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data_ini_object_evilfaction_units_mordor_catapult.ini
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2006-01-31
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//--------------------------------------------------------------------------------------------------------------------------------------------
// aka Catapult, MordorCatapult, CatapultMordor
Object MordorCatapult ;BALANCE Catapult
; *** ART Parameters ***
; This is required for garrisoned objects - please put in all objects.
ButtonImage = BMGreatSiegeWorks_Catapult
SelectPortrait = UPMordor_CatapultNew
Draw = W3DTruckDraw ModuleTag_01
WadingParticleSys = EntRipples
OkToChangeModelColor = Yes
StaticModelLODMode = Yes
DefaultModelConditionState
Model = MUCatapult_SKN
WeaponLaunchBone = PRIMARY Projectile
WeaponLaunchBone = SECONDARY Projectile
End
IdleAnimationState
Animation = Idle1
AnimationName = MUCatapult_SKL.MUCatapult_IDLA
AnimationMode = ONCE
AnimationBlendTime = 15
End
Animation = Idle1
AnimationName = MUCatapult_SKL.MUCatapult_IDLB
AnimationMode = ONCE
AnimationBlendTime = 15
End
Animation = Idle1
AnimationName = MUCatapult_SKL.MUCatapult_IDLC
AnimationMode = ONCE
AnimationBlendTime = 15
End
BeginScript
CurDrawableHideSubObject("ProjectileRock")
;;;;CurDrawableHideSubObject("BoneProjectile");; no such bone
EndScript
End
ModelConditionState = DYING
Model = MUCatapltD_SKN
WeaponLaunchBone = PRIMARY Projectile
End
AnimationState = DYING
Animation = MUCataplt_DIEA
AnimationName = MUCatapltD_SKL.MUCatapltD_ANM
AnimationMode = ONCE
End
End
AnimationState = PARALYZED
Animation
AnimationName = MUCatapult_SKL.MUCatapult_IDLA
AnimationMode = LOOP
End
End
ModelConditionState =JUST_BUILT
Model = MUCatapult_A
End
AnimationState = JUST_BUILT
Animation = Being_Built
AnimationName = MUCatapult_A.MUCatapult_A
AnimationMode = ONCE
End
End
AnimationState = MOVING BACKING_UP WADING
Animation = BackingUp
AnimationName = MUCatapult_SKL.MUCatapult_BAKA
AnimationMode = LOOP
AnimationSpeedFactorRange = 2.0 2.0 ; get those legs pumping!
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "Attack" then
CurDrawableSetTransitionAnimState("TransToBackUp")
end
EndScript
End
AnimationState = TURN_LEFT WADING
Animation = TurningLeft
AnimationName = MUCatapult_SKL.MUCatapult_TRNL
AnimationMode = LOOP
AnimationSpeedFactorRange = 1.5 1.5
AnimationBlendTime = 15
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "Attack" then
CurDrawableSetTransitionAnimState("TransToTurnLeft")
end
EndScript
End
AnimationState = TURN_RIGHT WADING
Animation = TurningRight
AnimationName = MUCatapult_SKL.MUCatapult_TRNR
AnimationSpeedFactorRange = 1.5 1.5
AnimationMode = LOOP
AnimationBlendTime = 15
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "Attack" then
CurDrawableSetTransitionAnimState("TransToTurnRight")
end
EndScript
End
AnimationState = MOVING WADING
Animation = Move
AnimationName = MUCatapult_SKL.MUCatapult_MOVA
AnimationMode = LOOP
AnimationSpeedFactorRange = 2.0 2.0 ; get those legs pumping!
AnimationBlendTime = 15
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "Attack" then
CurDrawableSetTransitionAnimState("TransToMove")
end
EndScript
End
AnimationState = MOVING BACKING_UP
Animation = BackingUp
AnimationName = MUCatapult_SKL.MUCatapult_BAKA
AnimationMode = LOOP
AnimationSpeedFactorRange = 2.0 2.0 ; get those legs pumping!
