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Text File  |  2006-01-31  |  9KB  |  287 lines

  1. //------------------------------------------------------------------------------------------
  2. // AKA:
  3. //    bunker expansion
  4. //    dormitory
  5. //
  6. Object DwarvenHallExpansion
  7.  
  8.     SelectPortrait = BPDFortress_Bunker
  9.  
  10.     // *** ART Parameters ***
  11.       
  12.     Draw = W3DScriptedModelDraw ModuleTag_Draw
  13.         OkToChangeModelColor    = Yes
  14.         UseStandardModelNames    = Yes
  15.         StaticModelLODMode        = Yes ;// Will append M or L to the skin name depending on GameLOD
  16.  
  17.         ExtraPublicBone    = ARROW_01
  18.         ExtraPublicBone    = ARROW_02
  19.         ExtraPublicBone    = ARROW_03
  20.         ExtraPublicBone    = ARROW_04
  21.         ExtraPublicBone    = ARROW_05
  22.         ExtraPublicBone    = ARROW_06
  23.         ExtraPublicBone    = ARROW_07
  24.         ExtraPublicBone    = ARROW_08
  25.         
  26.         DefaultModelConditionState
  27.             Model                = DBFGBunk
  28.             WeaponLaunchBone    = PRIMARY ARROW_
  29.         End
  30.  
  31.         ;//-- building being constructed   
  32.         ModelConditionState = UPGRADE_NUMENOR_STONEWORK ACTIVELY_BEING_CONSTRUCTED 
  33.             Model        = DBFGBunk_A
  34.             Texture        = DBFortress1.tga DBFortress_U.tga
  35.         End
  36.  
  37.         ModelConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
  38.             Model    = DBFGBunk_A
  39.             Texture = DBFortress1.tga DBFortress1_Snow.tga
  40.         End
  41.  
  42.         ModelConditionState   = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
  43.             Model               = DBFGBunk_A            
  44.         End
  45.         AnimationState        = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
  46.             Animation           = DBFGBunk_A
  47.                 AnimationName     = DBFGBunk_ASKL.DBFGBunk_ABLD
  48.                 AnimationMode     = MANUAL
  49.             End
  50.             ParticleSysBone = NONE BuildingContructDustExp
  51.             ParticleSysBone = NONE ExpDwarves
  52.             Flags                = START_FRAME_FIRST
  53.             StateName            = BeingConstructed
  54.                 BeginScript
  55.                     CurDrawablePlaySound("GondorBarracksBeginConstruction")
  56.                     CurDrawableHideSubObjectPermanently("V1")
  57.                     CurDrawableHideSubObjectPermanently("V2")
  58.                 EndScript
  59.             ParticleSysBone   = CONSTDUSTBONE01 BuildingContructDust FollowBone:Yes
  60.         End
  61.     
  62.         //---Damage States---
  63.         ModelConditionState  = DAMAGED
  64.             Model            = DBFGBunk            
  65.             Texture            = DBFortress1.tga DBFortress1_D.tga
  66.         End
  67.         AnimationState = DAMAGED
  68.             EnteringStateFX    = FX_BuildingDamaged
  69.         End
  70.  
  71.         ModelConditionState  = REALLYDAMAGED
  72.             Model            = DBFGBunk_D2                    
  73.         End
  74.         AnimationState    = REALLYDAMAGED
  75.             Animation    = DBFGBunk_ReallyDamaged
  76.                 AnimationName        = DBFGBunk_D2SKL.DBFGBunk_D2AN
  77.                 AnimationMode        = ONCE                
  78.             End            
  79.             EnteringStateFX    = FX_BuildingReallyDamaged
  80.         End
  81.  
  82.         ModelConditionState  = RUBBLE
  83.             Model            = DBFGBunk_D3            
  84.             ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  85.         End
  86.         AnimationState    = RUBBLE
  87.             Animation    = DBFGBunk_Rubble
  88.                 AnimationName        = DBFGBunk_D3SKL.DBFGBunk_D3AN
  89.                 AnimationMode        = ONCE                
  90.             End            
  91.             EnteringStateFX    = FX_BuildingReallyDamaged
  92.         End
  93.  
  94.         ModelConditionState  = POST_RUBBLE
  95.             Model         = None
  96.             ParticleSysBone NONE SmokeBuildingMediumRubble
  97.         End        
  98.         AnimationState = POST_RUBBLE
  99.         End
  100.  
  101.         ModelConditionState  = POST_COLLAPSE
  102.             Model         = None
  103.             ParticleSysBone NONE SmokeBuildingMediumRubble
  104.         End
  105.         AnimationState = POST_COLLAPSE
  106.         End   
  107.  
