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Text File  |  2006-01-31  |  22KB  |  688 lines

  1. ;------------------------------------------------------------------------------
  2. ; ElvenGreenPasture aka Elven Stable
  3. Object ElvenGreenPasture
  4.  
  5.     SelectPortrait = BPEGreenPasture
  6.  
  7.   ; *** ART Parameters ***
  8.   Draw = W3DScriptedModelDraw ModuleTag_Draw
  9.  
  10.     ExtraPublicBone = ARROW01
  11.     ExtraPublicBone = ARROW02
  12.     ExtraPublicBone = ARROW03
  13.     ExtraPublicBone = ARROW04
  14.  
  15.     OkToChangeModelColor  = Yes
  16.     UseStandardModelNames = Yes
  17.     StaticModelLODMode = yes ; If yes, will append M or L to the skin name depending on GameLOD     
  18.     DefaultModelConditionState
  19.         Model = EBStable_SKN
  20.         WeaponLaunchBone = PRIMARY ARROW
  21.     End
  22.  
  23.     ;//    Animation state for build placement cursor
  24.     AnimationState = BUILD_PLACEMENT_CURSOR
  25.         BeginScript
  26.             CurDrawableHideSubObject("N_Window")
  27.             CurDrawableHideSubObject("N_Glow")
  28.                CurDrawableHideSubObject("V1")
  29.                CurDrawableHideSubObject("V1a")
  30.             CurDrawableHideSubObject("V2")
  31.             CurDrawableHideSubObject("Fence")
  32.         EndScript
  33.     End
  34.     
  35.     ;//    Animation state for phantom structure
  36.     AnimationState = PHANTOM_STRUCTURE
  37.         BeginScript
  38.             CurDrawableHideSubObject("N_Window")
  39.             CurDrawableHideSubObject("N_Glow")
  40.                CurDrawableHideSubObject("V1")
  41.                CurDrawableHideSubObject("V1a")
  42.             CurDrawableHideSubObject("V2")
  43.             CurDrawableHideSubObject("Fence")
  44.         EndScript
  45.     End
  46.  
  47.     
  48.         IdleAnimationState
  49.             StateName                =   STATE_Idle
  50.             Animation = IdleA
  51.                 AnimationName        =    EBStable_SKL.EBStable_IDLA
  52.                 AnimationMode        =    ONCE
  53.                 AnimationPriority        =    30
  54.             End
  55.             Animation = IdleB
  56.                 AnimationName        =    EBStable_SKL.EBStable_IDLA
  57.                 AnimationMode        =    ONCE 
  58.                 AnimationPriority        =    10
  59.             End
  60.             Flags               = RESTART_ANIM_WHEN_COMPLETE 
  61.  
  62.         End
  63.  
  64.  
  65.  
  66.     ;------------ New Build Up States coming soon. 
  67.     ModelConditionState = SNOW AWAITING_CONSTRUCTION
  68.         Model    = EBStable_A
  69.         Texture = EBStable.tga EBStable_Snow.tga
  70.     End    
  71.     ModelConditionState   = AWAITING_CONSTRUCTION 
  72.       Model               = EBStable_A
  73. ;        ParticleSysBone      = NONE BuildingDoughnutCloud
  74.     End;
  75.     AnimationState        = AWAITING_CONSTRUCTION
  76.       Animation           =  EBStable_A
  77.         AnimationName     =  EBStable_ASKL.EBStable_ABLD
  78.         AnimationMode     = MANUAL
  79.         AnimationBlendTime = 0
  80.       End
  81.       Flags                  = START_FRAME_FIRST
  82.     End
  83.  
