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Text File  |  2006-01-31  |  8KB  |  238 lines

  1. ;------------------------------------------------------------------------------
  2.  
  3. ;Elven Ent Moot
  4. Object ElvenEntMoot
  5.  
  6.     SelectPortrait = BPEEntMoot
  7.  
  8.   ; *** ART Parameters ***
  9. ;  SelectPortrait         = SNReactor_L
  10. ;  ButtonImage            = SNReactor
  11.   ;day
  12.  
  13.  
  14.     Draw = W3DScriptedModelDraw ModuleTag_Draw
  15.         DefaultModelConditionState
  16.         Model = FBEntmoot
  17.         End
  18.  
  19.     IdleAnimationState
  20.     End    
  21.  
  22.     ModelConditionState   = SNOW ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
  23.         Model               = FBEntmoot_A
  24.         Texture = FBEntmoot.tga FBEntmoot_snow.tga
  25.     End
  26.  
  27.     ModelConditionState   = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
  28.         Model               = FBEntmoot_A
  29.     End
  30.     AnimationState        = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
  31.         Animation           = FBEntmoot_A
  32.             AnimationName     = FBEntmoot_A.FBEntmoot_A
  33.             AnimationMode     = MANUAL
  34.             AnimationBlendTime = 0
  35.         End
  36.         Flags                  = START_FRAME_FIRST
  37.         StateName              = BeingConstructed
  38.         BeginScript
  39.             CurDrawablePlaySound("GondorBarracksBeginConstruction")
  40.             CurDrawablePlaySound("EntMootConstruction")
  41.         EndScript
  42.     End
  43.     
  44.     ModelConditionState  = DAMAGED
  45.         Model         = FBEntmoot_D1
  46.         ParticleSysBone NONE EntImpactDebris
  47.  
  48.     End
  49.  
  50.     AnimationState = DAMAGED
  51.     EnteringStateFX    = FX_BuildingDamaged
  52.     End
  53.         ModelConditionState  = REALLYDAMAGED
  54.             Model         = FBEntmoot_D2
  55.             ParticleSysBone NONE EntImpactDebris
  56.         End
  57.  
  58.     AnimationState = REALLYDAMAGED
  59.     EnteringStateFX    = FX_BuildingReallyDamaged
  60.     End
  61.  
  62.     ModelConditionState  = RUBBLE
  63.         Model         = FBEntmoot_D3
  64.         ParticleSysBone NONE EntMootDeath
  65.         ParticleSysBone NONE EntMootDeathSmoke
  66.     End
  67.   End
  68.     
  69.   Draw = W3DFloorDraw ModuleTag_DrawFloor    
  70.      ModelName = FBEntmoot_Bib
  71.      WeatherTexture        = SNOWY FBEntmoot_snow.tga
  72.   End
  73.   
  74.   Draw = W3DScriptedModelDraw ModuleTag_Draw_HCBanner
  75.     OkToChangeModelColor  = Yes
  76.       DefaultModelConditionState
  77.         Model = RBHCEntMoot
  78.     End
  79.     MultiPlayerOnly = Yes 
  80.   End
  81.   
  82.   PlacementViewAngle  = 45
  83.  
  84.   ; ***DESIGN parameters ***
  85.   DisplayName            = OBJECT:ElvenEntsMoot
  86.   Description            = OBJECT:ElvenEntMootDescription
  87.   Side                    = Elves
  88.   IsTrainable            = No    ; don't want the Entmoot ot gain levels
  89.   EditorSorting            = STRUCTURE
  90.   ThreatLevel            = 1.0
  91.  
  92.   BuildCost                = ELVEN_ENT_MOOT_COST
  93.   RefundValue                = ELVEN_ENT_REFUND_AMOUNT 
  94.   BuildTime                = ELVEN_ENT_MOOT_BUILD_TIME ; in seconds... yes this is very very very very very long
  95.   BountyValue                     = ELVEN_ENT_REFUND_AMOUNT
  96.   
  97.   VisionRange            = VISION_HERO_RANGED
  98.   ShroudClearingRange    = SHROUD_CLEAR_STANDARD
  99.   
  100.   ArmorSet
  101.     Conditions            = None
  102.     Armor                = EntMootArmor
  103.     ;DamageFX            = StructureDamageFXNoShake
  104.   End
  105.  
  106.  CommandSet = EntsMootCommandSet
  107.  
  108.  
  109.     ; *** AUDIO Parameters ***
  110.     #include "..\..\..\Includes\StandardBuildingEvaEvents.inc"
  111.  
  112.     VoiceFullyCreated                = EVA:EntMootComplete
  113.     VoiceSelect                        = RohanEntMootSelect    ;EntMootSelect
  114.      VoiceSelectUnderConstruction    = DontBeHasty
  115.      VoiceTaskComplete                = EntsToWar
  116.         
  117.     SoundOnDamaged                = BuildingLightDamageWood
  118.     SoundOnReallyDamaged        = BuildingHeavyDamageWood
  119.  
  120.     ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
  121.         MaxUpdateRangeCap = 800
  122.          AnimationSound = Sound:EntMootConstructionBoulderSmallRise Animation:FBEntmoot_A.FBEntmoot_A Frames:92 168 254 336 399 474 551 634 705 795 860 885
  123.          AnimationSound = Sound:EntMootConstructionBoulderLargeRise Animation:FBEntmoot_A.FBEntmoot_A Frames:910
  124.     End
  125.  
  126.   
  127.   ; *** ENGINEERING Parameters ***
  128.  
