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data_ini_object_goodfaction_structures_dwarven_dwarvensiegeworks.ini
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2006-01-31
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;------------------------------------------------------------------------------
;Elven Forge/Blacksmith/Armory
Object DwarvenSiegeWorks
SelectPortrait = BPDForgeWorks
Draw = W3DScriptedModelDraw ModuleTag_Draw
OkToChangeModelColor = Yes
UseStandardModelNames = Yes
StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD
ExtraPublicBone = ARROW01
ExtraPublicBone = ARROW02
ExtraPublicBone = ARROW03
ExtraPublicBone = ARROW04
DefaultModelConditionState
Model = DBForge
WeaponLaunchBone = PRIMARY ARROW
; ParticleSysBone = Smoke01 DwfForgeSmoke02 Followbone:YES
End
;// Animation state for build placement cursor
AnimationState = BUILD_PLACEMENT_CURSOR
BeginScript
CurDrawableHideSubObject("N_Window")
CurDrawableHideSubObject("N_Glow")
CurDrawableHideSubObject("Anvil")
CurDrawableHideSubObject("V2")
EndScript
End
;// Animation state for phantom structure
AnimationState = PHANTOM_STRUCTURE
BeginScript
CurDrawableHideSubObject("N_Window")
CurDrawableHideSubObject("N_Glow")
CurDrawableHideSubObject("Anvil")
CurDrawableHideSubObject("V2")
EndScript
End
IdleAnimationState
ParticleSysBone = Smoke01 DwfForgeSmoke02 Followbone:YES
End
;------------ New Build Up States coming soon.
ModelConditionState = SNOW AWAITING_CONSTRUCTION
Model = DBForge_A
Texture = DBForge.tga DBForge_Snow.tga
Texture = dwarvenforge01.tga dwarvenforge01_snow.tga
Texture = DBStoneA.tga DBStoneA_Snow.tga
Texture = DBFortress1.tga DBFortress1_Snow.tga
End
ModelConditionState = AWAITING_CONSTRUCTION
Model = DBForge_A
; ParticleSysBone = NONE BuildingDoughnutCloud
End
AnimationState = AWAITING_CONSTRUCTION
Animation = DBForge_A
AnimationName = DBForge_ASKL.DBForge_ABLD
AnimationMode = MANUAL
AnimationBlendTime = 0
End
Flags = START_FRAME_FIRST
;BeginScript
; CurDrawablePlaySound("GondorBarracksBeginConstruction")
;EndScript
End
ModelConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Model = DBForge_A
Texture = DBForge.tga DBForge_Snow.tga
Texture = dwarvenforge01.tga dwarvenforge01_snow.tga
Texture = DBStoneA.tga DBStoneA_Snow.tga
Texture = DBFortress1.tga DBFortress1_Snow.tga
End
ModelConditionState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Model = DBForge_A
End
AnimationState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Animation = DBForge_A
AnimationName = DBForge_ASKL.DBForge_ABLD
AnimationMode = MANUAL
AnimationBlendTime = 0
End
Flags = START_FRAME_FIRST
StateName = BeingConstructed
BeginScript
CurDrawablePlaySound("GondorBarracksBeginConstruction")
EndScript
ParticleSysBone = CONSTDUSTBONE01 BuildingContructDust FollowBone:Yes
End
;--damaged building
ModelConditionState = DAMAGED
Model = DBForge_D1
ParticleSysBone FireSmall01 FireBuildingLarge
ParticleSysBone FireSmall02 FireBuildingMedium
ParticleSysBone FireSmall03 FireBuildingMedium
ParticleSysBone FireSmall04 FireBuildingSmall
