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data_ini_object_goodfaction_structures_men_trebuchetexpansion.ini
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2006-01-31
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;------------------------------------------------------------------------------------------
;Gondor Sentry Tower
Object MenTrebuchetExpansion
SelectPortrait = UPGondor_Trebuchet
; *** ART Parameters ***
ButtonImage = BRBattleTower
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_Draw
OkToChangeModelColor = Yes
UseStandardModelNames = Yes
StaticModelLODMode = Yes // Will append M or L to the skin name depending on GameLOD
DefaultModelConditionState
Model = GBFTRTOWA
End
//---Build Up Variation 1---
ModelConditionState = UPGRADE_NUMENOR_STONEWORK BUILD_VARIATION_ONE ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Model = GBFTRTOWA_A
Texture = GBFortress1.tga GBFortress1_U.tga
End
ModelConditionState = BUILD_VARIATION_ONE ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED SNOW
Model = GBFTRTOWA_A
Texture = GBFortress1.tga GBFortress1_Snow.tga
ParticleSysBone = DUSTBONE BuildingContructDust
End
ModelConditionState = BUILD_VARIATION_ONE ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Model = GBFTRTOWA_A
ParticleSysBone = DUSTBONE BuildingContructDust
End
AnimationState = BUILD_VARIATION_ONE ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Animation
AnimationName = GBFTRTOWA_ASKL.GBFTRTOWA_ABLD
AnimationMode = MANUAL
End
Flags = START_FRAME_FIRST
BeginScript
CurDrawablePlaySound("GondorBarracksBeginConstruction")
EndScript
End
//---Build Up Variation 2---
ModelConditionState = UPGRADE_NUMENOR_STONEWORK BUILD_VARIATION_TWO ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Model = GBFTRTOWB_A
Texture = GBFortress1.tga GBFortress1_U.tga
End
ModelConditionState = BUILD_VARIATION_TWO ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED SNOW
Model = GBFTRTOWB_A
Texture = GBFortress1.tga GBFortress1_Snow.tga
ParticleSysBone = DUSTBONE BuildingContructDust
End
ModelConditionState = BUILD_VARIATION_TWO ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Model = GBFTRTOWB_A
ParticleSysBone = DUSTBONE BuildingContructDust
End
AnimationState = BUILD_VARIATION_TWO ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Animation
AnimationName = GBFTRTOWB_ASKL.GBFTRTOWB_ABLD
AnimationMode = MANUAL
End
Flags = START_FRAME_FIRST
BeginScript
CurDrawablePlaySound("GondorBarracksBeginConstruction")
EndScript
End
//---Damage States Variation 1---
ModelConditionState = BUILD_VARIATION_ONE DAMAGED
Model = GBFTRTOWA
Texture = GBFortress1.tga GBFortress1D.tga
End
AnimationState = BUILD_VARIATION_ONE DAMAGED
EnteringStateFX = FX_BuildingDamaged
End
ModelConditionState = BUILD_VARIATION_ONE REALLYDAMAGED
Model = GBFTRTOWA_D2
End
AnimationState = BUILD_VARIATION_ONE REALLYDAMAGED
Animation = GBFTRTOWA_ReallyDamaged
AnimationName = GBFTRTOWA_D2SK.GBFTRTOWA_D2AN
AnimationMode = ONCE
End
EnteringStateFX = FX_BuildingReallyDamaged
End
ModelConditionState = BUILD_VARIATION_ONE RUBBLE
Model = GBFTRTOWA_D3
End
AnimationState = BUILD_VARIATION_ONE RUBBLE
Animation = GBFARTOWA_ReallyDamaged
AnimationName = GBFTRTOWA_D3SK.GBFTRTOWA_D3AN
AnimationMode = ONCE
End
EnteringStateFX = FX_StructureMediumCollapse
End
//--Damage States Variation 2---
ModelConditionState = BUILD_VARIATION_TWO DAMAGED
Model = GBFTRTOWB
Texture = GBFortress1.tga GBFortress1D.tga
End
AnimationState = BUILD_VARIATION_TWO DAMAGED
EnteringStateFX = FX_BuildingDamaged
End
ModelConditionState = BUILD_VARIATION_TWO REALLYDAMAGED
Model = GBFTRTOWB_D2
End
AnimationState = BUILD_VARIATION_TWO REALLYDAMAGED
Animation = GBFTRTOWB_ReallyDamaged
AnimationName = GBFTRTOWB_D2SK.GBFTRTOWB_D2AN
AnimationMode = ONCE
