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data_ini_object_goodfaction_structures_men_menwallhubsmallexpansion.ini
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2006-01-31
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8KB
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261 lines
;------------------------------------------------------------------------------
Object MenWallHubSmallExpansion
; *** ART Parameters ***
SelectPortrait = BPGFortress_WallHub
Draw = W3DScriptedModelDraw ModuleTag_Draw
OkToChangeModelColor = Yes
UseStandardModelNames = Yes
DefaultModelConditionState
Model = GBGFWHub
End
//---Buildup States---
ModelConditionState = AWAITING_CONSTRUCTION UPGRADE_NUMENOR_STONEWORK
Model = GBGFWHub_A
Texture = GBFortress1.tga GBFortress1_U.tga
End
ModelConditionState = AWAITING_CONSTRUCTION SNOW
Model = GBGFWHub_A
Texture = GBFortress1.tga GBFortress1_Snow.tga
End
ModelConditionState = AWAITING_CONSTRUCTION
Model = GBGFWHub_A
End
AnimationState = AWAITING_CONSTRUCTION
Animation
AnimationName = GBGFWHub_A.GBGFWHub_A
AnimationMode = MANUAL
End
Flags = START_FRAME_FIRST
End
ModelConditionState = UPGRADE_NUMENOR_STONEWORK ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Model = GBGFWHub_A
Texture = GBFortress1.tga GBFortress1_U.tga
End
ModelConditionState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED SNOW
Model = GBGFWHub_A
Texture = GBFortress1.tga GBFortress1_Snow.tga
End
ModelConditionState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Model = GBGFWHub_A
ParticleSysBone = DUSTBONE BuildingContructDust
End
AnimationState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Animation
AnimationName = GBGFWHub_A.GBGFWHub_A
AnimationMode = MANUAL
End
Flags = START_FRAME_FIRST
BeginScript
CurDrawablePlaySound("GondorBarracksBeginConstruction")
EndScript
End
//---Damage States--------------------------------------------
ModelConditionState = DAMAGED
Model = GBGFWHub_D1
End
AnimationState = DAMAGED
EnteringStateFX = FX_BuildingDamaged ;FX_HubDamaged
End
//------------------------------------------------------------
ModelConditionState = REALLYDAMAGED
Model = GBGFWHub_D2
End
AnimationState = REALLYDAMAGED
Animation
AnimationName = GBGFWHub_D2.GBGFWHub_D2
AnimationMode = Once
End
EnteringStateFX = FX_BuildingReallyDamaged ;FX_HubDamaged
End
//------------------------------------------------------------
ModelConditionState = RUBBLE
Model = GBGFWHub_D3
End
AnimationState = RUBBLE
Animation
AnimationName = GBGFWHub_D3.GBGFWHub_D3
AnimationMode = Once
End
EnteringStateFX = FX_StructureMediumCollapse
ParticleSysBone NONE HubDestructionDust
End
//------------------------------------------------------------
ModelConditionState = POST_RUBBLE
Model = None
End
AnimationState = POST_RUBBLE
End
ModelConditionState = POST_COLLAPSE
Model = None
End
AnimationState = POST_COLLAPSE
End
//---Stonework---
ModelConditionState = UPGRADE_NUMENOR_STONEWORK
Model = GBGFWHub
Texture = GBFortress1.tga GBFortress1_U.tga
End
//---Snow States---
ModelConditionState = SNOW
Model = GBGFWHub
Texture = GBFortress1.tga GBFortress1_Snow.tga
End
End
Draw = W3DFloorDraw ModuleTag_DrawFloor
StaticModelLODMode = yes
ModelName = GBGFWHub_BIB
HideIfModelConditions = AWAITING_CONSTRUCTION
