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Text File  |  2006-01-31  |  12KB  |  369 lines

  1. ;------------------------------------------------------------------------------
  2. ;Dwarven Sentry Tower
  3. Object DwarvenSentryTower_Independent
  4.  
  5.     SelectPortrait = BPDSentryTower
  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.     
  12.         ExtraPublicBone    = ARROW_01
  13.         ExtraPublicBone    = ARROW_02
  14.         ExtraPublicBone    = ARROW_03
  15.         ExtraPublicBone    = ARROW_04
  16.         ExtraPublicBone    = ARROW_05
  17.         ExtraPublicBone    = ARROW_06
  18.         ExtraPublicBone    = ARROW_07
  19.         ExtraPublicBone    = ARROW_08
  20.         ExtraPublicBone    = ARROW_09
  21.         ExtraPublicBone    = ARROW_10
  22.         ExtraPublicBone    = ARROW_11
  23.         ExtraPublicBone    = ARROW_12
  24.         ExtraPublicBone    = ARROW_13
  25.         ExtraPublicBone    = ARROW_14
  26.         ExtraPublicBone    = ARROW_15
  27.         ExtraPublicBone    = ARROW_16
  28.                 
  29.     DefaultModelConditionState
  30.       Model = DBTower
  31.       WeaponLaunchBone = PRIMARY ARROW_
  32.     End
  33.  
  34.     IdleAnimationState
  35.     End
  36.     
  37.     ;-- building being constructed
  38.         ModelConditionState  = SNOW JUST_BUILT
  39.             Model = DBTower_A    
  40.             Model    = DBTower_A        
  41.             Texture = DBTower.tga DBTower_snow.tga
  42.             Texture = DBStoneA.tga DBStoneA_Snow.tga
  43.         End
  44.         
  45.         ModelConditionState  = JUST_BUILT
  46.             Model = DBTower_A    
  47.         End
  48.     
  49.         AnimationState            = JUST_BUILT
  50.             Animation
  51.                 AnimationName        = DBTower_ASKL.DBTower_ABLD
  52.                 AnimationMode        = ONCE
  53.                 AnimationBlendTime    = 0
  54.                 AnimationSpeedFactorRange = 22.22 22.22
  55.             End
  56.         End 
  57.  
  58.    ;-- building being constructed
  59.    
  60.        ModelConditionState = SNOW AWAITING_CONSTRUCTION
  61.         Model    = DBTower_A        
  62.         Texture = DBTower.tga DBTower_snow.tga
  63.         Texture = DBStoneA.tga DBStoneA_Snow.tga
  64.     End
  65.     
  66.     ModelConditionState   = AWAITING_CONSTRUCTION 
  67.       Model               = DBTower_A
  68. ;        ParticleSysBone      = NONE BuildingDoughnutCloud
  69.     End;
  70.     AnimationState        = AWAITING_CONSTRUCTION
  71.       Animation           = DBTower_A
  72.         AnimationName     = DBTower_ASKL.DBTower_ABLD
  73.         AnimationMode     = MANUAL
  74.       End
  75.       Flags                  = START_FRAME_FIRST
  76.     End
  77.  
  78.        ModelConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
  79.         Model    = DBTower_A        
  80.         Texture = DBTower.tga DBTower_snow.tga
  81.         Texture = DBStoneA.tga DBStoneA_Snow.tga
  82.     End
  83.     
  84.     ModelConditionState   = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
  85.       Model               = DBTower_A
  86.         ParticleSysBone   = DUSTBONE BuildingContructDust
  87.     End;
  88.  
  89.     AnimationState        = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
  90.       Animation           = DBTower_A
  91.         AnimationName     = DBTower_ASKL.DBTower_ABLD
  92.         AnimationMode     = MANUAL
  93.       End
  94.     Flags                = START_FRAME_FIRST
  95.     StateName            = BeingConstructed
  96.         BeginScript
  97.             CurDrawablePlaySound("GondorBarracksBeginConstruction")
  98.             CurDrawableHideSubObjectPermanently("V1")
  99.             CurDrawableHideSubObjectPermanently("V2")
  100.         EndScript
  101.     End
  102.     
  103.       ;--damaged building
  104.  