End
EnteringStateFX = FX_BuildingReallyDamaged
End
ModelConditionState = BUILD_VARIATION_TWO RUBBLE
Model = GBFTRTOWB_D3
End
AnimationState = BUILD_VARIATION_TWO RUBBLE
Animation = GBFARTOWB_ReallyDamaged
AnimationName = GBFTRTOWB_D3SK.GBFTRTOWB_D3AN
AnimationMode = ONCE
End
EnteringStateFX = FX_StructureMediumCollapse
End
//---Stonework---
ModelConditionState = UPGRADE_NUMENOR_STONEWORK BUILD_VARIATION_ONE
Model = GBFTRTOWA
Texture = GBFortress1.tga GBFortress1_U.tga
End
ModelConditionState = UPGRADE_NUMENOR_STONEWORK BUILD_VARIATION_TWO
Model = GBFTRTOWB
Texture = GBFortress1.tga GBFortress1_U.tga
End
//---Snow---
ModelConditionState = SNOW BUILD_VARIATION_ONE
Model = GBFTRTOWA
Texture = GBFortress1.tga GBFortress1_Snow.tga
End
ModelConditionState = SNOW BUILD_VARIATION_TWO
Model = GBFTRTOWB
Texture = GBFortress1.tga GBFortress1_Snow.tga
End
//---Default---
ModelConditionState = BUILD_VARIATION_ONE ; Side
Model = GBFTRTOWA
End
ModelConditionState = BUILD_VARIATION_TWO ; Corner
Model = GBFTRTOWB
End
End
Draw = W3DFloorDraw ModuleTag_DrawFloor
; StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD
ModelName = GBFTRTOWB_Bib
End
// PlacementViewAngle = 0
// ***DESIGN parameters ***
DisplayName = OBJECT:TrebuchetExpansion
Side = Men
EditorSorting = STRUCTURE
ThreatLevel = 11.0
IsTrainable = No
BuildCost = MEN_TREBUCHETEXPANSION_BUILDCOST
BuildTime = MEN_TREBUCHETEXPANSION_BUILDTIME ; in seconds
VisionRange = MEN_TREBUCHETEXPANSION_VISION_RANGE
ShroudClearingRange = MEN_TREBUCHETEXPANSION_SHROUD_CLEAR
CommandSet = SellableCommandSet
WeaponSet
Conditions = None
Weapon = PRIMARY GondorTrebuchetExpansionWeapon
End
ArmorSet
Conditions = None
Armor = FortressExpansionArmor
End
; *** AUDIO Parameters ***
#include "..\..\..\Includes\StandardBuildingEvaEvents.inc"
VoiceSelect = DwarvenCatapultExpansionSelect
VoiceSelectUnderConstruction = BuildingGoodVoiceSelectUnderConstruction
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
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
CampnessValue = CAMPNESS_FORTRESS_EXPANSION
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE NEED_BASE_FOUNDATION FS_BASE_DEFENSE MADE_OF_STONE
Behavior = GettingBuiltBehavior ModuleTag_04
WorkerName = GondorWorkerNoSelect
SpawnTimer = DEFAULT_STRUCTURE_HEALDELAY
End
Body = StructureBody ModuleTag_05
MaxHealth = MEN_TREBUCHETEXPANSION_HEALTH
MaxHealthDamaged = MEN_TREBUCHETEXPANSION_HEALTH_DAMAGED
MaxHealthReallyDamaged = MEN_TREBUCHETEXPANSION_HEALTH_REALLY_DAMAGED
End
Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
DestructionDelay = 4000
End
Behavior = StructureCollapseUpdate ModuleTag_StructureCollapseUpdate
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 = 89
End
Behavior = TerrainResourceBehavior ModuleTag_NewMoneyDeadSpot
Radius = 100 ; 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 = BuildingBehavior BuildingModuleTag
NightWindowName = WINDOW_N01
;FireWindowName = WINDOW_F01
;GlowWindowName = WINDOW_G01
End
Behavior = CastleMemberBehavior ModuleTag_CMB
End
//---Numenor Stonework---
Behavior = AttributeModifierUpgrade ModuleTag_Reinforced
TriggeredBy = Upgrade_MenFortressNumenorStonework
AttributeModifier = NumenorStoneworkKeep_Bonus
End
Behavior = ModelConditionUpgrade ModuleTag_ShowTheStones
TriggeredBy = Upgrade_MenFortressNumenorStonework
AddConditionFlags = UPGRADE_NUMENOR_STONEWORK
Permanent = Yes
End
Behavior = WeaponSetUpgrade ModuleTag_FlamingAttack
TriggeredBy = Upgrade_GoodFortressFlamingMunitions
End
Behavior = ProductionUpdate ProductionUpdateModuleTag
End
Behavior = GrantUpgradeCreate ModuleTag_ActLikeAnOldUpgrade
UpgradeToGrant = Upgrade_TrebuchetTurret
GiveOnBuildComplete = Yes ; The ExemptStatus UnderConstruction hack doesn't work on foundation buildings.
