home *** CD-ROM | disk | FTP | other *** search
/ GameStar 2006 April / Gamestar_83_2006-04_dvd.iso / Dema / lotrbfme2_demo.exe / INI.big / data_ini_object_evilfaction_units_isengard_porter.ini < prev    next >
Text File  |  2006-01-31  |  11KB  |  334 lines

  1. ;------------------------------------------------------------------------------
  2.  
  3. Object IsengardPorter
  4.     ; *** ART Parameters ***
  5.     SelectPortrait         = UPIsenguard_OrcLaborer
  6.  
  7.     ; ButtonImage for Porter
  8.     ButtonImage = BIFortress_Porter
  9.     
  10.     Draw = W3DTruckDraw ModuleTag_01
  11.  
  12.         ;StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD
  13.     
  14.         OkToChangeModelColor = Yes
  15.           
  16.         DefaultModelConditionState
  17.             Model                    = WUPorter_SKN
  18.             Skeleton                = MUOrcPrtr_SKL
  19.         End
  20.  
  21.         IdleAnimationState
  22.             Animation                = IDLA
  23.                 AnimationName        = MUOrcPrtr_IDLA
  24.                 AnimationMode        = ONCE
  25.                 AnimationPriority    = 10
  26.             End
  27.             Animation                = IDLB
  28.                 AnimationName        = MUOrcPrtr_IDLB
  29.                 AnimationMode        = ONCE
  30.                 AnimationPriority    = 1
  31.             End
  32.             Flags                    = RESTART_ANIM_WHEN_COMPLETE            
  33.         End
  34.  
  35.         AnimationState                = DYING DEATH_1
  36.             Animation                = DIEB
  37.                 AnimationName        = MUOrcPrtr_DIEB
  38.                 AnimationMode        = ONCE
  39.             End
  40.         End
  41.  
  42.         AnimationState                = DYING DEATH_2
  43.             Animation
  44.                 AnimationName        = MUOrcPrtr_IDLA
  45.                 AnimationMode        = ONCE
  46.             End
  47.         End
  48.  
  49.         AnimationState                = DYING
  50.             Animation                = DIEA
  51.                 AnimationName        = MUOrcPrtr_DIEA
  52.                 AnimationMode        = ONCE
  53.             End
  54.         End
  55.  
  56.         AnimationState                        = PARALYZED
  57.             Animation
  58.                 AnimationName                = MUOrcPrtr_IDLA
  59.                 AnimationMode                = LOOP
  60.             End
  61.         End
  62.  
  63.         AnimationState                = MOVING WANDER
  64.             Animation                = WLKA
  65.                 AnimationName        = MUOrcPrtr_WLKA
  66.                 AnimationMode        = LOOP
  67.             End
  68.             Flags                    = RANDOMSTART
  69.             ;ParticleSysBone            = None InfantryDustTrails
  70.         End
  71.         
  72.         AnimationState                = MOVING BACKING_UP
  73.             Animation                = BackingUp
  74.                 AnimationName        = MUOrcPrtr_SKL.MUOrcPrtr_BAKA
  75.                 AnimationMode        = LOOP
  76.             End
  77.             Flags = RANDOMSTART
  78.         End
  79.     
  80.         AnimationState                = MOVING
  81.             Animation                = RUNNING
  82.                 AnimationName        = MUOrcPrtr_RUNA
  83.                 AnimationMode        = LOOP
  84.             End
  85.             Flags                    = RANDOMSTART
  86.             ;ParticleSysBone        = None InfantryDustTrails
  87.         End        
  88.                 
  89.         AnimationState        = UNPACKING PACKING_TYPE_1
  90.             Animation
  91.                 AnimationName        = MUOrcPrtr_FIRA
  92.                 AnimationMode        = ONCE
  93.             End
  94.             ParticleSysBone = BUCKET PorterFireWater FollowBone:YES
  95.             BeginScript
  96.                 CurDrawablePlaySound("MenBuilderFireExtinguish")
  97.             EndScript
  98.         End
  99.  