  84.     ModelConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
  85.         Model                    = EBStable_A
  86.         Texture    = EBStable.tga EBStable_Snow.tga
  87.     End   
  88.     ModelConditionState   = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
  89.         Model                    = EBStable_A
  90.         ParticleSysBone            = CONSTDUSTBONE01 BuildingContructDust FollowBone:Yes
  91.     End;
  92.     AnimationState        = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
  93.         Animation                = EBStable_A
  94.             AnimationName        = EBStable_ASKL.EBStable_ABLD
  95.             AnimationMode        = MANUAL
  96.             AnimationBlendTime    = 0
  97.         End
  98.         Flags                  = START_FRAME_FIRST
  99.         StateName              = BeingConstructed
  100.         BeginScript
  101.             CurDrawablePlaySound("GondorBarracksBeginConstruction")
  102.             CurDrawableHideSubObjectPermanently("V1")
  103.             CurDrawableHideSubObjectPermanently("V1FLAG")
  104.             CurDrawableHideSubObjectPermanently("V2")
  105.         EndScript
  106.     End
  107.             
  108.     ;------------ Build Up States -------
  109.     
  110.     ModelConditionState  = DAMAGED
  111.       Model         = EBStable_D1
  112.     
  113.         ParticleSysBone V1 StableSmokeBuildingMedium
  114.         ParticleSysBone V1 StableFireBuildingMedium
  115.     
  116.     End
  117.  
  118.    AnimationState = DAMAGED
  119.         EnteringStateFX    = FX_BuildingDamaged
  120.    End
  121.     
  122.     ModelConditionState  = REALLYDAMAGED
  123.       Model         = EBStable_D2
  124.         ParticleSysBone V1 StableSmokeBuildingMedium
  125.         ParticleSysBone V1 StableFireBuildingMedium
  126.         ParticleSysBone V1 StableSmokeBuildingLarge
  127.         ParticleSysBone V1 StableFireBuildingLarge
  128.     End
  129.  
  130.        AnimationState = REALLYDAMAGED
  131.          Animation                =    RubbleAnimation
  132.             AnimationName        =    EBStable_D2SK.EBStable_D2AN
  133.             AnimationMode        =    ONCE
  134.             End
  135.         EnteringStateFX    = FX_BuildingReallyDamaged
  136.        End
  137.    
  138.        ModelConditionState  = RUBBLE
  139.         Model         = EBStable_D3
  140.           ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  141.        End
  142.     
  143.        AnimationState = RUBBLE
  144.             Animation                =    RubbleAnimation
  145.             AnimationName        =    EBStable_D3SK.EBStable_D3AN
  146.             AnimationMode        =    ONCE
  147.            End
  148.            EnteringStateFX    = FX_StructureMediumCollapse
  149.        End
  150.  
  151.       ModelConditionState  = POST_RUBBLE
  152.         Model         = None
  153.         ParticleSysBone NONE SmokeBuildingMediumRubble
  154.     End
  155.     ModelConditionState  = POST_COLLAPSE
  156.         Model         = None
  157.         ParticleSysBone NONE SmokeBuildingMediumRubble
  158.     End
  159.  
  160.     ModelConditionState = SNOW
  161.         Model = EBStable_SKN
  162.         Texture = EBStable.tga EBStable_Snow.tga    
  163.         Texture = ELorienH.tga ELorienH_snow.tga     
  164.         Texture = EBTree.tga EBTree_S.tga
  165.     End
  166.     
  167.   End
  168.   
  169.   
  170.   
  171.     ;----------the door
  172.     Draw = W3DScriptedModelDraw ModuleTag_02
  173.          
  174.         DefaultModelConditionState
  175.             Model = EBStable_DRC
  176.         End
  177.         
  178.         ModelConditionState   = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
  179.             Model               = None; EBStable_DrA
  180.         End
  181.         AnimationState        = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
  182. ;            Animation           =EBStable_DrA
  183. ;                AnimationName     = EBStable_DrA.EBStable_DrA
  184. ;                AnimationMode     = MANUAL
  185. ;            End
  186. ;            Flags                  = START_FRAME_FIRST
  187.         End
  188.  
  189.         ; -----opening-----------
  190.         ModelConditionState = DOOR_1_OPENING SNOW
  191.             Model = EBStable_DROA
  192.             Texture = EBStable.tga EBStable_Snow.tga    
  193.         End
  194.         ModelConditionState   = DOOR_1_OPENING
  195.             Model               = EBStable_DROA
  196.         End
  197.         AnimationState            =    DOOR_1_OPENING
  198.             Animation           =    EBStable_DROA
  199.                 AnimationName   =    EBStable_DROA.EBStable_DROA
  200.                 AnimationMode   =    ONCE    
  201.             End
  202.         End 
  203.  
