home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
GameStar 2006 April
/
Gamestar_83_2006-04_dvd.iso
/
Dema
/
lotrbfme2_demo.exe
/
INI.big
/
data_ini_object_goodfaction_structures_dwarven_dwarfcastlewalls.ini
< prev
next >
Wrap
Text File
|
2006-01-31
|
88KB
|
2,903 lines
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; ;;
;; CASTLE WALL PIECES FOR THE NEW WALL BUILD SYSTEM ;;
;; ;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
Object DwarvenCastleWallSegment
; *** ART Parameters ***
SelectPortrait = BPDWall
Draw = W3DScriptedModelDraw ModuleTag_Draw
OkToChangeModelColor = Yes
UseStandardModelNames = Yes
DefaultModelConditionState
Model = DBWallRamp2
End
IdleAnimationState
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
Animation = ReallyDamagedanimation
AnimationName = DBWallRamp2.DBWallRamp2
AnimationMode = LOOP
End
StateName = STATE_None
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:DwarvenCastleWallSegment
Side = Dwarves
EditorSorting = STRUCTURE
ThreatLevel = 1.0
ThreatBreakdown ModuleTag_DetailedThreat
AIKindOf = WALL
End
BuildCost = DWARVEN_WALLSEGMENT_SMALL_BUILDCOST
BuildTime = DWARVEN_WALLSEGMENT_SMALL_BUILDTIME ; in seconds
VisionRange = DWARVEN_WALLSEGMENT_SMALL_VISION_RANGE ; Shroud clearing distance
ShroudClearingRange = DWARVEN_WALLSEGMENT_SMALL_SHROUD_CLEAR
CommandSet = DwarvenWallUpgradeNodeCommandSet
ArmorSet
Conditions = None
Armor = DwarvenWallArmor
DamageFX = None
End
; *** AUDIO Parameters ***
#include "..\..\..\Includes\StandardBuildingEvaEvents.inc"
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
UnitSpecificSounds
UnderConstruction = WallConstructionLoop ;Built first time
; UnderRepairFromDamage = NoSound ; Repaired No animation on the building, so don't bother playing sound
UnderRepairFromRubble = WallConstructionLoop ;Repaired from completely destroyed (not used???)
End
;Behavior = GettingBuiltBehavior ModuleTag_04
; RebuildTimeSeconds = 30
; SelfBuildingLoop = WallConstructionLoop ;Only played if we DON'T spawn a worker
; SelfRepairFromDamageLoop = NoSound ;This doesn't cause an animation, so don't bother playing a sound
; SelfRepairFromRubbleLoop = WallConstructionLoop
;End
CampnessValue = CAMPNESS_WALL
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE WALL_SEGMENT SCALEABLE_WALL MADE_OF_STONE
Behavior = GettingBuiltBehavior ModuleTag_04
UseSpawnTimerWithoutWorker = Yes
SpawnTimer = DEFAULT_STRUCTURE_HEALDELAY
SelfBuildingLoop = BuildingConstructionLoop ; Only played if we DON'T spawn a worker
SelfRepairFromDamageLoop = NoSound ; This doesn't cause an animation, so don't bother playing a sound
SelfRepairFromRubbleLoop = BuildingConstructionLoop
End
Body = StructureBody ModuleTag_05
MaxHealth = DWARVEN_WALLSEGMENT_SMALL_HEALTH
End
// These should always appear together on wall segments
Behavior = KeepObjectDie ModuleTag_IWantRubble
DeathTypes = ALL -SUICIDED
End
Behavior = SlowDeathBehavior ModuleTag_SlowDeath
DeathTypes = NONE +SUICIDED
DestructionDelay = 5000
End
// These should always appear together on wall segments
Behavior = ReplaceSelfUpgrade ModuleTag_Replace_With_Hub
ReplaceWith = DwarvenCastleWallHub
TriggeredBy = Upgrade_DwarvenWallHub
ConflictsWith = Upgrade_DwarvenWallRegularGate Upgrade_DwarvenWallPosternGate Upgrade_DwarvenWallTower Upgrade_DwarvenWallCatapult
End
Behavior = ReplaceSelfUpgrade ModuleTag_Replace_With_Gate
ReplaceWith = DwarvenCastleWallGate
TriggeredBy = Upgrade_DwarvenWallRegularGate
ConflictsWith = Upgrade_DwarvenWallHub Upgrade_DwarvenWallPosternGate Upgrade_DwarvenWallTower Upgrade_DwarvenWallCatapult
End
Behavior = ReplaceSelfUpgrade ModuleTag_Replace_With_PosternGate
ReplaceWith = DwarvenWallPosternGate
TriggeredBy = Upgrade_DwarvenWallPosternGate
ConflictsWith = Upgrade_DwarvenWallHub Upgrade_DwarvenWallRegularGate Upgrade_DwarvenWallTower Upgrade_DwarvenWallCatapult
End
Behavior = ReplaceSelfUpgrade ModuleTag_Replace_With_Tower
ReplaceWith = DwarvenCastleWallTower
TriggeredBy = Upgrade_DwarvenWallTower
ConflictsWith = Upgrade_DwarvenWallHub Upgrade_DwarvenWallRegularGate Upgrade_DwarvenWallPosternGate Upgrade_DwarvenWallCatapult
End
Behavior = ReplaceSelfUpgrade ModuleTag_Replace_With_Catapult
ReplaceWith = DwarvenCastleWallCatapult
TriggeredBy = Upgrade_DwarvenWallCatapult
ConflictsWith = Upgrade_DwarvenWallHub Upgrade_DwarvenWallRegularGate Upgrade_DwarvenWallPosternGate Upgrade_DwarvenWallTower
End
Behavior = ProductionUpdate ModuleTag_RequiredForUpgradeProduction
End
Geometry = BOX
GeometryMajorRadius = 25.0
GeometryMinorRadius = 20.0
GeometryHeight = 50
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
End
;---------------------------------------------
Object DwarvenCastleWallHub
SelectPortrait = BPDWall_Hub
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_Draw
OkToChangeModelColor = Yes
UseStandardModelNames = Yes
DefaultModelConditionState
Model = DBWallRmprt
End
IdleAnimationState
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
Animation = ReallyDamagedanimation
AnimationName = DBWallRmprt.DBWallRmprt
AnimationMode = LOOP
End
StateName = STATE_None
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:DwarvenCastleWallHub
Side = Dwarves
EditorSorting = STRUCTURE
ThreatLevel = 1.0
ThreatBreakdown ModuleTag_DetailedThreat
AIKindOf = WALL
End
BuildCost = DWARVEN_WALLHUB_SMALL_BUILDCOST
BuildTime = DWARVEN_WALLHUB_SMALL_BUILDTIME ; in seconds
VisionRange = DWARVEN_WALLHUB_SMALL_VISION_RANGE ; Shroud clearing distance
ShroudClearingRange = DWARVEN_WALLHUB_SMALL_SHROUD_CLEAR
CommandSet = DwarvenCastleWallHubCommandSet
ArmorSet
Conditions = None
Armor = DwarvenWallArmor
DamageFX = None
End
; *** AUDIO Parameters ***
#include "..\..\..\Includes\StandardBuildingEvaEvents.inc"
VoiceSelect = NeutralWallHubSelect
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
CampnessValue = CAMPNESS_WALL
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE WALL_HUB MADE_OF_STONE
Behavior = GettingBuiltBehavior ModuleTag_04
UseSpawnTimerWithoutWorker = Yes
SpawnTimer = DEFAULT_STRUCTURE_HEALDELAY
SelfBuildingLoop = BuildingConstructionLoop ; Only played if we DON'T spawn a worker
SelfRepairFromDamageLoop = NoSound ; This doesn't cause an animation, so don't bother playing a sound
SelfRepairFromRubbleLoop = BuildingConstructionLoop
End
Body = StructureBody ModuleTag_05
MaxHealth = DWARVEN_WALLHUB_SMALL_HEALTH
End
Behavior = DestroyDie ModuleTag_07
;nothing
End
Behavior = WallHubBehavior ModuleTag_WALL_HUB
Options = OPTION_ONE
MaxBuildoutDistance = MEN_FORTRESS_WALL_EFFECTIVE_RADIUS
StaggeredBuildFactor = STANDARD_WALL_STAGGERED_BUILD_FACTOR
;;This defines the pattern built on flat terrain
SegmentTemplateName = DwarvenCastleWallSegment
SegmentTemplateName = DwarvenCastleWallSegment
SegmentTemplateName = DwarvenCastleWallSegment
SegmentTemplateName = DwarvenCastleWallSegment
SegmentTemplateName = DwarvenCastleWallSegment
SegmentTemplateName = DwarvenCastleWallSegment
SegmentTemplateName = DwarvenCastleWallSegment
SegmentTemplateName = DwarvenCastleWallSegment
SegmentTemplateName = DwarvenCastleWallHub
HubCapTemplateName = DwarvenCastleWallHub
DefaultSegmentTemplateName = DwarvenCastleWallSegment
;CliffCapTemplateName = [NAME]
;ShoreCapTemplateName = [NAME]
;BorderCapTemplateName = [NAME]
;ElevatedSegmentTemplateName = [NAME]
End
Behavior = WallHubBehavior ModuleTag_Build_A_Ramp
Options = OPTION_TWO
MaxBuildoutDistance = MEN_FORTRESS_WALL_EFFECTIVE_RADIUS
StaggeredBuildFactor = STANDARD_WALL_STAGGERED_BUILD_FACTOR
;;This defines the pattern built on flat terrain
SegmentTemplateName = DwarvenCastleWallSegment
HubCapTemplateName = DwarvenWallRamp
DefaultSegmentTemplateName = DwarvenCastleWallSegment
End
Behavior = WallHubBehavior ModuleTag_Build_A_NARROW_WALL
Options = OPTION_THREE
MaxBuildoutDistance = MEN_FORTRESS_WALL_EFFECTIVE_RADIUS
StaggeredBuildFactor = STANDARD_WALL_STAGGERED_BUILD_FACTOR
SegmentTemplateName = DwarvenWallSegmentSmall
SegmentTemplateName = DwarvenWallSegmentSmall
SegmentTemplateName = DwarvenWallSegmentSmall
SegmentTemplateName = DwarvenWallSegmentSmall
SegmentTemplateName = DwarvenWallSegmentSmall
SegmentTemplateName = DwarvenWallSegmentSmall
SegmentTemplateName = DwarvenWallSegmentSmall
SegmentTemplateName = DwarvenWallSegmentSmall
SegmentTemplateName = DwarvenWallHubSmall
HubCapTemplateName = DwarvenWallHubSmall
DefaultSegmentTemplateName = DwarvenWallSegmentSmall
;CliffCapTemplateName = [NAME]
;ShoreCapTemplateName = [NAME]
;BorderCapTemplateName = [NAME]
