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Text File  |  2006-01-31  |  14KB  |  480 lines

  1. ;------------------------------------------------------------------------------
  2. Object IsengardExplosiveMine ; BALANCE Mine
  3.     ; *** ART Parameters ***
  4.  
  5.     ; This is required for garrisoned objects - please put in all objects.
  6.     SelectPortrait    = UPIsenguard_ExplosiveMine
  7.         ButtonImage        = BISiegeWorks_DemoTeam
  8.     Draw = W3DScriptedModelDraw ModuleTag_01
  9.     
  10.         OkToChangeModelColor = Yes
  11.           StaticModelLODMode = Yes    
  12.       
  13.         DefaultModelConditionState
  14.             Model = IUDT_SKN
  15.             Skeleton = IUDT_SKL
  16.         End
  17.  
  18.         ModelConditionState = PASSENGER
  19.             Model = IU_Bomb_SKN
  20.         End
  21.  
  22.         ;-----------------
  23.         IdleAnimationState
  24.             Animation = IDLA
  25.                 AnimationName = IUDT_IDLA
  26.                 AnimationMode = ONCE
  27.             End
  28.         End
  29.      
  30.         AnimationState = DYING DEATH_1
  31.             Animation = BothDyingTogether
  32.                 AnimationName = IUDT_DIEC
  33.                 AnimationMode = ONCE
  34.             End
  35.             ParticleSysBone   = None MinePoof FollowBone:No
  36.         End 
  37.         
  38.         AnimationState = DYING DEATH_2
  39.             Animation = FadeAwayOnLastFrameOfDrop
  40.                 AnimationName = IUDT_DRPA
  41.                 AnimationMode = MANUAL
  42.             End
  43.             Flags = START_FRAME_LAST
  44.         End 
  45.         
  46.         AnimationState = DYING DEATH_3
  47.             Animation = DyingByFire
  48.                 AnimationName = IUDT_DIEE
  49.                 AnimationMode = ONCE
  50.             End
  51.         End 
  52.         
  53.         
  54.         AnimationState = FIRING_OR_PREATTACK_A
  55.             Animation = SettingMineDown
  56.                 AnimationName = IUDT_DRPA
  57.                 AnimationMode = ONCE
  58.                 UseWeaponTiming = Yes
  59.             End
  60.         End
  61.  
  62.         AnimationState = FIRING_OR_PREATTACK_B
  63.             Animation = SettingMineDown
  64.                 AnimationName = IUDT_DRPA
  65.                 AnimationMode = ONCE
  66.                 UseWeaponTiming = Yes
  67.             End
  68.         End
  69.  
  70.         ;;; Moving Animations ;;;
  71.         AnimationState = MOVING ACCELERATE
  72.             Animation = Moving
  73.                 AnimationName = IUDT_RUNA
  74.                 AnimationMode = LOOP
  75.                 AnimationBlendTime= 15
  76.             End
  77.         End
  78.  
  79.         AnimationState = MOVING TURN_LEFT_HIGH_SPEED
  80.             Animation = Moving
  81.                 AnimationName = IUDT_RUNA
  82.                 AnimationMode = LOOP
  83.                 AnimationBlendTime= 5
  84.             End
  85.         End
  86.  
  87.         AnimationState = MOVING TURN_RIGHT_HIGH_SPEED
  88.             Animation = Moving
  89.                 AnimationName = IUDT_RUNA
  90.                 AnimationMode = LOOP
  91.                 AnimationBlendTime= 5
  92.             End
  93.         End
  94.  
  95.         AnimationState                =    TURN_LEFT 
  96.             Animation                =    TurnLeft
  97.                 AnimationName        =    IUDT_TRNL
  98.                 AnimationMode        =    LOOP
  99.                 AnimationSpeedFactorRange = 1.0 1.0        ;Hack... we need a proper TurnAngle entry
  100.                 AnimationBlendTime= 10
  101.             End
  102.         End
  103.         
  104.         AnimationState                =    TURN_RIGHT 
  105.             Animation                =    TurnRight
  106.                 AnimationName        =    IUDT_TRNR
  107.                 AnimationMode        =    LOOP
  108.                 AnimationSpeedFactorRange = 1.0 1.0        ;Hack... we need a proper TurnAngle entry
  109.                 AnimationBlendTime= 10
  110.             End
  111.         End
  112.  
