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data_ini_object_goodfaction_structures_elven_elvenvigilantentexpansion.ini
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2006-01-31
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353 lines
;//------------------------------------------------------------------------------------------
;//Wild Giant Sentry Expansion
Object ElvenVigilantEntExpansion
SelectPortrait = UPElven_Ent
// *** ART Parameters ***
ButtonImage = BEEntMoot_Ents
// *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_Draw
OkToChangeModelColor = Yes
UseStandardModelNames = Yes
StaticModelLODMode = Yes // Will append M or L to the skin name depending on GameLOD
DefaultModelConditionState
Model = EBFVEntHol
End
//Build Up
ModelConditionState = UPGRADE_NUMENOR_STONEWORK ACTIVELY_BEING_CONSTRUCTED
Model = EBFVEntHol_A
Texture = EBFortress.tga EBFortress_U.tga
End
ModelConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED
Model = EBFVEntHol_A
Texture = EBFortress.tga EBFortress_snow.tga
End
ModelConditionState = ACTIVELY_BEING_CONSTRUCTED
Model = EBFVEntHol_A
End
AnimationState = ACTIVELY_BEING_CONSTRUCTED
Animation = UpAndStill
AnimationName = EBFVEntHol_ASK.EBFVEntHol_ABL
AnimationMode = MANUAL
End
Flags = START_FRAME_FIRST
ParticleSysBone = NONE BuildingContructDustExp
ParticleSysBone = NONE ExpElven
BeginScript
CurDrawablePlaySound("GondorBarracksBeginConstruction")
EndScript
End
//---Damage States---
ModelConditionState = DAMAGED
Model = EBFVEntHol
Texture = EBFortress.tga EBFortress_D.tga
End
AnimationState = DAMAGED
EnteringStateFX = FX_BuildingDamaged
End
ModelConditionState = REALLYDAMAGED
Model = EBFVEntHol_D2
End
AnimationState = REALLYDAMAGED
Animation = EBFVEntHol_D2
AnimationName = EBFVEntHol_D2S.EBFVEntHol_D2A
AnimationMode = ONCE
End
EnteringStateFX = FX_BuildingReallyDamaged
End
ModelConditionState = RUBBLE
Model = EBFVEntHol_D3
End
AnimationState = RUBBLE
Animation = EBFVEntHol_D3
AnimationName = EBFVEntHol_D3S.EBFVEntHol_D3A
AnimationMode = ONCE
End
EnteringStateFX = FX_StructureMediumCollapseNoSound ;sound played in CollapseUpdate module
End
ModelConditionState = UPGRADE_NUMENOR_STONEWORK
Model = EBFVEntHol
Texture = EBFortress.tga EBFortress_U.tga
End
ModelConditionState = SNOW
Model = EBFVEntHol
Texture = EBFortress.tga EBFortress_snow.tga
End
End
//Draw the Ent
Draw = W3DScriptedModelDraw ModuleTag_DrawTheEnt
OkToChangeModelColor = Yes
DefaultModelConditionState
Model = EBFVEnt_SKN
Skeleton = EBFVEnt_SKL
WeaponLaunchBone = PRIMARY Rock
End
IdleAnimationState
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "Buildup" then CurDrawableSetTransitionAnimState("TRANS_BuildToIdle") end
EndScript
StateName = Idle
AllowRepeatInRandomPick = Yes
Flags = RESTART_ANIM_WHEN_COMPLETE
Animation = Idle_NoRock
AnimationName = EBFVEnt_IDLB
AnimationMode = ONCE
AnimationPriority = 60
End
End
ModelConditionState = ACTIVELY_BEING_CONSTRUCTED ;// Side
Model = EBFVEnt_SKN
Skeleton = EBFVEnt_SKL
End
AnimationState = ACTIVELY_BEING_CONSTRUCTED
StateName = Buildup
Animation = Buildup
AnimationName = EBFVEnt_BLDA
AnimationMode = MANUAL
AnimationBlendTime = 0
End
BeginScript
CurDrawablePlaySound("VigilantEntExpansionConstruction")
EndScript
End
AnimationState = DYING
Animation
AnimationName = EBFVENT_DIEA
AnimationMode = ONCE
End
End
//---Attack States
AnimationState = RELOADING_A
StateName = PickingUpRock
Animation
AnimationName = EBFVENT_GRBA
AnimationMode = ONCE
AnimationBlendTime = 0 // Need this so the rock doesn't blend and slide.
End
FXEvent = Frame:20 Name: FX_EntRockGrab
FXEvent = Frame:24 Name: FX_EntRockYank
BeginScript
CurDrawableShowSubObjectPermanently("ROCK")
EndScript
End
AnimationState = FIRING_OR_PREATTACK_A AIM_NEAR // Throw rock at feet
Animation = CloseRock
AnimationName = EBFVENT_THRB
AnimationMode = ONCE
UseWeaponTiming = Yes
End
FrameForPristineBonePositions = 23
End
AnimationState = FIRING_OR_PREATTACK_A TURRET_ANGLE_90 // Throw rock at far target
Animation = FarRock
AnimationName = EBFVENT_THRC
AnimationMode = ONCE
End
FrameForPristineBonePositions = 21
End
AnimationState = FIRING_OR_PREATTACK_A TURRET_ANGLE_270 // Throw rock at far target
Animation = FarRock
AnimationName = EBFVENT_THRD
AnimationMode = ONCE
End
FrameForPristineBonePositions = 21
End
AnimationState = FIRING_OR_PREATTACK_A // Throw rock at far target
Animation = FarRock
AnimationName = EBFVENT_THRA
AnimationMode = ONCE
End
FrameForPristineBonePositions = 22
End
TransitionState = TRANS_BuildToIdle
Animation
AnimationName = EBFVENT_GRBA
AnimationMode = ONCE
AnimationBlendTime = 0 // Need this so the rock doesn't blend and slide.
