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data_ini_object_goodfaction_structures_men_silvertree.ini
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2006-01-31
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2KB
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66 lines
;------------------------------------------------------------------------------
Object GondorSilverTree
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_Draw
OkToChangeModelColor = Yes
UseStandardModelNames = Yes
ExtraPublicBone = Ramp01
ExtraPublicBone = Ramp02
ExtraPublicBone = Ramp03
WallBoundsMesh = P1
;;;;EmbedPortal = ramp Ramp ;;; not yet supported in W3DScriptedModelDraw
DefaultModelConditionState
Model = GBFSTower
End
End
; *** AUDIO Parameters ***
; ***DESIGN parameters ***
DisplayName = OBJECT:GondorSilverTree
Side = Men
EditorSorting = STRUCTURE
ThreatLevel = 1.0
ArmorSet
Conditions = None
Armor = CitadelArmor
DamageFX = None
End
; *** ENGINEERING Parameters ***
KindOf = STRUCTURE IMMOBILE WALK_ON_TOP_OF_WALL CHUNK_VENDOR NOT_AUTOACQUIRABLE ;SELECTABLE;@1
RadarPriority = STRUCTURE
Body = ActiveBody ModuleTag_02
MaxHealth = 2000.0
GrabObject = EntThrownBuildingRock
GrabFX = FX_WallGrab
GrabDamage = 490
GrabOffset = X:16 Y:0
End
; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are
; never truly destroyed, even when reduced to zero health. Also note that garrisonable
; buildings automatically stick around because GarrisonContain has it's own DieModule
Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
DestructionDelay = 4000
End
Behavior = AttributeModifierAuraUpdate ModuleTag_WallBonus
StartsActive = Yes ;If no, requires upgrade to turn on.
BonusName = WallBonus
RefreshDelay = 2000
;Range = 120 ; Range is overridden to affect people on us since we are a wall
;TargetEnemy = Yes ; Alliances are ignored to affect people on us since we are a wall
End
Geometry = BOX
GeometryMajorRadius = 36.0
GeometryMinorRadius = 36.0
GeometryHeight = 88.0
GeometryIsSmall = No
GeometryRotationAnchorOffset = X:372.9936 Y:0.0
Shadow = SHADOW_VOLUME
End