        = NONE +TheDroppedRing
  806.         FXForRingEntry                    = FX_OneRingFlare
  807.     End
  808.  
  809.     ;//Spines improvement
  810.     Behavior = ModelConditionUpgrade ModuleTag_ShowRazorSpines
  811.         TriggeredBy                = Upgrade_WildFortressRazorSpines
  812.         AddConditionFlags        = FORTRESS_IMPROVEMENT_4
  813.         AddTempConditionFlag    = ModelConditionState:USER_2
  814.         TempConditionTime        = 5.0
  815.         Permanent                = Yes
  816.     End
  817.  
  818.     Behavior = DamageFieldUpdate ModuleTag_RazorSpinesWeapon
  819.         Radius            = 100
  820.         ObjectFilter    = ALL ENEMIES
  821.         RequiredUpgrade    = Upgrade_WildFortressRazorSpines
  822.         
  823.         FireWeaponNugget
  824.             WeaponName        = RazorSpinesBasicWeapon
  825.             FireDelay        = 0
  826.             OneShot            = No
  827.         End
  828.     End
  829.  
  830.     Behavior = AIUpdateInterface ModuleTag_AI
  831.         AILuaEventsList                = FortressFunctions
  832.         AutoAcquireEnemiesWhenIdle    = Yes
  833.         MoodAttackCheckRate            = 250
  834.     End
  835.  
  836.     ;//Money Maker    
  837.     Behavior = AutoDepositUpdate AutoDepositModuleTag
  838.         DepositTiming           = GENERIC_KEEP_MONEY_TIME
  839.         DepositAmount           = GENERIC_KEEP_MONEY_AMOUNT 
  840.         InitialCaptureBonus     = 0  ;// no initial bonus
  841.     End
  842.  
  843.     Behavior = TerrainResourceBehavior ModuleTag_NewMoneyDeadSpot
  844.         Radius            = GENERIC_KEEP_MONEY_RANGE    ;// How far we try to claim ground
  845.         MaxIncome        = 0                            ;// If we were to get all we wanted, how much we would earn.  Linear slope to 0 at 0% claim
  846.         IncomeInterval    = 999999                    ;// How often (in msec) we give that much money
  847.         HighPriority    = Yes                        ;// A high priority claim gets to pretend it was there first.
  848.     End
  849.         
  850.     #include "..\..\..\FortressRingFunc.inc"
  851.  
  852.     //Main
  853.     Geometry                = BOX
  854.     GeometryName            = Geom_Orig
  855.       GeometryMajorRadius        = 50.0
  856.     GeometryMinorRadius        = 48.0
  857.     GeometryHeight            = 50.0
  858.     GeometryOffset            = X:5 Y:0 Z:0    
  859.  
  860.     //Towers
  861.     AdditionalGeometry        = CYLINDER
  862.     GeometryName            = Geom_V2
  863.     GeometryMajorRadius        = 16.0
  864.     //GeometryMinorRadius        = 16.0
  865.     GeometryHeight            = 58.0
  866.     GeometryOffset            = X:43 Y:-46 Z:50    
  867.  
  868.     AdditionalGeometry        = CYLINDER
  869.     GeometryName            = Geom_V2
  870.     GeometryMajorRadius        = 16.0
  871.     //GeometryMinorRadius        = 16.0
  872.     GeometryHeight            = 58.0
  873.     GeometryOffset            = X:-43 Y:46 Z:50    
  874.  
  875.     AdditionalGeometry        = CYLINDER
  876.     GeometryName            = Geom_V2
  877.     GeometryMajorRadius        = 16.0
  878.     GeometryMinorRadius        = 16.0
  879.     GeometryHeight            = 58.0
  880.     GeometryOffset            = X:43 Y:46 Z:50    
  881.  
  882.     AdditionalGeometry        = CYLINDER
  883.     GeometryName            = Geom_V2
  884.     GeometryMajorRadius        = 16.0
  885.     //GeometryMinorRadius        = 16.0
  886.     GeometryHeight            = 58.0
  887.     GeometryOffset            = X:-43 Y:-46 Z:50
  888.         
  889.     GeometryIsSmall            = No
  890.     Shadow                    = SHADOW_VOLUME
  891.     BuildCompletion            = PLACED_BY_PLAYER
  892.     