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "Attack" then
CurDrawableSetTransitionAnimState("TransToBackUp")
end
EndScript
End
AnimationState = TURN_LEFT
Animation = TurningLeft
AnimationName = MUCatapult_SKL.MUCatapult_TRNL
AnimationMode = LOOP
AnimationSpeedFactorRange = 1.5 1.5
AnimationBlendTime = 15
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "Attack" then
CurDrawableSetTransitionAnimState("TransToTurnLeft")
end
EndScript
End
AnimationState = TURN_RIGHT
Animation = TurningRight
AnimationName = MUCatapult_SKL.MUCatapult_TRNR
AnimationSpeedFactorRange = 1.5 1.5
AnimationMode = LOOP
AnimationBlendTime = 15
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "Attack" then
CurDrawableSetTransitionAnimState("TransToTurnRight")
end
EndScript
End
AnimationState = MOVING
Animation = Move
AnimationName = MUCatapult_SKL.MUCatapult_MOVA
AnimationMode = LOOP
AnimationSpeedFactorRange = 2.0 2.0 ; get those legs pumping!
AnimationBlendTime = 15
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "Attack" then
CurDrawableSetTransitionAnimState("TransToMove")
end
EndScript
End
AnimationState = FIRING_OR_PREATTACK_A
StateName = Attack
Animation = ATKA
AnimationName = MUCatapult_SKL.MUCatapult_ATKA
AnimationMode = ONCE
UseWeaponTiming = Yes
End
FrameForPristineBonePositions = 24
ParticleSysBone = Projectile FlamingRockStart FollowBone:Yes
ParticleSysBone = Projectile FlamingRockLenzflareStart FollowBone:Yes
End
AnimationState = FIRING_OR_PREATTACK_B
StateName = Attack
Animation = ATKB
AnimationName = MUCatapult_SKL.MUCatapult_ATKA
AnimationMode = ONCE
UseWeaponTiming = Yes
End
BeginScript
CurDrawableShowSubObject("BoneProjectile")
EndScript
FrameForPristineBonePositions = 24
End
; --------- Click and Hit Reactions ------------
AnimationState = HIT_REACTION HIT_LEVEL_1
Animation = Hit_Level_1_a
AnimationName = MUCatapult_SKL.MUCatapult_HITA
AnimationMode = ONCE
End
End
TransitionState = TransToBackUp
Animation = BAKA
AnimationName = MUCatapult_SKL.MUCatapult_BAKA
AnimationMode = ONCE
AnimationSpeedFactorRange = 2.0 2.0
AnimationBlendTime = 30
End
End
TransitionState = TransToMove
Animation = MOVA
AnimationName = MUCatapult_SKL.MUCatapult_MOVA
AnimationMode = ONCE
AnimationSpeedFactorRange = 2.0 2.0
AnimationBlendTime = 30
End
End
TransitionState = TransToTurnLeft
Animation = TRNL
AnimationName = MUCatapult_SKL.MUCatapult_TRNL
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.5 1.5
AnimationBlendTime = 30
End
End
TransitionState = TransToTurnRight
Animation = TRNR
AnimationName = MUCatapult_SKL.MUCatapult_TRNR
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.5 1.5
AnimationBlendTime = 30
End
End
;;;;;;;;;; SUDDEN DEMO FIX ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;; Taken out due to missing animations associated with the MUCatpD ;;;;;;;;;;;;
; ModelConditionState = DAMAGED
; Model = MUCatpD
; End
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
TrackMarks = EXTireTrack2_Temp.tga
TrackMarksLeftBone = WheelL02
TrackMarksRightBone = WheelR02
; These parameters are only used if the model has a separate suspension,
; and the locomotor has HasSuspension = Yes.
LeftFrontTireBone = WheelL01
RightFrontTireBone = WheelR01
LeftRearTireBone = WheelL02
RightRearTireBone = WheelR02
TireRotationMultiplier = 0.2 ; this * speed = rotation.
PowerslideRotationAddition = 2.5 ; This speed is added to the rotation speed when powersliding.
