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data_ini_object_goodfaction_units_dwarven_dwarvenguardian_c.ini
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2006-01-31
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;------------------------------------------------------------------------------
;
; DwarvenGuardian_C.ini
;
;------------------------------------------------------------------------------
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
Object DwarvenGuardian_C
; *** ART Parameters ***
SelectPortrait = HPGimli
Draw = W3DHordeModelDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = Yes
; specify options for static LODs
LodOptions = LOW
AllowMultipleModels = ALLOW_MULTIPLE_MODELS_LOW
MaxRandomTextures = MAX_RANDOM_TEXTURES_LOW
MaxRandomAnimations = MAX_RANDOM_ANIMATIONS_LOW
MaxAnimFrameDelta = MAX_ANIM_FRAME_DELTA_LOW
End
LodOptions = MEDIUM
AllowMultipleModels = ALLOW_MULTIPLE_MODELS_MED
MaxRandomTextures = MAX_RANDOM_TEXTURES_MED
MaxRandomAnimations = MAX_RANDOM_ANIMATIONS_MED
MaxAnimFrameDelta = MAX_ANIM_FRAME_DELTA_MED
End
LodOptions = HIGH
AllowMultipleModels = ALLOW_MULTIPLE_MODELS_HIGH
MaxRandomTextures = MAX_RANDOM_TEXTURES_HIGH
MaxRandomAnimations = MAX_RANDOM_ANIMATIONS_HIGH
MaxAnimFrameDelta = MAX_ANIM_FRAME_DELTA_HIGH
End
WadingParticleSys = WaterRipplesTrail ; used when the unit is wading in shallow water.
;;================ MODELS =================================================================
DefaultModelConditionState
Model = EUDwarfG_C_SKN
Skeleton = RUGimli_SKL
End
ModelConditionState WEAPONSET_PLAYER_UPGRADE
Model = EUDwarfG_C_SKN
Skeleton = RUGimli_SKL
End
ModelConditionState = USER_4 ; This state is used in cinematics to get the old style armor
Model = EUDwarfG_C_SKN
Skeleton = RUGimli_SKL
End
;;=============== ANIMATIONS ===============================================================
;;======= FALLING & FLYING
AnimationState = PASSENGER
Animation = Grabbed
AnimationName = RUGimli_LEPB ; Don't have real flailing anim, needs to be replaced
AnimationMode = LOOP
End
End
AnimationState = THROWN_PROJECTILE
Animation = FlyA
AnimationName = RUGimli_FLYA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
AnimationState = FREEFALL
Animation = Falling
AnimationName = RUGimli_FLYA
AnimationMode = LOOP
AnimationBlendTime = 10
End
End
AnimationState = STUNNED_FLAILING
Animation = FlyA
AnimationName = RUGimli_FLYA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
AnimationState = DYING SPLATTED
Animation = Splatted_On_Ground
AnimationName = RUGimli_LNDA
AnimationMode = ONCE
End
EnteringStateFX = FX_OrcHitGround
End
AnimationState = DYING AFLAME
Animation = MFDA
AnimationName = RUGimli_DIEC
AnimationMode = LOOP
End
End
AnimationState = DYING
Animation = DIEB
AnimationName = RUGimli_DIEA
AnimationMode = ONCE
End
Animation = DIEC
AnimationName = RUGimli_DIEC
AnimationMode = ONCE
End
End
;;======= LANDING & STANDING
AnimationState = STUNNED_STANDING_UP
Animation = GTPA
AnimationName = RUGimli_GTPA
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.5 1.5
End
End
AnimationState = STUNNED
Animation = Slatted_On_Ground
AnimationName = RUGimli_LNDA
AnimationMode = ONCE
End
EnteringStateFX = FX_OrcHitGround
End
AnimationState = MOVING FIRING_OR_PREATTACK_A
ShareAnimation = Yes
Animation = RunAndFire
AnimationName = RUGimli_ATRA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
;;====== TERROR
AnimationState = MOVING EMOTION_TERROR EMOTION_LOOK_TO_SKY
;@@@KM Add distance
Animation = TerrorFromTheSky
AnimationName = RUGimli_RUNA
AnimationMode = LOOP
End
Animation = TerrorFromTheSky
AnimationName = RUGimli_RUNB
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
AnimationState = MOVING EMOTION_TERROR
;@@@KM Add distance
