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data_ini_object_goodfaction_structures_dwarven_dwarvenerebortowerexpansion.ini
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2006-01-31
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8KB
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257 lines
;------------------------------------------------------------------------------------------
;Gondor Sentry Tower
Object DwarvenEreborTowerTowerExpansion
SelectPortrait = BPDFortress_AxeTower
; *** ART Parameters ***
ButtonImage = BRBattleTower
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_Draw
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
OkToChangeModelColor = Yes
UseStandardModelNames = Yes
StaticModelLODMode = Yes // Will append M or L to the skin name depending on GameLOD
DefaultModelConditionState
Model = DBFTower
WeaponLaunchBone = PRIMARY ARROW_
End
//Buildup
ModelConditionState = UPGRADE_NUMENOR_STONEWORK ACTIVELY_BEING_CONSTRUCTED
Model = DBFTower_A
Texture = DBFortress1.tga DBFortress_U.tga
End
ModelConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Model = DBFTower_A
Texture = DBFortress1.tga DBFortress1_Snow.tga
End
ModelConditionState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Model = DBFTower_A
End
AnimationState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Animation = DBFDoor_DRA
AnimationName = DBFTower_ASKL.DBFTower_ABLD
AnimationMode = MANUAL
End
Flags = START_FRAME_FIRST
ParticleSysBone = NONE BuildingContructDustExp
ParticleSysBone = NONE ExpDwarves
BeginScript
CurDrawablePlaySound("GondorBarracksBeginConstruction")
EndScript
End
//---Damage States---
ModelConditionState = DAMAGED
Model = DBFTower
Texture = DBFortress1.tga DBFortress1_D.tga
End
AnimationState = DAMAGED
EnteringStateFX = FX_BuildingDamaged
End
ModelConditionState = REALLYDAMAGED
Model = DBFTower_D2
End
AnimationState = REALLYDAMAGED
Animation = DBFTower_ReallyDamaged
AnimationName = DBFTower_D2SKL.DBFTower_D2AN
AnimationMode = ONCE
End
EnteringStateFX = FX_BuildingReallyDamaged
End
ModelConditionState = RUBBLE
Model = DBFTower_D3
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
AnimationState = RUBBLE
Animation = DBFTower_Rubble
AnimationName = DBFTower_D3SKL.DBFTower_D3AN
AnimationMode = ONCE
End
EnteringStateFX = FX_BuildingReallyDamaged
End
//---Stonework---
ModelConditionState = UPGRADE_NUMENOR_STONEWORK
Model = DBFTower
Texture = DBFortress1.tga DBFortress_U.tga
End
//---Snow---
ModelConditionState = SNOW
Model = DBFTower
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 = DBFTower_Bib
WeatherTexture = SNOWY GBWall_Bib_Snow.tga
End
// PlacementViewAngle = 0
// ***DESIGN parameters ***
DisplayName = OBJECT:DwarvenEreborTowerTowerExpansion
Side = Men
EditorSorting = STRUCTURE
ThreatLevel = 11.0
IsTrainable = No
BuildCost = DWARVEN_EREBORTOWEREXPANSION_BUILDCOST
BuildTime = DWARVEN_EREBORTOWEREXPANSION_BUILDTIME
VisionRange = VISION_BASE_DEFENSE
ShroudClearingRange = SHROUD_CLEAR_BASE_DEFENSE
CommandSet = SellableCommandSet
ArmorSet
Conditions = None
Armor = FortressExpansionArmor
;DamageFX = StructureDamageFXNoShake
End
WeaponSet
Conditions = None
Weapon = PRIMARY FortressStructureAxeWeapon
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
//*** AUDIO Parameters ***
#include "..\..\..\Includes\StandardBuildingEvaEvents.inc"
VoiceSelect = DwarfTowerExpansionSelect
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
VoiceSelectUnderConstruction = BuildingGoodVoiceSelectUnderConstruction
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_FORTRESS_EXPANSION
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE NEED_BASE_FOUNDATION CAN_ATTACK FS_BASE_DEFENSE MADE_OF_STONE
Behavior = GettingBuiltBehavior ModuleTag_04
WorkerName = DwarvenWorkerNoSelect
SpawnTimer = DEFAULT_STRUCTURE_HEALDELAY
End
Body = StructureBody ModuleTag_05
MaxHealth = DWARVEN_EREBORTOWEREXPANSION_HEALTH
MaxHealthDamaged = DWARVEN_EREBORTOWEREXPANSION_HEALTH_DAMAGED
MaxHealthReallyDamaged = DWARVEN_EREBORTOWEREXPANSION_HEALTH_REALLY_DAMAGED
End
Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
DestructionDelay = 4000
End
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 = 89
End
Behavior = TerrainResourceBehavior ModuleTag_NewMoneyDeadSpot
Radius = 100 ; 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 = BuildingBehavior BuildingModuleTag
NightWindowName = WINDOW_N01
;FireWindowName = WINDOW_F01
;GlowWindowName = WINDOW_G01
End
Behavior = AIUpdateInterface ModuleTag_SoWeCanUseWeapon
AutoAcquireEnemiesWhenIdle = Yes
MoodAttackCheckRate = 250
End
Behavior = CastleMemberBehavior ModuleTag_CMB
End
Behavior = AttributeModifierUpgrade ModuleTag_Reinforced
TriggeredBy = Upgrade_DwarvenFortressDwarvenStonework
AttributeModifier = DwarvenStoneworkExpansion_Bonus
End
Behavior = ModelConditionUpgrade ModuleTag_ShowTheStones
TriggeredBy = Upgrade_DwarvenFortressDwarvenStonework
AddConditionFlags = UPGRADE_NUMENOR_STONEWORK
Permanent = Yes
End
Behavior = WeaponSetUpgrade ModuleTag_FlamingAttack ; Doesn't really use a weaponset swap, the swap is in the weapon itself. But this helps debugging more than a fake status bit upgrade
TriggeredBy = Upgrade_GoodFortressFlamingMunitions
End
Geometry = BOX
GeometryMajorRadius = 14.0
GeometryMinorRadius = 14.0
GeometryHeight = 125.0
GeometryOffset = X:-5 Y:0 Z:0
AdditionalGeometry = BOX
GeometryMajorRadius = 15.0
GeometryMinorRadius = 10.0
GeometryHeight = 50.0
GeometryOffset = X:-25 Y:0 Z:0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
GeometryContactPoint = X:23.624 Y:23.464 Z:0 Repair
GeometryContactPoint = X:22.954 Y:-16.306 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