ParticlesAttachedToAnimatedBones = Yes
End
Draw = W3DScriptedModelDraw DustEffects
DefaultModelConditionState
Model = None
End
IdleAnimationState
End
AnimationState = MOVING WADING
ParticleSysBone = WheelL02 FootstepSlash
ParticleSysBone = WheelR02 FootstepSlash
End
AnimationState = TURN_RIGHT
ParticleSysBone = WheelL02 GenericSiegeTrailDust
ParticleSysBone = WheelR02 GenericSiegeTrailDust
End
AnimationState = TURN_LEFT
ParticleSysBone = WheelL02 GenericSiegeTrailDust
ParticleSysBone = WheelR02 GenericSiegeTrailDust
End
AnimationState = MOVING
ParticleSysBone = WheelL02 GenericSiegeTrailDust
ParticleSysBone = WheelR02 GenericSiegeTrailDust
End
End
#include "..\..\..\includes\StunDrawModuleLarge.inc"
; ***DESIGN parameters ***
Side = Mordor
EditorSorting = UNIT
ThreatLevel = MORDOR_CATAPULT_THREAT_LEVEL
ThreatBreakdown MordorCatapult_DetailedThreat
AIKindOf = SIEGEWEAPON
End
TransportSlotCount = TRANSPORTSLOTCOUNT_SIEGE
ShowHealthInSelectionDecal = Yes
ThingClass = MACHINE
CommandSet = MordorCatapultCommandSet
CommandPoints = 25
Behavior = MonitorConditionUpdate MonitorConditionUpdateModuleTag
ModelConditionFlags = ATTACKING_POSITION
ModelConditionCommandSet = MordorCatapultCommandSetStopBombard
End
WeaponSet
Conditions = None
Weapon = PRIMARY MordorCatapultRock
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
Weapon = SECONDARY MordorCatapultHumanHeads
AutoChooseSources = SECONDARY NONE
End
ArmorSet
Conditions = None
Armor = SiegeEngineArmor
DamageFX = None
End
; This is required so that the build phase lasts as long as the anim.
BuildFadeInOnCreateTime = 16.0
VisionRange = MORDOR_CATAPULT_VISION_RANGE
ShroudClearingRange = SHROUD_CLEAR_ARTILLERY
//VisionSide = 35%
//VisionRear = 25%
MaxVisionBonusPercent = 300%
VisionBonusTestRadius = 200
VisionBonusPercentPerFoot = 2.0%
BountyValue = MORDOR_CATAPULT_BOUNTY_VALUE
DisplayName = OBJECT:MordorCatapult
CrushableLevel = 2 ;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
; *** AUDIO Parameters ***;
VoiceAttack = CatapultVoiceAttackMS
VoiceAttackMachine = CatapultVoiceAttackMS
VoiceAttackStructure = CatapultVoiceAttackBuilding
VoiceCreated = EVA:CatapultCreated
VoiceFullyCreated = EVA:CatapultCreated
VoiceGuard = CatapultVoiceMoveMS
VoiceMove = CatapultVoiceMoveMS
VoiceMoveToCamp = CatapultVoiceMoveMS
VoicePriority = 28
VoiceSelect = CatapultVoiceSelectMS
VoiceSelectBattle = CatapultVoiceSelectBattle
VoiceEnterStateAttack = CatapultVoiceEnterStateAttack
VoiceEnterStateAttackMachine = CatapultVoiceEnterStateAttackBuilding
VoiceEnterStateAttackStructure = CatapultVoiceEnterStateAttackBuilding
VoiceEnterStateMove = CatapultVoiceEnterStateMove
VoiceEnterStateMoveToCamp = CatapultVoiceEnterStateMove
SoundMoveLoop = CatapultMoveLoop
SoundMoveStart = CatapultMoveStart
;SoundOnDamaged = UnitDamageWoodLight
SoundOnReallyDamaged = UnitDamageWoodHeavy
UnitSpecificSounds
VoiceGarrison = CatapultVoiceMoveMS
VoiceEnterUnitSlaughterHouse = CatapultVoiceMoveMS
VoiceEnterUnitEvilMenTransportShip = CatapultVoiceMoveMS
VoiceEnterUnitTransportShip = CatapultVoiceMoveMS
VoiceInitiateCaptureBuilding = OrcHordeVoiceCaptureBuilding
End