  105.     ModelConditionState  = DAMAGED
  106.       Model         = DBTower_D1
  107.         ParticleSysBone FireSmall01 FireBuildingLarge
  108.         ParticleSysBone FireSmall02 FireBuildingMedium
  109.         ParticleSysBone FireSmall03 FireBuildingMedium
  110.         ParticleSysBone FireSmall04 FireBuildingSmall
  111.         ParticleSysBone FireSmall05 SmokeBuildingLarge
  112.     End
  113.     AnimationState = DAMAGED
  114.         EnteringStateFX    = FX_BuildingDamaged
  115.     End
  116.  
  117.     ModelConditionState  = REALLYDAMAGED
  118.       Model         = DBTower_D2
  119.         ParticleSysBone FireSmall01 FireBuildingLarge
  120.         ParticleSysBone FireSmall02 FireBuildingLarge
  121.         ParticleSysBone FireSmall03 FireBuildingMedium
  122.         ParticleSysBone FireSmall04 SmokeBuildingLarge
  123.         ParticleSysBone FireSmall05 SmokeBuildingLarge
  124.     End
  125.     AnimationState = REALLYDAMAGED
  126.           Animation                =    RubbleAnimation
  127.             AnimationName        =    DBTower_D2.DBTower_D2
  128.             AnimationMode        =    ONCE
  129.           End
  130.         EnteringStateFX    = FX_BuildingReallyDamaged
  131.     End
  132.  
  133.     ModelConditionState  = RUBBLE
  134.       Model         = DBTower_D3
  135.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  136.     End
  137.     
  138.     AnimationState = RUBBLE
  139.           Animation                =    RubbleAnimation
  140.             AnimationName        =    DBTower_D3.DBTower_D3
  141.             AnimationMode        =    ONCE
  142.           End
  143.       EnteringStateFX    = FX_StructureMediumCollapse
  144.     End
  145.  
  146.     ModelConditionState  = POST_RUBBLE
  147.       Model         = None
  148.         ParticleSysBone NONE SmokeBuildingMediumRubble
  149.     End
  150.  
  151.     ModelConditionState  = POST_COLLAPSE
  152.       Model         = None
  153.         ParticleSysBone NONE SmokeBuildingMediumRubble
  154.     End 
  155.         
  156.     ModelConditionState = SNOW
  157.         Model    = DBTower        
  158.         Texture = DBTower.tga DBTower_snow.tga
  159.         Texture = DBStoneA.tga DBStoneA_Snow.tga
  160.     End
  161.          
  162.   End
  163.  
  164.   Draw = W3DFloorDraw ModuleTag_DrawFloor    
  165.         StaticModelLODMode = Yes        ; THIS NEEDS TO BE COMMENTED OUT WHEN ENGINEERING ENABLES LOD'S IN THE FLOOR DRAW
  166.         ModelName = DBTower_bib
  167.         WeatherTexture        = SNOWY DBTower_bib_snow.tga
  168.           HideIfModelConditions    =    AWAITING_CONSTRUCTION
  169.           HideIfModelConditions    =    PARTIALLY_CONSTRUCTED
  170.   End
  171.  
  172.   Draw = W3DScriptedModelDraw ModuleTag_Draw_HCBanner
  173.     OkToChangeModelColor  = Yes
  174.     DefaultModelConditionState
  175.         Model = DBHCTower
  176.     End
  177.     MultiPlayerOnly = Yes 
  178.   End  
  179.  
  180.   PlacementViewAngle  = -45 ;135
  181.  
  182.   ; ***DESIGN parameters ***
  183.   DisplayName         = OBJECT:DwarvenLoneTower
  184.   Description           = OBJECT:DwarvenLoneTowerDescription
  185.   CampnessValue = CAMPNESS_SUMMONED
  186.   Side                = Dwarves
  187.   EditorSorting       = STRUCTURE
  188.   ThreatLevel = 1.0
  189.  
  190.   CommandSet          = SellableCommandSet
  191.   BuildCost           = DWARVEN_SENTRY_TOWER_BUILDCOST
  192.   BuildTime           = DWARVEN_SENTRY_TOWER_BUILDTIME
  193.   BountyValue         = DWARVEN_SENTRY_TOWER_BOUNTY
  194.   VisionRange         = VISION_BASE_DEFENSE         ; Shroud clearing distance
  195.   ShroudClearingRange = SHROUD_CLEAR_BASE_DEFENSE
  196.  
  197.   ArmorSet
  198.     Conditions        = None
  199.     Armor             = StructureArmor
  200.     ;DamageFX          = StructureDamageFXNoShake
  201.   End
  202.  
  203.   ; *** AUDIO Parameters ***
  204.     #include "..\..\..\Includes\StandardBuildingEvaEvents.inc"
  205.  