  204.         ModelConditionState = DOOR_1_WAITING_OPEN SNOW
  205.             Model = EBStable_DSOP
  206.             Texture = EBStable.tga EBStable_Snow.tga    
  207.         End        
  208.         ModelConditionState   = DOOR_1_WAITING_OPEN
  209.             Model               = EBStable_DSOP
  210.         End 
  211.         AnimationState            =    DOOR_1_WAITING_OPEN
  212.                 Animation           =    EBStable_DSOP
  213.                     AnimationName   =   EBStable_DSOP.EBStable_DSOP
  214.                     AnimationMode   =    ONCE
  215.                     AnimationBlendTime = 0
  216.                 End
  217.             ;    Flags                =    START_FRAME_FIRST
  218.         End   
  219.  
  220.  
  221.         ; -----closing-----------
  222.         ModelConditionState = DOOR_1_CLOSING SNOW
  223.             Model = EBStable_DRCA
  224.             Texture = EBStable.tga EBStable_Snow.tga    
  225.         End            
  226.         ModelConditionState   = DOOR_1_CLOSING
  227.             Model               = EBStable_DRCA
  228.         End  
  229.         AnimationState            =    DOOR_1_CLOSING
  230.             Animation           =    EBStable_DRCA
  231.                 AnimationName   =    EBStable_DRCA.EBStable_DRCA
  232.                 AnimationMode   =    ONCE
  233.                 AnimationBlendTime = 0
  234.             End
  235.         End   
  236.         
  237.         ModelConditionState  = RUBBLE
  238.             Model         = none
  239.            End
  240.            AnimationState = RUBBLE
  241.            End
  242.   End
  243.  
  244.   Draw = W3DFloorDraw ModuleTag_DrawFloor    
  245.         StaticModelLODMode = Yes        ; THIS NEEDS TO BE COMMENTED OUT WHEN ENGINEERING ENABLES LOD'S IN THE FLOOR DRAW
  246.      ModelName = EBStable_Bib
  247.      WeatherTexture        = SNOWY EBStable_Bib_snow.tga
  248.           HideIfModelConditions    =    AWAITING_CONSTRUCTION
  249.           HideIfModelConditions    =    PARTIALLY_CONSTRUCTED
  250.   End 
  251.  
  252.   Draw = W3DScriptedModelDraw ModuleTag_Draw_HCBanner
  253.     OkToChangeModelColor  = Yes
  254.     DefaultModelConditionState
  255.         Model = EBHCStable
  256.     End
  257.     MultiPlayerOnly = Yes 
  258.   End
  259.    
  260.   PlacementViewAngle  = 315
  261.  
  262.   ; ***DESIGN parameters ***
  263.   DisplayName        = OBJECT:ElvenGreenPasture
  264.   Side                = Elves
  265.   EditorSorting        = STRUCTURE
  266.   ThreatLevel        = 1.0
  267.  
  268.   CommandSet          = ElvenGreenPastureCommandSet
  269.   
  270.   BuildCost           = ELVEN_GREEN_PASTURE_BUILDCOST
  271.   BuildTime           = ELVEN_GREEN_PASTURE_BUILDTIME
  272.   VisionRange         = ELVEN_GREEN_PASTURE_VISION_RANGE
  273.   ShroudClearingRange = ELVEN_GREEN_PASTURE_SHROUD_CLEAR
  274.   BountyValue         =    ELVEN_GREEN_PASTURE_BOUNTY_VALUE
  275.  
  276.   Description = OBJECT:ElvenGreenPastureDescription        
  277.   
  278.   ArmorSet
  279.     Conditions        = None
  280.     Armor             = StructureArmor
  281.   End
  282.  
  283.     WeaponSet
  284.         Conditions            = None
  285.     End
  286.  
