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data_ini_object_evilfaction_units_isengard_siegeladder.ini
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2006-01-31
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12KB
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361 lines
;------------------------------------------------------------------------------
; aka Siege Ladder
Object IsengardSiegeLadder
; This is required for garrisoned objects - please put in all objects.
ButtonImage = BMGreatSiegeWorks_SiegeTower
; SelectPortrait for Heros is portrait behind skill buttons. HP = HeroPortrait.
;SelectPortrait = BMGreatSiegeWorks_SiegeTower
SelectPortrait = UPIsenguard_SeigeLadder
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = Yes
ExtraPublicBone = Ladder01
ExtraPublicBone = Ladder02
ExtraPublicBone = Ladder03
ExtraPublicBone = Ladder04
ExtraPublicBone = Passenger
StaticModelLODMode = Yes
; day
DefaultModelConditionState
Model = IUSgLdr_SKN
Skeleton = IUSgLdr_SKL
End
IdleAnimationState
Animation
AnimationName = IUSgLdr_IDLA
AnimationMode = ONCE
End
End
AnimationState = JUST_BUILT
Animation = Being_Built
AnimationName = IUSgLdr_BLDA
AnimationMode = ONCE
AnimationBlendTime = 0 ; Must be zero.
End
End
AnimationState = DYING DEPLOYED
Animation = Dying
AnimationName = IUSgLdr_DIEC
AnimationMode = ONCE
End
End
AnimationState = DYING
Animation
AnimationName = IUSgLdr_DIEA
AnimationMode = ONCE
End
End
AnimationState = PARALYZED
Animation
AnimationName = IUSgLdr_IDLA
AnimationMode = LOOP
End
End
AnimationState = UNPACKING
Animation
AnimationName = IUSgLdr_PLTA
AnimationMode = ONCE
End
; ParticleSysBone = Ladder04 SiegeTowerDeployedDebris
; ParticleSysBone = Ladder04 SiegeTowerDeployedDust
End
AnimationState = DEPLOYED
Animation
AnimationName = IUSgLdr_IDLB
AnimationMode = LOOP
End
End
AnimationState = PACKING
Animation = Close
AnimationName = IUSgLdr_PKPA
AnimationMode = ONCE
End
End
AnimationState = MOVING TURN_LEFT
Animation
AnimationName = IUSgLdr_TRNL
AnimationMode = LOOP
End
End
AnimationState = MOVING TURN_RIGHT
Animation
AnimationName = IUSgLdr_TRNR
AnimationMode = LOOP
End
End
AnimationState = MOVING
Animation
AnimationName = IUSgLdr_RUNA
AnimationMode = LOOP
Distance = 30
End
End
End
#include "..\..\..\includes\StunDrawModuleLarge.inc"
; ***DESIGN parameters ***
Side = Isengard
IsTrainable = No
EditorSorting = UNIT
ThreatLevel = ISENGARD_SIEGELADDER_THREAT_LEVEL
ThingClass = MACHINE
TransportSlotCount = TRANSPORTSLOTCOUNT_NOT_TRANSPORTABLE
; This is required so that the build phase lasts as long as the anim.
BuildFadeInOnCreateTime = 2.5
ArmorSet
Conditions = None
Armor = SiegeLadderArmor
DamageFX = NormalDamageFX
End
VisionRange = VISION_STANDARD_MELEE
ShroudClearingRange = SHROUD_CLEAR_STANDARD
BountyValue = ISENGARD_SIEGELADDER_BOUNTY_VALUE
DisplayName = OBJECT:IsengardSiegeLadder
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
CommandSet = IsengardSiegeLadderCommandSet
ShockwaveResistance = SHOCKWAVE_RESISTANCE_IMMUNE
CommandPoints = 4
; ***AUDIO parameters ***
VoiceAttack = SiegeLadderVoiceAttackMS
VoiceEnterStateAttack = SiegeLadderVoiceEnterStateAttack
VoiceCombineWithHorde = SiegeLadderVoiceJoin
VoiceCreated = EVA:SiegeLadderCreated
VoiceFullyCreated = EVA:SiegeLadderCreated
VoiceGuard = SiegeLadderVoiceMoveMS
VoiceMove = SiegeLadderVoiceMoveMS
VoiceMoveToCamp = SiegeLadderVoiceMoveCamp