  206.     VoiceSelect                        = DwarfTowerSpawnedSelect
  207.  
  208.     SoundOnDamaged                    = BuildingLightDamageStone
  209.     SoundOnReallyDamaged            = BuildingHeavyDamageStone
  210.  
  211.     VoiceSelectUnderConstruction    = BuildingGoodVoiceSelectUnderConstruction
  212.     ; VoiceFullyCreated                = EVA:GenericBuildingComplete-Builder-Dwarf Don't announce summonings complete
  213.     
  214.     UnitSpecificSounds
  215.         UnderConstruction        = BuildingConstructionLoop  ; Built first time
  216.         ; UnderRepairFromDamage    = NoSound                    ; Repaired No animation on the building, so don't bother playing sound
  217.         UnderRepairFromRubble    = BuildingConstructionLoop    ; Repaired from completely destroyed (not used???)
  218.     End
  219.  
  220.     CampnessValue       = CAMPNESS_SUMMONED
  221.  
  222.     ; *** ENGINEERING Parameters ***
  223.  
  224.     RadarPriority       = STRUCTURE
  225.     KindOf              = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE NEED_BASE_FOUNDATION AUTO_RALLYPOINT FS_FACTORY GARRISONABLE_UNTIL_DESTROYED CAN_SHOOT_OVER_WALLS IGNORE_FOR_VICTORY
  226.     ThreatBreakdown ModuleTag_ThreatBreakdown
  227.         AIKindOf = BATTLE_TOWER
  228.     End
  229.     
  230.  
  231.      
  232.     WeaponSet
  233.         Conditions            = None
  234.         Weapon                = PRIMARY StructureAxeWeapon
  235.         AutoChooseSources    = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
  236.     End
  237.     
  238.     Behavior = AIUpdateInterface ModuleTag_SoWeCanUseWeapon
  239.          AutoAcquireEnemiesWhenIdle    = Yes
  240.          MoodAttackCheckRate            = 250
  241.      End
  242.      
  243.     Behavior            = GettingBuiltBehavior GetBuiltBehaviorTag
  244.         WorkerName          = DwarvenWorkerNoSelect
  245.         SpawnTimer    = DEFAULT_STRUCTURE_HEALDELAY
  246.     End
  247.  
  248.     Body                        = StructureBody ModuleTag_05
  249.         MaxHealth                     = DWARVEN_SENTRY_TOWER_HEALTH
  250.         MaxHealthDamaged              = DWARVEN_SENTRY_TOWER_HEALTH_DAMAGED
  251.         MaxHealthReallyDamaged           = DWARVEN_SENTRY_TOWER_HEALTH_REALLYDAMAGED
  252.             
  253. ;        DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK
  254. ;        DamageCreationList = OCL_GBStable_Chunk1 CATAPULT_ROCK FRONT_DESTROYED
  255. ;        DamageCreationList = OCL_GBStable_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED
  256. ;        DamageCreationList = OCL_GBStable_Chunk3 CATAPULT_ROCK BACK_DESTROYED
  257. ;        DamageCreationList = OCL_GBStable_Chunk4 CATAPULT_ROCK LEFT_DESTROYED
  258.         
  259.     End
  260.   
  261.     Behavior                  = BuildingBehavior BuildingModuleTag
  262.     ; NightWindowName            = GBWORKSHOPN
  263.     ; FireWindowName            = WINDOW_F01
  264.     ; GlowWindowName            = WINDOW_G01
  265.     ; FireName                    = FIRE01
  266.     End
  267.  
  268. ;    Behavior = RefundDie ModuleTag_refund
  269. ;        UpgradeRequired = Upgrade_MarketplaceUpgradeDefiance
  270. ;        BuildingRequired = ANY +GondorMarketPlace
  271. ;        RefundPercent = 50%
  272. ;    End
  273.  
  274.     Behavior                  = StructureCollapseUpdate ModuleTag_06
  275.         MinCollapseDelay        = 000
  276.         MaxCollapseDelay        = 000
  277.         CollapseDamping         = .5
  278.         MaxShudder              = 0.6
  279.         MinBurstDelay           = 250
  280.         MaxBurstDelay           = 800
  281.         BigBurstFrequency       = 4
  282.         FXList                  = INITIAL   FX_StructureMediumCollapse
  283.         FXList                  = ALMOST_FINAL  FX_StructureAlmostCollapse
  284.         DestroyObjectWhenDone    = Yes
  285.         CollapseHeight            = 120
  286.     End
  287.  
