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data_ini_object_goodfaction_structures_dwarven_dwarvensummonedcitadel.ini
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2006-01-31
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//------------------------------------------------------------------------------
// These are the build plots for the Citadel
Object DwarvenSummonedCitadelExpansionPad
SelectPortrait = BPDFortress_BuildPlot
;// *** ART Parameters ***
Draw = W3DFloorDraw DrawFloorBase
ModelName = DBFoundation
End
Draw = W3DScriptedModelDraw ModuleTag_DrawMain
DefaultModelConditionState
Model = WBFoundationP
End
;//Remove the buildplot when it's been constructed on
ModelConditionState = CONSTRUCTION_COMPLETE
Model = None
End
End
;//PlacementViewAngle = 0
;// ***DESIGN parameters ***
DisplayName = OBJECT:DwarvenBuildingFoundation
Side = Dwarves
EditorSorting = STRUCTURE
ThreatLevel = 1.0
BuildCost = 1
BuildTime = 5.0 ;// in seconds
VisionRange = 0.0 ;// Shroud clearing distance
ShroudClearingRange = 0
CommandSet = DwarvenSummonedCitadelPadCommandSet
;// *** AUDIO Parameters ***
VoiceSelect = Gui_PlotSelect2 ;MenFortressSelect
;// *** ENGINEERING Parameters ***
KindOf = STRUCTURE SELECTABLE IMMOBILE BASE_FOUNDATION UNATTACKABLE MP_COUNT_FOR_VICTORY NO_COLLIDE DO_NOT_CLASSIFY
Behavior = FoundationAIUpdate ModuleTag_foundationAI
BuildVariation = 1 ;// Will give BUILD_VARIATION_TWO to anything built on it
End
Behavior = CastleMemberBehavior ModuleTag_CMB
End
Body = ImmortalBody ModuleTag_05
MaxHealth = 15000.0
End
Geometry = BOX
GeometryMajorRadius = 5.0
GeometryMinorRadius = 5.0
GeometryHeight = 0.8
GeometryIsSmall = No
Shadow = NONE
BuildCompletion = PLACED_BY_PLAYER
End
//------------------------------------------------------------------------------
// This is the Dwarven Summoned Citadel
Object DwarvenSummonedCitadelKeep
// *** ART Parameters ***
SelectPortrait = BPDCitadel
// ButtonImage = SNReactor
//--------------------------------
Draw = W3DScriptedModelDraw ModuleTag_MainDraw
OkToChangeModelColor = Yes
UseStandardModelNames = Yes
ExtraPublicBone = ARROW01
ExtraPublicBone = ARROW02
ExtraPublicBone = ARROW03
ExtraPublicBone = ARROW04
ExtraPublicBone = ARROW05
ExtraPublicBone = ARROW06
ExtraPublicBone = ARROW07
DefaultModelConditionState
Model = DBCitadel
WeaponLaunchBone = PRIMARY ARROW
End
IdleAnimationState
End
//------------Build Up States
ModelConditionState = SNOW BASE_BUILD
Model = DBCitadel_A
Texture = DBCitStatue.tga DBCitStatue_snow.tga
Texture = DBStoneA.tga DBStoneA_Snow.tga
Texture = DBFortress1.tga DBFortress1_Snow.tga
End
ModelConditionState = BASE_BUILD
Model = DBCitadel_A
ParticleSysBone = NONE BuildingContructDust
End
AnimationState = BASE_BUILD
Animation
AnimationName = DBCitadel_A.DBCitadel_A
AnimationMode = ONCE
AnimationBlendTime = 0
AnimationSpeedFactorRange = 10.0 10.0 ; 300 frame anim, but need to shrink down to 5 seconds
End
BeginScript
//CurDrawablePlaySound("GondorBarracksBeginConstruction")
