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Text File  |  2006-01-31  |  12KB  |  377 lines

  1. ;------------------------------------------------------------------------------------------
  2. ;Gondor Sentry Tower
  3. Object MenTrebuchetExpansion
  4.  
  5.     SelectPortrait = UPGondor_Trebuchet
  6.  
  7.       ; *** ART Parameters ***
  8.     ButtonImage = BRBattleTower
  9.       
  10.     ; *** ART Parameters ***
  11.     Draw = W3DScriptedModelDraw ModuleTag_Draw
  12.         OkToChangeModelColor    = Yes
  13.         UseStandardModelNames    = Yes
  14.         StaticModelLODMode        = Yes // Will append M or L to the skin name depending on GameLOD
  15.         
  16.         DefaultModelConditionState
  17.             Model = GBFTRTOWA
  18.         End
  19.  
  20.         //---Build Up Variation 1---
  21.         ModelConditionState = UPGRADE_NUMENOR_STONEWORK BUILD_VARIATION_ONE ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
  22.             Model        = GBFTRTOWA_A
  23.             Texture        = GBFortress1.tga GBFortress1_U.tga
  24.         End
  25.         ModelConditionState            = BUILD_VARIATION_ONE ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED SNOW
  26.             Model                    = GBFTRTOWA_A
  27.             Texture                    = GBFortress1.tga GBFortress1_Snow.tga
  28.             ParticleSysBone            = DUSTBONE BuildingContructDust
  29.         End
  30.         ModelConditionState            = BUILD_VARIATION_ONE ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
  31.             Model                    = GBFTRTOWA_A
  32.             ParticleSysBone            = DUSTBONE BuildingContructDust
  33.         End
  34.         AnimationState                = BUILD_VARIATION_ONE ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
  35.             Animation
  36.                 AnimationName        = GBFTRTOWA_ASKL.GBFTRTOWA_ABLD
  37.                 AnimationMode        = MANUAL
  38.             End
  39.             Flags                    = START_FRAME_FIRST
  40.             BeginScript
  41.                 CurDrawablePlaySound("GondorBarracksBeginConstruction")
  42.             EndScript
  43.         End
  44.  
  45.         //---Build Up Variation 2---
  46.         ModelConditionState = UPGRADE_NUMENOR_STONEWORK BUILD_VARIATION_TWO ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
  47.             Model        = GBFTRTOWB_A
  48.             Texture        = GBFortress1.tga GBFortress1_U.tga
  49.         End
  50.         ModelConditionState            = BUILD_VARIATION_TWO ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED SNOW
  51.             Model                    = GBFTRTOWB_A
  52.             Texture                    = GBFortress1.tga GBFortress1_Snow.tga
  53.             ParticleSysBone            = DUSTBONE BuildingContructDust
  54.         End
  55.         ModelConditionState            = BUILD_VARIATION_TWO ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
  56.             Model                    = GBFTRTOWB_A
  57.             ParticleSysBone            = DUSTBONE BuildingContructDust
  58.         End
  59.         AnimationState                = BUILD_VARIATION_TWO ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
  60.             Animation
  61.                 AnimationName        = GBFTRTOWB_ASKL.GBFTRTOWB_ABLD
  62.                 AnimationMode        = MANUAL
  63.             End
  64.             Flags                    = START_FRAME_FIRST
  65.             BeginScript
  66.                 CurDrawablePlaySound("GondorBarracksBeginConstruction")
  67.             EndScript
  68.         End
  69.  
  70.         //---Damage States Variation 1---
  71.         ModelConditionState  = BUILD_VARIATION_ONE DAMAGED
  72.             Model        = GBFTRTOWA
  73.             Texture        = GBFortress1.tga GBFortress1D.tga
  74.         End        
  75.  
  76.         AnimationState = BUILD_VARIATION_ONE DAMAGED
  77.             EnteringStateFX    = FX_BuildingDamaged
  78.         End
  79.         
  80.         ModelConditionState  = BUILD_VARIATION_ONE REALLYDAMAGED
  81.             Model         = GBFTRTOWA_D2            
  82.         End
  83.  
  84.         AnimationState    = BUILD_VARIATION_ONE REALLYDAMAGED
  85.             Animation    = GBFTRTOWA_ReallyDamaged
  86.                 AnimationName        = GBFTRTOWA_D2SK.GBFTRTOWA_D2AN
  87.                 AnimationMode        = ONCE                
  88.             End            
  89.             EnteringStateFX    = FX_BuildingReallyDamaged
  90.         End
  91.  
  92.         ModelConditionState  = BUILD_VARIATION_ONE RUBBLE
  93.             Model         = GBFTRTOWA_D3            
  94.         End
  95.     