  287.     WeaponSet
  288.         Weapon                = PRIMARY GoodStructureBow
  289.         Conditions            = PLAYER_UPGRADE
  290.         AutoChooseSources    = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
  291.     End
  292.  
  293.     ; *** AUDIO Parameters ***
  294.  
  295.     #include "..\..\..\Includes\StandardBuildingEvaEvents.inc"
  296.  
  297.     VoiceFullyCreated                = EVA:GreenPastureComplete
  298.     VoiceSelect                        = ElfGreenPastureSelect                ;RohanStablesSelect
  299.     VoiceSelectUnderConstruction    = BuildingGoodVoiceSelectUnderConstruction
  300.  
  301.      SoundAmbient                    = BuildingRohanStableAmbience
  302.     SoundAmbientDamaged                = BuildingDamageFireMediumLoop
  303.     SoundAmbientReallyDamaged        = BuildingDamageFireMediumLoop
  304.     SoundOnDamaged                    = BuildingLightDamageWood
  305.     SoundOnReallyDamaged            = BuildingHeavyDamageWood
  306.  
  307.     UnitSpecificSounds
  308.         UnderConstruction        = BuildingConstructionLoop  ; Built first time
  309.         ; UnderRepairFromDamage    = NoSound                    ; Repaired No animation on the building, so don't bother playing sound
  310.         UnderRepairFromRubble    = BuildingConstructionLoop    ; Repaired from completely destroyed (not used???)
  311.     End
  312.   
  313.   ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
  314.         MaxUpdateRangeCap = 800
  315.          AnimationSound = Sound: BuildingRohanStableHammerTap Animation:RBStable_SKL.RBStable_IDLA Frames: 63 74
  316.          AnimationSound = Sound: BuildingRohanStableHammerHorseShoe Animation:RBStable_SKL.RBStable_IDLA Frames: 97 116 132
  317.          AnimationSound = Sound: BuildingRohanStableMaleYawn Animation:RBStable_SKL.RBStable_IDLB Frames: 65
  318.   End
  319.  
  320.   ; *** ENGINEERING Parameters ***
  321.  
  322.   RadarPriority       = STRUCTURE
  323.   KindOf              = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE NEED_BASE_FOUNDATION FS_FACTORY MP_COUNT_FOR_VICTORY AUTO_RALLYPOINT ATTACK_NEEDS_LINE_OF_SIGHT CAN_ATTACK MADE_OF_WOOD  
  324.  
  325.     Body                      = StructureBody ModuleTag_05
  326.         MaxHealth               = ELVEN_GREEN_PASTURE_MAXHEALTH                
  327.         MaxHealthDamaged        = ELVEN_GREEN_PASTURE_MAXHEALTHDAMAGED            
  328.         MaxHealthReallyDamaged  = ELVEN_GREEN_PASTURE_MAXHEALTH_REALLYDAMAGED        
  329.     End
  330.  
  331.     Flammability   ; should be after the 'Body' statement
  332.             Fuel          =   ELVEN_GREENPASTURE_FIRE_FUEL      
  333.             MaxBurnRate   =   ELVEN_GREENPASTURE_FIRE_MAX_BURN_RATE
  334.             Decay         =   ELVEN_GREENPASTURE_FIRE_DECAY
  335.             Resistance    =   ELVEN_GREENPASTURE_FIRE_RESISTANCE
  336.     End
  337.       
  338.     Behavior = ProductionUpdate ProductionUpdateModuleTag
  339.         NumDoorAnimations            = 1
  340.         DoorOpeningTime              = 3250  ;in mSeconds how long you want doors to be in open state
  341.         DoorWaitOpenTime             =13000  ;in mSeconds time the door stays open, so units can exit
  342.         DoorCloseTime                = 4000  ;in mSeconds how long you want doors to be in open state
  343.         ConstructionCompleteDuration = 0  ;in mSeconds   wait time so if you have multiple units they don't run over each other
  344.         GiveNoXP                       = Yes 
  345.     End
  346.       
