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data_ini_object_goodfaction_structures_elven_elvengreenpasture.ini
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2006-01-31
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;------------------------------------------------------------------------------
; ElvenGreenPasture aka Elven Stable
Object ElvenGreenPasture
SelectPortrait = BPEGreenPasture
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_Draw
ExtraPublicBone = ARROW01
ExtraPublicBone = ARROW02
ExtraPublicBone = ARROW03
ExtraPublicBone = ARROW04
OkToChangeModelColor = Yes
UseStandardModelNames = Yes
StaticModelLODMode = yes ; If yes, will append M or L to the skin name depending on GameLOD
DefaultModelConditionState
Model = EBStable_SKN
WeaponLaunchBone = PRIMARY ARROW
End
;// Animation state for build placement cursor
AnimationState = BUILD_PLACEMENT_CURSOR
BeginScript
CurDrawableHideSubObject("N_Window")
CurDrawableHideSubObject("N_Glow")
CurDrawableHideSubObject("V1")
CurDrawableHideSubObject("V1a")
CurDrawableHideSubObject("V2")
CurDrawableHideSubObject("Fence")
EndScript
End
;// Animation state for phantom structure
AnimationState = PHANTOM_STRUCTURE
BeginScript
CurDrawableHideSubObject("N_Window")
CurDrawableHideSubObject("N_Glow")
CurDrawableHideSubObject("V1")
CurDrawableHideSubObject("V1a")
CurDrawableHideSubObject("V2")
CurDrawableHideSubObject("Fence")
EndScript
End
IdleAnimationState
StateName = STATE_Idle
Animation = IdleA
AnimationName = EBStable_SKL.EBStable_IDLA
AnimationMode = ONCE
AnimationPriority = 30
End
Animation = IdleB
AnimationName = EBStable_SKL.EBStable_IDLA
AnimationMode = ONCE
AnimationPriority = 10
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End
;------------ New Build Up States coming soon.
ModelConditionState = SNOW AWAITING_CONSTRUCTION
Model = EBStable_A
Texture = EBStable.tga EBStable_Snow.tga
End
ModelConditionState = AWAITING_CONSTRUCTION
Model = EBStable_A
; ParticleSysBone = NONE BuildingDoughnutCloud
End;
AnimationState = AWAITING_CONSTRUCTION
Animation = EBStable_A
AnimationName = EBStable_ASKL.EBStable_ABLD
AnimationMode = MANUAL
AnimationBlendTime = 0
End
Flags = START_FRAME_FIRST
End
ModelConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Model = EBStable_A
Texture = EBStable.tga EBStable_Snow.tga
End
ModelConditionState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Model = EBStable_A
ParticleSysBone = CONSTDUSTBONE01 BuildingContructDust FollowBone:Yes
End;
AnimationState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Animation = EBStable_A
AnimationName = EBStable_ASKL.EBStable_ABLD
AnimationMode = MANUAL
AnimationBlendTime = 0
End
Flags = START_FRAME_FIRST
StateName = BeingConstructed
BeginScript
CurDrawablePlaySound("GondorBarracksBeginConstruction")
CurDrawableHideSubObjectPermanently("V1")
CurDrawableHideSubObjectPermanently("V1FLAG")
CurDrawableHideSubObjectPermanently("V2")
EndScript
End
;------------ Build Up States -------
ModelConditionState = DAMAGED
Model = EBStable_D1
ParticleSysBone V1 StableSmokeBuildingMedium
ParticleSysBone V1 StableFireBuildingMedium
End
AnimationState = DAMAGED
EnteringStateFX = FX_BuildingDamaged
End
ModelConditionState = REALLYDAMAGED
Model = EBStable_D2
ParticleSysBone V1 StableSmokeBuildingMedium
ParticleSysBone V1 StableFireBuildingMedium
ParticleSysBone V1 StableSmokeBuildingLarge
ParticleSysBone V1 StableFireBuildingLarge
End
AnimationState = REALLYDAMAGED
Animation = RubbleAnimation
