home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
GameStar 2006 April
/
Gamestar_83_2006-04_dvd.iso
/
Dema
/
lotrbfme2_demo.exe
/
INI.big
/
data_ini_object_goodfaction_structures_farminterface.ini
< prev
next >
Wrap
Text File
|
2006-01-31
|
11KB
|
381 lines
;------------------------------------------------------------------------------
;
; Basic farm interface.
;
; An instance of one of these should not be created, it's merely used as an
; object to create a child from.
;
;------------------------------------------------------------------------------
Object FarmInterface
; *** ART Parameters ***
SelectPortrait = BPFarm
;day
Draw = W3DScriptedModelDraw ModuleTag_Draw
ExtraPublicBone = ARROW_01
ExtraPublicBone = ARROW_02
ExtraPublicBone = ARROW_03
ExtraPublicBone = ARROW_04
ExtraPublicBone = ARROW_05
ExtraPublicBone = ARROW_06
ExtraPublicBone = ARROW_07
ExtraPublicBone = ARROW_08
ExtraPublicBone = ARROW_09
ExtraPublicBone = ARROW_10
OkToChangeModelColor = Yes
UseStandardModelNames = Yes
StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD
DefaultModelConditionState
Model = GBFarm_SKN
WeaponLaunchBone = PRIMARY ARROW_01
End
ModelConditionState = WORLD_BUILDER
Model = GBFarm_WB
End
;// Animation state for build placement cursor
AnimationState = BUILD_PLACEMENT_CURSOR
BeginScript
CurDrawableHideSubObject("N_Window")
CurDrawableHideSubObject("V1")
CurDrawableHideSubObject("V2")
CurDrawableShowSubObject("V1HIDE")
CurDrawableShowSubObject("V2HIDE")
EndScript
End
;// Animation state for phantom structure
AnimationState = PHANTOM_STRUCTURE
BeginScript
CurDrawableHideSubObject("N_Window")
CurDrawableHideSubObject("V1")
CurDrawableHideSubObject("V2")
CurDrawableShowSubObject("V1HIDE")
CurDrawableShowSubObject("V2HIDE")
EndScript
End
IdleAnimationState
Animation = IDLE
AnimationName = GBFarm_SKL.GBFarm_IDLA
AnimationMode = ONCE
AnimationBlendTime = 0
End
End
;-- building being constructed
ModelConditionState = AWAITING_CONSTRUCTION SNOW
Model = GBFarm_A
Texture = GBFarm.tga GBFarm_Snow.tga
Texture = GBVet.tga GBVet_snow.tga
End
ModelConditionState = AWAITING_CONSTRUCTION
Model = GBFarm_A
; ParticleSysBone = NONE BuildingDoughnutCloud
End;
AnimationState = AWAITING_CONSTRUCTION
Animation = GBFarm_A
AnimationName = GBFarm_ASKL.GBFarm_ABLD
AnimationMode = MANUAL
End
Flags = START_FRAME_FIRST ;;M Lo Sez 'no' ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
ModelConditionState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED SNOW
Model = GBFarm_A
Texture = GBFarm.tga GBFarm_Snow.tga
Texture = GBVet.tga GBVet_snow.tga
End
ModelConditionState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Model = GBFarm_A
ParticleSysBone = DUSTBONE BuildingContructDust
End
AnimationState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Animation = GBFarm_A
AnimationName = GBFarm_ASKL.GBFarm_ABLD
AnimationMode = MANUAL
End
Flags = START_FRAME_FIRST ;;M Lo Sez 'no' ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
StateName = BeingConstructed
BeginScript
CurDrawableHideSubObject("WINDOW_F01")
CurDrawablePlaySound("GondorBarracksBeginConstruction")
EndScript
End
;--damaged building
ModelConditionState = DAMAGED
Model = GBFarm_D1
