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Text File  |  2006-01-31  |  8KB  |  262 lines

  1. //------------------------------------------------------------------------------
  2. Object ElvenCastleWallHubExpansion
  3.  
  4.     // *** ART Parameters ***
  5.     
  6.     SelectPortrait = BPEFortress_WallHub
  7.     
  8.     Draw = W3DScriptedModelDraw ModuleTag_Draw
  9.         OkToChangeModelColor  = Yes
  10.         UseStandardModelNames = Yes
  11.         DefaultModelConditionState
  12.             Model = EBEFWHub
  13.         End
  14.         IdleAnimationState
  15.             Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  16.             Animation                =    ReallyDamagedanimation
  17.                 AnimationName        =     GBWallrampart.GBWallrampart
  18.                 AnimationMode        =    LOOP
  19.                End
  20.                StateName = STATE_None
  21.         End    
  22.  
  23.         ModelConditionState = SNOW AWAITING_CONSTRUCTION
  24.             Model = EBWallRmprtN_A
  25.             Texture    = EBFortress.tga EBFortress_snow.tga
  26.         End     
  27.         ModelConditionState   = AWAITING_CONSTRUCTION 
  28.             Model               = EBWallRmprtN_A
  29.         End
  30.         AnimationState        = AWAITING_CONSTRUCTION
  31.             Animation           =  EBWallRmprtN_A
  32.                 AnimationName     =  EBWallRmprtN_A.EBWallRmprtN_A
  33.                 AnimationMode     = MANUAL
  34.                 AnimationBlendTime = 0
  35.             End
  36.             Flags                  = START_FRAME_FIRST
  37.         End
  38.         
  39.         ModelConditionState    = UPGRADE_NUMENOR_STONEWORK ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
  40.             Model    = EBWallRmprtN_A
  41.             Texture    = EBFortress.tga EBFortress_U.tga            
  42.         End
  43.         ModelConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
  44.             Model = EBWallRmprtN_A
  45.             Texture    = EBFortress.tga EBFortress_snow.tga
  46.             Texture = EBDome.tga EBDome_snow.tga
  47.         End     
  48.         ModelConditionState   = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
  49.             Model               = EBWallRmprtN_A
  50.         End
  51.         
  52.         AnimationState        = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
  53.             Animation           = EBWallRmprtN_A
  54.                 AnimationName     = EBWallRmprtN_A.EBWallRmprtN_A
  55.                 AnimationMode     = MANUAL
  56.                 AnimationBlendTime = 0
  57.             End
  58.             Flags                  = START_FRAME_FIRST
  59.             StateName              = BeingConstructed
  60.             ParticleSysBone = NONE BuildingContructDustExp
  61.             ParticleSysBone = NONE ExpElven
  62.             BeginScript
  63.                 CurDrawablePlaySound("GondorBarracksBeginConstruction")
  64.             EndScript
  65.         End
  66.  
  67.         //--damaged building      
  68.         ModelConditionState  = DAMAGED
  69.             Model         = EBEFWHub_D1  
  70.         End
  71.         AnimationState = DAMAGED
  72.             EnteringStateFX    = FX_BuildingDamaged ;FX_HubDamaged
  73.         End        
  74.         
  75.         ModelConditionState  = REALLYDAMAGED
  76.             Model         = EBEFWHub_D2
  77.         End
  78.         
  79.         AnimationState = REALLYDAMAGED
  80.               Animation                =    RubbleAnimation
  81.                 AnimationName        =     EBEFWHub_D2.EBEFWHub_D2
  82.                 AnimationMode        =    ONCE
  83.               End
  84.             EnteringStateFX    = FX_BuildingReallyDamaged ;FX_HubDamaged
  85.         End
  86.  
  87.         ModelConditionState  = COLLAPSING
  88.             Model         = EBEFWHub_D3
  89.         End
  90.         
  91.         AnimationState = COLLAPSING
  92.               Animation                =    RubbleAnimation
  93.                 AnimationName        =     EBEFWHub_D3.EBEFWHub_D3
  94.                 AnimationMode        =    ONCE
  95.               End
  96.               EnteringStateFX    = FX_StructureMediumCollapse
  97.               ParticleSysBone NONE HubDestructionDust
  98.         End
  99.  