  108.         //---Stonework---
  109.         ModelConditionState = UPGRADE_NUMENOR_STONEWORK
  110.             Model        = DBFGBunk
  111.             Texture        = DBFortress1.tga DBFortress_U.tga
  112.         End
  113.            
  114.         //---Snow---
  115.         ModelConditionState = SNOW
  116.             Model    = DBFGBunk        
  117.             Texture = DBFortress1.tga DBFortress1_Snow.tga
  118.         End
  119.        
  120.     End
  121.  
  122.     Draw = W3DFloorDraw ModuleTag_DrawFloor    
  123.             StaticModelLODMode    = Yes        ;// THIS NEEDS TO BE COMMENTED OUT WHEN ENGINEERING ENABLES LOD'S IN THE FLOOR DRAW
  124.             ModelName            = DBFGBunk_Bib
  125.             WeatherTexture        = SNOWY GBWall_Bib_Snow.tga 
  126.     End
  127.  
  128.  
  129.     ;// ***DESIGN parameters ***
  130.     DisplayName         = OBJECT:DwarvenHallExpansion
  131.     Side                = Dwarves
  132.     EditorSorting       = STRUCTURE
  133.     ThreatLevel            = 1.0
  134.      
  135.     BuildCost           = DWARVEN_HALLEXPANSION_BUILDCOST
  136.     BuildTime           = DWARVEN_HALLEXPANSION_BUILDTIME
  137.     VisionRange         = VISION_BASE_DEFENSE
  138.      ShroudClearingRange = SHROUD_CLEAR_BASE_DEFENSE
  139.     BountyValue         = GONDOR_KEEP_BOUNTY_VALUE
  140.  
  141.     ArmorSet
  142.         Conditions            = None
  143.         Armor                = FortressExpansionArmor
  144.     End
  145.  
  146.     CommandSet            = DwarvenHallCommandSet
  147.  
  148.     ;// *** AUDIO Parameters ***
  149.  
  150.     #include "..\..\..\Includes\StandardBuildingEvaEvents.inc"
  151.  
  152.     VoiceSelect                        = DwarfHallExpansionSelect 
  153.     VoiceSelectUnderConstruction    = BuildingGoodVoiceSelectUnderConstruction
  154.  
  155.     SoundOnDamaged                    = BuildingLightDamageStone
  156.     SoundOnReallyDamaged            = BuildingHeavyDamageStone
  157.  
  158.     UnitSpecificSounds
  159.         UnderConstruction        = BuildingConstructionLoop  ;// Built first time
  160.         ; UnderRepairFromDamage    = NoSound                    ;// Repaired No animation on the building, so don't bother playing sound
  161.         UnderRepairFromRubble    = BuildingConstructionLoop    ;// Repaired from completely destroyed (not used???)
  162.     End 
  163.  
  164.     CampnessValue = CAMPNESS_FORTRESS_EXPANSION
  165.  
  166.     ;// *** ENGINEERING Parameters ***
  167.     RadarPriority       = STRUCTURE
  168.     KindOf              = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE NEED_BASE_FOUNDATION GARRISON CAN_ATTACK GARRISONABLE_UNTIL_DESTROYED
  169.  
  170.     Behavior            = GettingBuiltBehavior ModuleTag_04
  171.         WorkerName          = DwarvenWorkerNoSelect
  172.         SpawnTimer    = DEFAULT_STRUCTURE_HEALDELAY
  173.     End
  174.  
  175.     Body = StructureBody ModuleTag_05
  176.         MaxHealth                = DWARVEN_HALLEXPANSION_HEALTH
  177.         MaxHealthDamaged        = DWARVEN_HALLEXPANSION_HEALTH_DAMAGED
  178.         MaxHealthReallyDamaged    = DWARVEN_HALLEXPANSION_HEALTH_REALLY_DAMAGED
  179.     End    
  180.  
  181.     Behavior                  = BuildingBehavior BuildingModuleTag
  182.         NightWindowName         = WINDOW_N01
  183.     End
  184.  
  185.     Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
  186.         DestructionDelay  = 5000
  187.     End
  188.       
  189.     Behavior                  = StructureCollapseUpdate ModuleTag_StructureCollapseUpdate
  190.         MinCollapseDelay        = 000
  191.         MaxCollapseDelay        = 000
  192.         CollapseDamping         = .5
  193.         MaxShudder              = 0.6
  194.         MinBurstDelay           = 250
  195.         MaxBurstDelay           = 800
  196.         BigBurstFrequency       = 4
  197.         FXList                  = INITIAL   FX_StructureMediumCollapse
  198.         CollapseHeight            = 140
  199.     End
  200.  