VoiceMoveWhileAttacking = SiegeLadderVoiceDisengage
VoiceEnterStateMove = SiegeLadderVoiceEnterStateMove
VoiceEnterStateMoveToCamp = SiegeLadderVoiceEnterStateMoveCamp
VoiceEnterStateMoveWhileAttacking = SiegeLadderVoiceEnterStateDisengage
VoicePriority = 24
VoiceSelect = SiegeLadderVoiceSelectMS
VoiceSelectBattle = SiegeLadderVoiceSelectMS ; Not SiegeLadderVoiceSelectBattleMS
#include "..\..\..\includes\StandardUnitEvaEvents.inc"
CrowdResponseKey = Uruk
UnitSpecificSounds
VoiceEnterUnitEvilMenTransportShip = SiegeLadderVoiceMoveMS
VoiceEnterUnitMordorMumakil = SiegeLadderVoiceMoveMS
VoiceEnterUnitSlaughterHouse = SiegeLadderVoiceMoveMS
VoiceGarrison = SiegeLadderVoiceMoveMS
VoiceInitiateCaptureBuilding = SiegeLadderVoiceMoveMS
End
Behavior = LargeGroupAudioUpdate ModuleTag_LGAU ;Tie into LargeGroupAudio system
Key = SiegeWeapon UrukHai_SiegeLadder
End
ClientBehavior = ModelConditionSoundSelectorClientBehavior ModuleTag_MCSoundSelector
SoundState = DEPLOYED
; Always use VoiceSelectBattle for all selections when attached to a wall
VoiceSelect = SiegeLadderVoiceSelectBattleMS
VoiceSelectBattle = SiegeLadderVoiceSelectBattleMS
VoiceMove = BlankSoundEffect ;removes problem where VoiceMove plays when attached to a wall
VoiceMoveToCamp = BlankSoundEffect ;removes problem where VoiceMove plays when attached to a wall
VoiceMoveWhileAttacking = BlankSoundEffect ;removes problem where VoiceMove plays when attached to a wall
VoiceEnterStateMove = BlankSoundEffect ;removes problem where VoiceMove plays when attached to a wall
VoiceEnterStateMoveToCamp = BlankSoundEffect ;removes problem where VoiceMove plays when attached to a wall
VoiceEnterStateMoveWhileAttacking = BlankSoundEffect ;removes problem where VoiceMove plays when attached to a wall
End
End
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
MaxUpdateRangeCap = 800
AnimationSound = Sound: FootstepDirtA Animation:IUSgLdr_SKL.IUSgLdr_BLDA Frames: 4 6 15 17 26 28 37 39 47 49 58 60 68 70 75 77
AnimationSound = Sound: FootstepDirtA Animation:IUSgLdr_SKL.IUSgLdr_RUNA Frames: 6 8 17 19
AnimationSound = Sound: FootstepDirtA Animation:IUSgLdr_SKL.IUSgLdr_TRNL Frames: 0 11 22 33
AnimationSound = Sound: FootstepDirtA Animation:IUSgLdr_SKL.IUSgLdr_TRNR Frames: 0 11 22 33
AnimationSound = Sound: ImpactLadderWall Animation:IUSgLdr_SKL.IUSGLDR_PLTA Frames: 12
AnimationSound = Sound: FootstepDirtA Animation:IUSgLdr_SKL.IUSgLdr_PKPA Frames: 7 15 17 25 35 44 57 64 75
AnimationSound = Sound: LadderDieCreak Animation:IUSgLdr_SKL.IUSgLdr_PKPA Frames: 14
AnimationSound = Sound: ImpactLadderDieDrop Animation:IUSgLdr_SKL.IUSgLdr_DIEA Frames: 6
AnimationSound = Sound: ImpactLadderDieHitGround Animation:IUSgLdr_SKL.IUSgLdr_DIEA Frames: 22
AnimationSound = Sound: ImpactLadderDieHitGround Animation:IUSgLdr_SKL.IUSgLdr_DIEC Frames: 47
AnimationSound = Sound: LadderDieCreak Animation:IUSgLdr_SKL.IUSgLdr_DIEC Frames: 0
AnimationSound = Sound: BodyFallGeneric2 Animation:IUSgLdr_SKL.IUSgLdr_DIEA Frames: 8
AnimationSound = Sound: BodyFallGeneric2 Animation:IUSgLdr_SKL.IUSgLdr_DIEC Frames: 20 40
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = SELECTABLE SIEGE_TOWER PATH_THROUGH_INFANTRY MACHINE TRANSPORT SIEGE_LADDER SCORE
CamouflageDetectionMultiplier = CAMOUFLAGE_DETECTION_DISTANCE_SHORTISH
ShockwaveResistance = SHOCKWAVE_RESISTANCE_IMMUNE
Behavior = SiegeAIUpdate ModuleTag_02