  100.         ModelConditionState  = RUBBLE
  101.             Model         = None  
  102.         End  
  103.         
  104.         ModelConditionState  = POST_RUBBLE
  105.             Model         = NONE
  106.         End
  107.         AnimationState = POST_RUBBLE
  108.         End
  109.  
  110.         ModelConditionState  = POST_COLLAPSE
  111.         Model         = None
  112.         End
  113.         AnimationState = POST_COLLAPSE
  114.         End 
  115.         
  116.         ModelConditionState = UPGRADE_NUMENOR_STONEWORK
  117.             Model    = EBEFWHub
  118.             Texture    = EBFortress.tga EBFortress_U.tga
  119.         End
  120.         ModelConditionState = SNOW
  121.             Model = EBEFWHub
  122.             Texture    = EBFortress.tga EBFortress_snow.tga
  123.             Texture = EBDome.tga EBDome_snow.tga
  124.         End     
  125.     End
  126.     
  127.     Draw = W3DFloorDraw ModuleTag_DrawFloor    
  128.           ModelName = EBEFWHub_bib
  129.         WeatherTexture SNOWY EBFortress_snow.tga
  130.           HideIfModelConditions    =    AWAITING_CONSTRUCTION
  131.           HideIfModelConditions    =    PARTIALLY_CONSTRUCTED
  132.     End
  133.     
  134.     // *** Design Parameters ***
  135.     BuildCost                   = ELVEN_CASTLE_WALLHUB_BUILDCOST
  136.     BuildTime                   = ELVEN_CASTLE_WALLHUB_BUILDTIME
  137.     VisionRange                 = ELVEN_CASTLE_WALLHUB_VISION_RANGE
  138.     ShroudClearingRange         = ELVEN_CASTLE_WALLHUB_SHROUD_CLEAR
  139.     DisplayName            = OBJECT:ElvenCastleWallHubExpansion
  140.  
  141.     CommandSet                    = ElvenCastleWallHubCommandSet
  142.  
  143.     // *** AUDIO Parameters ***
  144.  
  145.     #include "..\..\..\Includes\StandardBuildingEvaEvents.inc"
  146.  
  147.     VoiceSelect                        = NeutralWallHubSelect
  148.     VoiceSelectUnderConstruction    = BuildingGoodVoiceSelectUnderConstruction
  149.  
  150.     SoundOnDamaged                = BuildingLightDamageStone
  151.     SoundOnReallyDamaged        = BuildingHeavyDamageStone
  152.  
  153.     UnitSpecificSounds
  154.         UnderConstruction        = BuildingConstructionLoop  ; Built first time
  155.         ; UnderRepairFromDamage    = NoSound                    ; Repaired No animation on the building, so don't bother playing sound
  156.         UnderRepairFromRubble    = BuildingConstructionLoop    ; Repaired from completely destroyed (not used???)
  157.     End
  158.  
  159.     CampnessValue = CAMPNESS_FORTRESS_EXPANSION ; Even though its a wall, it's still a fortress expansion
  160.  
  161.     // *** ENGINEERING Parameters ***
  162.     RadarPriority               = STRUCTURE
  163.     KindOf                      = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE WALL_HUB MADE_OF_STONE NEED_BASE_FOUNDATION
  164.  
  165.     ArmorSet
  166.         Conditions        = None
  167.         Armor             = ElvenWallArmor    
  168.     End
  169.  
  170.  
  171.     Body = StructureBody ModuleTag_05
  172.         MaxHealth                = ELVEN_CASTLE_WALLHUB_HEALTH
  173.         MaxHealthDamaged        = ELVEN_CASTLE_WALLHUB_HEALTH_DAMAGED
  174.         MaxHealthReallyDamaged    = ELVEN_CASTLE_WALLHUB_HEALTH_REALLY_DAMAGED
  175.     End
  176.  
  177.     Behavior            = GettingBuiltBehavior ModuleTag_04
  178.         WorkerName                    = ElvenWorkerNoSelect
  179.         SpawnTimer    = DEFAULT_STRUCTURE_HEALDELAY
  180.     End
  181.  
