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Text File  |  2006-01-31  |  16KB  |  498 lines

  1. ;------------------------------------------------------------------------------
  2. ;Elven Forge/Blacksmith/Armory
  3. Object DwarvenSiegeWorks
  4.  
  5.     SelectPortrait = BPDForgeWorks
  6.  
  7.     Draw = W3DScriptedModelDraw ModuleTag_Draw
  8.         OkToChangeModelColor  = Yes
  9.         UseStandardModelNames = Yes
  10.         StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD
  11.         
  12.         ExtraPublicBone = ARROW01
  13.         ExtraPublicBone = ARROW02
  14.         ExtraPublicBone = ARROW03
  15.         ExtraPublicBone = ARROW04
  16.         
  17.         DefaultModelConditionState
  18.             Model = DBForge
  19.             WeaponLaunchBone = PRIMARY ARROW 
  20.     ;        ParticleSysBone     = Smoke01 DwfForgeSmoke02 Followbone:YES
  21.         End
  22.  
  23.         ;//    Animation state for build placement cursor
  24.         AnimationState = BUILD_PLACEMENT_CURSOR
  25.             BeginScript
  26.                 CurDrawableHideSubObject("N_Window")
  27.                 CurDrawableHideSubObject("N_Glow")
  28.                    CurDrawableHideSubObject("Anvil")
  29.                    CurDrawableHideSubObject("V2")
  30.             EndScript
  31.         End
  32.         
  33.         ;//    Animation state for phantom structure
  34.         AnimationState = PHANTOM_STRUCTURE
  35.             BeginScript
  36.                 CurDrawableHideSubObject("N_Window")
  37.                 CurDrawableHideSubObject("N_Glow")
  38.                    CurDrawableHideSubObject("Anvil")
  39.                    CurDrawableHideSubObject("V2")
  40.             EndScript
  41.         End
  42.             
  43.         IdleAnimationState
  44.         ParticleSysBone     = Smoke01 DwfForgeSmoke02 Followbone:YES
  45.     End
  46.     
  47.  
  48.         ;------------ New Build Up States coming soon. 
  49.         ModelConditionState = SNOW AWAITING_CONSTRUCTION
  50.             Model    = DBForge_A        
  51.             Texture = DBForge.tga DBForge_Snow.tga
  52.             Texture = dwarvenforge01.tga dwarvenforge01_snow.tga
  53.             Texture = DBStoneA.tga DBStoneA_Snow.tga
  54.             Texture = DBFortress1.tga DBFortress1_Snow.tga
  55.         End 
  56.         ModelConditionState   = AWAITING_CONSTRUCTION 
  57.             Model               = DBForge_A
  58.     ;        ParticleSysBone      = NONE BuildingDoughnutCloud
  59.         End
  60.         AnimationState        = AWAITING_CONSTRUCTION
  61.             Animation           =  DBForge_A
  62.                 AnimationName     =  DBForge_ASKL.DBForge_ABLD
  63.                 AnimationMode     = MANUAL
  64.                 AnimationBlendTime = 0
  65.             End
  66.             Flags                  = START_FRAME_FIRST
  67.             ;BeginScript
  68.             ;    CurDrawablePlaySound("GondorBarracksBeginConstruction")
  69.             ;EndScript
  70.         End
  71.  
  72.         ModelConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
  73.             Model    = DBForge_A        
  74.             Texture = DBForge.tga DBForge_Snow.tga
  75.             Texture = dwarvenforge01.tga dwarvenforge01_snow.tga
  76.             Texture = DBStoneA.tga DBStoneA_Snow.tga
  77.             Texture = DBFortress1.tga DBFortress1_Snow.tga
  78.         End 
  79.         ModelConditionState   = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
  80.             Model               = DBForge_A
  81.         End
  82.         AnimationState        = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
  83.             Animation           = DBForge_A
  84.                 AnimationName     = DBForge_ASKL.DBForge_ABLD
  85.                 AnimationMode     = MANUAL
  86.                 AnimationBlendTime = 0
  87.             End
  88.             Flags                  = START_FRAME_FIRST
  89.             StateName              = BeingConstructed
  90.             BeginScript
  91.                 CurDrawablePlaySound("GondorBarracksBeginConstruction")
  92.             EndScript
  93.             ParticleSysBone   = CONSTDUSTBONE01 BuildingContructDust FollowBone:Yes
  94.         End
  95.  