  96.         AnimationState    = BUILD_VARIATION_ONE RUBBLE
  97.             Animation    = GBFARTOWA_ReallyDamaged
  98.                 AnimationName        = GBFTRTOWA_D3SK.GBFTRTOWA_D3AN
  99.                 AnimationMode        = ONCE                
  100.             End    
  101.             EnteringStateFX    = FX_StructureMediumCollapse        
  102.         End
  103.  
  104.         //--Damage States Variation 2---
  105.         ModelConditionState  = BUILD_VARIATION_TWO DAMAGED
  106.             Model        = GBFTRTOWB
  107.             Texture        = GBFortress1.tga GBFortress1D.tga
  108.         End
  109.  
  110.         AnimationState = BUILD_VARIATION_TWO DAMAGED
  111.             EnteringStateFX    = FX_BuildingDamaged
  112.         End
  113.         
  114.         ModelConditionState  = BUILD_VARIATION_TWO REALLYDAMAGED
  115.             Model         = GBFTRTOWB_D2            
  116.         End
  117.  
  118.         AnimationState    = BUILD_VARIATION_TWO REALLYDAMAGED
  119.             Animation    = GBFTRTOWB_ReallyDamaged
  120.                 AnimationName        = GBFTRTOWB_D2SK.GBFTRTOWB_D2AN
  121.                 AnimationMode        = ONCE                
  122.             End            
  123.             EnteringStateFX    = FX_BuildingReallyDamaged
  124.         End
  125.  
  126.         ModelConditionState  = BUILD_VARIATION_TWO RUBBLE
  127.             Model         = GBFTRTOWB_D3
  128.         End
  129.     
  130.         AnimationState    = BUILD_VARIATION_TWO RUBBLE
  131.             Animation    = GBFARTOWB_ReallyDamaged
  132.                 AnimationName        = GBFTRTOWB_D3SK.GBFTRTOWB_D3AN
  133.                 AnimationMode        = ONCE                
  134.             End    
  135.             EnteringStateFX    = FX_StructureMediumCollapse        
  136.         End
  137.  
  138.         //---Stonework---
  139.         ModelConditionState = UPGRADE_NUMENOR_STONEWORK BUILD_VARIATION_ONE
  140.             Model        = GBFTRTOWA
  141.             Texture        = GBFortress1.tga GBFortress1_U.tga
  142.         End
  143.  
  144.         ModelConditionState = UPGRADE_NUMENOR_STONEWORK BUILD_VARIATION_TWO
  145.             Model        = GBFTRTOWB
  146.             Texture        = GBFortress1.tga GBFortress1_U.tga
  147.         End
  148.  
  149.         //---Snow---
  150.         ModelConditionState = SNOW BUILD_VARIATION_ONE
  151.             Model            = GBFTRTOWA
  152.             Texture            = GBFortress1.tga GBFortress1_Snow.tga
  153.         End
  154.  
  155.         ModelConditionState = SNOW BUILD_VARIATION_TWO
  156.             Model            = GBFTRTOWB
  157.             Texture            = GBFortress1.tga GBFortress1_Snow.tga
  158.         End
  159.         
  160.         //---Default---
  161.         ModelConditionState = BUILD_VARIATION_ONE ; Side
  162.             Model = GBFTRTOWA
  163.         End
  164.  
  165.         ModelConditionState = BUILD_VARIATION_TWO ; Corner
  166.             Model = GBFTRTOWB
  167.         End
  168.                         
  169.     End
  170.  
  171.  
  172.          
  173.       Draw = W3DFloorDraw ModuleTag_DrawFloor    
  174. ;            StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD
  175.           ModelName = GBFTRTOWB_Bib
  176.     End
  177.     
  178.     //  PlacementViewAngle  = 0
  179.  
  180.     // ***DESIGN parameters ***
  181.     DisplayName         = OBJECT:TrebuchetExpansion
  182.     Side                = Men
  183.     EditorSorting       = STRUCTURE
  184.     ThreatLevel         = 11.0
  185.     IsTrainable            = No
  186.      
  187.     BuildCost           = MEN_TREBUCHETEXPANSION_BUILDCOST
  188.     BuildTime           = MEN_TREBUCHETEXPANSION_BUILDTIME    ; in seconds
  189.     VisionRange         = MEN_TREBUCHETEXPANSION_VISION_RANGE
  190.      ShroudClearingRange = MEN_TREBUCHETEXPANSION_SHROUD_CLEAR
  191.  
  192.     CommandSet = SellableCommandSet
  193.     
  194.     WeaponSet
  195.         Conditions          =  None
  196.         Weapon              =  PRIMARY    GondorTrebuchetExpansionWeapon    
  197.     End
  198.  
  199.     ArmorSet
  200.         Conditions        = None
  201.         Armor             = FortressExpansionArmor
  202.     End
  203.  