ParticleSysBone SmokeSmall01 FireBuildingMedium
ParticleSysBone SmokeSmall02 FireBuildingLarge
ParticleSysBone SmokeSmall03 SmokeBuildingLarge
End
AnimationState = DAMAGED
EnteringStateFX = FX_BuildingDamaged
End
ModelConditionState = REALLYDAMAGED
Model = GBFarm_D2
ParticleSysBone SmokeSmall01 FireBuildingLarge
ParticleSysBone SmokeSmall02 FireBuildingLarge
ParticleSysBone SmokeSmall03 SmokeBuildingLarge
End
AnimationState = REALLYDAMAGED
EnteringStateFX = FX_BuildingReallyDamaged
Animation = ReallyDamagedAnimation
AnimationName = GBFarm_D2SK.GBFarm_D2AN
AnimationMode = ONCE
End
BeginScript
CurDrawableShowSubObjectPermanently("WINDOW_F01")
EndScript
End
ModelConditionState = RUBBLE
Model = GBFarm_D3
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
AnimationState = RUBBLE
EnteringStateFX = FX_BuildingReallyDamaged
Animation = ReallyDamagedAnimation
AnimationName = GBFarm_D3SK.GBFarm_D3AN
AnimationMode = ONCE
End
BeginScript
CurDrawableShowSubObject("WINDOW_F01")
CurDrawableHideSubObject("GBFarm_01")
CurDrawableHideSubObject("GBFarm_02")
CurDrawableHideSubObject("GBFarm_03")
CurDrawableHideSubObject("GBFarm_04")
EndScript
End
ModelConditionState = POST_RUBBLE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
ModelConditionState = POST_COLLAPSE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
ModelConditionState = SNOW
Model = GBFarm_SKN
Texture = GBFarm.tga GBFarm_Snow.tga
Texture = GBVet.tga GBVet_snow.tga
End
End
Draw = W3DFloorDraw ModuleTag_DrawFloor
StaticModelLODMode = Yes ; THIS NEEDS TO BE COMMENTED OUT WHEN ENGINEERING ENABLES LOD'S IN THE FLOOR DRAW
ModelName = GBFarm_Bib
WeatherTexture = SNOWY GBFarmT_Snow.tga
HideIfModelConditions = AWAITING_CONSTRUCTION
HideIfModelConditions = PARTIALLY_CONSTRUCTED
End
; ***DESIGN parameters ***
EditorSorting = STRUCTURE
ThreatLevel = 1.0
PlacementViewAngle = 135
VisionRange = 160.0 ; Shroud clearing distance
ArmorSet
Conditions = None
Armor = FarmArmor
End
; *** AUDIO Parameters ***
#include "..\..\Includes\StandardBuildingEvaEvents.inc"
VoiceSelect = GondorFarmSelect
SoundOnDamaged = BuildingLightDamageWood
SoundOnReallyDamaged = BuildingHeavyDamageWood
VoiceSelectUnderConstruction = BuildingGoodVoiceSelectUnderConstruction
VoiceFullyCreated = EVA:GenericBuildingComplete-Builder
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
EvaEventDamagedOwner = UnderAttackResource
CampnessValue = CAMPNESS_RESOURCE_BUILDING
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
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
;MP_COUNT_FOR_VICTORY;removed so econ plots will not keep zombie games going
Body = StructureBody ModuleTag_05
End
Behavior = CastleMemberBehavior ModuleTag_CMB
; Special Eva events if an econ plot is taken down
CampDestroyedOwnerEvaEvent = EconPlotDestroyed
CampDestroyedAllyEvaEvent = AllyEconPlotDestroyed
CampDestroyedAttackerEvaEvent = EnemyEconPlotDestroyed
End
Behavior = AIUpdateInterface ModuleTag_SoWeCanUseWeapon
AutoAcquireEnemiesWhenIdle = Yes
MoodAttackCheckRate = 250
End
Behavior = RefundDie ModuleTag_refund
UpgradeRequired = Upgrade_MarketplaceUpgradeDefiance
BuildingRequired = ANY +GondorMarketPlace
RefundPercent = 50%
End
Behavior = SubObjectsUpgrade ModuleTag_HideAll
