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Text File  |  2006-01-31  |  12KB  |  384 lines

  1. ;------------------------------------------------------------------------------------------
  2. Object GondorKeep
  3.  
  4.     SelectPortrait = BPGBattleTower
  5.  
  6.     ; *** ART Parameters ***
  7.     ButtonImage = BGBattleTower
  8.       
  9.     Draw = W3DScriptedModelDraw ModuleTag_Draw
  10.  
  11.         StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD  
  12.         
  13.         ExtraPublicBone = ARROW_01
  14.         ExtraPublicBone = ARROW_02
  15.         ExtraPublicBone = ARROW_03
  16.         ExtraPublicBone = ARROW_04
  17.         ExtraPublicBone = ARROW_05
  18.         ExtraPublicBone = ARROW_06
  19.         ExtraPublicBone = ARROW_07
  20.         ExtraPublicBone = ARROW_08
  21.         ExtraPublicBone = ARROW_09
  22.         ExtraPublicBone = ARROW_10
  23.         ExtraPublicBone = ARROW_11
  24.         ExtraPublicBone = ARROW_12
  25.         
  26.         OkToChangeModelColor  = Yes
  27.         UseStandardModelNames = Yes
  28.  
  29.             StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD
  30.  
  31.         DefaultModelConditionState
  32.             Model = GBBtlTwrs
  33.             WeaponLaunchBone = PRIMARY ARROW_
  34.         End
  35.  
  36.         ;//    Animation state for build placement cursor
  37.         AnimationState = BUILD_PLACEMENT_CURSOR
  38.             BeginScript
  39.                 CurDrawableHideSubObject("N_Window")
  40.             EndScript
  41.         End
  42.  
  43.         ;//    Animation state for phantom structure
  44.         AnimationState = PHANTOM_STRUCTURE
  45.             BeginScript
  46.                 CurDrawableHideSubObject("N_Window")
  47.             EndScript
  48.         End
  49.             
  50.         IdleAnimationState
  51.         End    
  52.  
  53.         ModelConditionState =  AWAITING_CONSTRUCTION SNOW
  54.             Model   = GBBtlTwrS_A
  55.             Texture    = GBWorkshop3.tga GBWorkshop3_snow.tga
  56.             Texture    = GBVet.tga GBVet_snow.tga
  57.         End       
  58.         ModelConditionState   = AWAITING_CONSTRUCTION 
  59.             Model               = GBBtlTwrS_A
  60.     ;        ParticleSysBone      = NONE BuildingDoughnutCloud
  61.         End;
  62.         AnimationState        = AWAITING_CONSTRUCTION
  63.             Animation           = GBBtlTwrS_A
  64.                 AnimationName     = GBBtlTwrS_ASKL.GBBtlTwrS_ABLD
  65.                 AnimationMode     = MANUAL
  66.             End
  67.             Flags                  = START_FRAME_FIRST
  68.         End
  69.  
  70.         ModelConditionState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED SNOW
  71.             Model   = GBBtlTwrS_A
  72.             Texture    = GBBtlTwr.tga GBBtlTwr_snow.tga
  73.         End    
  74.         ModelConditionState   = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
  75.             Model               = GBBtlTwrS_A
  76.             ParticleSysBone   = DUSTBONE BuildingContructDust
  77.         End;
  78.  
  79.         AnimationState        = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
  80.             Animation           = GBBtlTwrS_A
  81.                 AnimationName     = GBBtlTwrS_ASKL.GBBtlTwrS_ABLD
  82.                 AnimationMode     = MANUAL
  83.             End
  84.             Flags                    = START_FRAME_FIRST
  85.             StateName                = BeingConstructed
  86.             BeginScript
  87.                 CurDrawablePlaySound("GondorBarracksBeginConstruction")
  88.             EndScript
  89.         End
  90.  
  91.     
  92.     
  93.         ;---------------damage states-- garrisoned---------------
  94.         
  95.         ;--damaged building
  96.         