  204.     ; *** AUDIO Parameters ***
  205.     #include "..\..\..\Includes\StandardBuildingEvaEvents.inc"
  206.  
  207.     VoiceSelect                        = DwarvenCatapultExpansionSelect
  208.     VoiceSelectUnderConstruction    = BuildingGoodVoiceSelectUnderConstruction
  209.  
  210.     SoundOnDamaged                    = BuildingLightDamageStone
  211.     SoundOnReallyDamaged            = BuildingHeavyDamageStone
  212.  
  213.     UnitSpecificSounds
  214.         UnderConstruction        = BuildingConstructionLoop  ; Built first time
  215.         ; UnderRepairFromDamage    = NoSound                    ; Repaired No animation on the building, so don't bother playing sound
  216.         UnderRepairFromRubble    = BuildingConstructionLoop    ; Repaired from completely destroyed (not used???)
  217.     End
  218.     CampnessValue = CAMPNESS_FORTRESS_EXPANSION
  219.  
  220.  
  221.     ; *** ENGINEERING Parameters ***
  222.  
  223.     RadarPriority       = STRUCTURE
  224.     KindOf              = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE NEED_BASE_FOUNDATION FS_BASE_DEFENSE MADE_OF_STONE
  225.      
  226.     Behavior            = GettingBuiltBehavior ModuleTag_04
  227.         WorkerName          = GondorWorkerNoSelect
  228.         SpawnTimer    = DEFAULT_STRUCTURE_HEALDELAY
  229.     End
  230.  
  231.     Body                      = StructureBody ModuleTag_05
  232.         MaxHealth               = MEN_TREBUCHETEXPANSION_HEALTH
  233.         MaxHealthDamaged        = MEN_TREBUCHETEXPANSION_HEALTH_DAMAGED
  234.         MaxHealthReallyDamaged  = MEN_TREBUCHETEXPANSION_HEALTH_REALLY_DAMAGED
  235.     End
  236.  
  237.     Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
  238.         DestructionDelay  = 4000
  239.     End
  240.       
  241.     Behavior                  = StructureCollapseUpdate ModuleTag_StructureCollapseUpdate 
  242.         MinCollapseDelay        = 000
  243.         MaxCollapseDelay        = 000
  244.         CollapseDamping         = .5
  245.         MaxShudder              = 0.6
  246.         MinBurstDelay           = 250
  247.         MaxBurstDelay           = 800
  248.         BigBurstFrequency       = 4
  249.         FXList                  = INITIAL   FX_StructureMediumCollapse
  250.         FXList                  = ALMOST_FINAL  FX_StructureAlmostCollapse
  251.         DestroyObjectWhenDone    = Yes
  252.         CollapseHeight            = 89
  253.     End
  254.     
  255.     Behavior = TerrainResourceBehavior ModuleTag_NewMoneyDeadSpot
  256.         Radius = 100        ; How far we try to claim ground
  257.         MaxIncome = 0    ; If we were to get all we wanted, how much we would earn.  Linear slope to 0 at 0% claim
  258.         IncomeInterval = 999999    ; How often (in msec) we give that much money
  259.         HighPriority = Yes ; A high priority claim gets to pretend it was there first.
  260.         Visible = No         ;// Don't show decal when a resource building is selected.
  261.     End
  262.  
  263.  
  264.     Behavior                  = BuildingBehavior BuildingModuleTag
  265.         NightWindowName         = WINDOW_N01
  266.         ;FireWindowName          = WINDOW_F01
  267.         ;GlowWindowName        = WINDOW_G01
  268.     End
  269.  
  270.     Behavior = CastleMemberBehavior ModuleTag_CMB
  271.     End 
  272.  
  273.     //---Numenor Stonework---
  274.     Behavior = AttributeModifierUpgrade ModuleTag_Reinforced
  275.         TriggeredBy                = Upgrade_MenFortressNumenorStonework
  276.         AttributeModifier        = NumenorStoneworkKeep_Bonus
  277.     End
  278.     Behavior = ModelConditionUpgrade ModuleTag_ShowTheStones
  279.         TriggeredBy            = Upgrade_MenFortressNumenorStonework        
  280.         AddConditionFlags    = UPGRADE_NUMENOR_STONEWORK
  281.         Permanent            = Yes
  282.     End
  283.  
  284.     Behavior = WeaponSetUpgrade ModuleTag_FlamingAttack
  285.         TriggeredBy                = Upgrade_GoodFortressFlamingMunitions
  286.     End
  287.     
