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data_ini_object_goodfaction_structures_men_whitetower.ini
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Text File
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2006-01-31
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5KB
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162 lines
;------------------------------------------------------------------------------------------
;Gondor White Tower ; aka MinisTop4... but this is the real GAME version... this is the KEEP of MinasTirith
Object GondorWhiteTower
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = Yes
DefaultModelConditionState
Model = GBMTop4
End
;--damaged building
ModelConditionState = DAMAGED
Model = GBMtop4_D1
End
AnimationState = DAMAGED
EnteringStateFX = FX_BuildingDamaged
End
ModelConditionState = REALLYDAMAGED
Model = GBMTop4_D2
ParticleSysBone gbmtop4d2_01 FireSmoke FollowBone:Yes
ParticleSysBone gbmtop4d2_02 FireSmoke FollowBone:Yes
ParticleSysBone gbmtop4d2_03 SmokeBuildingLarge FollowBone:Yes
ParticleSysBone gbmtop4d2_04 FireSmoke FollowBone:Yes
ParticleSysBone gbmtop4d2_05 SmokeBuildingLarge FollowBone:Yes
ParticleSysBone gbmtop4d2_06 FireSmoke FollowBone:Yes
ParticleSysBone gbmtop4d2_07 FireSmoke FollowBone:Yes
ParticleSysBone gbmtop4d2_08 SmokeBuildingLarge FollowBone:Yes
ParticleSysBone gbmtop4d2_09 FireSmoke FollowBone:Yes
ParticleSysBone gbmtop4d2_10 SmokeBuildingLarge FollowBone:Yes
ParticleSysBone gbmtop4d2_11 FireSmoke FollowBone:Yes
ParticleSysBone gbmtop4d2_12 FireSmoke FollowBone:Yes
ParticleSysBone gbmtop4d2_13 SmokeBuildingLarge FollowBone:Yes
ParticleSysBone gbmtop4d2_14 FireSmoke FollowBone:Yes
ParticleSysBone gbmtop4d2_15 SmokeBuildingLarge FollowBone:Yes
ParticleSysBone gbmtop4d2_16 FireSmoke FollowBone:Yes
ParticleSysBone gbmtop4d2_17 FireSmoke FollowBone:Yes
ParticleSysBone gbmtop4d2_18 SmokeBuildingLarge FollowBone:Yes
ParticleSysBone gbmtop4d2_19 FireSmoke FollowBone:Yes
ParticleSysBone gbmtop4d2_20 SmokeBuildingLarge FollowBone:Yes
End
AnimationState = REALLYDAMAGED
Animation = reallydamaged
AnimationName = GBMtop4_D2.GBMtop4_D2
AnimationMode = ONCE
AnimationBlendTime = 0
AnimationSpeedFactorRange = 0.4 0.4
End
EnteringStateFX = FX_BuildingReallyDamaged
End
ModelConditionState = RUBBLE
Model = GBMTop4_D3
ParticleSysBone none SmokeBuildingLarge
ParticleSysBone gbmtop4d3_01 FireSmoke FollowBone:Yes
ParticleSysBone gbmtop4d3_02 FireSmoke FollowBone:Yes
ParticleSysBone gbmtop4d3_03 SmokeBuildingLarge FollowBone:Yes
ParticleSysBone gbmtop4d3_04 FireSmoke FollowBone:Yes
ParticleSysBone gbmtop4d3_05 SmokeBuildingLarge FollowBone:Yes
ParticleSysBone gbmtop4d3_06 FireSmoke FollowBone:Yes
ParticleSysBone gbmtop4d3_07 FireSmoke FollowBone:Yes
ParticleSysBone gbmtop4d3_08 SmokeBuildingLarge FollowBone:Yes
ParticleSysBone gbmtop4d3_09 FireSmoke FollowBone:Yes
ParticleSysBone gbmtop4d3_10 SmokeBuildingLarge FollowBone:Yes
ParticleSysBone gbmtop4d3_11 FireSmoke FollowBone:Yes
ParticleSysBone gbmtop4d3_12 SmokeBuildingLarge FollowBone:Yes
ParticleSysBone gbmtop4d3_13 FireSmoke FollowBone:Yes
ParticleSysBone gbmtop4d3_14 SmokeBuildingLarge FollowBone:Yes
End
AnimationState = RUBBLE
Animation = rubble
AnimationName = GBMTop4_D3.GBMTop4_D3
AnimationMode = ONCE
AnimationBlendTime = 0
AnimationSpeedFactorRange = 0.4 0.4
End
End
ModelConditionState = POST_RUBBLE
Model = None
End
ModelConditionState = POST_COLLAPSE
Model = None
End
ModelConditionState = SNOW
Model = GBMtop4
Texture = GBFortress1.tga GBFortress1_Snow.tga
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:GondorWhiteTower
Side = Men
EditorSorting = STRUCTURE
ThreatLevel = 1.0
BuildCost = 2500
BuildTime = 60.0 ; in seconds
VisionRange = 160.0 ; Shroud clearing distance
ShroudClearingRange = 160
CommandSet = GondorWhiteTowerCommandSet
; *** AUDIO Parameters ***
#include "..\..\..\Includes\StandardBuildingEvaEvents.inc"
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
CampnessValue = CAMPNESS_ALWAYS_CAMP
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE NEED_BASE_FOUNDATION CASTLE_KEEP
Behavior = GettingBuiltBehavior ModuleTag_04
WorkerName = GondorWorkerNoSelect
End
Behavior = CastleMemberBehavior ModuleTag_CMB
End
Body = StructureBody ModuleTag_05
MaxHealth = 5000.0
MaxHealthDamaged = 4000.0
MaxHealthReallyDamaged = 3000.0
End
; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are
; never truly destroyed, even when reduced to zero health. Also note that garrisonable
; buildings automatically stick around because GarrisonContain has it's own DieModule
Behavior = KeepObjectDie ModuleTag_IWantRubble
End
;----------special powers------------------------
;AE: add your special power modules and behaviors, here
Geometry = BOX
GeometryMajorRadius = 25.6
GeometryMinorRadius = 35.2
GeometryHeight = 31.2
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
End