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data_ini_object_goodfaction_structures_dwarven_dwarfbunker.ini
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2006-01-31
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10KB
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307 lines
;------------------------------------------------------------------------------
;Dwarven Bunker
Object DwarvenBunker
; SelectPortrait = BPGWorkshop
Draw = W3DScriptedModelDraw ModuleTag_Draw
OkToChangeModelColor = Yes
UseStandardModelNames = Yes
StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD
DefaultModelConditionState
Model = DBBunker
End
IdleAnimationState
; BeginScript
; Prev = CurDrawablePrevAnimationState()
; if Prev == "BeingConstructed" then
; ; Don't play completed sound when canceling build-in-progress or when
; ; destroyed halfway
; if not CurDrawableModelcondition( "DYING" ) then
; CurDrawablePlaySound("CampSoldierCompleteWorkshop")
; end
; end
; EndScript
End
;-- building being constructed
ModelConditionState = SNOW AWAITING_CONSTRUCTION
Model = DBBunker_A
Texture = DBBunker.tga DBBunker_Snow.tga
Texture = DBStoneA.tga DBStoneA_Snow.tga
End
ModelConditionState = AWAITING_CONSTRUCTION
Model = DBBunker_A
End;
AnimationState = AWAITING_CONSTRUCTION
Animation = DBBunker_A
AnimationName = DBBunker_A.DBBunker_A
AnimationMode = MANUAL
End
ParticleSysBone = NONE BuildingContructDustExp
ParticleSysBone = NONE ExpDwarves
Flags = START_FRAME_FIRST
End
ModelConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Model = DBBunker_A
Texture = DBBunker.tga DBBunker_Snow.tga
Texture = DBStoneA.tga DBStoneA_Snow.tga
End
ModelConditionState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Model = DBBunker_A
End;
AnimationState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Animation = DBBunker_A
AnimationName = DBBunker_A.DBBunker_A
AnimationMode = MANUAL
End
Flags = START_FRAME_FIRST
StateName = BeingConstructed
ParticleSysBone = CONSTDUSTBONE01 BuildingContructDust FollowBone:Yes
End
;--damaged building
ModelConditionState = DAMAGED
Model = DBBunker_D1
ParticleSysBone FireSmall01 FireBuildingLarge
ParticleSysBone FireSmall02 FireBuildingMedium
ParticleSysBone FireSmall03 FireBuildingMedium
ParticleSysBone FireSmall04 FireBuildingSmall
ParticleSysBone FireSmall05 SmokeBuildingLarge
End
AnimationState = DAMAGED
EnteringStateFX = FX_BuildingDamaged
End
ModelConditionState = REALLYDAMAGED
Model = DBBunker_D2
ParticleSysBone FireSmall01 FireBuildingLarge
ParticleSysBone FireSmall02 FireBuildingLarge
ParticleSysBone FireSmall03 FireBuildingMedium
ParticleSysBone FireSmall04 SmokeBuildingLarge
ParticleSysBone FireSmall05 SmokeBuildingLarge
End
AnimationState = REALLYDAMAGED
Animation = RubbleAnimation
AnimationName = DBBunker_D2SK.DBBunker_D2AN
AnimationMode = ONCE
End
EnteringStateFX = FX_BuildingReallyDamaged
End
ModelConditionState = RUBBLE
Model = DBBunker_D3
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
AnimationState = RUBBLE
Animation = RubbleAnimation
AnimationName = DBBunker_D3SK.DBBunker_D3AN
AnimationMode = ONCE
End
EnteringStateFX = FX_BuildingReallyDamaged
End
ModelConditionState = POST_RUBBLE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
ModelConditionState = POST_COLLAPSE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
ModelConditionState = SNOW
Model = DBBunker
Texture = DBBunker.tga DBBunker_Snow.tga
Texture = DBStoneA.tga DBStoneA_Snow.tga
End
End
Draw = W3DFloorDraw ModuleTag_DrawFloor
StaticModelLODMode = Yes ; THIS NEEDS TO BE COMMENTED OUT WHEN ENGINEERING ENABLES LOD'S IN THE FLOOR DRAW
ModelName = DBBunker_bib
WeatherTexture = SNOWY DBBunker_bib_snow.tga
HideIfModelConditions = AWAITING_CONSTRUCTION
HideIfModelConditions = PARTIALLY_CONSTRUCTED
End
Draw = W3DScriptedModelDraw ModuleTag_Draw_HCBanner
OkToChangeModelColor = Yes
DefaultModelConditionState
Model = DBHCBunker
End
MultiPlayerOnly = Yes
End
PlacementViewAngle = -45 ;135
; ***DESIGN parameters ***
DisplayName = OBJECT:DwarvenBunker
Description = OBJECT:DwarvenBunkerDescription
Side = Dwarves
EditorSorting = STRUCTURE
ThreatLevel = 1.0
CommandSet = SentryTowerCommandSet
BuildCost = 2000 ;GONDOR_WORKSHOP_BUILDCOST
BuildTime = 45 ;GONDOR_WORKSHOP_BUILDTIME
BountyValue = 50 ;GONDOR_WORKSHOP_BOUNTY_VALUE
VisionRange = 160.0 ; Shroud clearing distance
ShroudClearingRange = GONDOR_WORKSHOP_SHROUD_CLEAR
ArmorSet
Conditions = None
Armor = StructureArmor
;DamageFX = StructureDamageFXNoShake
End
; *** AUDIO Parameters ***
#include "..\..\..\Includes\StandardBuildingEvaEvents.inc"
VoiceSelect = DwarfHallExpansionSelect
VoiceSelectUnderConstruction = BuildingGoodVoiceSelectUnderConstruction
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
UnitSpecificSounds
UnderConstruction = BuildingConstructionLoop ; Built first time
; UnderRepairFromDamage = NoSound ; Repaired No animation on the building, so don't bother playing sound
UnderRepairFromRubble = BuildingConstructionLoop ; Repaired from completely destroyed (not used???)
