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Text File  |  2006-01-31  |  15KB  |  458 lines

  1. //------------------------------------------------------------------------------
  2. // These are the build plots for the Citadel
  3. Object DwarvenSummonedCitadelExpansionPad
  4.     
  5.     SelectPortrait = BPDFortress_BuildPlot
  6.     
  7.     ;// *** ART Parameters ***
  8.  
  9.     Draw = W3DFloorDraw DrawFloorBase  
  10.         ModelName = DBFoundation
  11.     End
  12.     
  13.     Draw = W3DScriptedModelDraw ModuleTag_DrawMain
  14.         DefaultModelConditionState
  15.             Model = WBFoundationP
  16.         End
  17.         ;//Remove the buildplot when it's been constructed on
  18.         ModelConditionState = CONSTRUCTION_COMPLETE
  19.             Model = None
  20.         End        
  21.     End
  22.  
  23.     ;//PlacementViewAngle  = 0
  24.  
  25.     ;// ***DESIGN parameters ***
  26.     DisplayName         = OBJECT:DwarvenBuildingFoundation
  27.     Side                = Dwarves
  28.     EditorSorting       = STRUCTURE
  29.     ThreatLevel = 1.0
  30.  
  31.     BuildCost           = 1
  32.     BuildTime           = 5.0          ;// in seconds
  33.     VisionRange         = 0.0          ;// Shroud clearing distance
  34.     ShroudClearingRange = 0
  35.  
  36.     CommandSet = DwarvenSummonedCitadelPadCommandSet
  37.  
  38.     ;// *** AUDIO Parameters ***
  39.  
  40.     VoiceSelect = Gui_PlotSelect2    ;MenFortressSelect
  41.  
  42.     ;// *** ENGINEERING Parameters ***    
  43.     KindOf              = STRUCTURE SELECTABLE IMMOBILE BASE_FOUNDATION UNATTACKABLE MP_COUNT_FOR_VICTORY NO_COLLIDE DO_NOT_CLASSIFY
  44.  
  45.     Behavior            = FoundationAIUpdate ModuleTag_foundationAI
  46.         BuildVariation = 1 ;// Will give BUILD_VARIATION_TWO to anything built on it
  47.     End
  48.  
  49.     Behavior = CastleMemberBehavior ModuleTag_CMB
  50.     End 
  51.  
  52.     Body                = ImmortalBody ModuleTag_05
  53.         MaxHealth         = 15000.0
  54.     End
  55.  
  56.     Geometry              = BOX
  57.     GeometryMajorRadius   = 5.0
  58.     GeometryMinorRadius   = 5.0
  59.     GeometryHeight        = 0.8
  60.     GeometryIsSmall       = No
  61.     Shadow                = NONE
  62.     BuildCompletion            = PLACED_BY_PLAYER
  63. End
  64.  
  65.  
  66. //------------------------------------------------------------------------------
  67. // This is the Dwarven Summoned Citadel
  68. Object DwarvenSummonedCitadelKeep
  69.      
  70.     // *** ART Parameters ***
  71.         SelectPortrait         = BPDCitadel
  72.     //    ButtonImage            = SNReactor
  73.  
  74.     //--------------------------------
  75.     Draw = W3DScriptedModelDraw ModuleTag_MainDraw
  76.         OkToChangeModelColor    = Yes
  77.         UseStandardModelNames    = Yes
  78.  
  79.         ExtraPublicBone            = ARROW01
  80.         ExtraPublicBone            = ARROW02
  81.         ExtraPublicBone            = ARROW03
  82.         ExtraPublicBone            = ARROW04
  83.         ExtraPublicBone            = ARROW05
  84.         ExtraPublicBone            = ARROW06
  85.         ExtraPublicBone            = ARROW07
  86.         
  87.         DefaultModelConditionState
  88.             Model = DBCitadel
  89.             WeaponLaunchBone    = PRIMARY ARROW
  90.         End
  91.  
  92.         IdleAnimationState                        
  93.         End
  94.  
  95.         //------------Build Up States   
  96.         ModelConditionState        = SNOW BASE_BUILD
  97.             Model               = DBCitadel_A    
  98.             Texture = DBCitStatue.tga DBCitStatue_snow.tga
  99.             Texture = DBStoneA.tga DBStoneA_Snow.tga
  100.             Texture = DBFortress1.tga DBFortress1_Snow.tga
  101.         End
  102.         ModelConditionState        = BASE_BUILD
  103.             Model               = DBCitadel_A    
  104.             ParticleSysBone     = NONE BuildingContructDust
  105.         End  
  106.  
