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Text File  |  2006-01-31  |  12KB  |  395 lines

  1. ;------------------------------------------------------------------------------
  2. ;Wild MineShaft
  3. Object WildMineShaft
  4.  
  5.     SelectPortrait =  BPWAbandonedMineShaft
  6.  
  7.     Draw = W3DScriptedModelDraw ModuleTag_Draw
  8.         OkToChangeModelColor  = Yes
  9.         UseStandardModelNames = Yes
  10.         StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD
  11.  
  12.         ExtraPublicBone = ARROW01
  13.         ExtraPublicBone = ARROW02
  14.         ExtraPublicBone = ARROW03
  15.         ExtraPublicBone = ARROW04
  16.     
  17.         DefaultModelConditionState
  18.             Model = WBPit_SKN
  19.             WeaponLaunchBone = PRIMARY ARROW 
  20.         End
  21.  
  22.         ;//    Animation state for build placement cursor
  23.         AnimationState = BUILD_PLACEMENT_CURSOR
  24.             Animation = IDLE
  25.                 AnimationName        =    WBPit_SKL.WBPit_IDLA
  26.                 AnimationMode            =    ONCE    
  27.             End            
  28.             BeginScript
  29.                 CurDrawableHideSubObject("V1")
  30.                 CurDrawableHideSubObject("V2")
  31.                 CurDrawableHideSubObject("V2a")
  32.             EndScript
  33.         End
  34.         
  35.         ;//    Animation state for phantom structure
  36.         AnimationState = PHANTOM_STRUCTURE
  37.             Animation = IDLE
  38.                 AnimationName        =    WBPit_SKL.WBPit_IDLA
  39.                 AnimationMode            =    ONCE    
  40.             End            
  41.             BeginScript
  42.                 CurDrawableHideSubObject("V1")
  43.                 CurDrawableHideSubObject("V2")
  44.                 CurDrawableHideSubObject("V2a")
  45.             EndScript
  46.         End    
  47.     
  48.         IdleAnimationState
  49.             Animation = IDLE
  50.                 AnimationName        =    WBPit_SKL.WBPit_IDLA
  51.                 AnimationMode            =    ONCE    
  52.             End    
  53.             Animation = IDLE
  54.                 AnimationName        =    WBPit_SKL.WBPit_IDLB
  55.                 AnimationMode            =    ONCE    
  56.             End    
  57.             ParticleSysBone   = FXSMOKE SmokePit
  58.             ParticleSysBone   = FXSMOKE MineEmbers
  59.             ParticleSysBone   = FXSPARK SparklesMith
  60.         End
  61.  
  62.    ;------------ New Build Up States coming soon. 
  63.         
  64.         ModelConditionState = SNOW AWAITING_CONSTRUCTION
  65.             Model    = WBPit_ASKN        
  66.             Texture = WBPit.tga WBPit_Snow.tga
  67.             Texture = WBPit2.tga WBPit2_Snow.tga
  68.             Texture = WBBStoneA.tga WBBStoneA_Snow.tga
  69.             Texture = WBBStone.tga WBStone_Snow.tga
  70.             Texture = WBStone.tga WBStone_Snow.tga        
  71.             Texture = WBPitStone.tga WBStone_Snow.tga        
  72.         End          
  73.         
  74.         ModelConditionState   = AWAITING_CONSTRUCTION 
  75.             Model               = WBPit_ASKN
  76.         End
  77.         AnimationState        = AWAITING_CONSTRUCTION
  78.             Animation           =  WBPit_A
  79.                 AnimationName     =  WBPit_ASKL.WBPit_ABLD
  80.                 AnimationMode     = MANUAL
  81.                 AnimationBlendTime = 0
  82.             End
  83.             Flags                  = START_FRAME_FIRST
  84.         End
  85.  
  86.         ModelConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
  87.             Model    = WBPit_ASKN        
  88.             Texture = WBPit.tga WBPit_Snow.tga
  89.             Texture = WBPit2.tga WBPit2_Snow.tga
  90.             Texture = WBBStoneA.tga WBBStoneA_Snow.tga
  91.             Texture = WBBStone.tga WBStone_Snow.tga
  92.             Texture = WBStone.tga WBStone_Snow.tga
  93.             Texture = WBPitStone.tga WBStone_Snow.tga    
  94.         End      
  95.         
  96.         ModelConditionState   = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
  97.             Model               = WBPit_ASKN
  98.         End
  99.         