  100. ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
  101. ;  NO FEAR
  102. ;        ;-emotions--
  103. ;        AnimationState                            = EMOTION_AFRAID
  104. ;            Animation                            = FERA
  105. ;                AnimationName                    = MUOrcPrtr_SKL.MUOrcPrtr_FERA
  106. ;                AnimationMode                    = LOOP
  107. ;            End
  108. ;            Flags = RANDOMSTART
  109. ;        End
  110. ;        AnimationState                            = EMOTION_TAUNTING
  111. ;            Animation                            = TNTA
  112. ;                AnimationName                    = MUOrcPrtr_SKL.MUOrcPrtr_TNTA
  113. ;                AnimationMode                    = LOOP
  114. ;            End
  115. ;        End
  116. ;        AnimationState                            = EMOTION_POINTING
  117. ;            Animation                            = Pointing1
  118. ;                AnimationName                    = MUOrcPrtr_SKL.MUOrcPrtr_PNTA
  119. ;                AnimationMode                    = LOOP
  120. ;            End
  121. ;        End
  122. ;        AnimationState                            = EMOTION_CELEBRATING
  123. ;            Animation                           = CHRA
  124. ;                AnimationName                    = MUOrcPrtr_SKL.MUOrcPrtr_CHRA
  125. ;                AnimationMode                    = ONCE
  126. ;            End
  127. ;        End
  128. ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
  129.         
  130.         LeftFrontTireBone            = Wheel_L01
  131.         RightFrontTireBone            = Wheel_R01
  132.         ;LeftRearTireBone            = WHEEL_L01
  133.         ;RightRearTireBone            = WHEEL_R01
  134.         TireRotationMultiplier        = 0.2
  135.     End
  136.  
  137.     #include "..\..\..\includes\StunDrawModuleMedium.inc"
  138.  
  139.     ; ***DESIGN parameters ***
  140.     Side = Isengard
  141.     EditorSorting                    =    UNIT
  142.     ThingClass                        = HORDE_UNIT
  143.     CommandPoints = 0
  144.     TransportSlotCount = 1
  145.     
  146.     ArmorSet
  147.         Conditions                    = None
  148.         Armor                        = PorterArmor
  149.         DamageFX                    = NormalDamageFX
  150.     End
  151.  
  152.     VisionRange = ISENGARD_PORTER_VISION_RANGE
  153.     ShroudClearingRange = ISENGARD_PORTER_SHROUD_RANGE
  154.     
  155.     DisplayName = OBJECT:IsengardPorter
  156.     CrushableLevel = 0  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  157.     CrusherLevel = 0 ;What can I crush?: 0 = small animals, 1 = infantry, 2 = trees, 3 = vehicles
  158.     ShockwaveResistance = SHOCKWAVE_RESISTANCE_IMMUNE
  159.     IsTrainable = No
  160.     
  161.     CommandSet = IsengardPorterCommandSet
  162.  
  163.     ; *** AUDIO Parameters ***;
  164.  
  165.     VoiceCreated                            = EVA:PorterCreated
  166.     VoiceFullyCreated                        = EVA:PorterCreated
  167.     VoiceMove                                = GoblinBuilderVoiceMove
  168.     VoiceMoveToCamp                            = GoblinBuilderVoiceMoveCamp
  169.     VoicePriority                            = 5
  170.     VoiceRetreatToCastle                    = GoblinBuilderVoiceRetreat
  171.     VoiceSelect                                = GoblinBuilderVoiceSelectMS
  172.     VoiceSelectBattle                        = GoblinBuilderVoiceSelectBattle
  173.  
  174.     SoundImpact                                = ImpactHorse
  175.     SoundMoveLoop                            = WildBuilderMoveLoopMS
  176.     SoundMoveStart                            = WildBuilderMoveStart
  177.  
  178.     UnitSpecificSounds
  179.         VoiceBuildResponse                    = GoblinBuilderVoiceBuild
  180.         VoiceEnterUnitSlaughterHouse        = GoblinBuilderVoiceMove
  181.         VoiceEnterUnitEvilMenTransportShip    = GoblinBuilderVoiceMoveShip
  182.         VoiceExtinguishFireAtLocation        = GoblinBuilderVoiceMove
  183.         VoiceGarrison                        = GoblinBuilderVoiceMoveGarrison
  184.         VoiceInitiateCaptureBuilding        = GoblinBuilderVoiceCapture
  185.         VoiceNoBuild                        = GoblinBuilderVoiceNoBuild
  186.         VoiceSelectIdleWorker                = GoblinBuilderVoiceSelectIdle
  187.     End
  188.  
