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data_ini_object_evilfaction_units_wild_wildporter.ini
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2006-01-31
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283 lines
;------------------------------------------------------------------------------
; aka Tribute Cart
Object WildPorter
; *** ART Parameters ***
SelectPortrait = UPIsenguard_OrcLaborer
ButtonImage = BWFortress_Porter
Draw = W3DTruckDraw ModuleTag_01
OkToChangeModelColor = Yes
; StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD
DefaultModelConditionState
Model = WUPorter_SKN
Skeleton = MUOrcPrtr_SKL
End
IdleAnimationState
Animation = IDLA
AnimationName = MUOrcPrtr_IDLA
AnimationMode = ONCE
AnimationPriority = 10
End
Animation = IDLB ; fidget. Search animation
AnimationName = MUOrcPrtr_IDLB
AnimationMode = ONCE
AnimationPriority = 1
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End
AnimationState = MOVING WANDER
Animation = WLKA
AnimationName = MUOrcPrtr_WLKA
AnimationMode = LOOP
End
Flags = RANDOMSTART
;ParticleSysBone = None InfantryDustTrails
End
AnimationState = MOVING
Animation = RUNNING
AnimationName = MUOrcPrtr_RUNA
AnimationMode = LOOP
End
Flags = RANDOMSTART
;ParticleSysBone = None InfantryDustTrails
End
AnimationState = DYING DEATH_1
Animation = DIEB
AnimationName = MUOrcPrtr_DIEA
AnimationMode = ONCE
End
End
AnimationState = DYING DEATH_2
Animation
AnimationName = MUOrcPrtr_IDLA
AnimationMode = LOOP
End
End
AnimationState = DYING
Animation = DIEA
AnimationName = MUOrcPrtr_DIEA
AnimationMode = ONCE
End
End
AnimationState = PARALYZED
Animation
AnimationName = MUOrcPrtr_IDLA
AnimationMode = LOOP
End
End
AnimationState = UNPACKING PACKING_TYPE_1
Animation
AnimationName = MUOrcPrtr_FIRA
AnimationMode = ONCE
End
BeginScript
CurDrawablePlaySound("MenBuilderFireExtinguish")
EndScript
ParticleSysBone = BUCKET PorterFireWater FollowBone:YES
End
LeftFrontTireBone = Wheel_L01
RightFrontTireBone = Wheel_R01
;LeftRearTireBone = WHEEL_L01
;RightRearTireBone = WHEEL_R01
TireRotationMultiplier = 0.2
End
#include "..\..\..\includes\StunDrawModuleMedium.inc"
; ***DESIGN parameters ***
Side = Wild
EditorSorting = UNIT
ThingClass = HORDE_UNIT
TransportSlotCount = TRANSPORTSLOTCOUNT_DOZER
ArmorSet
Conditions = None
Armor = PorterArmor
DamageFX = NormalDamageFX
End
BuildCost = WILD_PORTER_BUILDCOST
BuildTime = WILD_PORTER_BUILDTIME
BountyValue = WILD_PORTER_BOUNTY_VALUE
VisionRange = WILD_PORTER_VISION_RANGE
ShroudClearingRange = WILD_PORTER_SHROUD_RANGE
DisplayName = OBJECT:WildPorter
CrushableLevel = 0 ;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 = WildPorterCommandSet
CommandPoints = 0
; *** AUDIO Parameters ***;
VoiceCreated = EVA:PorterCreated
VoiceFullyCreated = EVA:PorterCreated
VoiceMove = GoblinBuilderVoiceMove
VoiceMoveToCamp = GoblinBuilderVoiceMoveCamp
VoicePriority = 5
VoiceRetreatToCastle = GoblinBuilderVoiceRetreat
VoiceSelect = GoblinBuilderVoiceSelectMS
VoiceSelectBattle = GoblinBuilderVoiceSelectBattle
SoundImpact = ImpactHorse
SoundMoveLoop = WildBuilderMoveLoopMS
SoundMoveStart = WildBuilderMoveStart
UnitSpecificSounds
VoiceBuildResponse = GoblinBuilderVoiceBuild
VoiceEnterUnitSlaughterHouse = GoblinBuilderVoiceMoveShip
VoiceEnterUnitEvilMenTransportShip = GoblinBuilderVoiceMoveShip
VoiceExtinguishFireAtLocation = GoblinBuilderVoiceMove
VoiceGarrison = GoblinBuilderVoiceMoveGarrison
VoiceInitiateCaptureBuilding = GoblinBuilderVoiceCapture
VoiceNoBuild = GoblinBuilderVoiceNoBuild
VoiceSelectIdleWorker = GoblinBuilderVoiceSelectIdle
End
ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_foo
ModelCondition = Required:EMOTION_CELEBRATING Excluded:DYING ENGAGED Sound:EmotionGoblinCompilationVoxCheerSinglesLoop ;MOVING ATTACKING
ModelCondition = Required:EMOTION_TAUNTING Excluded:DYING ENGAGED Sound:EmotionGoblinCompilationVoxTauntSinglesLoop ;MOVING ATTACKING
End
#include "..\..\..\Includes\StandardUnitEvaEvents.inc"
