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Text File  |  2006-01-31  |  8KB  |  268 lines

  1. ;------------------------------------------------------------------------------
  2. Object GondorWell
  3.  
  4.     ; *** ART Parameters ***
  5.     SelectPortrait = BPGWell
  6.  
  7.     Draw = W3DScriptedModelDraw ModuleTag_Draw
  8.         OkToChangeModelColor        = Yes
  9.         UseStandardModelNames        = Yes
  10.         StaticModelLODMode            = yes
  11.  
  12.         DefaultModelConditionState
  13.             Model                    = GBWell
  14.         End
  15.  
  16.         IdleAnimationState
  17.         End    
  18.  
  19.  
  20.         ;-- building being placed
  21.         ModelConditionState                = BUILD_PLACEMENT_CURSOR
  22.             Shadow                        = SHADOW_ALPHA_DECAL
  23.             ShadowTexture                = decal_hero_good
  24.             ShadowSizeX                    = GONDOR_WELL_AOE_RADIUS_DECAL
  25.             ShadowSizeY                    = GONDOR_WELL_AOE_RADIUS_DECAL
  26.             ShadowOverrideLODVisibility = Yes
  27.         End
  28.  
  29.         ModelConditionState = AWAITING_CONSTRUCTION 
  30.             Model                    = GBWell_A
  31.         End
  32.         AnimationState = AWAITING_CONSTRUCTION
  33.             Animation                = GBWell_A
  34.                 AnimationName        = GBWell_A.GBWell_A
  35.                 AnimationMode        = MANUAL
  36.                 AnimationBlendTime    = 0
  37.             End
  38.             Flags                    = START_FRAME_FIRST
  39.         End
  40.  
  41.         ModelConditionState   = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
  42.             Model                    = GBWell_A
  43.             ParticleSysBone            = CONSTDUSTBONE01 BuildingContructDust FollowBone:Yes
  44.         End
  45.  
  46.         AnimationState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
  47.             Animation                = GBWell_A
  48.                 AnimationName        = GBWell_A.GBWell_A
  49.                 AnimationMode        = MANUAL
  50.                 AnimationBlendTime    = 0
  51.             End
  52.             Flags                    = START_FRAME_FIRST
  53.             StateName                = BeingConstructed
  54.             BeginScript
  55.                 CurDrawablePlaySound("GondorBarracksBeginConstruction")
  56.             EndScript
  57.         End
  58.  
  59.         ;--damaged building
  60.  
  61.         ModelConditionState = DAMAGED
  62.             Model                    = GBWell_D1
  63.             ParticleSysBone FireSmall01 FireBuildingMedium
  64.             ParticleSysBone FireSmall02 FireBuildingLarge
  65.             ParticleSysBone FireSmall03 FireBuildingMedium
  66.             ParticleSysBone FireSmall04 FireBuildingMedium
  67.             ParticleSysBone FireSmall05 SmokeBuildingLarge
  68.         End
  69.         AnimationState = DAMAGED
  70.             EnteringStateFX            = FX_BuildingDamaged
  71.         End
  72.  
  73.         ModelConditionState = REALLYDAMAGED
  74.             Model                    = GBWell_D2
  75.             ParticleSysBone FireSmall01 FireBuildingMedium
  76.             ParticleSysBone FireSmall02 FireBuildingLarge
  77.             ParticleSysBone FireSmall03 FireBuildingMedium
  78.             ParticleSysBone FireSmall04 FireBuildingLarge
  79.             ParticleSysBone FireSmall05 SmokeBuildingLarge
  80.         End
  81.         AnimationState = REALLYDAMAGED
  82.             EnteringStateFX    = FX_BuildingReallyDamaged
  83.             Animation    = RubbleAnimation
  84.                 AnimationName        =    GBWell_D2.GBWell_D2
  85.                 AnimationMode        =    ONCE    
  86.               End
  87.         End
  88.  
  89.         ModelConditionState = RUBBLE
  90.             Model                    = GBWell_D3  
  91.             ParticleSysBone NONE SmokeBuildingLarge
  92.             ParticleSysBone NONE TrebuchetImpactDebris
  93.         End
  94.  
  95.         AnimationState = RUBBLE
  96.             EnteringStateFX    = FX_StructureMediumCollapse
  97.             Animation    = RubbleAnimation
  98.                 AnimationName        =    GBWell_D3.GBWell_D3
  99.                 AnimationMode        =    ONCE    
  100.               End
  101.         End
  102.  