  100.         AnimationState        = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
  101.             Animation           = WBPit_A
  102.                 AnimationName     = WBPit_ASKL.WBPit_ABLD
  103.                 AnimationMode     = MANUAL
  104.                 AnimationBlendTime = 0
  105.             End
  106.             Flags                  = START_FRAME_FIRST
  107.             StateName              = BeingConstructed
  108.             BeginScript
  109.                 CurDrawablePlaySound("GondorBarracksBeginConstruction")
  110.             EndScript
  111.             
  112.             FXEvent    = Frame:0 Name:FX_WildStructureSmoke
  113.             FXEvent    = Frame:15 Name:FX_WildStructureMid
  114.             FXEvent    = Frame:480 Name:FX_WildStructureEnd
  115.  
  116.         End
  117.         
  118. ;----- Damage states
  119.  
  120.         ModelConditionState  = DAMAGED
  121.             Model         = WBPit_D1
  122.         End
  123.         
  124.         AnimationState = DAMAGED
  125.             EnteringStateFX    = FX_BuildingDamaged
  126.         End
  127.  
  128.         ModelConditionState  = REALLYDAMAGED
  129.             Model         = WBPit_D2
  130.         End
  131.         
  132.         AnimationState = REALLYDAMAGED
  133.             Animation                =    RubbleAnimation
  134.                 AnimationName        =     WBPit_D2SK.WBPit_D2AN
  135.                 AnimationMode        =    ONCE
  136.               End
  137.             EnteringStateFX    = FX_BuildingReallyDamaged
  138.         End
  139.  
  140.         ModelConditionState  =  COLLAPSING ;DYING
  141.             Model         = WBPit_D3
  142.         End
  143.         
  144.         AnimationState =  COLLAPSING ;DYING
  145.               Animation                =    RubbleAnimation
  146.                 AnimationName        =     WBPit_D3SK.WBPit_D3AN
  147.                 AnimationMode        =    ONCE
  148.               End
  149.               EnteringStateFX    = FX_StructureMediumCollapse
  150.         End
  151.         
  152.         ModelConditionState  = RUBBLE
  153.             Model         = NONE
  154.             ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  155.         End
  156.         
  157.         AnimationState = RUBBLE
  158.         End
  159.  
  160.         ModelConditionState  = POST_RUBBLE
  161.             Model         = None
  162.             ParticleSysBone NONE SmokeBuildingMediumRubble
  163.         End
  164.             AnimationState = POST_RUBBLE
  165.         End
  166.  
  167.         ModelConditionState  = POST_COLLAPSE
  168.             Model         = None
  169.             ParticleSysBone NONE SmokeBuildingMediumRubble
  170.         End
  171.  
  172.         AnimationState = POST_COLLAPSE
  173.         End      
  174.  
  175.         ModelConditionState = SNOW 
  176.             Model    = WBPit_SKN        
  177.             Texture = WBPit2.tga WBPit2_Snow.tga
  178.             Texture = WBPitStone.tga WBPitStone_Snow.tga
  179.         End     
  180.     
  181.     End
  182.     
  183.  
  184.     Draw = W3DFloorDraw DrawFloorV1    
  185.         StaticModelLODMode = Yes        ; THIS NEEDS TO BE COMMENTED OUT WHEN ENGINEERING ENABLES LOD'S IN THE FLOOR DRAW 
  186.         ModelName = WBPit_Bib
  187.         WeatherTexture        = SNOWY WBPit_Bib_Snow.tga
  188.           HideIfModelConditions    =    AWAITING_CONSTRUCTION
  189.           HideIfModelConditions    =    PARTIALLY_CONSTRUCTED
  190.     End
  191.     
  192.  
  193.     Draw = W3DScriptedModelDraw ModuleTag_Draw_HCBanner
  194.         OkToChangeModelColor  = Yes
  195.         DefaultModelConditionState
  196.             Model = WBHCPit
  197.         End
  198.         MultiPlayerOnly = Yes 
  199.     End
  200.     
  201.     PlacementViewAngle  = 45
  202.  
  203.     ; ***DESIGN parameters ***
  204.     DisplayName            = OBJECT:WildMineShaft
  205.     Description             = OBJECT:WildMineShaftDescription
  206.  
  207.     Side                = Wild
  208.     EditorSorting        = STRUCTURE
  209.     ThreatLevel            = 1.0
  210.     CommandPointBonus    = GENERIC_ECONOMY_COMMAND_POINT_BONUS
  211.  
  212.     CommandSet            = WildMineShaftCommandSet
  213.     
