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data_ini_object_goodfaction_structures_elven_elvencastlewallhubexpansion.ini
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2006-01-31
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8KB
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262 lines
//------------------------------------------------------------------------------
Object ElvenCastleWallHubExpansion
// *** ART Parameters ***
SelectPortrait = BPEFortress_WallHub
Draw = W3DScriptedModelDraw ModuleTag_Draw
OkToChangeModelColor = Yes
UseStandardModelNames = Yes
DefaultModelConditionState
Model = EBEFWHub
End
IdleAnimationState
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
Animation = ReallyDamagedanimation
AnimationName = GBWallrampart.GBWallrampart
AnimationMode = LOOP
End
StateName = STATE_None
End
ModelConditionState = SNOW AWAITING_CONSTRUCTION
Model = EBWallRmprtN_A
Texture = EBFortress.tga EBFortress_snow.tga
End
ModelConditionState = AWAITING_CONSTRUCTION
Model = EBWallRmprtN_A
End
AnimationState = AWAITING_CONSTRUCTION
Animation = EBWallRmprtN_A
AnimationName = EBWallRmprtN_A.EBWallRmprtN_A
AnimationMode = MANUAL
AnimationBlendTime = 0
End
Flags = START_FRAME_FIRST
End
ModelConditionState = UPGRADE_NUMENOR_STONEWORK ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Model = EBWallRmprtN_A
Texture = EBFortress.tga EBFortress_U.tga
End
ModelConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Model = EBWallRmprtN_A
Texture = EBFortress.tga EBFortress_snow.tga
Texture = EBDome.tga EBDome_snow.tga
End
ModelConditionState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Model = EBWallRmprtN_A
End
AnimationState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Animation = EBWallRmprtN_A
AnimationName = EBWallRmprtN_A.EBWallRmprtN_A
AnimationMode = MANUAL
AnimationBlendTime = 0
End
Flags = START_FRAME_FIRST
StateName = BeingConstructed
ParticleSysBone = NONE BuildingContructDustExp
ParticleSysBone = NONE ExpElven
BeginScript
CurDrawablePlaySound("GondorBarracksBeginConstruction")
EndScript
End
//--damaged building
ModelConditionState = DAMAGED
Model = EBEFWHub_D1
End
AnimationState = DAMAGED
EnteringStateFX = FX_BuildingDamaged ;FX_HubDamaged
End
ModelConditionState = REALLYDAMAGED
Model = EBEFWHub_D2
End
AnimationState = REALLYDAMAGED
Animation = RubbleAnimation
AnimationName = EBEFWHub_D2.EBEFWHub_D2
AnimationMode = ONCE
End
EnteringStateFX = FX_BuildingReallyDamaged ;FX_HubDamaged
End
ModelConditionState = COLLAPSING
Model = EBEFWHub_D3
End
AnimationState = COLLAPSING
Animation = RubbleAnimation
AnimationName = EBEFWHub_D3.EBEFWHub_D3
AnimationMode = ONCE
End
EnteringStateFX = FX_StructureMediumCollapse
ParticleSysBone NONE HubDestructionDust
End
ModelConditionState = RUBBLE
Model = None
End
ModelConditionState = POST_RUBBLE
Model = NONE
End
AnimationState = POST_RUBBLE
End
ModelConditionState = POST_COLLAPSE
Model = None
End
AnimationState = POST_COLLAPSE
End
ModelConditionState = UPGRADE_NUMENOR_STONEWORK
Model = EBEFWHub
Texture = EBFortress.tga EBFortress_U.tga
End
ModelConditionState = SNOW
Model = EBEFWHub
Texture = EBFortress.tga EBFortress_snow.tga
Texture = EBDome.tga EBDome_snow.tga
