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data_ini_object_goodfaction_goodfactionprops.ini
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2006-01-31
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;---------------------------------------------------
Object RohanFlag
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_Draw
DefaultModelConditionState
Model = RU_Flag_A_SKN
End
IdleAnimationState
Animation = IDLA
AnimationName = RU_Flag_A_SKL.RU_Flag_A_WAVA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:RohanFlag
EditorSorting = MISC_MAN_MADE
; *** ENGINEERING Parameters ***
KindOf = IMMOBILE UNATTACKABLE OPTIMIZED_PROP
Body = ActiveBody ModuleTag_03
MaxHealth = 99999.0
End
Geometry = CYLINDER
GeometryMajorRadius = 8.0
GeometryMinorRadius = 8.0
GeometryHeight = 38.4
Shadow = SHADOW_VOLUME ; for demo purposes
GeometryIsSmall = Yes
End
;---------------------------------------------------
Object NightGlow
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_Draw
DefaultModelConditionState
Model = NightGlow
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:NightGlow
EditorSorting = MISC_MAN_MADE
; *** ENGINEERING Parameters ***
KindOf = IMMOBILE UNATTACKABLE
Body = ActiveBody ModuleTag_03
MaxHealth = 99999.0
End
Geometry = CYLINDER
GeometryMajorRadius = 0.8
GeometryMinorRadius = 0.8
GeometryHeight = 0.8
GeometryIsSmall = Yes
End
;---------------------------------------------------
Object MTsmokeMedium
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = NONE
ParticleSysBone = NONE FireSmokeMedium
End
ModelConditionState = WORLD_BUILDER
Model = locator
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:Smoke
EditorSorting = MISC_MAN_MADE
; *** ENGINEERING Parameters ***
KindOf = IMMOBILE
Shadow = NONE
Body = ActiveBody ModuleTag_03
MaxHealth = 99999.0
End
Geometry = CYLINDER
GeometryMajorRadius = 0.8
GeometryMinorRadius = 0.8
GeometryHeight = 0.8
GeometryIsSmall = Yes
End
;---------------------------------------------------
Object PMFence01
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_Draw
DefaultModelConditionState
Model = PMFence01
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:Fence
EditorSorting = MISC_MAN_MADE
; *** ENGINEERING Parameters ***
KindOf = IMMOBILE UNATTACKABLE
Body = ActiveBody ModuleTag_03
MaxHealth = 99999.0
End
Geometry = BOX
GeometryMajorRadius = 26.0
GeometryMinorRadius = 2.2
GeometryHeight = 32.0
Shadow = SHADOW_VOLUME ; for demo purposes
GeometryIsSmall = Yes
End
;---------------------------------------------------
Object PMTomb01
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_Draw
DefaultModelConditionState
Model = PMTomb01
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:Tomb
EditorSorting = MISC_MAN_MADE
; *** ENGINEERING Parameters ***
KindOf = IMMOBILE UNATTACKABLE
Body = ActiveBody ModuleTag_03
MaxHealth = 99999.0
End
Geometry = BOX
GeometryMajorRadius = 26.0
GeometryMinorRadius = 16.0
GeometryHeight = 32.0
Shadow = SHADOW_VOLUME ; for demo purposes
GeometryIsSmall = Yes
End
Object CloudBreakSunbeam
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_Draw
DefaultModelConditionState
Model = None
ParticleSysBone = None CloudBreakRays
End
; IdleAnimationState
; EnteringStateFX = FX_CloudBreakRays
; End
; this is how you control birth fade
; BirthFadeTime = 1000 ; msec
; BirthFadeAdditive = Yes
End
; *** AUDIO Parameters ***
; ***DESIGN parameters ***
EditorSorting = SYSTEM
ArmorSet
Armor = NoArmor
End
VisionRange = 0.0
; *** ENGINEERING Parameters ***
KindOf = IMMOBILE UNATTACKABLE INERT SCARY
Body = ActiveBody ModuleTag_01
MaxHealth = 99999.0
End
; the following two modules control death fade -- uses alpha for now
Behavior = LifetimeUpdate ModuleTag_02
MinLifetime = 5000 ; min lifetime in msec
MaxLifetime = 7000 ; max lifetime in msec
End
Behavior = AIUpdateInterface ModuleTag_03
AILuaEventsList = SunbeamFunctions
End
Geometry = BOX
GeometryMajorRadius = 50.0
GeometryMinorRadius = 50.0
GeometryHeight = 100.0
GeometryIsSmall = No
End