  347.     Behavior = TerrainResourceBehavior ModuleTag_NewMoneyDeadSpot
  348.         Radius = 55      ; How far we try to claim ground
  349.         MaxIncome = 0   ; If we were to get all we wanted, how much we would earn.  Linear slope to 0 at 0% claim
  350.         IncomeInterval = 999999   ; How often (in msec) we give that much money
  351.         HighPriority = Yes ; A high priority claim gets to pretend it was there first.
  352.         Visible = No         ;// Don't show decal when a resource building is selected.
  353.     End
  354.       
  355.  
  356.     Behavior = QueueProductionExitUpdate QueueProductionModuleTag
  357.         UnitCreatePoint        = X:-50.0 Y:0.0 Z:0.0
  358.         NaturalRallyPoint    = X:60.0 Y:0.0 Z:0.0
  359.         ExitDelay            = 300
  360.     End 
  361.      
  362.     Behavior            = GettingBuiltBehavior GetBuiltBehaviorTag
  363.         WorkerName          = ElvenWorkerNoSelect
  364.         SpawnTimer    = DEFAULT_STRUCTURE_HEALDELAY
  365.     End
  366.  
  367.     Behavior = AIUpdateInterface ModuleTag_SoWeCanUseWeapon
  368.         AutoAcquireEnemiesWhenIdle    = Yes
  369.         MoodAttackCheckRate            = 250
  370.     End
  371.  
  372.     Behavior = SubObjectsUpgrade ModuleTag_HideAll
  373.         TriggeredBy            = Upgrade_StructureLevel1
  374.         HideSubObjects        = Fence V1 V1a V2
  375.     End
  376.  
  377.      Behavior = SubObjectsUpgrade ModuleTag_ShowWalls 
  378.         TriggeredBy            = Upgrade_ElvenGreenPastureLevel2
  379.         ShowSubObjects        = Fence 
  380.         HideSubObjects        = V1 V1a V2
  381.     End
  382.  
  383.     Behavior = SubObjectsUpgrade ModuleTag_ShowPillars 
  384.         TriggeredBy            = Upgrade_ElvenGreenPastureLevel3
  385.         ShowSubObjects        = Fence V1 V1a V2
  386.     End
  387.  
  388.     Behavior = WeaponSetUpgrade ModuleTag_ThirdLevelBuildingArrows
  389.         TriggeredBy            = Upgrade_ElvenGreenPastureLevel3
  390.     End
  391.         
  392.     Behavior = LevelUpUpgrade ModuleTag_ElvenGreenPastureLevel2
  393.         TriggeredBy    = Upgrade_ElvenGreenPastureLevel2     
  394.         LevelsToGain   = 1
  395.         LevelCap       = 3
  396.     End
  397.  
  398.     Behavior = LevelUpUpgrade ModuleTag_ElvenGreenPastureLevel3
  399.         TriggeredBy    = Upgrade_ElvenGreenPastureLevel3     
  400.         LevelsToGain   = 1
  401.         LevelCap       = 3
  402.     End
  403.  
  404.     Behavior = CommandSetUpgrade ModueTag_ElvenGreenPastureLevel2CommandSet
  405.     TriggeredBy      = Upgrade_ElvenGreenPastureLevel2
  406.     ConflictsWith    = Upgrade_ElvenGreenPastureLevel3
  407.     CommandSet       = ElvenGreenPastureCommandSetLevel2
  408.     End
  409.      
  410.     Behavior = CommandSetUpgrade ModueTag_ElvenGreenPastureLevel3CommandSet
  411.     TriggeredBy      = Upgrade_ElvenGreenPastureLevel3
  412.     CommandSet       = ElvenGreenPastureCommandSetLevel3
  413.     End
  414.  
  415.  
  416.     Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
  417.         DestructionDelay  = 6500
  418.     End
  419.  
  420.     Behavior                  = StructureCollapseUpdate ModuleTag_06
  421.         MinCollapseDelay        = 000
  422.         MaxCollapseDelay        = 000
  423.         CollapseDamping         = .5
  424.         MaxShudder              = 0.6
  425.         MinBurstDelay           = 250
  426.         MaxBurstDelay           = 800
  427.         BigBurstFrequency       = 4
  428.         CollapseHeight            = 110
  429.         FXList                  = INITIAL   FX_StructureMediumCollapse
  430.  