ParticleSysBone FireSmall05 SmokeBuildingLarge
End
AnimationState = DAMAGED
EnteringStateFX = FX_BuildingDamaged
End
ModelConditionState = REALLYDAMAGED
Model = DBForge_D2
ParticleSysBone FireSmall01 FireBuildingLarge
ParticleSysBone FireSmall02 FireBuildingLarge
ParticleSysBone FireSmall03 FireBuildingMedium
ParticleSysBone FireSmall04 SmokeBuildingLarge
ParticleSysBone FireSmall05 SmokeBuildingLarge
End
AnimationState = REALLYDAMAGED
Animation = RubbleAnimation
AnimationName = DBForge_D2SK.DBForge_D2AN
AnimationMode = ONCE
End
EnteringStateFX = FX_BuildingReallyDamaged
End
ModelConditionState = RUBBLE
Model = DBForge_D3
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
AnimationState = RUBBLE
Animation = RubbleAnimation
AnimationName = DBForge_D3SK.DBForge_D3AN
AnimationMode = ONCE
End
EnteringStateFX = FX_StructureMediumCollapse
End
ModelConditionState = POST_RUBBLE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
ModelConditionState = POST_COLLAPSE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
ModelConditionState = SNOW
Model = DBForge
Texture = DBForge.tga DBForge_Snow.tga
Texture = dwarvenforge01.tga dwarvenforge01_snow.tga
Texture = DBStoneA.tga DBStoneA_Snow.tga
Texture = DBMineA.tga DBMineA_Snow.tga
Texture = DBFortress1.tga DBFortress1_Snow.tga
End
End
Draw = W3DScriptedModelDraw ModuleTag_DrawDoor
OkToChangeModelColor = Yes
;UseStandardModelNames = Yes
StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD
DefaultModelConditionState
Model = DBForgeDr_SKN
End
IdleAnimationState
Animation = IDLE
AnimationName = DBForgeDoor_SKL.DBForgeDoor_CL
AnimationMode = LOOP
End
Flags = START_FRAME_FIRST
End
AnimationState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Animation = GBFDoor_DRA
AnimationName = DBForgeDoor_SKL.DBForgeDoor_BLD
AnimationMode = MANUAL
End
Flags = START_FRAME_FIRST
End
AnimationState = DOOR_1_OPENING
Animation = DBForgeDoor_OPN
AnimationName = DBForgeDoor_SKL.DBForgeDoor_OPN
AnimationMode = ONCE
AnimationBlendTime = 0
End
; Flags = START_FRAME_FIRST
ParticleSysBone = None DwfSiegeDoorOpen Followbone:YES
End
AnimationState = DOOR_1_WAITING_OPEN
Animation = DBForgeDoor_OP
AnimationName = DBForgeDoor_SKL.DBForgeDoor_OP
AnimationMode = LOOP
AnimationBlendTime = 0
End
Flags = START_FRAME_FIRST
ParticleSysBone = None DwfSiegeDoorOpen Followbone:YES
End
AnimationState = DOOR_1_CLOSING
Animation = DBForgeDoor_CLS
AnimationName = DBForgeDoor_SKL.DBForgeDoor_CLS
AnimationMode = ONCE
AnimationBlendTime = 0
End
; Flags = START_FRAME_FIRST
End
AnimationState = DOOR_1_CLOSING
Animation = DBForgeDoor_CLS
AnimationName = DBForgeDoor_SKL.DBForgeDoor_CLS
AnimationMode = ONCE
AnimationBlendTime = 0
End
; Flags = START_FRAME_FIRST
End
ModelConditionState = POST_RUBBLE
Model = None
End
ModelConditionState = POST_COLLAPSE
Model = None
End
End
Draw = W3DFloorDraw DrawFloorV1
StaticModelLODMode = Yes ; THIS NEEDS TO BE COMMENTED OUT WHEN ENGINEERING ENABLES LOD'S IN THE FLOOR DRAW
ModelName = DBForge_Bib
WeatherTexture = SNOWY dwarvenforge_bib_snow.tga