#include "..\..\..\includes\StandardUnitEvaEvents.inc"
CrowdResponseKey = Orc
ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_foo
ModelCondition = Required:RAISING_FLAG Excluded:DYING ENGAGED Sound:EmotionOrcCompilationVoxTauntSinglesLoop
End
Behavior = LargeGroupAudioUpdate ModuleTag_LGAU ; Tie into LargeGroupAudio system
Key = SiegeWeapon Catapult
End
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
MaxUpdateRangeCap = 800
AnimationSound = Sound:CatapultCreate Animation:MUCatapult_A.MUCatapult_A Frames:130
AnimationSound = Sound:BodyFallOrc Animation:MUCatapltD_SKL.MUCatapltD_ANM Frames:35
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS MACHINE SCORE CAN_ATTACK CAN_ATTACK_WALLS TROLL_BUFF_NUGGET HEAVY_MELEE_HITTER
CamouflageDetectionMultiplier = CAMOUFLAGE_DETECTION_DISTANCE_SHORTISH
Body = ActiveBody ModuleTag_02
CheerRadius = EMOTION_CHEER_RADIUS
MaxHealth = MORDOR_CATAPULT_HEALTH
MaxHealthDamaged = MORDOR_CATAPULT_HEALTH_DAMAGED
End
BuildCost = MORDOR_CATAPULT_BUILDCOST
BuildTime = MORDOR_CATAPULT_BUILDTIME
Behavior = StancesBehavior ModuleTag_StancesBehavior
StanceTemplate = Artillery
End
Behavior = GrantUpgradeCreate ModuleTag_HumanHeads
UpgradeToGrant = Upgrade_CatapultHumanHeads
End
; Behavior = WeaponSetUpgrade ModuleTag_HumanHeadsUpgrade
; TriggeredBy = Upgrade_CatapultHumanHeads
; End
Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS ;Yes
AILuaEventsList = CatapultFunctions
End
LocomotorSet
Locomotor = CatapultLocomotor
Condition = SET_NORMAL
Speed = 30 ;16
End
Behavior = PhysicsBehavior ModuleTag_04
End
;Behavior = SlowDeathBehavior ModuleTag_05
; DeathTypes = ALL +EXPLODED +BURNED
; SinkDelay = 3000
; SinkRate = 0.40 ; in Dist/Sec
; DestructionDelay = 8000 ;8000
; ;OCL = FINAL OCL_MordorCatapultExplodeDeath
; ;FX = INITIAL FX_CatapultDieExplosion
; Sound = INITIAL OrcVoiceDie
;End
Behavior = SlowDeathBehavior ModuleTag_06
DeathTypes = ALL
SinkDelay = 3000
SinkRate = 1.20 ; in Dist/Sec
DestructionDelay = 28000 ;8000
;OCL = FINAL OCL_MordorCatapultDeath
FX = INITIAL FX_CatapultDie
Sound = INITIAL OrcVoiceDie
End
Behavior = SquishCollide ModuleTag_07
;nothing
End
Behavior = TransitionDamageFX ModuleTag_8
; ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:FireBuildingLarge ; persistant damage effect
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_GondorCatapultTransitionMedium ; damage impact particle effect
; ReallyDamagedOCL1 = Loc: X:0 Y:0 Z:0 OCL:OCL_FireFieldSmall ; spawn debris and splinters
End
Behavior = HitReactionBehavior HitReactionBehaviorModuleTag
HitReactionLifeTimer1 = 2000 ; level 1 (light damage) hit reaction animations in frames (5 per sec)
HitReactionLifeTimer2 = 15 ; level 2 (medium damage) hit reaction animations in frames (5 per sec)
HitReactionLifeTimer3 = 10 ; level 3 (heavy damage) hit reaction animations in frames (5 per sec)
HitReactionThreshold1 = 10.0 ; level 1 (light damage) threshold trigger
HitReactionThreshold2 = 25000.0 ; level 2 (medium damage) threshold trigger
HitReactionThreshold3 = 50000.0 ; level 3 (heavy damage) threshold trigger
End
Geometry = BOX
GeometryMajorRadius = 29.0
GeometryMinorRadius = 15.0
GeometryHeight = 18.4
