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Text File  |  2006-01-31  |  11KB  |  361 lines

  1. ;------------------------------------------------------------------------------
  2. ;Wild Spider Pit
  3. Object WildSpiderPit
  4.  
  5.     SelectPortrait =  BPWSpiderPit
  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.     DefaultModelConditionState
  13.       Model = WBSpidPit_SKN
  14.  
  15.     End
  16.  
  17.         ;//    Animation state for build placement cursor
  18.         AnimationState = BUILD_PLACEMENT_CURSOR
  19.             BeginScript
  20.                 CurDrawableHideSubObject("N_Window")
  21.                 CurDrawableHideSubObject("N_Fire")
  22.                 CurDrawableHideSubObject("DrawFloorV1")
  23.                 CurDrawableHideSubObject("Cocoon02")
  24.                 CurDrawableHideSubObject("B_Cocoon02")
  25.                 CurDrawableHideSubObject("C_Cocoon02")
  26.                 CurDrawableHideSubObject("D_Cocoon02")
  27.             EndScript
  28.         End
  29.         
  30.         ;//    Animation state for phantom structure
  31.         AnimationState = PHANTOM_STRUCTURE
  32.             BeginScript
  33.                 CurDrawableHideSubObject("N_Window")
  34.                 CurDrawableHideSubObject("N_Fire")
  35.                 CurDrawableHideSubObject("DrawFloorV1")
  36.                 CurDrawableHideSubObject("Cocoon02")
  37.                 CurDrawableHideSubObject("B_Cocoon02")
  38.                 CurDrawableHideSubObject("C_Cocoon02")
  39.                 CurDrawableHideSubObject("D_Cocoon02")
  40.             EndScript
  41.         End    
  42.     
  43.     
  44.     IdleAnimationState
  45.             Animation = IDLE
  46.                 AnimationName        =    WBSpidPit_SKL.WBSpidPit_IDLA
  47.                 AnimationMode            =    ONCE    
  48.             End    
  49.       ParticleSysBone     = FXBone WildCaveGlow Followbone:YES
  50.       ParticleSysBone     = FXBone WildCaveEmbers Followbone:YES
  51.  
  52.  
  53.     End
  54.  
  55.  
  56.    ;------------ New Build Up States coming soon. 
  57.         
  58.         ModelConditionState = SNOW AWAITING_CONSTRUCTION
  59.             Model    = WBSpidPit_ASKN        
  60.             Texture = WBSpidPit.tga WBSpidPit_Snow.tga
  61.             Texture = WBBStone.tga WBStone_Snow.tga
  62.             Texture = WBStone.tga WBStone_Snow.tga
  63.             Texture            = WBSpiPit.tga WBSpiPit_snow.tga
  64.         End          
  65.         
  66.         ModelConditionState   = AWAITING_CONSTRUCTION 
  67.             Model               = WBSpidPit_ASKN
  68.         End
  69.         AnimationState        = AWAITING_CONSTRUCTION
  70.             Animation           =  WBSpidPit_A
  71.                 AnimationName     =  WBSpidPit_ASKL.WBSpidPit_ABLD
  72.                 AnimationMode     = MANUAL
  73.                 AnimationBlendTime = 0
  74.             End
  75.             Flags                  = START_FRAME_FIRST
  76.         End
  77.  
  78.         ModelConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
  79.             Model    = WBSpidPit_ASKN        
  80.             Texture = WBSpidPit.tga WBSpidPit_Snow.tga
  81.             Texture = WBBStone.tga WBStone_Snow.tga
  82.             Texture = WBStone.tga WBStone_Snow.tga
  83.             Texture            = WBSpiPit.tga WBSpiPit_snow.tga
  84.         End      
  85.         
  86.         ModelConditionState   = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
  87.             Model               = WBSpidPit_ASKN
  88.         End
  89.         
  90.         AnimationState        = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
  91.             Animation           = WBSpidPit_A
  92.                 AnimationName     = WBSpidPit_ASKL.WBSpidPit_ABLD
  93.                 AnimationMode     = MANUAL
  94.                 AnimationBlendTime = 0
  95.             End
  96.             Flags                  = START_FRAME_FIRST
  97.             StateName              = BeingConstructed
  98.             BeginScript
  99.                 CurDrawablePlaySound("GondorBarracksBeginConstruction")
  100.             EndScript
  101.             