;ElevatedSegmentTemplateName = [NAME]
End
Geometry = CYLINDER
GeometryMajorRadius = 50.0
GeometryMinorRadius = 50.0
GeometryHeight = 50.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
GeometryContactPoint = X:35 Y:35 Z:0 Repair
GeometryContactPoint = X:35 Y:0 Z:0 Repair
GeometryContactPoint = X:22.954 Y:15.951 Z:0
GeometryContactPoint = X:5.435 Y:-23.279 Z:0
GeometryContactPoint = X:-0.459 Y:-0.275 Z:116.828 Swoop
End
;---------------------------------------------------------
Object DwarvenCastleWallGate
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_Draw
OkToChangeModelColor = Yes
UseStandardModelNames = Yes
DefaultModelConditionState
Model = DBWallGate
End
RampMesh1 = R1
RampMesh2 = R2
IdleAnimationState
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
Animation = ReallyDamagedanimation
AnimationName = DBWallGate.DBWallGate
AnimationMode = LOOP
End
StateName = STATE_None
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:DwarvenCastleWallGate
Side = Dwarves
EditorSorting = STRUCTURE
ThreatLevel = 1.0
ThreatBreakdown ModuleTag_DetailedThreat
AIKindOf = WALL
End
BuildCost = DWARVEN_WALLGATE_SMALL_BUILDCOST
BuildTime = DWARVEN_WALLGATE_SMALL_BUILDTIME ; in seconds
VisionRange = DWARVEN_WALLGATE_SMALL_VISION_RANGE ; Shroud clearing distance
ShroudClearingRange = DWARVEN_WALLGATE_SMALL_SHROUD_CLEAR
CommandSet = CastleGateCommandSet
ArmorSet
Conditions = None
Armor = DwarvenWallArmor
DamageFX = None
End
; *** AUDIO Parameters ***
#include "..\..\..\Includes\StandardBuildingEvaEvents.inc"
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
CampnessValue = CAMPNESS_WALL
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE MADE_OF_STONE BLOCKING_GATE WALL_GATE WALL_UPGRADE
Behavior = GettingBuiltBehavior ModuleTag_04
UseSpawnTimerWithoutWorker = Yes
SpawnTimer = DEFAULT_STRUCTURE_HEALDELAY
SelfBuildingLoop = BuildingConstructionLoop ; Only played if we DON'T spawn a worker
SelfRepairFromDamageLoop = NoSound ; This doesn't cause an animation, so don't bother playing a sound
SelfRepairFromRubbleLoop = BuildingConstructionLoop
End
Body = StructureBody ModuleTag_05
MaxHealth = DWARVEN_WALLGATE_SMALL_HEALTH
End
// These should always appear together on wall segments
Behavior = KeepObjectDie ModuleTag_IWantRubble
DeathTypes = ALL -SUICIDED
End
Behavior = SlowDeathBehavior ModuleTag_SlowDeath
DeathTypes = NONE +SUICIDED
DestructionDelay = 5000
End
// These should always appear together on wall segments
Behavior = GateOpenAndCloseBehavior ModuleTag_GATE
ResetTimeInMilliseconds = 3000 ;important! this must be longer than the gates animation, ir it will twitch
OpenByDefault = No
PercentOpenForPathing = 50
SoundOpeningGateLoop = GateOpenStart
SoundClosingGateLoop = GateCloseStart
SoundFinishedOpeningGate = GateOpenEnd
SoundFinishedClosingGate = GateCloseEnd
TimeBeforePlayingOpenSound = 9500
TimeBeforePlayingClosedSound = 9500
End
Behavior = InheritUpgradeCreate ModuleTag_InheritNumenorStonework
Radius = DWARVEN_FORTRESS_WALL_EFFECTIVE_RADIUS
Upgrade = Upgrade_DwarvenFortressDwarvenStonework
ObjectFilter = ANY +DwarvenFortressCitadel
End
Behavior = AttributeModifierUpgrade ModuleTag_Reinforced
TriggeredBy = Upgrade_DwarvenFortressDwarvenStonework
AttributeModifier = DwarvenStoneworkExpansion_Bonus
CustomAnimAndDuration = AnimState:UPGRADE_NUMENOR_STONEWORK AnimTime:0
End
Behavior = FakePathfindPortalBehaviour ModuleTag_FAKEPATHFIND
AllowEnemies = No
AllowNonSkirmishAIUnits = No
End
Behavior = AIGateUpdate ModuleTage_AIGateUpdate
TriggerWidthX = 200.0
TriggerWidthY = 100.0
End
GeometryIsSmall = No
; Example from MenWallGate
; Main
AdditionalGeometry = BOX
GeometryName = "Closed"
GeometryMajorRadius = 25.0
GeometryMinorRadius = 95.0
GeometryHeight = 50
; Left open
AdditionalGeometry = BOX
GeometryName = "OpenLeft"
GeometryMajorRadius = 25.0
GeometryMinorRadius = 24.0
GeometryHeight = 50
GeometryOffset = X:0 Y:-70 Z:0
; Right open
AdditionalGeometry = BOX
GeometryName = "OpenRight"
GeometryMajorRadius = 25.0
GeometryMinorRadius = 24.0
GeometryHeight = 50
GeometryOffset = X:0 Y:70 Z:0
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
End
;---------------------------------------------------------
Object DwarvenWallPosternGate
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_Draw
OkToChangeModelColor = Yes
UseStandardModelNames = Yes
ExtraPublicBone = Post01
ExtraPublicBone = Post02
ExtraPublicBone = Post03
ExtraPublicBone = Post04
DefaultModelConditionState
;Model = DBWallPG
Model = GBWallPG ;// Replace this when the dwarven version is ready
End
WallBoundsMesh = P1
IdleAnimationState
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
Animation = ReallyDamagedanimation
;AnimationName = DBWallrampart.DBWallrampart
AnimationName = GBWallrampart.GBWallrampart ;// Replace this when the dwarven version is ready
AnimationMode = LOOP
End
StateName = STATE_None
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:DwarvenWallPosternGate
Side = Dwarves
EditorSorting = STRUCTURE
ThreatLevel = 1.0
ThreatBreakdown ModuleTag_DetailedThreat
AIKindOf = WALL
End
BuildCost = DWARVEN_POSTERNGATE_SMALL_BUILDCOST
BuildTime = DWARVEN_POSTERNGATE_SMALL_BUILDTIME ; in seconds
VisionRange = DWARVEN_POSTERNGATE_SMALL_VISION_RANGE ; Shroud clearing distance
ShroudClearingRange = DWARVEN_POSTERNGATE_SMALL_SHROUD_CLEAR
; *** AUDIO Parameters ***
#include "..\..\..\Includes\StandardBuildingEvaEvents.inc"
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
CampnessValue = CAMPNESS_WALL
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE WALL_UPGRADE MADE_OF_STONE IGNORE_FOR_VICTORY
Behavior = GettingBuiltBehavior ModuleTag_04
UseSpawnTimerWithoutWorker = Yes
SpawnTimer = DEFAULT_STRUCTURE_HEALDELAY
RebuildTimeSeconds = 30
SelfBuildingLoop = BuildingConstructionLoop ; Only played if we DON'T spawn a worker
SelfRepairFromDamageLoop = NoSound ; This doesn't cause an animation, so don't bother playing a sound
SelfRepairFromRubbleLoop = BuildingConstructionLoop
End
Body = StructureBody ModuleTag_05
MaxHealth = DWARVEN_POSTERNGATE_SMALL_HEALTH
End
// These should always appear together on wall segments
Behavior = KeepObjectDie ModuleTag_IWantRubble
DeathTypes = ALL -SUICIDED
End
Behavior = SlowDeathBehavior ModuleTag_SlowDeath
DeathTypes = NONE +SUICIDED
DestructionDelay = 5000
End
// These should always appear together on wall segments
Behavior = DynamicPortalBehaviour PosternGatePortal
ActivationDelaySeconds = 0.0
GenerateNow = Yes
ObjectFilter = POSTERNGATE_ALLOWABLE_OBJECTFILTER
BonePrefix = Post
NumberOfBones = 4
WayPoint = Index:0 Type:Walk ; 0
WayPoint = Index:1 Type:Walk ; 1
WayPoint = Index:2 Type:Walk ; 2
WayPoint = Index:3 Type:Walk ; 3
WayPoint = Index:2 Type:Walk ; 4
WayPoint = Index:1 Type:Walk ; 5
Link = From:0 Via:4 Via:5 To:3
Link = From:3 Via:1 Via:2 To:0
End
GeometryIsSmall = No
Geometry = BOX
GeometryMajorRadius = 25.0
GeometryMinorRadius = 98.0 ; must be a multiple of 20
GeometryHeight = 50
AdditionalGeometry = CYLINDER
GeometryMajorRadius = 40.0
GeometryMinorRadius = 40.0
GeometryHeight = 50.0
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
End
;---------------------------------------------
Object DwarvenCastleWallTower
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_Draw
OkToChangeModelColor = Yes
UseStandardModelNames = Yes
DefaultModelConditionState
;Model = DBWallTwr
Model = GBWallTwr ;// Replace this when the dwarven version is ready
End
WallBoundsMesh = P1
; RampMesh1 = R1
; RampMesh2 = R2
IdleAnimationState
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
Animation = ReallyDamagedanimation
AnimationName = GBWallrampart.GBWallrampart
AnimationMode = LOOP
End
StateName = STATE_None
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:DwarvenCastleWallSegment
Side = Dwarves
EditorSorting = STRUCTURE
ThreatLevel = 1.0
ThreatBreakdown ModuleTag_DetailedThreat
AIKindOf = WALL
End
BuildCost = DWARVEN_WALLTOWER_SMALL_BUILDCOST
BuildTime = DWARVEN_WALLTOWER_SMALL_BUILDTIME ; in seconds
VisionRange = DWARVEN_WALLTOWER_SMALL_VISION_RANGE ; Shroud clearing distance
ShroudClearingRange = DWARVEN_WALLTOWER_SMALL_SHROUD_CLEAR
; *** AUDIO Parameters ***
#include "..\..\..\Includes\StandardBuildingEvaEvents.inc"
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
CampnessValue = CAMPNESS_WALL
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE MADE_OF_STONE CAN_ATTACK WALL_UPGRADE
WeaponSet
Conditions = None
Weapon = PRIMARY StructureAxeWeapon
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
