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Text File  |  2006-01-31  |  11KB  |  353 lines

  1. ;//------------------------------------------------------------------------------------------
  2. ;//Wild Giant Sentry Expansion
  3. Object ElvenVigilantEntExpansion
  4.  
  5.     SelectPortrait = UPElven_Ent
  6.  
  7.       // *** ART Parameters ***
  8.     ButtonImage = BEEntMoot_Ents
  9.       
  10.     // *** ART Parameters ***
  11.     Draw = W3DScriptedModelDraw ModuleTag_Draw
  12.         OkToChangeModelColor    = Yes
  13.         UseStandardModelNames    = Yes
  14.         StaticModelLODMode        = Yes // Will append M or L to the skin name depending on GameLOD        
  15.         
  16.         DefaultModelConditionState
  17.             Model = EBFVEntHol
  18.         End
  19.  
  20.         //Build Up
  21.         ModelConditionState = UPGRADE_NUMENOR_STONEWORK ACTIVELY_BEING_CONSTRUCTED
  22.             Model    = EBFVEntHol_A
  23.             Texture    = EBFortress.tga EBFortress_U.tga
  24.         End
  25.         ModelConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED
  26.             Model = EBFVEntHol_A
  27.             Texture    = EBFortress.tga EBFortress_snow.tga
  28.         End            
  29.  
  30.         ModelConditionState = ACTIVELY_BEING_CONSTRUCTED
  31.             Model            = EBFVEntHol_A
  32.         End
  33.  
  34.         AnimationState = ACTIVELY_BEING_CONSTRUCTED
  35.             Animation                    = UpAndStill
  36.                 AnimationName            = EBFVEntHol_ASK.EBFVEntHol_ABL
  37.                 AnimationMode            = MANUAL
  38.             End
  39.             Flags = START_FRAME_FIRST
  40.             ParticleSysBone = NONE BuildingContructDustExp
  41.             ParticleSysBone = NONE ExpElven
  42.             BeginScript
  43.                 CurDrawablePlaySound("GondorBarracksBeginConstruction")
  44.             EndScript
  45.         End
  46.  
  47.         //---Damage States---
  48.         ModelConditionState    = DAMAGED
  49.             Model                = EBFVEntHol
  50.             Texture                = EBFortress.tga EBFortress_D.tga
  51.         End
  52.         AnimationState = DAMAGED
  53.             EnteringStateFX    = FX_BuildingDamaged
  54.         End        
  55.  
  56.         ModelConditionState = REALLYDAMAGED
  57.             Model                = EBFVEntHol_D2
  58.         End
  59.         AnimationState        = REALLYDAMAGED
  60.             Animation           = EBFVEntHol_D2
  61.                 AnimationName     = EBFVEntHol_D2S.EBFVEntHol_D2A
  62.                 AnimationMode     = ONCE
  63.             End
  64.             EnteringStateFX    = FX_BuildingReallyDamaged    
  65.         End
  66.  
  67.         ModelConditionState = RUBBLE
  68.             Model                = EBFVEntHol_D3
  69.         End
  70.         AnimationState        = RUBBLE
  71.             Animation           = EBFVEntHol_D3
  72.                 AnimationName     = EBFVEntHol_D3S.EBFVEntHol_D3A
  73.                 AnimationMode     = ONCE
  74.             End
  75.             EnteringStateFX    = FX_StructureMediumCollapseNoSound        ;sound played in CollapseUpdate module
  76.         End
  77.         
  78.         ModelConditionState = UPGRADE_NUMENOR_STONEWORK
  79.             Model    = EBFVEntHol
  80.             Texture    = EBFortress.tga EBFortress_U.tga
  81.         End
  82.         ModelConditionState = SNOW
  83.             Model = EBFVEntHol
  84.             Texture    = EBFortress.tga EBFortress_snow.tga
  85.         End                
  86.     End
  87.  
  88.     //Draw the Ent
  89.     Draw = W3DScriptedModelDraw ModuleTag_DrawTheEnt
  90.         OkToChangeModelColor    = Yes
  91.  
