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Text File  |  2006-01-31  |  8KB  |  246 lines

  1. ;------------------------------------------------------------------------------
  2. Object ElvenStatue
  3.  
  4.     SelectPortrait  =  BPEHeroicStatue
  5.  
  6.     Draw = W3DScriptedModelDraw ModuleTag_Draw
  7.         OkToChangeModelColor        = Yes
  8.         StaticModelLODMode = yes
  9.         UseStandardModelNames        = Yes
  10.  
  11.         DefaultModelConditionState
  12.             Model                    = EBStatue
  13.         End
  14.  
  15.     IdleAnimationState
  16.     End
  17.  
  18.         ;-- building being placed
  19.         ModelConditionState                = BUILD_PLACEMENT_CURSOR
  20.             Shadow                        = SHADOW_ALPHA_DECAL
  21.             ShadowTexture                = decal_hero_good
  22.             ShadowSizeX                    = ELVEN_STATUE_AOE_RADIUS_DECAL
  23.             ShadowSizeY                    = ELVEN_STATUE_AOE_RADIUS_DECAL
  24.             ShadowOverrideLODVisibility = Yes
  25.         End
  26.  
  27.         ModelConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
  28.             Model    = EBStatue_A
  29.             Texture = EBStatue.tga EBStatue_Snow.tga
  30.         End  
  31.         ModelConditionState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
  32.             Model                    = EBStatue_A
  33.             ParticleSysBone            = NONE BuildingContructDust
  34.         End  
  35.         AnimationState = ACTIVELY_BEING_CONSTRUCTED
  36.             Animation
  37.                 AnimationName        = EBStatue_A.EBStatue_A
  38.                 AnimationMode        = MANUAL
  39.             End
  40.             StateName                = BeingConstructed
  41.             BeginScript
  42.                 CurDrawablePlaySound("GondorBarracksBeginConstruction")
  43.             EndScript
  44.         End
  45.  
  46.         ModelConditionState = DAMAGED
  47.             Model                    = EBStatue_D1
  48.         End  
  49.         AnimationState = DAMAGED
  50.             EnteringStateFX            = FX_StatueDamaged
  51.         End
  52.  
  53.         ModelConditionState = REALLYDAMAGED
  54.             Model                    = EBStatue_D2
  55.         End  
  56.         AnimationState = REALLYDAMAGED
  57.             Animation    = RubbleAnimation
  58.                 AnimationName        =    EBStatue_D2.EBStatue_D2
  59.                 AnimationMode        =    ONCE    
  60.               End
  61.             EnteringStateFX            = FX_StatueDamaged
  62.         End
  63.  
  64.         ModelConditionState = RUBBLE
  65.             Model                    = EBStatue_D3
  66.             ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  67.         End
  68.         AnimationState = RUBBLE
  69.             Animation    = RubbleAnimation
  70.                 AnimationName        =    EBStatue_D3.EBStatue_D3
  71.                 AnimationMode        =    ONCE    
  72.               End
  73.               EnteringStateFX            = FX_StatueDamaged
  74.         End
  75.  
  76.         ModelConditionState = POST_RUBBLE
  77.             Model                    = None
  78.             ParticleSysBone NONE SmokeBuildingMediumRubble
  79.         End
  80.  
  81.         ModelConditionState = POST_COLLAPSE
  82.             Model                    = None
  83.             ParticleSysBone NONE SmokeBuildingMediumRubble
  84.         End
  85.             
  86.         ModelConditionState = SNOW
  87.             Model = EBStatue     
  88.             Texture = EBStatue.tga EBStatue_Snow.tga
  89.         End  
  90.     
  91.     End
  92.  
  93.   Draw = W3DScriptedModelDraw ModuleTag_Draw_HCBanner
  94.     OkToChangeModelColor  = Yes
  95.     DefaultModelConditionState
  96.         Model = EBHCStatue
  97.     End
  98.     MultiPlayerOnly = Yes 
  99.   End
  100.  
  101.  
  102.  
  103.     ; Draw module just for the hero FX.