  96.  
  97.       ;--damaged building
  98.  
  99.     ModelConditionState  = DAMAGED
  100.       Model         = DBForge_D1
  101.         ParticleSysBone FireSmall01 FireBuildingLarge
  102.         ParticleSysBone FireSmall02 FireBuildingMedium
  103.         ParticleSysBone FireSmall03 FireBuildingMedium
  104.         ParticleSysBone FireSmall04 FireBuildingSmall
  105.         ParticleSysBone FireSmall05 SmokeBuildingLarge
  106.     End
  107.     AnimationState = DAMAGED
  108.         EnteringStateFX    = FX_BuildingDamaged
  109.     End
  110.  
  111.     ModelConditionState  = REALLYDAMAGED
  112.       Model         = DBForge_D2
  113.         ParticleSysBone FireSmall01 FireBuildingLarge
  114.         ParticleSysBone FireSmall02 FireBuildingLarge
  115.         ParticleSysBone FireSmall03 FireBuildingMedium
  116.         ParticleSysBone FireSmall04 SmokeBuildingLarge
  117.         ParticleSysBone FireSmall05 SmokeBuildingLarge
  118.     End
  119.     AnimationState = REALLYDAMAGED
  120.           Animation                =    RubbleAnimation
  121.             AnimationName        =    DBForge_D2SK.DBForge_D2AN
  122.             AnimationMode        =    ONCE
  123.           End
  124.         EnteringStateFX    = FX_BuildingReallyDamaged
  125.     End
  126.  
  127.     ModelConditionState  = RUBBLE
  128.       Model         = DBForge_D3
  129.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  130.     End
  131.     
  132.     AnimationState = RUBBLE
  133.           Animation                =    RubbleAnimation
  134.             AnimationName        =    DBForge_D3SK.DBForge_D3AN
  135.             AnimationMode        =    ONCE
  136.           End
  137.       EnteringStateFX    = FX_StructureMediumCollapse
  138.     End
  139.  
  140.     ModelConditionState  = POST_RUBBLE
  141.       Model         = None
  142.         ParticleSysBone NONE SmokeBuildingMediumRubble
  143.     End
  144.  
  145.     ModelConditionState  = POST_COLLAPSE
  146.       Model         = None
  147.         ParticleSysBone NONE SmokeBuildingMediumRubble
  148.     End  
  149.           
  150.  
  151.     ModelConditionState = SNOW
  152.         Model    = DBForge        
  153.         Texture = DBForge.tga DBForge_Snow.tga
  154.         Texture = dwarvenforge01.tga dwarvenforge01_snow.tga
  155.         Texture = DBStoneA.tga DBStoneA_Snow.tga
  156.         Texture = DBMineA.tga DBMineA_Snow.tga
  157.         Texture = DBFortress1.tga DBFortress1_Snow.tga
  158.     End              
  159.         
  160.     End
  161.  
  162.  
  163.  
  164.     Draw = W3DScriptedModelDraw ModuleTag_DrawDoor
  165.         OkToChangeModelColor  = Yes
  166.         ;UseStandardModelNames = Yes
  167.         StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD
  168.                  
  169.         DefaultModelConditionState
  170.             Model = DBForgeDr_SKN
  171.         End
  172.         
  173.         IdleAnimationState 
  174.             Animation           = IDLE
  175.                 AnimationName     = DBForgeDoor_SKL.DBForgeDoor_CL
  176.                 AnimationMode     = LOOP
  177.             End
  178.             Flags                  = START_FRAME_FIRST
  179.         End
  180.         