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
HealthBoxHeightOffset = 20.0
End
//--------------------------------------------------------------------------------------------------------------------------------------------
Object MordorCatapultDeadHulk
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = MUCatpDMG
End
End
; ***DESIGN parameters ***
Side = Mordor
EditorSorting = DEBRIS
; *** ENGINEERING Parameters ***
KindOf = CAN_CAST_REFLECTIONS IMMOBILE NO_COLLIDE HULK
Body = ActiveBody ModuleTag_02
MaxHealth = 1.0
End
; Behavior = PhysicsBehavior ModuleTag_03
; AllowBouncing = Yes
; KillWhenRestingOnGround = Yes
; End
Behavior = LifetimeUpdate ModuleTag_04
MinLifetime = 0.0 ; min lifetime in msec
MaxLifetime = 0.0 ; max lifetime in msec
End
Behavior = SlowDeathBehavior ModuleTag_05
SinkDelay = 3000
SinkRate = 1.6 ; in Dist/Sec
DestructionDelay = 15000
;Sound = INITIAL OrcVoiceDie
End
End
//--------------------------------------------------------------------------------------------------------------------------------------------
// DEMO Catapult that has a non-flaming rock
Object MordorCatapultDEMO ;BALANCE Catapult
; *** ART Parameters ***
ButtonImage = BMGreatSiegeWorks_Catapult
Draw = W3DTruckDraw ModuleTag_01
StaticModelLODMode = Yes
DefaultModelConditionState
Model = MUCatapult_SKN
WeaponLaunchBone = PRIMARY Projectile
End
IdleAnimationState
Animation = Idle1
AnimationName = MUCatapult_SKL.MUCatapult_IDLA
AnimationMode = ONCE
AnimationBlendTime = 15
End
Animation = Idle1
AnimationName = MUCatapult_SKL.MUCatapult_IDLB
AnimationMode = ONCE
AnimationBlendTime = 15
End
Animation = Idle1
AnimationName = MUCatapult_SKL.MUCatapult_IDLC
AnimationMode = ONCE
AnimationBlendTime = 15
End
BeginScript
CurDrawableHideSubObject("ProjectileRock")
CurDrawableHideSubObject("BoneProjectile")
EndScript
End
AnimationState = MOVING
Animation = Move
AnimationName = MUCatapult_SKL.MUCatapult_MOVA
AnimationMode = LOOP
AnimationSpeedFactorRange = 2.0 2.0 ; get those legs pumping!
End
ParticleSysBone = WheelL02 GenericSiegeTrailDust
ParticleSysBone = WheelR02 GenericSiegeTrailDust
End
AnimationState = FIRING_OR_PREATTACK_A
Animation = ATKA
AnimationName = MUCatapult_SKL.MUCatapult_ATKA
AnimationMode = ONCE
End
ParticleSysBone = Projectile FlamingRock FollowBone:Yes
ParticleSysBone = Projectile FlamingRockTrailLenzflare FollowBone:Yes
End
AnimationState = TURN_LEFT
Animation = TurningLeft
AnimationName = MUCatapult_SKL.MUCatapult_TRNL
AnimationMode = LOOP
AnimationSpeedFactorRange = 1.2 1.2
End
ParticleSysBone = WheelL02 GenericSiegeTrailDust
ParticleSysBone = WheelR02 GenericSiegeTrailDust
End
AnimationState = TURN_RIGHT
Animation = TurningRight
AnimationName = MUCatapult_SKL.MUCatapult_TRNR
AnimationSpeedFactorRange = 1.2 1.2
AnimationMode = LOOP
End
ParticleSysBone = WheelL02 GenericSiegeTrailDust
ParticleSysBone = WheelR02 GenericSiegeTrailDust
End
ModelConditionState = DAMAGED
Model = MUCatpD
End
TrackMarks = EXTireTrack2_Temp.tga
TrackMarksLeftBone = WheelL02
TrackMarksRightBone = WheelR02
; These parameters are only used if the model has a separate suspension,
; and the locomotor has HasSuspension = Yes.