AnimationName = EBStable_D2SK.EBStable_D2AN
AnimationMode = ONCE
End
EnteringStateFX = FX_BuildingReallyDamaged
End
ModelConditionState = RUBBLE
Model = EBStable_D3
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
AnimationState = RUBBLE
Animation = RubbleAnimation
AnimationName = EBStable_D3SK.EBStable_D3AN
AnimationMode = ONCE
End
EnteringStateFX = FX_StructureMediumCollapse
End
ModelConditionState = POST_RUBBLE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
ModelConditionState = POST_COLLAPSE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
ModelConditionState = SNOW
Model = EBStable_SKN
Texture = EBStable.tga EBStable_Snow.tga
Texture = ELorienH.tga ELorienH_snow.tga
Texture = EBTree.tga EBTree_S.tga
End
End
;----------the door
Draw = W3DScriptedModelDraw ModuleTag_02
DefaultModelConditionState
Model = EBStable_DRC
End
ModelConditionState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Model = None; EBStable_DrA
End
AnimationState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
; Animation =EBStable_DrA
; AnimationName = EBStable_DrA.EBStable_DrA
; AnimationMode = MANUAL
; End
; Flags = START_FRAME_FIRST
End
; -----opening-----------
ModelConditionState = DOOR_1_OPENING SNOW
Model = EBStable_DROA
Texture = EBStable.tga EBStable_Snow.tga
End
ModelConditionState = DOOR_1_OPENING
Model = EBStable_DROA
End
AnimationState = DOOR_1_OPENING
Animation = EBStable_DROA
AnimationName = EBStable_DROA.EBStable_DROA
AnimationMode = ONCE
End
End
ModelConditionState = DOOR_1_WAITING_OPEN SNOW
Model = EBStable_DSOP
Texture = EBStable.tga EBStable_Snow.tga
End
ModelConditionState = DOOR_1_WAITING_OPEN
Model = EBStable_DSOP
End
AnimationState = DOOR_1_WAITING_OPEN
Animation = EBStable_DSOP
AnimationName = EBStable_DSOP.EBStable_DSOP
AnimationMode = ONCE
AnimationBlendTime = 0
End
; Flags = START_FRAME_FIRST
End
; -----closing-----------
ModelConditionState = DOOR_1_CLOSING SNOW
Model = EBStable_DRCA
Texture = EBStable.tga EBStable_Snow.tga
End
ModelConditionState = DOOR_1_CLOSING
Model = EBStable_DRCA
End
AnimationState = DOOR_1_CLOSING
Animation = EBStable_DRCA
AnimationName = EBStable_DRCA.EBStable_DRCA
AnimationMode = ONCE
AnimationBlendTime = 0
End
End
ModelConditionState = RUBBLE
Model = none
End
AnimationState = RUBBLE
End
End
Draw = W3DFloorDraw ModuleTag_DrawFloor
StaticModelLODMode = Yes ; THIS NEEDS TO BE COMMENTED OUT WHEN ENGINEERING ENABLES LOD'S IN THE FLOOR DRAW
ModelName = EBStable_Bib
WeatherTexture = SNOWY EBStable_Bib_snow.tga
HideIfModelConditions = AWAITING_CONSTRUCTION
HideIfModelConditions = PARTIALLY_CONSTRUCTED
End
Draw = W3DScriptedModelDraw ModuleTag_Draw_HCBanner
OkToChangeModelColor = Yes
DefaultModelConditionState
Model = EBHCStable
End
MultiPlayerOnly = Yes
End
PlacementViewAngle = 315
; ***DESIGN parameters ***
DisplayName = OBJECT:ElvenGreenPasture
Side = Elves
EditorSorting = STRUCTURE
ThreatLevel = 1.0
CommandSet = ElvenGreenPastureCommandSet
BuildCost = ELVEN_GREEN_PASTURE_BUILDCOST
BuildTime = ELVEN_GREEN_PASTURE_BUILDTIME
VisionRange = ELVEN_GREEN_PASTURE_VISION_RANGE
ShroudClearingRange = ELVEN_GREEN_PASTURE_SHROUD_CLEAR
BountyValue = ELVEN_GREEN_PASTURE_BOUNTY_VALUE
Description = OBJECT:ElvenGreenPastureDescription
ArmorSet
Conditions = None
Armor = StructureArmor
End
WeaponSet
Conditions = None
End
WeaponSet
Weapon = PRIMARY GoodStructureBow
Conditions = PLAYER_UPGRADE
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
; *** AUDIO Parameters ***
#include "..\..\..\Includes\StandardBuildingEvaEvents.inc"
