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Text File  |  2006-01-31  |  13KB  |  400 lines

  1. ;------------------------------------------------------------------------------
  2.  
  3. ;Gondor Stone Maker
  4. Object GondorStoneMaker
  5.  
  6.     SelectPortrait = BPGStoneWorker
  7.  
  8.   ; *** ART Parameters ***
  9. ;  SelectPortrait         = SNReactor_L
  10. ;  ButtonImage            = SNReactor
  11.   ;day
  12.  
  13.   
  14.   Draw = W3DScriptedModelDraw ModuleTag_Draw
  15.     OkToChangeModelColor  = Yes
  16.     UseStandardModelNames = Yes
  17.     StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD
  18.     DefaultModelConditionState
  19.       Model = GBStoneMK_SKN
  20.     End
  21.  
  22.         IdleAnimationState
  23.         StateName                    =   STATE_Idle
  24.             Animation = IdleA
  25.                 AnimationName        =    GBStoneMK_SKL.GBStoneMK_IDLA
  26.                 AnimationMode        =    ONCE 
  27.                 AnimationPriority    =    10
  28.             End
  29.             Flags                    = RESTART_ANIM_WHEN_COMPLETE 
  30.  
  31.             ;BeginScript
  32.             ;    Prev = CurDrawablePrevAnimationState()
  33.             ;    if Prev == "BeingConstructed" then 
  34.                     ; Don't play completed sound when canceling build-in-progress or when
  35.                     ; destroyed halfway
  36.             ;        if not CurDrawableModelcondition( "DYING" ) then 
  37.             ;            CurDrawablePlaySound("CampSoldierCompleteGeneric")
  38.             ;        end
  39.             ;    end
  40.             ;EndScript
  41.         End
  42.  
  43.  
  44.    ;-- building being constructed
  45.     ModelConditionState   = AWAITING_CONSTRUCTION 
  46.       Model               = GBStoneMK_A
  47. ;        ParticleSysBone      = NONE BuildingDoughnutCloud
  48.     End;
  49.     AnimationState        = AWAITING_CONSTRUCTION
  50.       Animation           = GBStoneMK_A
  51.         AnimationName     = GBStoneMK_ASKL.GBStoneMK_ABLD
  52.         AnimationMode     = MANUAL
  53.       End
  54.       Flags                  = START_FRAME_FIRST
  55.     End
  56.  
  57.     ModelConditionState   = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
  58.       Model               = GBStoneMK_A
  59.         ParticleSysBone   = DUSTBONE BuildingContructDust
  60.     End;
  61.     AnimationState        = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
  62.       Animation           = GBStoneMK_A
  63.         AnimationName     = GBStoneMK_ASKL.GBStoneMK_ABLD
  64.         AnimationMode     = MANUAL
  65.       End
  66.     Flags        = START_FRAME_FIRST
  67.     StateName    = BeingConstructed
  68.     BeginScript
  69.         CurDrawablePlaySound("GondorBarracksBeginConstruction")
  70.     EndScript
  71.     End
  72.  
  73.     
  74.     ;--damaged building
  75.       ModelConditionState  = DESTROYED_FRONT
  76.       Model         = GBStoneMK_D2
  77.         ParticleSysBone FireSmall01 FireBuildingSmall
  78.         ParticleSysBone FireSmall02 FireBuildingSmall
  79.         ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  80.     End
  81.  
  82.     AnimationState = DESTROYED_FRONT
  83.       BeginScript
  84.         CurDrawableHideSubObject("GBStoneMK_01")
  85.       EndScript
  86.     End
  87.     
  88.         ModelConditionState  = DESTROYED_RIGHT
  89.       Model         = GBStoneMK_D2
  90.         ParticleSysBone FireSmall01 FireBuildingSmall
  91.         ParticleSysBone FireSmall02 FireBuildingSmall
  92.         ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  93.     End
  94.  
  95.     AnimationState = DESTROYED_RIGHT
  96.       BeginScript
  97.         CurDrawableHideSubObject("GBStoneMK_02")
  98.       EndScript
  99.     End
  100.     
  101.  
  102.     ModelConditionState  = DESTROYED_BACK
  103.       Model         = GBStoneMK_D2
  104.         ParticleSysBone FireSmall01 FireBuildingSmall
  105.         ParticleSysBone FireSmall02 FireBuildingSmall
  106.         ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  107.     End
  108.  
  109.     AnimationState = DESTROYED_BACK
  110.       BeginScript
  111.         CurDrawableHideSubObject("GBStoneMK_03")
  112.       EndScript
  113.     End
  114.  
  115.     ModelConditionState  = DESTROYED_LEFT
  116.       Model         = GBStoneMK_D2
  117.         ParticleSysBone FireSmall01 FireBuildingSmall
  118.         ParticleSysBone FireSmall02 FireBuildingSmall
  119.         ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  120.     End
  121.     
