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Text File  |  2006-01-31  |  10KB  |  307 lines

  1. ;------------------------------------------------------------------------------
  2. ;Dwarven Bunker
  3. Object DwarvenBunker
  4.  
  5. ;    SelectPortrait = BPGWorkshop
  6.  
  7.   Draw = W3DScriptedModelDraw ModuleTag_Draw
  8.     OkToChangeModelColor  = Yes
  9.     UseStandardModelNames = Yes
  10.     StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD
  11.     DefaultModelConditionState
  12.       Model = DBBunker
  13.     End
  14.  
  15.     IdleAnimationState
  16. ;        BeginScript
  17. ;            Prev = CurDrawablePrevAnimationState()
  18. ;            if Prev == "BeingConstructed" then 
  19. ;                ; Don't play completed sound when canceling build-in-progress or when
  20. ;                ; destroyed halfway
  21. ;                if not CurDrawableModelcondition( "DYING" ) then 
  22. ;                    CurDrawablePlaySound("CampSoldierCompleteWorkshop")
  23. ;                end
  24. ;            end
  25. ;        EndScript
  26.     End
  27.  
  28.    ;-- building being constructed
  29.    
  30.     ModelConditionState = SNOW AWAITING_CONSTRUCTION
  31.         Model    = DBBunker_A        
  32.         Texture = DBBunker.tga DBBunker_Snow.tga
  33.         Texture = DBStoneA.tga DBStoneA_Snow.tga
  34.     End
  35.    
  36.     ModelConditionState   = AWAITING_CONSTRUCTION 
  37.       Model               = DBBunker_A
  38.     End;
  39.     AnimationState        = AWAITING_CONSTRUCTION
  40.       Animation           = DBBunker_A
  41.         AnimationName     = DBBunker_A.DBBunker_A
  42.         AnimationMode     = MANUAL
  43.       End
  44.       ParticleSysBone = NONE BuildingContructDustExp
  45.       ParticleSysBone = NONE ExpDwarves
  46.       Flags                  = START_FRAME_FIRST
  47.     End
  48.  
  49.     ModelConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
  50.         Model    = DBBunker_A        
  51.         Texture = DBBunker.tga DBBunker_Snow.tga
  52.         Texture = DBStoneA.tga DBStoneA_Snow.tga
  53.     End
  54.  
  55.     ModelConditionState   = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
  56.       Model               = DBBunker_A
  57.     End;
  58.     AnimationState        = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
  59.       Animation           = DBBunker_A
  60.         AnimationName     = DBBunker_A.DBBunker_A
  61.         AnimationMode     = MANUAL
  62.       End
  63.         Flags                = START_FRAME_FIRST
  64.         StateName            = BeingConstructed
  65.      ParticleSysBone   = CONSTDUSTBONE01 BuildingContructDust FollowBone:Yes
  66.     End
  67.     
  68.     ;--damaged building
  69.  
  70.     ModelConditionState  = DAMAGED
  71.       Model         = DBBunker_D1
  72.         ParticleSysBone FireSmall01 FireBuildingLarge
  73.         ParticleSysBone FireSmall02 FireBuildingMedium
  74.         ParticleSysBone FireSmall03 FireBuildingMedium
  75.         ParticleSysBone FireSmall04 FireBuildingSmall
  76.         ParticleSysBone FireSmall05 SmokeBuildingLarge
  77.     End
  78.     AnimationState = DAMAGED
  79.         EnteringStateFX    = FX_BuildingDamaged
  80.     End
  81.  
  82.     ModelConditionState  = REALLYDAMAGED
  83.       Model         = DBBunker_D2
  84.         ParticleSysBone FireSmall01 FireBuildingLarge
  85.         ParticleSysBone FireSmall02 FireBuildingLarge
  86.         ParticleSysBone FireSmall03 FireBuildingMedium
  87.         ParticleSysBone FireSmall04 SmokeBuildingLarge
  88.         ParticleSysBone FireSmall05 SmokeBuildingLarge
  89.     End
  90.     AnimationState = REALLYDAMAGED
  91.           Animation                =    RubbleAnimation
  92.             AnimationName        =    DBBunker_D2SK.DBBunker_D2AN
  93.             AnimationMode        =    ONCE
  94.           End
  95.         EnteringStateFX    = FX_BuildingReallyDamaged
  96.     End
  97.  
  98.     ModelConditionState  = RUBBLE
  99.       Model         = DBBunker_D3
  100.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  101.     End
  102.     
  103.     AnimationState = RUBBLE
  104.           Animation                =    RubbleAnimation
  105.             AnimationName        =    DBBunker_D3SK.DBBunker_D3AN
  106.             AnimationMode        =    ONCE
  107.           End
  108.       EnteringStateFX    = FX_BuildingReallyDamaged
  109.     End
  110.  
  111.     ModelConditionState  = POST_RUBBLE
  112.       Model         = None
  113.         ParticleSysBone NONE SmokeBuildingMediumRubble
  114.     End
  115.  
  116.     ModelConditionState  = POST_COLLAPSE
  117.       Model         = None
  118.         ParticleSysBone NONE SmokeBuildingMediumRubble
  119.     End  
  120.           
