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Text File  |  2006-01-31  |  9KB  |  283 lines

  1. ;------------------------------------------------------------------------------
  2. ; aka Tribute Cart
  3. Object WildPorter
  4.   ; *** ART Parameters ***
  5.   
  6.   SelectPortrait         = UPIsenguard_OrcLaborer
  7.   
  8.   ButtonImage = BWFortress_Porter
  9.     Draw = W3DTruckDraw ModuleTag_01
  10.  
  11.       OkToChangeModelColor = Yes
  12.       
  13. ;   StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD
  14.         
  15.     DefaultModelConditionState
  16.       Model             = WUPorter_SKN
  17.       Skeleton            = MUOrcPrtr_SKL
  18.     End
  19.  
  20.         IdleAnimationState
  21.             Animation                = IDLA
  22.                 AnimationName        = MUOrcPrtr_IDLA
  23.                 AnimationMode        = ONCE
  24.                 AnimationPriority   = 10
  25.             End
  26.             Animation                = IDLB ; fidget. Search animation
  27.                 AnimationName        = MUOrcPrtr_IDLB
  28.                 AnimationMode        = ONCE
  29.                 AnimationPriority   = 1
  30.             End
  31.             Flags                    = RESTART_ANIM_WHEN_COMPLETE            
  32.         End
  33.         AnimationState                = MOVING WANDER
  34.             Animation                = WLKA
  35.                 AnimationName        = MUOrcPrtr_WLKA
  36.                 AnimationMode        = LOOP
  37.             End
  38.             Flags                    = RANDOMSTART
  39.             ;ParticleSysBone            = None InfantryDustTrails
  40.         End
  41.     
  42.         AnimationState                = MOVING
  43.             Animation                = RUNNING
  44.                 AnimationName        = MUOrcPrtr_RUNA
  45.                 AnimationMode        = LOOP
  46.             End
  47.             Flags                    = RANDOMSTART
  48.             ;ParticleSysBone            = None InfantryDustTrails
  49.         End
  50.  
  51.         AnimationState                = DYING DEATH_1
  52.             Animation                = DIEB
  53.                 AnimationName        = MUOrcPrtr_DIEA
  54.                 AnimationMode        = ONCE
  55.             End
  56.         End
  57.     
  58.         AnimationState          = DYING DEATH_2
  59.             Animation
  60.                 AnimationName   = MUOrcPrtr_IDLA
  61.                 AnimationMode   = LOOP
  62.             End
  63.         End
  64.         AnimationState                = DYING
  65.             Animation                = DIEA
  66.                 AnimationName        = MUOrcPrtr_DIEA
  67.                 AnimationMode        = ONCE
  68.             End
  69.         End
  70.                 
  71.         AnimationState                        = PARALYZED
  72.             Animation
  73.                 AnimationName                = MUOrcPrtr_IDLA
  74.                 AnimationMode                = LOOP
  75.             End
  76.         End
  77.  
  78.         AnimationState        = UNPACKING PACKING_TYPE_1
  79.             Animation
  80.                 AnimationName        = MUOrcPrtr_FIRA
  81.                 AnimationMode        = ONCE
  82.             End
  83.             BeginScript
  84.                 CurDrawablePlaySound("MenBuilderFireExtinguish")
  85.             EndScript
  86.             ParticleSysBone = BUCKET PorterFireWater FollowBone:YES
  87.         End
  88.  
  89.         LeftFrontTireBone            = Wheel_L01
  90.         RightFrontTireBone            = Wheel_R01
  91.         ;LeftRearTireBone            = WHEEL_L01
  92.         ;RightRearTireBone            = WHEEL_R01
  93.         TireRotationMultiplier        = 0.2
  94.     End
  95.  
  96.     #include "..\..\..\includes\StunDrawModuleMedium.inc"
  97.  
  98.     ; ***DESIGN parameters ***
  99.     Side                            = Wild
  100.     EditorSorting                    = UNIT
  101.     ThingClass                        = HORDE_UNIT
  102.     TransportSlotCount                = TRANSPORTSLOTCOUNT_DOZER
  103.     
  104.     ArmorSet
  105.         Conditions                    = None
  106.         Armor                        = PorterArmor
  107.         DamageFX                    = NormalDamageFX
  108.     End
  109.     
  110.     BuildCost        = WILD_PORTER_BUILDCOST
  111.     BuildTime        = WILD_PORTER_BUILDTIME
  112.     BountyValue         = WILD_PORTER_BOUNTY_VALUE
  113.     VisionRange        = WILD_PORTER_VISION_RANGE
  114.     ShroudClearingRange    = WILD_PORTER_SHROUD_RANGE
  115.     DisplayName        = OBJECT:WildPorter
  116.     CrushableLevel    = 0  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  117.     CrusherLevel    = 0 ;What can I crush?: 0 = small animals, 1 = infantry, 2 = trees, 3 = vehicles
  118.     ShockwaveResistance = SHOCKWAVE_RESISTANCE_IMMUNE
  119.     
