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data_ini_object_evilfaction_structures_wild_wildspiderpit.ini
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2006-01-31
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11KB
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361 lines
;------------------------------------------------------------------------------
;Wild Spider Pit
Object WildSpiderPit
SelectPortrait = BPWSpiderPit
Draw = W3DScriptedModelDraw ModuleTag_Draw
OkToChangeModelColor = Yes
UseStandardModelNames = Yes
StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD
DefaultModelConditionState
Model = WBSpidPit_SKN
End
;// Animation state for build placement cursor
AnimationState = BUILD_PLACEMENT_CURSOR
BeginScript
CurDrawableHideSubObject("N_Window")
CurDrawableHideSubObject("N_Fire")
CurDrawableHideSubObject("DrawFloorV1")
CurDrawableHideSubObject("Cocoon02")
CurDrawableHideSubObject("B_Cocoon02")
CurDrawableHideSubObject("C_Cocoon02")
CurDrawableHideSubObject("D_Cocoon02")
EndScript
End
;// Animation state for phantom structure
AnimationState = PHANTOM_STRUCTURE
BeginScript
CurDrawableHideSubObject("N_Window")
CurDrawableHideSubObject("N_Fire")
CurDrawableHideSubObject("DrawFloorV1")
CurDrawableHideSubObject("Cocoon02")
CurDrawableHideSubObject("B_Cocoon02")
CurDrawableHideSubObject("C_Cocoon02")
CurDrawableHideSubObject("D_Cocoon02")
EndScript
End
IdleAnimationState
Animation = IDLE
AnimationName = WBSpidPit_SKL.WBSpidPit_IDLA
AnimationMode = ONCE
End
ParticleSysBone = FXBone WildCaveGlow Followbone:YES
ParticleSysBone = FXBone WildCaveEmbers Followbone:YES
End
;------------ New Build Up States coming soon.
ModelConditionState = SNOW AWAITING_CONSTRUCTION
Model = WBSpidPit_ASKN
Texture = WBSpidPit.tga WBSpidPit_Snow.tga
Texture = WBBStone.tga WBStone_Snow.tga
Texture = WBStone.tga WBStone_Snow.tga
Texture = WBSpiPit.tga WBSpiPit_snow.tga
End
ModelConditionState = AWAITING_CONSTRUCTION
Model = WBSpidPit_ASKN
End
AnimationState = AWAITING_CONSTRUCTION
Animation = WBSpidPit_A
AnimationName = WBSpidPit_ASKL.WBSpidPit_ABLD
AnimationMode = MANUAL
AnimationBlendTime = 0
End
Flags = START_FRAME_FIRST
End
ModelConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Model = WBSpidPit_ASKN
Texture = WBSpidPit.tga WBSpidPit_Snow.tga
Texture = WBBStone.tga WBStone_Snow.tga
Texture = WBStone.tga WBStone_Snow.tga
Texture = WBSpiPit.tga WBSpiPit_snow.tga
End
ModelConditionState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Model = WBSpidPit_ASKN
End
AnimationState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Animation = WBSpidPit_A
AnimationName = WBSpidPit_ASKL.WBSpidPit_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
;--damaged building
ModelConditionState = DAMAGED
Model = WBSpidPit_D1
End
AnimationState = DAMAGED
EnteringStateFX = FX_BuildingDamaged
End
ModelConditionState = REALLYDAMAGED
Model = WBSpidPit_D2
End
AnimationState = REALLYDAMAGED
Animation = RubbleAnimation
AnimationName = WBSpidPit_D2SK.WBSpidPit_D2AN
AnimationMode = ONCE
End
EnteringStateFX = FX_BuildingReallyDamaged
End
ModelConditionState = COLLAPSING
Model = WBSpidPit_D3
End
AnimationState = COLLAPSING
Animation = RubbleAnimation
AnimationName = WBSpidPit_D3SK.WBSpidPit_D3AN
AnimationMode = ONCE
End
EnteringStateFX = FX_StructureMediumCollapse
End
ModelConditionState = RUBBLE
Model = None
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 = WBSpidPit_SKN
Texture = WBSpiPit.tga WBSpiPit_snow.tga
Texture = WBBStone.tga WBBStone_snow.tga
End
End
Draw = W3DFloorDraw ModuleTag_DrawFloor
StaticModelLODMode = Yes ; THIS NEEDS TO BE COMMENTED OUT WHEN ENGINEERING ENABLES LOD'S IN THE FLOOR DRAW
ModelName = WBSpidPit_Bib
WeatherTexture = SNOWY WBSpidPit_Bib_Snow.tga
HideIfModelConditions = AWAITING_CONSTRUCTION
HideIfModelConditions = PARTIALLY_CONSTRUCTED
End
Draw = W3DFloorDraw DrawFloorV1
ModelName = WBSpidPit_V1
WeatherTexture = SNOWY WBSpidPit_Lava_Bib_Snow.tga
StartHidden = Yes
HideIfModelConditions = AWAITING_CONSTRUCTION
HideIfModelConditions = PARTIALLY_CONSTRUCTED
End