Behavior = AIUpdateInterface ModuleTag_SoWeCanUseWeapon
AutoAcquireEnemiesWhenIdle = Yes
MoodAttackCheckRate = 250
End
Behavior = GettingBuiltBehavior ModuleTag_04
UseSpawnTimerWithoutWorker = Yes
SpawnTimer = DEFAULT_STRUCTURE_HEALDELAY
RebuildTimeSeconds = 30
SelfBuildingLoop = BuildingConstructionLoop ; Only played if we DON'T spawn a worker
SelfRepairFromDamageLoop = NoSound ; This doesn't cause an animation, so don't bother playing a sound
SelfRepairFromRubbleLoop = BuildingConstructionLoop
End
Body = StructureBody ModuleTag_05
MaxHealth = 1500.0
End
// These should always appear together on wall segments
Behavior = KeepObjectDie ModuleTag_IWantRubble
DeathTypes = ALL -SUICIDED
End
Behavior = SlowDeathBehavior ModuleTag_SlowDeath
DeathTypes = NONE +SUICIDED
DestructionDelay = 5000
End
// These should always appear together on wall segments
GeometryIsSmall = No
Geometry = BOX
GeometryMajorRadius = 25.0
GeometryMinorRadius = 98.0 ; must be a multiple of 20
GeometryHeight = 50
AdditionalGeometry = CYLINDER
GeometryMajorRadius = 40.0
GeometryMinorRadius = 40.0
GeometryHeight = 50.0
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
End
;---------------------------------------------
Object DwarvenCastleWallCatapult
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_Draw
OkToChangeModelColor = Yes
UseStandardModelNames = Yes
DefaultModelConditionState
;Model = DBWallTreb
Model = GBWallTreb ;// Replace this with the dwarven version when ready
End
WallBoundsMesh = P1
; RampMesh1 = R1
; RampMesh2 = R2
; IdleAnimationState
; Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
; Animation = ReallyDamagedanimation
; AnimationName = GBWallrampart.GBWallrampart
; AnimationMode = LOOP
; End
; StateName = STATE_None
; End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:DwarvenCastleWallCatapult
Side = Dwarves
EditorSorting = STRUCTURE
ThreatLevel = 1.0
BuildCost = DWARVEN_WALLCATAPULT_SMALL_BUILDCOST
BuildTime = DWARVEN_WALLCATAPULT_SMALL_BUILDTIME ; in seconds
VisionRange = DWARVEN_WALLCATAPULT_SMALL_VISION_RANGE ; Shroud clearing distance
ShroudClearingRange = DWARVEN_WALLCATAPULT_SMALL_SHROUD_CLEAR
; *** AUDIO Parameters ***
#include "..\..\..\Includes\StandardBuildingEvaEvents.inc"
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
CampnessValue = CAMPNESS_WALL
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE MADE_OF_STONE WALL_UPGRADE
Behavior = GettingBuiltBehavior ModuleTag_04
UseSpawnTimerWithoutWorker = Yes
SpawnTimer = DEFAULT_STRUCTURE_HEALDELAY
RebuildTimeSeconds = 30
SelfBuildingLoop = BuildingConstructionLoop ; Only played if we DON'T spawn a worker
SelfRepairFromDamageLoop = NoSound ; This doesn't cause an animation, so don't bother playing a sound
SelfRepairFromRubbleLoop = BuildingConstructionLoop
End
Behavior = OCLUpdate MakeTheCatapult
OCL = OCL_DwarvenCatapultUpgrade
MinDelay = 1500
MaxDelay = 1500
Amount = 1
End
Body = StructureBody ModuleTag_05
MaxHealth = DWARVEN_WALLCATAPULT_SMALL_HEALTH
End
// These should always appear together on wall segments
Behavior = KeepObjectDie ModuleTag_IWantRubble
DeathTypes = ALL -SUICIDED
End
Behavior = SlowDeathBehavior ModuleTag_SlowDeath
DeathTypes = NONE +SUICIDED
DestructionDelay = 5000
End
// These should always appear together on wall segments
GeometryIsSmall = No
Geometry = BOX
GeometryMajorRadius = 25.0
GeometryMinorRadius = 98.0 ; must be a multiple of 20
GeometryHeight = 50
AdditionalGeometry = CYLINDER
GeometryMajorRadius = 40.0
GeometryMinorRadius = 40.0
GeometryHeight = 50.0
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
End
//----------------------------Small Walls----------------------------------
Object DwarvenWallSegmentSmall
// *** ART Parameters ***
SelectPortrait = BPDWall
Draw = W3DScriptedModelDraw ModuleTag_Draw
OkToChangeModelColor = Yes
UseStandardModelNames = Yes
DefaultModelConditionState
Model = DBWallN
End
ModelConditionState = SNOW BUILD_PLACEMENT_CURSOR
Model = DBWallN_CUR
Texture = DBFortress1.tga DBFortress1_snow.tga
End
ModelConditionState = BUILD_PLACEMENT_CURSOR
Model = DBWallN_CUR
End
IdleAnimationState
; Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
; Animation = ReallyDamagedanimation
; AnimationName = GBWallrampart.GBWallrampart
; AnimationMode = LOOP
; End
StateName = STATE_None
End
;------------ New Build Up States coming soon.
ModelConditionState = SNOW AWAITING_CONSTRUCTION
Model = DBWallN_A
Texture = DBFortress1.tga DBFortress1_snow.tga
End
ModelConditionState = AWAITING_CONSTRUCTION
Model = DBWallN_A
End
AnimationState = AWAITING_CONSTRUCTION
Animation = DBWallN_A
AnimationName = DBWallN_A.DBWallN_A
AnimationMode = MANUAL
AnimationBlendTime = 0
End
Flags = START_FRAME_FIRST
End
ModelConditionState = PARTIALLY_CONSTRUCTED
Model = DBWallN_A
End
AnimationState = PARTIALLY_CONSTRUCTED
Animation = DBWallN_A
AnimationName = DBWallN_A.DBWallN_A
AnimationMode = MANUAL
AnimationBlendTime = 0
End
Flags = START_FRAME_FIRST
End
ModelConditionState = UPGRADE_NUMENOR_STONEWORK ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Model = DBWallN_A
Texture = DBFortress1.tga DBFortress_U.tga
End
ModelConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Model = DBWallN_A
Texture = DBFortress1.tga DBFortress1_snow.tga
End
ModelConditionState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Model = DBWallN_A
End
AnimationState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Animation = DBWallN_A
AnimationName = DBWallN_A.DBWallN_A
AnimationMode = MANUAL
AnimationBlendTime = 0
End
Flags = START_FRAME_FIRST
StateName = BeingConstructed
ParticleSysBone = NONE WallConstructDust FollowBone:Yes
End
;--damaged building
ModelConditionState = DAMAGED
Model = DBWallN_D1
End
AnimationState = DAMAGED
EnteringStateFX = FX_WallDamaged
End
ModelConditionState = REALLYDAMAGED
Model = DBWallN_D2
End
AnimationState = REALLYDAMAGED
Animation = RubbleAnimation
AnimationName = DBWallN_D2.DBWallN_D2
AnimationMode = ONCE
End
EnteringStateFX = FX_WallDamaged
End
ModelConditionState = COLLAPSING
Model = DBWallN_D3
End
AnimationState = COLLAPSING
Animation = RubbleAnimation
AnimationName = DBWallN_D3.DBWallN_D3
AnimationMode = ONCE
End
ParticleSysBone NONE WallDestructionDust
EnteringStateFX = FX_StructureMediumCollapse
End
ModelConditionState = RUBBLE
Model = None ;GBWall_Rubble
End
AnimationState = RUBBLE
End
ModelConditionState = POST_RUBBLE
Model = None ;GBWall_Rubble
End
AnimationState = POST_RUBBLE
End
ModelConditionState = POST_COLLAPSE
Model = None
End
AnimationState = POST_COLLAPSE
End
ModelConditionState = UPGRADE_NUMENOR_STONEWORK
Model = DBWallN
Texture = DBFortress1.tga DBFortress_U.tga
End
ModelConditionState = SNOW
Model = DBWallN
Texture = DBFortress1.tga DBFortress1_snow.tga
End
End
Draw = W3DScriptedModelDraw ModuleTag_Draw_Rubble
OkToChangeModelColor = Yes
UseStandardModelNames = Yes
DefaultModelConditionState
Model = None
End
ModelConditionState = COLLAPSING
Model = GBWall_Rubble
End
ModelConditionState = RUBBLE
Model = GBWall_Rubble
End
ModelConditionState = POST_RUBBLE
Model = GBWall_Rubble
End
ModelConditionState = POST_COLLAPSE
Model = None
End
End
Draw = W3DFloorDraw ModuleTag_DrawFloor
StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD
ModelName = GBWallN_Bib
WeatherTexture = SNOWY GBWall_Bib_Snow.tga
HideIfModelConditions = AWAITING_CONSTRUCTION
HideIfModelConditions = PARTIALLY_CONSTRUCTED
HideIfModelConditions = COLLAPSING
HideIfModelConditions = RUBBLE
End
; ***DESIGN parameters ***
DisplayName = OBJECT:DwarvenCastleWallSegment
Side = Dwarves
EditorSorting = STRUCTURE
ThreatLevel = 1.0
ThreatBreakdown ModuleTag_DetailedThreat
AIKindOf = WALL
End
CommandSet = DwarvenWallSegmentCommandSet
ArmorSet
Conditions = None
Armor = DwarvenWallArmor
DamageFX = None
End
BuildCost = DWARVEN_WALLSEGMENT_SMALL_BUILDCOST
BuildTime = DWARVEN_WALLSEGMENT_SMALL_BUILDTIME
VisionRange = DWARVEN_WALLSEGMENT_SMALL_VISION_RANGE
ShroudClearingRange = DWARVEN_WALLSEGMENT_SMALL_SHROUD_CLEAR
; *** AUDIO Parameters ***
#include "..\..\..\Includes\StandardBuildingEvaEvents.inc"
VoiceSelect = Gui_PlotSelect2
VoiceSelectUnderConstruction = BuildingGoodVoiceSelectUnderConstruction
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
UnitSpecificSounds
UnderConstruction = WallConstructionLoop ;Built first time
; UnderRepairFromDamage = NoSound ; Repaired No animation on the building, so don't bother playing sound
UnderRepairFromRubble = WallConstructionLoop ;Repaired from completely destroyed (not used???)
