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data_ini_object_evilfaction_structures_wild_wildmineshaft.ini
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Text File
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2006-01-31
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12KB
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395 lines
;------------------------------------------------------------------------------
;Wild MineShaft
Object WildMineShaft
SelectPortrait = BPWAbandonedMineShaft
Draw = W3DScriptedModelDraw ModuleTag_Draw
OkToChangeModelColor = Yes
UseStandardModelNames = Yes
StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD
ExtraPublicBone = ARROW01
ExtraPublicBone = ARROW02
ExtraPublicBone = ARROW03
ExtraPublicBone = ARROW04
DefaultModelConditionState
Model = WBPit_SKN
WeaponLaunchBone = PRIMARY ARROW
End
;// Animation state for build placement cursor
AnimationState = BUILD_PLACEMENT_CURSOR
Animation = IDLE
AnimationName = WBPit_SKL.WBPit_IDLA
AnimationMode = ONCE
End
BeginScript
CurDrawableHideSubObject("V1")
CurDrawableHideSubObject("V2")
CurDrawableHideSubObject("V2a")
EndScript
End
;// Animation state for phantom structure
AnimationState = PHANTOM_STRUCTURE
Animation = IDLE
AnimationName = WBPit_SKL.WBPit_IDLA
AnimationMode = ONCE
End
BeginScript
CurDrawableHideSubObject("V1")
CurDrawableHideSubObject("V2")
CurDrawableHideSubObject("V2a")
EndScript
End
IdleAnimationState
Animation = IDLE
AnimationName = WBPit_SKL.WBPit_IDLA
AnimationMode = ONCE
End
Animation = IDLE
AnimationName = WBPit_SKL.WBPit_IDLB
AnimationMode = ONCE
End
ParticleSysBone = FXSMOKE SmokePit
ParticleSysBone = FXSMOKE MineEmbers
ParticleSysBone = FXSPARK SparklesMith
End
;------------ New Build Up States coming soon.
ModelConditionState = SNOW AWAITING_CONSTRUCTION
Model = WBPit_ASKN
Texture = WBPit.tga WBPit_Snow.tga
Texture = WBPit2.tga WBPit2_Snow.tga
Texture = WBBStoneA.tga WBBStoneA_Snow.tga
Texture = WBBStone.tga WBStone_Snow.tga
Texture = WBStone.tga WBStone_Snow.tga
Texture = WBPitStone.tga WBStone_Snow.tga
End
ModelConditionState = AWAITING_CONSTRUCTION
Model = WBPit_ASKN
End
AnimationState = AWAITING_CONSTRUCTION
Animation = WBPit_A
AnimationName = WBPit_ASKL.WBPit_ABLD
AnimationMode = MANUAL
AnimationBlendTime = 0
End
Flags = START_FRAME_FIRST
End
ModelConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Model = WBPit_ASKN
Texture = WBPit.tga WBPit_Snow.tga
Texture = WBPit2.tga WBPit2_Snow.tga
Texture = WBBStoneA.tga WBBStoneA_Snow.tga
Texture = WBBStone.tga WBStone_Snow.tga
Texture = WBStone.tga WBStone_Snow.tga
Texture = WBPitStone.tga WBStone_Snow.tga
End
ModelConditionState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Model = WBPit_ASKN
End
AnimationState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Animation = WBPit_A
AnimationName = WBPit_ASKL.WBPit_ABLD
AnimationMode = MANUAL
AnimationBlendTime = 0