  120.     CommandSet = WildPorterCommandSet
  121.     CommandPoints        = 0
  122.  
  123.     ; *** AUDIO Parameters ***;
  124.  
  125.     VoiceCreated                            = EVA:PorterCreated
  126.     VoiceFullyCreated                        = EVA:PorterCreated
  127.     VoiceMove                                = GoblinBuilderVoiceMove
  128.     VoiceMoveToCamp                            = GoblinBuilderVoiceMoveCamp
  129.     VoicePriority                            = 5
  130.     VoiceRetreatToCastle                    = GoblinBuilderVoiceRetreat
  131.     VoiceSelect                                = GoblinBuilderVoiceSelectMS
  132.     VoiceSelectBattle                        = GoblinBuilderVoiceSelectBattle
  133.  
  134.     SoundImpact                                = ImpactHorse
  135.     SoundMoveLoop                            = WildBuilderMoveLoopMS
  136.     SoundMoveStart                            = WildBuilderMoveStart
  137.  
  138.     UnitSpecificSounds
  139.         VoiceBuildResponse                    = GoblinBuilderVoiceBuild
  140.         VoiceEnterUnitSlaughterHouse        = GoblinBuilderVoiceMoveShip
  141.         VoiceEnterUnitEvilMenTransportShip    = GoblinBuilderVoiceMoveShip
  142.         VoiceExtinguishFireAtLocation        = GoblinBuilderVoiceMove
  143.         VoiceGarrison                        = GoblinBuilderVoiceMoveGarrison
  144.         VoiceInitiateCaptureBuilding        = GoblinBuilderVoiceCapture
  145.         VoiceNoBuild                        = GoblinBuilderVoiceNoBuild
  146.         VoiceSelectIdleWorker                = GoblinBuilderVoiceSelectIdle
  147.     End
  148.  
  149.     ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_foo
  150.         ModelCondition = Required:EMOTION_CELEBRATING    Excluded:DYING ENGAGED    Sound:EmotionGoblinCompilationVoxCheerSinglesLoop    ;MOVING ATTACKING 
  151.         ModelCondition = Required:EMOTION_TAUNTING        Excluded:DYING ENGAGED    Sound:EmotionGoblinCompilationVoxTauntSinglesLoop    ;MOVING ATTACKING
  152.     End
  153.  
  154.     #include "..\..\..\Includes\StandardUnitEvaEvents.inc"
  155.     EvaEventDamagedOwner    = PorterUnderAttack     ;Eva event to trigger when unit is damaged
  156.  
  157.     ; Moved to FX_PorterDie so that we avoid annoucing FADED deaths
  158.     ;EvaEventDieOwner        = PorterDie            ;Eva event to trigger on unit's death. NOTICE THAT this is only for permanent deaths
  159.                                                 ;For deaths you can respawn from, use the DeathFX
  160.  
  161.     ; *** ENGINEERING Parameters ***
  162.     RadarPriority    = UNIT
  163.     KindOf            = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE THROWN_OBJECT DOZER PORTER IGNORES_SELECT_ALL NONCOM
  164.     //SelectionPriority = SELECTION_PRIORITY_PORTER
  165.     
  166.     Body = ActiveBody ModuleTag_02
  167.         MaxHealth            = WILD_PORTER_HEALTH                  ;BALANCE Townsman Health
  168.         MaxHealthDamaged        = WILD_PORTER_HEALTH_DAMAGED
  169.         ;RecoveryTime            = WILD_PORTER_HEALTH_RECOVERY_TIME
  170.     End
  171.     
  172.     Behavior = DozerAIUpdate ModuleTag_03
  173.         AILuaEventsList                    = EvilPorterFunctions
  174.          RepairHealthPercentPerSecond    = 2%    ; % of max health to repair each second
  175.          BoredTime                        = 5000  ; in milliseconds
  176.          BoredRange                        = 150   ; when bored, we look this far away to do something
  177.          AutoAcquireEnemiesWhenIdle        = No    ; no mine-disarming in the design at the moment
  178.         SpecialContactPoints            = Repair
  179.      End
  180.  
  181.     LocomotorSet
  182.         Locomotor = PorterLocomotor
  183.         Condition = SET_NORMAL 
  184.         Speed     = NORMAL_INGAME_PORTER_SPEED
  185.     End
  186.  
  187.     LocomotorSet
  188.         Locomotor = PorterLocomotor
  189.         Condition = SET_WANDER
  190.         Speed     = NORMAL_INGAME_PORTER_SPEED
  191.     End 
  192.  