  288.     Behavior = TerrainResourceBehavior ModuleTag_NewMoneyDeadSpot
  289.         Radius = 50        ; How far we try to claim ground
  290.         MaxIncome = 0    ; If we were to get all we wanted, how much we would earn.  Linear slope to 0 at 0% claim
  291.         IncomeInterval = 999999    ; How often (in msec) we give that much money
  292.         HighPriority = Yes ; A high priority claim gets to pretend it was there first.
  293.         Visible = No         ;// Don't show decal when a resource building is selected.
  294.     End
  295.  
  296.     Behavior = ProductionUpdate ProductionUpdateModuleTag
  297.         ;;;UnitPreparationTime =8000;;;;;;;;;; 8.0 second prep needs to be set in THingTemplate, for Trebuchet, now
  298.     End
  299.  
  300.     Geometry              = BOX
  301.     GeometryMajorRadius   = 12
  302.     GeometryMinorRadius   = 12
  303.     GeometryHeight        = 120.0
  304.     
  305.     GeometryIsSmall       = No
  306.     Shadow                = SHADOW_VOLUME
  307.     BuildCompletion     = PLACED_BY_PLAYER
  308.     
  309.     GeometryContactPoint = X:-36        Y:37        Z:0            Repair
  310.     GeometryContactPoint = X:38        Y:-35        Z:0            Repair
  311.     GeometryContactPoint = X:5.576        Y:44.987    Z:0
  312.     GeometryContactPoint = X:-38.348    Y:-42.113    Z:0
  313.     GeometryContactPoint = X:-28.448    Y:-0.003    Z:75.14        Swoop
  314.  
  315. End
  316.  
  317. ; add garrisonability and change the artwork for the standalone tower
  318. ChildObject DwarvenSentryTower DwarvenSentryTower_Independent
  319.     CampnessValue = CAMPNESS_DEFENSIVE_TOWER
  320.     
  321.     ;; Announce that we built, though
  322.     VoiceFullyCreated                = EVA:GenericBuildingComplete-Builder-Dwarf
  323.  
  324.     KindOf        = +GARRISON +GARRISONABLE_UNTIL_DESTROYED
  325.     CommandSet    = AxeSentryTowerCommandSet
  326.  
  327.     Behavior = AIUpdateInterface ModuleTag_SoWeCanUseWeapon
  328.          AutoAcquireEnemiesWhenIdle    = Yes
  329.          MoodAttackCheckRate            = 250
  330.         AILuaEventsList                = GarrisonableFunctions
  331.      End
  332.  
  333.     Behavior = HordeGarrisonContain ModuleTag_hordeGarrison
  334.          ObjectStatusOfContained            = UNSELECTABLE ENCLOSED CAN_ATTACK
  335.          ContainMax                      = 2
  336.          DamagePercentToUnits            = 0%
  337.          PassengerFilter                    = GENERIC_FACTION_GARRISONABLE
  338.         AllowEnemiesInside                = No
  339.         AllowAlliesInside                = No
  340.         AllowNeutralInside                = No
  341.         AllowOwnPlayerInsideOverride    = Yes
  342.          NumberOfExitPaths               = 1        ; Defaults to 1.  Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn
  343.          PassengerBonePrefix             = PassengerBone:ARROW_ KindOf:INFANTRY
  344.          EntryPosition                    = X:0.0 Y:0.0 Z:0.0
  345.         EntryOffset                        = X:50.0 Y:0.0 Z:0.0
  346.         ExitOffset                        = X:50.0 Y:0.0 Z:0.0
  347.         EnterSound                        = RuinedTowerEnterSound
  348.         KillPassengersOnDeath            = No
  349.         ShowPips                        = No
  350.     End
  351.     
  352.     Behavior = WeaponSetUpgrade ModuleTag_ForgedBlades
  353.         TriggeredBy = Upgrade_DwarvenTowerForgedBlades
  354.     End
  355.     
  356.     Shadow                = SHADOW_VOLUME
  357.     BuildCompletion     = PLACED_BY_PLAYER
  358.  
  359.   ; *** AUDIO Parameters ***
  360.  
  361.     VoiceSelect        = GondorBattleTowerSelect
  362.  
  363.  
  364.  
  365.   ; ***DESIGN parameters ***
  366.   DisplayName         = OBJECT:DwarvenSentryTower
  367.   Description           = OBJECT:DwarvenSentryTowerDescription
  368. End
  369.