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data_ini_object_goodfaction_structures_dwarven_dwarfsentrytower.ini
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2006-01-31
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369 lines
;------------------------------------------------------------------------------
;Dwarven Sentry Tower
Object DwarvenSentryTower_Independent
SelectPortrait = BPDSentryTower
Draw = W3DScriptedModelDraw ModuleTag_Draw
OkToChangeModelColor = Yes
UseStandardModelNames = Yes
StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD
ExtraPublicBone = ARROW_01
ExtraPublicBone = ARROW_02
ExtraPublicBone = ARROW_03
ExtraPublicBone = ARROW_04
ExtraPublicBone = ARROW_05
ExtraPublicBone = ARROW_06
ExtraPublicBone = ARROW_07
ExtraPublicBone = ARROW_08
ExtraPublicBone = ARROW_09
ExtraPublicBone = ARROW_10
ExtraPublicBone = ARROW_11
ExtraPublicBone = ARROW_12
ExtraPublicBone = ARROW_13
ExtraPublicBone = ARROW_14
ExtraPublicBone = ARROW_15
ExtraPublicBone = ARROW_16
DefaultModelConditionState
Model = DBTower
WeaponLaunchBone = PRIMARY ARROW_
End
IdleAnimationState
End
;-- building being constructed
ModelConditionState = SNOW JUST_BUILT
Model = DBTower_A
Model = DBTower_A
Texture = DBTower.tga DBTower_snow.tga
Texture = DBStoneA.tga DBStoneA_Snow.tga
End
ModelConditionState = JUST_BUILT
Model = DBTower_A
End
AnimationState = JUST_BUILT
Animation
AnimationName = DBTower_ASKL.DBTower_ABLD
AnimationMode = ONCE
AnimationBlendTime = 0
AnimationSpeedFactorRange = 22.22 22.22
End
End
;-- building being constructed
ModelConditionState = SNOW AWAITING_CONSTRUCTION
Model = DBTower_A
Texture = DBTower.tga DBTower_snow.tga
Texture = DBStoneA.tga DBStoneA_Snow.tga
End
ModelConditionState = AWAITING_CONSTRUCTION
Model = DBTower_A
; ParticleSysBone = NONE BuildingDoughnutCloud
End;
AnimationState = AWAITING_CONSTRUCTION
Animation = DBTower_A
AnimationName = DBTower_ASKL.DBTower_ABLD
AnimationMode = MANUAL
End
Flags = START_FRAME_FIRST
End
ModelConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Model = DBTower_A
Texture = DBTower.tga DBTower_snow.tga
Texture = DBStoneA.tga DBStoneA_Snow.tga
End
ModelConditionState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Model = DBTower_A
ParticleSysBone = DUSTBONE BuildingContructDust
End;
AnimationState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Animation = DBTower_A
AnimationName = DBTower_ASKL.DBTower_ABLD
AnimationMode = MANUAL
End
Flags = START_FRAME_FIRST
StateName = BeingConstructed
BeginScript
CurDrawablePlaySound("GondorBarracksBeginConstruction")
CurDrawableHideSubObjectPermanently("V1")
CurDrawableHideSubObjectPermanently("V2")
EndScript
End
;--damaged building
ModelConditionState = DAMAGED
Model = DBTower_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 = DBTower_D2
ParticleSysBone FireSmall01 FireBuildingLarge
ParticleSysBone FireSmall02 FireBuildingLarge
ParticleSysBone FireSmall03 FireBuildingMedium
ParticleSysBone FireSmall04 SmokeBuildingLarge
ParticleSysBone FireSmall05 SmokeBuildingLarge
End
AnimationState = REALLYDAMAGED
Animation = RubbleAnimation
AnimationName = DBTower_D2.DBTower_D2
AnimationMode = ONCE
End
EnteringStateFX = FX_BuildingReallyDamaged
End
ModelConditionState = RUBBLE
Model = DBTower_D3
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
AnimationState = RUBBLE
Animation = RubbleAnimation
AnimationName = DBTower_D3.DBTower_D3
AnimationMode = ONCE
End
EnteringStateFX = FX_StructureMediumCollapse
End
ModelConditionState = POST_RUBBLE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
ModelConditionState = POST_COLLAPSE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
ModelConditionState = SNOW
Model = DBTower
Texture = DBTower.tga DBTower_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 = DBTower_bib
WeatherTexture = SNOWY DBTower_bib_snow.tga
HideIfModelConditions = AWAITING_CONSTRUCTION
HideIfModelConditions = PARTIALLY_CONSTRUCTED
End