End
CampnessValue = CAMPNESS_WALL
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE WALL_SEGMENT SCALEABLE_WALL DEFENSIVE_WALL MADE_OF_STONE HAS_HEALTH_BAR
Behavior = GettingBuiltBehavior ModuleTag_04
SelfBuildingLoop = WallConstructionLoop // Only played if we DON'T spawn a worker
SelfRepairFromDamageLoop = NoSound // This doesn't cause an animation, so don't bother playing a sound
SelfRepairFromRubbleLoop = WallConstructionLoop
UseSpawnTimerWithoutWorker = Yes
SpawnTimer = DEFAULT_STRUCTURE_HEALDELAY
RebuildTimeSeconds = DWARVEN_WALLSEGMENT_SMALL_BUILDTIME
End
;This is important to let the user select the rubble to begin self repair
KeepSelectableWhenDead = Yes
Body = StructureBody ModuleTag_05
MaxHealth = DWARVEN_WALLSEGMENT_SMALL_HEALTH
MaxHealthDamaged = DWARVEN_WALLSEGMENT_SMALL_HEALTH_DAMAGED
MaxHealthReallyDamaged = DWARVEN_WALLSEGMENT_SMALL_HEALTH_REALLY_DAMAGED
End
// These should always appear together on wall segments
Behavior = KeepObjectDie ModuleTag_IWantRubble
DeathTypes = ALL -SUICIDED
End
Behavior = SlowDeathBehavior ModuleTag_SlowDeath
DeathTypes = NONE +SUICIDED
DestructionDelay = 5000
End
// These should always appear together on wall segments
// Behavior = StructureCollapseUpdate ModuleTag_StructureCollapseUpdate
// 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 = 0
// End
Behavior = ReplaceSelfUpgrade ModuleTag_Replace_With_Hub
ReplaceWith = DwarvenWallHubSmall
TriggeredBy = Upgrade_DwarvenWallHub
ConflictsWith = Upgrade_DwarvenWallRegularGate Upgrade_DwarvenWallPosternGate Upgrade_DwarvenWallTower Upgrade_DwarvenWallCatapult
End
Behavior = ReplaceSelfUpgrade ModuleTag_Replace_With_Gate
ReplaceWith = DwarvenWallGateSmall
TriggeredBy = Upgrade_DwarvenWallRegularGate
ConflictsWith = Upgrade_DwarvenWallHub Upgrade_DwarvenWallPosternGate Upgrade_DwarvenWallTower Upgrade_DwarvenWallCatapult
End
Behavior = ReplaceSelfUpgrade ModuleTag_Replace_With_PosternGate
ReplaceWith = DwarvenWallPosternGateSmall
TriggeredBy = Upgrade_DwarvenWallPosternGate
ConflictsWith = Upgrade_DwarvenWallHub Upgrade_DwarvenWallRegularGate Upgrade_DwarvenWallTower Upgrade_DwarvenWallCatapult
End
Behavior = ReplaceSelfUpgrade ModuleTag_Replace_With_Tower
ReplaceWith = DwarvenWallTowerSmall
TriggeredBy = Upgrade_DwarvenWallTower
ConflictsWith = Upgrade_DwarvenWallHub Upgrade_DwarvenWallRegularGate Upgrade_DwarvenWallPosternGate Upgrade_DwarvenWallCatapult
End
Behavior = ReplaceSelfUpgrade ModuleTag_Replace_With_Catapult
ReplaceWith = DwarvenWallCatapultSmall
TriggeredBy = Upgrade_DwarvenWallCatapult
ConflictsWith = Upgrade_DwarvenWallHub Upgrade_DwarvenWallRegularGate Upgrade_DwarvenWallPosternGate Upgrade_DwarvenWallTower
End
Behavior = ProductionUpdate ModuleTag_RequiredForUpgradeProduction
End
Behavior = InheritUpgradeCreate ModuleTag_InheritStonework
Radius = DWARVEN_FORTRESS_WALL_EFFECTIVE_RADIUS
Upgrade = Upgrade_DwarvenFortressDwarvenStonework
ObjectFilter = ANY +DwarvenFortressCitadel
End
Behavior = AttributeModifierUpgrade ModuleTag_Reinforced
TriggeredBy = Upgrade_DwarvenFortressDwarvenStonework
AttributeModifier = DwarvenStoneworkExpansion_Bonus
CustomAnimAndDuration = AnimState:UPGRADE_NUMENOR_STONEWORK AnimTime:0
End
Behavior = ModelConditionUpgrade ModuleTag_ShowTheStones
TriggeredBy = Upgrade_DwarvenFortressDwarvenStonework
AddConditionFlags = UPGRADE_NUMENOR_STONEWORK
Permanent = Yes
End
Geometry = BOX
GeometryMajorRadius = 8.0 ; 10.0
GeometryMinorRadius = 20.0 ;
GeometryHeight = 40.0 ; 53.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
End
;---------------------------------------------
Object DwarvenWallGateSmall
; *** ART Parameters ***
SelectPortrait = BPDWall_Gate
Draw = W3DScriptedModelDraw ModuleTag_Draw
OkToChangeModelColor = Yes
UseStandardModelNames = Yes
DefaultModelConditionState
Model = DBWallGateN_SKN
End
; IdleAnimationState
; Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
; Animation = ReallyDamagedanimation
; AnimationName = GBWallrampart.GBWallrampart
; AnimationMode = LOOP
; End
; StateName = STATE_None
; End
;------------ New Build Up States coming soon.
ModelConditionState = AWAITING_CONSTRUCTION
Model = DBWallGateN_A
End
AnimationState = AWAITING_CONSTRUCTION
Animation = DBWallGateN_A
AnimationName = DBWallGateN_A.DBWallGateN_A
AnimationMode = MANUAL
AnimationBlendTime = 0
End
Flags = START_FRAME_FIRST
; BeginScript
; CurDrawablePlaySound("GondorBarracksBeginConstruction")
; EndScript
End
ModelConditionState = UPGRADE_NUMENOR_STONEWORK ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Model = DBWallGateN_A
Texture = DBFortress1.tga DBFortress_U.tga
End
ModelConditionState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Model = DBWallGateN_A
End
AnimationState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Animation = DBWallGateN_A
AnimationName = DBWallGateN_A.DBWallGateN_A
AnimationMode = MANUAL
AnimationBlendTime = 0
End
Flags = START_FRAME_FIRST
; StateName = BeingConstructed
; BeginScript
; CurDrawablePlaySound("GondorBarracksBeginConstruction")
; EndScript
ParticleSysBone = NONE WallConstructDust FollowBone:Yes
End
;--------- damage states for the gate
ModelConditionState = DAMAGED
Model = DBWallGateN_D1
End
ModelConditionState = REALLYDAMAGED
Model = DBWallGateN_D2
End
ModelConditionState = COLLAPSING DOOR_1_OPENING
Model = DBWallGateN_D4
End
AnimationState = COLLAPSING DOOR_1_OPENING
Animation = RubbleAnimation
AnimationName = DBWallGateN_D4.DBWallGateN_D4
AnimationMode = ONCE
End
End
ModelConditionState = COLLAPSING
Model = DBWallGateN_D3
End
AnimationState = COLLAPSING
Animation = RubbleAnimation
AnimationName = DBWallGateN_D3.DBWallGateN_D3
AnimationMode = ONCE
End
EnteringStateFX = FX_StructureMediumCollapse
End
ModelConditionState = RUBBLE
Model = None
End
ModelConditionState = POST_RUBBLE
Model = NONE
ParticleSysBone NONE SmokeBuildingMediumRubble
End
AnimationState = POST_RUBBLE
End
ModelConditionState = POST_COLLAPSE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
AnimationState = POST_COLLAPSE
End
;------ Door Animations
AnimationState = DOOR_1_OPENING
Flags = START_FRAME_LAST
StateName = Door_Open
Animation = Death
AnimationName = DBWallGateN_SKL.DBWallGateN_OP
AnimationMode = ONCE
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "Door_Close" then CurDrawableSetTransitionAnimState("TRANS_Closed_To_Open") end
EndScript
End
TransitionState = TRANS_Closed_To_Open
Animation = Open
AnimationName = DBWallGateN_SKL.DBWallGateN_OPN
AnimationMode = ONCE
End
End
AnimationState = DOOR_1_CLOSING
Flags = START_FRAME_LAST
StateName = Door_Close
Animation = Death
AnimationName = DBWallGateN_SKL.DBWallGateN_CL
AnimationMode = ONCE
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "Door_Open" then CurDrawableSetTransitionAnimState("TRANS_Open_To_Closed") end
EndScript
End
TransitionState = TRANS_Open_To_Closed
Animation = Open
AnimationName = DBWallGateN_SKL.DBWallGateN_CLS
AnimationMode = ONCE
End
End
ModelConditionState = UPGRADE_NUMENOR_STONEWORK
Model = DBWallGateN_SKN
Texture = DBFortress1.tga DBFortress_U.tga
End
ModelConditionState = SNOW
Model = DBWallGateN_SKN
Texture = DBFortress1.tga DBFortress1_snow.tga
End
End
Draw = W3DFloorDraw ModuleTag_DrawFloor
StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD
ModelName = DBWallGateN_Bib
WeatherTexture = SNOWY DBWall_Bib_Snow.tga
End
; ***DESIGN parameters ***
DisplayName = OBJECT:DwarvenCastleWallGateSmall
Side = Dwarves
EditorSorting = STRUCTURE
ThreatLevel = 1.0
ThreatBreakdown ModuleTag_DetailedThreat
AIKindOf = WALL
End
BuildCost = DWARVEN_WALLGATE_SMALL_BUILDCOST
BuildTime = DWARVEN_WALLGATE_SMALL_BUILDTIME
VisionRange = DWARVEN_WALLGATE_SMALL_VISION_RANGE
ShroudClearingRange = DWARVEN_WALLGATE_SMALL_SHROUD_CLEAR
; *** AUDIO Parameters ***
#include "..\..\..\Includes\StandardBuildingEvaEvents.inc"
VoiceSelect = GateSelect
VoiceSelectUnderConstruction = BuildingGoodVoiceSelectUnderConstruction
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
UnitSpecificSounds
UnderConstruction = WallConstructionLoop ;Built first time
; UnderRepairFromDamage = NoSound ; Repaired No animation on the building, so don't bother playing sound
UnderRepairFromRubble = WallConstructionLoop ;Repaired from completely destroyed (not used???)
End
CampnessValue = CAMPNESS_WALL
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE WALL_UPGRADE MADE_OF_STONE BLOCKING_GATE WALL_GATE
CommandSet = CastleGateCommandSet
ArmorSet
Conditions = None
Armor = DwarvenWallArmor
DamageFX = None
End
Behavior = GettingBuiltBehavior ModuleTag_04
SelfBuildingLoop = WallConstructionLoop // Only played if we DON'T spawn a worker
SelfRepairFromDamageLoop = NoSound // This doesn't cause an animation, so don't bother playing a sound
SelfRepairFromRubbleLoop = WallConstructionLoop
SpawnTimer = -1.0 // Negative means no 'autoheal'
RebuildTimeSeconds = DWARVEN_WALLGATE_SMALL_BUILDTIME
End
Body = StructureBody ModuleTag_05
MaxHealth = DWARVEN_WALLGATE_SMALL_HEALTH
End
// These should always appear together on wall segments
Behavior = KeepObjectDie ModuleTag_IWantRubble
DeathTypes = ALL -SUICIDED
End
Behavior = SlowDeathBehavior ModuleTag_SlowDeath
DeathTypes = NONE +SUICIDED
DestructionDelay = 5000
;Sound = INITIAL BuildingSink
End
// These should always appear together on wall segments
Behavior = GateOpenAndCloseBehavior ModuleTag_GATE
ResetTimeInMilliseconds = 3000 ;important! this must be longer than the gates animation, ir it will twitch
OpenByDefault = No
PercentOpenForPathing = 50
SoundOpeningGateLoop = GateOpenStart
SoundClosingGateLoop = GateCloseStart
SoundFinishedOpeningGate = GateOpenEnd
SoundFinishedClosingGate = GateCloseEnd
TimeBeforePlayingOpenSound = 9500
TimeBeforePlayingClosedSound = 9500
End
Behavior = FakePathfindPortalBehaviour ModuleTag_FAKEPATHFIND
AllowEnemies = No
AllowNonSkirmishAIUnits = No
End
Behavior = AIGateUpdate ModuleTage_AIGateUpdate
TriggerWidthX = 200.0
TriggerWidthY = 100.0
End
Behavior = InheritUpgradeCreate ModuleTag_InheritStonework
Radius = DWARVEN_FORTRESS_WALL_EFFECTIVE_RADIUS
Upgrade = Upgrade_DwarvenFortressDwarvenStonework
ObjectFilter = ANY +DwarvenFortressCitadel
End
Behavior = AttributeModifierUpgrade ModuleTag_Reinforced
TriggeredBy = Upgrade_DwarvenFortressDwarvenStonework
AttributeModifier = DwarvenStoneworkExpansion_Bonus
CustomAnimAndDuration = AnimState:UPGRADE_NUMENOR_STONEWORK AnimTime:0
End
Behavior = ModelConditionUpgrade ModuleTag_ShowTheStones
TriggeredBy = Upgrade_DwarvenFortressDwarvenStonework
AddConditionFlags = UPGRADE_NUMENOR_STONEWORK
Permanent = Yes
End
GeometryIsSmall = No
; right pillar
Geometry = BOX
GeometryMajorRadius = 10.0
GeometryMinorRadius = 10.0
GeometryHeight = 75
GeometryOffset = X:0 Y:50 Z:0
; left pillar
AdditionalGeometry = BOX
GeometryMajorRadius = 10.0
GeometryMinorRadius = 10.0
GeometryHeight = 75
GeometryOffset = X:0 Y:-50 Z:0
; Main
AdditionalGeometry = BOX
GeometryName = "Closed"
GeometryMajorRadius = 9.0
GeometryMinorRadius = 50.0
GeometryHeight = 50
; Left open
AdditionalGeometry = BOX
GeometryName = "OpenLeft"
GeometryMajorRadius = 9.0
GeometryMinorRadius = 10.0
GeometryHeight = 40
GeometryOffset = X:0 Y:-30 Z:0
; Right open
AdditionalGeometry = BOX
GeometryName = "OpenRight"
GeometryMajorRadius = 9.0
GeometryMinorRadius = 10.0
GeometryHeight = 40
GeometryOffset = X:0 Y:30 Z:0
// need some geometry points to tell enemy weapons where to hit.