  182.     Behavior = CastleMemberBehavior ModuleTag_CMB
  183.     End 
  184.  
  185.     Behavior = KeepObjectDie ModuleTag_IWantRubble
  186.     End
  187.           
  188.     Behavior = TerrainResourceBehavior ModuleTag_NewMoneyDeadSpot
  189.         Radius            = 100        ;// How far we try to claim ground
  190.         MaxIncome        = 0            ;// If we were to get all we wanted, how much we would earn.  Linear slope to 0 at 0% claim
  191.         IncomeInterval    = 999999    ;// How often (in msec) we give that much money
  192.         HighPriority    = Yes        ;// A high priority claim gets to pretend it was there first.
  193.         Visible = No         ;// Don't show decal when a resource building is selected.
  194.     End
  195.  
  196.     Behavior = WallHubBehavior ModuleTag_WALL_HUB
  197.  
  198.         Options = OPTION_ONE
  199.         MaxBuildoutDistance = MEN_FORTRESS_WALL_EFFECTIVE_RADIUS
  200.         
  201.         StaggeredBuildFactor = STANDARD_WALL_STAGGERED_BUILD_FACTOR
  202.  
  203.         ;;This defines the pattern built on flat terrain
  204.         SegmentTemplateName = ElvenCastleWallSegment
  205.         SegmentTemplateName = ElvenCastleWallSegment
  206.         SegmentTemplateName = ElvenCastleWallSegment
  207.         SegmentTemplateName = ElvenCastleWallSegment
  208.         SegmentTemplateName = ElvenCastleWallSegment
  209.         SegmentTemplateName = ElvenCastleWallSegment
  210.         SegmentTemplateName = ElvenCastleWallSegment
  211.         SegmentTemplateName = ElvenCastleWallSegment
  212.         SegmentTemplateName = ElvenCastleWallHub
  213.         
  214.         BuilderRadius = 20
  215.         
  216.         HubCapTemplateName = ElvenCastleWallHub
  217.         DefaultSegmentTemplateName = ElvenCastleWallSegment
  218.  
  219.         CliffCapTemplateName = ElvenWallCliffCap        
  220.         ;ShoreCapTemplateName = [NAME]        
  221.         ;BorderCapTemplateName = [NAME]        
  222.         ;ElevatedSegmentTemplateName = [NAME]
  223.  
  224.     End
  225.  
  226.     Behavior                  = StructureCollapseUpdate ModuleTag_StructureCollapseUpdate 
  227.         MinCollapseDelay        = 5000
  228.         MaxCollapseDelay        = 5000
  229.         CollapseDamping         = .5
  230.         MaxShudder              = 0.6
  231.         MinBurstDelay           = 250
  232.         MaxBurstDelay           = 800
  233.         BigBurstFrequency       = 4
  234.         FXList                  = INITIAL   FX_StructureMediumCollapse
  235.         FXList                  = ALMOST_FINAL  FX_StructureAlmostCollapse
  236.         DestroyObjectWhenDone    = Yes
  237.         CollapseHeight            = 100
  238.     End
  239.  
  240.     Behavior = AttributeModifierUpgrade ModuleTag_Reinforced
  241.         TriggeredBy                = Upgrade_ElvenFortressEncasingVines
  242.         AttributeModifier        = EncasingVinesExpansion_Bonus
  243.     End
  244.  
  245.     Behavior = ModelConditionUpgrade ModuleTag_ShowTheVines
  246.         TriggeredBy            = Upgrade_ElvenFortressEncasingVines        
  247.         AddConditionFlags    = UPGRADE_NUMENOR_STONEWORK
  248.         Permanent            = Yes
  249.     End    
  250.  
  251.     Geometry                      = CYLINDER
  252.     GeometryMajorRadius           = 20    
  253.     GeometryHeight                = 60.0
  254.  
  255.     AdditionalGeometry            = BOX    
  256.     GeometryMajorRadius            = 18.0
  257.     GeometryMinorRadius            = 10.0
  258.     GeometryHeight                = 50.0    
  259.     GeometryOffset                = X:-30 Y:0 Z:0
  260.     GeometryIsSmall                = No
  261. End
  262.