  97. ;        AnimationState = GARRISONED DAMAGED
  98. ;            EnteringStateFX    = FX_BuildingDamaged
  99. ;        End
  100. ;
  101. ;        AnimationState = GARRISONED REALLYDAMAGED
  102. ;            Animation    = ReallyDamagedAnimation
  103. ;                AnimationName        =    GBBtlTwrS_D2SK.GBBtlTwrS_D2AN
  104. ;                AnimationMode        =    ONCE    
  105. ;            End
  106. ;            EnteringStateFX    = FX_BuildingReallyDamaged
  107. ;        End
  108.  ;       
  109. ;        AnimationState = GARRISONED RUBBLE
  110. ;            Animation    = RubbleAnimation
  111. ;                AnimationName        =    GBBtlTwrS_D3SK.GBBtlTwrS_D3AN
  112. ;                AnimationMode        =    ONCE    
  113. ;            End    
  114. ;        End
  115. ;
  116.         ;---------------damage states- non-garrisoned----------------
  117.         
  118.         ;--damaged building
  119.    
  120.         ModelConditionState  = DAMAGED
  121.           Model         = GBBtlTwrS_D1  
  122.             ParticleSysBone FireSmall01 FireBuildingLarge
  123.             ParticleSysBone FireSmall02 FireBuildingMedium
  124.             ParticleSysBone FireSmall03 FireBuildingMedium
  125.             ParticleSysBone FireSmall04 FireBuildingMedium
  126.             ParticleSysBone FireSmall05 SmokeBuildingLarge
  127.         End
  128.         
  129.         AnimationState = DAMAGED
  130.             EnteringStateFX    = FX_BuildingDamaged
  131.         End
  132.  
  133.         ModelConditionState  = REALLYDAMAGED
  134.           Model         = GBBtlTwrS_D2  
  135.             ParticleSysBone FireSmall01 FireBuildingLarge
  136.             ParticleSysBone FireSmall02 FireBuildingLarge
  137.             ParticleSysBone FireSmall03 FireBuildingMedium
  138.             ParticleSysBone FireSmall04 FireBuildingMedium
  139.             ParticleSysBone FireSmall05 SmokeBuildingLarge    
  140.         End
  141.  
  142.         AnimationState = REALLYDAMAGED
  143.             Animation    = ReallyDamagedAnimation
  144.                 AnimationName        =    GBBtlTwrS_D2SK.GBBtlTwrS_D2AN
  145.                 AnimationMode        =    ONCE    
  146.             End
  147.             EnteringStateFX    = FX_BuildingReallyDamaged
  148.         End
  149.         
  150.         ModelConditionState  = RUBBLE
  151.               Model         = GBBtlTwrS_D3  
  152.                   ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  153.         End
  154.         
  155.         AnimationState = RUBBLE
  156.             EnteringStateFX    = FX_StructureMediumCollapse
  157.             Animation    = RubbleAnimation
  158.                 AnimationName        =    GBBtlTwrS_D3SK.GBBtlTwrS_D3AN
  159.                 AnimationMode        =    ONCE    
  160.             End    
  161.         End
  162.  
  163.         ModelConditionState  = POST_RUBBLE
  164.             Model         = None
  165.             ParticleSysBone NONE SmokeBuildingMediumRubble
  166.         End
  167.     
  168.         AnimationState = POST_RUBBLE
  169.         End
  170.  
  171.         ModelConditionState  = POST_COLLAPSE
  172.             Model         = None
  173.             ParticleSysBone NONE SmokeBuildingMediumRubble
  174.         End
  175.         AnimationState = POST_COLLAPSE
  176.         End
  177.  
  178.         ModelConditionState = SNOW
  179.             Model   = GBBtlTwrs
  180.             Texture    = GBBtlTwr.tga GBBtlTwr_snow.tga
  181.         End                
  182.  
  183.     End ; draw
  184.  
  185.  
  186.     Draw = W3DFloorDraw ModuleTag_DrawFloor    
  187.             StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD
  188.         ModelName = GBBtlTwrS_Bib
  189.         WeatherTexture = SNOWY GBBtlTwrS_Bib_snow.tga
  190.           HideIfModelConditions    =    AWAITING_CONSTRUCTION
  191.           HideIfModelConditions    =    PARTIALLY_CONSTRUCTED
  192.     End
  193.     
  194.     Draw = W3DScriptedModelDraw ModuleTag_Draw_HCBanner
  195.         OkToChangeModelColor  = Yes
  196.         DefaultModelConditionState
  197.             Model = GBHCBtlTwrS
  198.         End
  199.         MultiPlayerOnly = Yes 
  200.     End
  201.   
  202.     PlacementViewAngle  = -45
  203.  
  204.  
  205.     ; ***DESIGN parameters ***
  206.     DisplayName         = OBJECT:GondorKeep
  207.     Description        =  OBJECT:GondorBattleTowerDescription
  208.     Side                = Men
  209.     EditorSorting       = STRUCTURE
  210.     ThreatLevel = 1.0
  211.      