  102.             FXEvent    = Frame:0 Name:FX_WildStructureSmoke
  103.             FXEvent    = Frame:15 Name:FX_WildStructureMid
  104.             FXEvent    = Frame:480 Name:FX_WildStructureEnd
  105.  
  106.         End
  107.     
  108.         ;--damaged building
  109.       
  110.         ModelConditionState  = DAMAGED
  111.             Model         = WBSpidPit_D1  
  112.         End
  113.         AnimationState = DAMAGED
  114.             EnteringStateFX    = FX_BuildingDamaged
  115.         End        
  116.         
  117.         ModelConditionState  = REALLYDAMAGED
  118.             Model         = WBSpidPit_D2
  119.         End
  120.         
  121.         AnimationState = REALLYDAMAGED
  122.               Animation                =    RubbleAnimation
  123.                 AnimationName        =     WBSpidPit_D2SK.WBSpidPit_D2AN
  124.                 AnimationMode        =    ONCE
  125.               End
  126.             EnteringStateFX    = FX_BuildingReallyDamaged
  127.         End
  128.  
  129.         ModelConditionState  = COLLAPSING
  130.             Model         = WBSpidPit_D3
  131.         End
  132.         
  133.         AnimationState = COLLAPSING
  134.               Animation                =    RubbleAnimation
  135.                 AnimationName        =     WBSpidPit_D3SK.WBSpidPit_D3AN
  136.                 AnimationMode        =    ONCE
  137.               End
  138.               EnteringStateFX    = FX_StructureMediumCollapse
  139.         End
  140.  
  141.         ModelConditionState  = RUBBLE
  142.             Model         = None  
  143.         End  
  144.     
  145.         ModelConditionState  = POST_RUBBLE
  146.             Model         = NONE
  147.             ParticleSysBone NONE SmokeBuildingMediumRubble
  148.         End
  149.         
  150.         AnimationState = POST_RUBBLE
  151.         End
  152.  
  153.         ModelConditionState  = POST_COLLAPSE
  154.         Model         = None
  155.             ParticleSysBone NONE SmokeBuildingMediumRubble
  156.         End
  157.         
  158.         AnimationState = POST_COLLAPSE
  159.         End 
  160.  
  161.         ModelConditionState = SNOW 
  162.             Model            = WBSpidPit_SKN
  163.             Texture            = WBSpiPit.tga WBSpiPit_snow.tga
  164.             Texture            = WBBStone.tga WBBStone_snow.tga
  165.         End    
  166.          
  167.   End
  168.  
  169.   Draw = W3DFloorDraw ModuleTag_DrawFloor    
  170.         StaticModelLODMode = Yes        ; THIS NEEDS TO BE COMMENTED OUT WHEN ENGINEERING ENABLES LOD'S IN THE FLOOR DRAW
  171.      ModelName = WBSpidPit_Bib
  172.      WeatherTexture        = SNOWY WBSpidPit_Bib_Snow.tga
  173.           HideIfModelConditions    =    AWAITING_CONSTRUCTION
  174.           HideIfModelConditions    =    PARTIALLY_CONSTRUCTED
  175.   End
  176.  
  177.     Draw = W3DFloorDraw DrawFloorV1    
  178.         ModelName = WBSpidPit_V1
  179.         WeatherTexture        = SNOWY WBSpidPit_Lava_Bib_Snow.tga
  180.         StartHidden = Yes
  181.           HideIfModelConditions    =    AWAITING_CONSTRUCTION
  182.           HideIfModelConditions    =    PARTIALLY_CONSTRUCTED
  183.     End
  184.     
  185.     Draw = W3DScriptedModelDraw ModuleTag_Draw_HCBanner
  186.         OkToChangeModelColor  = Yes
  187.         DefaultModelConditionState
  188.             Model = WBHCSpidPit
  189.         End
  190.         MultiPlayerOnly = Yes 
  191.     End    
  192.  
  193.     PlacementViewAngle  = -45
  194.  
  195.     ; ***DESIGN parameters ***
  196.     DisplayName         = OBJECT:WildSpiderPit
  197.     Description         = OBJECT:WildSpiderPitDescription
  198.  
  199.     Side                = Wild
  200.     EditorSorting       = STRUCTURE
  201.     ThreatLevel            = 1.0
  202.  
