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Text File  |  2006-01-31  |  7KB  |  236 lines

  1. Object GondorStatue
  2.  
  3.     SelectPortrait = BPGHeroicStatue
  4.     
  5.     Draw = W3DScriptedModelDraw ModuleTag_Draw
  6.         OkToChangeModelColor        = Yes
  7.         UseStandardModelNames        = Yes
  8.  
  9.         DefaultModelConditionState
  10.             Model                    = GPHealstue
  11.         End
  12.  
  13.         ;-- building being placed
  14.         ModelConditionState                = BUILD_PLACEMENT_CURSOR
  15.             Shadow                        = SHADOW_ALPHA_DECAL
  16.             ShadowTexture                = decal_hero_good
  17.             ShadowSizeX                    = GONDOR_STATUE_AOE_RADIUS_DECAL
  18.             ShadowSizeY                    = GONDOR_STATUE_AOE_RADIUS_DECAL
  19.             ShadowOverrideLODVisibility = Yes
  20.         End
  21.  
  22.         ModelConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
  23.             Model                    = GPHealstue_A
  24.             Texture                    = GUHeroStat.tga GUHeroStat_Snow.tga
  25.         End
  26.         
  27.         ModelConditionState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
  28.             Model                    = GPHealstue_A
  29.             ParticleSysBone            = NONE BuildingContructDust
  30.         End  
  31.         AnimationState                = ACTIVELY_BEING_CONSTRUCTED
  32.             Animation
  33.                 AnimationName        = GPHealstue_A.GPHealstue_A
  34.                 AnimationMode        = MANUAL
  35.             End
  36.             BeginScript
  37.                 CurDrawablePlaySound("GondorBarracksBeginConstruction")
  38.             EndScript
  39.         End
  40.  
  41.         ModelConditionState            = DAMAGED
  42.             Model                    = GPHealstue_D1
  43.         End  
  44.         AnimationState = DAMAGED
  45.             EnteringStateFX            = FX_StatueDamaged
  46.         End
  47.  
  48.         ModelConditionState     = REALLYDAMAGED
  49.             Model               = GPHealstue_D2
  50.         End  
  51.         AnimationState = REALLYDAMAGED
  52.             EnteringStateFX    = FX_StatueDamaged
  53.             Animation                =    RubbleAnimation
  54.                 AnimationName        =    GPHealstue_D2.GPHealstue_D2
  55.                 AnimationMode        =    ONCE
  56.               End
  57.         End
  58.  
  59.         ModelConditionState  = COLLAPSING
  60.             Model         = GPHealstue_D3
  61.             ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  62.         End
  63.         AnimationState = COLLAPSING
  64.             EnteringStateFX    = FX_BuildingReallyDamaged
  65.             Animation                =    RubbleAnimation
  66.                 AnimationName        =    GPHealstue_D3.GPHealstue_D3
  67.                 AnimationMode        =    ONCE
  68.               End
  69.         End
  70.  
  71.         ModelConditionState  = RUBBLE
  72.             Model         = GPHealstue_D3
  73.             ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  74.         End
  75.         AnimationState = RUBBLE
  76.             EnteringStateFX    = FX_BuildingReallyDamaged
  77.             Animation                =    RubbleAnimation
  78.                 AnimationName        =    GPHealstue_D3.GPHealstue_D3
  79.                 AnimationMode        =    ONCE
  80.               End
  81.         End
  82.  
  83.         ModelConditionState = POST_RUBBLE
  84.             Model                    = None
  85.             ParticleSysBone NONE SmokeBuildingMediumRubble
  86.         End
  87.  
  88.         ModelConditionState = POST_COLLAPSE
  89.             Model                    = None
  90.             ParticleSysBone NONE SmokeBuildingMediumRubble
  91.         End
  92.  
  93.         ModelConditionState = SNOW
  94.             Model                    = GPHealstue
  95.             Texture                    = GUHeroStat.tga GUHeroStat_Snow.tga
  96.         End
  97.  
  98.         
  99.     End
  100.  
  101.   Draw = W3DScriptedModelDraw ModuleTag_Draw_HCBanner
  102.     OkToChangeModelColor  = Yes
  103.     DefaultModelConditionState
  104.         Model = GPHCHealstue
  105.     End
  106.     MultiPlayerOnly = Yes 
  107.   End 
  108.  
  109.     ; ***DESIGN parameters ***
  110.     PlacementViewAngle  = -45
  111.     DisplayName            = OBJECT:GondorStatue
  112.     Description            = OBJECT:HeroicStatueDescription
  113.     Side                = Men
  114.     IsTrainable            = No
  115.     EditorSorting        = STRUCTURE
  116.     ThreatLevel            = 1.0
  117.     BuildCost            = GONDOR_STATUE_BUILDCOST
  118.     BuildTime            = 20.0    ; in seconds
  119.     RefundValue            = GONDOR_STATUE_REFUND_VALUE
  120.     VisionRange            = 160.0    ; Shroud clearing distance
  121.     ShroudClearingRange    = 160
  122.     CommandSet            = SellableCommandSet
  123.     RadarPriority        = STRUCTURE
  124.     KindOf                = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE MADE_OF_STONE CAN_SEE_THROUGH_STRUCTURE IGNORE_FOR_VICTORY
  125.     CommandPointBonus    = GENERIC_STATUE_COMMAND_POINT_BONUS
  126.  
  127.  
  128.     ; *** AUDIO Parameters ***
  129.     #include "..\..\..\Includes\StandardBuildingEvaEvents.inc"
  130.     VoiceSelect                        = GondorStatueSelect
  131.     SoundOnDamaged                    = BuildingLightDamageStone
  132.     SoundOnReallyDamaged            = BuildingHeavyDamageStone
  133.     VoiceSelectUnderConstruction    = BuildingGoodVoiceSelectUnderConstruction
  134.     VoiceFullyCreated                = EVA:GenericBuildingComplete-Builder
  135.  
