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data_ini_object_goodfaction_structures_elven_elvenstatue.ini
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2006-01-31
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8KB
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246 lines
;------------------------------------------------------------------------------
Object ElvenStatue
SelectPortrait = BPEHeroicStatue
Draw = W3DScriptedModelDraw ModuleTag_Draw
OkToChangeModelColor = Yes
StaticModelLODMode = yes
UseStandardModelNames = Yes
DefaultModelConditionState
Model = EBStatue
End
IdleAnimationState
End
;-- building being placed
ModelConditionState = BUILD_PLACEMENT_CURSOR
Shadow = SHADOW_ALPHA_DECAL
ShadowTexture = decal_hero_good
ShadowSizeX = ELVEN_STATUE_AOE_RADIUS_DECAL
ShadowSizeY = ELVEN_STATUE_AOE_RADIUS_DECAL
ShadowOverrideLODVisibility = Yes
End
ModelConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Model = EBStatue_A
Texture = EBStatue.tga EBStatue_Snow.tga
End
ModelConditionState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Model = EBStatue_A
ParticleSysBone = NONE BuildingContructDust
End
AnimationState = ACTIVELY_BEING_CONSTRUCTED
Animation
AnimationName = EBStatue_A.EBStatue_A
AnimationMode = MANUAL
End
StateName = BeingConstructed
BeginScript
CurDrawablePlaySound("GondorBarracksBeginConstruction")
EndScript
End
ModelConditionState = DAMAGED
Model = EBStatue_D1
End
AnimationState = DAMAGED
EnteringStateFX = FX_StatueDamaged
End
ModelConditionState = REALLYDAMAGED
Model = EBStatue_D2
End
AnimationState = REALLYDAMAGED
Animation = RubbleAnimation
AnimationName = EBStatue_D2.EBStatue_D2
AnimationMode = ONCE
End
EnteringStateFX = FX_StatueDamaged
End
ModelConditionState = RUBBLE
Model = EBStatue_D3
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
AnimationState = RUBBLE
Animation = RubbleAnimation
AnimationName = EBStatue_D3.EBStatue_D3
AnimationMode = ONCE
End
EnteringStateFX = FX_StatueDamaged
End
ModelConditionState = POST_RUBBLE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
ModelConditionState = POST_COLLAPSE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
ModelConditionState = SNOW
Model = EBStatue
Texture = EBStatue.tga EBStatue_Snow.tga
End
End
Draw = W3DScriptedModelDraw ModuleTag_Draw_HCBanner
OkToChangeModelColor = Yes
DefaultModelConditionState
Model = EBHCStatue
End
MultiPlayerOnly = Yes
End
; Draw module just for the hero FX.
Draw = W3DScriptedModelDraw TheHealEffect
ModelConditionState = NONE
Model = None
ParticleSysBone NONE StatueHeroFX
End
ModelConditionState = ACTIVELY_BEING_CONSTRUCTED
Model = None
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:ElvenStatue
Description = OBJECT:HeroicStatueDescription
Side = Elves
IsTrainable = No
EditorSorting = STRUCTURE
ThreatLevel = 1.0
CommandSet = SellableCommandSet
PlacementViewAngle = 45
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE MADE_OF_STONE CAN_SEE_THROUGH_STRUCTURE IGNORE_FOR_VICTORY
CommandPointBonus = GENERIC_STATUE_COMMAND_POINT_BONUS
BuildCost = ELVEN_STATUE_BUILDCOST
BuildTime = ELVEN_STATUE_BUILDTIME
RefundValue = ELVEN_STATUE_REFUND_VALUE
VisionRange = ELVEN_STATUE_VISION_RANGE
ShroudClearingRange = ELVEN_STATUE_SHROUD_CLEAR
BountyValue = ELVEN_STATUE_BOUNTY_VALUE
ArmorSet
Conditions = None
Armor = StructureArmor
End
; *** AUDIO Parameters ***
#include "..\..\..\Includes\StandardBuildingEvaEvents.inc"
VoiceSelect = GondorStatueSelect
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
VoiceSelectUnderConstruction = BuildingGoodVoiceSelectUnderConstruction
VoiceFullyCreated = EVA:GenericBuildingComplete-Builder-Elf
UnitSpecificSounds
UnderConstruction = BuildingConstructionLoop ; Built first time
UnderRepairFromRubble = BuildingConstructionLoop ; Repaired from completely destroyed (not used???)