CurDrawablePlaySound("BuildingTopple")
EndScript
End
ModelConditionState = SNOW JUST_BUILT
Model = DBCitadel_A
Texture = DBCitStatue.tga DBCitStatue_snow.tga
Texture = DBStoneA.tga DBStoneA_Snow.tga
Texture = DBFortress1.tga DBFortress1_Snow.tga
End
ModelConditionState = JUST_BUILT
Model = DBCitadel_A
End
AnimationState = JUST_BUILT
Animation
AnimationName = DBCitadel_A.DBCitadel_A
AnimationMode = MANUAL
AnimationBlendTime = 0
End
Flags = START_FRAME_FIRST
End
//------------- Damge -------------------
ModelConditionState = DAMAGED
Model = DBCitadel_D1
End
AnimationState = DAMAGED
EnteringStateFX = FX_FortressDamaged
End
ModelConditionState = REALLYDAMAGED
Model = DBCitadel_D2
End
AnimationState = REALLYDAMAGED
Animation = RubbleAnimation
AnimationName = DBCitadel_D2.DBCitadel_D2
AnimationMode = ONCE
End
EnteringStateFX = FX_FortressReallyDamaged
End
ModelConditionState = RUBBLE
Model = DBCitadel_D3
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
AnimationState = RUBBLE
Animation = RubbleAnimation
AnimationName = DBCitadel_D3.DBCitadel_D3
AnimationMode = ONCE
End
End
ModelConditionState = SNOW
Model = DBCitadel
Texture = DBCitStatue.tga DBCitStatue_snow.tga
Texture = DBStoneA.tga DBStoneA_Snow.tga
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 = DBCitadel_Bib
WeatherTexture = SNOWY DBCitStatue_Bib_S.tga
HideIfModelConditions = AWAITING_CONSTRUCTION
HideIfModelConditions = PARTIALLY_CONSTRUCTED
End
// ***DESIGN parameters ***
DisplayName = OBJECT:DwarvenSummonedCitadel
Side = Dwarves
EditorSorting = STRUCTURE
ThreatLevel = 1.0
CommandPointBonus = GENERIC_ECONOMY_COMMAND_POINT_BONUS
BuildCost = 0
BuildTime = 5.0 ; in seconds
VisionRange = 160.0
ShroudClearingRange = 200
CommandSet = SellableCommandSet
ArmorSet
Conditions = None
Armor = FortressArmor
End
WeaponSet
Weapon = PRIMARY FortressStructureAxeWeapon
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
// *** AUDIO Parameters ***
VoiceSelect = DwarfCitadelSelect
VoiceSelectUnderConstruction = BuildingGoodVoiceSelectUnderConstruction
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
UnitSpecificSounds
UnderConstruction = BuildingConstructionLoop ;// Built first time
UnderRepairFromRubble = BuildingConstructionLoop ;// Repaired from completely destroyed (not used???)
End
#include "..\..\..\Includes\StandardBuildingEvaEvents.inc"
CampnessValue = CAMPNESS_SUMMONED_CITADEL
// *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD COMMANDCENTER VITAL_FOR_BASE_SURVIVAL STRUCTURE IMMOBILE CASTLE_KEEP MP_COUNT_FOR_VICTORY SELECTABLE FS_FACTORY AUTO_RALLYPOINT SCORE DOZER_FACTORY DONT_USE_CANCEL_BUILD_BUTTON SUMMONED
Behavior = GettingBuiltBehavior ModuleTag_GettingBuiltBehavior
//WorkerName = DwarvenWorkerNoSelect
UseSpawnTimerWithoutWorker = Yes
SpawnTimer = DEFAULT_STRUCTURE_HEALDELAY
End
Behavior = CastleMemberBehavior ModuleTag_CMB
BeingBuiltSound = BuildingBigConstructionLoop
End
Behavior = TerrainResourceBehavior ModuleTag_NewMoneyDeadSpot
Radius = 150 // 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.