HideIfModelConditions = PARTIALLY_CONSTRUCTED
End
DisplayName = OBJECT:GondorCastleWallHub
Side = Men
EditorSorting = STRUCTURE
ThreatLevel = 1.0
RadarPriority = STRUCTURE
BuildCost = MEN_WALLHUB_SMALL_BUILDCOST
BuildTime = MEN_WALLHUB_SMALL_BUILDTIME
VisionRange = MEN_WALLHUB_SMALL_VISION_RANGE
ShroudClearingRange = MEN_WALLHUB_SMALL_SHROUD_CLEAR
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE WALL_HUB MADE_OF_STONE CAN_CAST_REFLECTIONS NEED_BASE_FOUNDATION
CommandSet = GondorCastleWallHubSmallCommandSet
Body = StructureBody ModuleTag_05
MaxHealth = MEN_WALLHUB_SMALL_HEALTH
MaxHealthDamaged = MEN_WALLHUB_SMALL_HEALTH_DAMAGED
MaxHealthReallyDamaged = MEN_WALLHUB_SMALL_HEALTH_REALLY_DAMAGED
End
Behavior = GettingBuiltBehavior ModuleTag_04
WorkerName = GondorWorkerNoSelect
SpawnTimer = DEFAULT_STRUCTURE_HEALDELAY
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
ThreatBreakdown MenWallHubSmall_DetailedThreat
AIKindOf = WALL
End
ArmorSet
Conditions = None
Armor = MenWallArmor
End
Behavior = CastleMemberBehavior ModuleTag_CMB
End
Behavior = StructureCollapseUpdate ModuleTag_StructureCollapseUpdate
MinCollapseDelay = 5000
MaxCollapseDelay = 5000
CollapseDamping = .5
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 800
BigBurstFrequency = 4
FXList = INITIAL FX_StructureMediumCollapse
FXList = ALMOST_FINAL FX_StructureAlmostCollapse
DestroyObjectWhenDone = Yes
CollapseHeight = 100
End
; Behavior = KeepObjectDie ModuleTag_IWantRubble
; End
Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
DestructionDelay = 4000
End
Behavior = WallHubBehavior ModuleTag_Build_A_Span
Options = OPTION_ONE
MaxBuildoutDistance = MEN_FORTRESS_WALL_EFFECTIVE_RADIUS
StaggeredBuildFactor = STANDARD_WALL_STAGGERED_BUILD_FACTOR
;;This defines the pattern built on flat terrain
SegmentTemplateName = MenWallSegmentSmall
SegmentTemplateName = MenWallSegmentSmall
SegmentTemplateName = MenWallSegmentSmall
SegmentTemplateName = MenWallSegmentSmall
SegmentTemplateName = MenWallSegmentSmall
SegmentTemplateName = MenWallSegmentSmall
SegmentTemplateName = MenWallSegmentSmall
SegmentTemplateName = MenWallSegmentSmall
SegmentTemplateName = MenWallHubSmall
HubCapTemplateName = MenWallHubSmall
DefaultSegmentTemplateName = MenWallSegmentSmall
CliffCapTemplateName = MenWallCliffCap
;ShoreCapTemplateName = [NAME]
;BorderCapTemplateName = [NAME]
;ElevatedSegmentTemplateName = [NAME]
End
Behavior = AttributeModifierUpgrade ModuleTag_Reinforced
TriggeredBy = Upgrade_MenFortressNumenorStonework
AttributeModifier = NumenorStoneworkKeep_Bonus
End
Behavior = ModelConditionUpgrade ModuleTag_ShowTheStones
TriggeredBy = Upgrade_MenFortressNumenorStonework
AddConditionFlags = UPGRADE_NUMENOR_STONEWORK
Permanent = Yes
End
; *** AUDIO Parameters ***
#include "..\..\..\Includes\StandardBuildingEvaEvents.inc"
VoiceSelect = NeutralWallHubSelect
VoiceSelectUnderConstruction = BuildingGoodVoiceSelectUnderConstruction
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
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_FORTRESS_EXPANSION
; *** ENGINEERING Parameters ***
Geometry = CYLINDER
GeometryMajorRadius = 20.0 ;
GeometryMinorRadius = 20.0 ;
GeometryHeight = 70.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
End