  431.     End
  432.     
  433.     Behavior = BuildingBehavior ModuleTag_Building
  434.         NightWindowName    = N_WINDOW N_GLOW
  435.         ;GlowWindowName    =
  436.         ;FireWindowName    =
  437.         ;FireName        =
  438.     End 
  439.       
  440.     Behavior = GeometryUpgrade Geom_ModuleTag_HideAll
  441.         TriggeredBy        = Upgrade_StructureLevel1
  442.         ShowGeometry    = Geom_Orig Geom_So_Weapon_Can_Hit_Us
  443.         HideGeometry    = Geom_V1 Geom_V2
  444.     End
  445.     Behavior = GeometryUpgrade Geom_ModuleTag_ShowWalls 
  446.         TriggeredBy        = Upgrade_ElvenGreenPastureLevel2
  447.         ShowGeometry    = Geom_Orig Geom_V1
  448.         HideGeometry    = Geom_V2 Geom_So_Weapon_Can_Hit_Us
  449.     End
  450.       Behavior = GeometryUpgrade Geom_ModuleTag_ShowFlagsAndTower 
  451.         TriggeredBy        = Upgrade_ElvenGreenPastureLevel3
  452.         ShowGeometry    = Geom_Orig Geom_V1 Geom_V2 Geom_So_Weapon_Can_Hit_Us
  453.     End
  454.         
  455.     Geometry                = BOX
  456.     GeometryName            = Geom_Orig
  457.       GeometryMajorRadius        = 18.0
  458.     GeometryMinorRadius        = 56.0
  459.     GeometryHeight            = 50.0
  460.     GeometryOffset            = X:-45 Y:0 Z:0    
  461.  
  462.     AdditionalGeometry        = CYLINDER
  463.     GeometryName            = Geom_V1
  464.     GeometryMajorRadius        = 52.0    
  465.     GeometryHeight            = 35.0
  466.     GeometryOffset            = X:-9 Y:0 Z:0
  467.     
  468.     AdditionalGeometry        = BOX
  469.     GeometryName            = Geom_V2
  470.     GeometryMajorRadius        = 13.0
  471.     GeometryMinorRadius        = 13.0
  472.     GeometryHeight            = 80.0
  473.     GeometryOffset            = X:-64 Y:-25 Z:0
  474.           
  475.       ;// This building is messed up because its extents don't enclose the actual center point of the building.
  476.       ;// Suppose the distance from the center to the closest point on the bounding box 'D'. If a weapon with a damage nugget
  477.       ;// radius smaller than 'D' tries to attack, the partition check in DamageNugget::doEffectPosition will fail because
  478.       ;// it's a strict extent-collison check. 
  479.       ;// To get around this, enclose the center point with a 1x1x1 box to guarantee that the object will always be found by the
  480.       ;// partition check.
  481.     AdditionalGeometry        = BOX
  482.     GeometryName            = Geom_So_Weapon_Can_Hit_Us
  483.       GeometryMajorRadius        = 1.0
  484.     GeometryMinorRadius        = 1.0
  485.     GeometryHeight            = 1.0
  486.     GeometryOffset            = X:0.0 Y:0.0 Z:0.0
  487.  
  488.   GeometryIsSmall       = No
  489.   Shadow                = SHADOW_VOLUME
  490.   BuildCompletion       = PLACED_BY_PLAYER
  491.   
  492. ;  AttackContactPoint = X:0 Y:28 Z:24
  493.     GeometryContactPoint    = X:-27.335        Y:29.598    Z:0            Repair
  494.     GeometryContactPoint    = X:-65            Y:-43.345    Z:0            
  495. ;    GeometryContactPoint    = X:35.94        Y:-43.345    Z:0            Repair
  496.     GeometryContactPoint    = X:-65            Y:36.339    Z:0
  497. ;    GeometryContactPoint    = X:42.966        Y:36.339    Z:0
  498.     GeometryContactPoint    = X:-34.952        Y:-43.345    Z:0
  499.     GeometryContactPoint    = X:2.198        Y:18.18        Z:63.444    Swoop
  500.     