LeftFrontTireBone = WheelL01
RightFrontTireBone = WheelR01
LeftRearTireBone = WheelL02
RightRearTireBone = WheelR02
TireRotationMultiplier = 0.2 ; this * speed = rotation.
PowerslideRotationAddition = 2.5 ; This speed is added to the rotation speed when powersliding.
ParticlesAttachedToAnimatedBones = Yes
End
; ***DESIGN parameters ***
Side = Mordor
EditorSorting = UNIT
ThreatLevel = 1.0
TransportSlotCount = TRANSPORTSLOTCOUNT_SIEGE
WeaponSet
Conditions = None
Weapon = PRIMARY MordorCatapultRockDemo
End
ArmorSet
Conditions = None
Armor = NoArmor
DamageFX = None
End
VisionRange = 360.0
ShroudClearingRange = 360
DisplayName = OBJECT:MordorCatapult
CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CrusherLevel = 0 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
ShockwaveResistance = SHOCKWAVE_RESISTANCE_IMMUNE
CommandPoints = 1
; *** AUDIO Parameters ***;
VoiceSelect = CatapultVoiceSelect
VoiceMove = CatapultVoiceMoveMS
VoiceAttack = CatapultVoiceAttack
;SoundMoveStart = CatapultMoveStart
SoundMoveLoop = CatapultMoveLoop
;UnitSpecificSounds
; VoiceGarrison = NoSound
; VoiceEnter = NoSound
; VoiceEnterHostile = NoSound
; VoiceGetHealed = NoSound
;End
#include "..\..\..\includes\StandardUnitEvaEvents.inc"
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS MACHINE SCORE CAN_ATTACK
CamouflageDetectionMultiplier = CAMOUFLAGE_DETECTION_DISTANCE_SHORTISH
Body = ActiveBody ModuleTag_02
MaxHealth = 10 ;BALANCE Catapult Health
MaxHealthDamaged = 5
;RecoveryTime = 5000
End
Behavior = AIUpdateInterface ModuleTag_03
AttackPriority = AttackPriority_Infantry
End
LocomotorSet
Locomotor = CatapultLocomotor
Condition = SET_NORMAL
Speed = 12
End
Behavior = PhysicsBehavior ModuleTag_04
End
Behavior = SlowDeathBehavior ModuleTag_05
DeathTypes = NONE +EXPLODED +BURNED
SinkDelay = 3000
SinkRate = 0.40 ; in Dist/Sec
DestructionDelay = 0 ;8000
OCL = FINAL OCL_MordorCatapultExplodeDeath
FX = INITIAL FX_CatapultDieExplosion
End
Behavior = SlowDeathBehavior ModuleTag_06
DeathTypes = ALL -EXPLODED -BURNED
SinkDelay = 3000
SinkRate = 0.40 ; in Dist/Sec
DestructionDelay = 0 ;8000
OCL = FINAL OCL_MordorCatapultDeath
FX = INITIAL FX_CatapultDie
End
Behavior = SquishCollide ModuleTag_07
;nothing
End
Behavior = TransitionDamageFX ModuleTag_8
; ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:FireBuildingLarge ; persistant damage effect
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_GondorCatapultTransitionMedium ; damage impact particle effect
; ReallyDamagedOCL1 = Loc: X:0 Y:0 Z:0 OCL:OCL_FireFieldSmall ; spawn debris and splinters
End
Geometry = BOX
GeometryMajorRadius = 24.0
GeometryMinorRadius = 8.0
GeometryHeight = 18.4
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
End
//--------------------------------------------------------------------------------------------------------------------------------------------
ChildObject MordorFortressCatapult MordorCatapult
Draw = W3DTruckDraw ModuleTag_01
DefaultModelConditionState
Model = MBFWCatap
WeaponLaunchBone = PRIMARY B_PROJECTILE
WeaponLaunchBone = SECONDARY B_PROJECTILE
End
AnimationState = FIRING_OR_PREATTACK_A
Animation = ATKA
AnimationName = MBFWCatap.MBFWCatap
AnimationMode = ONCE
UseWeaponTiming = Yes
End
FrameForPristineBonePositions = 15
ParticleSysBone = Projectile FlamingRockStart FollowBone:Yes