GeometryContactPoint = X:0 Y:50 Z:75
GeometryContactPoint = X:0 Y:50 Z:10
GeometryContactPoint = X:0 Y:-50 Z:10
GeometryContactPoint = X:0 Y:-50 Z:75
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
End
;---------------------------------------------
Object DwarvenWallPosternGateSmall
; *** ART Parameters ***
SelectPortrait = BPDWall_PosternGate
Draw = W3DScriptedModelDraw ModuleTag_Draw
OkToChangeModelColor = Yes
UseStandardModelNames = Yes
ExtraPublicBone = Post01
ExtraPublicBone = Post02
ExtraPublicBone = Post03
ExtraPublicBone = Post04
DefaultModelConditionState
Model = DBWallPGN
End
IdleAnimationState
; Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
; Animation = ReallyDamagedanimation
; AnimationName = GBWallrampart.GBWallrampart
; AnimationMode = LOOP
; End
; StateName = STATE_None
End
;------------ New Build Up States coming soon.
ModelConditionState = AWAITING_CONSTRUCTION UPGRADE_NUMENOR_STONEWORK
Model = DBWallPGN_A
Texture = DBFortress1.tga DBFortress_U.tga
End
ModelConditionState = AWAITING_CONSTRUCTION SNOW
Model = DBWallPGN_A
Texture = DBFortress1.tga DBFortress1_snow.tga
End
ModelConditionState = AWAITING_CONSTRUCTION
Model = DBWallPGN_A
End
AnimationState = AWAITING_CONSTRUCTION
Animation = DBWallPGN_A
AnimationName = DBWallPGN_A.DBWallPGN_A
AnimationMode = MANUAL
AnimationBlendTime = 0
End
Flags = START_FRAME_FIRST
; BeginScript
; CurDrawablePlaySound("GondorBarracksBeginConstruction")
; EndScript
End
ModelConditionState = UPGRADE_NUMENOR_STONEWORK ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Model = DBWallPGN_A
Texture = DBFortress1.tga DBFortress_U.tga
End
ModelConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Model = DBWallPGN_A
Texture = DBFortress1.tga DBFortress1_snow.tga
End
ModelConditionState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Model = DBWallPGN_A
ParticleSysBone = NONE WallConstructDust FollowBone:Yes
End
AnimationState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Animation = DBWallPGN_A
AnimationName = DBWallPGN_A.DBWallPGN_A
AnimationMode = MANUAL
AnimationBlendTime = 0
End
Flags = START_FRAME_FIRST
; StateName = BeingConstructed
; BeginScript
; CurDrawablePlaySound("GondorBarracksBeginConstruction")
; EndScript
End
;--damaged building
ModelConditionState = DAMAGED
Model = DBWallPGN_D1
End
AnimationState = DAMAGED
End
ModelConditionState = REALLYDAMAGED
Model = DBWallPGN_D2
End
AnimationState = REALLYDAMAGED
Animation = RubbleAnimation
AnimationName = DBWallPGN_D2.DBWallPGN_D2
AnimationMode = ONCE
End
EnteringStateFX = FX_BuildingReallyDamaged
End
ModelConditionState = COLLAPSING
Model = DBWallPGN_D3
End
AnimationState = COLLAPSING
Animation = RubbleAnimation
AnimationName = DBWallPGN_D3.DBWallN_D3
AnimationMode = ONCE
End
EnteringStateFX = FX_StructureMediumCollapse
End
AnimationState = DYING
EnteringStateFX = FX_StructureMediumCollapse
End
ModelConditionState = DYING
Model = None
End
ModelConditionState = RUBBLE
Model = None
End
ModelConditionState = POST_RUBBLE
Model = NONE
ParticleSysBone NONE SmokeBuildingMediumRubble
End
AnimationState = POST_RUBBLE
End
ModelConditionState = POST_COLLAPSE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
AnimationState = POST_COLLAPSE
End
ModelConditionState = UPGRADE_NUMENOR_STONEWORK
Model = DBWallPGN
Texture = DBFortress1.tga DBFortress_U.tga
End
ModelConditionState = SNOW
Model = DBWallPGN
Texture = DBFortress1.tga DBFortress1_snow.tga
End
End
Draw = W3DScriptedModelDraw ModuleTag_DrawWall
AffectedByStealth = No
OkToChangeModelColor = Yes
UseStandardModelNames = Yes
DefaultModelConditionState
Model = DBWallN
End
ModelConditionState = SNOW BUILD_PLACEMENT_CURSOR
Model = DBWallN_CUR
Texture = DBFortress1.tga DBFortress1_snow.tga
End
ModelConditionState = BUILD_PLACEMENT_CURSOR
Model = DBWallN_CUR
End
IdleAnimationState
; Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
; Animation = ReallyDamagedanimation
; AnimationName = GBWallrampart.GBWallrampart
; AnimationMode = LOOP
; End
StateName = STATE_None
End
;------------ New Build Up States coming soon.
ModelConditionState = SNOW AWAITING_CONSTRUCTION
Model = DBWallN_A
Texture = DBFortress1.tga DBFortress1_snow.tga
End
ModelConditionState = AWAITING_CONSTRUCTION
Model = DBWallN_A
End
AnimationState = AWAITING_CONSTRUCTION
Animation = DBWallN_A
AnimationName = DBWallN_A.DBWallN_A
AnimationMode = MANUAL
AnimationBlendTime = 0
End
Flags = START_FRAME_FIRST
; BeginScript
; CurDrawablePlaySound("GondorBarracksBeginConstruction")
; EndScript
End
ModelConditionState = UPGRADE_NUMENOR_STONEWORK ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Model = DBWallN_A
Texture = DBFortress1.tga DBFortress_U.tga
End
ModelConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Model = DBWallN_A
Texture = DBFortress1.tga DBFortress1_snow.tga
End
ModelConditionState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Model = DBWallN_A
End
AnimationState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Animation = DBWallN_A
AnimationName = DBWallN_A.DBWallN_A
AnimationMode = MANUAL
AnimationBlendTime = 0
End
Flags = START_FRAME_FIRST
StateName = BeingConstructed
; BeginScript
; CurDrawablePlaySound("GondorBarracksBeginConstruction")
; EndScript
ParticleSysBone = NONE WallConstructDust FollowBone:Yes
End
;--damaged building
ModelConditionState = DAMAGED
Model = DBWallN ;DBWallN_D1
End
AnimationState = DAMAGED
End
ModelConditionState = REALLYDAMAGED
Model = DBWallN_D2
End
AnimationState = REALLYDAMAGED
Animation = RubbleAnimation
AnimationName = DBWallN_D2.DBWallN_D2
AnimationMode = ONCE
End
EnteringStateFX = FX_BuildingReallyDamaged
End
ModelConditionState = COLLAPSING
Model = DBWallN_D3
End
AnimationState = COLLAPSING
Animation = RubbleAnimation
AnimationName = DBWallN_D3.DBWallN_D3
AnimationMode = ONCE
End
End
ModelConditionState = DYING
Model = DBWallN_D3
End
AnimationState = DYING
Animation = RubbleAnimation
AnimationName = DBWallN_D3.DBWallN_D3
AnimationMode = ONCE
End
End
ModelConditionState = RUBBLE
Model = None
End
ModelConditionState = POST_RUBBLE
Model = NONE
ParticleSysBone NONE SmokeBuildingMediumRubble
End
AnimationState = POST_RUBBLE
End
ModelConditionState = POST_COLLAPSE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
AnimationState = POST_COLLAPSE
End
ModelConditionState = UPGRADE_NUMENOR_STONEWORK
Model = DBWallN
Texture = DBFortress1.tga DBFortress_U.tga
End
ModelConditionState = SNOW
Model = DBWallN
Texture = DBFortress1.tga DBFortress1_snow.tga
End
End
Draw = W3DFloorDraw ModuleTag_DrawFloor
StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD
ModelName = DBWallPGN_Bib
WeatherTexture = SNOWY DBWall_Bib_Snow.tga
End
; ***DESIGN parameters ***
DisplayName = OBJECT:DwarvenCastleWallPosternGateSmall
DisplayNameInvisibleForEnemy = OBJECT:DwarvenCastleWallSegment
Side = Dwarves
EditorSorting = STRUCTURE
ThreatLevel = 1.0
ThreatBreakdown ModuleTag_DetailedThreat
AIKindOf = WALL
End
BuildCost = DWARVEN_POSTERNGATE_SMALL_BUILDCOST
BuildTime = DWARVEN_POSTERNGATE_SMALL_BUILDTIME ; in seconds
VisionRange = DWARVEN_POSTERNGATE_SMALL_VISION_RANGE ; Shroud clearing distance
ShroudClearingRange = DWARVEN_POSTERNGATE_SMALL_SHROUD_CLEAR
CommandSet = SellableCommandSet
; *** AUDIO Parameters ***
#include "..\..\..\Includes\StandardBuildingEvaEvents.inc"
VoiceSelect = GondorPosternGateSelect
VoiceSelectUnderConstruction = BuildingGoodVoiceSelectUnderConstruction
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
UnitSpecificSounds
UnderConstruction = WallConstructionLoop ;Built first time
; UnderRepairFromDamage = NoSound ; Repaired No animation on the building, so don't bother playing sound
UnderRepairFromRubble = WallConstructionLoop ;Repaired from completely destroyed (not used???)
