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Text File  |  2006-01-31  |  8KB  |  257 lines

  1. ;------------------------------------------------------------------------------------------
  2. ;Gondor Sentry Tower
  3. Object DwarvenEreborTowerTowerExpansion
  4.  
  5.     SelectPortrait = BPDFortress_AxeTower
  6.  
  7.       ; *** ART Parameters ***
  8.     ButtonImage = BRBattleTower
  9.       
  10.     ; *** ART Parameters ***
  11.     Draw = W3DScriptedModelDraw ModuleTag_Draw
  12.  
  13.         ExtraPublicBone    = ARROW_01
  14.         ExtraPublicBone    = ARROW_02
  15.         ExtraPublicBone    = ARROW_03
  16.         ExtraPublicBone    = ARROW_04
  17.         ExtraPublicBone    = ARROW_05
  18.         ExtraPublicBone    = ARROW_06
  19.         ExtraPublicBone    = ARROW_07
  20.         ExtraPublicBone    = ARROW_08
  21.         ExtraPublicBone    = ARROW_09
  22.         ExtraPublicBone    = ARROW_10
  23.         ExtraPublicBone    = ARROW_11
  24.         ExtraPublicBone    = ARROW_12
  25.  
  26.  
  27.         OkToChangeModelColor    = Yes
  28.         UseStandardModelNames    = Yes
  29.         StaticModelLODMode        = Yes // Will append M or L to the skin name depending on GameLOD
  30.         
  31.         DefaultModelConditionState
  32.             Model = DBFTower
  33.             WeaponLaunchBone =   PRIMARY ARROW_
  34.         End
  35.  
  36.         //Buildup
  37.         ModelConditionState = UPGRADE_NUMENOR_STONEWORK ACTIVELY_BEING_CONSTRUCTED 
  38.             Model        = DBFTower_A
  39.             Texture        = DBFortress1.tga DBFortress_U.tga
  40.         End
  41.  
  42.         ModelConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
  43.             Model    = DBFTower_A        
  44.             Texture = DBFortress1.tga DBFortress1_Snow.tga
  45.         End 
  46.  
  47.         ModelConditionState   = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
  48.             Model               = DBFTower_A            
  49.         End
  50.         
  51.         AnimationState        = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
  52.             Animation           = DBFDoor_DRA
  53.                 AnimationName     = DBFTower_ASKL.DBFTower_ABLD
  54.                 AnimationMode     = MANUAL
  55.             End
  56.             Flags                  = START_FRAME_FIRST
  57.             ParticleSysBone = NONE BuildingContructDustExp
  58.             ParticleSysBone = NONE ExpDwarves
  59.             BeginScript
  60.                 CurDrawablePlaySound("GondorBarracksBeginConstruction")
  61.             EndScript
  62.         End
  63.  
  64.         //---Damage States---
  65.         ModelConditionState  = DAMAGED
  66.             Model       = DBFTower
  67.             Texture        = DBFortress1.tga DBFortress1_D.tga
  68.         End
  69.         AnimationState = DAMAGED
  70.             EnteringStateFX    = FX_BuildingDamaged
  71.         End
  72.  
  73.         ModelConditionState  = REALLYDAMAGED
  74.             Model            = DBFTower_D2                    
  75.         End
  76.         AnimationState    = REALLYDAMAGED
  77.             Animation    = DBFTower_ReallyDamaged
  78.                 AnimationName        = DBFTower_D2SKL.DBFTower_D2AN
  79.                 AnimationMode        = ONCE                
  80.             End            
  81.             EnteringStateFX    = FX_BuildingReallyDamaged
  82.         End
  83.  
  84.         ModelConditionState  = RUBBLE
  85.             Model            = DBFTower_D3            
  86.             ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  87.         End
  88.         AnimationState    = RUBBLE
  89.             Animation    = DBFTower_Rubble
  90.                 AnimationName        = DBFTower_D3SKL.DBFTower_D3AN
  91.                 AnimationMode        = ONCE                
  92.             End            
  93.             EnteringStateFX    = FX_BuildingReallyDamaged
  94.         End
  95.  
