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data_ini_object_goodfaction_structures_men_well.ini
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2006-01-31
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8KB
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268 lines
;------------------------------------------------------------------------------
Object GondorWell
; *** ART Parameters ***
SelectPortrait = BPGWell
Draw = W3DScriptedModelDraw ModuleTag_Draw
OkToChangeModelColor = Yes
UseStandardModelNames = Yes
StaticModelLODMode = yes
DefaultModelConditionState
Model = GBWell
End
IdleAnimationState
End
;-- building being placed
ModelConditionState = BUILD_PLACEMENT_CURSOR
Shadow = SHADOW_ALPHA_DECAL
ShadowTexture = decal_hero_good
ShadowSizeX = GONDOR_WELL_AOE_RADIUS_DECAL
ShadowSizeY = GONDOR_WELL_AOE_RADIUS_DECAL
ShadowOverrideLODVisibility = Yes
End
ModelConditionState = AWAITING_CONSTRUCTION
Model = GBWell_A
End
AnimationState = AWAITING_CONSTRUCTION
Animation = GBWell_A
AnimationName = GBWell_A.GBWell_A
AnimationMode = MANUAL
AnimationBlendTime = 0
End
Flags = START_FRAME_FIRST
End
ModelConditionState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Model = GBWell_A
ParticleSysBone = CONSTDUSTBONE01 BuildingContructDust FollowBone:Yes
End
AnimationState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Animation = GBWell_A
AnimationName = GBWell_A.GBWell_A
AnimationMode = MANUAL
AnimationBlendTime = 0
End
Flags = START_FRAME_FIRST
StateName = BeingConstructed
BeginScript
CurDrawablePlaySound("GondorBarracksBeginConstruction")
EndScript
End
;--damaged building
ModelConditionState = DAMAGED
Model = GBWell_D1
ParticleSysBone FireSmall01 FireBuildingMedium
ParticleSysBone FireSmall02 FireBuildingLarge
ParticleSysBone FireSmall03 FireBuildingMedium
ParticleSysBone FireSmall04 FireBuildingMedium
ParticleSysBone FireSmall05 SmokeBuildingLarge
End
AnimationState = DAMAGED
EnteringStateFX = FX_BuildingDamaged
End
ModelConditionState = REALLYDAMAGED
Model = GBWell_D2
ParticleSysBone FireSmall01 FireBuildingMedium
ParticleSysBone FireSmall02 FireBuildingLarge
ParticleSysBone FireSmall03 FireBuildingMedium
ParticleSysBone FireSmall04 FireBuildingLarge
ParticleSysBone FireSmall05 SmokeBuildingLarge
End
AnimationState = REALLYDAMAGED
EnteringStateFX = FX_BuildingReallyDamaged
Animation = RubbleAnimation
AnimationName = GBWell_D2.GBWell_D2
AnimationMode = ONCE
End
End
ModelConditionState = RUBBLE
Model = GBWell_D3
ParticleSysBone NONE SmokeBuildingLarge
ParticleSysBone NONE TrebuchetImpactDebris
End
AnimationState = RUBBLE
EnteringStateFX = FX_StructureMediumCollapse
Animation = RubbleAnimation
AnimationName = GBWell_D3.GBWell_D3
AnimationMode = ONCE
End
End
ModelConditionState = POST_RUBBLE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
ModelConditionState = POST_COLLAPSE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
ModelConditionState = SNOW
Model = GBWell
Texture = GBWell.tga GBWell_snow.tga
End
End
; Draw module just for the heal FX.
