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Text File  |  2006-01-31  |  8KB  |  261 lines

  1. ;------------------------------------------------------------------------------
  2. Object MenWallHubSmallExpansion
  3.  
  4.   ; *** ART Parameters ***
  5.   
  6.       SelectPortrait  =  BPGFortress_WallHub
  7.   
  8.     Draw = W3DScriptedModelDraw ModuleTag_Draw
  9.         OkToChangeModelColor    = Yes
  10.         UseStandardModelNames    = Yes
  11.  
  12.         DefaultModelConditionState
  13.             Model                = GBGFWHub
  14.         End
  15.         
  16.         //---Buildup States---
  17.         ModelConditionState            = AWAITING_CONSTRUCTION UPGRADE_NUMENOR_STONEWORK
  18.             Model                    = GBGFWHub_A
  19.             Texture                    = GBFortress1.tga GBFortress1_U.tga
  20.         End     
  21.         ModelConditionState            = AWAITING_CONSTRUCTION SNOW
  22.             Model                    = GBGFWHub_A
  23.             Texture                    = GBFortress1.tga GBFortress1_Snow.tga
  24.         End     
  25.         ModelConditionState            = AWAITING_CONSTRUCTION
  26.             Model                    = GBGFWHub_A
  27.         End     
  28.         AnimationState                = AWAITING_CONSTRUCTION
  29.             Animation
  30.                 AnimationName        = GBGFWHub_A.GBGFWHub_A
  31.                 AnimationMode        = MANUAL
  32.             End
  33.             Flags                    = START_FRAME_FIRST
  34.         End
  35.  
  36.         ModelConditionState = UPGRADE_NUMENOR_STONEWORK ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
  37.             Model        = GBGFWHub_A
  38.             Texture        = GBFortress1.tga GBFortress1_U.tga
  39.         End
  40.         ModelConditionState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED SNOW
  41.             Model        = GBGFWHub_A
  42.             Texture                    = GBFortress1.tga GBFortress1_Snow.tga
  43.         End
  44.         ModelConditionState            = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
  45.             Model                    = GBGFWHub_A
  46.             ParticleSysBone            = DUSTBONE BuildingContructDust
  47.         End
  48.         AnimationState                = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
  49.             Animation
  50.                 AnimationName        = GBGFWHub_A.GBGFWHub_A
  51.                 AnimationMode        = MANUAL
  52.             End
  53.             Flags                    = START_FRAME_FIRST
  54.             BeginScript
  55.                 CurDrawablePlaySound("GondorBarracksBeginConstruction")
  56.             EndScript
  57.         End
  58.  
  59.         //---Damage States--------------------------------------------
  60.         ModelConditionState  = DAMAGED
  61.             Model                    = GBGFWHub_D1
  62.         End
  63.         AnimationState  = DAMAGED
  64.             EnteringStateFX    = FX_BuildingDamaged ;FX_HubDamaged
  65.         End    
  66.         
  67.         //------------------------------------------------------------
  68.         
  69.         
  70.         ModelConditionState  = REALLYDAMAGED
  71.             Model                    = GBGFWHub_D2
  72.         End
  73.         AnimationState  = REALLYDAMAGED
  74.             Animation
  75.                 AnimationName = GBGFWHub_D2.GBGFWHub_D2
  76.                 AnimationMode = Once
  77.             End
  78.             EnteringStateFX    = FX_BuildingReallyDamaged ;FX_HubDamaged
  79.         End        
  80.         
  81.         //------------------------------------------------------------
  82.         
  83.         ModelConditionState = RUBBLE
  84.             Model                     = GBGFWHub_D3
  85.         End
  86.         AnimationState  = RUBBLE
  87.             Animation
  88.                 AnimationName = GBGFWHub_D3.GBGFWHub_D3
  89.                 AnimationMode = Once
  90.             End
  91.             EnteringStateFX    = FX_StructureMediumCollapse
  92.             ParticleSysBone NONE HubDestructionDust
  93.         End
  94.         
  95.         //------------------------------------------------------------
  96.         