  96.         //---Stonework---
  97.         ModelConditionState = UPGRADE_NUMENOR_STONEWORK
  98.             Model        = DBFTower
  99.             Texture        = DBFortress1.tga DBFortress_U.tga
  100.         End
  101.         
  102.         //---Snow---
  103.         ModelConditionState = SNOW
  104.             Model    = DBFTower        
  105.             Texture = DBFortress1.tga DBFortress1_Snow.tga
  106.         End 
  107.                 
  108.     End
  109.  
  110.       Draw = W3DFloorDraw ModuleTag_DrawFloor    
  111. ;        StaticModelLODMode    = yes ; Will append M or L to the skin name depending on GameLOD
  112.           ModelName            = DBFTower_Bib
  113.           WeatherTexture        = SNOWY GBWall_Bib_Snow.tga
  114.     End
  115.     
  116.     //  PlacementViewAngle  = 0
  117.  
  118.     // ***DESIGN parameters ***
  119.     DisplayName         = OBJECT:DwarvenEreborTowerTowerExpansion
  120.     Side                = Men
  121.     EditorSorting       = STRUCTURE
  122.     ThreatLevel         = 11.0
  123.     IsTrainable            = No
  124.      
  125.     BuildCost           = DWARVEN_EREBORTOWEREXPANSION_BUILDCOST
  126.     BuildTime           = DWARVEN_EREBORTOWEREXPANSION_BUILDTIME
  127.     VisionRange         = VISION_BASE_DEFENSE
  128.      ShroudClearingRange = SHROUD_CLEAR_BASE_DEFENSE
  129.  
  130.     CommandSet = SellableCommandSet
  131.     ArmorSet
  132.         Conditions        = None
  133.         Armor             = FortressExpansionArmor
  134.         ;DamageFX          = StructureDamageFXNoShake
  135.     End
  136.  
  137.     WeaponSet
  138.         Conditions            = None
  139.         Weapon                = PRIMARY FortressStructureAxeWeapon
  140.         AutoChooseSources    = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
  141.     End
  142.     
  143.     //*** AUDIO Parameters ***
  144.  
  145.     #include "..\..\..\Includes\StandardBuildingEvaEvents.inc"
  146.  
  147.     VoiceSelect                = DwarfTowerExpansionSelect
  148.  
  149.     SoundOnDamaged            = BuildingLightDamageStone
  150.     SoundOnReallyDamaged    = BuildingHeavyDamageStone
  151.  
  152.     VoiceSelectUnderConstruction    = BuildingGoodVoiceSelectUnderConstruction
  153.  
  154.     UnitSpecificSounds
  155.         UnderConstruction        = BuildingConstructionLoop  ; Built first time
  156.         ; UnderRepairFromDamage    = NoSound                    ; Repaired No animation on the building, so don't bother playing sound
  157.         UnderRepairFromRubble    = BuildingConstructionLoop    ; Repaired from completely destroyed (not used???)
  158.     End
  159.     CampnessValue = CAMPNESS_FORTRESS_EXPANSION
  160.  
  161.  
  162.     ; *** ENGINEERING Parameters ***
  163.  
  164.     RadarPriority       = STRUCTURE
  165.     KindOf              = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE NEED_BASE_FOUNDATION CAN_ATTACK FS_BASE_DEFENSE MADE_OF_STONE
  166.      
  167.     Behavior            = GettingBuiltBehavior ModuleTag_04
  168.         WorkerName          = DwarvenWorkerNoSelect
  169.         SpawnTimer    = DEFAULT_STRUCTURE_HEALDELAY
  170.     End
  171.  
  172.     Body                      = StructureBody ModuleTag_05
  173.         MaxHealth               = DWARVEN_EREBORTOWEREXPANSION_HEALTH
  174.         MaxHealthDamaged        = DWARVEN_EREBORTOWEREXPANSION_HEALTH_DAMAGED
  175.         MaxHealthReallyDamaged  = DWARVEN_EREBORTOWEREXPANSION_HEALTH_REALLY_DAMAGED
  176.     End
  177.  