End
//-----------------------------------------------
Behavior = ProductionUpdate ProductionUpdateModuleTag
NumDoorAnimations = 1
DoorOpeningTime = 3000 //in mSeconds how long you want doors to be in open state
DoorWaitOpenTime = 3000 //in mSeconds time the door stays open, so units can exit
DoorCloseTime = 3000 //in mSeconds how long you want doors to be in open state
End
Behavior = QueueProductionExitUpdate ModuleTag_QueuePEU
UnitCreatePoint = X:5.0 Y:0.0 Z:0.0
NaturalRallyPoint = X:7.0 Y:-80.0 Z:0.0 //NaturalRallyPointX must always match GeometryMajorRadius!
ExitDelay = 400 //Mainly for the multiple produced Red Guard. Make them come out one at a time.
End
//-----------------------------------------------
Body = StructureBody ModuleTag_05
MaxHealth = DWARVEN_SUMMONED_CITADEL_HEALTH
MaxHealthDamaged = DWARVEN_SUMMONED_CITADEL_HEALTH_DAMAGED
MaxHealthReallyDamaged = DWARVEN_SUMMONED_CITADEL_HEALTH_REALLY_DAMAGED
End
Behavior = StructureCollapseUpdate ModuleTag_08
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 = 155
End
Behavior = AIUpdateInterface ModuleTag_SoWeCanUseWeapon
AutoAcquireEnemiesWhenIdle = Yes
MoodAttackCheckRate = 250
End
Behavior = HordeGarrisonContain ModuleTag_hordeGarrison
ObjectStatusOfContained = UNSELECTABLE CAN_ATTACK ENCLOSED
ContainMax = 3
DamagePercentToUnits = 0%
PassengerFilter = GENERIC_FACTION_GARRISONABLE
AllowEnemiesInside = No
NumberOfExitPaths = 1 // Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn
EntryPosition = X:7.0 Y:-40.0 Z:0.0
EntryOffset = X:7.0 Y:-80.0 Z:0.0
ExitOffset = X:7.0 Y:-80.0 Z:0.0
EnterSound = RuinedTowerEnterSound
KillPassengersOnDeath = No
ShowPips = No
End
//----------------------------------
//Wall Catapult Behaviors
//This little bit here is to make sure the command set is not available until the buildup is finished.
Behavior = GrantUpgradeCreate ModuleTag_Buildup
UpgradeToGrant = Upgrade_SummonedCitadelBuildup
End
Behavior = ObjectCreationUpgrade ModuleTag_DelayCommandSetSwap
TriggeredBy = Upgrade_SummonedCitadelBuildup
Delay = 7000
RemoveUpgrade = Upgrade_SummonedCitadelBuildup
GrantUpgrade = Upgrade_TrebuchetTurret
End
Behavior = CommandSetUpgrade ModueTag_TrebCommandSet
TriggeredBy = Upgrade_WallTrebuchetButtonEnable
ConflictsWith = Upgrade_HasWallTrebuchet
CommandSet = DwarvenSummonedCitadelCommandSetBuyCatapult
End
Behavior = CommandSetUpgrade ModueTag_TrebCommandSet3
TriggeredBy = Upgrade_HasWallTrebuchet Upgrade_TrebuchetTurret
CommandSet = DwarvenSummonedCitadelCommandSet
RequiresAllTriggers = Yes
End
Behavior = ObjectCreationUpgrade MakeTheFreeTreb
TriggeredBy = Upgrade_TrebuchetTurret
RemoveUpgrade = Upgrade_WallTrebuchetButtonEnable
GrantUpgrade = Upgrade_HasWallTrebuchet
DestroyWhenSold = Yes
DeathAnimAndDuration = AnimState:DEATH_2 AnimTime:999999
Offset = X:0.0 Y:0.0 Z:0.0
End
Behavior = ObjectCreationUpgrade MakeTheFreeTreb2
TriggeredBy = Upgrade_HasWallTrebuchet
ConflictsWith = Upgrade_OpenGarrison Upgrade_PosternGate
RemoveUpgrade = Upgrade_WallTrebuchetButtonEnable
ThingToSpawn = DwarvenWallCatapult
Offset = X:0.0 Y:27.0 Z:110.0
FadeInTime = 600
End
Behavior = SlaveWatcherBehavior WatchTheTreb
RemoveUpgrade = Upgrade_HasWallTrebuchet //when our slave dies, remove this upgrade, so we can get the upgrade again.
