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data_ini_object_goodfaction_structures_men_battletower.ini
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2006-01-31
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12KB
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384 lines
;------------------------------------------------------------------------------------------
Object GondorKeep
SelectPortrait = BPGBattleTower
; *** ART Parameters ***
ButtonImage = BGBattleTower
Draw = W3DScriptedModelDraw ModuleTag_Draw
StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD
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
ExtraPublicBone = ARROW_11
ExtraPublicBone = ARROW_12
OkToChangeModelColor = Yes
UseStandardModelNames = Yes
StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD
DefaultModelConditionState
Model = GBBtlTwrs
WeaponLaunchBone = PRIMARY ARROW_
End
;// Animation state for build placement cursor
AnimationState = BUILD_PLACEMENT_CURSOR
BeginScript
CurDrawableHideSubObject("N_Window")
EndScript
End
;// Animation state for phantom structure
AnimationState = PHANTOM_STRUCTURE
BeginScript
CurDrawableHideSubObject("N_Window")
EndScript
End
IdleAnimationState
End
ModelConditionState = AWAITING_CONSTRUCTION SNOW
Model = GBBtlTwrS_A
Texture = GBWorkshop3.tga GBWorkshop3_snow.tga
Texture = GBVet.tga GBVet_snow.tga
End
ModelConditionState = AWAITING_CONSTRUCTION
Model = GBBtlTwrS_A
; ParticleSysBone = NONE BuildingDoughnutCloud
End;
AnimationState = AWAITING_CONSTRUCTION
Animation = GBBtlTwrS_A
AnimationName = GBBtlTwrS_ASKL.GBBtlTwrS_ABLD
AnimationMode = MANUAL
End
Flags = START_FRAME_FIRST
End
ModelConditionState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED SNOW
Model = GBBtlTwrS_A
Texture = GBBtlTwr.tga GBBtlTwr_snow.tga
End
ModelConditionState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Model = GBBtlTwrS_A
ParticleSysBone = DUSTBONE BuildingContructDust
End;
AnimationState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Animation = GBBtlTwrS_A
AnimationName = GBBtlTwrS_ASKL.GBBtlTwrS_ABLD
AnimationMode = MANUAL
End
Flags = START_FRAME_FIRST
StateName = BeingConstructed
BeginScript
CurDrawablePlaySound("GondorBarracksBeginConstruction")
EndScript
End
;---------------damage states-- garrisoned---------------
;--damaged building
; AnimationState = GARRISONED DAMAGED
; EnteringStateFX = FX_BuildingDamaged
; End
;
; AnimationState = GARRISONED REALLYDAMAGED
; Animation = ReallyDamagedAnimation
; AnimationName = GBBtlTwrS_D2SK.GBBtlTwrS_D2AN
; AnimationMode = ONCE
; End
; EnteringStateFX = FX_BuildingReallyDamaged
; End
;
; AnimationState = GARRISONED RUBBLE
; Animation = RubbleAnimation
; AnimationName = GBBtlTwrS_D3SK.GBBtlTwrS_D3AN
; AnimationMode = ONCE
; End
; End
;
;---------------damage states- non-garrisoned----------------
;--damaged building
ModelConditionState = DAMAGED
Model = GBBtlTwrS_D1
ParticleSysBone FireSmall01 FireBuildingLarge
ParticleSysBone FireSmall02 FireBuildingMedium
ParticleSysBone FireSmall03 FireBuildingMedium
ParticleSysBone FireSmall04 FireBuildingMedium
ParticleSysBone FireSmall05 SmokeBuildingLarge
End
AnimationState = DAMAGED
EnteringStateFX = FX_BuildingDamaged
End
ModelConditionState = REALLYDAMAGED
Model = GBBtlTwrS_D2
ParticleSysBone FireSmall01 FireBuildingLarge
ParticleSysBone FireSmall02 FireBuildingLarge
ParticleSysBone FireSmall03 FireBuildingMedium
ParticleSysBone FireSmall04 FireBuildingMedium
ParticleSysBone FireSmall05 SmokeBuildingLarge
End
AnimationState = REALLYDAMAGED
Animation = ReallyDamagedAnimation
AnimationName = GBBtlTwrS_D2SK.GBBtlTwrS_D2AN
AnimationMode = ONCE
End
EnteringStateFX = FX_BuildingReallyDamaged
End
ModelConditionState = RUBBLE
Model = GBBtlTwrS_D3
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
AnimationState = RUBBLE
EnteringStateFX = FX_StructureMediumCollapse
Animation = RubbleAnimation
AnimationName = GBBtlTwrS_D3SK.GBBtlTwrS_D3AN
AnimationMode = ONCE
End
End
ModelConditionState = POST_RUBBLE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
AnimationState = POST_RUBBLE
End
ModelConditionState = POST_COLLAPSE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
AnimationState = POST_COLLAPSE
End
ModelConditionState = SNOW
Model = GBBtlTwrs
Texture = GBBtlTwr.tga GBBtlTwr_snow.tga
End
End ; draw
Draw = W3DFloorDraw ModuleTag_DrawFloor
StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD
ModelName = GBBtlTwrS_Bib
WeatherTexture = SNOWY GBBtlTwrS_Bib_snow.tga
HideIfModelConditions = AWAITING_CONSTRUCTION
HideIfModelConditions = PARTIALLY_CONSTRUCTED
End
Draw = W3DScriptedModelDraw ModuleTag_Draw_HCBanner
