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data_ini_object_goodfaction_structures_men_statue.ini
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Text File
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2006-01-31
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7KB
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236 lines
Object GondorStatue
SelectPortrait = BPGHeroicStatue
Draw = W3DScriptedModelDraw ModuleTag_Draw
OkToChangeModelColor = Yes
UseStandardModelNames = Yes
DefaultModelConditionState
Model = GPHealstue
End
;-- building being placed
ModelConditionState = BUILD_PLACEMENT_CURSOR
Shadow = SHADOW_ALPHA_DECAL
ShadowTexture = decal_hero_good
ShadowSizeX = GONDOR_STATUE_AOE_RADIUS_DECAL
ShadowSizeY = GONDOR_STATUE_AOE_RADIUS_DECAL
ShadowOverrideLODVisibility = Yes
End
ModelConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Model = GPHealstue_A
Texture = GUHeroStat.tga GUHeroStat_Snow.tga
End
ModelConditionState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Model = GPHealstue_A
ParticleSysBone = NONE BuildingContructDust
End
AnimationState = ACTIVELY_BEING_CONSTRUCTED
Animation
AnimationName = GPHealstue_A.GPHealstue_A
AnimationMode = MANUAL
End
BeginScript
CurDrawablePlaySound("GondorBarracksBeginConstruction")
EndScript
End
ModelConditionState = DAMAGED
Model = GPHealstue_D1
End
AnimationState = DAMAGED
EnteringStateFX = FX_StatueDamaged
End
ModelConditionState = REALLYDAMAGED
Model = GPHealstue_D2
End
AnimationState = REALLYDAMAGED
EnteringStateFX = FX_StatueDamaged
Animation = RubbleAnimation
AnimationName = GPHealstue_D2.GPHealstue_D2
AnimationMode = ONCE
End
End
ModelConditionState = COLLAPSING
Model = GPHealstue_D3
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
AnimationState = COLLAPSING
EnteringStateFX = FX_BuildingReallyDamaged
Animation = RubbleAnimation
AnimationName = GPHealstue_D3.GPHealstue_D3
AnimationMode = ONCE
End
End
ModelConditionState = RUBBLE
Model = GPHealstue_D3
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
AnimationState = RUBBLE
EnteringStateFX = FX_BuildingReallyDamaged
Animation = RubbleAnimation
AnimationName = GPHealstue_D3.GPHealstue_D3
AnimationMode = ONCE
End
End
ModelConditionState = POST_RUBBLE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
ModelConditionState = POST_COLLAPSE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
ModelConditionState = SNOW
Model = GPHealstue
Texture = GUHeroStat.tga GUHeroStat_Snow.tga
End
End
Draw = W3DScriptedModelDraw ModuleTag_Draw_HCBanner
OkToChangeModelColor = Yes
DefaultModelConditionState
Model = GPHCHealstue
End
MultiPlayerOnly = Yes
End
; ***DESIGN parameters ***
PlacementViewAngle = -45
DisplayName = OBJECT:GondorStatue
Description = OBJECT:HeroicStatueDescription
Side = Men
IsTrainable = No
EditorSorting = STRUCTURE
ThreatLevel = 1.0
BuildCost = GONDOR_STATUE_BUILDCOST
BuildTime = 20.0 ; in seconds
RefundValue = GONDOR_STATUE_REFUND_VALUE
VisionRange = 160.0 ; Shroud clearing distance
ShroudClearingRange = 160
CommandSet = SellableCommandSet
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE MADE_OF_STONE CAN_SEE_THROUGH_STRUCTURE IGNORE_FOR_VICTORY
CommandPointBonus = GENERIC_STATUE_COMMAND_POINT_BONUS
; *** AUDIO Parameters ***
#include "..\..\..\Includes\StandardBuildingEvaEvents.inc"
VoiceSelect = GondorStatueSelect
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
VoiceSelectUnderConstruction = BuildingGoodVoiceSelectUnderConstruction
VoiceFullyCreated = EVA:GenericBuildingComplete-Builder
UnitSpecificSounds
UnderConstruction = BuildingConstructionLoop ; Built first time
UnderRepairFromRubble = BuildingConstructionLoop ; Repaired from completely destroyed (not used???)
End
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE NEED_BASE_FOUNDATION MADE_OF_STONE CAN_SEE_THROUGH_STRUCTURE
Behavior = GettingBuiltBehavior ModuleTag_04
WorkerName = GondorWorkerNoSelect
SpawnTimer = DEFAULT_STRUCTURE_HEALDELAY
End
Body = StructureBody ModuleTag_05
MaxHealth = GONDOR_STATUE_HEALTH
MaxHealthDamaged = GONDOR_STATUE_HEALTH_DAMAGED
MaxHealthReallyDamaged = GONDOR_STATUE_HEALTH_REALLY_DAMAGED
End
Flammability
Fuel = MEN_STATUE_FIRE_FUEL
MaxBurnRate = MEN_STATUE_FIRE_MAX_BURN_RATE
Decay = MEN_STATUE_FIRE_DECAY
Resistance = MEN_STATUE_FIRE_RESISTANCE
End
; Behavior = DestroyDie ModuleTag_07
; End
Behavior = PassiveAreaEffectBehavior ModuleTag_FeelGoodHero
EffectRadius = GONDOR_STATUE_AOE_RADIUS
PingDelay = 2000
ModifierName = GenericHeroLeadership
AntiCategories = BUFF
AllowFilter = GENERIC_BUFF_RECIPIENT_OBJECT_FILTER
End
Behavior = StructureCollapseUpdate ModuleTag_Collapse
MinCollapseDelay = 000
MaxCollapseDelay = 000
CollapseDamping = .5
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 800
BigBurstFrequency = 4
FXList = INITIAL FX_StructureMediumCollapse
FXList = ALMOST_FINAL FX_StructureAlmostCollapse
DestroyObjectWhenDone = Yes
CollapseHeight = 0
End
Behavior = TerrainResourceBehavior ModuleTag_NewMoneyDeadSpot
Radius = 50 ; 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
Behavior = RefundDie ModuleTag_refund
UpgradeRequired = Upgrade_MarketplaceUpgradeDefiance
BuildingRequired = ANY +GondorMarketPlace
RefundPercent = 50%
End
Behavior = CostModifierUpgrade ModuleTag_CostModifier
LabelForPalantirString = GUI:INFANTRYDiscount
StartsActive = Yes ; Run on build complete, not upgrade
ObjectFilter = ANY +INFANTRY -HERO
Percentage = -4% ;; 1 GondorStatue
Percentage = -8% ;; 2 GondorStatues
Percentage = -12% ;; 3 GondorStatues
Percentage = -16% ;; 4 GondorStatues
Percentage = -20% ;; 5 GondorStatues
Percentage = -24% ;; 6 GondorStatues
Percentage = -28% ;; 7 GondorStatues
Percentage = -32% ;; 8 GondorStatues
Percentage = -36% ;; 9 GondorStatues
Percentage = -40% ;; 10 GondorStatues
End
CommandSet = SellableCommandSet
Geometry = BOX
GeometryMajorRadius = 10.0
GeometryMinorRadius = 10.0
GeometryHeight = 65.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
GeometryContactPoint = X:-10 Y:10 Z:0 Repair
GeometryContactPoint = X:10 Y:-10 Z:0 Repair
GeometryContactPoint = X:5.576 Y:44.987 Z:0
GeometryContactPoint = X:-38.348 Y:-42.113 Z:0
GeometryContactPoint = X:-28.448 Y:-0.003 Z:75.14 Swoop
End