  104.     Draw = W3DScriptedModelDraw TheHealEffect
  105.         ModelConditionState = NONE
  106.             Model                    = None
  107.             ParticleSysBone NONE StatueHeroFX
  108.         End
  109.         ModelConditionState = ACTIVELY_BEING_CONSTRUCTED
  110.             Model                    = None
  111.         End
  112.     End
  113.  
  114.     ; ***DESIGN parameters ***
  115.     DisplayName                        = OBJECT:ElvenStatue
  116.     Description                        = OBJECT:HeroicStatueDescription
  117.     Side                            = Elves
  118.     IsTrainable                        = No
  119.     EditorSorting                    = STRUCTURE
  120.     ThreatLevel                        = 1.0
  121.     CommandSet                        = SellableCommandSet
  122.     PlacementViewAngle                = 45
  123.     RadarPriority                    = STRUCTURE
  124.     KindOf                            = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE MADE_OF_STONE CAN_SEE_THROUGH_STRUCTURE IGNORE_FOR_VICTORY
  125.     CommandPointBonus                = GENERIC_STATUE_COMMAND_POINT_BONUS
  126.  
  127.     BuildCost                        = ELVEN_STATUE_BUILDCOST
  128.     BuildTime                        = ELVEN_STATUE_BUILDTIME
  129.     RefundValue                        = ELVEN_STATUE_REFUND_VALUE
  130.     VisionRange                        = ELVEN_STATUE_VISION_RANGE
  131.     ShroudClearingRange                = ELVEN_STATUE_SHROUD_CLEAR
  132.     BountyValue                        = ELVEN_STATUE_BOUNTY_VALUE
  133.     ArmorSet
  134.         Conditions                    = None
  135.         Armor                        = StructureArmor
  136.     End
  137.  
  138.     ; *** AUDIO Parameters ***
  139.     #include "..\..\..\Includes\StandardBuildingEvaEvents.inc"
  140.  
  141.     VoiceSelect                        = GondorStatueSelect
  142.     SoundOnDamaged                    = BuildingLightDamageStone
  143.     SoundOnReallyDamaged            = BuildingHeavyDamageStone
  144.  
  145.     VoiceSelectUnderConstruction    = BuildingGoodVoiceSelectUnderConstruction
  146.     VoiceFullyCreated                = EVA:GenericBuildingComplete-Builder-Elf
  147.  
  148.     UnitSpecificSounds
  149.         UnderConstruction            = BuildingConstructionLoop  ; Built first time
  150.         UnderRepairFromRubble        = BuildingConstructionLoop    ; Repaired from completely destroyed (not used???)
  151.     End
  152.  
  153.     ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
  154.         MaxUpdateRangeCap            = 800
  155.         AnimationSound                = Sound:StatueHeroicBuildStoneExplode    Animation:GPHealstue_A.GPHealstue_A        Frames:540
  156.         AnimationSound                = Sound:StatueHeroicBuildStoneDebris1    Animation:GPHealstue_A.GPHealstue_A        Frames:560
  157.         AnimationSound                = Sound:StatueHeroicBuildStoneDebris2    Animation:GPHealstue_A.GPHealstue_A        Frames:600
  158.     End
  159.  
  160.     Behavior = TerrainResourceBehavior ModuleTag_NewMoneyDeadSpot
  161.         Radius = 40      ; How far we try to claim ground
  162.         MaxIncome = 0   ; If we were to get all we wanted, how much we would earn.  Linear slope to 0 at 0% claim
  163.         IncomeInterval = 999999   ; How often (in msec) we give that much money
  164.         HighPriority = Yes ; A high priority claim gets to pretend it was there first.
  165.         Visible = No         ;// Don't show decal when a resource building is selected.
  166.     End
  167.  
  168.  
  169.     ; *** ENGINEERING Parameters ***
  170.  
  171.     Body = StructureBody ModuleTag_05
  172.         MaxHealth                = GONDOR_STATUE_HEALTH
  173.         MaxHealthDamaged        = GONDOR_STATUE_HEALTH_DAMAGED
  174.         MaxHealthReallyDamaged    = GONDOR_STATUE_HEALTH_REALLY_DAMAGED
  175.     End
  176.  