  212.     BuildCost           = GONDOR_BATTLETOWER_BUILDCOST
  213.     BuildTime           = GONDOR_KEEP_BUILDTIME
  214.     VisionRange         = VISION_BASE_DEFENSE
  215.      ShroudClearingRange = SHROUD_CLEAR_BASE_DEFENSE
  216.     BountyValue         = GONDOR_KEEP_BOUNTY_VALUE
  217.      CommandSet            = GenericSentryTowerCommandSet
  218.  
  219.     ArmorSet
  220.         Conditions        = None
  221.         Armor             = StructureArmor
  222.     End
  223.  
  224.      WeaponSet
  225.          Weapon                = PRIMARY SentryTowerBow
  226.          Conditions            = None
  227.          AutoChooseSources    = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
  228.      End
  229.  
  230.     ; *** AUDIO Parameters ***
  231.     #include "..\..\..\Includes\StandardBuildingEvaEvents.inc"
  232.  
  233.     VoiceSelect            = GondorBattleTowerSelect
  234.  
  235.     SoundOnDamaged            = BuildingLightDamageStone
  236.     SoundOnReallyDamaged        = BuildingHeavyDamageStone
  237.  
  238.     VoiceSelectUnderConstruction    = BuildingGoodVoiceSelectUnderConstruction
  239.     VoiceFullyCreated                = EVA:GenericBuildingComplete-Builder
  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.     CampnessValue = CAMPNESS_DEFENSIVE_TOWER
  247.  
  248.  
  249.     ; *** ENGINEERING Parameters ***
  250.  
  251.     RadarPriority       = STRUCTURE
  252.     KindOf              = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE NEED_BASE_FOUNDATION CAN_ATTACK GARRISONABLE_UNTIL_DESTROYED GARRISON AUTO_RALLYPOINT CAN_SHOOT_OVER_WALLS IGNORE_FOR_VICTORY
  253.     ThreatBreakdown ModuleTag_ThreatBreakdown
  254.         AIKindOf = BATTLE_TOWER
  255.     End
  256.     
  257.      Behavior = AIUpdateInterface ModuleTag_SoWeCanUseWeapon
  258.          AutoAcquireEnemiesWhenIdle    = Yes
  259.          MoodAttackCheckRate            = 250
  260.         AILuaEventsList                = GarrisonableFunctions
  261.      End
  262.      
  263.     Behavior            = GettingBuiltBehavior ModuleTag_04
  264.         WorkerName          = GondorWorkerNoSelect
  265.         SpawnTimer    = DEFAULT_STRUCTURE_HEALDELAY
  266.     End
  267.     
  268.     Body                        = StructureBody ModuleTag_05
  269.         MaxHealth                 = GONDOR_KEEP_HEALTH
  270.         MaxHealthDamaged          = GONDOR_KEEP_HEALTH_DAMAGED
  271.         MaxHealthReallyDamaged    = GONDOR_KEEP_HEALTH_REALLY_DAMAGED
  272.         DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK
  273.         
  274.         DamageCreationList = OCL_GBBtlTwrSD2_Chunk1 CATAPULT_ROCK FRONT_DESTROYED
  275.         DamageCreationList = OCL_GBBtlTwrSD2_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED
  276.         DamageCreationList = OCL_GBBtlTwrSD2_Chunk3 CATAPULT_ROCK BACK_DESTROYED
  277.         DamageCreationList = OCL_GBBtlTwrSD2_Chunk4 CATAPULT_ROCK LEFT_DESTROYED
  278.     End
  279.  
  280.     Flammability    ; should be after the 'Body' statement
  281.         Fuel        =    MEN_BATTLETOWER_FIRE_FUEL    
  282.         MaxBurnRate    =    MEN_BATTLETOWER_FIRE_MAX_BURN_RATE
  283.         Decay        =    MEN_BATTLETOWER_FIRE_DECAY
  284.         Resistance    =    MEN_BATTLETOWER_FIRE_RESISTANCE
  285.     End
  286.  
  287.     Behavior                  = BuildingBehavior BuildingModuleTag
  288.         NightWindowName         = N_Window
  289.         ; FireWindowName         = WINDOW_F01
  290.         ; GlowWindowName        = WINDOW_G01
  291.         ; FireName            = FIRE01
  292.     End
  293.  