Draw = W3DScriptedModelDraw ModuleTag_Draw_HCBanner
OkToChangeModelColor = Yes
DefaultModelConditionState
Model = DBHCTower
End
MultiPlayerOnly = Yes
End
PlacementViewAngle = -45 ;135
; ***DESIGN parameters ***
DisplayName = OBJECT:DwarvenLoneTower
Description = OBJECT:DwarvenLoneTowerDescription
CampnessValue = CAMPNESS_SUMMONED
Side = Dwarves
EditorSorting = STRUCTURE
ThreatLevel = 1.0
CommandSet = SellableCommandSet
BuildCost = DWARVEN_SENTRY_TOWER_BUILDCOST
BuildTime = DWARVEN_SENTRY_TOWER_BUILDTIME
BountyValue = DWARVEN_SENTRY_TOWER_BOUNTY
VisionRange = VISION_BASE_DEFENSE ; Shroud clearing distance
ShroudClearingRange = SHROUD_CLEAR_BASE_DEFENSE
ArmorSet
Conditions = None
Armor = StructureArmor
;DamageFX = StructureDamageFXNoShake
End
; *** AUDIO Parameters ***
#include "..\..\..\Includes\StandardBuildingEvaEvents.inc"
VoiceSelect = DwarfTowerSpawnedSelect
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
VoiceSelectUnderConstruction = BuildingGoodVoiceSelectUnderConstruction
; VoiceFullyCreated = EVA:GenericBuildingComplete-Builder-Dwarf Don't announce summonings complete
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_SUMMONED
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE NEED_BASE_FOUNDATION AUTO_RALLYPOINT FS_FACTORY GARRISONABLE_UNTIL_DESTROYED CAN_SHOOT_OVER_WALLS IGNORE_FOR_VICTORY
ThreatBreakdown ModuleTag_ThreatBreakdown
AIKindOf = BATTLE_TOWER
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
Behavior = GettingBuiltBehavior GetBuiltBehaviorTag
WorkerName = DwarvenWorkerNoSelect
SpawnTimer = DEFAULT_STRUCTURE_HEALDELAY
End
Body = StructureBody ModuleTag_05
MaxHealth = DWARVEN_SENTRY_TOWER_HEALTH
MaxHealthDamaged = DWARVEN_SENTRY_TOWER_HEALTH_DAMAGED
MaxHealthReallyDamaged = DWARVEN_SENTRY_TOWER_HEALTH_REALLYDAMAGED
; 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.
Visible = No ;// Don't show decal when a resource building is selected.
End
Behavior = ProductionUpdate ProductionUpdateModuleTag
;;;UnitPreparationTime =8000;;;;;;;;;; 8.0 second prep needs to be set in THingTemplate, for Trebuchet, now
End
Geometry = BOX
GeometryMajorRadius = 12
GeometryMinorRadius = 12
GeometryHeight = 120.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
GeometryContactPoint = X:-36 Y:37 Z:0 Repair
GeometryContactPoint = X:38 Y:-35 Z:0 Repair
GeometryContactPoint = X:5.576 Y:44.987 Z:0
GeometryContactPoint = X:-38.348 Y:-42.113 Z:0
GeometryContactPoint = X:-28.448 Y:-0.003 Z:75.14 Swoop
End
; add garrisonability and change the artwork for the standalone tower
ChildObject DwarvenSentryTower DwarvenSentryTower_Independent
CampnessValue = CAMPNESS_DEFENSIVE_TOWER
;; Announce that we built, though
VoiceFullyCreated = EVA:GenericBuildingComplete-Builder-Dwarf
KindOf = +GARRISON +GARRISONABLE_UNTIL_DESTROYED
CommandSet = AxeSentryTowerCommandSet
Behavior = AIUpdateInterface ModuleTag_SoWeCanUseWeapon
AutoAcquireEnemiesWhenIdle = Yes
MoodAttackCheckRate = 250
AILuaEventsList = GarrisonableFunctions
End
Behavior = HordeGarrisonContain ModuleTag_hordeGarrison
ObjectStatusOfContained = UNSELECTABLE ENCLOSED CAN_ATTACK
ContainMax = 2
DamagePercentToUnits = 0%
PassengerFilter = GENERIC_FACTION_GARRISONABLE
AllowEnemiesInside = No
AllowAlliesInside = No
AllowNeutralInside = No
AllowOwnPlayerInsideOverride = Yes
NumberOfExitPaths = 1 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn
PassengerBonePrefix = PassengerBone:ARROW_ KindOf:INFANTRY
EntryPosition = X:0.0 Y:0.0 Z:0.0
EntryOffset = X:50.0 Y:0.0 Z:0.0
ExitOffset = X:50.0 Y:0.0 Z:0.0
EnterSound = RuinedTowerEnterSound
KillPassengersOnDeath = No
ShowPips = No
End
Behavior = WeaponSetUpgrade ModuleTag_ForgedBlades
TriggeredBy = Upgrade_DwarvenTowerForgedBlades
End
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
; *** AUDIO Parameters ***
VoiceSelect = GondorBattleTowerSelect
; ***DESIGN parameters ***
DisplayName = OBJECT:DwarvenSentryTower
Description = OBJECT:DwarvenSentryTowerDescription
End