  214.     BuildCost            = GOBLIN_MINE_BUILDCOST
  215.     BuildTime            = GOBLIN_MINE_BUILDTIME
  216.     BountyValue            = GOBLIN_MINE_BOUNTY_VALUE
  217.     VisionRange            = GOBLIN_MINE_VISION_RANGE
  218.     ShroudClearingRange        = GOBLIN_MINE_SHROUD_CLEAR
  219.  
  220.     ArmorSet
  221.         Conditions        = None
  222.         Armor            = StructureArmor
  223.     End
  224.  
  225.     WeaponSet
  226.         Conditions            = None
  227.     End
  228.  
  229.     WeaponSet
  230.         Weapon                = PRIMARY EvilStructureBow
  231.         Conditions            = PLAYER_UPGRADE
  232.         AutoChooseSources    = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
  233.     End
  234.     
  235.  
  236.   ; *** AUDIO Parameters ***
  237.  
  238.     #include "..\..\..\Includes\StandardBuildingEvaEvents.inc"
  239.  
  240.     VoiceFullyCreated                = EVA:GenericBuildingComplete-Builder
  241.     VoiceSelect                        = WildDefiledMineSelect
  242.     VoiceSelectUnderConstruction    = BuildingEvilVoiceSelectUnderConstruction
  243.  
  244.     SoundOnDamaged                    = BuildingLightDamageStone
  245.     SoundOnReallyDamaged            = BuildingHeavyDamageStone
  246.  
  247.     UnitSpecificSounds
  248.         UnderConstruction        = BuildingConstructionLoop  ; Built first time
  249.         ; UnderRepairFromDamage    = NoSound                    ; Repaired No animation on the building, so don't bother playing sound
  250.         UnderRepairFromRubble    = BuildingConstructionLoop    ; Repaired from completely destroyed (not used???)
  251.     End
  252.  
  253.     EvaEventDamagedOwner        = UnderAttackResource
  254.  
  255.      CampnessValue = CAMPNESS_RESOURCE_BUILDING
  256.  
  257.     ; *** ENGINEERING Parameters ***
  258.  
  259.     RadarPriority       = STRUCTURE
  260.     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
  261.      
  262.     Behavior = GettingBuiltBehavior GetBuiltBehaviorTag
  263.         WorkerName = MordorWorkerNoSelect
  264.         SpawnTimer    = DEFAULT_STRUCTURE_HEALDELAY
  265.     End
  266.  
  267.     Body = StructureBody ModuleTag_Body
  268.         MaxHealth         = GOBLIN_MINE_HEALTH
  269.         MaxHealthDamaged        = GOBLIN_MINE_HEALTH_DAMAGED
  270.         MaxHealthReallyDamaged  = GOBLIN_MINE_HEALTH_REALLY_DAMAGED
  271.     End
  272.     
  273.     Behavior = KeepObjectDie ModuleTag_IWantRubble
  274.     End
  275.  
  276.     Behavior = AIUpdateInterface ModuleTag_SoWeCanUseWeapon
  277.         AutoAcquireEnemiesWhenIdle    = Yes
  278.         MoodAttackCheckRate            = 250
  279.     End
  280.   
  281.     Behavior = StructureCollapseUpdate ModuleTag_Collapse
  282.         MinCollapseDelay        = 000
  283.         MaxCollapseDelay        = 000
  284.         CollapseDamping         = .5
  285.         MaxShudder              = 0.6
  286.         MinBurstDelay           = 250
  287.         MaxBurstDelay           = 800
  288.         BigBurstFrequency       = 4
  289.         FXList                  = INITIAL   FX_StructureMediumCollapseNoSound
  290.         FXList                  = ALMOST_FINAL  FX_StructureAlmostCollapse
  291.         DestroyObjectWhenDone    = Yes
  292.         CollapseHeight            = 120
  293.     End
  294.  
  295.     Behavior = ProductionUpdate ModuleTag_UpgradeProducer
  296.     End
  297.  
  298.     Behavior = TerrainResourceBehavior ModuleTag_MoneyProduction
  299.         Radius            = GOBLIN_MINE_MONEY_RANGE        ; How far we try to claim ground
  300.         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
  301.         IncomeInterval    = GOBLIN_MINE_MONEY_TIME        ; How often (in msec) we give that much money
  302.     End
  303.  
  304.     ClientBehavior = TerrainResourceClientBehavior ModuleTag_MoneyProductionClient
  305.     End
  306.     