  136.     UnitSpecificSounds
  137.         UnderConstruction            = BuildingConstructionLoop    ; Built first time
  138.         UnderRepairFromRubble        = BuildingConstructionLoop    ; Repaired from completely destroyed (not used???)
  139.     End
  140.  
  141.  
  142.     ; *** ENGINEERING Parameters ***
  143.     
  144.     RadarPriority       = STRUCTURE
  145.     KindOf              = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE NEED_BASE_FOUNDATION MADE_OF_STONE CAN_SEE_THROUGH_STRUCTURE
  146.     
  147.     Behavior = GettingBuiltBehavior ModuleTag_04
  148.         WorkerName                    = GondorWorkerNoSelect
  149.         SpawnTimer    = DEFAULT_STRUCTURE_HEALDELAY
  150.     End
  151.  
  152.     Body                = StructureBody ModuleTag_05
  153.         MaxHealth                 = GONDOR_STATUE_HEALTH
  154.         MaxHealthDamaged          = GONDOR_STATUE_HEALTH_DAMAGED
  155.         MaxHealthReallyDamaged     = GONDOR_STATUE_HEALTH_REALLY_DAMAGED
  156.       End
  157.  
  158.     Flammability
  159.         Fuel                        =    MEN_STATUE_FIRE_FUEL    
  160.         MaxBurnRate                    =    MEN_STATUE_FIRE_MAX_BURN_RATE
  161.         Decay                        =    MEN_STATUE_FIRE_DECAY
  162.         Resistance                    =    MEN_STATUE_FIRE_RESISTANCE
  163.     End
  164.  
  165. ;    Behavior = DestroyDie ModuleTag_07
  166. ;    End
  167.     
  168.     Behavior = PassiveAreaEffectBehavior ModuleTag_FeelGoodHero
  169.         EffectRadius            = GONDOR_STATUE_AOE_RADIUS
  170.         PingDelay                = 2000
  171.         ModifierName            = GenericHeroLeadership
  172.         AntiCategories            = BUFF
  173.         AllowFilter                = GENERIC_BUFF_RECIPIENT_OBJECT_FILTER
  174.     End
  175.     
  176.     Behavior                  = StructureCollapseUpdate ModuleTag_Collapse
  177.         MinCollapseDelay        = 000
  178.         MaxCollapseDelay        = 000
  179.         CollapseDamping         = .5
  180.         MaxShudder              = 0.6
  181.         MinBurstDelay           = 250
  182.         MaxBurstDelay           = 800
  183.         BigBurstFrequency       = 4
  184.         FXList                  = INITIAL   FX_StructureMediumCollapse
  185.         FXList                  = ALMOST_FINAL  FX_StructureAlmostCollapse
  186.         DestroyObjectWhenDone    = Yes
  187.         CollapseHeight            = 0
  188.     End
  189.     
  190.     Behavior = TerrainResourceBehavior ModuleTag_NewMoneyDeadSpot
  191.         Radius = 50        ; How far we try to claim ground
  192.         MaxIncome = 0    ; If we were to get all we wanted, how much we would earn.  Linear slope to 0 at 0% claim
  193.         IncomeInterval = 999999    ; How often (in msec) we give that much money
  194.         HighPriority = Yes ; A high priority claim gets to pretend it was there first.
  195.         Visible = No         ;// Don't show decal when a resource building is selected.
  196.     End
  197.  
  198.     Behavior = RefundDie ModuleTag_refund
  199.         UpgradeRequired = Upgrade_MarketplaceUpgradeDefiance
  200.         BuildingRequired = ANY +GondorMarketPlace
  201.         RefundPercent = 50%
  202.     End
  203.  
  204.     Behavior = CostModifierUpgrade ModuleTag_CostModifier
  205.         LabelForPalantirString = GUI:INFANTRYDiscount
  206.         StartsActive = Yes ; Run on build complete, not upgrade
  207.         ObjectFilter    = ANY +INFANTRY -HERO
  208.         Percentage        =  -4%        ;; 1 GondorStatue
  209.         Percentage        =  -8%        ;; 2 GondorStatues
  210.         Percentage        = -12%        ;; 3 GondorStatues
  211.         Percentage        = -16%        ;; 4 GondorStatues
  212.         Percentage        = -20%        ;; 5 GondorStatues
  213.         Percentage        = -24%        ;; 6 GondorStatues
  214.         Percentage        = -28%        ;; 7 GondorStatues
  215.         Percentage        = -32%        ;; 8 GondorStatues
  216.         Percentage        = -36%        ;; 9 GondorStatues
  217.         Percentage        = -40%        ;; 10 GondorStatues
  218.     End
  219.     
  220.     CommandSet = SellableCommandSet
  221.  
  222.     Geometry            = BOX
  223.     GeometryMajorRadius    = 10.0
  224.     GeometryMinorRadius    = 10.0
  225.     GeometryHeight        = 65.0
  226.     GeometryIsSmall        = No
  227.     Shadow                = SHADOW_VOLUME
  228.     BuildCompletion        = PLACED_BY_PLAYER
  229.     
  230.     GeometryContactPoint = X:-10        Y:10        Z:0            Repair
  231.     GeometryContactPoint = X:10        Y:-10        Z:0            Repair
  232.     GeometryContactPoint = X:5.576        Y:44.987    Z:0
  233.     GeometryContactPoint = X:-38.348    Y:-42.113    Z:0
  234.     GeometryContactPoint = X:-28.448    Y:-0.003    Z:75.14        Swoop
  235. End
  236.