  113.         AnimationState = MOVING
  114.             Animation = Moving
  115.                 AnimationName = IUDT_RUNA
  116.                 AnimationMode = LOOP
  117.                 AnimationBlendTime= 5
  118.             End
  119.         End
  120.         
  121.         AnimationState  = JUST_BUILT
  122.             Animation = Being_Built
  123.                 AnimationName        = IUDT_BLDA
  124.                 AnimationMode        = ONCE
  125.                 AnimationBlendTime    = 0        ; Must be zero.
  126.             End
  127.         End            
  128.     End
  129.  
  130.     ; ***DESIGN parameters ***
  131.     Side = Isengard
  132.     IsTrainable        = No
  133.     EditorSorting = UNIT
  134.     
  135.     ThreatLevel = ISENGARD_MINE_THREAT_LEVEL
  136.     ThreatBreakdown IsengardMine_DetailedThreat
  137.         AIKindOf = SIEGEWEAPON
  138.     End
  139.     
  140.     ThingClass = HORDE_UNIT
  141.     CommandPoints = 10
  142.     BuildCost = ISENGARD_EXPLOSIVEMINE_BUILDCOST        
  143.     BuildTime = ISENGARD_EXPLOSIVEMINE_BUILDTIME    
  144.     TransportSlotCount = TRANSPORTSLOTCOUNT_UNIT
  145.     
  146.     WeaponSet
  147.         Conditions = None 
  148.         Weapon        = PRIMARY IsengardExplosiveMineDroppingWeapon
  149.         PreferredAgainst    = PRIMARY STRUCTURE
  150.         AutoChooseSources    = PRIMARY FROM_PLAYER FROM_SCRIPT
  151.  
  152.         Weapon        = SECONDARY    IsengardExplosiveMineDroppingWeaponPosition
  153.         AutoChooseSources    = SECONDARY FROM_PLAYER FROM_SCRIPT
  154.     End
  155.  
  156.     ArmorSet
  157.         Conditions      = None
  158.         Armor           = ExplosiveMineArmor
  159.         DamageFX        = NormalDamageFX
  160.     End
  161.  
  162.       ; This is required so that the build phase lasts as long as the anim.
  163.     BuildFadeInOnCreateTime = 2.0
  164.     
  165.     ShroudClearingRange = SHROUD_CLEAR_STANDARD
  166.     VisionRange            = VISION_STANDARD_SHORT
  167.  
  168.     BountyValue = ISENGARD_EXPLOSIVEMINE_BOUNTY_VALUE
  169.     DisplayName = OBJECT:IsengardExplosiveMine
  170.     CrushableLevel = 1  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  171.     CrusherLevel = 0 ;What can I crush?: 0 = small animals, 1 = infantry, 2 = trees, 3 = vehicles
  172.     ShockwaveResistance = SHOCKWAVE_RESISTANCE_IMMUNE
  173.     CommandSet = IsengardExplosiveMineCommandSet
  174.  
  175.  
  176.     ; ************** AUDIO Parameters ***************;
  177.     
  178.     VoiceAttack                    = ExplosiveMineVoiceAttackMS
  179.     VoiceCreated                = EVA:ExplosiveMineCreated
  180.     VoiceFullyCreated             = EVA:ExplosiveMineCreated
  181.     VoiceMove                    = ExplosiveMineVoiceMoveMS
  182.     VoiceMoveWhileAttacking            = ExplosiveMineVoiceDisengage
  183.     VoiceMoveToCamp                = ExplosiveMineVoiceMoveCamp
  184.     VoicePriority                = 25
  185.     VoiceSelectBattle                = ExplosiveMineVoiceSelectBattle
  186.     VoiceSelect                    = ExplosiveMineVoiceSelectMS
  187.     
  188.     VoiceEnterStateAttack            = ExplosiveMineVoiceEnterStateAttack
  189.     VoiceEnterStateMove            = ExplosiveMineVoiceEnterStateMove
  190.     VoiceEnterStateMoveWhileAttacking    = ExplosiveMineVoiceEnterStateDisengage
  191.     VoiceEnterStateMoveToCamp        = ExplosiveMineVoiceEnterStateMoveCamp
  192.     VoiceGuard                    = ExplosiveMineVoiceMove
  193.       
  194.     #include "..\..\..\includes\StandardUnitEvaEvents.inc"
  195.  