End
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
MaxUpdateRangeCap = 800
AnimationSound = Sound:StatueHeroicBuildStoneExplode Animation:GPHealstue_A.GPHealstue_A Frames:540
AnimationSound = Sound:StatueHeroicBuildStoneDebris1 Animation:GPHealstue_A.GPHealstue_A Frames:560
AnimationSound = Sound:StatueHeroicBuildStoneDebris2 Animation:GPHealstue_A.GPHealstue_A Frames:600
End
Behavior = TerrainResourceBehavior ModuleTag_NewMoneyDeadSpot
Radius = 40 ; 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
; *** ENGINEERING Parameters ***
Body = StructureBody ModuleTag_05
MaxHealth = GONDOR_STATUE_HEALTH
MaxHealthDamaged = GONDOR_STATUE_HEALTH_DAMAGED
MaxHealthReallyDamaged = GONDOR_STATUE_HEALTH_REALLY_DAMAGED
End
Flammability
Fuel = ELVEN_STATUE_FIRE_FUEL
MaxBurnRate = ELVEN_STATUE_FIRE_MAX_BURN_RATE
Decay = ELVEN_STATUE_FIRE_DECAY
Resistance = ELVEN_STATUE_FIRE_RESISTANCE
End
Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
DestructionDelay = 5000
End
Behavior = PassiveAreaEffectBehavior ModuleTag_FeelGoodHero
EffectRadius = ELVEN_STATUE_AOE_RADIUS
PingDelay = 2000 ; ms
ModifierName = GenericHeroLeadership
ModifierName = ElvenStatuePassiveLeadershipResistFear
AntiCategories = BUFF
AllowFilter = GENERIC_BUFF_RECIPIENT_OBJECT_FILTER
End
Behavior = GettingBuiltBehavior GetBuiltBehaviorTag
WorkerName = ElvenWorkerNoSelect
SpawnTimer = DEFAULT_STRUCTURE_HEALDELAY
End
Behavior = StructureCollapseUpdate ModuleTag_Collapse
MinCollapseDelay = 000
MaxCollapseDelay = 000
CollapseDamping = 0.5
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 800
BigBurstFrequency = 4
FXList = INITIAL FX_StructureMediumCollapse
FXList = ALMOST_FINAL FX_StructureAlmostCollapse
DestroyObjectWhenDone = Yes
CollapseHeight = 126
End
Behavior = CostModifierUpgrade ModuleTag_CostModifier
LabelForPalantirString = GUI:INFANTRYDiscount
StartsActive = Yes ; Run on build complete, not upgrade
ObjectFilter = ANY +INFANTRY -HERO
Percentage = -4% ;; 1 DwarvenHearth
Percentage = -8% ;; 2 DwarvenHearths
Percentage = -12% ;; 3 DwarvenHearths
Percentage = -16% ;; 4 DwarvenHearths
Percentage = -20% ;; 5 DwarvenHearths
Percentage = -24% ;; 6 DwarvenHearths
Percentage = -28% ;; 7 DwarvenHearths
Percentage = -32% ;; 8 DwarvenHearths
Percentage = -36% ;; 9 DwarvenHearths
Percentage = -40% ;; 10 DwarvenHearths
End
Geometry = CYLINDER
GeometryMajorRadius = 12.0
GeometryMinorRadius = 12.0
GeometryHeight = 70.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
GeometryContactPoint = X:-26 Y:27 Z:0 Repair
GeometryContactPoint = X:28 Y:-25 Z:0 Repair
GeometryContactPoint = X:5.576 Y:44.987 Z:0
GeometryContactPoint = X:-38.348 Y:-42.113 Z:0
GeometryContactPoint = X:-28.448 Y:-0.003 Z:75.14 Swoop
End