  501. End
  502.  
  503.  
  504. ;------------------------------------------------------------------------------
  505. ; ElvenGreenPasture aka Elven Stable
  506. ObjectReskin ElvenGreenPasture_Snow ElvenGreenPasture
  507.  
  508.     SelectPortrait = BPEGreenPasture
  509.  
  510.   ; *** ART Parameters ***
  511.   Draw = W3DScriptedModelDraw ModuleTag_Draw
  512.  
  513.     ExtraPublicBone = ARROW_01
  514.  
  515.     OkToChangeModelColor  = Yes
  516.     UseStandardModelNames = Yes
  517.     StaticModelLODMode = no ; If yes, will append M or L to the skin name depending on GameLOD     
  518.     DefaultModelConditionState
  519.         Model = EBStable_S
  520. ;        WeaponLaunchBone = PRIMARY ARROW_
  521.     End
  522.     
  523.         IdleAnimationState
  524.             StateName                =   STATE_Idle
  525.             Animation = IdleA
  526.                 AnimationName        =    EBStable_SKL.EBStable_IDLA
  527.                 AnimationMode        =    ONCE 
  528.                 AnimationPriority        =    30
  529.             End
  530.             Animation = IdleB
  531.                 AnimationName        =    EBStable_SKL.EBStable_IDLA
  532.                 AnimationMode        =    ONCE 
  533.                 AnimationPriority        =    10
  534.             End
  535.             Flags               = RESTART_ANIM_WHEN_COMPLETE 
  536.  
  537.         End
  538.         
  539.     ;------------ Build Up States -------
  540.     ModelConditionState   = AWAITING_CONSTRUCTION 
  541.       Model               = EBStable_A
  542. ;        ParticleSysBone      = NONE BuildingDoughnutCloud
  543.     End;
  544.     AnimationState        = AWAITING_CONSTRUCTION
  545.       Animation           =  EBStable_A
  546.         AnimationName     =  EBStable_ASKL.EBStable_ABLD
  547.         AnimationMode     = MANUAL
  548.         AnimationBlendTime = 0
  549.       End
  550.       Flags                  = START_FRAME_FIRST
  551.     End
  552.  
  553.     ModelConditionState   = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
  554.       Model               = EBStable_A
  555.         ParticleSysBone   = CONSTDUSTBONE01 BuildingContructDust FollowBone:Yes
  556.     End;
  557.     AnimationState        = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
  558.         Animation           = EBStable_A
  559.             AnimationName     = EBStable_ASKL.EBStable_ABLD
  560.             AnimationMode     = MANUAL
  561.             AnimationBlendTime = 0
  562.         End
  563.         Flags                  = START_FRAME_FIRST
  564.         StateName              = BeingConstructed
  565.     End
  566.     
  567.     ModelConditionState  = DAMAGED
  568.       Model         = EBStable_D1
  569.         ParticleSysBone FireSmall01 FireBuildingLarge
  570.         ParticleSysBone FireSmall02 FireBuildingMedium
  571.         ParticleSysBone FireSmall03 FireBuildingMedium
  572.         ParticleSysBone FireSmall04 SmokeBuildingLarge
  573.         ParticleSysBone FireSmall05 FireBuildingMedium
  574.         ParticleSysBone FireSmall06 FireBuildingMedium
  575.         ParticleSysBone FireSmall07 SmokeBuildingLarge
  576.     End
  577.  
  578.    AnimationState = DAMAGED
  579.     EnteringStateFX    = FX_BuildingDamaged
  580.    End
  581.     
  582.     ModelConditionState  = REALLYDAMAGED
  583.       Model         = EBStable_D2
  584.         ParticleSysBone FireSmall01 FireBuildingLarge
  585.         ParticleSysBone FireSmall02 FireBuildingMedium
  586.         ParticleSysBone FireSmall03 FireBuildingLarge
  587.         ParticleSysBone FireSmall04 FireBuildingLarge
  588.         ParticleSysBone FireSmall05 FireBuildingLarge
  589.         ParticleSysBone FireSmall06 FireBuildingMedium
  590.         ParticleSysBone FireSmall07 SmokeBuildingLarge
  591.         ParticleSysBone FireSmall01 SmokeBuildingLarge        
  592.     End
  593.  