  178.     Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
  179.         DestructionDelay  = 4000
  180.     End
  181.       
  182.     Behavior                  = StructureCollapseUpdate ModuleTag_StructureCollapseUpdate 
  183.         MinCollapseDelay        = 000
  184.         MaxCollapseDelay        = 000
  185.         CollapseDamping         = .5
  186.         MaxShudder              = 0.6
  187.         MinBurstDelay           = 250
  188.         MaxBurstDelay           = 800
  189.         BigBurstFrequency       = 4
  190.         FXList                  = INITIAL   FX_StructureMediumCollapse
  191.         FXList                  = ALMOST_FINAL  FX_StructureAlmostCollapse
  192.         DestroyObjectWhenDone    = Yes
  193.         CollapseHeight            = 89
  194.     End
  195.     
  196.     Behavior = TerrainResourceBehavior ModuleTag_NewMoneyDeadSpot
  197.         Radius = 100        ; How far we try to claim ground
  198.         MaxIncome = 0    ; If we were to get all we wanted, how much we would earn.  Linear slope to 0 at 0% claim
  199.         IncomeInterval = 999999    ; How often (in msec) we give that much money
  200.         HighPriority = Yes ; A high priority claim gets to pretend it was there first.
  201.         Visible = No         ;// Don't show decal when a resource building is selected.
  202.     End
  203.  
  204.  
  205.     Behavior                  = BuildingBehavior BuildingModuleTag
  206.         NightWindowName         = WINDOW_N01
  207.         ;FireWindowName          = WINDOW_F01
  208.         ;GlowWindowName        = WINDOW_G01
  209.     End
  210.  
  211.     Behavior = AIUpdateInterface ModuleTag_SoWeCanUseWeapon
  212.         AutoAcquireEnemiesWhenIdle    = Yes
  213.         MoodAttackCheckRate            = 250
  214.     End
  215.  
  216.     Behavior = CastleMemberBehavior ModuleTag_CMB
  217.     End 
  218.  
  219.     Behavior = AttributeModifierUpgrade ModuleTag_Reinforced
  220.         TriggeredBy                = Upgrade_DwarvenFortressDwarvenStonework
  221.         AttributeModifier        = DwarvenStoneworkExpansion_Bonus
  222.     End
  223.     Behavior = ModelConditionUpgrade ModuleTag_ShowTheStones
  224.         TriggeredBy            = Upgrade_DwarvenFortressDwarvenStonework        
  225.         AddConditionFlags    = UPGRADE_NUMENOR_STONEWORK
  226.         Permanent            = Yes
  227.     End
  228.  
  229.     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
  230.         TriggeredBy                = Upgrade_GoodFortressFlamingMunitions
  231.     End
  232.  
  233.     Geometry                = BOX
  234.     GeometryMajorRadius        = 14.0
  235.     GeometryMinorRadius        = 14.0
  236.     GeometryHeight            = 125.0    
  237.     GeometryOffset            = X:-5 Y:0 Z:0
  238.     
  239.     AdditionalGeometry        = BOX
  240.     GeometryMajorRadius        = 15.0
  241.     GeometryMinorRadius        = 10.0
  242.     GeometryHeight            = 50.0    
  243.     GeometryOffset            = X:-25 Y:0 Z:0
  244.     
  245.     GeometryIsSmall       = No
  246.     Shadow                = SHADOW_VOLUME
  247.     BuildCompletion     = PLACED_BY_PLAYER
  248.     
  249.     GeometryContactPoint = X:23.624        Y:23.464    Z:0            Repair
  250.     GeometryContactPoint = X:22.954        Y:-16.306    Z:0            Repair
  251.     GeometryContactPoint = X:22.954        Y:15.951    Z:0
  252.     GeometryContactPoint = X:5.435        Y:-23.279    Z:0
  253.     GeometryContactPoint = X:-0.459        Y:-0.275    Z:116.828    Swoop
  254.  
  255. End
  256.  
  257.