End
CampnessValue = CAMPNESS_WALL
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE MADE_OF_STONE IGNORE_FOR_VICTORY WALL_UPGRADE
Behavior = GettingBuiltBehavior ModuleTag_04
UseSpawnTimerWithoutWorker = Yes
SpawnTimer = DEFAULT_STRUCTURE_HEALDELAY
RebuildTimeSeconds = 30
SelfBuildingLoop = WallConstructionLoop ;Only played if we DON'T spawn a worker
SelfRepairFromDamageLoop = WallConstructionLoop
SelfRepairFromRubbleLoop = WallConstructionLoop
End
Body = StructureBody ModuleTag_05
MaxHealth = DWARVEN_POSTERNGATE_SMALL_HEALTH
End
Behavior = SlowDeathBehavior ModuleTag_SlowDeath
DeathTypes = ALL
DestructionDelay = 5000
End
Behavior = DynamicPortalBehaviour PosternGatePortal
ActivationDelaySeconds = 0.0
GenerateNow = Yes
ObjectFilter = POSTERNGATE_ALLOWABLE_OBJECTFILTER
BonePrefix = Post
NumberOfBones = 4
WayPoint = Index:0 Type:Walk ; 0
WayPoint = Index:1 Type:Walk ; 1
WayPoint = Index:2 Type:Walk ; 2
WayPoint = Index:3 Type:Walk ; 3
WayPoint = Index:2 Type:Walk ; 4
WayPoint = Index:1 Type:Walk ; 5
Link = From:0 Via:4 Via:5 To:3
Link = From:3 Via:1 Via:2 To:0
End
#include "..\..\..\includes\DefaultPosternGateInvisibilityUpdate.inc"
Behavior = InheritUpgradeCreate ModuleTag_InheritStonework
Radius = DWARVEN_FORTRESS_WALL_EFFECTIVE_RADIUS
Upgrade = Upgrade_DwarvenFortressDwarvenStonework
ObjectFilter = ANY +DwarvenFortressCitadel
End
Behavior = AttributeModifierUpgrade ModuleTag_Reinforced
TriggeredBy = Upgrade_DwarvenFortressDwarvenStonework
AttributeModifier = DwarvenStoneworkExpansion_Bonus
CustomAnimAndDuration = AnimState:UPGRADE_NUMENOR_STONEWORK AnimTime:0
End
Behavior = ModelConditionUpgrade ModuleTag_ShowTheStones
TriggeredBy = Upgrade_DwarvenFortressDwarvenStonework
AddConditionFlags = UPGRADE_NUMENOR_STONEWORK
Permanent = Yes
End
Geometry = BOX
GeometryMajorRadius = 8.0 ; 10.0
GeometryMinorRadius = 20.0 ;
GeometryHeight = 40.0 ; 53.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
End
;---------------------------------------------
Object DwarvenWallTowerSmall
; *** ART Parameters ***
SelectPortrait = BPDWall_AxeTower
Draw = W3DScriptedModelDraw ModuleTag_Draw
OkToChangeModelColor = Yes
UseStandardModelNames = Yes
ExtraPublicBone = Arrow_01
ExtraPublicBone = Arrow_02
ExtraPublicBone = Arrow_03
ExtraPublicBone = Arrow_04
ExtraPublicBone = Arrow_05
ExtraPublicBone = Arrow_06
ExtraPublicBone = Arrow_07
ExtraPublicBone = Arrow_08
DefaultModelConditionState
Model = DBWallTwrN
WeaponLaunchBone = PRIMARY ARROW_
End
IdleAnimationState
; Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
; Animation = ReallyDamagedanimation
; AnimationName = GBWallrampart.GBWallrampart
; AnimationMode = LOOP
; End
; StateName = STATE_None
End
;------------ New Build Up States coming soon.
ModelConditionState = AWAITING_CONSTRUCTION
Model = DBWallTwrN_A
End
AnimationState = AWAITING_CONSTRUCTION
Animation = DBWallTwrN_A
AnimationName = DBWallTwrN_A.DBWallTwrN_A
AnimationMode = MANUAL
AnimationBlendTime = 0
End
Flags = START_FRAME_FIRST
; BeginScript
; CurDrawablePlaySound("GondorBarracksBeginConstruction")
; EndScript
End
ModelConditionState = UPGRADE_NUMENOR_STONEWORK ACTIVELY_BEING_CONSTRUCTED
Model = DBWallTwrN_A
Texture = DBFortress1.tga DBFortress_U.tga
End
ModelConditionState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Model = DBWallTwrN_A
ParticleSysBone = NONE WallConstructDust FollowBone:Yes
End
AnimationState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Animation = DBWallTwrN_A
AnimationName = DBWallTwrN_A.DBWallTwrN_A
AnimationMode = MANUAL
AnimationBlendTime = 0
End
Flags = START_FRAME_FIRST
; StateName = BeingConstructed
; BeginScript
; CurDrawablePlaySound("GondorBarracksBeginConstruction")
; EndScript
End
;--damaged building
ModelConditionState = DAMAGED
Model = DBWallTwrN_D1
End
AnimationState = DAMAGED
End
ModelConditionState = REALLYDAMAGED
Model = DBWallTwrN_D2
End
AnimationState = REALLYDAMAGED
Animation = RubbleAnimation
AnimationName = DBWallTwrN_D2.DBWallTwrN_D2
AnimationMode = ONCE
End
EnteringStateFX = FX_BuildingReallyDamaged
End
ModelConditionState = COLLAPSING
Model = DBWallTwrN_D3
End
AnimationState = COLLAPSING
Animation = RubbleAnimation
AnimationName = DBWallTwrN_D3.DBWallTwrN_D3
AnimationMode = ONCE
End
EnteringStateFX = FX_StructureMediumCollapse
End
ModelConditionState = DYING
Model = DBWallTwrN_D3
End
AnimationState = DYING
Animation = RubbleAnimation
AnimationName = DBWallTwrN_D3.DBWallTwrN_D3
AnimationMode = ONCE
End
EnteringStateFX = FX_StructureMediumCollapse
End
ModelConditionState = RUBBLE
Model = None
End
ModelConditionState = POST_RUBBLE
Model = NONE
ParticleSysBone NONE SmokeBuildingMediumRubble
End
AnimationState = POST_RUBBLE
End
ModelConditionState = POST_COLLAPSE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
AnimationState = POST_COLLAPSE
End
ModelConditionState = UPGRADE_NUMENOR_STONEWORK
Model = DBWallTwrn
Texture = DBFortress1.tga DBFortress_U.tga
End
ModelConditionState = SNOW
Model = DBWallTwrN
Texture = DBFortress1.tga DBFortress1_snow.tga
End
End
Draw = W3DFloorDraw ModuleTag_DrawFloor
StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD
ModelName = DBWallTwrN_Bib
WeatherTexture = SNOWY DBWall_Bib_Snow.tga
End
; ***DESIGN parameters ***
DisplayName = OBJECT:DwarvenCastleWallTowerSmall
Side = Dwarves
EditorSorting = STRUCTURE
ThreatLevel = 1.0
ThreatBreakdown ModuleTag_DetailedThreat
AIKindOf = WALL
End
BuildCost = DWARVEN_WALLTOWER_SMALL_BUILDCOST
BuildTime = DWARVEN_WALLTOWER_SMALL_BUILDTIME ; in seconds
VisionRange = DWARVEN_WALLTOWER_SMALL_VISION_RANGE ; Shroud clearing distance
ShroudClearingRange = DWARVEN_WALLTOWER_SMALL_SHROUD_CLEAR
CommandSet = SellableCommandSet
; *** AUDIO Parameters ***
#include "..\..\..\Includes\StandardBuildingEvaEvents.inc"
VoiceSelect = DwarfTowerWallSelect
VoiceSelectUnderConstruction = BuildingGoodVoiceSelectUnderConstruction
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
UnitSpecificSounds
UnderConstruction = WallConstructionLoop ;Built first time
; UnderRepairFromDamage = NoSound ; Repaired No animation on the building, so don't bother playing sound
UnderRepairFromRubble = WallConstructionLoop ;Repaired from completely destroyed (not used???)
End
CampnessValue = CAMPNESS_WALL
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE MADE_OF_STONE CAN_ATTACK IGNORE_FOR_VICTORY WALL_UPGRADE
Behavior = GettingBuiltBehavior ModuleTag_04
UseSpawnTimerWithoutWorker = Yes
SpawnTimer = DEFAULT_STRUCTURE_HEALDELAY
RebuildTimeSeconds = 30
SelfBuildingLoop = WallConstructionLoop ;Only played if we DON'T spawn a worker
SelfRepairFromDamageLoop = WallConstructionLoop
SelfRepairFromRubbleLoop = WallConstructionLoop
End
WeaponSet
Conditions = None
Weapon = PRIMARY StructureAxeWeapon
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
Behavior = AIUpdateInterface ModuleTag_SoWeCanUseWeapon
AutoAcquireEnemiesWhenIdle = Yes
MoodAttackCheckRate = 250
End
Body = StructureBody ModuleTag_05
MaxHealth = DWARVEN_WALLTOWER_SMALL_HEALTH
End
Behavior = InheritUpgradeCreate ModuleTag_InheritStonework
Radius = DWARVEN_FORTRESS_WALL_EFFECTIVE_RADIUS
Upgrade = Upgrade_DwarvenFortressDwarvenStonework
ObjectFilter = ANY +DwarvenFortressCitadel
End
Behavior = AttributeModifierUpgrade ModuleTag_Reinforced
TriggeredBy = Upgrade_DwarvenFortressDwarvenStonework
AttributeModifier = DwarvenStoneworkExpansion_Bonus
CustomAnimAndDuration = AnimState:UPGRADE_NUMENOR_STONEWORK AnimTime:0
End
Behavior = ModelConditionUpgrade ModuleTag_ShowTheStones
TriggeredBy = Upgrade_DwarvenFortressDwarvenStonework
AddConditionFlags = UPGRADE_NUMENOR_STONEWORK
Permanent = Yes
End
Behavior = SlowDeathBehavior ModuleTag_SlowDeath
DeathTypes = ALL
DestructionDelay = 5000
End
GeometryIsSmall = No
Geometry = BOX
GeometryMajorRadius = 15.0
GeometryMinorRadius = 15.0
GeometryHeight = 40.0
AdditionalGeometry = BOX
GeometryMajorRadius = 10.0
GeometryMinorRadius = 10.0
GeometryHeight = 50.0
GeometryOffset = X:0 Y:0 Z:40
AdditionalGeometry = BOX
GeometryMajorRadius = 8.0 ; 10.0
GeometryMinorRadius = 20.0 ;
GeometryHeight = 40.0 ; 53.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
End
;---------------------------------------------
Object DwarvenWallCatapultSmall
; *** ART Parameters ***
SelectPortrait = UPDwarven_IronHillsCatapult
Draw = W3DScriptedModelDraw ModuleTag_Draw
OkToChangeModelColor = Yes
UseStandardModelNames = Yes
DefaultModelConditionState
Model = DBWallTrebN
End
IdleAnimationState
End
//------------ New Build Up States coming soon.