End
Flags = START_FRAME_FIRST
StateName = BeingConstructed
BeginScript
CurDrawablePlaySound("GondorBarracksBeginConstruction")
EndScript
FXEvent = Frame:0 Name:FX_WildStructureSmoke
FXEvent = Frame:15 Name:FX_WildStructureMid
FXEvent = Frame:480 Name:FX_WildStructureEnd
End
;----- Damage states
ModelConditionState = DAMAGED
Model = WBPit_D1
End
AnimationState = DAMAGED
EnteringStateFX = FX_BuildingDamaged
End
ModelConditionState = REALLYDAMAGED
Model = WBPit_D2
End
AnimationState = REALLYDAMAGED
Animation = RubbleAnimation
AnimationName = WBPit_D2SK.WBPit_D2AN
AnimationMode = ONCE
End
EnteringStateFX = FX_BuildingReallyDamaged
End
ModelConditionState = COLLAPSING ;DYING
Model = WBPit_D3
End
AnimationState = COLLAPSING ;DYING
Animation = RubbleAnimation
AnimationName = WBPit_D3SK.WBPit_D3AN
AnimationMode = ONCE
End
EnteringStateFX = FX_StructureMediumCollapse
End
ModelConditionState = RUBBLE
Model = NONE
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
AnimationState = RUBBLE
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 = SNOW
Model = WBPit_SKN
Texture = WBPit2.tga WBPit2_Snow.tga
Texture = WBPitStone.tga WBPitStone_Snow.tga
End
End
Draw = W3DFloorDraw DrawFloorV1
StaticModelLODMode = Yes ; THIS NEEDS TO BE COMMENTED OUT WHEN ENGINEERING ENABLES LOD'S IN THE FLOOR DRAW
ModelName = WBPit_Bib
WeatherTexture = SNOWY WBPit_Bib_Snow.tga
HideIfModelConditions = AWAITING_CONSTRUCTION
HideIfModelConditions = PARTIALLY_CONSTRUCTED
End
Draw = W3DScriptedModelDraw ModuleTag_Draw_HCBanner
OkToChangeModelColor = Yes
DefaultModelConditionState
Model = WBHCPit
End
MultiPlayerOnly = Yes
End
PlacementViewAngle = 45
; ***DESIGN parameters ***
DisplayName = OBJECT:WildMineShaft
Description = OBJECT:WildMineShaftDescription
Side = Wild
EditorSorting = STRUCTURE
ThreatLevel = 1.0
CommandPointBonus = GENERIC_ECONOMY_COMMAND_POINT_BONUS
CommandSet = WildMineShaftCommandSet
BuildCost = GOBLIN_MINE_BUILDCOST
BuildTime = GOBLIN_MINE_BUILDTIME
BountyValue = GOBLIN_MINE_BOUNTY_VALUE
VisionRange = GOBLIN_MINE_VISION_RANGE
ShroudClearingRange = GOBLIN_MINE_SHROUD_CLEAR
ArmorSet
Conditions = None
Armor = StructureArmor
End
WeaponSet
Conditions = None
End
WeaponSet
Weapon = PRIMARY EvilStructureBow
Conditions = PLAYER_UPGRADE
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
; *** AUDIO Parameters ***
#include "..\..\..\Includes\StandardBuildingEvaEvents.inc"
VoiceFullyCreated = EVA:GenericBuildingComplete-Builder
VoiceSelect = WildDefiledMineSelect
VoiceSelectUnderConstruction = BuildingEvilVoiceSelectUnderConstruction
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
UnitSpecificSounds
UnderConstruction = BuildingConstructionLoop ; Built first time
; UnderRepairFromDamage = NoSound ; Repaired No animation on the building, so don't bother playing sound
UnderRepairFromRubble = BuildingConstructionLoop ; Repaired from completely destroyed (not used???)