  181.         AnimationState        = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
  182.             Animation           = GBFDoor_DRA
  183.                 AnimationName     = DBForgeDoor_SKL.DBForgeDoor_BLD
  184.                 AnimationMode     = MANUAL
  185.             End
  186.             Flags                  = START_FRAME_FIRST
  187.         End
  188.          
  189.         
  190.         AnimationState            =    DOOR_1_OPENING
  191.             Animation           =    DBForgeDoor_OPN
  192.                 AnimationName   =    DBForgeDoor_SKL.DBForgeDoor_OPN
  193.                 AnimationMode   =    ONCE    
  194.                 AnimationBlendTime = 0
  195.             End
  196.         ;    Flags                =    START_FRAME_FIRST
  197.             ParticleSysBone     = None DwfSiegeDoorOpen Followbone:YES
  198.         End 
  199.        
  200.            AnimationState            =    DOOR_1_WAITING_OPEN
  201.             Animation           =    DBForgeDoor_OP
  202.                 AnimationName   =    DBForgeDoor_SKL.DBForgeDoor_OP
  203.                 AnimationMode   =    LOOP    
  204.                 AnimationBlendTime = 0
  205.             End
  206.             Flags            = START_FRAME_FIRST
  207.             ParticleSysBone     = None DwfSiegeDoorOpen Followbone:YES
  208.         End   
  209.  
  210.  
  211.            AnimationState            =    DOOR_1_CLOSING
  212.             Animation           =    DBForgeDoor_CLS
  213.                 AnimationName   =    DBForgeDoor_SKL.DBForgeDoor_CLS
  214.                 AnimationMode   =    ONCE
  215.                 AnimationBlendTime = 0
  216.             End
  217.         ;    Flags                =    START_FRAME_FIRST
  218.         End   
  219.        
  220.           AnimationState            =    DOOR_1_CLOSING
  221.             Animation           =    DBForgeDoor_CLS
  222.                 AnimationName   =    DBForgeDoor_SKL.DBForgeDoor_CLS
  223.                 AnimationMode   =    ONCE
  224.                 AnimationBlendTime = 0
  225.             End
  226.         ;    Flags                =    START_FRAME_FIRST
  227.         End   
  228.        
  229.  
  230.         ModelConditionState        = POST_RUBBLE
  231.             Model                = None
  232.         End
  233.  
  234.         ModelConditionState        = POST_COLLAPSE
  235.             Model                = None
  236.         End
  237.       
  238.     End
  239.  
  240.  
  241.  
  242.     Draw = W3DFloorDraw DrawFloorV1    
  243.         StaticModelLODMode = Yes        ; THIS NEEDS TO BE COMMENTED OUT WHEN ENGINEERING ENABLES LOD'S IN THE FLOOR DRAW 
  244.         ModelName = DBForge_Bib
  245.         WeatherTexture        = SNOWY dwarvenforge_bib_snow.tga
  246.           HideIfModelConditions    =    AWAITING_CONSTRUCTION
  247.           HideIfModelConditions    =    PARTIALLY_CONSTRUCTED
  248.     End
  249.     
  250. ;    Draw = W3DFloorDraw DrawFloorV2    
  251. ;        ModelName = MBOrcpit_V1
  252. ;        StartHidden = Yes
  253. ;    End
  254.  
  255.     Draw = W3DScriptedModelDraw ModuleTag_Draw_HCBanner
  256.         OkToChangeModelColor  = Yes
  257.         DefaultModelConditionState
  258.             Model = DBHCforge
  259.         End
  260.         MultiPlayerOnly = Yes 
  261.     End 
  262.     
  263.   PlacementViewAngle  = 45
  264.  
  265.   ; ***DESIGN parameters ***
  266.   DisplayName         = OBJECT:DwarvenForgeWorks
  267.   Description           = OBJECT:DwarvenForgeWorksDescription
  268.  
  269.   Side                = Dwarves
  270.   EditorSorting       = STRUCTURE
  271.   ThreatLevel = 1.0
  272.  
