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data_ini_object_evilfaction_units_isengard_mine.ini
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2006-01-31
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;------------------------------------------------------------------------------
Object IsengardExplosiveMine ; BALANCE Mine
; *** ART Parameters ***
; This is required for garrisoned objects - please put in all objects.
SelectPortrait = UPIsenguard_ExplosiveMine
ButtonImage = BISiegeWorks_DemoTeam
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = Yes
DefaultModelConditionState
Model = IUDT_SKN
Skeleton = IUDT_SKL
End
ModelConditionState = PASSENGER
Model = IU_Bomb_SKN
End
;-----------------
IdleAnimationState
Animation = IDLA
AnimationName = IUDT_IDLA
AnimationMode = ONCE
End
End
AnimationState = DYING DEATH_1
Animation = BothDyingTogether
AnimationName = IUDT_DIEC
AnimationMode = ONCE
End
ParticleSysBone = None MinePoof FollowBone:No
End
AnimationState = DYING DEATH_2
Animation = FadeAwayOnLastFrameOfDrop
AnimationName = IUDT_DRPA
AnimationMode = MANUAL
End
Flags = START_FRAME_LAST
End
AnimationState = DYING DEATH_3
Animation = DyingByFire
AnimationName = IUDT_DIEE
AnimationMode = ONCE
End
End
AnimationState = FIRING_OR_PREATTACK_A
Animation = SettingMineDown
AnimationName = IUDT_DRPA
AnimationMode = ONCE
UseWeaponTiming = Yes
End
End
AnimationState = FIRING_OR_PREATTACK_B
Animation = SettingMineDown
AnimationName = IUDT_DRPA
AnimationMode = ONCE
UseWeaponTiming = Yes
End
End
;;; Moving Animations ;;;
AnimationState = MOVING ACCELERATE
Animation = Moving
AnimationName = IUDT_RUNA
AnimationMode = LOOP
AnimationBlendTime= 15
End
End
AnimationState = MOVING TURN_LEFT_HIGH_SPEED
Animation = Moving
AnimationName = IUDT_RUNA
AnimationMode = LOOP
AnimationBlendTime= 5
End
End
AnimationState = MOVING TURN_RIGHT_HIGH_SPEED
Animation = Moving
AnimationName = IUDT_RUNA
AnimationMode = LOOP
AnimationBlendTime= 5
End
End
AnimationState = TURN_LEFT
Animation = TurnLeft
AnimationName = IUDT_TRNL
AnimationMode = LOOP
AnimationSpeedFactorRange = 1.0 1.0 ;Hack... we need a proper TurnAngle entry
AnimationBlendTime= 10
End
End
AnimationState = TURN_RIGHT
Animation = TurnRight
AnimationName = IUDT_TRNR
AnimationMode = LOOP
AnimationSpeedFactorRange = 1.0 1.0 ;Hack... we need a proper TurnAngle entry
AnimationBlendTime= 10
End
End
AnimationState = MOVING
Animation = Moving
AnimationName = IUDT_RUNA
AnimationMode = LOOP
AnimationBlendTime= 5
End
End
AnimationState = JUST_BUILT
Animation = Being_Built
AnimationName = IUDT_BLDA
AnimationMode = ONCE
AnimationBlendTime = 0 ; Must be zero.
End
End
End
; ***DESIGN parameters ***
Side = Isengard
IsTrainable = No
EditorSorting = UNIT
ThreatLevel = ISENGARD_MINE_THREAT_LEVEL
ThreatBreakdown IsengardMine_DetailedThreat
AIKindOf = SIEGEWEAPON
End
ThingClass = HORDE_UNIT
CommandPoints = 10
BuildCost = ISENGARD_EXPLOSIVEMINE_BUILDCOST
BuildTime = ISENGARD_EXPLOSIVEMINE_BUILDTIME
TransportSlotCount = TRANSPORTSLOTCOUNT_UNIT
WeaponSet
Conditions = None
Weapon = PRIMARY IsengardExplosiveMineDroppingWeapon
PreferredAgainst = PRIMARY STRUCTURE
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT
Weapon = SECONDARY IsengardExplosiveMineDroppingWeaponPosition
AutoChooseSources = SECONDARY FROM_PLAYER FROM_SCRIPT
End
ArmorSet
Conditions = None
Armor = ExplosiveMineArmor
DamageFX = NormalDamageFX
End
; This is required so that the build phase lasts as long as the anim.