VoiceFullyCreated = EVA:GreenPastureComplete
VoiceSelect = ElfGreenPastureSelect ;RohanStablesSelect
VoiceSelectUnderConstruction = BuildingGoodVoiceSelectUnderConstruction
SoundAmbient = BuildingRohanStableAmbience
SoundAmbientDamaged = BuildingDamageFireMediumLoop
SoundAmbientReallyDamaged = BuildingDamageFireMediumLoop
SoundOnDamaged = BuildingLightDamageWood
SoundOnReallyDamaged = BuildingHeavyDamageWood
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
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
MaxUpdateRangeCap = 800
AnimationSound = Sound: BuildingRohanStableHammerTap Animation:RBStable_SKL.RBStable_IDLA Frames: 63 74
AnimationSound = Sound: BuildingRohanStableHammerHorseShoe Animation:RBStable_SKL.RBStable_IDLA Frames: 97 116 132
AnimationSound = Sound: BuildingRohanStableMaleYawn Animation:RBStable_SKL.RBStable_IDLB Frames: 65
End
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
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
Body = StructureBody ModuleTag_05
MaxHealth = ELVEN_GREEN_PASTURE_MAXHEALTH
MaxHealthDamaged = ELVEN_GREEN_PASTURE_MAXHEALTHDAMAGED
MaxHealthReallyDamaged = ELVEN_GREEN_PASTURE_MAXHEALTH_REALLYDAMAGED
End
Flammability ; should be after the 'Body' statement
Fuel = ELVEN_GREENPASTURE_FIRE_FUEL
MaxBurnRate = ELVEN_GREENPASTURE_FIRE_MAX_BURN_RATE
Decay = ELVEN_GREENPASTURE_FIRE_DECAY
Resistance = ELVEN_GREENPASTURE_FIRE_RESISTANCE
End
Behavior = ProductionUpdate ProductionUpdateModuleTag
NumDoorAnimations = 1
DoorOpeningTime = 3250 ;in mSeconds how long you want doors to be in open state
DoorWaitOpenTime =13000 ;in mSeconds time the door stays open, so units can exit
DoorCloseTime = 4000 ;in mSeconds how long you want doors to be in open state
ConstructionCompleteDuration = 0 ;in mSeconds wait time so if you have multiple units they don't run over each other
GiveNoXP = Yes
End
Behavior = TerrainResourceBehavior ModuleTag_NewMoneyDeadSpot
Radius = 55 ; 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:-50.0 Y:0.0 Z:0.0
NaturalRallyPoint = X:60.0 Y:0.0 Z:0.0
ExitDelay = 300
End
Behavior = GettingBuiltBehavior GetBuiltBehaviorTag
WorkerName = ElvenWorkerNoSelect
SpawnTimer = DEFAULT_STRUCTURE_HEALDELAY
End
Behavior = AIUpdateInterface ModuleTag_SoWeCanUseWeapon
AutoAcquireEnemiesWhenIdle = Yes
MoodAttackCheckRate = 250
End
Behavior = SubObjectsUpgrade ModuleTag_HideAll
TriggeredBy = Upgrade_StructureLevel1
HideSubObjects = Fence V1 V1a V2
End
Behavior = SubObjectsUpgrade ModuleTag_ShowWalls
TriggeredBy = Upgrade_ElvenGreenPastureLevel2
ShowSubObjects = Fence
HideSubObjects = V1 V1a V2
End
Behavior = SubObjectsUpgrade ModuleTag_ShowPillars
TriggeredBy = Upgrade_ElvenGreenPastureLevel3
ShowSubObjects = Fence V1 V1a V2
End
Behavior = WeaponSetUpgrade ModuleTag_ThirdLevelBuildingArrows
TriggeredBy = Upgrade_ElvenGreenPastureLevel3
End
Behavior = LevelUpUpgrade ModuleTag_ElvenGreenPastureLevel2
TriggeredBy = Upgrade_ElvenGreenPastureLevel2
LevelsToGain = 1
LevelCap = 3
End
Behavior = LevelUpUpgrade ModuleTag_ElvenGreenPastureLevel3
TriggeredBy = Upgrade_ElvenGreenPastureLevel3
LevelsToGain = 1
LevelCap = 3
End
Behavior = CommandSetUpgrade ModueTag_ElvenGreenPastureLevel2CommandSet
TriggeredBy = Upgrade_ElvenGreenPastureLevel2
ConflictsWith = Upgrade_ElvenGreenPastureLevel3
CommandSet = ElvenGreenPastureCommandSetLevel2
End
Behavior = CommandSetUpgrade ModueTag_ElvenGreenPastureLevel3CommandSet
TriggeredBy = Upgrade_ElvenGreenPastureLevel3
CommandSet = ElvenGreenPastureCommandSetLevel3