  107.         AnimationState          = BASE_BUILD
  108.             Animation
  109.                 AnimationName = DBCitadel_A.DBCitadel_A
  110.                 AnimationMode = ONCE
  111.                 AnimationBlendTime = 0            
  112.                 AnimationSpeedFactorRange = 10.0 10.0 ; 300 frame anim, but need to shrink down to 5 seconds
  113.             End
  114.             BeginScript
  115.                 //CurDrawablePlaySound("GondorBarracksBeginConstruction")
  116.                 CurDrawablePlaySound("BuildingTopple")
  117.             EndScript
  118.         End
  119.  
  120.         ModelConditionState        = SNOW JUST_BUILT
  121.             Model               = DBCitadel_A    
  122.             Texture = DBCitStatue.tga DBCitStatue_snow.tga
  123.             Texture = DBStoneA.tga DBStoneA_Snow.tga
  124.             Texture = DBFortress1.tga DBFortress1_Snow.tga
  125.         End
  126.  
  127.         ModelConditionState   = JUST_BUILT
  128.             Model               = DBCitadel_A
  129.         End
  130.         
  131.         AnimationState          = JUST_BUILT
  132.             Animation
  133.                 AnimationName = DBCitadel_A.DBCitadel_A
  134.                 AnimationMode = MANUAL            
  135.                 AnimationBlendTime = 0
  136.             End
  137.             Flags = START_FRAME_FIRST
  138.         End
  139.         
  140.         //------------- Damge -------------------
  141.         ModelConditionState = DAMAGED
  142.             Model                    = DBCitadel_D1
  143.         End  
  144.         AnimationState = DAMAGED
  145.             EnteringStateFX = FX_FortressDamaged
  146.         End
  147.  
  148.         ModelConditionState = REALLYDAMAGED
  149.             Model                    = DBCitadel_D2
  150.         End  
  151.         AnimationState = REALLYDAMAGED
  152.             Animation    = RubbleAnimation
  153.                 AnimationName        =    DBCitadel_D2.DBCitadel_D2
  154.                 AnimationMode        =    ONCE    
  155.               End
  156.             EnteringStateFX = FX_FortressReallyDamaged
  157.         End
  158.  
  159.         ModelConditionState = RUBBLE
  160.             Model                    = DBCitadel_D3
  161.             ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  162.         End
  163.         AnimationState = RUBBLE
  164.             Animation    = RubbleAnimation
  165.                 AnimationName        =    DBCitadel_D3.DBCitadel_D3
  166.                 AnimationMode        =    ONCE    
  167.               End
  168.         End
  169.         
  170.         ModelConditionState    =    SNOW
  171.             Model = DBCitadel
  172.             Texture = DBCitStatue.tga DBCitStatue_snow.tga
  173.             Texture = DBStoneA.tga DBStoneA_Snow.tga
  174.             Texture = DBFortress1.tga DBFortress1_Snow.tga
  175.         End
  176.     End
  177.  
  178.   
  179.     Draw = W3DFloorDraw ModuleTag_DrawFloor    
  180.         StaticModelLODMode = Yes        ; THIS NEEDS TO BE COMMENTED OUT WHEN ENGINEERING ENABLES LOD'S IN THE FLOOR DRAW
  181.         ModelName = DBCitadel_Bib
  182.         WeatherTexture        = SNOWY DBCitStatue_Bib_S.tga
  183.           HideIfModelConditions    =    AWAITING_CONSTRUCTION
  184.           HideIfModelConditions    =    PARTIALLY_CONSTRUCTED
  185.     End
  186.  
  187.     // ***DESIGN parameters ***
  188.     DisplayName             = OBJECT:DwarvenSummonedCitadel
  189.     Side                    = Dwarves
  190.     EditorSorting           = STRUCTURE
  191.     ThreatLevel                = 1.0
  192.     CommandPointBonus        = GENERIC_ECONOMY_COMMAND_POINT_BONUS
  193.  
  194.     BuildCost                = 0
  195.     BuildTime                = 5.0           ; in seconds
  196.     VisionRange                = 160.0          
  197.     ShroudClearingRange        = 200
  198.  
  199.     CommandSet                = SellableCommandSet
  200.     
  201.     ArmorSet
  202.         Conditions            = None
  203.         Armor                = FortressArmor    
  204.     End
  205.  
  206.     WeaponSet
  207.         Weapon                = PRIMARY FortressStructureAxeWeapon
  208.         AutoChooseSources    = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
  209.     End 
  210.     