  122.     AnimationState = DESTROYED_LEFT
  123.       BeginScript
  124.         CurDrawableHideSubObject("GBStoneMK_04")
  125.       EndScript
  126.     End
  127.     
  128.     
  129.     ModelConditionState  = DAMAGED
  130.       Model         = GBStoneMK_D1
  131.         ParticleSysBone FireSmall01 FireBuildingSmall
  132.         ParticleSysBone FireSmall02 FireBuildingSmall
  133.         ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  134.     
  135.     End
  136.     AnimationState = DAMAGED
  137.     EnteringStateFX    = FX_BuildingDamaged
  138.     End
  139.  
  140.     ModelConditionState  = REALLYDAMAGED
  141.       Model         = GBStoneMK_D2
  142.         ParticleSysBone FireSmall01 FireBuildingSmall
  143.         ParticleSysBone FireSmall02 FireBuildingSmall
  144.         ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  145.     
  146.     End
  147.     AnimationState = REALLYDAMAGED
  148.       Animation    = RubbleAnimation
  149.         AnimationName        =    GBStoneMK_D2.GBStoneMK_D2
  150.         AnimationMode        =    ONCE    
  151.       End
  152.     EnteringStateFX    = FX_BuildingReallyDamaged
  153.     End
  154.  
  155.     ModelConditionState  = RUBBLE
  156.       Model         = GBStoneMK_D3
  157.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  158.     End
  159.     
  160.     AnimationState = RUBBLE
  161.       Animation    = RubbleAnimation
  162.         AnimationName        =    GBStoneMK_D3.GBStoneMK_D3
  163.         AnimationMode        =    ONCE    
  164.       End
  165.       BeginScript
  166.         CurDrawableHideSubObject("GBStoneMK_01")
  167.         CurDrawableHideSubObject("GBStoneMK_02")
  168.         CurDrawableHideSubObject("GBStoneMK_03")
  169.         CurDrawableHideSubObject("GBStoneMK_04")
  170.       EndScript
  171.     End
  172.  
  173.     ModelConditionState  = POST_RUBBLE
  174.         Model         = None
  175.         ParticleSysBone NONE SmokeBuildingMediumRubble
  176.     End
  177.  
  178.     ModelConditionState  = POST_COLLAPSE
  179.          Model         = None
  180.         ParticleSysBone NONE SmokeBuildingMediumRubble
  181.     End
  182.  
  183.     ModelConditionState = SNOW
  184.         Model   = GBStoneMK_SKN
  185.         Texture    = GBStoneMK1.tga GBStoneMK1_snow.tga
  186.         Texture    = GBStoneMK_Bib.tga GBStoneMK_snow.tga
  187.     End                
  188.     
  189.  End
  190.  
  191.   Draw = W3DScriptedModelDraw ModuleTag_Draw_HCBanner
  192.     OkToChangeModelColor  = Yes
  193.     DefaultModelConditionState
  194.         Model = GBHCstoneMk
  195.     End
  196.     MultiPlayerOnly = Yes 
  197.   End
  198.  
  199.  
  200.   ; ***DESIGN parameters ***
  201.   DisplayName         = OBJECT:GondorStoneMaker
  202.   Description           = OBJECT:GondorStoneworkerDescription
  203.   Side                = Men
  204.     IsTrainable = No
  205.   EditorSorting       = STRUCTURE
  206.   ThreatLevel = 1.0
  207.   
  208.   PlacementViewAngle  = 135
  209.  
  210.   BuildCost           = GONDOR_STONEWORKER_BUILDCOST
  211.   BuildTime           = GONDOR_STONEWORKER_BUILDTIME
  212.   VisionRange         = GONDOR_STONEWORKER_VISION_RANGE
  213.   ShroudClearingRange = GONDOR_STONEWORKER_SHROUD_CLEAR
  214.   BountyValue         = GONDOR_STONEWORKER_BOUNTY_VALUE
  215.   ArmorSet
  216.     Conditions        = None
  217.     Armor             = StructureArmor
  218.     ;DamageFX          = StructureDamageFXNoShake
  219.   End
  220.  
  221.  
  222.   ; *** AUDIO Parameters ***
  223.  
  224.     #include "..\..\..\Includes\StandardBuildingEvaEvents.inc"
  225.  
  226.     VoiceSelect        = GondorStoneMakerSelect
  227.  
  228.     SoundOnDamaged        = BuildingLightDamageStone
  229.     SoundOnReallyDamaged    = BuildingHeavyDamageStone
  230.  
  231.     VoiceSelectUnderConstruction    = BuildingGoodVoiceSelectUnderConstruction
  232.  