  294.     Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
  295.         DestructionDelay  = 5000
  296.     End
  297.       
  298.     Behavior                  = StructureCollapseUpdate ModuleTag_StructureCollapseUpdate
  299.         MinCollapseDelay        = 000
  300.         MaxCollapseDelay        = 000
  301.         CollapseDamping         = .5
  302.         MaxShudder              = 0.6
  303.         MinBurstDelay           = 250
  304.         MaxBurstDelay           = 800
  305.         BigBurstFrequency       = 4
  306.         FXList                  = INITIAL   FX_StructureMediumCollapse
  307.         CollapseHeight            = 140
  308.     End
  309.  
  310.     Behavior = TerrainResourceBehavior ModuleTag_NewMoneyDeadSpot
  311.         Radius = 30        ; How far we try to claim ground
  312.         MaxIncome = 0    ; If we were to get all we wanted, how much we would earn.  Linear slope to 0 at 0% claim
  313.         IncomeInterval = 999999    ; How often (in msec) we give that much money
  314.         HighPriority = Yes ; A high priority claim gets to pretend it was there first.
  315.         Visible = No         ;// Don't show decal when a resource building is selected.
  316.     End
  317.  
  318.     ;Behavior = CastleMemberBehavior ModuleTag_CMB
  319.     ;End GBGoBat_selecta
  320.  
  321.     Behavior       = EvacuateDamage ModuleTag_evacuateDamage
  322.         WeaponThatCausesEvacuation  = MordorCatapultHumanHeads
  323.     End
  324.  
  325.     Behavior = RefundDie ModuleTag_refund
  326.         UpgradeRequired = Upgrade_MarketplaceUpgradeDefiance
  327.         BuildingRequired = ANY +GondorMarketPlace
  328.         RefundPercent = 50%
  329.     End
  330.  
  331.     Behavior = AttributeModifierUpgrade ModuleTag_Reinforced
  332.         TriggeredBy                = Upgrade_NumenorStonework
  333.         AttributeModifier        = NumenorStoneworkKeep_Bonus
  334.     End
  335.     
  336.     Behavior = WeaponSetUpgrade ModuleTag_FireArrows
  337.         TriggeredBy = Upgrade_SentryTowerFireArrows
  338.     End
  339.     
  340.     Behavior = ProductionUpdate ModuleTag_UpgradeProducer
  341.     End
  342.  
  343.  
  344.     Behavior = HordeGarrisonContain ModuleTag_HordeGarrison
  345.          ObjectStatusOfContained            = UNSELECTABLE CAN_ATTACK ENCLOSED
  346.          ContainMax                      = 2
  347.          DamagePercentToUnits            = 0%
  348.          PassengerFilter                    = GENERIC_FACTION_GARRISONABLE
  349.         AllowEnemiesInside                = No
  350.         AllowAlliesInside                = No
  351.         AllowNeutralInside                = No
  352.         AllowOwnPlayerInsideOverride    = Yes
  353.          NumberOfExitPaths               = 1                                            ; Defaults to 1.  Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn
  354.          PassengerBonePrefix             = PassengerBone:ARROW_ KindOf:INFANTRY
  355.          EntryPosition                    = X:0.0 Y:0.0 Z:0.0
  356.         EntryOffset                        = X:50.0 Y:0.0 Z:0.0
  357.         ExitOffset                        = X:50.0 Y:0.0 Z:0.0
  358.         EnterSound                        = RuinedTowerEnterSound
  359.         ShowPips                        = No
  360.     End
  361.  
  362.     Geometry              = CYLINDER
  363.     GeometryMajorRadius   = 20.4
  364.     GeometryMinorRadius   = 20.4
  365.     GeometryHeight        = 112.0
  366.     GeometryIsSmall       = No
  367.     
  368.     GeometryContactPoint = X:-20    Y:20    Z:0            Repair
  369.     GeometryContactPoint = X:-20        Y:-20    Z:0            Repair
  370.     GeometryContactPoint = X:0        Y:0        Z:5    
  371.     GeometryContactPoint = X:0        Y:0        Z:112    Swoop
  372.     
  373.     
  374.     Shadow                = SHADOW_VOLUME
  375.     BuildCompletion     = PLACED_BY_PLAYER
  376. End
  377.  
  378. ;------------------------------------------------------------
  379. ;
  380. ;    GondorBattleTower is now exactly the same as the keep
  381. ;
  382. ChildObject GondorBattleTower GondorKeep
  383. End
  384.