TriggeredBy = Upgrade_StructureLevel1
HideSubObjects = V1 V2 V1_PIECE* V2_PIECE*
ShowSubObjects = V1HIDE V2HIDE
End
Behavior = SubObjectsUpgrade ModuleTag_ShowWalls
TriggeredBy = Upgrade_StructureLevel2
ShowSubObjects = V1 V2HIDE V1_PIECE*
HideSubObjects = V2 V1HIDE V2_PIECE*
End
Behavior = SubObjectsUpgrade ModuleTag_ShowPillars
TriggeredBy = Upgrade_StructureLevel3
ShowSubObjects = V1 V2
HideSubObjects = V1HIDE V2HIDE V1_PIECE* V2_PIECE*
End
; Behavior = WeaponSetUpgrade ModuleTag_Weapon
; TriggeredBy = Upgrade_StructureLevel3
; End
Behavior = StructureCollapseUpdate ModuleTag_07
MinCollapseDelay = 000
MaxCollapseDelay = 000
CollapseDamping = .5
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 800
BigBurstFrequency = 4
FXList = INITIAL FX_StructureMediumCollapse
FXList = ALMOST_FINAL FX_StructureAlmostCollapse
DestroyObjectWhenDone = Yes
CollapseHeight = 66
End
;;---modules to allow generation of peasants------------
Behavior = ProductionUpdate ModuleTag_Production
GiveNoXP = Yes
End
Behavior = QueueProductionExitUpdate ModuleTag_Exit
UnitCreatePoint = X: 20.0 Y:0.0 Z:0.0
NaturalRallyPoint = X:-60.0 Y:0.0 Z:0.0
ExitDelay = 350
End
Behavior = GeometryUpgrade Geom_ModuleTag_HideAll
TriggeredBy = Upgrade_StructureLevel1
ShowGeometry = Geom_Orig
HideGeometry = Geom_V1 Geom_V2
End
Behavior = GeometryUpgrade Geom_ModuleTag_ShowWalls
TriggeredBy = Upgrade_StructureLevel2
ShowGeometry = Geom_V1
HideGeometry = Geom_Orig Geom_V2
End
Behavior = GeometryUpgrade Geom_ModuleTag_ShowFlagsAndTower
TriggeredBy = Upgrade_StructureLevel3
ShowGeometry = Geom_V2
HideGeometry = Geom_Orig Geom_V1
End
Behavior = BuildingBehavior BuildingModuleTag
NightWindowName = N_Window
; FireWindowName = WINDOW_F01
; GlowWindowName = WINDOW_G01
; FireName = FIRE01
End
Geometry = BOX
GeometryName = Geom_Orig
GeometryMajorRadius = 28.0
GeometryMinorRadius = 37.5
GeometryHeight = 18.0
GeometryOffset = X:-18 Y:0 Z:0
AdditionalGeometry = BOX
GeometryName = Geom_Orig
GeometryMajorRadius = 17.5
GeometryMinorRadius = 20.0
GeometryHeight = 40.0
GeometryOffset = X:22 Y:0 Z:0
AdditionalGeometry = BOX
GeometryName = Geom_V1
GeometryMajorRadius = 45.0
GeometryMinorRadius = 36.0
GeometryHeight = 20.0
GeometryOffset = X:-3 Y:0 Z:0
AdditionalGeometry = BOX
GeometryName = Geom_V1
GeometryMajorRadius = 17.5
GeometryMinorRadius = 20.0
GeometryHeight = 40.0
GeometryOffset = X:22 Y:0 Z:0
AdditionalGeometry = BOX
GeometryName = Geom_V2
GeometryMajorRadius = 45.0
GeometryMinorRadius = 36.0
GeometryHeight = 20.0
GeometryOffset = X:-3 Y:0 Z:0
AdditionalGeometry = BOX
GeometryName = Geom_V2
GeometryMajorRadius = 17.5
GeometryMinorRadius = 20.0
GeometryHeight = 65.0
GeometryOffset = X:22 Y:0 Z:0
;AdditionalGeometry = BOX
;GeometryName = TERRAIN_BOUNDS
;GeometryMajorRadius = 200
;GeometryMinorRadius = 200
;GeometryHeight = 65.0
;GeometryOffset = X:0 Y:0 Z:0
;GeometryActive = No
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
GeometryContactPoint = X:-80 Y:70 Z:0 Repair
GeometryContactPoint = X:80 Y:-29 Z:0 Repair
GeometryContactPoint = X:47.782 Y:27.677 Z:0
GeometryContactPoint = X:-53.507 Y:-27.336 Z:0
GeometryContactPoint = X:21.744 Y:0.19 Z:52.222 Swoop
End