Animation = TerrorFromTheSky
AnimationName = RUGimli_RUNA
AnimationMode = ONCE
End
Animation = TerrorFromTheSky
AnimationName = RUGimli_RUNB
AnimationMode = ONCE
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End
;;======= BACK UP
AnimationState = MOVING BACKING_UP
;@@@KM Add distance
Animation = BAKA
AnimationName = RUGimli_RUNA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
AnimationState = MOVING PANICKING
;@@@KM - Add Distance
Animation = MFDA
AnimationName = RUGimli_RUNB
AnimationMode = LOOP
End
Flags = RANDOMSTART
;ParticleSysBone = None InfantryDustTrails
End
AnimationState = MOVING ATTACKING
ShareAnimation = Yes;
Animation = RUNA
AnimationName = RUGimli_RUNB
AnimationMode = LOOP
Distance = 25
End
Flags = RANDOMSTART
;ParticleSysBone = None InfantryDustTrails
End
AnimationState = MOVING
;@@@KM - Add Distance
ShareAnimation = Yes;
Animation = RUNB
AnimationName = RUGimli_RUNA
AnimationMode = LOOP
Distance = 30
End
Flags = RANDOMSTART
;ParticleSysBone = None InfantryDustTrails
End
;;======= UNCONTROLLABLY AFRAID
; This is before Attacking so it overrides it. Normal fear is below so you don't go to little-fear in between swings.
AnimationState = EMOTION_UNCONTROLLABLY_AFRAID
Animation = FERA
AnimationName = RUGimli_CHRA ; Don't have real fear, needs to be replaced
AnimationMode = LOOP
End
End
;;---------------------- ATTACKING ----------------------------------------------------------------
AnimationState = FIRING_OR_PREATTACK_A
Animation = ATK1
AnimationName = RUGimli_ATKA
AnimationMode = ONCE
UseWeaponTiming = Yes
End
Animation = ATK2
AnimationName = RUGimli_ATKB
AnimationMode = ONCE
UseWeaponTiming = Yes
End
Animation = ATK3
AnimationName = RUGimli_ATKC
AnimationMode = ONCE
UseWeaponTiming = Yes
End
;ParticleSysBone = None MeleeDust
End
AnimationState = ATTACKING
Animation = ALERT_1
AnimationName = RUGimli_IDLA
AnimationMode = LOOP
End
End
;;----------------- HIT REACTIONS -------------------------------------------------------------------------
AnimationState = HIT_REACTION
Animation = HITA
AnimationName = RUGimli_HITA
AnimationMode = ONCE
End
End
;;----------------- EMOTIONS ----------------------------------------------------------------
;;======= APPREHENSIVE
AnimationState = EMOTION_ALERT EMOTION_AFRAID
Animation = APPA
AnimationName = GUManMocap_APPA
AnimationMode = ONCE
End
Animation = APPB
AnimationName = GUManMocap_APPB
AnimationMode = ONCE
End
Flags = RANDOMSTART RESTART_ANIM_WHEN_COMPLETE
End
;;======= AFRAID
AnimationState = EMOTION_AFRAID
Animation = FERA
AnimationName = RUGimli_CHRA ; Don't have real fear, needs to be replaced
AnimationMode = LOOP
End
End
;;======== POINTING
AnimationState = EMOTION_POINTING
Animation = Pointing1
AnimationName = RUGimli_CHRA ; Don't have real pointing anim, needs to be replaced
AnimationMode = LOOP
End
End
;;======= TAUNTING
AnimationState = EMOTION_TAUNTING
Animation = Taunting1
AnimationName = RUGimli_CHRA ; Don't have real taunting anim, needs to be replaced
AnimationMode = ONCE
End
Flags = RANDOMSTART RESTART_ANIM_WHEN_COMPLETE
End
;;======= CELEBRATING
AnimationState = EMOTION_CELEBRATING
Animation = CHRA
AnimationName = RUGimli_CHRA
AnimationMode = ONCE
End
Animation = CHRB
AnimationName = RUGimli_CHRB
AnimationMode = ONCE
End
Animation = IDLD
AnimationName = RUGimli_IDLD
AnimationMode = ONCE
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End
;;----------------- ALERT STATE ---------------------------------------------------------------------------
AnimationState = EMOTION_ALERT
Animation = ALERT_1
AnimationName = RUGimli_IDLA
AnimationMode = LOOP;ONCE
AnimationPriority = 10
End
Flags = RESTART_ANIM_WHEN_COMPLETE ; acts like an idle animation & keeps running the animations.