  196.     UnitSpecificSounds
  197.         VoiceEnterUnitEvilMenTransportShip    = ExplosiveMineVoiceMoveMS
  198.         VoiceEnterUnitMordorMumakil            = ExplosiveMineVoiceMoveMS
  199.         VoiceEnterUnitSlaughterHouse        = ExplosiveMineVoiceMoveMS
  200.         VoiceGarrison                        = ExplosiveMineVoiceMoveMS
  201.         VoiceInitiateCaptureBuilding        = ExplosiveMineVoiceMoveMS
  202.     End
  203.  
  204.     ;UnitSpecificSounds
  205.     ;    VoiceSecondaryWeaponMode    = ExplosiveMineVoiceDeploy            ;this didn't work
  206.     ;End
  207.  
  208.     CrowdResponseKey = Uruk
  209.  
  210.     Behavior = LargeGroupAudioUpdate ModuleTag_LGAU                        ;Tie into LargeGroupAudio system
  211.         Key = UrukHai_ExplosiveMine
  212.     End
  213.  
  214.     ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
  215.         MaxUpdateRangeCap = 800
  216.         AnimationSound = Sound:ExplosiveMineDrop            Animation:IUDT_SKL.IUDT_DRPA    Frames: 40
  217.         AnimationSound = Sound:ExplosiveMineEffort1        Animation:IUDT_SKL.IUDT_DRPA    Frames: 0
  218.         AnimationSound = Sound:ExplosiveMineEffort2        Animation:IUDT_SKL.IUDT_DRPA    Frames: 13
  219.         AnimationSound = Sound:FootstepDirtA            Animation:IUDT_SKL.IUDT_RUNA    Frames: 2 8 12 18
  220.         AnimationSound = Sound:FootstepDirtA            Animation:IUDT_SKL.IUDT_BLDA    Frames: 2 8 12 18 22 28 32 37 42 45 52 54 60 61 
  221.         AnimationSound = Sound:FootstepDirtA            Animation:IUDT_SKL.IUDT_TRNL    Frames: 10 13 23 30 38 43 53 60
  222.         AnimationSound = Sound:FootstepDirtA            Animation:IUDT_SKL.IUDT_TRNR    Frames: 10 13 23 30 38 43 53 60
  223.         AnimationSound = Sound:BodyFallOrc                Animation:IUDT_SKL.IUDT_DIEC    Frames: 25 58
  224.     End
  225.  
  226.  
  227.     ; *** ENGINEERING Parameters ***
  228.  
  229.     RadarPriority = UNIT
  230.     KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE CAN_USE_SIEGE_TOWER MINE PATH_THROUGH_INFANTRY HEAVY_MELEE_HITTER
  231.      
  232.     Body = ActiveBody ModuleTag_02
  233.         MaxHealth         = ISENGARD_EXPLOSIVEMINE_HEALTH                ;BALANCE Mine Health
  234.         MaxHealthDamaged  = ISENGARD_EXPLOSIVEMINE_HEALTH_DAMAGED        
  235.         ;RecoveryTime      = ISENGARD_EXPLOSIVEMINE_HEALTH_RECOVERY_TIME    
  236.         DodgePercent      = 33
  237.     End
  238.      
  239.     Behavior = AIUpdateInterface ModuleTag_03
  240.         AutoAcquireEnemiesWhenIdle = No ; We don't want to mine unit to deploy by himself
  241.         SpecialContactPoints       = Bomb
  242.     End
  243.  
  244.     LocomotorSet
  245.         Locomotor     = ExplosiveMineLocomotor
  246.         Condition     = SET_NORMAL
  247.         Speed         = 33 ;12
  248.     End
  249.  
  250.     Behavior = PhysicsBehavior ModuleTag_04
  251.         GravityMult = 1.0
  252.     End
  253.  
  254.     Behavior = SlowDeathBehavior ModuleTag_ExplosiveDeath
  255.         DeathTypes = NONE +BURNED 
  256.         DeathFlags = DEATH_3
  257.         SinkDelay = 3000
  258.         SinkRate = 1.40     ; in Dist/Sec
  259.         DestructionDelay = 10000
  260.         Sound = INITIAL UrukVoiceDie
  261.         Weapon = INITIAL IsengardExplosiveMineExplosionWeapon
  262.     End
  263.  
  264.     Behavior = SlowDeathBehavior ModuleTag_FizzleDeath
  265.         DeathTypes = ALL -BURNED -FADED
  266.         DeathFlags = DEATH_1
  267.         SinkDelay = 3000
  268.         SinkRate = 1.40     ; in Dist/Sec
  269.         DestructionDelay = 10000
  270.         Sound = INITIAL UrukVoiceDie
  271.     End
  272.  