End
EvaEventDamagedOwner = UnderAttackResource
CampnessValue = CAMPNESS_RESOURCE_BUILDING
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE NEED_BASE_FOUNDATION IGNORE_FOR_VICTORY AUTO_RALLYPOINT FS_FACTORY CAN_ATTACK GARRISON LIVING_WORLD_BUILDING_MIRROR GARRISONABLE_UNTIL_DESTROYED ECONOMY_STRUCTURE
Behavior = GettingBuiltBehavior GetBuiltBehaviorTag
WorkerName = MordorWorkerNoSelect
SpawnTimer = DEFAULT_STRUCTURE_HEALDELAY
End
Body = StructureBody ModuleTag_Body
MaxHealth = GOBLIN_MINE_HEALTH
MaxHealthDamaged = GOBLIN_MINE_HEALTH_DAMAGED
MaxHealthReallyDamaged = GOBLIN_MINE_HEALTH_REALLY_DAMAGED
End
Behavior = KeepObjectDie ModuleTag_IWantRubble
End
Behavior = AIUpdateInterface ModuleTag_SoWeCanUseWeapon
AutoAcquireEnemiesWhenIdle = Yes
MoodAttackCheckRate = 250
End
Behavior = StructureCollapseUpdate ModuleTag_Collapse
MinCollapseDelay = 000
MaxCollapseDelay = 000
CollapseDamping = .5
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 800
BigBurstFrequency = 4
FXList = INITIAL FX_StructureMediumCollapseNoSound
FXList = ALMOST_FINAL FX_StructureAlmostCollapse
DestroyObjectWhenDone = Yes
CollapseHeight = 120
End
Behavior = ProductionUpdate ModuleTag_UpgradeProducer
End
Behavior = TerrainResourceBehavior ModuleTag_MoneyProduction
Radius = GOBLIN_MINE_MONEY_RANGE ; How far we try to claim ground
MaxIncome = GOBLIN_MINE_MONEY_AMOUNT ; If we were to get all we wanted, how much we would earn. Linear slope to 0 at 0% claim
IncomeInterval = GOBLIN_MINE_MONEY_TIME ; How often (in msec) we give that much money
End
ClientBehavior = TerrainResourceClientBehavior ModuleTag_MoneyProductionClient
End
Behavior = TunnelContain ModuleTag_Contain
ObjectStatusOfContained = UNSELECTABLE ENCLOSED
ContainMax = 5
DamagePercentToUnits = 0%
PassengerFilter = ANY +INFANTRY +BANNER +CAVALRY -MONSTER -SUMMONED -COMBO_HORDE
AllowEnemiesInside = No
AllowAlliesInside = No
AllowNeutralInside = No
AllowOwnPlayerInsideOverride = Yes
NumberOfExitPaths = 1 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn
PassengerBonePrefix = PassengerBone:ARROW_ KindOf:INFANTRY
EntryPosition = X:0.0 Y:0.0 Z:0.0
EntryOffset = X:0.0 Y:-10.0 Z:0.0
ExitOffset = X:0.0 Y:-80.0 Z:0.0
EnterSound = RuinedTowerEnterSound
KillPassengersOnDeath = No
ShowPips = No
ExitDelay = 0
End
Behavior = SubObjectsUpgrade ModuleTag_HideAll
TriggeredBy = Upgrade_StructureLevel1
HideSubObjects = V1 V2 V2a
End
Behavior = SubObjectsUpgrade ModuleTag_ShowWalls
TriggeredBy = Upgrade_StructureLevel2
ShowSubObjects = V1
HideSubObjects = V2 V2a
End
Behavior = SubObjectsUpgrade ModuleTag_ShowPillars
TriggeredBy = Upgrade_StructureLevel3
ShowSubObjects = V1 V2 V2a
End
Behavior = WeaponSetUpgrade ModuleTag_Level3BuildingArrows
TriggeredBy = Upgrade_StructureLevel3
ConflictsWith = Upgrade_EasyAIMultiPlayer
End
Behavior = RebuildHoleExposeDie ModuleTag_ExposeDie
ExemptStatus = SOLD
HoleName = WildMineShaftHole
HoleMaxHealth = 500.0
FadeInTimeSeconds = 2.0
End
Behavior = GeometryUpgrade Geom_ModuleTag_HideAll
TriggeredBy = Upgrade_StructureLevel1
HideGeometry = Geom_V2
End
Behavior = GeometryUpgrade Geom_ModuleTag_ShowWalls
TriggeredBy = Upgrade_StructureLevel2
HideGeometry = Geom_V2
End
Behavior = GeometryUpgrade Geom_ModuleTag_ShowPillars
TriggeredBy = Upgrade_StructureLevel3
ShowGeometry = Geom_V2
End
Geometry = CYLINDER
GeometryName = Geom_Orig
GeometryMajorRadius = 36.0
GeometryMinorRadius = 36.0
GeometryHeight = 20.0
GeometryOffset = X:15 Y:0 Z:0
AdditionalGeometry = CYLINDER
GeometryName = Geom_V2
GeometryActive = No
GeometryMajorRadius = 12.0
GeometryMinorRadius = 12.0
GeometryHeight = 90.0
GeometryOffset = X:-20.0 Y:14.0 Z:0
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