  288.     Behavior = ProductionUpdate ProductionUpdateModuleTag
  289.     End
  290.     Behavior = GrantUpgradeCreate ModuleTag_ActLikeAnOldUpgrade
  291.         UpgradeToGrant = Upgrade_TrebuchetTurret
  292.         GiveOnBuildComplete = Yes ; The ExemptStatus UnderConstruction hack doesn't work on foundation buildings.
  293.     End
  294.     Behavior = CommandSetUpgrade ModueTag_TrebCommandSet
  295.         TriggeredBy            = Upgrade_TrebuchetTurret
  296.         ConflictsWith        = Upgrade_HasWallTrebuchet 
  297.         CommandSet            = GondorCastleWallUpgradeCommandSetBuyNewTreb
  298.     End
  299.     Behavior = CommandSetUpgrade ModueTag_TrebCommandSet3
  300.         TriggeredBy            = Upgrade_HasWallTrebuchet Upgrade_TrebuchetTurret
  301.         CommandSet            = SellableCommandSet
  302.         RequiresAllTriggers    = Yes
  303.     End
  304.     Behavior = ObjectCreationUpgrade MakeTheFreeTreb
  305.         TriggeredBy        = Upgrade_TrebuchetTurret
  306.         Delay            = 0
  307.         
  308.         RemoveUpgrade    = Upgrade_WallTrebuchetButtonEnable
  309.         GrantUpgrade    = Upgrade_HasWallTrebuchet
  310.         DestroyWhenSold = Yes
  311.         DeathAnimAndDuration = AnimState:DEATH_2 AnimTime:999999
  312.         Offset            = X:12.0 Y:0.0 Z:51.0
  313.     End
  314.     Behavior = ObjectCreationUpgrade MakeTheFreeTreb2
  315.         TriggeredBy        = Upgrade_HasWallTrebuchet
  316.         ConflictsWith    = Upgrade_OpenGarrison Upgrade_PosternGate
  317.         Delay            = 0.0
  318.         
  319.         RemoveUpgrade    = Upgrade_WallTrebuchetButtonEnable
  320.         ThingToSpawn    = MenTrebuchetFortress
  321.         Offset            = X:12.0 Y:0.0 Z:51.0
  322.         FadeInTime        = 600
  323.     End
  324.     Behavior = SlaveWatcherBehavior WatchTheTreb
  325.         RemoveUpgrade        =    Upgrade_HasWallTrebuchet            ;when our slave dies, remove this upgrade, so we can get the upgrade again.
  326.         GrantUpgrade        =    Upgrade_WallTrebuchetButtonEnable    ;when our slave dies, enable the button that allows us to buy a new one
  327.         ShareUpgrades        = Yes ; So He'll get our Flaming Munitions
  328.     End
  329.  
  330.     Behavior = AIUpdateInterface ModuleTag_SoWeCanUseWeapon
  331.         AutoAcquireEnemiesWhenIdle    = Yes ATTACK_BUILDINGS
  332.         MoodAttackCheckRate            = 250
  333.     End
  334.  
  335.     Geometry                  = BOX
  336.     GeometryMajorRadius       = 40
  337.     GeometryMinorRadius       = 25
  338.     GeometryHeight            = 50.0
  339.     
  340.     GeometryIsSmall           = No
  341.     Shadow                    = SHADOW_VOLUME
  342.     BuildCompletion            = PLACED_BY_PLAYER
  343.  
  344.     GeometryContactPoint = X:8.0        Y:27        Z:0            Repair    
  345. End
  346.  
  347. ChildObject MenTrebuchetSideExpansion MenTrebuchetExpansion
  348.  
  349.     //Updated weapon basically the same but may have a different aimdelta.
  350.     WeaponSet
  351.         Conditions          =  None
  352.         Weapon              =  PRIMARY    GondorTrebuchetSideExpansionWeapon    
  353.     End
  354.  
  355.     //Needed to override these to adjust the catapult position.    
  356.     Behavior = ObjectCreationUpgrade MakeTheFreeTreb
  357.         TriggeredBy        = Upgrade_TrebuchetTurret
  358.         Delay            = 0
  359.         
  360.         RemoveUpgrade    = Upgrade_WallTrebuchetButtonEnable
  361.         GrantUpgrade    = Upgrade_HasWallTrebuchet
  362.         DestroyWhenSold = Yes
  363.         DeathAnimAndDuration = AnimState:DEATH_2 AnimTime:999999
  364.         Offset            = X:-15.0 Y:0.0 Z:51.0
  365.     End
  366.     Behavior = ObjectCreationUpgrade MakeTheFreeTreb2
  367.         TriggeredBy        = Upgrade_HasWallTrebuchet
  368.         ConflictsWith    = Upgrade_OpenGarrison Upgrade_PosternGate
  369.         Delay            = 0.0
  370.         
  371.         RemoveUpgrade    = Upgrade_WallTrebuchetButtonEnable
  372.         ThingToSpawn    = MenTrebuchetFortress
  373.         Offset            = X:-15.0 Y:0.0 Z:51.0
  374.         FadeInTime        = 600
  375.     End
  376.  
  377. End