  193.     Behavior = PhysicsBehavior ModuleTag_04
  194.         GravityMult = 1.0
  195.     End
  196.     
  197.     Behavior = SlowDeathBehavior ModuleTag_05
  198.         DeathTypes            = ALL -CRUSHED -EXPLODED -KNOCKBACK -DETONATED -SPLATTED -FADED -SLAUGHTERED
  199.         SinkDelay            = 3000
  200.         SinkRate            = 1.40     ; in Dist/Sec
  201.         DestructionDelay    = 13000
  202.         Sound                = INITIAL GoblinVoxDieMS
  203.         FX                    = INITIAL FX_PorterDie
  204.     End
  205.     
  206.     Behavior = SlowDeathBehavior ModuleTag_05b
  207.         DeathTypes            = NONE +CRUSHED +EXPLODED +KNOCKBACK +DETONATED +SPLATTED
  208.         SinkDelay            = 3000
  209.         SinkRate            = 1.40     ; in Dist/Sec
  210.         DestructionDelay    = 13000
  211.         DeathFlags            = DEATH_1
  212.         FX                    = INITIAL FX_PorterDieExplosion
  213.         Sound                = INITIAL GoblinVoxDieMS
  214.     End
  215.  
  216.     Behavior = SlowDeathBehavior ModuleTag_ConstructionDeath
  217.         DeathTypes            = NONE +FADED
  218.         DeathFlags            = DEATH_2
  219.         FadeDelay            = 500
  220.         FadeTime            = 3500
  221.         DestructionDelay    = 4000
  222.     End
  223.     
  224.     ; Send porter back into fortress, don't announce or scream
  225.     Behavior = SlowDeathBehavior SlowDeathBehaviorModuleTag_Decommissioned 
  226.         DeathTypes = NONE +SLAUGHTERED   
  227.         SinkDelay = 1000
  228.         SinkRate = 1.40     ; in Dist/Sec
  229.         DestructionDelay = 5000
  230.     End
  231.     
  232.     Behavior = SquishCollide ModuleTag_06
  233.         ;nothing
  234.     End
  235.     
  236.     Behavior = BezierProjectileBehavior ModuleTag_08 ; Module starts asleep, and wakes up when thrown.
  237.         FirstHeight                    = 24  ; Height of Bezier control points above highest intervening terrain
  238.         SecondHeight                = 24
  239.         FirstPercentIndent            = 30% ; Percentage of shot distance control points are placed
  240.         SecondPercentIndent            = 70%
  241.         TumbleRandomly                = Yes
  242.  
  243.         CrushStyle                    = Yes ; I don't detonate, I just hit
  244.         DieOnImpact                    = Yes
  245.         BounceCount                    = 1   ; When I hit the ground, I'll arc again
  246.         BounceDistance                = 40 ; this far
  247.         BounceFirstHeight            = 16  ; Height of Bezier control points above highest intervening terrain
  248.         BounceSecondHeight            = 16
  249.         BounceFirstPercentIndent    = 20% ; Percentage of shot distance control points are placed
  250.         BounceSecondPercentIndent    = 80%
  251.  
  252.         GroundHitFX                    = FX_ThrownRockGroundHit
  253.         GroundBounceFX                = FX_ThrownRockBounceHit
  254.     End
  255.  
  256.     ;--------------------------------------------------------------------
  257.     ; Emotion Tracker for the Terror state
  258.     ;--------------------------------------------------------------------
  259.     Behavior = EmotionTrackerUpdate    Module_EmotionTracker
  260.         AfraidOf                    =    NONE +RohanTreeBerd +RohanEntFir +RohanEntAsh +RohanEntBirch +MordorBalrog +MordorCaveTroll +MordorMountainTroll +MordorDrummerTroll +MordorFellBeast +MordorMumakil;Must be SCARY kindof as well.
  261.         AlwaysAfraidOf                =    NONE +MordorWitchKing +MordorWitchKingOnFellBeast +MordorBalrog +RohanOathbreaker
  262.  
  263.         FearScanDistance            =    250
  264.  
  265.         AddEmotion                    =    BraceForBeingCrushed_Base
  266.         AddEmotion                    =    Terror_Base
  267.     End        
  268.     
  269.     #include "..\..\..\Includes\PorterExtinguishFire.inc"
  270.     
  271.     
  272.  
  273.     Geometry                = BOX
  274.     GeometryMajorRadius        = 20.0
  275.     GeometryMinorRadius        = 6.00
  276.     GeometryHeight            = 20.0
  277.     GeometryIsSmall            = Yes
  278.     Shadow                    = SHADOW_DECAL
  279.     ShadowSizeX                = 27;
  280.     ShadowSizeY                = 27;
  281.     ShadowTexture            = ShadowI;
  282. End
  283.