  92.         DefaultModelConditionState
  93.             Model                = EBFVEnt_SKN
  94.             Skeleton            = EBFVEnt_SKL
  95.             WeaponLaunchBone    = PRIMARY Rock
  96.         End
  97.  
  98.         IdleAnimationState
  99.             BeginScript
  100.                 Prev = CurDrawablePrevAnimationState()
  101.                 if Prev == "Buildup" then CurDrawableSetTransitionAnimState("TRANS_BuildToIdle") end
  102.             EndScript
  103.             StateName                = Idle
  104.             AllowRepeatInRandomPick = Yes
  105.             Flags                    = RESTART_ANIM_WHEN_COMPLETE        
  106.  
  107.             Animation = Idle_NoRock
  108.                 AnimationName        = EBFVEnt_IDLB
  109.                 AnimationMode        = ONCE
  110.                 AnimationPriority    = 60
  111.             End
  112.         End
  113.  
  114.         ModelConditionState = ACTIVELY_BEING_CONSTRUCTED ;// Side
  115.             Model                = EBFVEnt_SKN
  116.             Skeleton            = EBFVEnt_SKL
  117.         End
  118.  
  119.         AnimationState = ACTIVELY_BEING_CONSTRUCTED            
  120.             StateName = Buildup
  121.             Animation = Buildup
  122.                 AnimationName        = EBFVEnt_BLDA
  123.                 AnimationMode        = MANUAL
  124.                 AnimationBlendTime    = 0
  125.             End
  126.             BeginScript
  127.                 CurDrawablePlaySound("VigilantEntExpansionConstruction")
  128.             EndScript
  129.         End        
  130.  
  131.         AnimationState = DYING
  132.             Animation
  133.                 AnimationName     =  EBFVENT_DIEA
  134.                 AnimationMode     = ONCE
  135.             End
  136.         End        
  137.  
  138.         //---Attack States
  139.         AnimationState = RELOADING_A
  140.             StateName            = PickingUpRock
  141.             Animation
  142.                 AnimationName        = EBFVENT_GRBA
  143.                 AnimationMode        = ONCE
  144.                 AnimationBlendTime    = 0                                                    // Need this so the rock doesn't blend and slide.
  145.             End
  146.             FXEvent    = Frame:20    Name: FX_EntRockGrab
  147.             FXEvent    = Frame:24    Name: FX_EntRockYank            
  148.             BeginScript
  149.                 CurDrawableShowSubObjectPermanently("ROCK")                
  150.             EndScript
  151.         End
  152.         
  153.         AnimationState = FIRING_OR_PREATTACK_A AIM_NEAR                                    // Throw rock at feet
  154.             Animation = CloseRock
  155.                 AnimationName        = EBFVENT_THRB
  156.                 AnimationMode        = ONCE
  157.                 UseWeaponTiming        = Yes                
  158.             End
  159.  
  160.             FrameForPristineBonePositions = 23
  161.         End
  162.  
  163.         AnimationState = FIRING_OR_PREATTACK_A TURRET_ANGLE_90                                            // Throw rock at far target
  164.             Animation = FarRock
  165.                 AnimationName        = EBFVENT_THRC
  166.                 AnimationMode        = ONCE                
  167.             End
  168.  
  169.             FrameForPristineBonePositions = 21
  170.         End
  171.  
  172.         AnimationState = FIRING_OR_PREATTACK_A TURRET_ANGLE_270                                            // Throw rock at far target
  173.             Animation = FarRock
  174.                 AnimationName        = EBFVENT_THRD
  175.                 AnimationMode        = ONCE                
  176.             End
  177.  
  178.             FrameForPristineBonePositions = 21
  179.         End
  180.  
  181.  
  182.         AnimationState = FIRING_OR_PREATTACK_A                                            // Throw rock at far target
  183.             Animation = FarRock
  184.                 AnimationName        = EBFVENT_THRA
  185.                 AnimationMode        = ONCE
  186.             End
  187.  
  188.             FrameForPristineBonePositions = 22
  189.         End
  190.  