  211.     // *** AUDIO Parameters ***
  212.  
  213.     VoiceSelect                        = DwarfCitadelSelect
  214.     VoiceSelectUnderConstruction    = BuildingGoodVoiceSelectUnderConstruction
  215.  
  216.     SoundOnDamaged                    = BuildingLightDamageStone
  217.     SoundOnReallyDamaged            = BuildingHeavyDamageStone
  218.  
  219.     UnitSpecificSounds
  220.         UnderConstruction            = BuildingConstructionLoop  ;// Built first time
  221.         UnderRepairFromRubble        = BuildingConstructionLoop    ;// Repaired from completely destroyed (not used???)
  222.     End
  223.  
  224.     #include "..\..\..\Includes\StandardBuildingEvaEvents.inc"
  225.  
  226.     CampnessValue = CAMPNESS_SUMMONED_CITADEL
  227.  
  228.     // *** ENGINEERING Parameters ***
  229.     RadarPriority       = STRUCTURE     
  230.     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    
  231.  
  232.     Behavior            = GettingBuiltBehavior ModuleTag_GettingBuiltBehavior
  233.         //WorkerName    = DwarvenWorkerNoSelect
  234.         UseSpawnTimerWithoutWorker     = Yes
  235.         SpawnTimer                    = DEFAULT_STRUCTURE_HEALDELAY        
  236.     End
  237.  
  238.      Behavior = CastleMemberBehavior ModuleTag_CMB
  239.         BeingBuiltSound = BuildingBigConstructionLoop
  240.      End 
  241.  
  242.     Behavior = TerrainResourceBehavior ModuleTag_NewMoneyDeadSpot
  243.         Radius            = 150        // How far we try to claim ground
  244.         MaxIncome        = 0            // If we were to get all we wanted, how much we would earn.  Linear slope to 0 at 0% claim
  245.         IncomeInterval    = 999999    // How often (in msec) we give that much money
  246.         HighPriority    = Yes        // A high priority claim gets to pretend it was there first.
  247.     End
  248.  
  249.     //-----------------------------------------------    
  250.     Behavior = ProductionUpdate ProductionUpdateModuleTag
  251.           NumDoorAnimations            = 1
  252.         DoorOpeningTime              = 3000  //in mSeconds how long you want doors to be in open state
  253.         DoorWaitOpenTime             = 3000  //in mSeconds time the door stays open, so units can exit
  254.         DoorCloseTime                = 3000  //in mSeconds how long you want doors to be in open state        
  255.     End
  256.  
  257.     Behavior = QueueProductionExitUpdate ModuleTag_QueuePEU
  258.         UnitCreatePoint        = X:5.0 Y:0.0 Z:0.0
  259.         NaturalRallyPoint    = X:7.0 Y:-80.0 Z:0.0    //NaturalRallyPointX must always match GeometryMajorRadius!
  260.         ExitDelay            = 400                    //Mainly for the multiple produced Red Guard.  Make them come out one at a time.
  261.     End  
  262.     
  263.     //-----------------------------------------------
  264.     Body                = StructureBody ModuleTag_05
  265.         MaxHealth                    = DWARVEN_SUMMONED_CITADEL_HEALTH
  266.         MaxHealthDamaged              = DWARVEN_SUMMONED_CITADEL_HEALTH_DAMAGED
  267.         MaxHealthReallyDamaged           = DWARVEN_SUMMONED_CITADEL_HEALTH_REALLY_DAMAGED
  268.     End
  269.  
  270.     Behavior                  = StructureCollapseUpdate ModuleTag_08
  271.         MinCollapseDelay        = 000
  272.         MaxCollapseDelay        = 000
  273.         CollapseDamping         = .5
  274.         MaxShudder              = 0.6
  275.         MinBurstDelay           = 250
  276.         MaxBurstDelay           = 800
  277.         BigBurstFrequency       = 4
  278.         FXList                  = INITIAL   FX_StructureMediumCollapse
  279.         FXList                  = ALMOST_FINAL  FX_StructureAlmostCollapse
  280.         DestroyObjectWhenDone    = Yes
  281.         CollapseHeight            = 155
  282.     End
  283.     
  284.     Behavior = AIUpdateInterface ModuleTag_SoWeCanUseWeapon
  285.         AutoAcquireEnemiesWhenIdle    = Yes
  286.         MoodAttackCheckRate            = 250
  287.     End
  288.  