End
Behavior = CommandSetUpgrade ModueTag_TrebCommandSet
TriggeredBy = Upgrade_TrebuchetTurret
ConflictsWith = Upgrade_HasWallTrebuchet
CommandSet = GondorCastleWallUpgradeCommandSetBuyNewTreb
End
Behavior = CommandSetUpgrade ModueTag_TrebCommandSet3
TriggeredBy = Upgrade_HasWallTrebuchet Upgrade_TrebuchetTurret
CommandSet = SellableCommandSet
RequiresAllTriggers = Yes
End
Behavior = ObjectCreationUpgrade MakeTheFreeTreb
TriggeredBy = Upgrade_TrebuchetTurret
Delay = 0
RemoveUpgrade = Upgrade_WallTrebuchetButtonEnable
GrantUpgrade = Upgrade_HasWallTrebuchet
DestroyWhenSold = Yes
DeathAnimAndDuration = AnimState:DEATH_2 AnimTime:999999
Offset = X:12.0 Y:0.0 Z:51.0
End
Behavior = ObjectCreationUpgrade MakeTheFreeTreb2
TriggeredBy = Upgrade_HasWallTrebuchet
ConflictsWith = Upgrade_OpenGarrison Upgrade_PosternGate
Delay = 0.0
RemoveUpgrade = Upgrade_WallTrebuchetButtonEnable
ThingToSpawn = MenTrebuchetFortress
Offset = X:12.0 Y:0.0 Z:51.0
FadeInTime = 600
End
Behavior = SlaveWatcherBehavior WatchTheTreb
RemoveUpgrade = Upgrade_HasWallTrebuchet ;when our slave dies, remove this upgrade, so we can get the upgrade again.
GrantUpgrade = Upgrade_WallTrebuchetButtonEnable ;when our slave dies, enable the button that allows us to buy a new one
ShareUpgrades = Yes ; So He'll get our Flaming Munitions
End
Behavior = AIUpdateInterface ModuleTag_SoWeCanUseWeapon
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
MoodAttackCheckRate = 250
End
Geometry = BOX
GeometryMajorRadius = 40
GeometryMinorRadius = 25
GeometryHeight = 50.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
GeometryContactPoint = X:8.0 Y:27 Z:0 Repair
End
ChildObject MenTrebuchetSideExpansion MenTrebuchetExpansion
//Updated weapon basically the same but may have a different aimdelta.
WeaponSet
Conditions = None
Weapon = PRIMARY GondorTrebuchetSideExpansionWeapon
End
//Needed to override these to adjust the catapult position.
Behavior = ObjectCreationUpgrade MakeTheFreeTreb
TriggeredBy = Upgrade_TrebuchetTurret
Delay = 0
RemoveUpgrade = Upgrade_WallTrebuchetButtonEnable
GrantUpgrade = Upgrade_HasWallTrebuchet
DestroyWhenSold = Yes
DeathAnimAndDuration = AnimState:DEATH_2 AnimTime:999999
Offset = X:-15.0 Y:0.0 Z:51.0
End
Behavior = ObjectCreationUpgrade MakeTheFreeTreb2
TriggeredBy = Upgrade_HasWallTrebuchet
ConflictsWith = Upgrade_OpenGarrison Upgrade_PosternGate
Delay = 0.0
RemoveUpgrade = Upgrade_WallTrebuchetButtonEnable
ThingToSpawn = MenTrebuchetFortress
Offset = X:-15.0 Y:0.0 Z:51.0
FadeInTime = 600
End
End