End
;;----------------- SELECTED STATES -----------------------------------------------------------------------
AnimationState = SELECTED
StateName = STATE_Selected
Animation = ATNB
AnimationName = RUGimli_ATNB
AnimationMode = LOOP
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Idle"
then
CurDrawableSetTransitionAnimState("TRANS_IdleToSelected")
end
if CurDrawableModelcondition("ATTACKING")
then
return "IDLA"
else
return "ATNA"
end
EndScript
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Idle" then CurDrawableSetTransitionAnimState("TRANS_IdleToSelected") end
EndScript
End
;;----------------- IDLE STATES ---------------------------------------------------------------------------
AnimationState = WEAPONSET_PLAYER_UPGRADE
StateName = STATE_Idle
Animation = IDLB
AnimationName = RUGimli_IDLB
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.9 1.1
End
Animation = IDLC
AnimationName = RUGimli_IDLC
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.9 1.1
End
Animation = IDLD
AnimationName = RUGimli_IDLD
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.9 1.1
End
Animation = CHRA
AnimationName = RUGimli_CHRA
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.9 1.1
End
Animation = CHRB
AnimationName = RUGimli_CHRB
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.9 1.1
End
Flags = RESTART_ANIM_WHEN_COMPLETE
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Selected" then CurDrawableSetTransitionAnimState("TRANS_SelectedToIdle") end
EndScript
End
AnimationState = USER_3
StateName = STATE_User_3
Animation = GUARD_STANCE
AnimationName = GUManMocap_IDLA
AnimationMode = LOOP
End
End
IdleAnimationState
StateName = STATE_Idle
Animation = IDLB
AnimationName = RUGimli_IDLB
AnimationMode = ONCE
AnimationPriority = 20
AnimationSpeedFactorRange = 0.9 1.1
AnimationBlendTime = 15
End
Animation = IDLC
AnimationName = RUGimli_IDLC
AnimationMode = ONCE
AnimationPriority = 1
AnimationSpeedFactorRange = 0.9 1.1
AnimationBlendTime = 15
End
Animation = IDLD
AnimationName = RUGimli_IDLD
AnimationMode = ONCE
AnimationPriority = 1
AnimationSpeedFactorRange = 0.9 1.1
AnimationBlendTime = 15
End
Animation = IDLE
AnimationName = RUGimli_IDLE
AnimationMode = ONCE
AnimationPriority = 1
AnimationSpeedFactorRange = 0.9 1.1
AnimationBlendTime = 15
End
Animation = IDLF
AnimationName = RUGimli_IDLF
AnimationMode = ONCE
AnimationPriority = 1
AnimationSpeedFactorRange = 0.9 1.1
AnimationBlendTime = 15
End
Animation = IDLG
AnimationName = RUGimli_IDLG
AnimationMode = ONCE
AnimationPriority = 1
AnimationSpeedFactorRange = 0.9 1.1
AnimationBlendTime = 15
End
Animation = IDLH
AnimationName = RUGimli_IDLH
AnimationMode = ONCE
AnimationPriority = 1
AnimationSpeedFactorRange = 0.9 1.1
AnimationBlendTime = 15
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Selected" then CurDrawableSetTransitionAnimState("TRANS_SelectedToIdle") end
EndScript
End
;;--------------- TRANSITIONS ---------------------------------------------------------------------------
TransitionState = TRANS_IdleToSelected
Animation = ATNA
AnimationName = RUGimli_ATNA
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.9 1.0
End
End
TransitionState = TRANS_SelectedToIdle
Animation = ATNC
AnimationName = RUGimli_ATNC
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.9 1.0
End
End
;;-----------------------------------------------------------------------------------------------------------
End
; ***DESIGN parameters ***
Side = Dwarves
EditorSorting = UNIT
ThreatLevel = 1.0
ThingClass = HORDE_UNIT
CommandPoints = 2
BountyValue = DWARVEN_GUARDIAN_BOUNTY_VALUE
EmotionRange = 240 ; Make sure this value is greater than the fear distribution range.