  273.   CommandSet          = DwarvenForgeWorksCommandSet
  274.   BuildCost           = GONDOR_WORKSHOP_BUILDCOST
  275.   BuildTime           = GONDOR_WORKSHOP_BUILDTIME
  276.   BountyValue         = GONDOR_WORKSHOP_BOUNTY_VALUE
  277.   VisionRange         = 160.0          ; Shroud clearing distance
  278.   ShroudClearingRange = GONDOR_WORKSHOP_SHROUD_CLEAR
  279.  
  280.     WeaponSet
  281.         Conditions            = None
  282.     End
  283.  
  284.     WeaponSet
  285.         Conditions            = PLAYER_UPGRADE
  286.         Weapon                = PRIMARY StructureAxeWeapon
  287.         AutoChooseSources    = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
  288.     End
  289.  
  290.     
  291.   ArmorSet
  292.     Conditions        = None
  293.     Armor             = StructureArmor
  294.     ;DamageFX          = StructureDamageFXNoShake
  295.   End
  296.  
  297.  
  298.   ; *** AUDIO Parameters ***
  299.  
  300.     #include "..\..\..\Includes\StandardBuildingEvaEvents.inc"
  301.  
  302.     VoiceFullyCreated                = EVA:ForgeWorksComplete
  303.     VoiceSelect                        = DwarvenForgeWorksSelect
  304.     VoiceSelectUnderConstruction    = BuildingGoodVoiceSelectUnderConstruction
  305.  
  306.     SoundAmbientDamaged                = BuildingDamageFireMediumLoop
  307.     SoundAmbientReallyDamaged        = BuildingDamageFireMediumLoop
  308.     SoundOnDamaged                    = BuildingLightDamageStone
  309.     SoundOnReallyDamaged            = BuildingHeavyDamageStone
  310.  
  311.     UnitSpecificSounds
  312.         UnderConstruction        = BuildingConstructionLoop  ; Built first time
  313.         ; UnderRepairFromDamage    = NoSound                    ; Repaired No animation on the building, so don't bother playing sound
  314.         UnderRepairFromRubble    = BuildingConstructionLoop    ; Repaired from completely destroyed (not used???)
  315.     End
  316.  
  317.     ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
  318.         MaxUpdateRangeCap = 800
  319.         AnimationSound = Sound:StatueHeroicBuildStoneDebris2 Animation:DBFORGE_ASKL.DBFORGE_ABLD Frames:190
  320.         AnimationSound = Sound:StatueHeroicBuildStoneDebris1 Animation:DBFORGE_ASKL.DBFORGE_ABLD Frames:210
  321.     End
  322.  
  323.     ; *** ENGINEERING Parameters ***
  324.  
  325.     RadarPriority       = STRUCTURE
  326.     KindOf              = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE NEED_BASE_FOUNDATION AUTO_RALLYPOINT FS_FACTORY LIVING_WORLD_BUILDING_MIRROR
  327.      
  328.     Behavior            = GettingBuiltBehavior GetBuiltBehaviorTag
  329.         WorkerName          = DwarvenWorkerNoSelect
  330.         SpawnTimer    = DEFAULT_STRUCTURE_HEALDELAY
  331.     End
  332.  
  333.     Body                        = StructureBody ModuleTag_05
  334.         MaxHealth                     = GONDOR_WORKSHOP_HEALTH
  335.         MaxHealthDamaged              = GONDOR_WORKSHOP_HEALTH_DAMAGED
  336.         MaxHealthReallyDamaged           = GONDOR_WORKSHOP_HEALTH_REALLY_DAMAGED
  337.     End
  338.   
  339.  
  340.  
  341.     Behavior = RefundDie ModuleTag_refund
  342.         UpgradeRequired = Upgrade_MarketplaceUpgradeDefiance
  343.         BuildingRequired = ANY +GondorMarketPlace
  344.         RefundPercent = 50%
  345.     End
  346.  