End
FXEvent = Frame:20 Name: FX_EntRockGrab
FXEvent = Frame:24 Name: FX_EntRockYank
BeginScript
CurDrawableShowSubObjectPermanently("ROCK")
EndScript
End
End
// ***DESIGN parameters ***
DisplayName = OBJECT:ElvenVigilantEntExpansion
Side = Elves
EditorSorting = STRUCTURE
ThreatLevel = 11.0
IsTrainable = No
BuildCost = ELVEN_VIGILANTENTEXPANSION_BUILDCOST
BuildTime = ELVEN_VIGILANTENTEXPANSION_BUILDTIME ;// in seconds
VisionRange = VISION_BASE_DEFENSE
ShroudClearingRange = SHROUD_CLEAR_BASE_DEFENSE
CommandSet = ElvenVigilantEntCommandSet
WeaponSet
Conditions = None
Weapon = PRIMARY ElvenVigilantEntRockThrow
End
ArmorSet
Conditions = None
Armor = FortressExpansionArmor
End
// *** AUDIO Parameters ***
#include "..\..\..\Includes\StandardBuildingEvaEvents.inc"
VoiceAttack = EntVoiceSelect
VoiceSelect = EntVoiceSelect
VoiceSelectUnderConstruction = DontBeHasty ;BuildingGoodVoiceSelectUnderConstruction
SoundAmbient = EntVigilantExpansionVoxAmbientLoop
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 = ModelConditionAudioLoopClientBehavior ModuleTag_PlayEntMootConstructionSound
; ModelCondition = REQUIRED:ACTIVELY_BEING_CONSTRUCTED Sound:EntMootConstruction
;End
CampnessValue = CAMPNESS_FORTRESS_EXPANSION
//*** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE CAN_ATTACK SCORE NEED_BASE_FOUNDATION FS_BASE_DEFENSE MADE_OF_STONE
Behavior = GettingBuiltBehavior ModuleTag_04
WorkerName = ElvenWorkerNoSelect
SpawnTimer = DEFAULT_STRUCTURE_HEALDELAY
End
Body = StructureBody ModuleTag_05
MaxHealth = ELVEN_VIGILANTENTEXPANSION_HEALTH
MaxHealthDamaged = ELVEN_VIGILANTENTEXPANSION_HEALTH_DAMAGED
MaxHealthReallyDamaged = ELVEN_VIGILANTENTEXPANSION_HEALTH_REALLY_DAMAGED
End
Behavior = AIUpdateInterface ModuleTag_SoWeCanUseWeapon
AutoAcquireEnemiesWhenIdle = Yes
MoodAttackCheckRate = 250
Turret
TurretTurnRate = 360 ; turn rate, in degrees per sec
ControlledWeaponSlots = PRIMARY
End
End
//LocomotorSet
// Locomotor = CatapultLocomotor
// Condition = SET_NORMAL
// Speed = 0
//End
Behavior = MonitorConditionUpdate MonitorConditionUpdateModuleTag
ModelConditionFlags = ATTACKING_POSITION
ModelConditionCommandSet = ElvenVigilantEntCommandSetStopBombard
End
Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
DestructionDelay = 4000
End
Behavior = StructureCollapseUpdate ModuleTag_StructureCollapseUpdate
MinCollapseDelay = 000
MaxCollapseDelay = 000
CollapseDamping = .5
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 800
BigBurstFrequency = 4
FXList = INITIAL FX_StructureVigilantEntExpansionCollapse
FXList = ALMOST_FINAL FX_StructureAlmostCollapse
DestroyObjectWhenDone = Yes
CollapseHeight = 89
End
Behavior = TerrainResourceBehavior ModuleTag_NewMoneyDeadSpot
Radius = 100 // 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 = CastleMemberBehavior ModuleTag_CMB
End
Behavior = ProductionUpdate ProductionUpdateModuleTag
End
Behavior = AimWeaponBehavior AimWeaponModuleTag
AimNearDistance = 40.0 // If target closer than this, give Near flag. This and IsAimingWeapon combine to give extra model condition flags
End
Behavior = AttributeModifierUpgrade ModuleTag_Reinforced
TriggeredBy = Upgrade_ElvenFortressEncasingVines
AttributeModifier = EncasingVinesExpansion_Bonus
End
Behavior = ModelConditionUpgrade ModuleTag_ShowTheVines
TriggeredBy = Upgrade_ElvenFortressEncasingVines
AddConditionFlags = UPGRADE_NUMENOR_STONEWORK
Permanent = Yes
End
Geometry = BOX
GeometryMajorRadius = 14.0
GeometryMinorRadius = 14.0
GeometryHeight = 80.0
GeometryOffset = X:-5 Y:0 Z:0
AdditionalGeometry = BOX
GeometryMajorRadius = 20.0
GeometryMinorRadius = 10.0
GeometryHeight = 50.0
GeometryOffset = X:-30 Y:0 Z:0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
GeometryContactPoint = X:30.624 Y:12.464 Z:0 Repair
End