  893.     GeometryContactPoint = X:-48.348    Y:26.9        Z:0            Repair
  894.     GeometryContactPoint = X:47.546        Y:-38.677    Z:0            Repair
  895.     GeometryContactPoint = X:47.546        Y:36.435    Z:0
  896.     GeometryContactPoint = X:-32.763    Y:-46.121    Z:0
  897.     GeometryContactPoint = X:26.753        Y:26.753    Z:67.933    Swoop    
  898. End
  899.  
  900.  
  901. //------------------------------------------------------------------------------
  902. //Wild Fortress
  903. // This is the one object that you would place on a map and that the porter builds.
  904. // It unpacks in to the citadel and the buildplots.  It's an old CampFlag.
  905. Object WildFortress
  906.  
  907.     SelectPortrait = BPWFortress
  908.  
  909.     Draw = W3DScriptedModelDraw ModuleTag_01
  910.         
  911.         OkToChangeModelColor    = Yes
  912.         StaticModelLODMode        = Yes // Will append M or L to the skin name depending on GameLOD
  913.  
  914.         DefaultModelConditionState
  915.             Model           = None
  916.         End
  917.  
  918.         IdleAnimationState    
  919.         End
  920.  
  921.         //Need this since the default condition is none
  922.         ModelConditionState = WORLD_BUILDER
  923.             Model    = WBFortress
  924.         End
  925.  
  926.         //Phantom structure when placing a new building to be build
  927.         ModelConditionState = BUILD_PLACEMENT_CURSOR
  928.             Model    = None    //WBFortress
  929.         End
  930.  
  931.         //Structure that stays where you will be building until the porter reaches the place to start building.
  932.         ModelConditionState =  PHANTOM_STRUCTURE
  933.             Model    = WBFortress
  934.         End    
  935.  
  936.         //Build Up
  937.         ModelConditionState = ACTIVELY_BEING_CONSTRUCTED SNOW
  938.             Model            = WBFortress_A            
  939.             Texture            = WBFortress.tga WBFortress_snow.tga
  940.         End
  941.  
  942.         ModelConditionState = ACTIVELY_BEING_CONSTRUCTED
  943.             Model            = WBFortress_A            
  944.         End
  945.  
  946.         AnimationState = ACTIVELY_BEING_CONSTRUCTED
  947.             Animation                    = UpAndStill
  948.                 AnimationName            = WBFortress_ASK.WBFortress_ABL
  949.                 AnimationMode            = MANUAL
  950.             End
  951.             ParticleSysBone = NONE BuildingContructDustCastlesB
  952.             ParticleSysBone = NONE FortressWild
  953.             StateName = BeingConstructed
  954.             BeginScript
  955.                 CurDrawablePlaySound("GondorBarracksBeginConstruction")
  956.             EndScript
  957.         End
  958.     End
  959.  
  960.     ;//Door
  961.     Draw = W3DScriptedModelDraw ModuleTag_DrawDoor                 
  962.         DefaultModelConditionState
  963.             Model = None
  964.         End
  965.  
  966.         ModelConditionState   = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
  967.             Model               = WBFDoor_A
  968.         End
  969.         
  970.         AnimationState        = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
  971.             Animation           = DBFDoor_DRA
  972.                 AnimationName     = WBFDoor_A.WBFDoor_A
  973.                 AnimationMode     = MANUAL
  974.             End
  975.             Flags                  = START_FRAME_FIRST
  976.         End
  977.     End
  978.  
  979.       ArmorSet
  980.         Conditions        = None
  981.           Armor             = FortressArmor
  982.           //DamageFX          = StructureDamageFXNoShake
  983.       End
  984.  
  985.     Side                = Wild
  986.     EditorSorting       = STRUCTURE
  987.  
  988.     PlacementViewAngle = -45 // A -90 makes the door of the base face natural south.  0 would have it to the East.
  989.     
  990.     BuildCost           = WILD_FORTRESS_BUILDCOST
  991.     BuildTime           = WILD_FORTRESS_BUILDTIME
  992.  
  993.     DisplayName             = OBJECT:WildFortress
  994.  
  995.     // *** AUTO RESOLVE DATA ***
  996.     //When fighting an auto-resolve battle, a World Map castle actually becomes this unit
  997.     AutoResolveUnitType = AutoResolveUnit_Fortress
  998.     
  999.         AutoResolveBody = AutoResolve_WildFortressBody
  1000.     
  1001.         AutoResolveArmor
  1002.             Armor = AutoResolve_WildFortressArmor
  1003.         End
  1004.  