BuildFadeInOnCreateTime = 2.0
ShroudClearingRange = SHROUD_CLEAR_STANDARD
VisionRange = VISION_STANDARD_SHORT
BountyValue = ISENGARD_EXPLOSIVEMINE_BOUNTY_VALUE
DisplayName = OBJECT:IsengardExplosiveMine
CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CrusherLevel = 0 ;What can I crush?: 0 = small animals, 1 = infantry, 2 = trees, 3 = vehicles
ShockwaveResistance = SHOCKWAVE_RESISTANCE_IMMUNE
CommandSet = IsengardExplosiveMineCommandSet
; ************** AUDIO Parameters ***************;
VoiceAttack = ExplosiveMineVoiceAttackMS
VoiceCreated = EVA:ExplosiveMineCreated
VoiceFullyCreated = EVA:ExplosiveMineCreated
VoiceMove = ExplosiveMineVoiceMoveMS
VoiceMoveWhileAttacking = ExplosiveMineVoiceDisengage
VoiceMoveToCamp = ExplosiveMineVoiceMoveCamp
VoicePriority = 25
VoiceSelectBattle = ExplosiveMineVoiceSelectBattle
VoiceSelect = ExplosiveMineVoiceSelectMS
VoiceEnterStateAttack = ExplosiveMineVoiceEnterStateAttack
VoiceEnterStateMove = ExplosiveMineVoiceEnterStateMove
VoiceEnterStateMoveWhileAttacking = ExplosiveMineVoiceEnterStateDisengage
VoiceEnterStateMoveToCamp = ExplosiveMineVoiceEnterStateMoveCamp
VoiceGuard = ExplosiveMineVoiceMove
#include "..\..\..\includes\StandardUnitEvaEvents.inc"
UnitSpecificSounds
VoiceEnterUnitEvilMenTransportShip = ExplosiveMineVoiceMoveMS
VoiceEnterUnitMordorMumakil = ExplosiveMineVoiceMoveMS
VoiceEnterUnitSlaughterHouse = ExplosiveMineVoiceMoveMS
VoiceGarrison = ExplosiveMineVoiceMoveMS
VoiceInitiateCaptureBuilding = ExplosiveMineVoiceMoveMS
End
;UnitSpecificSounds
; VoiceSecondaryWeaponMode = ExplosiveMineVoiceDeploy ;this didn't work
;End
CrowdResponseKey = Uruk
Behavior = LargeGroupAudioUpdate ModuleTag_LGAU ;Tie into LargeGroupAudio system
Key = UrukHai_ExplosiveMine
End
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
MaxUpdateRangeCap = 800
AnimationSound = Sound:ExplosiveMineDrop Animation:IUDT_SKL.IUDT_DRPA Frames: 40
AnimationSound = Sound:ExplosiveMineEffort1 Animation:IUDT_SKL.IUDT_DRPA Frames: 0
AnimationSound = Sound:ExplosiveMineEffort2 Animation:IUDT_SKL.IUDT_DRPA Frames: 13
AnimationSound = Sound:FootstepDirtA Animation:IUDT_SKL.IUDT_RUNA Frames: 2 8 12 18
AnimationSound = Sound:FootstepDirtA Animation:IUDT_SKL.IUDT_BLDA Frames: 2 8 12 18 22 28 32 37 42 45 52 54 60 61
AnimationSound = Sound:FootstepDirtA Animation:IUDT_SKL.IUDT_TRNL Frames: 10 13 23 30 38 43 53 60