HideIfModelConditions = AWAITING_CONSTRUCTION
HideIfModelConditions = PARTIALLY_CONSTRUCTED
End
; Draw = W3DFloorDraw DrawFloorV2
; ModelName = MBOrcpit_V1
; StartHidden = Yes
; End
Draw = W3DScriptedModelDraw ModuleTag_Draw_HCBanner
OkToChangeModelColor = Yes
DefaultModelConditionState
Model = DBHCforge
End
MultiPlayerOnly = Yes
End
PlacementViewAngle = 45
; ***DESIGN parameters ***
DisplayName = OBJECT:DwarvenForgeWorks
Description = OBJECT:DwarvenForgeWorksDescription
Side = Dwarves
EditorSorting = STRUCTURE
ThreatLevel = 1.0
CommandSet = DwarvenForgeWorksCommandSet
BuildCost = GONDOR_WORKSHOP_BUILDCOST
BuildTime = GONDOR_WORKSHOP_BUILDTIME
BountyValue = GONDOR_WORKSHOP_BOUNTY_VALUE
VisionRange = 160.0 ; Shroud clearing distance
ShroudClearingRange = GONDOR_WORKSHOP_SHROUD_CLEAR
WeaponSet
Conditions = None
End
WeaponSet
Conditions = PLAYER_UPGRADE
Weapon = PRIMARY StructureAxeWeapon
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
ArmorSet
Conditions = None
Armor = StructureArmor
;DamageFX = StructureDamageFXNoShake
End
; *** AUDIO Parameters ***
#include "..\..\..\Includes\StandardBuildingEvaEvents.inc"
VoiceFullyCreated = EVA:ForgeWorksComplete
VoiceSelect = DwarvenForgeWorksSelect
VoiceSelectUnderConstruction = BuildingGoodVoiceSelectUnderConstruction
SoundAmbientDamaged = BuildingDamageFireMediumLoop
SoundAmbientReallyDamaged = BuildingDamageFireMediumLoop
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
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
MaxUpdateRangeCap = 800
AnimationSound = Sound:StatueHeroicBuildStoneDebris2 Animation:DBFORGE_ASKL.DBFORGE_ABLD Frames:190
AnimationSound = Sound:StatueHeroicBuildStoneDebris1 Animation:DBFORGE_ASKL.DBFORGE_ABLD Frames:210
End
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE NEED_BASE_FOUNDATION AUTO_RALLYPOINT FS_FACTORY LIVING_WORLD_BUILDING_MIRROR
Behavior = GettingBuiltBehavior GetBuiltBehaviorTag
WorkerName = DwarvenWorkerNoSelect
SpawnTimer = DEFAULT_STRUCTURE_HEALDELAY
End
Body = StructureBody ModuleTag_05
MaxHealth = GONDOR_WORKSHOP_HEALTH
MaxHealthDamaged = GONDOR_WORKSHOP_HEALTH_DAMAGED
MaxHealthReallyDamaged = GONDOR_WORKSHOP_HEALTH_REALLY_DAMAGED
End
Behavior = RefundDie ModuleTag_refund
UpgradeRequired = Upgrade_MarketplaceUpgradeDefiance
BuildingRequired = ANY +GondorMarketPlace
RefundPercent = 50%
End
Behavior = StructureCollapseUpdate ModuleTag_06
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 = 120
End
Behavior = AIUpdateInterface ModuleTag_SoWeCanUseWeapon
AutoAcquireEnemiesWhenIdle = Yes
MoodAttackCheckRate = 250
End
Behavior = SubObjectsUpgrade ModuleTag_HideAll
TriggeredBy = Upgrade_StructureLevel1
HideSubObjects = Anvil V2
End
Behavior = SubObjectsUpgrade ModuleTag_ShowWallsAndFlag
TriggeredBy = Upgrade_StructureLevel2
HideSubObjects = Anvil V2
UpgradeTexture = dwarvenforge01.TGA 0 dwarvenforge02.TGA
RecolorHouse = Yes
End
Behavior = SubObjectsUpgrade ModuleTag_ShowTowersAndHideFlag
TriggeredBy = Upgrade_StructureLevel3
ShowSubObjects = V2
HideSubObjects = Anvil
End