  273.     Behavior = SlowDeathBehavior ModuleTag_DeployedDeath
  274.         DeathTypes = NONE +FADED
  275.         DeathFlags = DEATH_2
  276.         FadeDelay = 0
  277.         FadeTime = 3000
  278.         DestructionDelay = 3000    ; Hmm...seems like you become totally transparent at about 25-30%, so kill earlier than fade time
  279.         Sound = INITIAL UrukVoiceDie    ;ExplosiveMineVoiceDeploy
  280.     End
  281.     
  282.     Behavior = SquishCollide ModuleTag_06
  283.         ;nothing
  284.     End
  285.      
  286.     Geometry = CYLINDER
  287.     GeometryMajorRadius = 8.0
  288.     GeometryMinorRadius = 8.0
  289.     GeometryHeight = 19.2
  290.     GeometryIsSmall = Yes
  291.     Shadow = SHADOW_DECAL
  292.     ShadowSizeX = 11;
  293.     ShadowSizeY = 11;
  294.     ShadowTexture = ShadowI;
  295. End
  296.  
  297. ;------------------------------------------------------------------------------
  298. ; When an ExplosiveMine attacks, it transforms in to this.  This lets Design have total script control of 
  299. ; these guys, and it gets all of the desired behaviors like immobilization for free as side effects.
  300. Object IsengardDeployedExplosiveMine ; BALANCE Mine
  301.     ; *** ART Parameters ***
  302.  
  303.     ; This is required for garrisoned objects - please put in all objects.
  304.     SelectPortrait    = UPIsenguard_ExplosiveMine
  305.   
  306.     Draw = W3DScriptedModelDraw ModuleTag_01
  307.         OkToChangeModelColor = Yes
  308.         DefaultModelConditionState
  309.             Model = IU_Bomb_SKN
  310.         End
  311.  
  312.         ;-----------------
  313.         IdleAnimationState
  314.             Animation = IDLA
  315.                 AnimationName = IU_Bomb_SKN.IU_Bomb_SKN
  316.                 AnimationMode = MANUAL
  317.             End
  318.         End
  319.      
  320.         ;-----------------
  321.         AnimationState = DYING
  322.             Animation = BothDyingTogether
  323.                 AnimationName = IU_Bomb_SKN.IU_Bomb_SKN
  324.                 AnimationMode = ONCE
  325.             End
  326.         End 
  327.     End
  328.  
  329.     ; ***DESIGN parameters ***
  330.     Side = Isengard
  331.     EditorSorting = UNIT
  332.     ThreatLevel = 1.0
  333.     ThingClass = HORDE_UNIT
  334.     CommandPoints = 1
  335.  
  336.     TransportSlotCount = TRANSPORTSLOTCOUNT_UNIT
  337.     ArmorSet
  338.         Conditions      = None
  339.         Armor           = DroppedMineArmor
  340.         DamageFX        = NormalDamageFX
  341.     End
  342.     VisionRange = 120.0
  343.     DisplayName = OBJECT:IsengardExplosiveMine
  344.     CrushableLevel = 0  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  345.     CommandSet = EmptyCommandSet
  346.  
  347.     ; ************** AUDIO Parameters ***************;
  348.  
  349.     ;SoundImpact = HumanVoiceDie
  350.   
  351.     #include "..\..\..\includes\StandardUnitEvaEvents.inc"
  352.  
  353.  
  354.     ; *** ENGINEERING Parameters ***
  355.     RadarPriority = UNIT
  356.     KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY SCORE MINE IMMOBILE STRUCTURE NOT_AUTOACQUIRABLE DEPLOYED_MINE
  357.      
  358.     Body = ActiveBody ModuleTag_02
  359.         MaxHealth         = 150                  ;BALANCE Mine Health
  360.         MaxHealthDamaged  = 75        
  361.     End
  362.      
  363.     Behavior = PhysicsBehavior ModuleTag_04
  364.         GravityMult = 1.0
  365.     End
  366.  
  367.     Behavior = SlowDeathBehavior ModuleTag_ExplosiveDeath
  368.         DeathTypes = NONE +BURNED 
  369.         DeathFlags = DEATH_1
  370.         DestructionDelay = 1
  371.         Weapon = FINAL IsengardExplosiveMineExplosionWeapon
  372.         Sound = INITIAL ImpactHorse
  373.     End
  374.  