  203.     CommandSet          = WildSpiderPitCommandSet
  204.     BuildCost           = GOBLIN_SPIDERPIT_BUILDCOST
  205.     BuildTime           = GOBLIN_SPIDERPIT_BUILDTIME
  206.     BountyValue         = GOBLIN_SPIDERPIT_BOUNTY_VALUE
  207.     VisionRange         = GOBLIN_SPIDERPIT_VISION_RANGE
  208.     ShroudClearingRange    = GOBLIN_SPIDERPIT_SHROUD_CLEAR
  209.  
  210.     ArmorSet
  211.         Conditions        = None
  212.         Armor             = StructureArmor
  213.         ;DamageFX          = StructureDamageFXNoShake
  214.     End
  215.  
  216.  
  217.   ; *** AUDIO Parameters ***
  218.  
  219.     #include "..\..\..\Includes\StandardBuildingEvaEvents.inc"
  220.  
  221.     VoiceFullyCreated                = EVA:SpidersNestComplete
  222.     VoiceSelect                        = WildSpiderPitSelect
  223.     VoiceSelectUnderConstruction    = BuildingEvilVoiceSelectUnderConstruction
  224.  
  225.     SoundAmbient                    = WildSpiderPitAmbience
  226.     SoundOnDamaged                    = BuildingLightDamageStone
  227.     SoundOnReallyDamaged            = BuildingHeavyDamageStone
  228.  
  229.     UnitSpecificSounds
  230.         UnderConstruction        = BuildingConstructionLoop  ; Built first time
  231.         ; UnderRepairFromDamage    = NoSound                    ; Repaired No animation on the building, so don't bother playing sound
  232.         UnderRepairFromRubble    = BuildingConstructionLoop    ; Repaired from completely destroyed (not used???)
  233.     End
  234.  
  235.     ; *** ENGINEERING Parameters ***
  236.  
  237.     RadarPriority       = STRUCTURE
  238.     KindOf              = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE MP_COUNT_FOR_VICTORY AUTO_RALLYPOINT FS_FACTORY
  239.  
  240.     Body                        = StructureBody ModuleTag_05
  241.         MaxHealth                     = GOBLIN_SPIDERPIT_HEALTH
  242.         MaxHealthDamaged              = GOBLIN_SPIDERPIT_HEALTH_DAMAGED
  243.         MaxHealthReallyDamaged           = GOBLIN_SPIDERPIT_HEALTH_REALLY_DAMAGED        
  244.     End
  245.  
  246.     Behavior            = GettingBuiltBehavior GetBuiltBehaviorTag
  247.         WorkerName          = MordorWorkerNoSelect
  248.         SpawnTimer    = DEFAULT_STRUCTURE_HEALDELAY
  249.     End
  250.     
  251.     Behavior = KeepObjectDie ModuleTag_IWantRubble
  252.     End
  253.       
  254.     Behavior                  = StructureCollapseUpdate ModuleTag_06
  255.         MinCollapseDelay        = 000
  256.         MaxCollapseDelay        = 000
  257.         CollapseDamping         = .5
  258.         MaxShudder              = 0.6
  259.         MinBurstDelay           = 250
  260.         MaxBurstDelay           = 800
  261.         BigBurstFrequency       = 4
  262.         FXList                  = INITIAL   FX_StructureMediumCollapseNoSound
  263.         FXList                  = ALMOST_FINAL  FX_StructureAlmostCollapse
  264.         DestroyObjectWhenDone    = Yes
  265.         CollapseHeight            = 0
  266.     End
  267.  
  268.     Behavior = TerrainResourceBehavior ModuleTag_NewMoneyDeadSpot
  269.         Radius = 50        ; How far we try to claim ground
  270.         MaxIncome = 0    ; If we were to get all we wanted, how much we would earn.  Linear slope to 0 at 0% claim
  271.         IncomeInterval = 999999    ; How often (in msec) we give that much money
  272.         HighPriority = Yes ; A high priority claim gets to pretend it was there first.
  273.         Visible = No         ;// Don't show decal when a resource building is selected.
  274.     End
  275.  
  276.     Behavior = ProductionUpdate ProductionUpdateModuleTag
  277.         GiveNoXP        = Yes  ;Structure will not gain xp by training units
  278.     End
  279.  
