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Text File  |  2006-01-31  |  11KB  |  381 lines

  1. ;------------------------------------------------------------------------------
  2. ;
  3. ; Basic farm interface.
  4. ;
  5. ;    An instance of one of these should not be created, it's merely used as an
  6. ; object to create a child from.
  7. ;
  8. ;------------------------------------------------------------------------------
  9. Object FarmInterface
  10.  
  11.   ; *** ART Parameters ***
  12.   SelectPortrait         = BPFarm
  13.  
  14.   ;day
  15.   Draw = W3DScriptedModelDraw ModuleTag_Draw
  16.  
  17.     ExtraPublicBone = ARROW_01
  18.     ExtraPublicBone = ARROW_02
  19.     ExtraPublicBone = ARROW_03
  20.     ExtraPublicBone = ARROW_04
  21.     ExtraPublicBone = ARROW_05
  22.     ExtraPublicBone = ARROW_06
  23.     ExtraPublicBone = ARROW_07
  24.     ExtraPublicBone = ARROW_08
  25.     ExtraPublicBone = ARROW_09
  26.     ExtraPublicBone = ARROW_10
  27.  
  28.     OkToChangeModelColor  = Yes
  29.     UseStandardModelNames = Yes
  30.     StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD  
  31.   
  32.     DefaultModelConditionState
  33.         Model = GBFarm_SKN
  34.         WeaponLaunchBone = PRIMARY ARROW_01
  35.     End
  36.  
  37.     ModelConditionState = WORLD_BUILDER
  38.           Model = GBFarm_WB
  39.       End
  40.  
  41.     
  42.     ;//    Animation state for build placement cursor
  43.     AnimationState = BUILD_PLACEMENT_CURSOR
  44.       BeginScript
  45.         CurDrawableHideSubObject("N_Window")
  46.         CurDrawableHideSubObject("V1")
  47.         CurDrawableHideSubObject("V2")
  48.         CurDrawableShowSubObject("V1HIDE")
  49.         CurDrawableShowSubObject("V2HIDE")
  50.       EndScript
  51.     End
  52.     
  53.     ;//    Animation state for phantom structure
  54.     AnimationState = PHANTOM_STRUCTURE
  55.       BeginScript
  56.         CurDrawableHideSubObject("N_Window")
  57.         CurDrawableHideSubObject("V1")
  58.         CurDrawableHideSubObject("V2")
  59.         CurDrawableShowSubObject("V1HIDE")
  60.         CurDrawableShowSubObject("V2HIDE")
  61.       EndScript
  62.     End
  63.     
  64.     IdleAnimationState
  65.         Animation = IDLE
  66.             AnimationName        =    GBFarm_SKL.GBFarm_IDLA
  67.             AnimationMode            =    ONCE    
  68.             AnimationBlendTime = 0
  69.         End
  70.  
  71.     End    
  72.  
  73.     ;-- building being constructed
  74.     ModelConditionState = AWAITING_CONSTRUCTION SNOW
  75.         Model    = GBFarm_A        
  76.         Texture = GBFarm.tga GBFarm_Snow.tga
  77.         Texture    = GBVet.tga GBVet_snow.tga
  78.     End  
  79.     ModelConditionState   = AWAITING_CONSTRUCTION 
  80.       Model               = GBFarm_A
  81. ;        ParticleSysBone      = NONE BuildingDoughnutCloud
  82.     End;
  83.     AnimationState        = AWAITING_CONSTRUCTION
  84.       Animation           = GBFarm_A
  85.         AnimationName     = GBFarm_ASKL.GBFarm_ABLD
  86.         AnimationMode     = MANUAL
  87.       End
  88.       Flags                  = START_FRAME_FIRST ;;M Lo Sez 'no' ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  89.     End
  90.  
  91.     ModelConditionState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED SNOW
  92.         Model    = GBFarm_A        
  93.         Texture = GBFarm.tga GBFarm_Snow.tga
  94.         Texture    = GBVet.tga GBVet_snow.tga
  95.     End  
  96.     ModelConditionState   = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
  97.         Model              = GBFarm_A
  98.         ParticleSysBone   = DUSTBONE BuildingContructDust
  99.     End
  100.     AnimationState        = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
  101.         Animation         = GBFarm_A
  102.             AnimationName = GBFarm_ASKL.GBFarm_ABLD
  103.             AnimationMode = MANUAL
  104.         End
  105.         Flags            = START_FRAME_FIRST ;;M Lo Sez 'no' ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  106.  