AnimationSound = Sound:FootstepDirtA Animation:IUDT_SKL.IUDT_TRNR Frames: 10 13 23 30 38 43 53 60
AnimationSound = Sound:BodyFallOrc Animation:IUDT_SKL.IUDT_DIEC Frames: 25 58
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE CAN_USE_SIEGE_TOWER MINE PATH_THROUGH_INFANTRY HEAVY_MELEE_HITTER
Body = ActiveBody ModuleTag_02
MaxHealth = ISENGARD_EXPLOSIVEMINE_HEALTH ;BALANCE Mine Health
MaxHealthDamaged = ISENGARD_EXPLOSIVEMINE_HEALTH_DAMAGED
;RecoveryTime = ISENGARD_EXPLOSIVEMINE_HEALTH_RECOVERY_TIME
DodgePercent = 33
End
Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = No ; We don't want to mine unit to deploy by himself
SpecialContactPoints = Bomb
End
LocomotorSet
Locomotor = ExplosiveMineLocomotor
Condition = SET_NORMAL
Speed = 33 ;12
End
Behavior = PhysicsBehavior ModuleTag_04
GravityMult = 1.0
End
Behavior = SlowDeathBehavior ModuleTag_ExplosiveDeath
DeathTypes = NONE +BURNED
DeathFlags = DEATH_3
SinkDelay = 3000
SinkRate = 1.40 ; in Dist/Sec
DestructionDelay = 10000
Sound = INITIAL UrukVoiceDie
Weapon = INITIAL IsengardExplosiveMineExplosionWeapon
End
Behavior = SlowDeathBehavior ModuleTag_FizzleDeath
DeathTypes = ALL -BURNED -FADED
DeathFlags = DEATH_1
SinkDelay = 3000
SinkRate = 1.40 ; in Dist/Sec
DestructionDelay = 10000
Sound = INITIAL UrukVoiceDie
End
Behavior = SlowDeathBehavior ModuleTag_DeployedDeath
DeathTypes = NONE +FADED
DeathFlags = DEATH_2
FadeDelay = 0
FadeTime = 3000
DestructionDelay = 3000 ; Hmm...seems like you become totally transparent at about 25-30%, so kill earlier than fade time
Sound = INITIAL UrukVoiceDie ;ExplosiveMineVoiceDeploy
End
Behavior = SquishCollide ModuleTag_06
;nothing
End
Geometry = CYLINDER
GeometryMajorRadius = 8.0
GeometryMinorRadius = 8.0
GeometryHeight = 19.2
GeometryIsSmall = Yes
Shadow = SHADOW_DECAL
ShadowSizeX = 11;
ShadowSizeY = 11;
ShadowTexture = ShadowI;
End
;------------------------------------------------------------------------------
; When an ExplosiveMine attacks, it transforms in to this. This lets Design have total script control of
; these guys, and it gets all of the desired behaviors like immobilization for free as side effects.
Object IsengardDeployedExplosiveMine ; BALANCE Mine
; *** ART Parameters ***
; This is required for garrisoned objects - please put in all objects.