  289.     Behavior = HordeGarrisonContain ModuleTag_hordeGarrison
  290.          ObjectStatusOfContained    = UNSELECTABLE CAN_ATTACK ENCLOSED
  291.          ContainMax              = 3
  292.          DamagePercentToUnits    = 0%
  293.          PassengerFilter            = GENERIC_FACTION_GARRISONABLE
  294.          AllowEnemiesInside      = No         
  295.          NumberOfExitPaths       = 1        // Defaults to 1.  Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn         
  296.          EntryPosition            = X:7.0 Y:-40.0 Z:0.0
  297.         EntryOffset                = X:7.0 Y:-80.0 Z:0.0
  298.         ExitOffset                = X:7.0 Y:-80.0 Z:0.0
  299.         EnterSound                = RuinedTowerEnterSound
  300.         KillPassengersOnDeath    = No
  301.         ShowPips                = No        
  302.     End
  303.  
  304.     //----------------------------------
  305.     //Wall Catapult Behaviors
  306.     //This little bit here is to make sure the command set is not available until the buildup is finished.
  307.     Behavior = GrantUpgradeCreate ModuleTag_Buildup
  308.         UpgradeToGrant        = Upgrade_SummonedCitadelBuildup
  309.     End 
  310.     Behavior = ObjectCreationUpgrade ModuleTag_DelayCommandSetSwap
  311.         TriggeredBy                = Upgrade_SummonedCitadelBuildup
  312.         Delay                    = 7000
  313.         
  314.         RemoveUpgrade            = Upgrade_SummonedCitadelBuildup
  315.         GrantUpgrade            = Upgrade_TrebuchetTurret
  316.     End    
  317.     Behavior = CommandSetUpgrade ModueTag_TrebCommandSet
  318.         TriggeredBy            = Upgrade_WallTrebuchetButtonEnable
  319.         ConflictsWith        = Upgrade_HasWallTrebuchet 
  320.         CommandSet            = DwarvenSummonedCitadelCommandSetBuyCatapult
  321.     End
  322.     Behavior = CommandSetUpgrade ModueTag_TrebCommandSet3
  323.         TriggeredBy            = Upgrade_HasWallTrebuchet Upgrade_TrebuchetTurret
  324.         CommandSet            = DwarvenSummonedCitadelCommandSet
  325.         RequiresAllTriggers    = Yes
  326.     End
  327.     Behavior = ObjectCreationUpgrade MakeTheFreeTreb
  328.         TriggeredBy                = Upgrade_TrebuchetTurret
  329.         
  330.         RemoveUpgrade            = Upgrade_WallTrebuchetButtonEnable
  331.         GrantUpgrade            = Upgrade_HasWallTrebuchet
  332.         DestroyWhenSold         = Yes
  333.         DeathAnimAndDuration    = AnimState:DEATH_2 AnimTime:999999
  334.         Offset                    = X:0.0 Y:0.0 Z:0.0
  335.     End
  336.     Behavior = ObjectCreationUpgrade MakeTheFreeTreb2
  337.         TriggeredBy        = Upgrade_HasWallTrebuchet
  338.         ConflictsWith    = Upgrade_OpenGarrison Upgrade_PosternGate
  339.                 
  340.         RemoveUpgrade    = Upgrade_WallTrebuchetButtonEnable
  341.         ThingToSpawn    = DwarvenWallCatapult
  342.         Offset            = X:0.0 Y:27.0 Z:110.0
  343.         FadeInTime        = 600
  344.     End
  345.     Behavior = SlaveWatcherBehavior WatchTheTreb
  346.         RemoveUpgrade        =    Upgrade_HasWallTrebuchet            //when our slave dies, remove this upgrade, so we can get the upgrade again.
  347.         GrantUpgrade        =    Upgrade_WallTrebuchetButtonEnable    //when our slave dies, enable the button that allows us to buy a new one
  348.         ShareUpgrades        =    Yes // So He'll get our Flaming Munitions
  349.     End
  350.     //End Wall Catapult Behaviors
  351.     //----------------------------------
  352.  
  353.     Geometry                 = CYLINDER
  354.     GeometryMajorRadius       = 25    
  355.     GeometryHeight            = 95
  356.     GeometryOffset            = X:35 Y:-5 Z:0
  357.  
  358.     AdditionalGeometry         = BOX
  359.     GeometryMajorRadius       = 40
  360.     GeometryMinorRadius       = 30
  361.     GeometryHeight            = 85    
  362.     GeometryOffset            = X:10 Y:-3 Z:0
  363.  
