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data_ini_object_goodfaction_structures_men_stonemaker.ini
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2006-01-31
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13KB
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400 lines
;------------------------------------------------------------------------------
;Gondor Stone Maker
Object GondorStoneMaker
SelectPortrait = BPGStoneWorker
; *** ART Parameters ***
; SelectPortrait = SNReactor_L
; ButtonImage = SNReactor
;day
Draw = W3DScriptedModelDraw ModuleTag_Draw
OkToChangeModelColor = Yes
UseStandardModelNames = Yes
StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD
DefaultModelConditionState
Model = GBStoneMK_SKN
End
IdleAnimationState
StateName = STATE_Idle
Animation = IdleA
AnimationName = GBStoneMK_SKL.GBStoneMK_IDLA
AnimationMode = ONCE
AnimationPriority = 10
End
Flags = RESTART_ANIM_WHEN_COMPLETE
;BeginScript
; Prev = CurDrawablePrevAnimationState()
; if Prev == "BeingConstructed" then
; Don't play completed sound when canceling build-in-progress or when
; destroyed halfway
; if not CurDrawableModelcondition( "DYING" ) then
; CurDrawablePlaySound("CampSoldierCompleteGeneric")
; end
; end
;EndScript
End
;-- building being constructed
ModelConditionState = AWAITING_CONSTRUCTION
Model = GBStoneMK_A
; ParticleSysBone = NONE BuildingDoughnutCloud
End;
AnimationState = AWAITING_CONSTRUCTION
Animation = GBStoneMK_A
AnimationName = GBStoneMK_ASKL.GBStoneMK_ABLD
AnimationMode = MANUAL
End
Flags = START_FRAME_FIRST
End
ModelConditionState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Model = GBStoneMK_A
ParticleSysBone = DUSTBONE BuildingContructDust
End;
AnimationState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Animation = GBStoneMK_A
AnimationName = GBStoneMK_ASKL.GBStoneMK_ABLD
AnimationMode = MANUAL
End
Flags = START_FRAME_FIRST
StateName = BeingConstructed
BeginScript
CurDrawablePlaySound("GondorBarracksBeginConstruction")
EndScript
End
;--damaged building
ModelConditionState = DESTROYED_FRONT
Model = GBStoneMK_D2
ParticleSysBone FireSmall01 FireBuildingSmall
ParticleSysBone FireSmall02 FireBuildingSmall
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
AnimationState = DESTROYED_FRONT
BeginScript
CurDrawableHideSubObject("GBStoneMK_01")
EndScript
End
ModelConditionState = DESTROYED_RIGHT
Model = GBStoneMK_D2
ParticleSysBone FireSmall01 FireBuildingSmall
ParticleSysBone FireSmall02 FireBuildingSmall
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
AnimationState = DESTROYED_RIGHT
BeginScript
CurDrawableHideSubObject("GBStoneMK_02")
EndScript
End
ModelConditionState = DESTROYED_BACK
Model = GBStoneMK_D2
ParticleSysBone FireSmall01 FireBuildingSmall
ParticleSysBone FireSmall02 FireBuildingSmall
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
AnimationState = DESTROYED_BACK
BeginScript
CurDrawableHideSubObject("GBStoneMK_03")
EndScript
End
ModelConditionState = DESTROYED_LEFT
Model = GBStoneMK_D2
ParticleSysBone FireSmall01 FireBuildingSmall
ParticleSysBone FireSmall02 FireBuildingSmall
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
AnimationState = DESTROYED_LEFT
BeginScript
CurDrawableHideSubObject("GBStoneMK_04")
EndScript
End
ModelConditionState = DAMAGED
Model = GBStoneMK_D1
ParticleSysBone FireSmall01 FireBuildingSmall
ParticleSysBone FireSmall02 FireBuildingSmall
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