Draw = W3DScriptedModelDraw ModuleTag_Draw_HCBanner
OkToChangeModelColor = Yes
DefaultModelConditionState
Model = WBHCSpidPit
End
MultiPlayerOnly = Yes
End
PlacementViewAngle = -45
; ***DESIGN parameters ***
DisplayName = OBJECT:WildSpiderPit
Description = OBJECT:WildSpiderPitDescription
Side = Wild
EditorSorting = STRUCTURE
ThreatLevel = 1.0
CommandSet = WildSpiderPitCommandSet
BuildCost = GOBLIN_SPIDERPIT_BUILDCOST
BuildTime = GOBLIN_SPIDERPIT_BUILDTIME
BountyValue = GOBLIN_SPIDERPIT_BOUNTY_VALUE
VisionRange = GOBLIN_SPIDERPIT_VISION_RANGE
ShroudClearingRange = GOBLIN_SPIDERPIT_SHROUD_CLEAR
ArmorSet
Conditions = None
Armor = StructureArmor
;DamageFX = StructureDamageFXNoShake
End
; *** AUDIO Parameters ***
#include "..\..\..\Includes\StandardBuildingEvaEvents.inc"
VoiceFullyCreated = EVA:SpidersNestComplete
VoiceSelect = WildSpiderPitSelect
VoiceSelectUnderConstruction = BuildingEvilVoiceSelectUnderConstruction
SoundAmbient = WildSpiderPitAmbience
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
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE MP_COUNT_FOR_VICTORY AUTO_RALLYPOINT FS_FACTORY
Body = StructureBody ModuleTag_05
MaxHealth = GOBLIN_SPIDERPIT_HEALTH
MaxHealthDamaged = GOBLIN_SPIDERPIT_HEALTH_DAMAGED
MaxHealthReallyDamaged = GOBLIN_SPIDERPIT_HEALTH_REALLY_DAMAGED
End
Behavior = GettingBuiltBehavior GetBuiltBehaviorTag
WorkerName = MordorWorkerNoSelect
SpawnTimer = DEFAULT_STRUCTURE_HEALDELAY
End
Behavior = KeepObjectDie ModuleTag_IWantRubble
End
Behavior = StructureCollapseUpdate ModuleTag_06
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 = 0
End
Behavior = TerrainResourceBehavior ModuleTag_NewMoneyDeadSpot
Radius = 50 ; How far we try to claim ground
MaxIncome = 0 ; If we were to get all we wanted, how much we would earn. Linear slope to 0 at 0% claim
IncomeInterval = 999999 ; How often (in msec) we give that much money
HighPriority = Yes ; A high priority claim gets to pretend it was there first.
Visible = No ;// Don't show decal when a resource building is selected.
End
Behavior = ProductionUpdate ProductionUpdateModuleTag
GiveNoXP = Yes ;Structure will not gain xp by training units
End
Behavior = QueueProductionExitUpdate QueueProductionModuleTag
UnitCreatePoint = X:14.8616 Y:-0.1480 Z:0.0
NaturalRallyPoint = X:61.0 Y:-0.1480 Z:0.0
ExitDelay = STANDARD_HORDE_EXIT_DELAY
UseReturnToFormation = No
End
Behavior = CommandSetUpgrade ModueTag_SpiderPitLevel2CommandSet
TriggeredBy = Upgrade_StructureLevel2
ConflictsWith = Upgrade_StructureLevel3
CommandSet = WildSpiderPitCommandSetLevel2
End
Behavior = CommandSetUpgrade ModueTag_SpiderPitLevel3CommandSet
TriggeredBy = Upgrade_StructureLevel3
CommandSet = WildSpiderPitCommandSetLevel3
End
Behavior = LevelUpUpgrade ModuleTag_SpiderPitLevel2
TriggeredBy = Upgrade_WildSpiderPitLevel2
LevelsToGain = 1
LevelCap = 3
End
Behavior = LevelUpUpgrade ModuleTag_SpiderPitLevel3
TriggeredBy = Upgrade_WildSpiderPitLevel3
LevelsToGain = 1
LevelCap = 3
End
Behavior = SubObjectsUpgrade ModuleTag_HideAll
TriggeredBy = Upgrade_StructureLevel1
ShowSubObjects = ModuleTag_DrawFloor
HideSubObjects = DrawFloorV1 Cocoon02 B_Cocoon02 C_Cocoon02 D_Cocoon02
End
Behavior = SubObjectsUpgrade ModuleTag_ShowWalls
TriggeredBy = Upgrade_StructureLevel2
ShowSubObjects = DrawFloorV1
HideSubObjects = ModuleTag_DrawFloor Cocoon02 B_Cocoon02 C_Cocoon02 D_Cocoon02
End
Behavior = SubObjectsUpgrade ModuleTag_ShowPillars
TriggeredBy = Upgrade_StructureLevel3
ShowSubObjects = DrawFloorV1 Cocoon02 B_Cocoon02 C_Cocoon02 D_Cocoon02
HideSubObjects = ModuleTag_DrawFloor
End
Behavior = RebuildHoleExposeDie ModuleTag_ExposeDie
ExemptStatus = SOLD
HoleName = WildSpiderPitHole
HoleMaxHealth = 500.0
FadeInTimeSeconds = 2.0
End
Behavior = BuildingBehavior BuildingModuleTag
NightWindowName = N_Window N_Fire
;FireWindowName = WINDOW_F01
End
Geometry = CYLINDER
GeometryMajorRadius = 40.0
GeometryHeight = 25.0
GeometryOffset = X:0 Y:0 Z:0
AdditionalGeometry = CYLINDER
GeometryMajorRadius = 20.0
GeometryHeight = 75.0
GeometryOffset = X:0 Y: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