  233.     UnitSpecificSounds
  234.         UnderConstruction        = BuildingConstructionLoop  ; Built first time
  235.         ; UnderRepairFromDamage    = NoSound                    ; Repaired No animation on the building, so don't bother playing sound
  236.         UnderRepairFromRubble    = BuildingConstructionLoop    ; Repaired from completely destroyed (not used???)
  237.     End
  238.  
  239.   ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
  240.         MaxUpdateRangeCap = 800
  241.         AnimationSound = Sound: GondorStoneMakerCrank1 Animation:GBStoneMK_SKL.GBStoneMK_IDLA Frames: 63 
  242.         AnimationSound = Sound: GondorStoneMakerRelease Animation:GBStoneMK_SKL.GBStoneMK_IDLA Frames: 45 
  243.         AnimationSound = Sound: GondorStoneMakerCrank2 Animation:GBStoneMK_SKL.GBStoneMK_IDLA Frames: 209 
  244.         AnimationSound = Sound: GondorStoneMakerRopeCreak Animation:GBStoneMK_SKL.GBStoneMK_IDLA Frames: 178 
  245.         AnimationSound = Sound: GondorStoneMakerDropStone Animation:GBStoneMK_SKL.GBStoneMK_IDLA Frames: 305    ;307 
  246.         AnimationSound = Sound: GondorStoneMakerLever1 Animation:GBStoneMK_SKL.GBStoneMK_IDLA Frames: 7 175    ;114 
  247.         AnimationSound = Sound: GondorStoneMakerLever2 Animation:GBStoneMK_SKL.GBStoneMK_IDLA Frames: 109 258    ;251 
  248.         AnimationSound = Sound: GondorStoneMakerClaw Animation:GBStoneMK_SKL.GBStoneMK_IDLA Frames: 151        ;162
  249.   End
  250.  
  251.  
  252.     ; *** ENGINEERING Parameters ***
  253.  
  254.     RadarPriority    = STRUCTURE
  255.     KindOf            = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE NEED_BASE_FOUNDATION MP_COUNT_FOR_VICTORY MADE_OF_STONE
  256.     CommandSet        = GondorStoneWorkerCommandSet
  257.  
  258.   Behavior            = GettingBuiltBehavior GetBuiltBehaviorTag
  259.     WorkerName          = GondorWorkerNoSelect
  260.     SpawnTimer    = DEFAULT_STRUCTURE_HEALDELAY
  261.   End
  262.  
  263.     Behavior = ProductionUpdate ModuleTag_10
  264.         ; nothing, but is required if we have any Object-level Upgrades!
  265.     End
  266.     
  267.     Behavior = CastleUpgrade ModuleTag_AssignReinforcedGateUpgrade
  268.         TriggeredBy    = Upgrade_ReinforcedGate
  269.         Upgrade        = Upgrade_ReinforcedGate
  270.     End
  271.     
  272.     Behavior = CastleUpgrade ModuleTag_AssignNumenorStoneworkUpgrade
  273.         TriggeredBy    = Upgrade_NumenorStonework
  274.         Upgrade        = Upgrade_NumenorStonework
  275.     End
  276.     
  277.     Behavior = CastleUpgrade ModuleTag_AssignBattleTowersToUseFireArrows
  278.         TriggeredBy    = Upgrade_BattleTowersToUseFireArrows
  279.         Upgrade        = Upgrade_BattleTowersToUseFireArrows
  280.     End
  281.  
  282.   Body                      = StructureBody ModuleTag_05
  283.     MaxHealth                       = GONDOR_STONEWORKER_HEALTH
  284.     MaxHealthDamaged                = GONDOR_STONEWORKER_HEALTH_DAMAGED
  285.     MaxHealthReallyDamaged         = GONDOR_STONEWORKER_HEALTH_REALLY_DAMAGED
  286.     
  287.     DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK
  288.     DamageCreationList = OCL_GBStoneMK_Chunk1 CATAPULT_ROCK FRONT_DESTROYED
  289.     DamageCreationList = OCL_GBStoneMK_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED
  290.     DamageCreationList = OCL_GBStoneMK_Chunk3 CATAPULT_ROCK BACK_DESTROYED
  291.     DamageCreationList = OCL_GBStoneMK_Chunk4 CATAPULT_ROCK LEFT_DESTROYED
  292.     
  293.   End
  294.  
  295.   Flammability    ; should be after the 'Body' statement
  296.     Fuel        =    MEN_STONEMAKER_FIRE_FUEL    
  297.     MaxBurnRate    =    MEN_STONEMAKER_FIRE_MAX_BURN_RATE
  298.     Decay        =    MEN_STONEMAKER_FIRE_DECAY
  299.     Resistance    =    MEN_STONEMAKER_FIRE_RESISTANCE
  300.   End
  301.  