  307.     Behavior = TunnelContain ModuleTag_Contain
  308.          ObjectStatusOfContained            = UNSELECTABLE ENCLOSED
  309.          ContainMax                      = 5
  310.          DamagePercentToUnits            = 0%
  311.          PassengerFilter                    = ANY +INFANTRY +BANNER +CAVALRY -MONSTER -SUMMONED -COMBO_HORDE
  312.          AllowEnemiesInside                = No
  313.         AllowAlliesInside                = No
  314.         AllowNeutralInside                = No
  315.         AllowOwnPlayerInsideOverride    = Yes
  316.          NumberOfExitPaths               = 1                                        ; Defaults to 1.  Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn
  317.         PassengerBonePrefix             = PassengerBone:ARROW_ KindOf:INFANTRY
  318.         EntryPosition                    = X:0.0 Y:0.0 Z:0.0
  319.         EntryOffset                        = X:0.0 Y:-10.0 Z:0.0
  320.         ExitOffset                        = X:0.0 Y:-80.0 Z:0.0
  321.         EnterSound                        = RuinedTowerEnterSound
  322.         KillPassengersOnDeath            = No
  323.         ShowPips                        = No
  324.         ExitDelay                        = 0
  325.     End    
  326.  
  327.     Behavior = SubObjectsUpgrade ModuleTag_HideAll
  328.         TriggeredBy        = Upgrade_StructureLevel1
  329.         HideSubObjects    = V1 V2 V2a
  330.     End
  331.  
  332.      Behavior = SubObjectsUpgrade ModuleTag_ShowWalls 
  333.         TriggeredBy        = Upgrade_StructureLevel2
  334.         ShowSubObjects    = V1
  335.         HideSubObjects    = V2 V2a
  336.     End
  337.  
  338.     Behavior = SubObjectsUpgrade ModuleTag_ShowPillars 
  339.         TriggeredBy        = Upgrade_StructureLevel3
  340.         ShowSubObjects    = V1 V2 V2a 
  341.     End
  342.  
  343.     Behavior = WeaponSetUpgrade ModuleTag_Level3BuildingArrows
  344.         TriggeredBy            = Upgrade_StructureLevel3
  345.         ConflictsWith        = Upgrade_EasyAIMultiPlayer
  346.     End
  347.         
  348.     Behavior = RebuildHoleExposeDie ModuleTag_ExposeDie
  349.         ExemptStatus        = SOLD
  350.         HoleName            = WildMineShaftHole
  351.         HoleMaxHealth        = 500.0
  352.         FadeInTimeSeconds    = 2.0
  353.     End
  354.  
  355.     Behavior = GeometryUpgrade Geom_ModuleTag_HideAll
  356.         TriggeredBy        = Upgrade_StructureLevel1
  357.         HideGeometry    = Geom_V2
  358.     End
  359.     Behavior = GeometryUpgrade Geom_ModuleTag_ShowWalls 
  360.         TriggeredBy        = Upgrade_StructureLevel2
  361.         HideGeometry    = Geom_V2
  362.     End
  363.     Behavior = GeometryUpgrade Geom_ModuleTag_ShowPillars 
  364.         TriggeredBy        = Upgrade_StructureLevel3
  365.         ShowGeometry    = Geom_V2
  366.     End
  367.     
  368.     Geometry                = CYLINDER
  369.     GeometryName            = Geom_Orig
  370.       GeometryMajorRadius        = 36.0
  371.     GeometryMinorRadius        = 36.0
  372.     GeometryHeight            = 20.0
  373.     GeometryOffset            = X:15 Y:0 Z:0    
  374.     
  375.     
  376.     AdditionalGeometry    = CYLINDER
  377.     GeometryName          = Geom_V2
  378.     GeometryActive          = No
  379.     GeometryMajorRadius   = 12.0
  380.     GeometryMinorRadius   = 12.0
  381.     GeometryHeight        = 90.0
  382.     GeometryOffset          = X:-20.0 Y:14.0 Z:0
  383.     
  384.     GeometryIsSmall            = No
  385.     Shadow                    = SHADOW_VOLUME
  386.     BuildCompletion            = PLACED_BY_PLAYER
  387.     
  388.     GeometryContactPoint = X:-48.348    Y:26.9        Z:0            Repair
  389.     GeometryContactPoint = X:47.546        Y:-38.677    Z:0            Repair
  390.     GeometryContactPoint = X:47.546        Y:36.435    Z:0
  391.     GeometryContactPoint = X:-32.763    Y:-46.121    Z:0
  392.     GeometryContactPoint = X:26.753        Y:26.753    Z:67.933    Swoop
  393.  
  394. End
  395.