AnimationState = DAMAGED
EnteringStateFX = FX_BuildingDamaged
End
ModelConditionState = REALLYDAMAGED
Model = GBStoneMK_D2
ParticleSysBone FireSmall01 FireBuildingSmall
ParticleSysBone FireSmall02 FireBuildingSmall
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
AnimationState = REALLYDAMAGED
Animation = RubbleAnimation
AnimationName = GBStoneMK_D2.GBStoneMK_D2
AnimationMode = ONCE
End
EnteringStateFX = FX_BuildingReallyDamaged
End
ModelConditionState = RUBBLE
Model = GBStoneMK_D3
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
AnimationState = RUBBLE
Animation = RubbleAnimation
AnimationName = GBStoneMK_D3.GBStoneMK_D3
AnimationMode = ONCE
End
BeginScript
CurDrawableHideSubObject("GBStoneMK_01")
CurDrawableHideSubObject("GBStoneMK_02")
CurDrawableHideSubObject("GBStoneMK_03")
CurDrawableHideSubObject("GBStoneMK_04")
EndScript
End
ModelConditionState = POST_RUBBLE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
ModelConditionState = POST_COLLAPSE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
ModelConditionState = SNOW
Model = GBStoneMK_SKN
Texture = GBStoneMK1.tga GBStoneMK1_snow.tga
Texture = GBStoneMK_Bib.tga GBStoneMK_snow.tga
End
End
Draw = W3DScriptedModelDraw ModuleTag_Draw_HCBanner
OkToChangeModelColor = Yes
DefaultModelConditionState
Model = GBHCstoneMk
End
MultiPlayerOnly = Yes
End
; ***DESIGN parameters ***
DisplayName = OBJECT:GondorStoneMaker
Description = OBJECT:GondorStoneworkerDescription
Side = Men
IsTrainable = No
EditorSorting = STRUCTURE
ThreatLevel = 1.0
PlacementViewAngle = 135
BuildCost = GONDOR_STONEWORKER_BUILDCOST
BuildTime = GONDOR_STONEWORKER_BUILDTIME
VisionRange = GONDOR_STONEWORKER_VISION_RANGE
ShroudClearingRange = GONDOR_STONEWORKER_SHROUD_CLEAR
BountyValue = GONDOR_STONEWORKER_BOUNTY_VALUE
ArmorSet
Conditions = None
Armor = StructureArmor
;DamageFX = StructureDamageFXNoShake
End
; *** AUDIO Parameters ***
#include "..\..\..\Includes\StandardBuildingEvaEvents.inc"
VoiceSelect = GondorStoneMakerSelect
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
VoiceSelectUnderConstruction = BuildingGoodVoiceSelectUnderConstruction
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
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
MaxUpdateRangeCap = 800
AnimationSound = Sound: GondorStoneMakerCrank1 Animation:GBStoneMK_SKL.GBStoneMK_IDLA Frames: 63
AnimationSound = Sound: GondorStoneMakerRelease Animation:GBStoneMK_SKL.GBStoneMK_IDLA Frames: 45
AnimationSound = Sound: GondorStoneMakerCrank2 Animation:GBStoneMK_SKL.GBStoneMK_IDLA Frames: 209
AnimationSound = Sound: GondorStoneMakerRopeCreak Animation:GBStoneMK_SKL.GBStoneMK_IDLA Frames: 178
AnimationSound = Sound: GondorStoneMakerDropStone Animation:GBStoneMK_SKL.GBStoneMK_IDLA Frames: 305 ;307
AnimationSound = Sound: GondorStoneMakerLever1 Animation:GBStoneMK_SKL.GBStoneMK_IDLA Frames: 7 175 ;114
AnimationSound = Sound: GondorStoneMakerLever2 Animation:GBStoneMK_SKL.GBStoneMK_IDLA Frames: 109 258 ;251
AnimationSound = Sound: GondorStoneMakerClaw Animation:GBStoneMK_SKL.GBStoneMK_IDLA Frames: 151 ;162
End
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE NEED_BASE_FOUNDATION MP_COUNT_FOR_VICTORY MADE_OF_STONE
CommandSet = GondorStoneWorkerCommandSet
Behavior = GettingBuiltBehavior GetBuiltBehaviorTag
WorkerName = GondorWorkerNoSelect
SpawnTimer = DEFAULT_STRUCTURE_HEALDELAY
End
Behavior = ProductionUpdate ModuleTag_10
; nothing, but is required if we have any Object-level Upgrades!