  103.         ModelConditionState = POST_RUBBLE
  104.             Model                    = None
  105.             ParticleSysBone NONE SmokeBuildingMediumRubble
  106.         End
  107.  
  108.         ModelConditionState = POST_COLLAPSE
  109.             Model                    = None
  110.             ParticleSysBone NONE SmokeBuildingMediumRubble
  111.         End
  112.  
  113.         ModelConditionState = SNOW
  114.             Model                    = GBWell
  115.             Texture                    = GBWell.tga GBWell_snow.tga
  116.         End
  117.     End
  118.  
  119.  
  120.     ; Draw module just for the heal FX.
  121.     Draw = W3DScriptedModelDraw TheHealEffect
  122.         ModelConditionState = NONE
  123.             Model                    = None
  124.             ParticleSysBone NONE WellHealFX
  125.         End
  126.         ModelConditionState = ACTIVELY_BEING_CONSTRUCTED
  127.             Model                    = None
  128.         End
  129.     End
  130.  
  131.   Draw = W3DScriptedModelDraw ModuleTag_Draw_HCBanner
  132.     OkToChangeModelColor  = Yes
  133.     DefaultModelConditionState
  134.         Model = GBHCWell
  135.     End
  136.     MultiPlayerOnly = Yes 
  137.   End
  138.   
  139.     PlacementViewAngle  = -45
  140.  
  141.     ; ***DESIGN parameters ***
  142.     DisplayName                        = OBJECT:GondorWell
  143.     Description                        = OBJECT:HearthWellDescription
  144.     Side                            = Men
  145.     IsTrainable                        = No
  146.     EditorSorting                    = STRUCTURE
  147.     ThreatLevel                        = 1.0
  148.     CommandSet                        = SellableCommandSet
  149.  
  150.     BuildCost                        = GONDOR_WELL_BUILDCOST
  151.     BuildTime                        = GONDOR_WELL_BUILDTIME        ; in seconds
  152.     RefundValue                        = GONDOR_WELL_REFUND_VALUE
  153.     VisionRange                        = GONDOR_WELL_VISIONRANGE    ; Shroud clearing distance
  154.     ShroudClearingRange                = GONDOR_WELL_SHROUDCLEAR
  155.     BountyValue                        = GONDOR_WELL_BOUNTY_VALUE
  156.     ArmorSet
  157.         Conditions                    = None
  158.         Armor                        = StructureArmor
  159.     End
  160.  
  161.     #include "..\..\..\Includes\StandardBuildingEvaEvents.inc"
  162.  
  163.     ;--- AUDIO Parameters ---
  164.  
  165.     VoiceFullyCreated                = EVA:GenericBuildingComplete-Builder
  166.     VoiceSelect                        = GondorWellSelect
  167.     VoiceSelectUnderConstruction    = BuildingGoodVoiceSelectUnderConstruction
  168.  
  169.     SoundAmbient                    = WaterFountain1AmbientLoop
  170.     SoundAmbientDamaged                = BuildingDamageFireMediumLoop
  171.     SoundAmbientReallyDamaged        = BuildingDamageFireLargeLoop
  172.     SoundOnDamaged                    = BuildingLightDamageStone
  173.     SoundOnReallyDamaged            = BuildingHeavyDamageStone
  174.  
  175.     UnitSpecificSounds
  176.         UnderConstruction            = BuildingConstructionLoop    ; Built first time
  177.         UnderRepairFromRubble        = BuildingConstructionLoop    ; Repaired from completely destroyed (not used???)
  178.     End
  179.  
  180.     ; *** ENGINEERING Parameters ***
  181.  
  182.     RadarPriority                    = STRUCTURE
  183.     KindOf                            = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE NEED_BASE_FOUNDATION MADE_OF_STONE CAN_SEE_THROUGH_STRUCTURE IGNORE_FOR_VICTORY
  184.  
  185.     Behavior = GettingBuiltBehavior GetBuiltBehaviorTag
  186.         WorkerName                = GondorWorkerNoSelect
  187.         SpawnTimer    = DEFAULT_STRUCTURE_HEALDELAY
  188.     End
  189.  
  190.     Body = StructureBody ModuleTag_05
  191.         MaxHealth                = GONDOR_WELL_MAXHEALTH
  192.         MaxHealthDamaged        = GONDOR_WELL_MAXHEALTHDAMAGED
  193.         MaxHealthReallyDamaged    = GONDOR_WELL_MAXHEALTH_REALLYDAMAGED
  194.     End
  195.  