Draw = W3DScriptedModelDraw TheHealEffect
ModelConditionState = NONE
Model = None
ParticleSysBone NONE WellHealFX
End
ModelConditionState = ACTIVELY_BEING_CONSTRUCTED
Model = None
End
End
Draw = W3DScriptedModelDraw ModuleTag_Draw_HCBanner
OkToChangeModelColor = Yes
DefaultModelConditionState
Model = GBHCWell
End
MultiPlayerOnly = Yes
End
PlacementViewAngle = -45
; ***DESIGN parameters ***
DisplayName = OBJECT:GondorWell
Description = OBJECT:HearthWellDescription
Side = Men
IsTrainable = No
EditorSorting = STRUCTURE
ThreatLevel = 1.0
CommandSet = SellableCommandSet
BuildCost = GONDOR_WELL_BUILDCOST
BuildTime = GONDOR_WELL_BUILDTIME ; in seconds
RefundValue = GONDOR_WELL_REFUND_VALUE
VisionRange = GONDOR_WELL_VISIONRANGE ; Shroud clearing distance
ShroudClearingRange = GONDOR_WELL_SHROUDCLEAR
BountyValue = GONDOR_WELL_BOUNTY_VALUE
ArmorSet
Conditions = None
Armor = StructureArmor
End
#include "..\..\..\Includes\StandardBuildingEvaEvents.inc"
;--- AUDIO Parameters ---
VoiceFullyCreated = EVA:GenericBuildingComplete-Builder
VoiceSelect = GondorWellSelect
VoiceSelectUnderConstruction = BuildingGoodVoiceSelectUnderConstruction
SoundAmbient = WaterFountain1AmbientLoop
SoundAmbientDamaged = BuildingDamageFireMediumLoop
SoundAmbientReallyDamaged = BuildingDamageFireLargeLoop
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
UnitSpecificSounds
UnderConstruction = BuildingConstructionLoop ; Built first time
UnderRepairFromRubble = BuildingConstructionLoop ; Repaired from completely destroyed (not used???)
End
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE NEED_BASE_FOUNDATION MADE_OF_STONE CAN_SEE_THROUGH_STRUCTURE IGNORE_FOR_VICTORY
Behavior = GettingBuiltBehavior GetBuiltBehaviorTag
WorkerName = GondorWorkerNoSelect
SpawnTimer = DEFAULT_STRUCTURE_HEALDELAY
End
Body = StructureBody ModuleTag_05
MaxHealth = GONDOR_WELL_MAXHEALTH
MaxHealthDamaged = GONDOR_WELL_MAXHEALTHDAMAGED
MaxHealthReallyDamaged = GONDOR_WELL_MAXHEALTH_REALLYDAMAGED
End
Flammability ; should be after the 'Body' statement
Fuel = MEN_WELL_FIRE_FUEL
MaxBurnRate = MEN_WELL_FIRE_MAX_BURN_RATE
Decay = MEN_WELL_FIRE_DECAY
Resistance = MEN_WELL_FIRE_RESISTANCE
End
Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
DestructionDelay = 5000
End
Behavior = StructureCollapseUpdate ModuleTag_StructureCollapseUpdate
MinCollapseDelay = 000
MaxCollapseDelay = 000
CollapseDamping = .5
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 800
BigBurstFrequency = 4
FXList = INITIAL FX_StructureMediumCollapse
CollapseHeight = 75
End
Behavior = TerrainResourceBehavior ModuleTag_NewMoneyDeadSpot
Radius = 50 ; 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 = PassiveAreaEffectBehavior ModuleTag_SplashOfHealingWater_Ahh
EffectRadius = GONDOR_WELL_AOE_RADIUS
PingDelay = 2000;msec
HealPercentPerSecond = 3%
AllowFilter = ANY +INFANTRY +CAVALRY -MACHINE -IMMOBILE +DOZER
NonStackable = Yes
HealFX = FX_SpellHealUnitHealBuff
End
;/////////////////////////////////////////////////////////
;// BannerCarrierUpdate module for Well Object
;/////////////////////////////////////////////////////////
Behavior = BannerCarrierUpdate BannerCarrierUpdateModuleTag
IdleSpawnRate = 5000 ; spawn a new member every n seconds when idle (in miliseconds)
UnitSpawnFX = FX_BannerCarrierSpawnUnit ; name of particle FX to use when the BannerCarrier spawns a new unit
; This well object acts like a banner carrier except it spawns unit on nearby hordes instead of itself.
ReplenishNearbyHorde = Yes
ReplenishAllNearbyHordes = Yes
ScanHordeDistance = GONDOR_WELL_AOE_RADIUS
End
Geometry = CYLINDER
GeometryMajorRadius = 35.6
GeometryHeight = 16.8
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
GeometryContactPoint = X:0 Y:-40 Z:0 Grab
GeometryContactPoint = X:-5 Y:-5 Z:16
GeometryContactPoint = X:-40 Y:0 Z:0 Grab
GeometryContactPoint = X:-5 Y:5 Z:16
GeometryContactPoint = X:0 Y:40 Z:0 Grab
GeometryContactPoint = X:5 Y:5 Z:16
GeometryContactPoint = X:40 Y:0 Z:0 Grab
GeometryContactPoint = X:5 Y:-5 Z:16
GeometryContactPoint = X:-23 Y:24 Z:0 Repair
GeometryContactPoint = X:46 Y:-54 Z:0 Repair
End