  189.     ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_foo
  190.         ;ModelCondition = Required:EMOTION_CELEBRATING    Excluded:DYING ENGAGED    Sound:                            ;MOVING ATTACKING 
  191.         ModelCondition = Required:EMOTION_TAUNTING        Excluded:DYING ENGAGED    Sound:EmotionOrcVoxTauntLoop    ;MOVING ATTACKING
  192.     End
  193.  
  194.     #include "..\..\..\Includes\StandardUnitEvaEvents.inc"
  195.     EvaEventDamagedOwner = PorterUnderAttack     ;Eva event to trigger when unit is damaged
  196.  
  197.     ; Moved to FX_PorterDie so that we avoid annoucing FADED deaths
  198.     ;EvaEventDieOwner = PorterDie        ;Eva event to trigger on unit's death. NOTICE THAT this is only for permanent deaths
  199.                             ;For deaths you can respawn from, use the DeathFX
  200.  
  201.     ; *** ENGINEERING Parameters ***
  202.  
  203.     RadarPriority = UNIT
  204.     KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE THROWN_OBJECT PORTER IGNORES_SELECT_ALL DOZER
  205.     //SelectionPriority = SELECTION_PRIORITY_PORTER
  206.  
  207.     BuildCost = ISENGARD_PORTER_BUILDCOST
  208.     BuildTime = ISENGARD_PORTER_BUILDTIME
  209.     BountyValue = ISENGARD_PORTER_BOUNTY_VALUE
  210.     
  211.     Body = ActiveBody ModuleTag_02
  212.         MaxHealth         = ISENGARD_PORTER_HEALTH           ;BALANCE Townsman Health
  213.         MaxHealthDamaged  = ISENGARD_PORTER_HEALTH_DAMAGED
  214.         RecoveryTime      = ISENGARD_PORTER_HEALTH_RECOVERY_TIME
  215.     End
  216.     
  217.      Behavior = DozerAIUpdate ModuleTag_03
  218.         AILuaEventsList                    = EvilPorterFunctions
  219.          RepairHealthPercentPerSecond    = 2%    ; % of max health to repair each second
  220.          BoredTime                        = 5000  ; in milliseconds
  221.          BoredRange                        = 150   ; when bored, we look this far away to do something
  222.          AutoAcquireEnemiesWhenIdle        = No    ; no mine-disarming in the design at the moment
  223.         SpecialContactPoints            = Repair
  224.      End
  225.  
  226.     LocomotorSet
  227.         Locomotor = PorterLocomotor
  228.         Condition = SET_NORMAL 
  229.         Speed     = NORMAL_INGAME_PORTER_SPEED
  230.     End
  231.  
  232.     LocomotorSet
  233.         Locomotor = PorterLocomotor
  234.         Condition = SET_WANDER
  235.         Speed     = NORMAL_INGAME_PORTER_SPEED
  236.     End 
  237.  
  238.     Behavior = PhysicsBehavior ModuleTag_04
  239.         GravityMult = 1.0
  240.     End
  241.     
  242.     Behavior = SlowDeathBehavior SlowDeathBehaviorModuleTag_1
  243.         DeathTypes = ALL -CRUSHED -EXPLODED -KNOCKBACK -DETONATED -SPLATTED -FADED -SLAUGHTERED
  244.         SinkDelay = 3000
  245.         SinkRate = 1.40     ; in Dist/Sec
  246.         DestructionDelay = 13000
  247.         Sound = INITIAL OrcVoiceDie        ;MordorBannerOrcVoiceDie
  248.         FX      = INITIAL FX_PorterDie
  249.     End
  250.  