  97.         ModelConditionState  = POST_RUBBLE
  98.             Model         = None
  99.         End
  100.         AnimationState  = POST_RUBBLE
  101.         End
  102.                 
  103.         ModelConditionState  = POST_COLLAPSE
  104.             Model         = None
  105.         End
  106.         AnimationState  = POST_COLLAPSE
  107.         End
  108.         
  109.         //---Stonework---
  110.         ModelConditionState = UPGRADE_NUMENOR_STONEWORK
  111.             Model        = GBGFWHub
  112.             Texture        = GBFortress1.tga GBFortress1_U.tga
  113.         End
  114.  
  115.         //---Snow States---
  116.         ModelConditionState = SNOW
  117.             Model                = GBGFWHub
  118.             Texture                = GBFortress1.tga GBFortress1_Snow.tga
  119.         End            
  120.     End
  121.     
  122.     Draw = W3DFloorDraw ModuleTag_DrawFloor    
  123.         StaticModelLODMode = yes
  124.          ModelName = GBGFWHub_BIB
  125.           HideIfModelConditions    =    AWAITING_CONSTRUCTION
  126.           HideIfModelConditions    =    PARTIALLY_CONSTRUCTED
  127.     End
  128.  
  129.     DisplayName         = OBJECT:GondorCastleWallHub
  130.     Side                = Men
  131.     EditorSorting       = STRUCTURE
  132.     ThreatLevel            = 1.0
  133.     RadarPriority        = STRUCTURE
  134.  
  135.     BuildCost           = MEN_WALLHUB_SMALL_BUILDCOST
  136.     BuildTime           = MEN_WALLHUB_SMALL_BUILDTIME
  137.     VisionRange         = MEN_WALLHUB_SMALL_VISION_RANGE
  138.     ShroudClearingRange = MEN_WALLHUB_SMALL_SHROUD_CLEAR
  139.     KindOf              = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE WALL_HUB MADE_OF_STONE CAN_CAST_REFLECTIONS NEED_BASE_FOUNDATION
  140.     CommandSet            = GondorCastleWallHubSmallCommandSet
  141.  
  142.     Body = StructureBody ModuleTag_05
  143.         MaxHealth                = MEN_WALLHUB_SMALL_HEALTH
  144.         MaxHealthDamaged        = MEN_WALLHUB_SMALL_HEALTH_DAMAGED
  145.         MaxHealthReallyDamaged    = MEN_WALLHUB_SMALL_HEALTH_REALLY_DAMAGED
  146.     End
  147.  
  148.     Behavior            = GettingBuiltBehavior ModuleTag_04
  149.         WorkerName                    = GondorWorkerNoSelect
  150.         SpawnTimer    = DEFAULT_STRUCTURE_HEALDELAY
  151.     End
  152.  
  153.  
  154.     Behavior = TerrainResourceBehavior ModuleTag_NewMoneyDeadSpot
  155.         Radius            = 100        ;// How far we try to claim ground
  156.         MaxIncome        = 0            ;// If we were to get all we wanted, how much we would earn.  Linear slope to 0 at 0% claim
  157.         IncomeInterval    = 999999    ;// How often (in msec) we give that much money
  158.         HighPriority    = Yes        ;// A high priority claim gets to pretend it was there first.
  159.         Visible = No         ;// Don't show decal when a resource building is selected.
  160.     End
  161.  
  162.     ThreatBreakdown MenWallHubSmall_DetailedThreat
  163.         AIKindOf = WALL
  164.     End
  165.  
  166.     ArmorSet
  167.         Conditions        = None
  168.         Armor             = MenWallArmor
  169.     End
  170.  
  171.     Behavior = CastleMemberBehavior ModuleTag_CMB
  172.     End 
  173.  
  174.     Behavior                  = StructureCollapseUpdate ModuleTag_StructureCollapseUpdate 
  175.         MinCollapseDelay        = 5000
  176.         MaxCollapseDelay        = 5000
  177.         CollapseDamping         = .5
  178.         MaxShudder              = 0.6
  179.         MinBurstDelay           = 250
  180.         MaxBurstDelay           = 800
  181.         BigBurstFrequency       = 4
  182.         FXList                  = INITIAL   FX_StructureMediumCollapse
  183.         FXList                  = ALMOST_FINAL  FX_StructureAlmostCollapse
  184.         DestroyObjectWhenDone    = Yes
  185.         CollapseHeight            = 100
  186.     End
  187.  