  347.     Behavior                  = StructureCollapseUpdate ModuleTag_06
  348.         MinCollapseDelay        = 000
  349.         MaxCollapseDelay        = 000
  350.         CollapseDamping         = .5
  351.         MaxShudder              = 0.6
  352.         MinBurstDelay           = 250
  353.         MaxBurstDelay           = 800
  354.         BigBurstFrequency       = 4
  355.         FXList                  = INITIAL   FX_StructureMediumCollapse
  356.         FXList                  = ALMOST_FINAL  FX_StructureAlmostCollapse
  357.         DestroyObjectWhenDone    = Yes
  358.         CollapseHeight            = 120
  359.     End
  360.  
  361.     Behavior = AIUpdateInterface ModuleTag_SoWeCanUseWeapon
  362.         AutoAcquireEnemiesWhenIdle    = Yes
  363.         MoodAttackCheckRate            = 250
  364.     End
  365.  
  366.     Behavior = SubObjectsUpgrade ModuleTag_HideAll
  367.         TriggeredBy        = Upgrade_StructureLevel1    
  368.         HideSubObjects    = Anvil V2
  369.     End
  370.  
  371.     Behavior = SubObjectsUpgrade ModuleTag_ShowWallsAndFlag
  372.         TriggeredBy        = Upgrade_StructureLevel2
  373.         HideSubObjects    = Anvil V2 
  374.         UpgradeTexture    = dwarvenforge01.TGA 0 dwarvenforge02.TGA
  375.         RecolorHouse    = Yes
  376.     End
  377.  
  378.     Behavior = SubObjectsUpgrade ModuleTag_ShowTowersAndHideFlag
  379.         TriggeredBy        = Upgrade_StructureLevel3
  380.         ShowSubObjects    = V2
  381.         HideSubObjects    = Anvil 
  382.     End
  383.  
  384.       Behavior = WeaponSetUpgrade ModuleTag_ThirdLevelBuildingArrows
  385.         TriggeredBy        = Upgrade_StructureLevel3
  386.         ConflictsWith    = Upgrade_EasyAIMultiPlayer
  387.     End
  388.      
  389.     Behavior = ProductionUpdate ProductionUpdateModuleTag
  390.         ;;;UnitPreparationTime =8000;;;;;;;;;; 8.0 second prep needs to be set in THingTemplate, for Trebuchet, now
  391.         GiveNoXP                                = Yes
  392.         NumDoorAnimations            =    1
  393.         DoorOpeningTime              =    7000  ;in mSeconds how long you want doors to be in open state
  394.         DoorWaitOpenTime             =    6000  ;in mSeconds time the door stays open, so units can exit
  395.         DoorCloseTime                =    7000  ;in mSeconds how long you want doors to be in open state
  396.         ConstructionCompleteDuration = 0  ;in mSeconds   wait time so if you have multiple units they don't run over each other
  397.     End
  398.  
  399.     Behavior = QueueProductionExitUpdate QueueProductionModuleTag
  400.         UnitCreatePoint        = X:0.0 Y:-80.0    Z:0.0
  401.         NaturalRallyPoint    = X:0.0 Y:-80.0    Z:0.0
  402.         PlacementViewAngle    = 270
  403.         ExitDelay            = 50
  404.     End
  405.     
  406.     Behavior = LevelUpUpgrade ModuleTag_LevelUpDwarvenForgeWorksLevel2
  407.         TriggeredBy        = Upgrade_DwarvenForgeWorksLevel2
  408.         LevelsToGain    = 1
  409.         LevelCap        = 3
  410.     End
  411.  
  412.     Behavior = LevelUpUpgrade ModuleTag_LevelUpDwarvenForgeWorksLevel3
  413.         TriggeredBy        = Upgrade_DwarvenForgeWorksLevel3
  414.         LevelsToGain    = 1
  415.         LevelCap        = 3
  416.     End
  417.  
  418.     Behavior = CommandSetUpgrade ModuleTag_DwarvenForgeWorksLevel2CommandSet
  419.         TriggeredBy        = Upgrade_DwarvenForgeWorksLevel2
  420.         ConflictsWith    = Upgrade_DwarvenForgeWorksLevel3
  421.         CommandSet        = DwarvenForgeWorksCommandSetLevel2
  422.     End
  423.     