End
End
Draw = W3DFloorDraw ModuleTag_DrawFloor
ModelName = EBEFWHub_bib
WeatherTexture SNOWY EBFortress_snow.tga
HideIfModelConditions = AWAITING_CONSTRUCTION
HideIfModelConditions = PARTIALLY_CONSTRUCTED
End
// *** Design Parameters ***
BuildCost = ELVEN_CASTLE_WALLHUB_BUILDCOST
BuildTime = ELVEN_CASTLE_WALLHUB_BUILDTIME
VisionRange = ELVEN_CASTLE_WALLHUB_VISION_RANGE
ShroudClearingRange = ELVEN_CASTLE_WALLHUB_SHROUD_CLEAR
DisplayName = OBJECT:ElvenCastleWallHubExpansion
CommandSet = ElvenCastleWallHubCommandSet
// *** AUDIO Parameters ***
#include "..\..\..\Includes\StandardBuildingEvaEvents.inc"
VoiceSelect = NeutralWallHubSelect
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 ; Even though its a wall, it's still a fortress expansion
// *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE WALL_HUB MADE_OF_STONE NEED_BASE_FOUNDATION
ArmorSet
Conditions = None
Armor = ElvenWallArmor
End
Body = StructureBody ModuleTag_05
MaxHealth = ELVEN_CASTLE_WALLHUB_HEALTH
MaxHealthDamaged = ELVEN_CASTLE_WALLHUB_HEALTH_DAMAGED
MaxHealthReallyDamaged = ELVEN_CASTLE_WALLHUB_HEALTH_REALLY_DAMAGED
End
Behavior = GettingBuiltBehavior ModuleTag_04
WorkerName = ElvenWorkerNoSelect
SpawnTimer = DEFAULT_STRUCTURE_HEALDELAY
End
Behavior = CastleMemberBehavior ModuleTag_CMB
End
Behavior = KeepObjectDie ModuleTag_IWantRubble
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 = WallHubBehavior ModuleTag_WALL_HUB
Options = OPTION_ONE
MaxBuildoutDistance = MEN_FORTRESS_WALL_EFFECTIVE_RADIUS
StaggeredBuildFactor = STANDARD_WALL_STAGGERED_BUILD_FACTOR
;;This defines the pattern built on flat terrain
SegmentTemplateName = ElvenCastleWallSegment
SegmentTemplateName = ElvenCastleWallSegment
SegmentTemplateName = ElvenCastleWallSegment
SegmentTemplateName = ElvenCastleWallSegment
SegmentTemplateName = ElvenCastleWallSegment
SegmentTemplateName = ElvenCastleWallSegment
SegmentTemplateName = ElvenCastleWallSegment
SegmentTemplateName = ElvenCastleWallSegment
SegmentTemplateName = ElvenCastleWallHub
BuilderRadius = 20
HubCapTemplateName = ElvenCastleWallHub
DefaultSegmentTemplateName = ElvenCastleWallSegment
CliffCapTemplateName = ElvenWallCliffCap
;ShoreCapTemplateName = [NAME]
;BorderCapTemplateName = [NAME]
;ElevatedSegmentTemplateName = [NAME]
End
Behavior = StructureCollapseUpdate ModuleTag_StructureCollapseUpdate
MinCollapseDelay = 5000
MaxCollapseDelay = 5000
CollapseDamping = .5
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 800
BigBurstFrequency = 4
FXList = INITIAL FX_StructureMediumCollapse
FXList = ALMOST_FINAL FX_StructureAlmostCollapse
DestroyObjectWhenDone = Yes
CollapseHeight = 100
End
Behavior = AttributeModifierUpgrade ModuleTag_Reinforced
TriggeredBy = Upgrade_ElvenFortressEncasingVines
AttributeModifier = EncasingVinesExpansion_Bonus
End
Behavior = ModelConditionUpgrade ModuleTag_ShowTheVines
TriggeredBy = Upgrade_ElvenFortressEncasingVines
AddConditionFlags = UPGRADE_NUMENOR_STONEWORK
Permanent = Yes
End
Geometry = CYLINDER
GeometryMajorRadius = 20
GeometryHeight = 60.0
AdditionalGeometry = BOX
GeometryMajorRadius = 18.0
GeometryMinorRadius = 10.0
GeometryHeight = 50.0
GeometryOffset = X:-30 Y:0 Z:0
GeometryIsSmall = No
End