  196.     Flammability    ; should be after the 'Body' statement
  197.         Fuel                    =    MEN_WELL_FIRE_FUEL
  198.         MaxBurnRate                =    MEN_WELL_FIRE_MAX_BURN_RATE
  199.         Decay                    =    MEN_WELL_FIRE_DECAY
  200.         Resistance                =    MEN_WELL_FIRE_RESISTANCE
  201.     End
  202.  
  203.     Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
  204.         DestructionDelay        = 5000
  205.     End
  206.  
  207.     Behavior = StructureCollapseUpdate ModuleTag_StructureCollapseUpdate
  208.         MinCollapseDelay        = 000
  209.         MaxCollapseDelay        = 000
  210.         CollapseDamping            = .5
  211.         MaxShudder                = 0.6
  212.         MinBurstDelay            = 250
  213.         MaxBurstDelay            = 800
  214.         BigBurstFrequency        = 4
  215.         FXList                    = INITIAL FX_StructureMediumCollapse
  216.         CollapseHeight            = 75
  217.     End
  218.  
  219.     Behavior = TerrainResourceBehavior ModuleTag_NewMoneyDeadSpot
  220.         Radius                    = 50        ; How far we try to claim ground
  221.         MaxIncome                = 0            ; If we were to get all we wanted, how much we would earn.  Linear slope to 0 at 0% claim
  222.         IncomeInterval            = 999999    ; How often (in msec) we give that much money
  223.         HighPriority            = Yes        ; A high priority claim gets to pretend it was there first.
  224.         Visible = No         ;// Don't show decal when a resource building is selected.
  225.     End
  226.  
  227.     Behavior = PassiveAreaEffectBehavior ModuleTag_SplashOfHealingWater_Ahh
  228.         EffectRadius            = GONDOR_WELL_AOE_RADIUS
  229.         PingDelay                = 2000;msec
  230.         HealPercentPerSecond    = 3%
  231.         AllowFilter                = ANY +INFANTRY +CAVALRY -MACHINE -IMMOBILE +DOZER
  232.         NonStackable            = Yes
  233.         HealFX                    = FX_SpellHealUnitHealBuff
  234.     End
  235.  
  236.     ;/////////////////////////////////////////////////////////
  237.     ;// BannerCarrierUpdate module for Well Object
  238.     ;/////////////////////////////////////////////////////////
  239.     Behavior = BannerCarrierUpdate BannerCarrierUpdateModuleTag
  240.         IdleSpawnRate                = 5000                            ; spawn a new member every n seconds when idle (in miliseconds)        
  241.         UnitSpawnFX                    = FX_BannerCarrierSpawnUnit        ; name of particle FX to use when the BannerCarrier spawns a new unit        
  242.  
  243.         ; This well object acts like a banner carrier except it spawns unit on nearby hordes instead of itself.
  244.         ReplenishNearbyHorde        = Yes
  245.         ReplenishAllNearbyHordes    = Yes
  246.         ScanHordeDistance            = GONDOR_WELL_AOE_RADIUS
  247.     End
  248.  
  249.     Geometry                = CYLINDER
  250.     GeometryMajorRadius        = 35.6
  251.     GeometryHeight            = 16.8
  252.     GeometryIsSmall            = No
  253.     Shadow                    = SHADOW_VOLUME
  254.     BuildCompletion            = PLACED_BY_PLAYER
  255.  
  256.     GeometryContactPoint    = X:0  Y:-40  Z:0 Grab
  257.     GeometryContactPoint    = X:-5  Y:-5  Z:16 
  258.     GeometryContactPoint    = X:-40  Y:0  Z:0 Grab
  259.     GeometryContactPoint    = X:-5  Y:5  Z:16 
  260.     GeometryContactPoint    = X:0  Y:40  Z:0 Grab
  261.     GeometryContactPoint    = X:5  Y:5  Z:16 
  262.     GeometryContactPoint    = X:40  Y:0  Z:0 Grab
  263.     GeometryContactPoint    = X:5  Y:-5  Z:16 
  264.     
  265.     GeometryContactPoint = X:-23        Y:24        Z:0            Repair
  266.     GeometryContactPoint = X:46        Y:-54        Z:0            Repair
  267.  
  268. End