  424.     Behavior = CommandSetUpgrade ModuleTag_DwarvenForgeWorksLevel3CommandSet
  425.         TriggeredBy        = Upgrade_DwarvenForgeWorksLevel3
  426.         CommandSet        = DwarvenForgeWorksCommandSetLevel3
  427.     End
  428.  
  429.     Behavior = GeometryUpgrade Geom_ModuleTag_HideAll
  430.         TriggeredBy        = Upgrade_StructureLevel1
  431.         ShowGeometry    = Geom_Orig
  432.         HideGeometry    = Geom_V2 
  433.     End
  434.     Behavior = GeometryUpgrade Geom_ModuleTag_ShowWalls 
  435.         TriggeredBy        = Upgrade_StructureLevel2
  436.         ShowGeometry    = Geom_Orig
  437.         HideGeometry    = Geom_V2 
  438.     End
  439.       Behavior = GeometryUpgrade Geom_ModuleTag_ShowFlagsAndTower 
  440.         TriggeredBy        = Upgrade_StructureLevel3
  441.         ShowGeometry    = Geom_Orig Geom_V2
  442.     End
  443.         
  444.     Behavior = TerrainResourceBehavior ModuleTag_NewMoneyDeadSpot
  445.         Radius            = 100        ;// How far we try to claim ground
  446.         MaxIncome        = 0            ;// If we were to get all we wanted, how much we would earn.  Linear slope to 0 at 0% claim
  447.         IncomeInterval    = 999999    ;// How often (in msec) we give that much money
  448.         HighPriority    = Yes        ;// A high priority claim gets to pretend it was there first.
  449.         Visible = No         ;// Don't show decal when a resource building is selected.
  450.     End
  451.  
  452.     Behavior                  = BuildingBehavior BuildingModuleTag
  453.         NightWindowName         = N_Window N_Glow
  454.         ; FireWindowName         = WINDOW_F01
  455.         ; GlowWindowName        = WINDOW_G01
  456.         ; FireName            = FIRE01
  457.     End
  458.     
  459.     Geometry                = BOX
  460.     GeometryName            = Geom_Orig
  461.       GeometryMajorRadius        = 50.0
  462.     GeometryMinorRadius        = 60.0
  463.     GeometryHeight            = 25.0
  464.     GeometryOffset            = X:0 Y:6 Z:0    
  465.   
  466.     AdditionalGeometry        = BOX
  467.     GeometryName            = Geom_Orig
  468.     GeometryMajorRadius        = 15.0
  469.     GeometryMinorRadius        = 10.0
  470.     GeometryHeight            = 50.0
  471.     GeometryOffset            = X:-25 Y:40 Z:0
  472.  
  473.     AdditionalGeometry        = CYLINDER
  474.     GeometryIsSmall            = No
  475.     GeometryName            = Geom_Orig
  476.       GeometryMajorRadius        = 11.0
  477.     GeometryMinorRadius        = 11.0
  478.     GeometryHeight            = 76.0
  479.     GeometryOffset            = X:27 Y:37 Z:0
  480.  
  481.     AdditionalGeometry        = Box
  482.     GeometryName            = Geom_V2
  483.     GeometryMajorRadius        = 9.0
  484.     GeometryMinorRadius        = 9.0
  485.     GeometryHeight            = 70.0
  486.     GeometryOffset            = X:-30 Y:40 Z:0
  487.         
  488.     GeometryIsSmall       = No
  489.     Shadow                = SHADOW_VOLUME
  490.     BuildCompletion     = PLACED_BY_PLAYER
  491.     
  492.     GeometryContactPoint = X:-81.4        Y:-36.3        Z:0            Repair
  493.     GeometryContactPoint = X:47.546        Y:36.435    Z:0
  494.     GeometryContactPoint = X:-32.763    Y:-46.121    Z:0
  495.     GeometryContactPoint = X:26.753        Y:26.753    Z:67.933    Swoop
  496.  
  497. End
  498.