End
Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
DestructionDelay = 6500
End
Behavior = StructureCollapseUpdate ModuleTag_06
MinCollapseDelay = 000
MaxCollapseDelay = 000
CollapseDamping = .5
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 800
BigBurstFrequency = 4
CollapseHeight = 110
FXList = INITIAL FX_StructureMediumCollapse
End
Behavior = BuildingBehavior ModuleTag_Building
NightWindowName = N_WINDOW N_GLOW
;GlowWindowName =
;FireWindowName =
;FireName =
End
Behavior = GeometryUpgrade Geom_ModuleTag_HideAll
TriggeredBy = Upgrade_StructureLevel1
ShowGeometry = Geom_Orig Geom_So_Weapon_Can_Hit_Us
HideGeometry = Geom_V1 Geom_V2
End
Behavior = GeometryUpgrade Geom_ModuleTag_ShowWalls
TriggeredBy = Upgrade_ElvenGreenPastureLevel2
ShowGeometry = Geom_Orig Geom_V1
HideGeometry = Geom_V2 Geom_So_Weapon_Can_Hit_Us
End
Behavior = GeometryUpgrade Geom_ModuleTag_ShowFlagsAndTower
TriggeredBy = Upgrade_ElvenGreenPastureLevel3
ShowGeometry = Geom_Orig Geom_V1 Geom_V2 Geom_So_Weapon_Can_Hit_Us
End
Geometry = BOX
GeometryName = Geom_Orig
GeometryMajorRadius = 18.0
GeometryMinorRadius = 56.0
GeometryHeight = 50.0
GeometryOffset = X:-45 Y:0 Z:0
AdditionalGeometry = CYLINDER
GeometryName = Geom_V1
GeometryMajorRadius = 52.0
GeometryHeight = 35.0
GeometryOffset = X:-9 Y:0 Z:0
AdditionalGeometry = BOX
GeometryName = Geom_V2
GeometryMajorRadius = 13.0
GeometryMinorRadius = 13.0
GeometryHeight = 80.0
GeometryOffset = X:-64 Y:-25 Z:0
;// This building is messed up because its extents don't enclose the actual center point of the building.
;// Suppose the distance from the center to the closest point on the bounding box 'D'. If a weapon with a damage nugget
;// radius smaller than 'D' tries to attack, the partition check in DamageNugget::doEffectPosition will fail because
;// it's a strict extent-collison check.
;// To get around this, enclose the center point with a 1x1x1 box to guarantee that the object will always be found by the
;// partition check.
AdditionalGeometry = BOX
GeometryName = Geom_So_Weapon_Can_Hit_Us
GeometryMajorRadius = 1.0
GeometryMinorRadius = 1.0
GeometryHeight = 1.0
GeometryOffset = X:0.0 Y:0.0 Z:0.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
; AttackContactPoint = X:0 Y:28 Z:24
GeometryContactPoint = X:-27.335 Y:29.598 Z:0 Repair
GeometryContactPoint = X:-65 Y:-43.345 Z:0
; GeometryContactPoint = X:35.94 Y:-43.345 Z:0 Repair
GeometryContactPoint = X:-65 Y:36.339 Z:0
; GeometryContactPoint = X:42.966 Y:36.339 Z:0
GeometryContactPoint = X:-34.952 Y:-43.345 Z:0
GeometryContactPoint = X:2.198 Y:18.18 Z:63.444 Swoop
End
;------------------------------------------------------------------------------
; ElvenGreenPasture aka Elven Stable
ObjectReskin ElvenGreenPasture_Snow ElvenGreenPasture
SelectPortrait = BPEGreenPasture
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_Draw
ExtraPublicBone = ARROW_01
OkToChangeModelColor = Yes
UseStandardModelNames = Yes
StaticModelLODMode = no ; If yes, will append M or L to the skin name depending on GameLOD
DefaultModelConditionState
Model = EBStable_S
; WeaponLaunchBone = PRIMARY ARROW_
End
IdleAnimationState
StateName = STATE_Idle
Animation = IdleA
AnimationName = EBStable_SKL.EBStable_IDLA
AnimationMode = ONCE
AnimationPriority = 30
End
Animation = IdleB
AnimationName = EBStable_SKL.EBStable_IDLA
AnimationMode = ONCE
AnimationPriority = 10
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End
;------------ Build Up States -------