  1005.         AutoResolveWeapon
  1006.             Weapon = AutoResolve_WildFortressWeapon
  1007.         End
  1008.  
  1009.     ;// *** AUDIO Parameters ***
  1010.  
  1011.     #include "..\..\..\Includes\StandardBuildingEvaEvents.inc"
  1012.  
  1013.     VoiceFullyCreated                = EVA:FortressComplete-Builder
  1014.     VoiceSelect                        = WildFortressSelect
  1015.     VoiceSelectUnderConstruction    = BuildingEvilVoiceSelectUnderConstruction
  1016.  
  1017.     SoundOnDamaged                    = BuildingLightDamageStone
  1018.     SoundOnReallyDamaged            = BuildingHeavyDamageStone
  1019.  
  1020.     UnitSpecificSounds
  1021.         UnderConstruction            = BuildingBigConstructionLoop    ;// Built first time
  1022.         ;//UnderRepairFromDamage    = NoSound                        ;// Repaired No animation on the building, so don't bother playing sound
  1023.         UnderRepairFromRubble        = BuildingBigConstructionLoop    ;// Repaired from completely destroyed (not used???)
  1024.     End
  1025.  
  1026.     ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_PlayCollapseSound
  1027.         ModelCondition = REQUIRED:RUBBLE Sound:BuildingSink
  1028.     End
  1029.  
  1030.     CampnessValue = CAMPNESS_FORTRESS
  1031.  
  1032.     // *** ENGINEERING Parameters ***  
  1033.     RadarPriority       = STRUCTURE
  1034.     KindOf              = STRUCTURE SELECTABLE IMMOBILE BASE_FOUNDATION MP_COUNT_FOR_VICTORY BASE_SITE CAN_SEE_THROUGH_STRUCTURE LIVING_WORLD_BUILDING_MIRROR
  1035.     
  1036.     Body                        = StructureBody ModuleTag_05
  1037.         MaxHealth                     = WILD_FORTRESS_HEALTH    
  1038.     End
  1039.       
  1040.     Behavior = CastleBehavior ModuleTag_castle
  1041.         CastleToUnpackForFaction    = Wild Fortress_Wild
  1042.         CastleToUnpackForFaction    = Mordor Fortress_Wild
  1043.         CastleToUnpackForFaction    = Isengard Fortress_Wild
  1044.         CastleToUnpackForFaction    = Men Fortress_Wild
  1045.         CastleToUnpackForFaction    = Elves Fortress_Wild
  1046.         CastleToUnpackForFaction    = Dwarves Fortress_Wild                
  1047.  
  1048.         //Anything that does not fit this filter will be given to the neutral player, so the template can have rocks and props.
  1049.         FilterValidOwnedEntries = ANY +STRUCTURE +WALK_ON_TOP_OF_WALL +BASE_FOUNDATION +TACTICAL_MARKER        
  1050.  
  1051.         MaxCastleRadius             = 130.0
  1052.         InstantUnpack                = Yes        
  1053.         KeepDeathKillsEverything    = Yes        
  1054.         
  1055.         EvaEnemyCastleSightedEvent = EnemyFortressSighted
  1056.     End 
  1057.  
  1058.     
  1059.  
  1060.     Behavior    = GettingBuiltBehavior ModuleTag_GettingBuiltBehavior
  1061.         WorkerName    = WildLaborerNoSelect
  1062.         SpawnTimer    = DEFAULT_STRUCTURE_HEALDELAY
  1063.     End
  1064.  
  1065.     Behavior = AIUpdateInterface ModuleTag_AI
  1066.         AILuaEventsList                = FortressFunctions    
  1067.     End
  1068.  
  1069.     //Main
  1070.     Geometry                = BOX
  1071.     GeometryName            = Geom_Orig
  1072.       GeometryMajorRadius        = 65.0
  1073.     GeometryMinorRadius        = 63.0
  1074.     GeometryHeight            = 50.0
  1075.     GeometryOffset            = X:5 Y:0 Z:0    
  1076.  
  1077.     //Plot locations
  1078.     AdditionalGeometry        = BOX
  1079.     GeometryName            = Plots
  1080.     GeometryMajorRadius        = 10.0
  1081.     GeometryMinorRadius        = 10.0
  1082.     GeometryHeight            = 0.8
  1083.     GeometryOffset            = X:76.0 Y:-76.0 Z:0    
  1084.  