AutoAcquireEnemiesWhenIdle = No
End
LocomotorSet
Locomotor = SiegeLadderLocomotor
Condition = SET_NORMAL
Speed = 32
End
Behavior = PhysicsBehavior ModuleTag_03
End
BuildCost = ISENGARD_SIEGELADDER_BUILDCOST
BuildTime = ISENGARD_SIEGELADDER_BUILDTIME
Body = ActiveBody ModuleTag_04
MaxHealth = ISENGARD_SIEGELADDER_HEALTH ;BALANCE MordorSiegeLadder Health
MaxHealthDamaged = ISENGARD_SIEGELADDER_HEALTH_DAMAGED
;;RecoveryTime = ISENGARD_SIEGELADDER_HEALTH_RECOVERY_TIME
DodgePercent = 50%
End
Behavior = SlowDeathBehavior ModuleTag_05
ProbabilityModifier = 1 ; We only want this one to apply when the directional one is blocked/unpickable
DeathTypes = ALL
SinkDelay = 2500
SinkRate = 1.0 ; in Dist/Sec
DestructionDelay = 7500
Sound = INITIAL UrukVoiceDie
; FX = INITIAL FX_SiegeTowerDieInitial_N
End
Behavior = SiegeEngineContain ModuleTag_06
ObjectStatusOfContained = UNSELECTABLE
Slots = 1
DamagePercentToUnits = 100%
PassengerFilter = NONE +CAN_RIDE_SIEGE_LADDER
AllowAlliesInside = Yes
KillPassengersOnDeath = Yes ; fling passenger out to die when siege ladder is done for
AllowEnemiesInside = No
AllowNeutralInside = No
ExitDelay = 500 ; half second
NumberOfExitPaths = 0 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn
GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting
ShowPips = No
; TransferSelection = Yes
PassengerBonePrefix = PassengerBone:Passenger KindOf:CAN_RIDE_SIEGE_LADDER
End
; The bones in the model are:
;
; 02 ------ 03
; |
; |
; |
; 00 ------ 01
;
; where 01 and 02 are attached to the ladder.
;
; The waypoints are connected:
; 0 -> 2 -> 3 -> 1
; and
; 1 -> 5 -> 4 -> 0
;
; bone wp
; 00 0 (walk)
; 01 1 (walk), 5 (climb)
; 02 2 (climb), 4 (walk)
; 03 3 (walk)
;
; The waypoints are connected:
; 0 -> 1 -> 2 -> 3
; and
; 3 -> 4 -> 5 -> 0
Behavior = DynamicPortalBehaviour DynamicPortal
ObjectFilter = ANY +CAN_USE_SIEGE_TOWER
BonePrefix = Ladder
NumberOfBones = 4
WayPoint = Index:0 Type:PreClimb; 0
WayPoint = Index:1 Type:PreClimb; 1
WayPoint = Index:2 Type:Climb ; 2
WayPoint = Index:3 Type:Climb; 3
WayPoint = Index:2 Type:Climb; 4
WayPoint = Index:1 Type:Climb ; 5
Link = From:0 Via:4 Via:5 To:3
Link = From:3 Via:1 Via:2 To:0
AboveWall = 3 ; # of waypoint which must be above wall in order to be able to 'dock'
TopAttackPos = X:30 Y:0 Z:52
TopAttackRadius = 30
End
Behavior = SiegeDeploySpecialPower ModuleTag_07
SpecialPowerTemplate = SpecialAbilitySiegeDeploy
LowerDelay = 1200
RaiseDelay = 2000
EvacuatePassengersOnDeploy = Yes
SkipAdjustPosition = Yes ; have to skip the path find adjust or it this will not go to the right docking position
InitiateSound = SiegeLadderVoiceAttackMS
ExtraWallDistance = 15.0
End
Behavior = StopSpecialPower ModuleTag_08
SpecialPowerTemplate = SpecialAbilityStop
StopPowerTemplate = SpecialAbilitySiegeDeploy
End
Behavior = SquishCollide SquishCollideModuleTag
;nothing
End
Behavior = FireWeaponWhenDeadBehavior FireDeadTag1
ExemptStatus = DEPLOYED
DeathTypes = ALL
StartsActive = Yes
DelayTime = 500
DeathWeapon = SiegeLadderDeath
WeaponOffset = X:-20 Y:0 Z:0
End
Behavior = FireWeaponWhenDeadBehavior FireDeadTag2
RequiredStatus = DEPLOYED
DeathTypes = ALL
StartsActive = Yes
DelayTime = 1500
DeathWeapon = SiegeLadderDeath
WeaponOffset = X:-20 Y:0 Z:0
End
Geometry = CYLINDER
GeometryMajorRadius = 20.0
GeometryMinorRadius = 20.0
GeometryHeight = 70.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
End