ParticleSysBone = Projectile FlamingRockLenzflareStart FollowBone:Yes
End
AnimationState = FIRING_OR_PREATTACK_B
StateName = AttackB
Animation = ATKB
AnimationName = MBFWCatap.MBFWCatap
AnimationMode = ONCE
UseWeaponTiming = Yes
End
FrameForPristineBonePositions = 15
BeginScript
CurDrawableShowSubObject("BoneProjectile")
EndScript
End
End
//No points for this its free
CommandPoints = 0
ShockwaveResistance = SHOCKWAVE_RESISTANCE_ALWAYS
KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS MACHINE SCORE CAN_ATTACK CAN_ATTACK_WALLS TROLL_BUFF_NUGGET IGNORES_SELECT_ALL
CommandSet = MordorFortressCatapultCommandSet
Behavior = MonitorConditionUpdate MonitorConditionUpdateModuleTag
ModelConditionFlags = ATTACKING_POSITION
ModelConditionCommandSet = MordorFortressCatapultCommandSetStopBombard
End
ArmorSet
Conditions = None
Armor = FortressSiegeEngineArmor
DamageFX = None
End
WeaponSet
Conditions = None
Weapon = PRIMARY MordorCatapultRock_Structural
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
Weapon = SECONDARY MordorCatapultHumanHeads
AutoChooseSources = SECONDARY NONE
End
LocomotorSet
Locomotor = FloatingCatapultLocomotor
Condition = SET_NORMAL
Speed = 0
End
; *** AUDIO Parameters ***;
VoiceAttack = CatapultVoiceSelect2
VoiceAttackMachine = CatapultVoiceSelect2
VoiceAttackStructure = CatapultVoiceSelect2
VoiceCreated = TrebuchetCreated
VoiceFullyCreated = NoSound
VoiceGuard = NoSound
VoiceMove = NoSound
VoiceMoveToCamp = NoSound
VoicePriority = 28
VoiceSelect = CatapultVoiceSelect2
VoiceSelectBattle = CatapultVoiceSelect2
VoiceEnterStateAttack = CatapultVoiceSelect2
VoiceEnterStateAttackMachine = CatapultVoiceSelect2
VoiceEnterStateAttackStructure = CatapultVoiceSelect2
VoiceEnterStateMove = NoSound
VoiceEnterStateMoveToCamp = NoSound
SoundMoveLoop = NoSound
SoundMoveStart = CatapultMoveStart
UnitSpecificSounds
VoiceGarrison = NoSound
VoiceEnterUnitSlaughterHouse = NoSound
VoiceEnterUnitEvilMenTransportShip = NoSound
VoiceEnterUnitTransportShip = NoSound
VoiceInitiateCaptureBuilding = NoSound
End
#include "..\..\..\includes\StandardUnitEvaEvents.inc"
CrowdResponseKey = Orc
Behavior = LargeGroupAudioUpdate ModuleTag_LGAU ; Tie into LargeGroupAudio system
Key = SiegeWeapon Catapult
End
;-------------
Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = No //Handled by the expansion structure
AILuaEventsList = CatapultFunctions
End
//We should die when the fortress does!
Behavior = SlavedUpdate ModuleTag_Slave
DieOnMastersDeath = Yes
MarkUnselectable = No
End
//Just explode and go away really really fast
Behavior = DestroyDie ModuleTag_Die
End
End
//--------------------------------------------------------------------------------------------------------------------------------------------
ChildObject MordorWallCatapult MordorFortressCatapult
Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
AILuaEventsList = CatapultFunctions
End
End
//--------------------------------------------------------------------------------------------------------------------------------------------
ChildObject MordorMinasMorgulCatapult MordorCatapult
// No command points for this as it's free.
CommandPoints = 0
ShockwaveResistance = SHOCKWAVE_RESISTANCE_ALWAYS
LocomotorSet
Locomotor = FloatingCatapultLocomotor
Condition = SET_NORMAL
Speed = 0
End
End