Behavior = WeaponSetUpgrade ModuleTag_ThirdLevelBuildingArrows
TriggeredBy = Upgrade_StructureLevel3
ConflictsWith = Upgrade_EasyAIMultiPlayer
End
Behavior = ProductionUpdate ProductionUpdateModuleTag
;;;UnitPreparationTime =8000;;;;;;;;;; 8.0 second prep needs to be set in THingTemplate, for Trebuchet, now
GiveNoXP = Yes
NumDoorAnimations = 1
DoorOpeningTime = 7000 ;in mSeconds how long you want doors to be in open state
DoorWaitOpenTime = 6000 ;in mSeconds time the door stays open, so units can exit
DoorCloseTime = 7000 ;in mSeconds how long you want doors to be in open state
ConstructionCompleteDuration = 0 ;in mSeconds wait time so if you have multiple units they don't run over each other
End
Behavior = QueueProductionExitUpdate QueueProductionModuleTag
UnitCreatePoint = X:0.0 Y:-80.0 Z:0.0
NaturalRallyPoint = X:0.0 Y:-80.0 Z:0.0
PlacementViewAngle = 270
ExitDelay = 50
End
Behavior = LevelUpUpgrade ModuleTag_LevelUpDwarvenForgeWorksLevel2
TriggeredBy = Upgrade_DwarvenForgeWorksLevel2
LevelsToGain = 1
LevelCap = 3
End
Behavior = LevelUpUpgrade ModuleTag_LevelUpDwarvenForgeWorksLevel3
TriggeredBy = Upgrade_DwarvenForgeWorksLevel3
LevelsToGain = 1
LevelCap = 3
End
Behavior = CommandSetUpgrade ModuleTag_DwarvenForgeWorksLevel2CommandSet
TriggeredBy = Upgrade_DwarvenForgeWorksLevel2
ConflictsWith = Upgrade_DwarvenForgeWorksLevel3
CommandSet = DwarvenForgeWorksCommandSetLevel2
End
Behavior = CommandSetUpgrade ModuleTag_DwarvenForgeWorksLevel3CommandSet
TriggeredBy = Upgrade_DwarvenForgeWorksLevel3
CommandSet = DwarvenForgeWorksCommandSetLevel3
End
Behavior = GeometryUpgrade Geom_ModuleTag_HideAll
TriggeredBy = Upgrade_StructureLevel1
ShowGeometry = Geom_Orig
HideGeometry = Geom_V2
End
Behavior = GeometryUpgrade Geom_ModuleTag_ShowWalls
TriggeredBy = Upgrade_StructureLevel2
ShowGeometry = Geom_Orig
HideGeometry = Geom_V2
End
Behavior = GeometryUpgrade Geom_ModuleTag_ShowFlagsAndTower
TriggeredBy = Upgrade_StructureLevel3
ShowGeometry = Geom_Orig Geom_V2
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 = N_Window N_Glow
; FireWindowName = WINDOW_F01
; GlowWindowName = WINDOW_G01
; FireName = FIRE01
End
Geometry = BOX
GeometryName = Geom_Orig
GeometryMajorRadius = 50.0
GeometryMinorRadius = 60.0
GeometryHeight = 25.0
GeometryOffset = X:0 Y:6 Z:0
AdditionalGeometry = BOX
GeometryName = Geom_Orig
GeometryMajorRadius = 15.0
GeometryMinorRadius = 10.0
GeometryHeight = 50.0
GeometryOffset = X:-25 Y:40 Z:0
AdditionalGeometry = CYLINDER
GeometryIsSmall = No
GeometryName = Geom_Orig
GeometryMajorRadius = 11.0
GeometryMinorRadius = 11.0
GeometryHeight = 76.0
GeometryOffset = X:27 Y:37 Z:0
AdditionalGeometry = Box
GeometryName = Geom_V2
GeometryMajorRadius = 9.0
GeometryMinorRadius = 9.0
GeometryHeight = 70.0
GeometryOffset = X:-30 Y:40 Z:0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
GeometryContactPoint = X:-81.4 Y:-36.3 Z:0 Repair
GeometryContactPoint = X:47.546 Y:36.435 Z:0
GeometryContactPoint = X:-32.763 Y:-46.121 Z:0
GeometryContactPoint = X:26.753 Y:26.753 Z:67.933 Swoop
End