  280.     Behavior = QueueProductionExitUpdate QueueProductionModuleTag
  281.         UnitCreatePoint            = X:14.8616 Y:-0.1480 Z:0.0
  282.         NaturalRallyPoint        = X:61.0 Y:-0.1480 Z:0.0
  283.         ExitDelay                = STANDARD_HORDE_EXIT_DELAY
  284.         UseReturnToFormation    = No    
  285.     End
  286.     
  287.     Behavior = CommandSetUpgrade ModueTag_SpiderPitLevel2CommandSet
  288.         TriggeredBy            = Upgrade_StructureLevel2
  289.         ConflictsWith        = Upgrade_StructureLevel3
  290.         CommandSet            = WildSpiderPitCommandSetLevel2
  291.     End   
  292.  
  293.     Behavior = CommandSetUpgrade ModueTag_SpiderPitLevel3CommandSet
  294.         TriggeredBy            = Upgrade_StructureLevel3        
  295.         CommandSet            = WildSpiderPitCommandSetLevel3
  296.     End   
  297.  
  298.     Behavior = LevelUpUpgrade ModuleTag_SpiderPitLevel2
  299.         TriggeredBy        = Upgrade_WildSpiderPitLevel2        
  300.         LevelsToGain    = 1
  301.         LevelCap        = 3
  302.     End
  303.  
  304.     Behavior = LevelUpUpgrade ModuleTag_SpiderPitLevel3
  305.         TriggeredBy        = Upgrade_WildSpiderPitLevel3        
  306.         LevelsToGain    = 1
  307.         LevelCap        = 3
  308.     End
  309.     
  310.     Behavior = SubObjectsUpgrade ModuleTag_HideAll
  311.         TriggeredBy        = Upgrade_StructureLevel1
  312.         ShowSubObjects    = ModuleTag_DrawFloor
  313.         HideSubObjects    = DrawFloorV1 Cocoon02 B_Cocoon02 C_Cocoon02 D_Cocoon02
  314.     End
  315.  
  316.      Behavior = SubObjectsUpgrade ModuleTag_ShowWalls 
  317.         TriggeredBy        = Upgrade_StructureLevel2
  318.         ShowSubObjects    = DrawFloorV1
  319.         HideSubObjects    = ModuleTag_DrawFloor Cocoon02 B_Cocoon02 C_Cocoon02 D_Cocoon02
  320.     End
  321.  
  322.     Behavior = SubObjectsUpgrade ModuleTag_ShowPillars 
  323.         TriggeredBy        = Upgrade_StructureLevel3
  324.         ShowSubObjects    = DrawFloorV1 Cocoon02 B_Cocoon02 C_Cocoon02 D_Cocoon02
  325.         HideSubObjects    = ModuleTag_DrawFloor 
  326.     End    
  327.     
  328.     
  329.     Behavior = RebuildHoleExposeDie ModuleTag_ExposeDie
  330.         ExemptStatus        = SOLD
  331.         HoleName            = WildSpiderPitHole
  332.         HoleMaxHealth        = 500.0
  333.         FadeInTimeSeconds    = 2.0
  334.     End
  335.  
  336.     Behavior                  = BuildingBehavior BuildingModuleTag
  337.         NightWindowName         = N_Window N_Fire
  338.         ;FireWindowName          = WINDOW_F01
  339.     End
  340.             
  341.     Geometry                = CYLINDER
  342.       GeometryMajorRadius        = 40.0
  343.     GeometryHeight            = 25.0
  344.     GeometryOffset            = X:0 Y:0 Z:0    
  345.  
  346.     AdditionalGeometry        = CYLINDER
  347.       GeometryMajorRadius        = 20.0
  348.     GeometryHeight            = 75.0
  349.     GeometryOffset            = X:0 Y:0 Z:0    
  350.             
  351.     GeometryIsSmall            = No
  352.     Shadow                    = SHADOW_VOLUME
  353.     BuildCompletion            = PLACED_BY_PLAYER
  354.     
  355.     GeometryContactPoint = X:-48.348    Y:26.9        Z:0            Repair
  356.     GeometryContactPoint = X:47.546        Y:-38.677    Z:0            Repair
  357.     GeometryContactPoint = X:47.546        Y:36.435    Z:0
  358.     GeometryContactPoint = X:-32.763    Y:-46.121    Z:0
  359.     GeometryContactPoint = X:26.753        Y:26.753    Z:67.933    Swoop
  360. End
  361.