  107.         StateName        = BeingConstructed
  108.         BeginScript
  109.             CurDrawableHideSubObject("WINDOW_F01")
  110.             CurDrawablePlaySound("GondorBarracksBeginConstruction")
  111.         EndScript
  112.     End
  113.        
  114.     
  115.      ;--damaged building
  116.     ModelConditionState  = DAMAGED
  117.         Model         = GBFarm_D1
  118.         ParticleSysBone SmokeSmall01 FireBuildingMedium
  119.         ParticleSysBone SmokeSmall02 FireBuildingLarge
  120.         ParticleSysBone SmokeSmall03 SmokeBuildingLarge
  121.     End
  122.     AnimationState = DAMAGED
  123.         EnteringStateFX    = FX_BuildingDamaged
  124.     End
  125.  
  126.     ModelConditionState  = REALLYDAMAGED
  127.         Model         = GBFarm_D2
  128.         ParticleSysBone SmokeSmall01 FireBuildingLarge
  129.         ParticleSysBone SmokeSmall02 FireBuildingLarge
  130.         ParticleSysBone SmokeSmall03 SmokeBuildingLarge
  131.     End
  132.     
  133.     AnimationState = REALLYDAMAGED
  134.         EnteringStateFX    = FX_BuildingReallyDamaged
  135.         Animation    = ReallyDamagedAnimation
  136.             AnimationName        =    GBFarm_D2SK.GBFarm_D2AN
  137.             AnimationMode        =    ONCE    
  138.         End
  139.         BeginScript
  140.             CurDrawableShowSubObjectPermanently("WINDOW_F01")
  141.         EndScript
  142.     End
  143.  
  144.     ModelConditionState  = RUBBLE
  145.         Model         = GBFarm_D3
  146.         ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  147.     End
  148.     
  149.     AnimationState = RUBBLE
  150.         EnteringStateFX    = FX_BuildingReallyDamaged
  151.         Animation    = ReallyDamagedAnimation
  152.             AnimationName        =    GBFarm_D3SK.GBFarm_D3AN
  153.             AnimationMode        =    ONCE    
  154.         End
  155.         BeginScript
  156.             CurDrawableShowSubObject("WINDOW_F01")
  157.             CurDrawableHideSubObject("GBFarm_01")
  158.             CurDrawableHideSubObject("GBFarm_02")
  159.             CurDrawableHideSubObject("GBFarm_03")
  160.             CurDrawableHideSubObject("GBFarm_04")
  161.         EndScript
  162.     End
  163.  
  164.     ModelConditionState  = POST_RUBBLE
  165.         Model         = None
  166.         ParticleSysBone NONE SmokeBuildingMediumRubble
  167.     End
  168.  
  169.     ModelConditionState  = POST_COLLAPSE
  170.          Model         = None
  171.         ParticleSysBone NONE SmokeBuildingMediumRubble
  172.     End
  173.  
  174.     ModelConditionState = SNOW
  175.         Model    = GBFarm_SKN        
  176.         Texture = GBFarm.tga GBFarm_Snow.tga
  177.         Texture    = GBVet.tga GBVet_snow.tga
  178.     End  
  179.     
  180. End
  181.  
  182.   Draw = W3DFloorDraw ModuleTag_DrawFloor    
  183.         StaticModelLODMode = Yes        ; THIS NEEDS TO BE COMMENTED OUT WHEN ENGINEERING ENABLES LOD'S IN THE FLOOR DRAW
  184.         ModelName = GBFarm_Bib
  185.         WeatherTexture = SNOWY GBFarmT_Snow.tga
  186.           HideIfModelConditions    =    AWAITING_CONSTRUCTION
  187.           HideIfModelConditions    =    PARTIALLY_CONSTRUCTED
  188.   End
  189.  
  190.  
  191.     ; ***DESIGN parameters ***
  192.     EditorSorting       = STRUCTURE
  193.     ThreatLevel            = 1.0
  194.     PlacementViewAngle  = 135
  195.     VisionRange         = 160.0          ; Shroud clearing distance
  196.  
  197.     ArmorSet
  198.         Conditions        = None
  199.         Armor            = FarmArmor
  200.     End
  201.  
  202.  
  203.     ; *** AUDIO Parameters ***
  204.  
  205.     #include "..\..\Includes\StandardBuildingEvaEvents.inc"
  206.     VoiceSelect            = GondorFarmSelect
  207.  
  208.     SoundOnDamaged            = BuildingLightDamageWood
  209.     SoundOnReallyDamaged        = BuildingHeavyDamageWood
  210.  
