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Text File  |  2006-01-31  |  10KB  |  308 lines

  1. ;------------------------------------------------------------------------------
  2. ;Elven Sentry Tower
  3. Object ElvenSentryTower
  4.  
  5.     SelectPortrait = BPEBattleTower
  6.  
  7.   Draw = W3DScriptedModelDraw ModuleTag_Draw
  8.     OkToChangeModelColor  = Yes
  9.     UseStandardModelNames = Yes
  10.     StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD
  11.     DefaultModelConditionState
  12.       Model = EBTower
  13.     End
  14.  
  15.     IdleAnimationState
  16.     End
  17.     
  18.     ;------------ Build Up States -------
  19.     ModelConditionState = SNOW AWAITING_CONSTRUCTION
  20.         Model    = NBElvnBarx_A        
  21.         Texture = NBElvnBarx.tga NBElvnBarx_Snow.tga
  22.     End  
  23.         
  24.     ModelConditionState   = AWAITING_CONSTRUCTION 
  25.       Model               = NBElvnBarx_A
  26. ;        ParticleSysBone      = NONE BuildingDoughnutCloud
  27.     End;
  28.     AnimationState        = AWAITING_CONSTRUCTION
  29.       Animation           =  NBElvnBarx_A
  30.         AnimationName     =  NBElvnBarx_A.NBElvnBarx_A
  31.         AnimationMode     = MANUAL
  32.         AnimationBlendTime = 0
  33.       End
  34.       Flags                  = START_FRAME_FIRST
  35.     End
  36.  
  37.     ModelConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
  38.         Model    = NBElvnBarx_A        
  39.         Texture = NBElvnBarx.tga NBElvnBarx_Snow.tga
  40.     End  
  41.  
  42.     ModelConditionState   = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
  43.       Model               = NBElvnBarx_A
  44.         ParticleSysBone   = CONSTDUSTBONE01 BuildingContructDust FollowBone:Yes
  45.     End;
  46.     
  47.     AnimationState        = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
  48.         Animation           = NBElvnBarx_A
  49.             AnimationName     = NBElvnBarx_A.NBElvnBarx_A
  50.             AnimationMode     = MANUAL
  51.             AnimationBlendTime = 0
  52.         End
  53.         Flags                  = START_FRAME_FIRST
  54.         StateName              = BeingConstructed
  55.         BeginScript
  56.             CurDrawablePlaySound("GondorBarracksBeginConstruction")
  57.         EndScript
  58.     End
  59.     
  60.       
  61.     
  62.         ;--damaged building
  63.     
  64.     ModelConditionState  = DAMAGED
  65.       Model         = EBTower_D1
  66.         ParticleSysBone FireSmall01 FireBuildingSmall
  67.         ParticleSysBone FireSmall02 FireBuildingSmall
  68.         ParticleSysBone FireMedium01 FireBuildingMedium
  69.         ParticleSysBone FireLarge01 FireBuildingLarge
  70.         ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  71.     End
  72.     AnimationState = DAMAGED
  73.         EnteringStateFX    = FX_BuildingDamaged
  74.     End
  75.  
  76.     ModelConditionState  = REALLYDAMAGED
  77.       Model         = EBTower_D2
  78.         ParticleSysBone FireSmall01 FireBuildingSmall
  79.         ParticleSysBone FireSmall02 FireBuildingLarge
  80.         ParticleSysBone FireMedium01 FireBuildingMedium
  81.         ParticleSysBone FireLarge01 FireBuildingLarge
  82.         ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  83.     End
  84.     AnimationState = REALLYDAMAGED
  85.         EnteringStateFX    = FX_BuildingReallyDamaged
  86.     End
  87.  
  88.     ModelConditionState  = RUBBLE
  89.       Model         = EBTower_D2
  90.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  91.     End
  92.     
  93.     AnimationState = RUBBLE
  94.     End
  95.  
  96.     ModelConditionState  = POST_RUBBLE
  97.       Model         = None
  98.         ParticleSysBone NONE SmokeBuildingMediumRubble
  99.     End
  100.         AnimationState = POST_RUBBLE
  101.     End
  102.  
  103.     ModelConditionState  = POST_COLLAPSE
  104.       Model         = None
  105.         ParticleSysBone NONE SmokeBuildingMediumRubble
  106.     End
  107.         AnimationState = POST_COLLAPSE
  108.     End      
  109.   End
  110.  
  111. ;  Draw = W3DFloorDraw ModuleTag_DrawFloor    
  112. ;        StaticModelLODMode = Yes        ; THIS NEEDS TO BE COMMENTED OUT WHEN ENGINEERING ENABLES LOD'S IN THE FLOOR DRAW
  113. ;     ModelName = GBWorkshop_Bib
  114. ;  End
  115.  
  116.   Draw = W3DScriptedModelDraw ModuleTag_Draw_HCBanner
  117.     OkToChangeModelColor  = Yes
  118.     DefaultModelConditionState
  119.         Model = EBHCBbattleTwr
  120.     End
  121.     MultiPlayerOnly = Yes 
  122.   End  
  123.  