OkToChangeModelColor = Yes
DefaultModelConditionState
Model = GBHCBtlTwrS
End
MultiPlayerOnly = Yes
End
PlacementViewAngle = -45
; ***DESIGN parameters ***
DisplayName = OBJECT:GondorKeep
Description = OBJECT:GondorBattleTowerDescription
Side = Men
EditorSorting = STRUCTURE
ThreatLevel = 1.0
BuildCost = GONDOR_BATTLETOWER_BUILDCOST
BuildTime = GONDOR_KEEP_BUILDTIME
VisionRange = VISION_BASE_DEFENSE
ShroudClearingRange = SHROUD_CLEAR_BASE_DEFENSE
BountyValue = GONDOR_KEEP_BOUNTY_VALUE
CommandSet = GenericSentryTowerCommandSet
ArmorSet
Conditions = None
Armor = StructureArmor
End
WeaponSet
Weapon = PRIMARY SentryTowerBow
Conditions = None
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
; *** AUDIO Parameters ***
#include "..\..\..\Includes\StandardBuildingEvaEvents.inc"
VoiceSelect = GondorBattleTowerSelect
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
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
CampnessValue = CAMPNESS_DEFENSIVE_TOWER
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE NEED_BASE_FOUNDATION CAN_ATTACK GARRISONABLE_UNTIL_DESTROYED GARRISON AUTO_RALLYPOINT CAN_SHOOT_OVER_WALLS IGNORE_FOR_VICTORY
ThreatBreakdown ModuleTag_ThreatBreakdown
AIKindOf = BATTLE_TOWER
End
Behavior = AIUpdateInterface ModuleTag_SoWeCanUseWeapon
AutoAcquireEnemiesWhenIdle = Yes
MoodAttackCheckRate = 250
AILuaEventsList = GarrisonableFunctions
End
Behavior = GettingBuiltBehavior ModuleTag_04
WorkerName = GondorWorkerNoSelect
SpawnTimer = DEFAULT_STRUCTURE_HEALDELAY
End
Body = StructureBody ModuleTag_05
MaxHealth = GONDOR_KEEP_HEALTH
MaxHealthDamaged = GONDOR_KEEP_HEALTH_DAMAGED
MaxHealthReallyDamaged = GONDOR_KEEP_HEALTH_REALLY_DAMAGED
DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK
DamageCreationList = OCL_GBBtlTwrSD2_Chunk1 CATAPULT_ROCK FRONT_DESTROYED
DamageCreationList = OCL_GBBtlTwrSD2_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED
DamageCreationList = OCL_GBBtlTwrSD2_Chunk3 CATAPULT_ROCK BACK_DESTROYED
DamageCreationList = OCL_GBBtlTwrSD2_Chunk4 CATAPULT_ROCK LEFT_DESTROYED
End
Flammability ; should be after the 'Body' statement
Fuel = MEN_BATTLETOWER_FIRE_FUEL
MaxBurnRate = MEN_BATTLETOWER_FIRE_MAX_BURN_RATE
Decay = MEN_BATTLETOWER_FIRE_DECAY
Resistance = MEN_BATTLETOWER_FIRE_RESISTANCE
End
Behavior = BuildingBehavior BuildingModuleTag
NightWindowName = N_Window
; FireWindowName = WINDOW_F01
; GlowWindowName = WINDOW_G01
; FireName = FIRE01
End
Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
DestructionDelay = 5000
End
Behavior = StructureCollapseUpdate ModuleTag_StructureCollapseUpdate
MinCollapseDelay = 000
MaxCollapseDelay = 000
CollapseDamping = .5
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 800
BigBurstFrequency = 4
FXList = INITIAL FX_StructureMediumCollapse
CollapseHeight = 140
End
Behavior = TerrainResourceBehavior ModuleTag_NewMoneyDeadSpot
Radius = 30 ; 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 GBGoBat_selecta
Behavior = EvacuateDamage ModuleTag_evacuateDamage
WeaponThatCausesEvacuation = MordorCatapultHumanHeads
End
Behavior = RefundDie ModuleTag_refund
UpgradeRequired = Upgrade_MarketplaceUpgradeDefiance
BuildingRequired = ANY +GondorMarketPlace
RefundPercent = 50%
End
Behavior = AttributeModifierUpgrade ModuleTag_Reinforced
TriggeredBy = Upgrade_NumenorStonework
AttributeModifier = NumenorStoneworkKeep_Bonus
End
Behavior = WeaponSetUpgrade ModuleTag_FireArrows
TriggeredBy = Upgrade_SentryTowerFireArrows
End
Behavior = ProductionUpdate ModuleTag_UpgradeProducer
End
Behavior = HordeGarrisonContain ModuleTag_HordeGarrison
ObjectStatusOfContained = UNSELECTABLE CAN_ATTACK ENCLOSED
ContainMax = 2
DamagePercentToUnits = 0%
PassengerFilter = GENERIC_FACTION_GARRISONABLE
AllowEnemiesInside = No
AllowAlliesInside = No
AllowNeutralInside = No
AllowOwnPlayerInsideOverride = Yes
NumberOfExitPaths = 1 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn
PassengerBonePrefix = PassengerBone:ARROW_ KindOf:INFANTRY
EntryPosition = X:0.0 Y:0.0 Z:0.0
EntryOffset = X:50.0 Y:0.0 Z:0.0
ExitOffset = X:50.0 Y:0.0 Z:0.0
EnterSound = RuinedTowerEnterSound
ShowPips = No
End
Geometry = CYLINDER
GeometryMajorRadius = 20.4
GeometryMinorRadius = 20.4
GeometryHeight = 112.0
GeometryIsSmall = No
GeometryContactPoint = X:-20 Y:20 Z:0 Repair
GeometryContactPoint = X:-20 Y:-20 Z:0 Repair
GeometryContactPoint = X:0 Y:0 Z:5
GeometryContactPoint = X:0 Y:0 Z:112 Swoop
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
End
;------------------------------------------------------------
;
; GondorBattleTower is now exactly the same as the keep
;
ChildObject GondorBattleTower GondorKeep
End