  121.        
  122.     ModelConditionState = SNOW
  123.         Model    = DBBunker        
  124.         Texture = DBBunker.tga DBBunker_Snow.tga
  125.         Texture = DBStoneA.tga DBStoneA_Snow.tga
  126.     End
  127.        
  128.   End
  129.  
  130.   Draw = W3DFloorDraw ModuleTag_DrawFloor    
  131.         StaticModelLODMode = Yes        ; THIS NEEDS TO BE COMMENTED OUT WHEN ENGINEERING ENABLES LOD'S IN THE FLOOR DRAW
  132.         ModelName = DBBunker_bib
  133.         WeatherTexture        = SNOWY DBBunker_bib_snow.tga
  134.           HideIfModelConditions    =    AWAITING_CONSTRUCTION
  135.           HideIfModelConditions    =    PARTIALLY_CONSTRUCTED
  136.   End
  137.  
  138.   Draw = W3DScriptedModelDraw ModuleTag_Draw_HCBanner
  139.     OkToChangeModelColor  = Yes
  140.     DefaultModelConditionState
  141.         Model = DBHCBunker
  142.     End
  143.     MultiPlayerOnly = Yes 
  144.   End
  145.   
  146.   PlacementViewAngle  = -45 ;135
  147.  
  148.   ; ***DESIGN parameters ***
  149.   DisplayName         = OBJECT:DwarvenBunker
  150.   Description           = OBJECT:DwarvenBunkerDescription
  151.  
  152.   Side                = Dwarves
  153.   EditorSorting       = STRUCTURE
  154.   ThreatLevel = 1.0
  155.  
  156.   CommandSet          = SentryTowerCommandSet
  157.   BuildCost           = 2000 ;GONDOR_WORKSHOP_BUILDCOST
  158.   BuildTime           = 45 ;GONDOR_WORKSHOP_BUILDTIME
  159.   BountyValue         = 50 ;GONDOR_WORKSHOP_BOUNTY_VALUE
  160.   VisionRange         = 160.0          ; Shroud clearing distance
  161.   ShroudClearingRange = GONDOR_WORKSHOP_SHROUD_CLEAR
  162.  
  163.   ArmorSet
  164.     Conditions        = None
  165.     Armor             = StructureArmor
  166.     ;DamageFX          = StructureDamageFXNoShake
  167.   End
  168.  
  169.   ; *** AUDIO Parameters ***
  170.     
  171.     #include "..\..\..\Includes\StandardBuildingEvaEvents.inc"
  172.  
  173.     VoiceSelect                        = DwarfHallExpansionSelect
  174.     VoiceSelectUnderConstruction    = BuildingGoodVoiceSelectUnderConstruction
  175.  
  176.     SoundOnDamaged                    = BuildingLightDamageStone
  177.     SoundOnReallyDamaged            = BuildingHeavyDamageStone
  178.  
  179.     UnitSpecificSounds
  180.         UnderConstruction        = BuildingConstructionLoop  ; Built first time
  181.         ; UnderRepairFromDamage    = NoSound                    ; Repaired No animation on the building, so don't bother playing sound
  182.         UnderRepairFromRubble    = BuildingConstructionLoop    ; Repaired from completely destroyed (not used???)
  183.     End
  184.  
  185.     ; *** ENGINEERING Parameters ***
  186.  
  187.     RadarPriority       = STRUCTURE
  188.     KindOf              = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE NEED_BASE_FOUNDATION MP_COUNT_FOR_VICTORY AUTO_RALLYPOINT FS_FACTORY
  189.      
  190.     Behavior            = GettingBuiltBehavior GetBuiltBehaviorTag
  191.         WorkerName          = GondorWorkerNoSelect
  192.         SpawnTimer    = DEFAULT_STRUCTURE_HEALDELAY
  193.     End
  194.  
  195.     Behavior = CastleMemberBehavior ModuleTag_CMB
  196.     End 
  197.  
  198.     Body                        = StructureBody ModuleTag_05
  199.         MaxHealth                     = 3000 ;GONDOR_WORKSHOP_HEALTH
  200.         MaxHealthDamaged              = 2000 ;GONDOR_WORKSHOP_HEALTH_DAMAGED
  201.         MaxHealthReallyDamaged           = 1000 ;GONDOR_WORKSHOP_HEALTH_REALLY_DAMAGED
  202.             
  203. ;        DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK
  204. ;        DamageCreationList = OCL_GBStable_Chunk1 CATAPULT_ROCK FRONT_DESTROYED
  205. ;        DamageCreationList = OCL_GBStable_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED
  206. ;        DamageCreationList = OCL_GBStable_Chunk3 CATAPULT_ROCK BACK_DESTROYED
  207. ;        DamageCreationList = OCL_GBStable_Chunk4 CATAPULT_ROCK LEFT_DESTROYED
  208.         
  209.     End
  210.   