  375.     Behavior = SlowDeathBehavior ModuleTag_FizzleDeath
  376.         DeathTypes = ALL -BURNED 
  377.         DeathFlags = DEATH_1
  378.         SinkDelay = 1
  379.         SinkRate = 3.0     ; in Dist/Sec
  380.         DestructionDelay = 5000
  381.         Sound = INITIAL ImpactHorse
  382.     End
  383.  
  384.     Behavior = SquishCollide ModuleTag_06
  385.         ;nothing
  386.     End
  387.      
  388.     Geometry = BOX
  389.     GeometryMinorRadius = 12.0
  390.     GeometryMajorRadius = 12.0
  391.     GeometryHeight = 8.0
  392.     GeometryIsSmall = No
  393.     Shadow = SHADOW_DECAL
  394.     ShadowSizeX = 11;
  395.     ShadowSizeY = 11;
  396.     ShadowTexture = ShadowI;
  397. End
  398.  
  399. ;------------------------------------------------------------------------------
  400. Object IsengardExplosivePileOfLeaves ; BALANCE Mine (concealed)
  401.     ; *** ART Parameters ***
  402.  
  403.     ; This is required for garrisoned objects - please put in all objects.
  404.     SelectPortrait    = UPIsenguard_ExplosiveMine
  405.   
  406.     Draw = W3DScriptedModelDraw ModuleTag_01
  407.         DefaultModelConditionState
  408.             Model = MUPileDebris2
  409.         End
  410.     End
  411.  
  412.     ; ***DESIGN parameters ***
  413.     Side = Isengard
  414.     EditorSorting = UNIT
  415.     ThreatLevel = 1.0
  416.     CommandPoints = 1
  417.  
  418.     TransportSlotCount = TRANSPORTSLOTCOUNT_UNIT
  419.     ArmorSet
  420.         Conditions      = None
  421.         Armor           = SoldierArmor
  422.         DamageFX        = NormalDamageFX
  423.     End
  424.     VisionRange = 40.0
  425.     DisplayName = OBJECT:IsengardExplosiveMine
  426.     CrushableLevel = 0  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  427.      
  428.     ; *** AUDIO Parameters ***;
  429.     #include "..\..\..\Includes\StandardUnitEvaEvents.inc"
  430.  
  431.     ; *** ENGINEERING Parameters ***
  432.     RadarPriority = UNIT
  433.     KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY MINE
  434.  
  435.     ;Total hack to get unit to work. STRUCTURE units still have problems getting targeted.    
  436.     Behavior = AIUpdateInterface ModuleTag_03
  437.     End
  438.     Behavior = PhysicsBehavior ModuleTag_Physics
  439.         GravityMult = 1.0
  440.     End
  441.     LocomotorSet
  442.         Locomotor     = HumanLocomotor
  443.         Condition     = SET_NORMAL
  444.         Speed         = 0
  445.     End
  446.     ;End hack
  447.      
  448.     Body = ActiveBody ModuleTag_02
  449.         MaxHealth         = 150                  ;BALANCE Mine Health
  450.         MaxHealthDamaged  = 75
  451.         ;RecoveryTime      = 5000
  452.         UseDefaultDamageSettings = No            ; Don't add damage states that I don't explicitly ask for.
  453.         EnteringDamagedTransitionTime = 6000    ; I am paralyzed for this long when I become damaged, because I have a really cool transition anim to play
  454.     End
  455.      
  456.     Behavior = SlowDeathBehavior ModuleTag_ExplosiveDeath
  457.         DeathTypes = NONE +BURNED 
  458.         DestructionDelay = 1
  459.         Weapon = FINAL IsengardBurningPileofLeavesWeapon
  460.         ;Sound = INITIAL UrukVoiceDie
  461.     End
  462.      
  463.     Behavior = SlowDeathBehavior ModuleTag_FizzleDeath
  464.         DeathTypes = ALL -BURNED
  465.         SinkDelay = 3000
  466.         SinkRate = 0.40     ; in Dist/Sec
  467.         DestructionDelay = 8000
  468.         ;Sound = INITIAL UrukVoiceDie
  469.     End
  470.      
  471.     Geometry = CYLINDER
  472.     GeometryMajorRadius = 18.0
  473.     GeometryMinorRadius = 18.0
  474.     GeometryHeight = 19.2
  475.     GeometryIsSmall = Yes
  476.     Shadow = SHADOW_DECAL
  477.     ShadowSizeX = 11;
  478.     ShadowSizeY = 11;
  479.     ShadowTexture = ShadowI;
  480. End