  191.         TransitionState = TRANS_BuildToIdle
  192.             Animation
  193.                 AnimationName        = EBFVENT_GRBA
  194.                 AnimationMode        = ONCE
  195.                 AnimationBlendTime    = 0                                                    // Need this so the rock doesn't blend and slide.
  196.             End
  197.             FXEvent    = Frame:20    Name: FX_EntRockGrab
  198.             FXEvent    = Frame:24    Name: FX_EntRockYank            
  199.             BeginScript
  200.                 CurDrawableShowSubObjectPermanently("ROCK")                
  201.             EndScript
  202.         End
  203.  
  204.     End
  205.  
  206.     // ***DESIGN parameters ***
  207.     DisplayName         = OBJECT:ElvenVigilantEntExpansion
  208.     Side                = Elves
  209.     EditorSorting       = STRUCTURE
  210.     ThreatLevel         = 11.0
  211.     IsTrainable            = No
  212.      
  213.     BuildCost           = ELVEN_VIGILANTENTEXPANSION_BUILDCOST
  214.     BuildTime           = ELVEN_VIGILANTENTEXPANSION_BUILDTIME    ;// in seconds
  215.     VisionRange         = VISION_BASE_DEFENSE
  216.      ShroudClearingRange = SHROUD_CLEAR_BASE_DEFENSE
  217.  
  218.     CommandSet            = ElvenVigilantEntCommandSet
  219.  
  220.     WeaponSet
  221.         Conditions          =  None
  222.         Weapon              =  PRIMARY    ElvenVigilantEntRockThrow
  223.     End
  224.  
  225.     ArmorSet
  226.         Conditions        = None
  227.         Armor             = FortressExpansionArmor
  228.     End
  229.  
  230.     // *** AUDIO Parameters ***
  231.     #include "..\..\..\Includes\StandardBuildingEvaEvents.inc"
  232.  
  233.     VoiceAttack                        = EntVoiceSelect
  234.     VoiceSelect                        = EntVoiceSelect
  235.     VoiceSelectUnderConstruction    = DontBeHasty    ;BuildingGoodVoiceSelectUnderConstruction
  236.  
  237.     SoundAmbient                    = EntVigilantExpansionVoxAmbientLoop
  238.     SoundOnDamaged                    = BuildingLightDamageWood
  239.     SoundOnReallyDamaged            = BuildingHeavyDamageWood
  240.  
  241.     UnitSpecificSounds
  242.         UnderConstruction            = BuildingConstructionLoop  // Built first time
  243.         //UnderRepairFromDamage    = NoSound                        ;// Repaired No animation on the building, so don't bother playing sound
  244.         UnderRepairFromRubble        = BuildingConstructionLoop    // Repaired from completely destroyed (not used???)
  245.     End
  246.  
  247.     ;ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_PlayEntMootConstructionSound
  248.     ;    ModelCondition = REQUIRED:ACTIVELY_BEING_CONSTRUCTED    Sound:EntMootConstruction
  249.     ;End
  250.  
  251.     CampnessValue = CAMPNESS_FORTRESS_EXPANSION
  252.  
  253.     //*** ENGINEERING Parameters ***
  254.     RadarPriority       = STRUCTURE
  255.     KindOf              = PRELOAD STRUCTURE SELECTABLE IMMOBILE CAN_ATTACK SCORE NEED_BASE_FOUNDATION FS_BASE_DEFENSE MADE_OF_STONE
  256.  
  257.     Behavior            = GettingBuiltBehavior ModuleTag_04
  258.         WorkerName          = ElvenWorkerNoSelect
  259.         SpawnTimer    = DEFAULT_STRUCTURE_HEALDELAY
  260.     End
  261.  
  262.     Body                      = StructureBody ModuleTag_05
  263.         MaxHealth               = ELVEN_VIGILANTENTEXPANSION_HEALTH
  264.         MaxHealthDamaged        = ELVEN_VIGILANTENTEXPANSION_HEALTH_DAMAGED
  265.         MaxHealthReallyDamaged  = ELVEN_VIGILANTENTEXPANSION_HEALTH_REALLY_DAMAGED
  266.     End
  267.  