  177.     Flammability
  178.         Fuel                        = ELVEN_STATUE_FIRE_FUEL
  179.         MaxBurnRate                    = ELVEN_STATUE_FIRE_MAX_BURN_RATE
  180.         Decay                        = ELVEN_STATUE_FIRE_DECAY
  181.         Resistance                    = ELVEN_STATUE_FIRE_RESISTANCE
  182.     End
  183.  
  184.     Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
  185.         DestructionDelay            = 5000
  186.     End
  187.  
  188.     Behavior = PassiveAreaEffectBehavior ModuleTag_FeelGoodHero
  189.         EffectRadius                = ELVEN_STATUE_AOE_RADIUS
  190.         PingDelay                    = 2000 ; ms
  191.         ModifierName                = GenericHeroLeadership
  192.         ModifierName                = ElvenStatuePassiveLeadershipResistFear
  193.         AntiCategories                = BUFF
  194.         AllowFilter                    = GENERIC_BUFF_RECIPIENT_OBJECT_FILTER
  195.     End
  196.  
  197.     Behavior = GettingBuiltBehavior GetBuiltBehaviorTag
  198.         WorkerName                    = ElvenWorkerNoSelect
  199.         SpawnTimer    = DEFAULT_STRUCTURE_HEALDELAY
  200.     End
  201.  
  202.     Behavior = StructureCollapseUpdate ModuleTag_Collapse
  203.         MinCollapseDelay            = 000
  204.         MaxCollapseDelay            = 000
  205.         CollapseDamping                = 0.5
  206.         MaxShudder                    = 0.6
  207.         MinBurstDelay                = 250
  208.         MaxBurstDelay                = 800
  209.         BigBurstFrequency            = 4
  210.         FXList                        = INITIAL FX_StructureMediumCollapse
  211.         FXList                        = ALMOST_FINAL FX_StructureAlmostCollapse
  212.         DestroyObjectWhenDone        = Yes
  213.         CollapseHeight                = 126
  214.     End
  215.     
  216.     Behavior = CostModifierUpgrade ModuleTag_CostModifier
  217.         LabelForPalantirString = GUI:INFANTRYDiscount
  218.         StartsActive = Yes ; Run on build complete, not upgrade
  219.         ObjectFilter        = ANY +INFANTRY -HERO
  220.         Percentage        =  -4%        ;; 1 DwarvenHearth
  221.         Percentage        =  -8%        ;; 2 DwarvenHearths
  222.         Percentage        = -12%        ;; 3 DwarvenHearths
  223.         Percentage        = -16%        ;; 4 DwarvenHearths
  224.         Percentage        = -20%        ;; 5 DwarvenHearths
  225.         Percentage        = -24%        ;; 6 DwarvenHearths
  226.         Percentage        = -28%        ;; 7 DwarvenHearths
  227.         Percentage        = -32%        ;; 8 DwarvenHearths
  228.         Percentage        = -36%        ;; 9 DwarvenHearths
  229.         Percentage        = -40%        ;; 10 DwarvenHearths
  230.       End
  231.  
  232.     Geometry                        = CYLINDER
  233.     GeometryMajorRadius                = 12.0
  234.     GeometryMinorRadius                = 12.0
  235.     GeometryHeight                    = 70.0
  236.     GeometryIsSmall                    = No
  237.     Shadow                            = SHADOW_VOLUME
  238.     BuildCompletion                    = PLACED_BY_PLAYER
  239.     
  240.     GeometryContactPoint = X:-26        Y:27        Z:0            Repair
  241.     GeometryContactPoint = X:28        Y:-25        Z:0            Repair
  242.     GeometryContactPoint = X:5.576        Y:44.987    Z:0
  243.     GeometryContactPoint = X:-38.348    Y:-42.113    Z:0
  244.     GeometryContactPoint = X:-28.448    Y:-0.003    Z:75.14        Swoop
  245. End
  246.