SelectPortrait = UPIsenguard_ExplosiveMine
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = Yes
DefaultModelConditionState
Model = IU_Bomb_SKN
End
;-----------------
IdleAnimationState
Animation = IDLA
AnimationName = IU_Bomb_SKN.IU_Bomb_SKN
AnimationMode = MANUAL
End
End
;-----------------
AnimationState = DYING
Animation = BothDyingTogether
AnimationName = IU_Bomb_SKN.IU_Bomb_SKN
AnimationMode = ONCE
End
End
End
; ***DESIGN parameters ***
Side = Isengard
EditorSorting = UNIT
ThreatLevel = 1.0
ThingClass = HORDE_UNIT
CommandPoints = 1
TransportSlotCount = TRANSPORTSLOTCOUNT_UNIT
ArmorSet
Conditions = None
Armor = DroppedMineArmor
DamageFX = NormalDamageFX
End
VisionRange = 120.0
DisplayName = OBJECT:IsengardExplosiveMine
CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CommandSet = EmptyCommandSet
; ************** AUDIO Parameters ***************;
;SoundImpact = HumanVoiceDie
#include "..\..\..\includes\StandardUnitEvaEvents.inc"
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY SCORE MINE IMMOBILE STRUCTURE NOT_AUTOACQUIRABLE DEPLOYED_MINE
Body = ActiveBody ModuleTag_02
MaxHealth = 150 ;BALANCE Mine Health
MaxHealthDamaged = 75
End
Behavior = PhysicsBehavior ModuleTag_04
GravityMult = 1.0
End
Behavior = SlowDeathBehavior ModuleTag_ExplosiveDeath
DeathTypes = NONE +BURNED
DeathFlags = DEATH_1
DestructionDelay = 1
Weapon = FINAL IsengardExplosiveMineExplosionWeapon
Sound = INITIAL ImpactHorse
End
Behavior = SlowDeathBehavior ModuleTag_FizzleDeath
DeathTypes = ALL -BURNED
DeathFlags = DEATH_1
SinkDelay = 1
SinkRate = 3.0 ; in Dist/Sec
DestructionDelay = 5000
Sound = INITIAL ImpactHorse
End
Behavior = SquishCollide ModuleTag_06
;nothing
End
Geometry = BOX
GeometryMinorRadius = 12.0
GeometryMajorRadius = 12.0
GeometryHeight = 8.0
GeometryIsSmall = No
Shadow = SHADOW_DECAL
ShadowSizeX = 11;
ShadowSizeY = 11;
ShadowTexture = ShadowI;
End
;------------------------------------------------------------------------------
Object IsengardExplosivePileOfLeaves ; BALANCE Mine (concealed)
; *** ART Parameters ***
; This is required for garrisoned objects - please put in all objects.
SelectPortrait = UPIsenguard_ExplosiveMine
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = MUPileDebris2
End
End
; ***DESIGN parameters ***
Side = Isengard
EditorSorting = UNIT
ThreatLevel = 1.0
CommandPoints = 1
TransportSlotCount = TRANSPORTSLOTCOUNT_UNIT
ArmorSet
Conditions = None
Armor = SoldierArmor
DamageFX = NormalDamageFX
End
VisionRange = 40.0
DisplayName = OBJECT:IsengardExplosiveMine
CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
; *** AUDIO Parameters ***;
#include "..\..\..\Includes\StandardUnitEvaEvents.inc"
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY MINE
;Total hack to get unit to work. STRUCTURE units still have problems getting targeted.
Behavior = AIUpdateInterface ModuleTag_03
End
Behavior = PhysicsBehavior ModuleTag_Physics
GravityMult = 1.0
End
LocomotorSet
Locomotor = HumanLocomotor
Condition = SET_NORMAL
Speed = 0
End
;End hack
Body = ActiveBody ModuleTag_02
MaxHealth = 150 ;BALANCE Mine Health
MaxHealthDamaged = 75
;RecoveryTime = 5000
UseDefaultDamageSettings = No ; Don't add damage states that I don't explicitly ask for.
EnteringDamagedTransitionTime = 6000 ; I am paralyzed for this long when I become damaged, because I have a really cool transition anim to play
End
Behavior = SlowDeathBehavior ModuleTag_ExplosiveDeath
DeathTypes = NONE +BURNED
DestructionDelay = 1
Weapon = FINAL IsengardBurningPileofLeavesWeapon
;Sound = INITIAL UrukVoiceDie
End
Behavior = SlowDeathBehavior ModuleTag_FizzleDeath
DeathTypes = ALL -BURNED
SinkDelay = 3000
SinkRate = 0.40 ; in Dist/Sec
DestructionDelay = 8000
;Sound = INITIAL UrukVoiceDie
End
Geometry = CYLINDER
GeometryMajorRadius = 18.0
GeometryMinorRadius = 18.0
GeometryHeight = 19.2
GeometryIsSmall = Yes
Shadow = SHADOW_DECAL
ShadowSizeX = 11;
ShadowSizeY = 11;
ShadowTexture = ShadowI;
End