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data_ini_object_goodfaction_structures_elven_elvenentmoot.ini
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Text File
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2006-01-31
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8KB
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238 lines
;------------------------------------------------------------------------------
;Elven Ent Moot
Object ElvenEntMoot
SelectPortrait = BPEEntMoot
; *** ART Parameters ***
; SelectPortrait = SNReactor_L
; ButtonImage = SNReactor
;day
Draw = W3DScriptedModelDraw ModuleTag_Draw
DefaultModelConditionState
Model = FBEntmoot
End
IdleAnimationState
End
ModelConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Model = FBEntmoot_A
Texture = FBEntmoot.tga FBEntmoot_snow.tga
End
ModelConditionState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Model = FBEntmoot_A
End
AnimationState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Animation = FBEntmoot_A
AnimationName = FBEntmoot_A.FBEntmoot_A
AnimationMode = MANUAL
AnimationBlendTime = 0
End
Flags = START_FRAME_FIRST
StateName = BeingConstructed
BeginScript
CurDrawablePlaySound("GondorBarracksBeginConstruction")
CurDrawablePlaySound("EntMootConstruction")
EndScript
End
ModelConditionState = DAMAGED
Model = FBEntmoot_D1
ParticleSysBone NONE EntImpactDebris
End
AnimationState = DAMAGED
EnteringStateFX = FX_BuildingDamaged
End
ModelConditionState = REALLYDAMAGED
Model = FBEntmoot_D2
ParticleSysBone NONE EntImpactDebris
End
AnimationState = REALLYDAMAGED
EnteringStateFX = FX_BuildingReallyDamaged
End
ModelConditionState = RUBBLE
Model = FBEntmoot_D3
ParticleSysBone NONE EntMootDeath
ParticleSysBone NONE EntMootDeathSmoke
End
End
Draw = W3DFloorDraw ModuleTag_DrawFloor
ModelName = FBEntmoot_Bib
WeatherTexture = SNOWY FBEntmoot_snow.tga
End
Draw = W3DScriptedModelDraw ModuleTag_Draw_HCBanner
OkToChangeModelColor = Yes
DefaultModelConditionState
Model = RBHCEntMoot
End
MultiPlayerOnly = Yes
End
PlacementViewAngle = 45
; ***DESIGN parameters ***
DisplayName = OBJECT:ElvenEntsMoot
Description = OBJECT:ElvenEntMootDescription
Side = Elves
IsTrainable = No ; don't want the Entmoot ot gain levels
EditorSorting = STRUCTURE
ThreatLevel = 1.0
BuildCost = ELVEN_ENT_MOOT_COST
RefundValue = ELVEN_ENT_REFUND_AMOUNT
BuildTime = ELVEN_ENT_MOOT_BUILD_TIME ; in seconds... yes this is very very very very very long
BountyValue = ELVEN_ENT_REFUND_AMOUNT
VisionRange = VISION_HERO_RANGED
ShroudClearingRange = SHROUD_CLEAR_STANDARD
ArmorSet
Conditions = None
Armor = EntMootArmor
;DamageFX = StructureDamageFXNoShake
End
CommandSet = EntsMootCommandSet
; *** AUDIO Parameters ***
#include "..\..\..\Includes\StandardBuildingEvaEvents.inc"
VoiceFullyCreated = EVA:EntMootComplete
VoiceSelect = RohanEntMootSelect ;EntMootSelect
VoiceSelectUnderConstruction = DontBeHasty
VoiceTaskComplete = EntsToWar
SoundOnDamaged = BuildingLightDamageWood
SoundOnReallyDamaged = BuildingHeavyDamageWood
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
MaxUpdateRangeCap = 800
AnimationSound = Sound:EntMootConstructionBoulderSmallRise Animation:FBEntmoot_A.FBEntmoot_A Frames:92 168 254 336 399 474 551 634 705 795 860 885
AnimationSound = Sound:EntMootConstructionBoulderLargeRise Animation:FBEntmoot_A.FBEntmoot_A Frames:910
End
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE NEED_BASE_FOUNDATION FS_FACTORY MP_COUNT_FOR_VICTORY AUTO_RALLYPOINT ;DO_NOT_PICK_ME_WHEN_BUILDING
Behavior = GettingBuiltBehavior GetBuiltBehaviorTag
WorkerName = ElvenWorkerNoSelect
SpawnTimer = DEFAULT_STRUCTURE_HEALDELAY
End
Body = StructureBody ModuleTag_05
MaxHealth = ELVEN_ENT_MOOT_HEALTH
MaxHealthDamaged = 4000
MaxHealthReallyDamaged = 2000
End
Flammability ; should be after the 'Body' statement
Fuel = ELVEN_ENTMOOT_FIRE_FUEL
MaxBurnRate = ELVEN_ENTMOOT_FIRE_MAX_BURN_RATE
Decay = ELVEN_ENTMOOT_FIRE_DECAY
Resistance = ELVEN_ENTMOOT_FIRE_RESISTANCE
End
Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
DestructionDelay = 6500
End
Behavior = StructureCollapseUpdate ModuleTag_06
MinCollapseDelay = 200
MaxCollapseDelay = 400
CollapseHeight = 60 ; Override the geometry so we can make it sink farther with no new problems.
CollapseDamping = .5
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 1200
BigBurstFrequency = 4
FXList = INITIAL FX_StructureEntMootCollapse
End
Behavior = ProductionUpdate ProductionUpdateModuleTag
;SpecialPrepModelconditionTime = 24000 ;sprouting animation time is 12 seconds and it's played at half speed (see GenerticEntAnims.inc)
GiveNoXP = Yes ;disable granting xp when producing units.
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 = QueueProductionExitUpdate QueueProductionModuleTag
UnitCreatePoint = X:0.0 Y:-7 Z:0.0
NaturalRallyPoint = X:0.0 Y:-127 Z:0.0
ExitDelay = 750
;NoExitPath = Yes ; this is commented out on purpose !!!; means, do not use a rally point, just stand there at the exit position
End
; Behavior = FlammableUpdate ModuleTag_14
; AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
; AflameDamageAmount = 5 ; taking this much damage...
; AflameDamageDelay = 500 ; this often.
; End
; Behavior = TransitionDamageFX ModuleTag_15
; ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS-------------------
; DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
; ;---------------------------------------------------------------------------------------
; ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
; ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
; ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
; End
; Behavior = FXListDie ModuleTag_16
; DeathFX = FX_BuildingDie
; End
; This is the sundial rock
Geometry = CYLINDER
GeometryMajorRadius = 90
GeometryMinorRadius = 40
GeometryHeight = 20
GeometryOffset = X:0 Y:0 Z:0
AdditionalGeometry = CYLINDER
GeometryMajorRadius = 17
GeometryMinorRadius = 17
GeometryHeight = 10
GeometryOffset = X:0 Y:80 Z:0
AdditionalGeometry = CYLINDER
GeometryMajorRadius = 10
GeometryMinorRadius = 10
GeometryHeight = 42
GeometryOffset = X:0 Y:36 Z:0
AdditionalGeometry = CYLINDER
GeometryMajorRadius = 10
GeometryMinorRadius = 10
GeometryHeight = 10
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
GeometryContactPoint = X:-88.153 Y:-47.964 Z:0 Repair
GeometryContactPoint = X:96.098 Y:-2.258 Z:0 Repair
GeometryContactPoint = X:17.21 Y:-88.654 Z:0
GeometryContactPoint = X:-23.526 Y:82.402 Z:0
GeometryContactPoint = X:1.53 Y:42.268 Z:40.231 Swoop
End