  251.     Behavior = SlowDeathBehavior SlowDeathBehaviorModuleTag_2
  252.         DeathTypes = NONE +CRUSHED +EXPLODED +KNOCKBACK +DETONATED +SPLATTED
  253.         SinkDelay = 3000
  254.         SinkRate = 1.4     ; in Dist/Sec
  255.         DestructionDelay = 13000
  256.         DeathFlags = DEATH_1
  257.         FX = INITIAL FX_PorterDieExplosion
  258.         Sound = INITIAL OrcVoiceDie        ;MordorBannerOrcVoiceDie
  259.     End
  260.     
  261.     Behavior = SlowDeathBehavior ModuleTag_ConstructionDeath
  262.         DeathTypes            = NONE +FADED
  263.         DeathFlags            = DEATH_2
  264.         FadeDelay            = 500
  265.         FadeTime            = 3500
  266.         DestructionDelay    = 4000
  267.     End
  268.     
  269.     ; Send porter back into fortress, don't announce or scream
  270.     Behavior = SlowDeathBehavior SlowDeathBehaviorModuleTag_Decommissioned 
  271.         DeathTypes = NONE +SLAUGHTERED   
  272.         SinkDelay = 1000
  273.         SinkRate = 1.40     ; in Dist/Sec
  274.         DestructionDelay = 5000
  275.     End
  276.  
  277.     Behavior = SquishCollide ModuleTag_06
  278.         ;nothing
  279.     End
  280.     
  281.     Behavior = BezierProjectileBehavior ModuleTag_08 ; Module starts asleep, and wakes up when thrown.
  282.         ; 
  283.         FirstHeight = 24  ; Height of Bezier control points above highest intervening terrain
  284.         SecondHeight = 24
  285.         FirstPercentIndent = 30% ; Percentage of shot distance control points are placed
  286.         SecondPercentIndent = 70%
  287.         TumbleRandomly = Yes
  288.  
  289.         CrushStyle = Yes ; I don't detonate, I just hit
  290.         DieOnImpact = Yes
  291.         BounceCount = 1   ; When I hit the ground, I'll arc again
  292.         BounceDistance = 40 ; this far
  293.         BounceFirstHeight = 16  ; Height of Bezier control points above highest intervening terrain
  294.         BounceSecondHeight = 16
  295.         BounceFirstPercentIndent = 20% ; Percentage of shot distance control points are placed
  296.         BounceSecondPercentIndent = 80%
  297.  
  298.         GroundHitFX       = FX_ThrownRockGroundHit
  299.         GroundBounceFX    = FX_ThrownRockBounceHit
  300.     End
  301.  
  302.     Behavior = ProductionUpdate ModuleTag_WhateverThisDoesNothing
  303.         ; yep - nothing
  304.     End
  305.  
  306.     ;--------------------------------------------------------------------
  307.     ; Emotion Tracker
  308.     ;--------------------------------------------------------------------
  309.     Behavior = EmotionTrackerUpdate    Module_EmotionTracker
  310.         AfraidOf                    =    NONE +RohanTreeBerd +RohanEntFir +RohanEntAsh +RohanEntBirch +MordorBalrog +MordorCaveTroll +MordorMountainTroll +MordorDrummerTroll +MordorFellBeast +MordorMumakil;Must be SCARY kindof as well.
  311.         AlwaysAfraidOf                =    NONE +MordorWitchKing +MordorWitchKingOnFellBeast +MordorBalrog +RohanOathbreaker
  312.  
  313.         FearScanDistance            =    250
  314.  
  315.         AddEmotion                    =    BraceForBeingCrushed_Base
  316.         AddEmotion                    =    Terror_Base
  317.     End    
  318.  
  319.     #include "..\..\..\Includes\PorterExtinguishFire.inc"
  320.  
  321.     ;--------------------------------------------------------------------
  322.     ; Don't make it any bigger or try making it a box or this unit will not make it up onto walls to deliver it's goods.
  323.     Geometry = CYLINDER    
  324.     GeometryMajorRadius = 8.0
  325.     GeometryMinorRadius = 8.0
  326.     GeometryHeight = 16.0
  327.     GeometryIsSmall = Yes
  328.     
  329.     Shadow = SHADOW_DECAL
  330.     ShadowSizeX = 27;
  331.     ShadowSizeY = 27;
  332.     ShadowTexture = ShadowI;
  333. End
  334.