  188. ;    Behavior = KeepObjectDie ModuleTag_IWantRubble 
  189. ;    End
  190.  
  191.     Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
  192.         DestructionDelay  = 4000
  193.     End
  194.         
  195.     Behavior = WallHubBehavior ModuleTag_Build_A_Span
  196.         Options = OPTION_ONE
  197.         MaxBuildoutDistance = MEN_FORTRESS_WALL_EFFECTIVE_RADIUS
  198.         StaggeredBuildFactor = STANDARD_WALL_STAGGERED_BUILD_FACTOR
  199.  
  200.         ;;This defines the pattern built on flat terrain
  201.         SegmentTemplateName = MenWallSegmentSmall
  202.         SegmentTemplateName = MenWallSegmentSmall
  203.         SegmentTemplateName = MenWallSegmentSmall
  204.         SegmentTemplateName = MenWallSegmentSmall
  205.         SegmentTemplateName = MenWallSegmentSmall
  206.         SegmentTemplateName = MenWallSegmentSmall
  207.         SegmentTemplateName = MenWallSegmentSmall
  208.         SegmentTemplateName = MenWallSegmentSmall
  209.         SegmentTemplateName = MenWallHubSmall
  210.         
  211.         HubCapTemplateName = MenWallHubSmall
  212.         DefaultSegmentTemplateName = MenWallSegmentSmall
  213.         CliffCapTemplateName =     MenWallCliffCap
  214.         ;ShoreCapTemplateName = [NAME]        
  215.         ;BorderCapTemplateName = [NAME]        
  216.         ;ElevatedSegmentTemplateName = [NAME]
  217.     End
  218.   
  219.     Behavior = AttributeModifierUpgrade ModuleTag_Reinforced
  220.         TriggeredBy                = Upgrade_MenFortressNumenorStonework
  221.         AttributeModifier        = NumenorStoneworkKeep_Bonus
  222.     End
  223.  
  224.     Behavior = ModelConditionUpgrade ModuleTag_ShowTheStones
  225.         TriggeredBy            = Upgrade_MenFortressNumenorStonework        
  226.         AddConditionFlags    = UPGRADE_NUMENOR_STONEWORK
  227.         Permanent            = Yes
  228.     End
  229.  
  230.     ; *** AUDIO Parameters ***
  231.     #include "..\..\..\Includes\StandardBuildingEvaEvents.inc"
  232.  
  233.     VoiceSelect                        = NeutralWallHubSelect
  234.     VoiceSelectUnderConstruction    = BuildingGoodVoiceSelectUnderConstruction
  235.  
  236.     SoundOnDamaged                    = BuildingLightDamageStone
  237.     SoundOnReallyDamaged            = BuildingHeavyDamageStone
  238.  
  239.     UnitSpecificSounds
  240.         UnderConstruction            = BuildingConstructionLoop    ;// Built first time
  241.         ;//UnderRepairFromDamage    = NoSound                        ;// Repaired No animation on the building, so don't bother playing sound
  242.         UnderRepairFromRubble        = BuildingConstructionLoop    ;// Repaired from completely destroyed (not used???)
  243.     End
  244.  
  245.     CampnessValue = CAMPNESS_FORTRESS_EXPANSION
  246.  
  247.     ; *** ENGINEERING Parameters ***
  248.  
  249.     
  250.     Geometry              = CYLINDER
  251.     GeometryMajorRadius   = 20.0 ; 
  252.     GeometryMinorRadius   = 20.0 ; 
  253.     GeometryHeight        = 70.0
  254.     GeometryIsSmall       = No
  255.     
  256.     Shadow                = SHADOW_VOLUME
  257.     BuildCompletion     = PLACED_BY_PLAYER
  258.  
  259. End
  260.  
  261.