End
Behavior = CastleUpgrade ModuleTag_AssignReinforcedGateUpgrade
TriggeredBy = Upgrade_ReinforcedGate
Upgrade = Upgrade_ReinforcedGate
End
Behavior = CastleUpgrade ModuleTag_AssignNumenorStoneworkUpgrade
TriggeredBy = Upgrade_NumenorStonework
Upgrade = Upgrade_NumenorStonework
End
Behavior = CastleUpgrade ModuleTag_AssignBattleTowersToUseFireArrows
TriggeredBy = Upgrade_BattleTowersToUseFireArrows
Upgrade = Upgrade_BattleTowersToUseFireArrows
End
Body = StructureBody ModuleTag_05
MaxHealth = GONDOR_STONEWORKER_HEALTH
MaxHealthDamaged = GONDOR_STONEWORKER_HEALTH_DAMAGED
MaxHealthReallyDamaged = GONDOR_STONEWORKER_HEALTH_REALLY_DAMAGED
DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK
DamageCreationList = OCL_GBStoneMK_Chunk1 CATAPULT_ROCK FRONT_DESTROYED
DamageCreationList = OCL_GBStoneMK_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED
DamageCreationList = OCL_GBStoneMK_Chunk3 CATAPULT_ROCK BACK_DESTROYED
DamageCreationList = OCL_GBStoneMK_Chunk4 CATAPULT_ROCK LEFT_DESTROYED
End
Flammability ; should be after the 'Body' statement
Fuel = MEN_STONEMAKER_FIRE_FUEL
MaxBurnRate = MEN_STONEMAKER_FIRE_MAX_BURN_RATE
Decay = MEN_STONEMAKER_FIRE_DECAY
Resistance = MEN_STONEMAKER_FIRE_RESISTANCE
End
Behavior = StructureCollapseUpdate ModuleTag_06
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 = 126
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.
End
Behavior = CostModifierUpgrade ModuleTag_CostModifier
LabelForPalantirString = GUI:STONE_DISCOUNT
StartsActive = Yes ; Run on build complete, not upgrade
ObjectFilter = ANY +GondorKeep +GondorCastleUpgrade +GondorSentryTower
Percentage = -20%
Percentage = -40%
End
Behavior = BuildingBehavior BuildingModuleTag
NightWindowName = WINDOW_N01
; FireWindowName = WINDOW_F01
GlowWindowName = WINDOW_G01
; FireName = FIRE01
; FireName = FIRE02
End
Behavior = RefundDie ModuleTag_refund
UpgradeRequired = Upgrade_MarketplaceUpgradeDefiance
BuildingRequired = ANY +GondorMarketPlace
RefundPercent = 50%
End
; Behavior = CreateObjectDie ModuleTag_08
; CreationList = OCL_SmallStructureDebris
; End
; Behavior = ProductionUpdate ModuleTag_10
; ; nothing, but is required if we have any Object-level Upgrades!
; End
; Behavior = FlammableUpdate ModuleTag_14
; AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
; AflameDamageAmount = 5 ; taking this much damage...
; AflameDamageDelay = 500 ; this often.
; End
; Behavior = TransitionDamageFX ModuleTag_15
; ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS-------------------
; DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
; ;---------------------------------------------------------------------------------------
; ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
; ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
; ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
; End
; Behavior = FXListDie ModuleTag_16
; DeathFX = FX_BuildingDie
; End
Geometry = BOX
GeometryName = Geom_Orig
GeometryMajorRadius = 50.0
GeometryMinorRadius = 50.0
GeometryHeight = 28.0
GeometryOffset = X:0 Y:0 Z:0
AdditionalGeometry = BOX
GeometryName = Geom_Orig
GeometryMajorRadius = 20.0
GeometryMinorRadius = 25.0
GeometryHeight = 90.0
GeometryOffset = X:30 Y:-30 Z:0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
GeometryContactPoint = X:29 Y:99 Z:0 Repair
GeometryContactPoint = X:93 Y:-93 Z:0 Repair
GeometryContactPoint = X:54.062 Y:41.127 Z:0
GeometryContactPoint = X:-38.098 Y:-60.338 Z:0
GeometryContactPoint = X:28.89 Y:-32.633 Z:86.389 Swoop
End