ModelConditionState = AWAITING_CONSTRUCTION
Model = EBStable_A
; ParticleSysBone = NONE BuildingDoughnutCloud
End;
AnimationState = AWAITING_CONSTRUCTION
Animation = EBStable_A
AnimationName = EBStable_ASKL.EBStable_ABLD
AnimationMode = MANUAL
AnimationBlendTime = 0
End
Flags = START_FRAME_FIRST
End
ModelConditionState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Model = EBStable_A
ParticleSysBone = CONSTDUSTBONE01 BuildingContructDust FollowBone:Yes
End;
AnimationState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Animation = EBStable_A
AnimationName = EBStable_ASKL.EBStable_ABLD
AnimationMode = MANUAL
AnimationBlendTime = 0
End
Flags = START_FRAME_FIRST
StateName = BeingConstructed
End
ModelConditionState = DAMAGED
Model = EBStable_D1
ParticleSysBone FireSmall01 FireBuildingLarge
ParticleSysBone FireSmall02 FireBuildingMedium
ParticleSysBone FireSmall03 FireBuildingMedium
ParticleSysBone FireSmall04 SmokeBuildingLarge
ParticleSysBone FireSmall05 FireBuildingMedium
ParticleSysBone FireSmall06 FireBuildingMedium
ParticleSysBone FireSmall07 SmokeBuildingLarge
End
AnimationState = DAMAGED
EnteringStateFX = FX_BuildingDamaged
End
ModelConditionState = REALLYDAMAGED
Model = EBStable_D2
ParticleSysBone FireSmall01 FireBuildingLarge
ParticleSysBone FireSmall02 FireBuildingMedium
ParticleSysBone FireSmall03 FireBuildingLarge
ParticleSysBone FireSmall04 FireBuildingLarge
ParticleSysBone FireSmall05 FireBuildingLarge
ParticleSysBone FireSmall06 FireBuildingMedium
ParticleSysBone FireSmall07 SmokeBuildingLarge
ParticleSysBone FireSmall01 SmokeBuildingLarge
End
AnimationState = REALLYDAMAGED
EnteringStateFX = FX_BuildingReallyDamaged
End
ModelConditionState = RUBBLE
Model = EBStable_D2
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = POST_RUBBLE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
ModelConditionState = POST_COLLAPSE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
End
;----------the door
Draw = W3DScriptedModelDraw ModuleTag_02
DefaultModelConditionState
Model = EBStable_DRC
End
ModelConditionState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Model = EBStable_DrA
End
AnimationState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Animation =EBStable_DrA
AnimationName = EBStable_DrA.EBStable_DrA
AnimationMode = MANUAL
End
Flags = START_FRAME_FIRST
End
; -----opening-----------
ModelConditionState = DOOR_1_OPENING
Model = EBStable_DROA
; ParticleSysBone = NONE BuildingDoughnutCloud
End
AnimationState = DOOR_1_OPENING
Animation = EBStable_DROA
AnimationName = EBStable_DROA.EBStable_DROA
AnimationMode = ONCE
; AnimationBlendTime = 0
End
End
ModelConditionState = DOOR_1_WAITING_OPEN
Model = EBStable_DSOP
; ParticleSysBone = NONE BuildingDoughnutCloud
End
AnimationState = DOOR_1_WAITING_OPEN
Animation = EBStable_DSOP
AnimationName = EBStable_DSOP.EBStable_DSOP
AnimationMode = ONCE
AnimationBlendTime = 0
End
; Flags = START_FRAME_FIRST
End
; -----closing-----------
ModelConditionState = DOOR_1_CLOSING
Model = EBStable_DRCA
; ParticleSysBone = NONE BuildingDoughnutCloud
End;
AnimationState = DOOR_1_CLOSING
Animation = EBStable_DRCA
AnimationName = EBStable_DRCA.EBStable_DRCA
AnimationMode = ONCE
AnimationBlendTime = 0
End
End
End
Draw = W3DFloorDraw ModuleTag_DrawFloor
StaticModelLODMode = No ; THIS NEEDS TO BE COMMENTED OUT WHEN ENGINEERING ENABLES LOD'S IN THE FLOOR DRAW
ModelName = NONE
HideIfModelConditions = AWAITING_CONSTRUCTION
HideIfModelConditions = PARTIALLY_CONSTRUCTED
End
;PlacementViewAngle = -90
End