GrantUpgrade = Upgrade_WallTrebuchetButtonEnable //when our slave dies, enable the button that allows us to buy a new one
ShareUpgrades = Yes // So He'll get our Flaming Munitions
End
//End Wall Catapult Behaviors
//----------------------------------
Geometry = CYLINDER
GeometryMajorRadius = 25
GeometryHeight = 95
GeometryOffset = X:35 Y:-5 Z:0
AdditionalGeometry = BOX
GeometryMajorRadius = 40
GeometryMinorRadius = 30
GeometryHeight = 85
GeometryOffset = X:10 Y:-3 Z:0
AdditionalGeometry = BOX
GeometryMajorRadius = 15
GeometryMinorRadius = 10
GeometryHeight = 70
GeometryOffset = X:65 Y:-10 Z:0
AdditionalGeometry = BOX
GeometryMajorRadius = 20
GeometryMinorRadius = 15
GeometryHeight = 55
GeometryOffset = X:-50 Y:-10 Z:0
AdditionalGeometry = CYLINDER
GeometryMajorRadius = 20
GeometryHeight = 75
GeometryOffset = X:-35 Y:-5 Z:0
AdditionalGeometry = CYLINDER
GeometryMajorRadius = 30
GeometryHeight = 110
GeometryOffset = X:0 Y:30 Z:0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
End
//------------------------------------------------------------------------------
// This is the one object that you would place on a map or the one that is summoned by the Summon Citadel spell
Object DwarvenSummonedCitadel
// It unpacks in to the keep and the buildplots. It's an old CampFlag.
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = Yes
DefaultModelConditionState
Model = None
End
End
ArmorSet
Conditions = None
Armor = InvulnerableArmor
DamageFX = EmptyDamageFX // just to avoid an assert
End
Side = Dwarves
EditorSorting = STRUCTURE
PlacementViewAngle = -45 // A -90 makes the door of the base face natural south. 0 would have it to the East.
BuildCost = 0
BuildTime = 5.0 // in seconds
// *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = STRUCTURE SELECTABLE IMMOBILE BASE_FOUNDATION UNATTACKABLE BASE_SITE CAN_SEE_THROUGH_STRUCTURE
Body = ImmortalBody ModuleTag_02
MaxHealth = 1
End
Behavior = CastleBehavior ModuleTag_castle
CastleToUnpackForFaction = Dwarves SummonedCitadel_Dwarven
CastleToUnpackForFaction = Men SummonedCitadel_Dwarven
CastleToUnpackForFaction = Elves SummonedCitadel_Dwarven
CastleToUnpackForFaction = Wild SummonedCitadel_Dwarven
CastleToUnpackForFaction = Isengard SummonedCitadel_Dwarven
CastleToUnpackForFaction = Mordor SummonedCitadel_Dwarven
//Anything that does not fit this filter will be given to the neutral player, so the template can have rocks and props.
FilterValidOwnedEntries = ANY +STRUCTURE +WALK_ON_TOP_OF_WALL +BASE_FOUNDATION +TACTICAL_MARKER
MaxCastleRadius = 100.0
FadeTime = 2.0
KeepDeathKillsEverything = Yes
Summoned = Yes
EvaEnemyCastleSightedEvent = EnemyCitadelSighted
End
Behavior = GettingBuiltBehavior ModuleTag_GettingBuiltBehavior
WorkerName = DwarvenWorkerNoSelect
SpawnTimer = DEFAULT_STRUCTURE_HEALDELAY
End
Geometry = CYLINDER
GeometryMajorRadius = 24.0
GeometryMinorRadius = 24.0
GeometryHeight = 24.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
End