ModelConditionState = AWAITING_CONSTRUCTION
Model = DBWallTrebN_A
End
AnimationState = AWAITING_CONSTRUCTION
Animation = DBWallTrebN_A
AnimationName = DBWallTrebN_A.DBWallTrebN_A
AnimationMode = MANUAL
AnimationBlendTime = 0
End
Flags = START_FRAME_FIRST
End
ModelConditionState = UPGRADE_NUMENOR_STONEWORK ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Model = DBWallTrebN_A
Texture = DBFortress1.tga DBFortress_U.tga
End
ModelConditionState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Model = DBWallTrebN_A
ParticleSysBone = NONE WallConstructDust FollowBone:Yes
End
AnimationState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Animation = DBWallTrebN_A
AnimationName = DBWallTrebN_A.DBWallTrebN_A
AnimationMode = MANUAL
AnimationBlendTime = 0
End
Flags = START_FRAME_FIRST
End
//--damaged building
ModelConditionState = DAMAGED
Model = DBWallTrebN_D1
End
AnimationState = DAMAGED
End
ModelConditionState = REALLYDAMAGED
Model = DBWallTrebN_D2
End
AnimationState = REALLYDAMAGED
Animation = RubbleAnimation
AnimationName = DBWallTrebN_D2.DBWallTrebN_D2
AnimationMode = ONCE
End
EnteringStateFX = FX_BuildingReallyDamaged
End
ModelConditionState = RUBBLE
Model = DBWallTrebN_D3
End
AnimationState = RUBBLE
Animation = RubbleAnimation
AnimationName = DBWallTrebN_D3.DBWallTrebN_D3
AnimationMode = ONCE
End
EnteringStateFX = FX_StructureMediumCollapse
End
ModelConditionState = DYING
Model = DBWallTrebN_D3
End
AnimationState = DYING
Animation = RubbleAnimation
AnimationName = DBWallTrebN_D3.DBWallTrebN_D3
AnimationMode = ONCE
End
EnteringStateFX = FX_StructureMediumCollapse
End
ModelConditionState = POST_RUBBLE
Model = NONE
ParticleSysBone NONE SmokeBuildingMediumRubble
End
AnimationState = POST_RUBBLE
End
ModelConditionState = POST_COLLAPSE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
AnimationState = POST_COLLAPSE
End
ModelConditionState = UPGRADE_NUMENOR_STONEWORK
Model = DBWallTrebN
Texture = DBFortress1.tga DBFortress_U.tga
End
ModelConditionState = SNOW
Model = DBWallTrebN
Texture = DBFortress1.tga DBFortress1_snow.tga
End
End
Draw = W3DFloorDraw ModuleTag_DrawFloor
StaticModelLODMode = yes // Will append M or L to the skin name depending on GameLOD
ModelName = DBWallTrebN_Bib
WeatherTexture = SNOWY DBWall_Bib_Snow.tga
End
// ***DESIGN parameters ***
DisplayName = OBJECT:DwarvenCastleWallCatapultSmall
Side = Dwarves
EditorSorting = STRUCTURE
ThreatLevel = 1.0
BuildCost = DWARVEN_WALLCATAPULT_SMALL_BUILDCOST
BuildTime = DWARVEN_WALLCATAPULT_SMALL_BUILDTIME ; in seconds
VisionRange = DWARVEN_WALLCATAPULT_SMALL_VISION_RANGE ; Shroud clearing distance
ShroudClearingRange = DWARVEN_WALLCATAPULT_SMALL_SHROUD_CLEAR
// *** AUDIO Parameters ***
#include "..\..\..\Includes\StandardBuildingEvaEvents.inc"
VoiceSelect = DwarvenCatapultExpansionSelect
VoiceSelectUnderConstruction = BuildingGoodVoiceSelectUnderConstruction
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
UnitSpecificSounds
UnderConstruction = WallConstructionLoop ;Built first time
; UnderRepairFromDamage = NoSound ; Repaired No animation on the building, so don't bother playing sound
UnderRepairFromRubble = WallConstructionLoop ;Repaired from completely destroyed (not used???)
End
CampnessValue = CAMPNESS_WALL
// *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE MADE_OF_STONE IGNORE_FOR_VICTORY WALL_UPGRADE // WALL_HUB
Behavior = GettingBuiltBehavior ModuleTag_04
UseSpawnTimerWithoutWorker = Yes
SpawnTimer = DEFAULT_STRUCTURE_HEALDELAY
RebuildTimeSeconds = 30
SelfBuildingLoop = WallConstructionLoop ;Only played if we DON'T spawn a worker
SelfRepairFromDamageLoop = NoSound ;This doesn't cause an animation, so don't bother playing a sound
SelfRepairFromRubbleLoop = WallConstructionLoop
End
Body = StructureBody ModuleTag_05
MaxHealth = DWARVEN_WALLCATAPULT_SMALL_HEALTH
MaxHealthDamaged = DWARVEN_WALLCATAPULT_SMALL_HEALTH_DAMAGED
MaxHealthReallyDamaged = DWARVEN_WALLCATAPULT_SMALL_HEALTH_REALLY_DAMAGED
End
Behavior = InheritUpgradeCreate ModuleTag_InheritStonework
Radius = DWARVEN_FORTRESS_WALL_EFFECTIVE_RADIUS
Upgrade = Upgrade_DwarvenFortressDwarvenStonework
ObjectFilter = ANY +DwarvenFortressCitadel
End
Behavior = AttributeModifierUpgrade ModuleTag_Reinforced
TriggeredBy = Upgrade_DwarvenFortressDwarvenStonework
AttributeModifier = DwarvenStoneworkExpansion_Bonus
CustomAnimAndDuration = AnimState:UPGRADE_NUMENOR_STONEWORK AnimTime:0
End
Behavior = ModelConditionUpgrade ModuleTag_ShowTheStones
TriggeredBy = Upgrade_DwarvenFortressDwarvenStonework
AddConditionFlags = UPGRADE_NUMENOR_STONEWORK
Permanent = Yes
End
//Catapult Behaviors
Behavior = ProductionUpdate ProductionUpdateModuleTag
End
Behavior = GrantUpgradeCreate ModuleTag_ActLikeAnOldUpgrade
UpgradeToGrant = Upgrade_TrebuchetTurret
GiveOnBuildComplete = Yes // The ExemptStatus UnderConstruction hack doesn't work on foundation buildings.
End
Behavior = CommandSetUpgrade ModueTag_TrebCommandSet
TriggeredBy = Upgrade_TrebuchetTurret
ConflictsWith = Upgrade_HasWallTrebuchet
CommandSet = DwarvenUpgradeCommandSetBuyNewCatapult
End
Behavior = CommandSetUpgrade ModueTag_TrebCommandSet3
TriggeredBy = Upgrade_HasWallTrebuchet Upgrade_TrebuchetTurret
CommandSet = SellableCommandSet
RequiresAllTriggers = Yes
End
Behavior = ObjectCreationUpgrade MakeTheFreeTreb
TriggeredBy = Upgrade_TrebuchetTurret
Delay = 0.0
RemoveUpgrade = Upgrade_WallTrebuchetButtonEnable
GrantUpgrade = Upgrade_HasWallTrebuchet
DestroyWhenSold = Yes
DeathAnimAndDuration = AnimState:DEATH_2 AnimTime:999999
Offset = X:0.0 Y:0.0 Z:51.0
End
Behavior = ObjectCreationUpgrade MakeTheFreeTreb2
TriggeredBy = Upgrade_HasWallTrebuchet
ConflictsWith = Upgrade_OpenGarrison Upgrade_PosternGate
Delay = 0.0
RemoveUpgrade = Upgrade_WallTrebuchetButtonEnable
ThingToSpawn = DwarvenWallCatapult
Offset = X:0.0 Y:0.0 Z:51.0
FadeInTime = 600
End
Behavior = SlaveWatcherBehavior WatchTheTreb
RemoveUpgrade = Upgrade_HasWallTrebuchet //when our slave dies, remove this upgrade, so we can get the upgrade again.
GrantUpgrade = Upgrade_WallTrebuchetButtonEnable //when our slave dies, enable the button that allows us to buy a new one
ShareUpgrades = Yes //So He'll get our Flaming Munitions
End
Behavior = SlowDeathBehavior ModuleTag_SlowDeath
DeathTypes = ALL
DestructionDelay = 5000
End
GeometryIsSmall = No
Geometry = BOX
GeometryMajorRadius = 8.0 ; 10.0
GeometryMinorRadius = 20.0 ;
GeometryHeight = 40.0 ; 53.0
GeometryIsSmall = No
AdditionalGeometry = CYLINDER
GeometryMajorRadius = 25.0
// GeometryMinorRadius = 25.0
GeometryHeight = 50.0
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
End
;---------------------------------------------
Object DwarvenWallHubSmall
; *** ART Parameters ***
SelectPortrait = BPDWall_WallHub
Draw = W3DScriptedModelDraw ModuleTag_Draw
OkToChangeModelColor = Yes
UseStandardModelNames = Yes
DefaultModelConditionState
Model = DBWallRmprtN
End
ModelConditionState = UPGRADE_NUMENOR_STONEWORK ACTIVELY_BEING_CONSTRUCTED
Model = DBWallRmprtN_A
Texture = DBFortress1.tga DBFortress_U.tga
End
ModelConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED
Model = DBWallRmprtN_A
Texture = DBFortress1.tga DBFortress1_Snow.tga
End
ModelConditionState = ACTIVELY_BEING_CONSTRUCTED
Model = DBWallRmprtN_A
ParticleSysBone = NONE BuildingContructDust
End
AnimationState = ACTIVELY_BEING_CONSTRUCTED
Animation = UpAndStill
AnimationName = DBWallRmprtN_A.DBWallRmprtN_A
AnimationMode = MANUAL
End
BeginScript
CurDrawablePlaySound("GondorBarracksBeginConstruction")
EndScript
End
;--damaged building
ModelConditionState = DAMAGED
Model = DBWallRmprtN_D1
End
AnimationState = DAMAGED
EnteringStateFX = FX_BuildingDamaged ;FX_HubDamaged
End
ModelConditionState = REALLYDAMAGED
Model = DBWallRmprtN_D2
End
AnimationState = REALLYDAMAGED
Animation = RubbleAnimation
AnimationName = DBWallRmprtN_D2.DBWallRmprtN_D2
AnimationMode = ONCE
End
EnteringStateFX = FX_BuildingReallyDamaged ;FX_HubDamaged
End
ModelConditionState = COLLAPSING
Model = DBWallRmprtN_D3
End
AnimationState = COLLAPSING
Animation = RubbleAnimation
AnimationName = DBWallRmprtN_D3.DBWallRmprtN_D3
AnimationMode = ONCE
End
EnteringStateFX = FX_StructureMediumCollapse
ParticleSysBone NONE HubDestructionDust
End
ModelConditionState = DYING
Model = DBWallRmprtN_D3
End
AnimationState = DYING
Animation = RubbleAnimation
AnimationName = DBWallRmprtN_D3.DBWallRmprtN_D3
AnimationMode = ONCE
End
EnteringStateFX = FX_StructureMediumCollapse
ParticleSysBone NONE HubDestructionDust
End
ModelConditionState = RUBBLE
Model = None
End
ModelConditionState = POST_RUBBLE
Model = NONE
End
AnimationState = POST_RUBBLE
End
ModelConditionState = POST_COLLAPSE
Model = None
End
AnimationState = POST_COLLAPSE
End
ModelConditionState = UPGRADE_NUMENOR_STONEWORK
Model = DBWallRmprtN
Texture = DBFortress1.tga DBFortress_U.tga
End
ModelConditionState = SNOW
Model = DBWallRmprtN
Texture = DBFortress1.tga DBFortress1_Snow.tga
End
End
Draw = W3DFloorDraw ModuleTag_DrawFloor
StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD
ModelName = DBWallRmprtNBib
WeatherTexture = SNOWY GBWall_Bib_Snow.tga
HideIfModelConditions = AWAITING_CONSTRUCTION
HideIfModelConditions = PARTIALLY_CONSTRUCTED
End
; ***DESIGN parameters ***
DisplayName = OBJECT:DwarvenWallHub
Side = Dwarves
EditorSorting = STRUCTURE
ThreatLevel = 1.0
ThreatBreakdown ModuleTag_DetailedThreat
AIKindOf = WALL
End
BuildCost = DWARVEN_WALLHUB_SMALL_BUILDCOST
BuildTime = DWARVEN_WALLHUB_SMALL_BUILDTIME ; in seconds
VisionRange = DWARVEN_WALLHUB_SMALL_VISION_RANGE ; Shroud clearing distance
ShroudClearingRange = DWARVEN_WALLHUB_SMALL_SHROUD_CLEAR
CommandSet = DwarvenCastleWallHubSmallCommandSet
ArmorSet
Conditions = None
Armor = DwarvenWallArmor
DamageFX = None
End
; *** AUDIO Parameters ***
#include "..\..\..\Includes\StandardBuildingEvaEvents.inc"
VoiceSelect = NeutralWallHubSelect
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
CampnessValue = CAMPNESS_WALL
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE WALL_HUB WALL_UPGRADE MADE_OF_STONE
// Behavior = GettingBuiltBehavior GetBuiltBehaviorTag
// WorkerName = DwarvenWorkerNoSelect
// End
Behavior = GettingBuiltBehavior ModuleTag_04
UseSpawnTimerWithoutWorker = Yes
SpawnTimer = DEFAULT_STRUCTURE_HEALDELAY
RebuildTimeSeconds = 30
SelfBuildingLoop = WallConstructionLoop ;Only played if we DON'T spawn a worker
SelfRepairFromDamageLoop = WallConstructionLoop
SelfRepairFromRubbleLoop = WallConstructionLoop
End
Body = StructureBody ModuleTag_05
MaxHealth = DWARVEN_WALLHUB_SMALL_HEALTH
End
Behavior = SlowDeathBehavior ModuleTag_SlowDeath
DeathTypes = ALL
DestructionDelay = 5000
End
Behavior = WallHubBehavior ModuleTag_Build_A_Span
Options = OPTION_ONE
MaxBuildoutDistance = MEN_FORTRESS_WALL_EFFECTIVE_RADIUS
StaggeredBuildFactor = STANDARD_WALL_STAGGERED_BUILD_FACTOR
MaxBuildoutDistance = 1500.0
;;This defines the pattern built on flat terrain
SegmentTemplateName = DwarvenWallSegmentSmall
SegmentTemplateName = DwarvenWallSegmentSmall
SegmentTemplateName = DwarvenWallSegmentSmall
SegmentTemplateName = DwarvenWallSegmentSmall
SegmentTemplateName = DwarvenWallSegmentSmall
SegmentTemplateName = DwarvenWallSegmentSmall
SegmentTemplateName = DwarvenWallSegmentSmall
SegmentTemplateName = DwarvenWallSegmentSmall
SegmentTemplateName = DwarvenWallHubSmall
BuilderRadius = 20
HubCapTemplateName = DwarvenWallHubSmall
DefaultSegmentTemplateName = DwarvenWallSegmentSmall
CliffCapTemplateName = DwarvenWallCliffCap
;ShoreCapTemplateName = [NAME]
;BorderCapTemplateName = [NAME]
;ElevatedSegmentTemplateName = [NAME]
End
Behavior = TerrainResourceBehavior ModuleTag_NewMoneyDeadSpot
Radius = 60 ;// 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.