  364.     AdditionalGeometry         = BOX
  365.     GeometryMajorRadius       = 15
  366.     GeometryMinorRadius       = 10
  367.     GeometryHeight            = 70    
  368.     GeometryOffset            = X:65 Y:-10 Z:0
  369.  
  370.     AdditionalGeometry         = BOX
  371.     GeometryMajorRadius       = 20
  372.     GeometryMinorRadius       = 15
  373.     GeometryHeight            = 55
  374.     GeometryOffset            = X:-50 Y:-10 Z:0
  375.  
  376.     AdditionalGeometry        = CYLINDER
  377.     GeometryMajorRadius        = 20
  378.     GeometryHeight            = 75
  379.     GeometryOffset            = X:-35 Y:-5 Z:0
  380.     
  381.     AdditionalGeometry        = CYLINDER
  382.     GeometryMajorRadius        = 30
  383.     GeometryHeight            = 110
  384.     GeometryOffset            = X:0 Y:30 Z:0
  385.  
  386.     GeometryIsSmall           = No
  387.     Shadow                    = SHADOW_VOLUME
  388.     BuildCompletion            = PLACED_BY_PLAYER
  389.  
  390. End
  391.  
  392. //------------------------------------------------------------------------------
  393. // This is the one object that you would place on a map or the one that is summoned by the Summon Citadel spell
  394. Object DwarvenSummonedCitadel                                            
  395.     
  396.     // It unpacks in to the keep and the buildplots.  It's an old CampFlag.
  397.     Draw                = W3DScriptedModelDraw ModuleTag_01
  398.         OkToChangeModelColor = Yes
  399.  
  400.         DefaultModelConditionState
  401.             Model           = None
  402.         End
  403.     End    
  404.                                                                                                                           
  405.     ArmorSet
  406.         Conditions      = None
  407.         Armor           = InvulnerableArmor
  408.         DamageFX        = EmptyDamageFX   // just to avoid an assert
  409.     End
  410.  
  411.     Side                = Dwarves
  412.     EditorSorting       = STRUCTURE
  413.  
  414.     PlacementViewAngle = -45        // A -90 makes the door of the base face natural south.  0 would have it to the East.
  415.     
  416.     BuildCost           = 0
  417.     BuildTime           = 5.0           // in seconds
  418.  
  419.     // *** ENGINEERING Parameters ***  
  420.     RadarPriority       = STRUCTURE
  421.     KindOf              = STRUCTURE SELECTABLE IMMOBILE BASE_FOUNDATION UNATTACKABLE BASE_SITE CAN_SEE_THROUGH_STRUCTURE
  422.     Body                = ImmortalBody ModuleTag_02
  423.         MaxHealth       = 1
  424.     End  
  425.       
  426.     Behavior = CastleBehavior ModuleTag_castle
  427.           CastleToUnpackForFaction    = Dwarves SummonedCitadel_Dwarven
  428.         CastleToUnpackForFaction    = Men SummonedCitadel_Dwarven
  429.         CastleToUnpackForFaction    = Elves SummonedCitadel_Dwarven        
  430.         CastleToUnpackForFaction    = Wild SummonedCitadel_Dwarven
  431.         CastleToUnpackForFaction    = Isengard SummonedCitadel_Dwarven
  432.         CastleToUnpackForFaction    = Mordor SummonedCitadel_Dwarven
  433.  
  434.         //Anything that does not fit this filter will be given to the neutral player, so the template can have rocks and props.
  435.         FilterValidOwnedEntries        = ANY +STRUCTURE +WALK_ON_TOP_OF_WALL +BASE_FOUNDATION +TACTICAL_MARKER        
  436.         MaxCastleRadius             = 100.0
  437.         FadeTime                    = 2.0                                
  438.         KeepDeathKillsEverything    = Yes
  439.         Summoned                    = Yes
  440.         
  441.         EvaEnemyCastleSightedEvent    = EnemyCitadelSighted
  442.     End  
  443.   
  444.     Behavior            = GettingBuiltBehavior ModuleTag_GettingBuiltBehavior
  445.         WorkerName    = DwarvenWorkerNoSelect
  446.         SpawnTimer    = DEFAULT_STRUCTURE_HEALDELAY
  447.     End
  448.     
  449.     Geometry            = CYLINDER
  450.     GeometryMajorRadius = 24.0
  451.     GeometryMinorRadius = 24.0
  452.     GeometryHeight      = 24.0
  453.     GeometryIsSmall     = No
  454.     Shadow                = SHADOW_VOLUME
  455.  
  456. End
  457.  
  458.