  124.   PlacementViewAngle  = 0
  125.  
  126.   ; ***DESIGN parameters ***
  127.   DisplayName         = OBJECT:ElvenSentryTower
  128.   Description           = OBJECT:ElvenSentryTowerDescription
  129.  
  130.   Side                = Elves
  131.   EditorSorting       = STRUCTURE
  132.   ThreatLevel = 1.0
  133.  
  134.   CommandSet          = GondorWorkshopCommandSet
  135.   BuildCost           = 2000 ;GONDOR_WORKSHOP_BUILDCOST
  136.   BuildTime           = 45 ;GONDOR_WORKSHOP_BUILDTIME
  137.   BountyValue         = 50 ;GONDOR_WORKSHOP_BOUNTY_VALUE
  138.   VisionRange         = 160.0          ; Shroud clearing distance
  139.   ShroudClearingRange = GONDOR_WORKSHOP_SHROUD_CLEAR
  140.  
  141.   ArmorSet
  142.     Conditions        = None
  143.     Armor             = StructureArmor
  144.     ;DamageFX          = StructureDamageFXNoShake
  145.   End
  146.  
  147.  
  148.   ; *** AUDIO Parameters ***
  149.     #include "..\..\..\Includes\StandardBuildingEvaEvents.inc"
  150.  
  151.     VoiceSelect        = ElfWatchtowerSelect            ;GondorWorkshopSelect
  152.  
  153.     SoundOnDamaged        = BuildingLightDamageStone
  154.     SoundOnReallyDamaged    = BuildingHeavyDamageStone
  155.  
  156.     VoiceSelectUnderConstruction    = BuildingGoodVoiceSelectUnderConstruction
  157.     VoiceFullyCreated                = EVA:GenericBuildingComplete-Builder-Elf
  158.  
  159.     UnitSpecificSounds
  160.         UnderConstruction        = BuildingConstructionLoop  ; Built first time
  161.         ; UnderRepairFromDamage    = NoSound                    ; Repaired No animation on the building, so don't bother playing sound
  162.         UnderRepairFromRubble    = BuildingConstructionLoop    ; Repaired from completely destroyed (not used???)
  163.     End
  164.     CampnessValue = CAMPNESS_DEFENSIVE_TOWER
  165.  
  166.  
  167.     ; *** ENGINEERING Parameters ***
  168.  
  169.     RadarPriority       = STRUCTURE
  170.     KindOf              = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE NEED_BASE_FOUNDATION MP_COUNT_FOR_VICTORY AUTO_RALLYPOINT FS_FACTORY
  171.      
  172.     Behavior            = GettingBuiltBehavior GetBuiltBehaviorTag
  173.         WorkerName          = GondorWorkerNoSelect
  174.         SpawnTimer    = DEFAULT_STRUCTURE_HEALDELAY
  175.     End
  176.  
  177.     Behavior = CastleMemberBehavior ModuleTag_CMB
  178.     End 
  179.  
  180.     Body                        = StructureBody ModuleTag_05
  181.         MaxHealth                     = 3000 ;GONDOR_WORKSHOP_HEALTH
  182.         MaxHealthDamaged              = 2000 ;GONDOR_WORKSHOP_HEALTH_DAMAGED
  183.         MaxHealthReallyDamaged           = 1000 ;GONDOR_WORKSHOP_HEALTH_REALLY_DAMAGED
  184.             
  185. ;        DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK
  186. ;        DamageCreationList = OCL_GBStable_Chunk1 CATAPULT_ROCK FRONT_DESTROYED
  187. ;        DamageCreationList = OCL_GBStable_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED
  188. ;        DamageCreationList = OCL_GBStable_Chunk3 CATAPULT_ROCK BACK_DESTROYED
  189. ;        DamageCreationList = OCL_GBStable_Chunk4 CATAPULT_ROCK LEFT_DESTROYED
  190.         
  191.     End
  192.   
  193.     ;Behavior                  = BuildingBehavior BuildingModuleTag
  194.     ; NightWindowName            = GBWORKSHOPN
  195.     ; FireWindowName            = WINDOW_F01
  196.     ; GlowWindowName            = WINDOW_G01
  197.     ; FireName                    = FIRE01
  198.     ;End
  199.  
  200. ;    Behavior = RefundDie ModuleTag_refund
  201. ;        UpgradeRequired = Upgrade_MarketplaceUpgradeDefiance
  202. ;        BuildingRequired = ANY +GondorMarketPlace
  203. ;        RefundPercent = 50%
  204. ;    End
  205.  
  206.     Behavior                  = StructureCollapseUpdate ModuleTag_06
  207.         MinCollapseDelay        = 000
  208.         MaxCollapseDelay        = 000
  209.         CollapseDamping         = .5
  210.         MaxShudder              = 0.6
  211.         MinBurstDelay           = 250
  212.         MaxBurstDelay           = 800
  213.         BigBurstFrequency       = 4
  214.         FXList                  = INITIAL   FX_StructureMediumCollapse
  215.         FXList                  = ALMOST_FINAL  FX_StructureAlmostCollapse
  216.         DestroyObjectWhenDone    = Yes
  217.         CollapseHeight            = 120
  218.     End
  219.  