  302.  
  303.   Behavior                  = StructureCollapseUpdate ModuleTag_06
  304.     MinCollapseDelay        = 000
  305.     MaxCollapseDelay        = 000
  306.     CollapseDamping         = .5
  307.     MaxShudder              = 0.6
  308.     MinBurstDelay           = 250
  309.     MaxBurstDelay           = 800
  310.     BigBurstFrequency       = 4
  311.     FXList                  = INITIAL   FX_StructureMediumCollapse
  312.     FXList                  = ALMOST_FINAL  FX_StructureAlmostCollapse
  313.     DestroyObjectWhenDone    = Yes
  314.     CollapseHeight            = 126
  315.   End
  316.  
  317.     Behavior = TerrainResourceBehavior ModuleTag_NewMoneyDeadSpot
  318.         Radius = 50        ; How far we try to claim ground
  319.         MaxIncome = 0    ; If we were to get all we wanted, how much we would earn.  Linear slope to 0 at 0% claim
  320.         IncomeInterval = 999999    ; How often (in msec) we give that much money
  321.         HighPriority = Yes ; A high priority claim gets to pretend it was there first.
  322.     End
  323.  
  324.     Behavior = CostModifierUpgrade ModuleTag_CostModifier
  325.         LabelForPalantirString = GUI:STONE_DISCOUNT
  326.         StartsActive = Yes ; Run on build complete, not upgrade
  327.         ObjectFilter    = ANY +GondorKeep +GondorCastleUpgrade +GondorSentryTower
  328.         Percentage        = -20%
  329.         Percentage        = -40%
  330.     End
  331.  
  332.   
  333.   Behavior                  = BuildingBehavior BuildingModuleTag
  334.     NightWindowName         = WINDOW_N01
  335.  ;   FireWindowName          = WINDOW_F01
  336.     GlowWindowName            = WINDOW_G01
  337.   ;  FireName                = FIRE01
  338.   ;  FireName                = FIRE02
  339.   End
  340.   
  341.     Behavior = RefundDie ModuleTag_refund
  342.         UpgradeRequired = Upgrade_MarketplaceUpgradeDefiance
  343.         BuildingRequired = ANY +GondorMarketPlace
  344.         RefundPercent = 50%
  345.     End
  346.  
  347.  
  348.  
  349. ;  Behavior           = CreateObjectDie ModuleTag_08
  350. ;    CreationList     = OCL_SmallStructureDebris
  351. ;  End
  352.  
  353. ;  Behavior = ProductionUpdate ModuleTag_10
  354. ;    ; nothing, but is required if we have any Object-level Upgrades!
  355. ;  End
  356.  
  357. ;  Behavior = FlammableUpdate ModuleTag_14
  358. ;    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
  359. ;    AflameDamageAmount = 5       ; taking this much damage...
  360. ;    AflameDamageDelay = 500       ; this often.
  361. ;  End
  362.  
  363. ;  Behavior = TransitionDamageFX ModuleTag_15
  364. ;    ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS-------------------
  365. ;    DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
  366. ;    ;---------------------------------------------------------------------------------------
  367. ;    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
  368. ;    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
  369. ;    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
  370. ;  End
  371.  
  372. ;  Behavior             = FXListDie ModuleTag_16
  373. ;    DeathFX       = FX_BuildingDie
  374. ;  End
  375.  
  376.     Geometry                = BOX
  377.     GeometryName            = Geom_Orig
  378.       GeometryMajorRadius        = 50.0
  379.     GeometryMinorRadius        = 50.0
  380.     GeometryHeight            = 28.0
  381.     GeometryOffset            = X:0 Y:0 Z:0    
  382.         
  383.     AdditionalGeometry        = BOX
  384.     GeometryName            = Geom_Orig
  385.     GeometryMajorRadius        = 20.0
  386.     GeometryMinorRadius        = 25.0
  387.     GeometryHeight            = 90.0
  388.     GeometryOffset            = X:30 Y:-30 Z:0    
  389.     
  390.   GeometryIsSmall       = No
  391.   Shadow                = SHADOW_VOLUME
  392.   BuildCompletion     = PLACED_BY_PLAYER
  393.   
  394.     GeometryContactPoint = X:29        Y:99    Z:0            Repair
  395.     GeometryContactPoint = X:93        Y:-93    Z:0            Repair
  396.     GeometryContactPoint = X:54.062        Y:41.127    Z:0
  397.     GeometryContactPoint = X:-38.098    Y:-60.338    Z:0
  398.     GeometryContactPoint = X:28.89        Y:-32.633    Z:86.389    Swoop
  399.  
  400. End