Visible = No ;// Don't show decal when a resource building is selected.
End
Behavior = InheritUpgradeCreate ModuleTag_InheritStonework
Radius = DWARVEN_FORTRESS_WALL_EFFECTIVE_RADIUS
Upgrade = Upgrade_DwarvenFortressDwarvenStonework
ObjectFilter = ANY +DwarvenFortressCitadel
End
Behavior = AttributeModifierUpgrade ModuleTag_Reinforced
TriggeredBy = Upgrade_DwarvenFortressDwarvenStonework
AttributeModifier = DwarvenStoneworkExpansion_Bonus
CustomAnimAndDuration = AnimState:UPGRADE_NUMENOR_STONEWORK AnimTime:0
End
Behavior = ModelConditionUpgrade ModuleTag_ShowTheStones
TriggeredBy = Upgrade_DwarvenFortressDwarvenStonework
AddConditionFlags = UPGRADE_NUMENOR_STONEWORK
Permanent = Yes
End
Geometry = CYLINDER
GeometryMajorRadius = 20.0 ;
GeometryMinorRadius = 20.0 ;
GeometryHeight = 70.0
GeometryIsSmall = No
; additional geometry, exactly same as the wall piece - if this isn't here we might get holes!
AdditionalGeometry = BOX
GeometryMajorRadius = 8.0 ; 10.0
GeometryMinorRadius = 20.0 ;
GeometryHeight = 40.0 ; 53.0
GeometryIsSmall = No
GeometryContactPoint = X:35 Y:35 Z:0 Repair
GeometryContactPoint = X:35 Y:0 Z:0 Repair
GeometryContactPoint = X:22.954 Y:15.951 Z:0
GeometryContactPoint = X:5.435 Y:-23.279 Z:0
GeometryContactPoint = X:-0.459 Y:-0.275 Z:116.828 Swoop
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
End
;--------------------------------------------------------
Object DwarvenWallCliffCap
SelectPortrait = BPDWall
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_Draw
OkToChangeModelColor = Yes
UseStandardModelNames = Yes
DefaultModelConditionState
Model = DBWallNE
End
//------------ New Build Up States coming soon.
ModelConditionState = UPGRADE_NUMENOR_STONEWORK SNOW AWAITING_CONSTRUCTION
Model = DBWallNE_A
Texture = DBFortress1.tga DBFortress_U.tga
End
ModelConditionState = SNOW AWAITING_CONSTRUCTION
Model = DBWallNE_A
Texture = DBFortress1.tga DBFortress_Snow.tga
End
ModelConditionState = AWAITING_CONSTRUCTION
Model = DBWallNE_A
End
AnimationState = AWAITING_CONSTRUCTION
Animation = DBWallNE_A
AnimationName = DBWallNE_A.DBWallNE_A
AnimationMode = MANUAL
AnimationBlendTime = 0
End
Flags = START_FRAME_FIRST
End
ModelConditionState = UPGRADE_NUMENOR_STONEWORK ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Model = DBWallNE_A
Texture = DBFortress1.tga DBFortress_U.tga
End
ModelConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Model = DBWallNE_A
Texture = DBFortress1.tga DBFortress1_Snow.tga
End
ModelConditionState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Model = DBWallNE_A
End
AnimationState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Animation = DBWallNE_A
AnimationName = DBWallNE_A.DBWallNE_A
AnimationMode = MANUAL
AnimationBlendTime = 0
End
Flags = START_FRAME_FIRST
StateName = BeingConstructed
ParticleSysBone = NONE WallConstructDust FollowBone:Yes
End
;--damaged building
ModelConditionState = DAMAGED
Model = DBWallNE_D1
End
AnimationState = DAMAGED
EnteringStateFX = FX_WallDamaged
End
ModelConditionState = REALLYDAMAGED
Model = DBWallNE_D2
End
AnimationState = REALLYDAMAGED
Animation = RubbleAnimation
AnimationName = DBWallNE_D2.DBWallNE_D2
AnimationMode = ONCE
End
EnteringStateFX = FX_WallDamaged
End
ModelConditionState = COLLAPSING
Model = DBWallNE_D3
End
AnimationState = COLLAPSING
Animation = RubbleAnimation
AnimationName = DBWallNE_D3.DBWallNE_D3
AnimationMode = ONCE
End
ParticleSysBone NONE WallDestructionDust
EnteringStateFX = FX_StructureMediumCollapse
End
ModelConditionState = RUBBLE
Model = None ;GBWall_Rubble
End
AnimationState = RUBBLE
End
ModelConditionState = POST_RUBBLE
Model = None ;GBWall_Rubble
End
AnimationState = POST_RUBBLE
End
ModelConditionState = POST_COLLAPSE
Model = None
End
AnimationState = POST_COLLAPSE
End
ModelConditionState = UPGRADE_NUMENOR_STONEWORK
Model = DBWallNE
Texture = DBFortress1.tga DBFortress_U.tga
End
ModelConditionState = SNOW
Model = DBWallNE
Texture = DBFortress1.tga DBFortress1_snow.tga
End
End
; Draw = W3DFloorDraw ModuleTag_DrawFloor
; StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD
; ModelName = GBWallN_Bib
; End
; ***DESIGN parameters ***
DisplayName = OBJECT:GondorCastleWallSegment
Side = Men
EditorSorting = STRUCTURE
ThreatLevel = 1.0
ThreatBreakdown ModuleTag_DetailedThreat
AIKindOf = WALL
End
CommandSet = DwarvenWallCliffCapCommandSet
ArmorSet
Conditions = None
Armor = DwarvenWallArmor
DamageFX = None
End
BuildCost = MEN_WALLSEGMENT_SMALL_BUILDCOST
BuildTime = MEN_WALLSEGMENT_SMALL_BUILDTIME
VisionRange = MEN_WALLSEGMENT_SMALL_VISION_RANGE
ShroudClearingRange = MEN_WALLSEGMENT_SMALL_SHROUD_CLEAR
; *** AUDIO Parameters ***
#include "..\..\..\Includes\StandardBuildingEvaEvents.inc"
VoiceSelectUnderConstruction = BuildingGoodVoiceSelectUnderConstruction
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
UnitSpecificSounds
UnderConstruction = WallConstructionLoop ;Built first time
; UnderRepairFromDamage = NoSound ; Repaired No animation on the building, so don't bother playing sound
UnderRepairFromRubble = WallConstructionLoop ;Repaired from completely destroyed (not used???)
End
CampnessValue = CAMPNESS_WALL
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE DEFENSIVE_WALL MADE_OF_STONE CAN_CAST_REFLECTIONS
Behavior = GettingBuiltBehavior ModuleTag_04
UseSpawnTimerWithoutWorker = Yes
SpawnTimer = DEFAULT_STRUCTURE_HEALDELAY
RebuildTimeSeconds = 30
SelfBuildingLoop = WallConstructionLoop ;Only played if we DON'T spawn a worker
SelfRepairFromDamageLoop = NoSound
SelfRepairFromRubbleLoop = WallConstructionLoop
End
Body = StructureBody ModuleTag_05
MaxHealth = MEN_WALLSEGMENT_SMALL_HEALTH
End
// These should always appear together on wall segments
Behavior = KeepObjectDie ModuleTag_IWantRubble
DeathTypes = ALL -SUICIDED
End
Behavior = SlowDeathBehavior ModuleTag_SlowDeath
DeathTypes = NONE +SUICIDED
DestructionDelay = 5000
End
// These should always appear together on wall segments
; Behavior = DestroyDie ModuleTag_07
; ;nothing
; End
Behavior = InheritUpgradeCreate ModuleTag_InheritStonework
Radius = DWARVEN_FORTRESS_WALL_EFFECTIVE_RADIUS
Upgrade = Upgrade_DwarvenFortressDwarvenStonework
ObjectFilter = ANY +DwarvenFortressCitadel
End
Behavior = AttributeModifierUpgrade ModuleTag_Reinforced
TriggeredBy = Upgrade_DwarvenFortressDwarvenStonework
AttributeModifier = DwarvenStoneworkExpansion_Bonus
CustomAnimAndDuration = AnimState:UPGRADE_NUMENOR_STONEWORK AnimTime:0
End
Behavior = ModelConditionUpgrade ModuleTag_ShowTheStones
TriggeredBy = Upgrade_DwarvenFortressDwarvenStonework
AddConditionFlags = UPGRADE_NUMENOR_STONEWORK
Permanent = Yes
End
Geometry = BOX
GeometryMajorRadius = 10.0
GeometryMinorRadius = 40.0
GeometryHeight = 80
GeometryIsSmall = No
GeometryOffset = X:0 Y:-20 Z:-40
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
End