  1085.     AdditionalGeometry        = BOX
  1086.     GeometryName            = Plots
  1087.     GeometryMajorRadius        = 10.0
  1088.     GeometryMinorRadius        = 10.0
  1089.     GeometryHeight            = 0.8
  1090.     GeometryOffset            = X:0 Y:-92.48 Z:0    
  1091.  
  1092.     AdditionalGeometry        = BOX
  1093.     GeometryName            = Plots
  1094.     GeometryMajorRadius        = 10.0
  1095.     GeometryMinorRadius        = 10.0
  1096.     GeometryHeight            = 0.8
  1097.     GeometryOffset            = X:-76.0 Y:-76.0 Z:0    
  1098.  
  1099.     AdditionalGeometry        = BOX
  1100.     GeometryName            = Plots
  1101.     GeometryMajorRadius        = 10.0
  1102.     GeometryMinorRadius        = 10.0
  1103.     GeometryHeight            = 0.8
  1104.     GeometryOffset            = X:-92.48 Y:0 Z:0
  1105.  
  1106.     AdditionalGeometry        = BOX
  1107.     GeometryName            = Plots
  1108.     GeometryMajorRadius        = 10.0
  1109.     GeometryMinorRadius        = 10.0
  1110.     GeometryHeight            = 0.8
  1111.     GeometryOffset            = X:-76.0 Y:76.0 Z:0
  1112.  
  1113.     AdditionalGeometry        = BOX
  1114.     GeometryName            = Plots
  1115.     GeometryMajorRadius        = 10.0
  1116.     GeometryMinorRadius        = 10.0
  1117.     GeometryHeight            = 0.8
  1118.     GeometryOffset            = X:0 Y:92.48 Z:0
  1119.  
  1120.     AdditionalGeometry        = BOX
  1121.     GeometryName            = Plots
  1122.     GeometryMajorRadius        = 10.0
  1123.     GeometryMinorRadius        = 10.0
  1124.     GeometryHeight            = 0.8
  1125.     GeometryOffset            = X:76.0 Y:76.0 Z:0
  1126.  
  1127.     GeometryIsSmall         = No
  1128.     Shadow                    = SHADOW_VOLUME
  1129.     
  1130.     GeometryContactPoint = X:-55    Y:55        Z:0            Repair
  1131.     GeometryContactPoint = X:55        Y:-55    Z:0            Repair
  1132.     GeometryContactPoint = X:47.546        Y:36.435    Z:0
  1133.     GeometryContactPoint = X:-32.763    Y:-46.121    Z:0
  1134.     GeometryContactPoint = X:26.753        Y:26.753    Z:67.933    Swoop
  1135. End
  1136.  
  1137. ;------------------------------------------
  1138.  
  1139. ChildObject WildFortress_BlueMountains_1 WildFortress
  1140.                                                 
  1141.     Behavior = CastleBehavior ModuleTag_castle                                            
  1142.           CastleToUnpackForFaction    = Wild Fortress_Wild
  1143.         CastleToUnpackForFaction    = Mordor Fortress_Wild
  1144.         CastleToUnpackForFaction    = Isengard Fortress_Wild
  1145.         CastleToUnpackForFaction    = Men Fortress_Wild
  1146.         CastleToUnpackForFaction    = Elves Fortress_Wild
  1147.         CastleToUnpackForFaction    = Dwarves Fortress_Wild                
  1148.  
  1149.         FilterValidOwnedEntries = ANY +STRUCTURE +WALK_ON_TOP_OF_WALL +BASE_FOUNDATION +TACTICAL_MARKER        
  1150.         MaxCastleRadius         = 130. //90.0
  1151.         FadeTime            = 2.0 ; 2 seconds
  1152.         InstantUnpack            = Yes        
  1153.         KeepDeathKillsEverything    = Yes
  1154.         EvaEnemyCastleSightedEvent     = EnemyFortressSighted                            
  1155.         PreBuiltList             = WildArrowDenExpansion -2
  1156.         PreBuiltList             = WildArrowDenExpansion -2
  1157.         PreBuiltList             = WildArrowDenExpansion -2
  1158.         PreBuiltList            = WildSpiderHolesExpansion -2    
  1159.         PreBuiltList             = WildGiantSentryExpansion -2                                                    
  1160.     End                                                                         
  1161. End        
  1162.