  211.     VoiceSelectUnderConstruction    = BuildingGoodVoiceSelectUnderConstruction
  212.     VoiceFullyCreated                = EVA:GenericBuildingComplete-Builder
  213.     
  214.     UnitSpecificSounds
  215.         UnderConstruction        = BuildingConstructionLoop  ; Built first time
  216.         ; UnderRepairFromDamage    = NoSound                    ; Repaired No animation on the building, so don't bother playing sound
  217.         UnderRepairFromRubble    = BuildingConstructionLoop    ; Repaired from completely destroyed (not used???)
  218.     End
  219.  
  220.     EvaEventDamagedOwner        = UnderAttackResource
  221.      CampnessValue = CAMPNESS_RESOURCE_BUILDING
  222.  
  223.     ; *** ENGINEERING Parameters ***
  224.  
  225.     RadarPriority       = STRUCTURE
  226.     KindOf              = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE NEED_BASE_FOUNDATION CASTLE_KEEP AUTO_RALLYPOINT FS_FACTORY ATTACK_NEEDS_LINE_OF_SIGHT CAN_ATTACK MADE_OF_STONE ECONOMY_STRUCTURE
  227.                                                  ;MP_COUNT_FOR_VICTORY;removed so econ plots will not keep zombie games going
  228.  
  229.     Body = StructureBody ModuleTag_05
  230.     End
  231.  
  232.     Behavior = CastleMemberBehavior ModuleTag_CMB
  233.         ; Special Eva events if an econ plot is taken down
  234.         CampDestroyedOwnerEvaEvent = EconPlotDestroyed
  235.         CampDestroyedAllyEvaEvent = AllyEconPlotDestroyed
  236.         CampDestroyedAttackerEvaEvent = EnemyEconPlotDestroyed
  237.     End 
  238.  
  239.     Behavior = AIUpdateInterface ModuleTag_SoWeCanUseWeapon
  240.         AutoAcquireEnemiesWhenIdle    = Yes
  241.         MoodAttackCheckRate            = 250
  242.     End
  243.  
  244.     
  245.     Behavior = RefundDie ModuleTag_refund
  246.         UpgradeRequired = Upgrade_MarketplaceUpgradeDefiance
  247.         BuildingRequired = ANY +GondorMarketPlace
  248.         RefundPercent = 50%
  249.     End
  250.  
  251.     Behavior = SubObjectsUpgrade ModuleTag_HideAll
  252.         TriggeredBy        = Upgrade_StructureLevel1
  253.         HideSubObjects    = V1 V2 V1_PIECE* V2_PIECE*
  254.         ShowSubObjects    = V1HIDE V2HIDE 
  255.     End
  256.  
  257.      Behavior = SubObjectsUpgrade ModuleTag_ShowWalls 
  258.         TriggeredBy        = Upgrade_StructureLevel2
  259.         ShowSubObjects    = V1 V2HIDE V1_PIECE*
  260.         HideSubObjects    = V2 V1HIDE V2_PIECE*
  261.     End
  262.  
  263.     Behavior = SubObjectsUpgrade ModuleTag_ShowPillars 
  264.         TriggeredBy        = Upgrade_StructureLevel3
  265.         ShowSubObjects    = V1 V2 
  266.         HideSubObjects    = V1HIDE V2HIDE V1_PIECE* V2_PIECE*
  267.     End
  268. ;      Behavior = WeaponSetUpgrade ModuleTag_Weapon
  269. ;        TriggeredBy        = Upgrade_StructureLevel3
  270. ;    End
  271.    
  272.     Behavior                  = StructureCollapseUpdate ModuleTag_07
  273.         MinCollapseDelay        = 000
  274.         MaxCollapseDelay        = 000
  275.         CollapseDamping         = .5
  276.         MaxShudder              = 0.6
  277.         MinBurstDelay           = 250
  278.         MaxBurstDelay           = 800
  279.         BigBurstFrequency       = 4
  280.         FXList                  = INITIAL   FX_StructureMediumCollapse
  281.         FXList                  = ALMOST_FINAL  FX_StructureAlmostCollapse
  282.         DestroyObjectWhenDone    = Yes
  283.         CollapseHeight            = 66
  284.     End
  285.        
  286.  
  287.     ;;---modules to allow generation of peasants------------
  288.     Behavior = ProductionUpdate ModuleTag_Production
  289.         GiveNoXP = Yes
  290.     End
  291.  
