home *** CD-ROM | disk | FTP | other *** search
/ GameStar 2006 April / Gamestar_83_2006-04_dvd.iso / Dema / lotrbfme2_demo.exe / INI.big / data_ini_object_goodfaction_structures_men_tents.ini < prev    next >
Text File  |  2006-01-31  |  4KB  |  120 lines

  1. ;------------------------------------------------------------------------------
  2.  
  3. ;Gondor Tent
  4. Object GondorTent
  5.  
  6.   ; *** ART Parameters ***
  7. ;  SelectPortrait         = SNReactor_L
  8. ;  ButtonImage            = SNReactor
  9.   ;day
  10.  
  11.   Draw                = W3DScriptedModelDraw ModuleTag_01
  12.     OkToChangeModelColor = Yes
  13.  
  14.     DefaultModelConditionState
  15.       Model           = GBTent
  16.     End
  17.   End
  18.   
  19.   PlacementViewAngle  = 0
  20.  
  21.   ; ***DESIGN parameters ***
  22.   DisplayName         = OBJECT:GondorTent
  23.   Side                = Men
  24.   EditorSorting       = STRUCTURE
  25.   ThreatLevel = 1.0
  26.  
  27.   BuildCost           = 0
  28.   BuildTime           = 5.0           ; in seconds
  29.   VisionRange         = 160.0          ; Shroud clearing distance
  30.   ShroudClearingRange = 160
  31. ;  ArmorSet
  32. ;    Conditions        = None
  33. ;    Armor             = StructureArmor
  34. ;    DamageFX          = StructureDamageFXNoShake
  35. ;  End
  36. ;  CommandSet          = GondorTentCommandSet
  37.  
  38.  
  39.   ; *** AUDIO Parameters ***
  40. ;  VoiceSelect         = NuclearReactorSelect
  41. ;  SoundOnDamaged        = BuildingDamagedStateLight
  42. ;  SoundOnReallyDamaged  = BuildingDestroy
  43.  
  44. ;  UnitSpecificSounds
  45. ;  UnderConstruction     = UnderConstructionLoop
  46. ;  End
  47.  
  48.   ; *** ENGINEERING Parameters ***
  49.   KindOf              = PRELOAD STRUCTURE SELECTABLE IMMOBILE NOT_AUTOACQUIRABLE SCORE MADE_OF_WOOD
  50.  
  51.   Behavior            = GettingBuiltBehavior ModuleTag_04
  52.     SelfBuildingLoop = BuildingConstructionLoop ; Only played if we DON'T spawn a worker
  53.     SelfRepairFromDamageLoop  = NoSound         ; This doesn't cause an animation, so don't bother playing a sound
  54.     SelfRepairFromRubbleLoop  = BuildingConstructionLoop
  55.   End
  56.  
  57.   Body                = StructureBody ModuleTag_05
  58.     MaxHealth         = 1500.0
  59.   End
  60.  
  61.   Behavior            = DestroyDie ModuleTag_07
  62.     ;nothing
  63.   End
  64.  
  65.   Behavior = UpgradeDie  UpgradeDieModuleTag
  66.     ;This frees the object based upgrade for the producer object.
  67.     DeathTypes = ALL
  68.     UpgradeToRemove     = Upgrade_TestBuilding BaseUpgradeTag_01
  69.   End
  70.  
  71.   Behavior                  = StructureCollapseUpdate ModuleTag_08
  72.  
  73.         MinCollapseDelay        = 000
  74.         MaxCollapseDelay        = 000
  75.         CollapseDamping         = .5
  76.         MaxShudder              = 0.6
  77.         MinBurstDelay           = 250
  78.         MaxBurstDelay           = 800
  79.         BigBurstFrequency       = 4
  80.         FXList                  = INITIAL   FX_StructureMediumCollapse
  81.         FXList                  = ALMOST_FINAL  FX_StructureAlmostCollapse
  82.         DestroyObjectWhenDone    = Yes
  83.         CollapseHeight            = 155
  84.   End
  85.  
  86. ;  Behavior           = CreateObjectDie ModuleTag_08
  87. ;    CreationList     = OCL_SmallStructureDebris
  88. ;  End
  89.  
  90. ;  Behavior = ProductionUpdate ModuleTag_10
  91. ;    ; nothing, but is required if we have any Object-level Upgrades!
  92. ;  End
  93.  
  94. ;  Behavior = FlammableUpdate ModuleTag_14
  95. ;    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
  96. ;    AflameDamageAmount = 5       ; taking this much damage...
  97. ;    AflameDamageDelay = 500       ; this often.
  98. ;  End
  99.  
  100. ;  Behavior = TransitionDamageFX ModuleTag_15
  101. ;    ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS-------------------
  102. ;    DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
  103. ;    ;---------------------------------------------------------------------------------------
  104. ;    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
  105. ;    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
  106. ;    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
  107. ;  End
  108.  
  109. ;  Behavior             = FXListDie ModuleTag_16
  110. ;    DeathFX       = FX_BuildingDie
  111. ;  End
  112.  
  113.   Geometry              = BOX
  114.   GeometryMajorRadius   = 33.6
  115.   GeometryMinorRadius   = 28.0
  116.   GeometryHeight        = 40.8
  117.   GeometryIsSmall       = No
  118.   Shadow                = SHADOW_VOLUME
  119.   BuildCompletion     = PLACED_BY_PLAYER
  120. End