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data_ini_object_goodfaction_structures_dwarven_dwarvenhallexpansion.ini
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2006-01-31
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9KB
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287 lines
//------------------------------------------------------------------------------------------
// AKA:
// bunker expansion
// dormitory
//
Object DwarvenHallExpansion
SelectPortrait = BPDFortress_Bunker
// *** ART Parameters ***
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
DefaultModelConditionState
Model = DBFGBunk
WeaponLaunchBone = PRIMARY ARROW_
End
;//-- building being constructed
ModelConditionState = UPGRADE_NUMENOR_STONEWORK ACTIVELY_BEING_CONSTRUCTED
Model = DBFGBunk_A
Texture = DBFortress1.tga DBFortress_U.tga
End
ModelConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Model = DBFGBunk_A
Texture = DBFortress1.tga DBFortress1_Snow.tga
End
ModelConditionState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Model = DBFGBunk_A
End
AnimationState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Animation = DBFGBunk_A
AnimationName = DBFGBunk_ASKL.DBFGBunk_ABLD
AnimationMode = MANUAL
End
ParticleSysBone = NONE BuildingContructDustExp
ParticleSysBone = NONE ExpDwarves
Flags = START_FRAME_FIRST
StateName = BeingConstructed
BeginScript
CurDrawablePlaySound("GondorBarracksBeginConstruction")
CurDrawableHideSubObjectPermanently("V1")
CurDrawableHideSubObjectPermanently("V2")
EndScript
ParticleSysBone = CONSTDUSTBONE01 BuildingContructDust FollowBone:Yes
End
//---Damage States---
ModelConditionState = DAMAGED
Model = DBFGBunk
Texture = DBFortress1.tga DBFortress1_D.tga
End
AnimationState = DAMAGED
EnteringStateFX = FX_BuildingDamaged
End
ModelConditionState = REALLYDAMAGED
Model = DBFGBunk_D2
End
AnimationState = REALLYDAMAGED
Animation = DBFGBunk_ReallyDamaged
AnimationName = DBFGBunk_D2SKL.DBFGBunk_D2AN
AnimationMode = ONCE
End
EnteringStateFX = FX_BuildingReallyDamaged
End
ModelConditionState = RUBBLE
Model = DBFGBunk_D3
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
AnimationState = RUBBLE
Animation = DBFGBunk_Rubble
AnimationName = DBFGBunk_D3SKL.DBFGBunk_D3AN
AnimationMode = ONCE
End
EnteringStateFX = FX_BuildingReallyDamaged
End
ModelConditionState = POST_RUBBLE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
AnimationState = POST_RUBBLE
End
ModelConditionState = POST_COLLAPSE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
AnimationState = POST_COLLAPSE
End
//---Stonework---
ModelConditionState = UPGRADE_NUMENOR_STONEWORK
Model = DBFGBunk
Texture = DBFortress1.tga DBFortress_U.tga
End
//---Snow---
ModelConditionState = SNOW
Model = DBFGBunk
Texture = DBFortress1.tga DBFortress1_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 = DBFGBunk_Bib
WeatherTexture = SNOWY GBWall_Bib_Snow.tga
End
;// ***DESIGN parameters ***
DisplayName = OBJECT:DwarvenHallExpansion
Side = Dwarves
EditorSorting = STRUCTURE
ThreatLevel = 1.0
BuildCost = DWARVEN_HALLEXPANSION_BUILDCOST
BuildTime = DWARVEN_HALLEXPANSION_BUILDTIME
VisionRange = VISION_BASE_DEFENSE
ShroudClearingRange = SHROUD_CLEAR_BASE_DEFENSE
BountyValue = GONDOR_KEEP_BOUNTY_VALUE
ArmorSet
Conditions = None
Armor = FortressExpansionArmor
End
CommandSet = DwarvenHallCommandSet
;// *** AUDIO Parameters ***
#include "..\..\..\Includes\StandardBuildingEvaEvents.inc"
VoiceSelect = DwarfHallExpansionSelect
VoiceSelectUnderConstruction = BuildingGoodVoiceSelectUnderConstruction
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
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 GARRISON CAN_ATTACK GARRISONABLE_UNTIL_DESTROYED
Behavior = GettingBuiltBehavior ModuleTag_04
WorkerName = DwarvenWorkerNoSelect
SpawnTimer = DEFAULT_STRUCTURE_HEALDELAY
End
Body = StructureBody ModuleTag_05
MaxHealth = DWARVEN_HALLEXPANSION_HEALTH
MaxHealthDamaged = DWARVEN_HALLEXPANSION_HEALTH_DAMAGED
MaxHealthReallyDamaged = DWARVEN_HALLEXPANSION_HEALTH_REALLY_DAMAGED
End
Behavior = BuildingBehavior BuildingModuleTag
NightWindowName = WINDOW_N01
End
Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
DestructionDelay = 5000
End
Behavior = StructureCollapseUpdate ModuleTag_StructureCollapseUpdate
MinCollapseDelay = 000
MaxCollapseDelay = 000
CollapseDamping = .5
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 800
BigBurstFrequency = 4
FXList = INITIAL FX_StructureMediumCollapse
CollapseHeight = 140
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 = CastleMemberBehavior ModuleTag_CMB
End
Behavior = EvacuateDamage ModuleTag_evacuateDamage
WeaponThatCausesEvacuation = MordorCatapultHumanHeads
End
Behavior = HordeGarrisonContain ModuleTag_hordeGarrison
ObjectStatusOfContained = UNSELECTABLE CAN_ATTACK ENCLOSED
ContainMax = 3
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
EntryOffset = X:45.0 Y:0.0 Z:0.0
EntryPosition = X:25.0 Y:0.0 Z:0.0 ; entry position needs to be offset from the root transform, otherwise fortress obscures point.
ExitOffset = X:45.0 Y:0.0 Z:0.0
ShowPips = No
End
;//-----HEALING CONTAINED UNITS--------------------------------------------------------------
Behavior = AutoHealBehavior ModuleTag_HealContained
StartsActive = Yes
HealingAmount = 10
HealingDelay = 1000
AffectsContained = Yes
NonStackable = Yes
End
;//-----CONTAINED UNITS GET MORE EXPERIENCE--------------------------------------------------
Behavior = AttributeModifierAuraUpdate ModuleTag_ContainedGetExperience
StartsActive = Yes
BonusName = DwarvenFortressDwarvenHallBonus
AffectContainedOnly = Yes
RunWhileDead = Yes
RefreshDelay = 2000 ; 2 secs
End
;//-----COST MODIFIER------------------------------------------------------------------------
Behavior = CostModifierUpgrade ModuleTag_SlaughterCostModifier
LabelForPalantirString = GUI:SLAUGHTER_DISCOUNT
StartsActive = Yes ;// Run on build complete, not upgrade
Slaughter = Yes ;// affects the value returned from slaughtering our own guys.
Percentage = 25% ;// less than 50% so that rounding up will be be accounted for.
Percentage = 50% ;// full price.
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 = ProductionUpdate ModuleTag_UpgradeProducer
End
Geometry = BOX
GeometryMajorRadius = 20.0
GeometryMinorRadius = 20.0
GeometryHeight = 60.0
GeometryIsSmall = No
GeometryContactPoint = X:0 Y:0 Z:5
GeometryContactPoint = X:0 Y:0 Z:112 Swoop
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
End