  292.     Behavior = QueueProductionExitUpdate ModuleTag_Exit
  293.         UnitCreatePoint    = X: 20.0 Y:0.0 Z:0.0
  294.         NaturalRallyPoint  = X:-60.0 Y:0.0 Z:0.0
  295.         ExitDelay = 350
  296.     End
  297.  
  298.     Behavior = GeometryUpgrade Geom_ModuleTag_HideAll
  299.         TriggeredBy        = Upgrade_StructureLevel1
  300.         ShowGeometry    = Geom_Orig
  301.         HideGeometry    = Geom_V1 Geom_V2 
  302.     End
  303.     Behavior = GeometryUpgrade Geom_ModuleTag_ShowWalls 
  304.         TriggeredBy        = Upgrade_StructureLevel2
  305.         ShowGeometry    = Geom_V1 
  306.         HideGeometry    = Geom_Orig Geom_V2 
  307.     End
  308.       Behavior = GeometryUpgrade Geom_ModuleTag_ShowFlagsAndTower 
  309.         TriggeredBy        = Upgrade_StructureLevel3
  310.         ShowGeometry    = Geom_V2 
  311.         HideGeometry    = Geom_Orig Geom_V1 
  312.     End
  313.  
  314.     Behavior                  = BuildingBehavior BuildingModuleTag
  315.         NightWindowName         = N_Window
  316.         ; FireWindowName         = WINDOW_F01
  317.         ; GlowWindowName        = WINDOW_G01
  318.         ; FireName            = FIRE01
  319.     End
  320.             
  321.     Geometry                = BOX
  322.     GeometryName            = Geom_Orig
  323.       GeometryMajorRadius        = 28.0
  324.     GeometryMinorRadius        = 37.5
  325.     GeometryHeight            = 18.0
  326.     GeometryOffset            = X:-18 Y:0 Z:0    
  327.         
  328.     AdditionalGeometry        = BOX
  329.     GeometryName            = Geom_Orig
  330.     GeometryMajorRadius        = 17.5
  331.     GeometryMinorRadius        = 20.0
  332.     GeometryHeight            = 40.0
  333.     GeometryOffset            = X:22 Y:0 Z:0    
  334.     
  335.     AdditionalGeometry        = BOX
  336.     GeometryName            = Geom_V1
  337.     GeometryMajorRadius        = 45.0
  338.     GeometryMinorRadius        = 36.0
  339.     GeometryHeight            = 20.0
  340.     GeometryOffset            = X:-3 Y:0 Z:0    
  341.         
  342.     AdditionalGeometry        = BOX
  343.     GeometryName            = Geom_V1
  344.     GeometryMajorRadius        = 17.5
  345.     GeometryMinorRadius        = 20.0
  346.     GeometryHeight            = 40.0
  347.     GeometryOffset            = X:22 Y:0 Z:0    
  348.  
  349.     AdditionalGeometry        = BOX
  350.     GeometryName            = Geom_V2
  351.     GeometryMajorRadius        = 45.0
  352.     GeometryMinorRadius        = 36.0
  353.     GeometryHeight            = 20.0
  354.     GeometryOffset            = X:-3 Y:0 Z:0    
  355.         
  356.     AdditionalGeometry        = BOX
  357.     GeometryName            = Geom_V2
  358.     GeometryMajorRadius        = 17.5
  359.     GeometryMinorRadius        = 20.0
  360.     GeometryHeight            = 65.0
  361.     GeometryOffset            = X:22 Y:0 Z:0    
  362.         
  363.     ;AdditionalGeometry        = BOX
  364.     ;GeometryName            = TERRAIN_BOUNDS
  365.     ;GeometryMajorRadius        = 200
  366.     ;GeometryMinorRadius        = 200
  367.     ;GeometryHeight            = 65.0
  368.     ;GeometryOffset            = X:0 Y:0 Z:0    
  369.     ;GeometryActive            = No
  370.         
  371.     GeometryIsSmall       = No
  372.     Shadow                = SHADOW_VOLUME
  373.     BuildCompletion     = PLACED_BY_PLAYER
  374.     
  375.     GeometryContactPoint = X:-80    Y:70    Z:0            Repair
  376.     GeometryContactPoint = X:80        Y:-29    Z:0             Repair
  377.     GeometryContactPoint = X:47.782        Y:27.677    Z:0
  378.     GeometryContactPoint = X:-53.507    Y:-27.336    Z:0
  379.     GeometryContactPoint = X:21.744        Y:0.19        Z:52.222    Swoop
  380.  
  381. End