  220.     Behavior = TerrainResourceBehavior ModuleTag_NewMoneyDeadSpot
  221.         Radius = 50        ; How far we try to claim ground
  222.         MaxIncome = 0    ; If we were to get all we wanted, how much we would earn.  Linear slope to 0 at 0% claim
  223.         IncomeInterval = 999999    ; How often (in msec) we give that much money
  224.         HighPriority = Yes ; A high priority claim gets to pretend it was there first.
  225.         Visible = No         ;// Don't show decal when a resource building is selected.
  226.     End
  227.  
  228.     Behavior = ProductionUpdate ProductionUpdateModuleTag
  229.         ;;;UnitPreparationTime =8000;;;;;;;;;; 8.0 second prep needs to be set in THingTemplate, for Trebuchet, now
  230.     End
  231.  
  232.     Behavior = QueueProductionExitUpdate QueueProductionModuleTag
  233.         UnitCreatePoint    = X:14.8616 Y:-0.1480 Z:0.0
  234.         NaturalRallyPoint  = X:56.0 Y:-0.1480 Z:0.0
  235.         ExitDelay =50
  236.     End
  237.     
  238. ;     Behavior = SubObjectsUpgrade ModuleTag_HideAll 
  239. ;        TriggeredBy        = Upgrade_StructureLevel1
  240. ;        ShowSubObjects    = V1HIDE 
  241. ;        HideSubObjects    = V1 V2 V2FLAG
  242. ;    End
  243. ;    Behavior = SubObjectsUpgrade ModuleTag_ShowWalls 
  244. ;        TriggeredBy        = Upgrade_StructureLevel2
  245. ;        ShowSubObjects    = V1 
  246. ;        HideSubObjects    = V1HIDE V2 V2FLAG
  247. ;    End
  248. ;    Behavior = SubObjectsUpgrade ModuleTag_ShowTowers 
  249. ;        TriggeredBy        = Upgrade_StructureLevel3
  250. ;        ShowSubObjects    = V1 V2 V2FLAG 
  251. ;        HideSubObjects    = V1HIDE
  252. ;    End
  253. ;    
  254. ;    Behavior = GeometryUpgrade Geom_ModuleTag_HideAll
  255. ;        TriggeredBy        = Upgrade_StructureLevel1
  256. ;        ShowGeometry    = Geom_Orig
  257. ;        HideGeometry    = Geom_V2 
  258. ;    End
  259. ;    Behavior = GeometryUpgrade Geom_ModuleTag_ShowWalls 
  260. ;        TriggeredBy        = Upgrade_StructureLevel2
  261. ;        ShowGeometry    = Geom_Orig
  262. ;        HideGeometry    = Geom_V2 
  263. ;    End
  264. ;     Behavior = GeometryUpgrade Geom_ModuleTag_ShowFlagsAndTower 
  265. ;        TriggeredBy        = Upgrade_StructureLevel3
  266. ;        ShowGeometry    = Geom_V2
  267. ;        HideGeometry    = Geom_Orig
  268. ;    End
  269.         
  270.     Geometry                = BOX
  271.     GeometryName            = Geom_Orig
  272.       GeometryMajorRadius        = 50.0
  273.     GeometryMinorRadius        = 37.5
  274.     GeometryHeight            = 25.0
  275.     GeometryOffset            = X:5 Y:0 Z:0    
  276.         
  277.     AdditionalGeometry        = BOX
  278.     GeometryName            = Geom_Orig
  279.     GeometryMajorRadius        = 12.5
  280.     GeometryMinorRadius        = 37.5
  281.     GeometryHeight            = 50.0
  282.     GeometryOffset            = X:-30 Y:0 Z:0    
  283.  
  284.     AdditionalGeometry        = BOX
  285.     GeometryName            = Geom_V2
  286.       GeometryMajorRadius        = 50.0
  287.     GeometryMinorRadius        = 37.5
  288.     GeometryHeight            = 25.0
  289.     GeometryOffset            = X:5 Y:0 Z:0    
  290.         
  291.     AdditionalGeometry        = BOX
  292.     GeometryName            = Geom_V2
  293.     GeometryMajorRadius        = 12.5
  294.     GeometryMinorRadius        = 37.5
  295.     GeometryHeight            = 80.0
  296.     GeometryOffset            = X:-30 Y:0 Z:0    
  297.         
  298.     GeometryIsSmall            = No
  299.     Shadow                    = SHADOW_VOLUME
  300.     BuildCompletion            = PLACED_BY_PLAYER
  301.     
  302.     GeometryContactPoint = X:-48.348    Y:26.9        Z:0            Repair
  303.     GeometryContactPoint = X:47.546        Y:-38.677    Z:0            Repair
  304.     GeometryContactPoint = X:47.546        Y:36.435    Z:0
  305.     GeometryContactPoint = X:-32.763    Y:-46.121    Z:0
  306.     GeometryContactPoint = X:26.753        Y:26.753    Z:67.933    Swoop
  307.  
  308. End