  268.     Behavior = AIUpdateInterface ModuleTag_SoWeCanUseWeapon
  269.         AutoAcquireEnemiesWhenIdle    = Yes
  270.         MoodAttackCheckRate            = 250        
  271.         Turret
  272.             TurretTurnRate            = 360                        ; turn rate, in degrees per sec
  273.             ControlledWeaponSlots    = PRIMARY
  274.         End
  275.     End
  276.  
  277.     //LocomotorSet
  278.     //    Locomotor = CatapultLocomotor
  279.     //    Condition = SET_NORMAL
  280.     //    Speed     = 0
  281.     //End
  282.  
  283.     Behavior = MonitorConditionUpdate MonitorConditionUpdateModuleTag
  284.         ModelConditionFlags = ATTACKING_POSITION
  285.         ModelConditionCommandSet = ElvenVigilantEntCommandSetStopBombard
  286.     End
  287.  
  288.     Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
  289.         DestructionDelay  = 4000
  290.     End
  291.       
  292.     Behavior                  = StructureCollapseUpdate ModuleTag_StructureCollapseUpdate 
  293.         MinCollapseDelay        = 000
  294.         MaxCollapseDelay        = 000
  295.         CollapseDamping         = .5
  296.         MaxShudder              = 0.6
  297.         MinBurstDelay           = 250
  298.         MaxBurstDelay           = 800
  299.         BigBurstFrequency       = 4
  300.         FXList                  = INITIAL   FX_StructureVigilantEntExpansionCollapse
  301.         FXList                  = ALMOST_FINAL  FX_StructureAlmostCollapse
  302.         DestroyObjectWhenDone    = Yes
  303.         CollapseHeight            = 89
  304.     End
  305.     
  306.     Behavior = TerrainResourceBehavior ModuleTag_NewMoneyDeadSpot
  307.         Radius            = 100        // How far we try to claim ground
  308.         MaxIncome        = 0            // If we were to get all we wanted, how much we would earn.  Linear slope to 0 at 0% claim
  309.         IncomeInterval    = 999999    // How often (in msec) we give that much money
  310.         HighPriority    = Yes        // A high priority claim gets to pretend it was there first.
  311.         Visible = No         ;// Don't show decal when a resource building is selected.
  312.     End
  313.  
  314.     Behavior = CastleMemberBehavior ModuleTag_CMB
  315.     End 
  316.     
  317.     Behavior = ProductionUpdate ProductionUpdateModuleTag
  318.     End
  319.  
  320.       Behavior = AimWeaponBehavior AimWeaponModuleTag
  321.         AimNearDistance        = 40.0    // If target closer than this, give Near flag.  This and IsAimingWeapon combine to give extra model condition flags
  322.     End
  323.  
  324.     Behavior = AttributeModifierUpgrade ModuleTag_Reinforced
  325.         TriggeredBy                = Upgrade_ElvenFortressEncasingVines
  326.         AttributeModifier        = EncasingVinesExpansion_Bonus
  327.     End
  328.  
  329.     Behavior = ModelConditionUpgrade ModuleTag_ShowTheVines
  330.         TriggeredBy            = Upgrade_ElvenFortressEncasingVines        
  331.         AddConditionFlags    = UPGRADE_NUMENOR_STONEWORK
  332.         Permanent            = Yes
  333.     End
  334.  
  335.     Geometry            = BOX
  336.     GeometryMajorRadius    = 14.0
  337.     GeometryMinorRadius    = 14.0
  338.     GeometryHeight        = 80.0    
  339.     GeometryOffset        = X:-5 Y:0 Z:0
  340.     
  341.     AdditionalGeometry    = BOX
  342.     GeometryMajorRadius    = 20.0
  343.     GeometryMinorRadius    = 10.0
  344.     GeometryHeight        = 50.0    
  345.     GeometryOffset        = X:-30 Y:0 Z:0
  346.     
  347.     GeometryIsSmall            = No
  348.     Shadow                    = SHADOW_VOLUME
  349.     BuildCompletion            = PLACED_BY_PLAYER
  350.     
  351.     GeometryContactPoint     = X:30.624        Y:12.464    Z:0            Repair
  352. End
  353.