  129.   RadarPriority       = STRUCTURE
  130.   KindOf              = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE NEED_BASE_FOUNDATION FS_FACTORY MP_COUNT_FOR_VICTORY AUTO_RALLYPOINT ;DO_NOT_PICK_ME_WHEN_BUILDING
  131.  
  132.   Behavior            = GettingBuiltBehavior GetBuiltBehaviorTag
  133.     WorkerName          = ElvenWorkerNoSelect
  134.     SpawnTimer    = DEFAULT_STRUCTURE_HEALDELAY
  135.   End
  136.  
  137.   Body                = StructureBody ModuleTag_05
  138.     MaxHealth         = ELVEN_ENT_MOOT_HEALTH
  139.     MaxHealthDamaged  = 4000
  140.     MaxHealthReallyDamaged = 2000 
  141.   End
  142.   
  143.   Flammability   ; should be after the 'Body' statement
  144.         Fuel          =   ELVEN_ENTMOOT_FIRE_FUEL      
  145.         MaxBurnRate   =   ELVEN_ENTMOOT_FIRE_MAX_BURN_RATE
  146.         Decay         =   ELVEN_ENTMOOT_FIRE_DECAY
  147.         Resistance    =   ELVEN_ENTMOOT_FIRE_RESISTANCE
  148.   End
  149.  
  150.     Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
  151.         DestructionDelay  = 6500
  152.     End
  153.  
  154.      Behavior                  = StructureCollapseUpdate ModuleTag_06
  155.        MinCollapseDelay        = 200
  156.        MaxCollapseDelay        = 400
  157.        CollapseHeight            = 60 ; Override the geometry so we can make it sink farther with no new problems.
  158.        CollapseDamping         = .5
  159.        MaxShudder              = 0.6
  160.        MinBurstDelay           = 250
  161.        MaxBurstDelay           = 1200
  162.        BigBurstFrequency       = 4
  163.     FXList                  = INITIAL FX_StructureEntMootCollapse
  164.      End
  165.  
  166.   Behavior = ProductionUpdate ProductionUpdateModuleTag
  167.       ;SpecialPrepModelconditionTime    = 24000        ;sprouting animation time is 12 seconds and it's played at half speed (see GenerticEntAnims.inc)
  168.       GiveNoXP                        = Yes        ;disable granting xp when producing units.
  169.   End
  170.       
  171.   Behavior = TerrainResourceBehavior ModuleTag_NewMoneyDeadSpot
  172.       Radius = 100      ; How far we try to claim ground
  173.       MaxIncome = 0   ; If we were to get all we wanted, how much we would earn.  Linear slope to 0 at 0% claim
  174.       IncomeInterval = 999999   ; How often (in msec) we give that much money
  175.       HighPriority = Yes ; A high priority claim gets to pretend it was there first.
  176.       Visible = No         ;// Don't show decal when a resource building is selected.
  177.   End
  178.   
  179.   Behavior = QueueProductionExitUpdate QueueProductionModuleTag
  180.     UnitCreatePoint    = X:0.0 Y:-7 Z:0.0
  181.     NaturalRallyPoint  = X:0.0 Y:-127 Z:0.0
  182.     ExitDelay = 750
  183.     ;NoExitPath = Yes ; this is commented out on purpose !!!; means, do not use a rally point, just stand there at the exit position
  184.   End
  185.  
  186.  
  187. ;  Behavior = FlammableUpdate ModuleTag_14
  188. ;    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
  189. ;    AflameDamageAmount = 5       ; taking this much damage...
  190. ;    AflameDamageDelay = 500       ; this often.
  191. ;  End
  192.  
  193. ;  Behavior = TransitionDamageFX ModuleTag_15
  194. ;    ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS-------------------
  195. ;    DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
  196. ;    ;---------------------------------------------------------------------------------------
  197. ;    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
  198. ;    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
  199. ;    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
  200. ;  End
  201.  
  202. ;  Behavior             = FXListDie ModuleTag_16
  203. ;    DeathFX       = FX_BuildingDie
  204. ;  End
  205.  
  206. ; This is the sundial rock
  207.   Geometry              = CYLINDER
  208.   GeometryMajorRadius   = 90 
  209.   GeometryMinorRadius   = 40  
  210.   GeometryHeight        = 20
  211.   GeometryOffset        = X:0 Y:0 Z:0 
  212.   AdditionalGeometry    = CYLINDER
  213.   GeometryMajorRadius   = 17  
  214.   GeometryMinorRadius   = 17   
  215.   GeometryHeight        = 10
  216.   GeometryOffset        = X:0 Y:80 Z:0 
  217.   AdditionalGeometry    = CYLINDER
  218.   GeometryMajorRadius   = 10  
  219.   GeometryMinorRadius   = 10   
  220.   GeometryHeight        = 42
  221.   GeometryOffset        = X:0 Y:36 Z:0 
  222.   AdditionalGeometry    = CYLINDER
  223.   GeometryMajorRadius   = 10  
  224.   GeometryMinorRadius   = 10   
  225.   GeometryHeight        = 10
  226.   
  227.   
  228.   GeometryIsSmall       = No
  229.   Shadow                = SHADOW_VOLUME
  230.   BuildCompletion     = PLACED_BY_PLAYER
  231.   
  232.     GeometryContactPoint    = X:-88.153        Y:-47.964    Z:0            Repair
  233.     GeometryContactPoint    = X:96.098        Y:-2.258    Z:0            Repair
  234.     GeometryContactPoint    = X:17.21        Y:-88.654    Z:0
  235.     GeometryContactPoint    = X:-23.526        Y:82.402    Z:0
  236.     GeometryContactPoint    = X:1.53        Y:42.268    Z:40.231    Swoop
  237.  
  238. End