End
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE NEED_BASE_FOUNDATION MP_COUNT_FOR_VICTORY AUTO_RALLYPOINT FS_FACTORY
Behavior = GettingBuiltBehavior GetBuiltBehaviorTag
WorkerName = GondorWorkerNoSelect
SpawnTimer = DEFAULT_STRUCTURE_HEALDELAY
End
Behavior = CastleMemberBehavior ModuleTag_CMB
End
Body = StructureBody ModuleTag_05
MaxHealth = 3000 ;GONDOR_WORKSHOP_HEALTH
MaxHealthDamaged = 2000 ;GONDOR_WORKSHOP_HEALTH_DAMAGED
MaxHealthReallyDamaged = 1000 ;GONDOR_WORKSHOP_HEALTH_REALLY_DAMAGED
; DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK
; DamageCreationList = OCL_GBStable_Chunk1 CATAPULT_ROCK FRONT_DESTROYED
; DamageCreationList = OCL_GBStable_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED
; DamageCreationList = OCL_GBStable_Chunk3 CATAPULT_ROCK BACK_DESTROYED
; DamageCreationList = OCL_GBStable_Chunk4 CATAPULT_ROCK LEFT_DESTROYED
End
Behavior = BuildingBehavior BuildingModuleTag
; NightWindowName = GBWORKSHOPN
; FireWindowName = WINDOW_F01
; GlowWindowName = WINDOW_G01
; FireName = FIRE01
End
; Behavior = RefundDie ModuleTag_refund
; UpgradeRequired = Upgrade_MarketplaceUpgradeDefiance
; BuildingRequired = ANY +GondorMarketPlace
; RefundPercent = 50%
; End
Behavior = StructureCollapseUpdate ModuleTag_06
MinCollapseDelay = 000
MaxCollapseDelay = 000
CollapseDamping = .5
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 800
BigBurstFrequency = 4
FXList = INITIAL FX_StructureMediumCollapse
FXList = ALMOST_FINAL FX_StructureAlmostCollapse
DestroyObjectWhenDone = Yes
CollapseHeight = 120
End
Behavior = TerrainResourceBehavior ModuleTag_NewMoneyDeadSpot
Radius = 50 ; How far we try to claim ground
MaxIncome = 0 ; If we were to get all we wanted, how much we would earn. Linear slope to 0 at 0% claim
IncomeInterval = 999999 ; How often (in msec) we give that much money
HighPriority = Yes ; A high priority claim gets to pretend it was there first.
End
Behavior = ProductionUpdate ProductionUpdateModuleTag
;;;UnitPreparationTime =8000;;;;;;;;;; 8.0 second prep needs to be set in THingTemplate, for Trebuchet, now
End
Behavior = QueueProductionExitUpdate QueueProductionModuleTag
UnitCreatePoint = X:14.8616 Y:-0.1480 Z:0.0
NaturalRallyPoint = X:56.0 Y:-0.1480 Z:0.0
ExitDelay =50
End
; Behavior = SubObjectsUpgrade ModuleTag_HideAll
; TriggeredBy = Upgrade_StructureLevel1
; ShowSubObjects = V1HIDE
; HideSubObjects = V1 V2 V2FLAG
; End
; Behavior = SubObjectsUpgrade ModuleTag_ShowWalls
; TriggeredBy = Upgrade_StructureLevel2
; ShowSubObjects = V1
; HideSubObjects = V1HIDE V2 V2FLAG
; End
; Behavior = SubObjectsUpgrade ModuleTag_ShowTowers
; TriggeredBy = Upgrade_StructureLevel3
; ShowSubObjects = V1 V2 V2FLAG
; HideSubObjects = V1HIDE
; End
;
; Behavior = GeometryUpgrade Geom_ModuleTag_HideAll
; TriggeredBy = Upgrade_StructureLevel1
; ShowGeometry = Geom_Orig
; HideGeometry = Geom_V2
; End
; Behavior = GeometryUpgrade Geom_ModuleTag_ShowWalls
; TriggeredBy = Upgrade_StructureLevel2
; ShowGeometry = Geom_Orig
; HideGeometry = Geom_V2
; End
; Behavior = GeometryUpgrade Geom_ModuleTag_ShowFlagsAndTower
; TriggeredBy = Upgrade_StructureLevel3
; ShowGeometry = Geom_V2
; HideGeometry = Geom_Orig
; End
Geometry = BOX
GeometryName = Geom_Orig
GeometryMajorRadius = 14.0
GeometryMinorRadius = 14.5
GeometryHeight = 64.0
GeometryOffset = X:0 Y:0 Z:0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
GeometryContactPoint = X:-48.348 Y:26.9 Z:0 Repair
GeometryContactPoint = X:47.546 Y:-38.677 Z:0 Repair
GeometryContactPoint = X:47.546 Y:36.435 Z:0
GeometryContactPoint = X:-32.763 Y:-46.121 Z:0
GeometryContactPoint = X:26.753 Y:26.753 Z:67.933 Swoop
End