  211.     Behavior                  = BuildingBehavior BuildingModuleTag
  212.     ; NightWindowName            = GBWORKSHOPN
  213.     ; FireWindowName            = WINDOW_F01
  214.     ; GlowWindowName            = WINDOW_G01
  215.     ; FireName                    = FIRE01
  216.     End
  217.  
  218. ;    Behavior = RefundDie ModuleTag_refund
  219. ;        UpgradeRequired = Upgrade_MarketplaceUpgradeDefiance
  220. ;        BuildingRequired = ANY +GondorMarketPlace
  221. ;        RefundPercent = 50%
  222. ;    End
  223.  
  224.     Behavior                  = StructureCollapseUpdate ModuleTag_06
  225.         MinCollapseDelay        = 000
  226.         MaxCollapseDelay        = 000
  227.         CollapseDamping         = .5
  228.         MaxShudder              = 0.6
  229.         MinBurstDelay           = 250
  230.         MaxBurstDelay           = 800
  231.         BigBurstFrequency       = 4
  232.         FXList                  = INITIAL   FX_StructureMediumCollapse
  233.         FXList                  = ALMOST_FINAL  FX_StructureAlmostCollapse
  234.         DestroyObjectWhenDone    = Yes
  235.         CollapseHeight            = 120
  236.     End
  237.  
  238.     Behavior = TerrainResourceBehavior ModuleTag_NewMoneyDeadSpot
  239.         Radius = 50        ; How far we try to claim ground
  240.         MaxIncome = 0    ; If we were to get all we wanted, how much we would earn.  Linear slope to 0 at 0% claim
  241.         IncomeInterval = 999999    ; How often (in msec) we give that much money
  242.         HighPriority = Yes ; A high priority claim gets to pretend it was there first.
  243.     End
  244.  
  245.     Behavior = ProductionUpdate ProductionUpdateModuleTag
  246.         ;;;UnitPreparationTime =8000;;;;;;;;;; 8.0 second prep needs to be set in THingTemplate, for Trebuchet, now
  247.     End
  248.  
  249.     Behavior = QueueProductionExitUpdate QueueProductionModuleTag
  250.         UnitCreatePoint    = X:14.8616 Y:-0.1480 Z:0.0
  251.         NaturalRallyPoint  = X:56.0 Y:-0.1480 Z:0.0
  252.         ExitDelay =50
  253.     End
  254.     
  255. ;     Behavior = SubObjectsUpgrade ModuleTag_HideAll 
  256. ;        TriggeredBy        = Upgrade_StructureLevel1
  257. ;        ShowSubObjects    = V1HIDE 
  258. ;        HideSubObjects    = V1 V2 V2FLAG
  259. ;    End
  260. ;    Behavior = SubObjectsUpgrade ModuleTag_ShowWalls 
  261. ;        TriggeredBy        = Upgrade_StructureLevel2
  262. ;        ShowSubObjects    = V1 
  263. ;        HideSubObjects    = V1HIDE V2 V2FLAG
  264. ;    End
  265. ;    Behavior = SubObjectsUpgrade ModuleTag_ShowTowers 
  266. ;        TriggeredBy        = Upgrade_StructureLevel3
  267. ;        ShowSubObjects    = V1 V2 V2FLAG 
  268. ;        HideSubObjects    = V1HIDE
  269. ;    End
  270. ;    
  271. ;    Behavior = GeometryUpgrade Geom_ModuleTag_HideAll
  272. ;        TriggeredBy        = Upgrade_StructureLevel1
  273. ;        ShowGeometry    = Geom_Orig
  274. ;        HideGeometry    = Geom_V2 
  275. ;    End
  276. ;    Behavior = GeometryUpgrade Geom_ModuleTag_ShowWalls 
  277. ;        TriggeredBy        = Upgrade_StructureLevel2
  278. ;        ShowGeometry    = Geom_Orig
  279. ;        HideGeometry    = Geom_V2 
  280. ;    End
  281. ;     Behavior = GeometryUpgrade Geom_ModuleTag_ShowFlagsAndTower 
  282. ;        TriggeredBy        = Upgrade_StructureLevel3
  283. ;        ShowGeometry    = Geom_V2
  284. ;        HideGeometry    = Geom_Orig
  285. ;    End
  286.         
  287.     Geometry                = BOX
  288.     GeometryName            = Geom_Orig
  289.       GeometryMajorRadius        = 14.0
  290.     GeometryMinorRadius        = 14.5
  291.     GeometryHeight            = 64.0
  292.     GeometryOffset            = X:0 Y:0 Z:0    
  293.         
  294.  
  295.         
  296.     GeometryIsSmall            = No
  297.     Shadow                    = SHADOW_VOLUME
  298.     BuildCompletion            = PLACED_BY_PLAYER
  299.     
  300.     GeometryContactPoint = X:-48.348    Y:26.9        Z:0            Repair
  301.     GeometryContactPoint = X:47.546        Y:-38.677    Z:0            Repair
  302.     GeometryContactPoint = X:47.546        Y:36.435    Z:0
  303.     GeometryContactPoint = X:-32.763    Y:-46.121    Z:0
  304.     GeometryContactPoint = X:26.753        Y:26.753    Z:67.933    Swoop
  305.  
  306. End
  307.