  201.     Behavior = TerrainResourceBehavior ModuleTag_NewMoneyDeadSpot
  202.         Radius            = 100        ;// How far we try to claim ground
  203.         MaxIncome        = 0            ;// If we were to get all we wanted, how much we would earn.  Linear slope to 0 at 0% claim
  204.         IncomeInterval    = 999999    ;// How often (in msec) we give that much money
  205.         HighPriority    = Yes        ;// A high priority claim gets to pretend it was there first.
  206.         Visible = No         ;// Don't show decal when a resource building is selected.
  207.     End
  208.  
  209.     Behavior = CastleMemberBehavior ModuleTag_CMB
  210.     End
  211.  
  212.     Behavior = EvacuateDamage ModuleTag_evacuateDamage
  213.         WeaponThatCausesEvacuation  = MordorCatapultHumanHeads
  214.     End
  215.  
  216.     Behavior = HordeGarrisonContain ModuleTag_hordeGarrison
  217.         ObjectStatusOfContained            = UNSELECTABLE CAN_ATTACK ENCLOSED
  218.         ContainMax                      = 3
  219.         DamagePercentToUnits            = 0%
  220.         PassengerFilter                    = GENERIC_FACTION_GARRISONABLE
  221.         AllowEnemiesInside                = No
  222.         AllowAlliesInside                = No
  223.         AllowNeutralInside                = No
  224.         AllowOwnPlayerInsideOverride    = Yes
  225.         NumberOfExitPaths               = 1                                        ; Defaults to 1.  Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn
  226.         PassengerBonePrefix                = PassengerBone:ARROW_ KindOf:INFANTRY
  227.         EntryOffset                        = X:45.0 Y:0.0 Z:0.0
  228.         EntryPosition                    = X:25.0 Y:0.0 Z:0.0                    ; entry position needs to be offset from the root transform, otherwise fortress obscures point.
  229.         ExitOffset                        = X:45.0 Y:0.0 Z:0.0
  230.         ShowPips                        = No
  231.     End
  232.  
  233.     ;//-----HEALING CONTAINED UNITS--------------------------------------------------------------
  234.     Behavior = AutoHealBehavior ModuleTag_HealContained
  235.         StartsActive        = Yes
  236.         HealingAmount        = 10
  237.         HealingDelay        = 1000
  238.         AffectsContained    = Yes
  239.         NonStackable        = Yes
  240.     End
  241.     
  242.     ;//-----CONTAINED UNITS GET MORE EXPERIENCE--------------------------------------------------
  243.     Behavior = AttributeModifierAuraUpdate ModuleTag_ContainedGetExperience
  244.         StartsActive        = Yes
  245.         BonusName            = DwarvenFortressDwarvenHallBonus
  246.         AffectContainedOnly = Yes
  247.         RunWhileDead        = Yes
  248.         RefreshDelay        = 2000    ; 2 secs
  249.     End
  250.  
  251.     ;//-----COST MODIFIER------------------------------------------------------------------------
  252.     Behavior = CostModifierUpgrade ModuleTag_SlaughterCostModifier
  253.         LabelForPalantirString = GUI:SLAUGHTER_DISCOUNT
  254.         StartsActive    = Yes                    ;// Run on build complete, not upgrade
  255.         Slaughter        = Yes                    ;// affects the value returned from slaughtering our own guys.
  256.         Percentage        = 25%                    ;// less than 50% so that rounding up will be be accounted for.
  257.         Percentage        = 50%                    ;// full price.
  258.     End
  259.  
  260.     Behavior = AttributeModifierUpgrade ModuleTag_Reinforced
  261.         TriggeredBy                = Upgrade_DwarvenFortressDwarvenStonework
  262.         AttributeModifier        = DwarvenStoneworkExpansion_Bonus
  263.     End
  264.     Behavior = ModelConditionUpgrade ModuleTag_ShowTheStones
  265.         TriggeredBy            = Upgrade_DwarvenFortressDwarvenStonework        
  266.         AddConditionFlags    = UPGRADE_NUMENOR_STONEWORK
  267.         Permanent            = Yes
  268.     End
  269.  
  270.     Behavior = ProductionUpdate ModuleTag_UpgradeProducer
  271.     End
  272.  
  273.     Geometry              = BOX
  274.     GeometryMajorRadius   = 20.0
  275.     GeometryMinorRadius   = 20.0
  276.     GeometryHeight        = 60.0
  277.  
  278.     GeometryIsSmall       = No
  279.     
  280.     GeometryContactPoint = X:0        Y:0        Z:5    
  281.     GeometryContactPoint = X:0        Y:0        Z:112    Swoop
  282.     
  283.     Shadow                = SHADOW_VOLUME
  284.     BuildCompletion     = PLACED_BY_PLAYER
  285.  
  286. End
  287.