  594.    AnimationState = REALLYDAMAGED
  595.     EnteringStateFX    = FX_BuildingReallyDamaged
  596.    End
  597.    
  598.     ModelConditionState  = RUBBLE
  599.       Model         = EBStable_D2
  600.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  601.     End
  602.     
  603.  
  604.       ModelConditionState  = POST_RUBBLE
  605.         Model         = None
  606.         ParticleSysBone NONE SmokeBuildingMediumRubble
  607.     End
  608.     ModelConditionState  = POST_COLLAPSE
  609.         Model         = None
  610.         ParticleSysBone NONE SmokeBuildingMediumRubble
  611.     End
  612.  
  613.   End
  614.   
  615.   
  616.   
  617.     ;----------the door
  618.     Draw = W3DScriptedModelDraw ModuleTag_02
  619.          
  620.         DefaultModelConditionState
  621.             Model = EBStable_DRC
  622.         End
  623.         
  624.         ModelConditionState   = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
  625.             Model               = EBStable_DrA
  626.         End
  627.         AnimationState        = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
  628.             Animation           =EBStable_DrA
  629.                 AnimationName     = EBStable_DrA.EBStable_DrA
  630.                 AnimationMode     = MANUAL
  631.             End
  632.             Flags                  = START_FRAME_FIRST
  633.         End
  634.  
  635.         ; -----opening-----------
  636.         ModelConditionState   = DOOR_1_OPENING
  637.             Model               = EBStable_DROA
  638. ;            ParticleSysBone      = NONE BuildingDoughnutCloud
  639.         End
  640.         AnimationState            =    DOOR_1_OPENING
  641.             Animation           =    EBStable_DROA
  642.                 AnimationName   =    EBStable_DROA.EBStable_DROA
  643.                 AnimationMode   =    ONCE    
  644. ;                AnimationBlendTime = 0
  645.             End
  646.         End 
  647.         ModelConditionState   = DOOR_1_WAITING_OPEN
  648.             Model               = EBStable_DSOP
  649. ;            ParticleSysBone      = NONE BuildingDoughnutCloud
  650.         End 
  651.         AnimationState            =    DOOR_1_WAITING_OPEN
  652.                 Animation           =    EBStable_DSOP
  653.                     AnimationName   =   EBStable_DSOP.EBStable_DSOP
  654.                     AnimationMode   =    ONCE
  655.                     AnimationBlendTime = 0
  656.                 End
  657.             ;    Flags                =    START_FRAME_FIRST
  658.         End   
  659.  
  660.  
  661.         ; -----closing-----------
  662.         ModelConditionState   = DOOR_1_CLOSING
  663.             Model               = EBStable_DRCA
  664. ;            ParticleSysBone      = NONE BuildingDoughnutCloud
  665.         End;  
  666.         AnimationState            =    DOOR_1_CLOSING
  667.             Animation           =    EBStable_DRCA
  668.                 AnimationName   =    EBStable_DRCA.EBStable_DRCA
  669.                 AnimationMode   =    ONCE
  670.                 AnimationBlendTime = 0
  671.             End
  672.         End   
  673.         
  674.  
  675.   End
  676.  
  677.     Draw = W3DFloorDraw ModuleTag_DrawFloor    
  678.         StaticModelLODMode = No        ; THIS NEEDS TO BE COMMENTED OUT WHEN ENGINEERING ENABLES LOD'S IN THE FLOOR DRAW 
  679.         ModelName = NONE
  680.           HideIfModelConditions    =    AWAITING_CONSTRUCTION
  681.           HideIfModelConditions    =    PARTIALLY_CONSTRUCTED
  682.     End
  683.   
  684.   
  685.   ;PlacementViewAngle  = -90
  686.  
  687. End
  688.