EvaEventDamagedOwner = PorterUnderAttack ;Eva event to trigger when unit is damaged
; Moved to FX_PorterDie so that we avoid annoucing FADED deaths
;EvaEventDieOwner = PorterDie ;Eva event to trigger on unit's death. NOTICE THAT this is only for permanent deaths
;For deaths you can respawn from, use the DeathFX
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE THROWN_OBJECT DOZER PORTER IGNORES_SELECT_ALL NONCOM
//SelectionPriority = SELECTION_PRIORITY_PORTER
Body = ActiveBody ModuleTag_02
MaxHealth = WILD_PORTER_HEALTH ;BALANCE Townsman Health
MaxHealthDamaged = WILD_PORTER_HEALTH_DAMAGED
;RecoveryTime = WILD_PORTER_HEALTH_RECOVERY_TIME
End
Behavior = DozerAIUpdate ModuleTag_03
AILuaEventsList = EvilPorterFunctions
RepairHealthPercentPerSecond = 2% ; % of max health to repair each second
BoredTime = 5000 ; in milliseconds
BoredRange = 150 ; when bored, we look this far away to do something
AutoAcquireEnemiesWhenIdle = No ; no mine-disarming in the design at the moment
SpecialContactPoints = Repair
End
LocomotorSet
Locomotor = PorterLocomotor
Condition = SET_NORMAL
Speed = NORMAL_INGAME_PORTER_SPEED
End
LocomotorSet
Locomotor = PorterLocomotor
Condition = SET_WANDER
Speed = NORMAL_INGAME_PORTER_SPEED
End
Behavior = PhysicsBehavior ModuleTag_04
GravityMult = 1.0
End
Behavior = SlowDeathBehavior ModuleTag_05
DeathTypes = ALL -CRUSHED -EXPLODED -KNOCKBACK -DETONATED -SPLATTED -FADED -SLAUGHTERED
SinkDelay = 3000
SinkRate = 1.40 ; in Dist/Sec
DestructionDelay = 13000
Sound = INITIAL GoblinVoxDieMS
FX = INITIAL FX_PorterDie
End
Behavior = SlowDeathBehavior ModuleTag_05b
DeathTypes = NONE +CRUSHED +EXPLODED +KNOCKBACK +DETONATED +SPLATTED
SinkDelay = 3000
SinkRate = 1.40 ; in Dist/Sec
DestructionDelay = 13000
DeathFlags = DEATH_1
FX = INITIAL FX_PorterDieExplosion
Sound = INITIAL GoblinVoxDieMS
End
Behavior = SlowDeathBehavior ModuleTag_ConstructionDeath
DeathTypes = NONE +FADED
DeathFlags = DEATH_2
FadeDelay = 500
FadeTime = 3500
DestructionDelay = 4000
End
; Send porter back into fortress, don't announce or scream
Behavior = SlowDeathBehavior SlowDeathBehaviorModuleTag_Decommissioned
DeathTypes = NONE +SLAUGHTERED
SinkDelay = 1000
SinkRate = 1.40 ; in Dist/Sec
DestructionDelay = 5000
End
Behavior = SquishCollide ModuleTag_06
;nothing
End
Behavior = BezierProjectileBehavior ModuleTag_08 ; Module starts asleep, and wakes up when thrown.
FirstHeight = 24 ; Height of Bezier control points above highest intervening terrain
SecondHeight = 24
FirstPercentIndent = 30% ; Percentage of shot distance control points are placed
SecondPercentIndent = 70%
TumbleRandomly = Yes
CrushStyle = Yes ; I don't detonate, I just hit
DieOnImpact = Yes
BounceCount = 1 ; When I hit the ground, I'll arc again
BounceDistance = 40 ; this far
BounceFirstHeight = 16 ; Height of Bezier control points above highest intervening terrain
BounceSecondHeight = 16
BounceFirstPercentIndent = 20% ; Percentage of shot distance control points are placed
BounceSecondPercentIndent = 80%
GroundHitFX = FX_ThrownRockGroundHit
GroundBounceFX = FX_ThrownRockBounceHit
End
;--------------------------------------------------------------------
; Emotion Tracker for the Terror state
;--------------------------------------------------------------------
Behavior = EmotionTrackerUpdate Module_EmotionTracker
AfraidOf = NONE +RohanTreeBerd +RohanEntFir +RohanEntAsh +RohanEntBirch +MordorBalrog +MordorCaveTroll +MordorMountainTroll +MordorDrummerTroll +MordorFellBeast +MordorMumakil;Must be SCARY kindof as well.
AlwaysAfraidOf = NONE +MordorWitchKing +MordorWitchKingOnFellBeast +MordorBalrog +RohanOathbreaker
FearScanDistance = 250
AddEmotion = BraceForBeingCrushed_Base
AddEmotion = Terror_Base
End
#include "..\..\..\Includes\PorterExtinguishFire.inc"
Geometry = BOX
GeometryMajorRadius = 20.0
GeometryMinorRadius = 6.00
GeometryHeight = 20.0
GeometryIsSmall = Yes
Shadow = SHADOW_DECAL
ShadowSizeX = 27;
ShadowSizeY = 27;
ShadowTexture = ShadowI;
End