TransportSlotCount = TRANSPORTSLOTCOUNT_UNIT
;;; WEAPON SETS ;;;
WeaponSet
Conditions = None
Weapon = PRIMARY DwarvenGuardianAxe
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
WeaponSet
Conditions = PLAYER_UPGRADE
Weapon = PRIMARY DwarvenGuardianAxe
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
;;; ARMOUR SETS ;;;
ArmorSet
Conditions = None
Armor = SoldierArmor
DamageFX = NormalDamageFX
End
ArmorSet
Conditions = PLAYER_UPGRADE
Armor = SoldierHeavyArmor
DamageFX = NormalDamageFX
End
VisionRange = VISION_STANDARD_MELEE
ShroudClearingRange = SHROUD_CLEAR_STANDARD
DisplayName = OBJECT:DwarvenGuardian_C
CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CrushRevengeWeapon = AntiCavalryInfantryCrushRevenge
CommandSet = DwarvenGuardianCommandSet
; *** AUDIO Parameters ***;
;VoiceAmbushed = GondorSoldierVoiceAmbushed OBSOLETE VOICE
VoiceAttack = GondorSoldierVoiceAttack
VoiceAttackCharge = GondorSoldierVoiceAttackCharge
VoiceAttackMachine = GondorSoldierVoiceAttack
VoiceAttackStructure = GondorSoldierVoiceAttackBuilding
VoiceEnterStateAttack = GondorSoldierVoiceEnterStateAttack
VoiceEnterStateAttackCharge = GondorSoldierVoiceEnterStateAttackCharge
VoiceEnterStateAttackMachine = GondorSoldierVoiceEnterStateAttackBuilding
VoiceEnterStateAttackStructure = GondorSoldierVoiceEnterStateAttackBuilding
VoiceCreated = GondorSoldierVoiceSalute
VoiceFullyCreated = GondorSoldierVoiceSalute ;GondorSoldierVoiceCreated
VoiceGuard = GondorSoldierVoiceMove
VoiceMove = GondorSoldierVoiceMove
VoiceMoveToCamp = GondorSoldierVoiceMoveCamp
VoiceMoveWhileAttacking = GondorSoldierVoiceDisengage ;TEMP_GondorSoldierVoiceMoveWhileAttacking_TEMP
VoicePriority = 49
VoiceRetreatToCastle = GondorSoldierVoiceRetreat
VoiceSelect = GondorSoldierVoiceSelectMS
VoiceSelectBattle = GondorSoldierVoiceSelectBattle
VoiceEnterStateMove = GondorSoldierVoiceEnterStateMove
VoiceEnterStateMoveToCamp = GondorSoldierVoiceEnterStateMoveCamp
VoiceEnterStateMoveWhileAttacking = GondorSoldierVoiceEnterStateDisengage
VoiceEnterStateRetreatToCastle = GondorSoldierVoiceEnterStateRetreat
SoundImpact = ImpactHorse
UnitSpecificSounds
VoiceGarrison = GondorSoldierVoiceGarrison
VoiceDesperateAttack = GondorSoldierVoiceDesperateCharge
VoiceAttackUnitWebbedHumanoidWithGondorFighterInside = GondorSoldierVoiceAttackWebbedSoldier
VoiceAttackUnitWebbedHumanoidWithGondorArcherInside = GondorSoldierVoiceAttackWebbedSoldier
End
#include "..\..\..\includes\StandardUnitEvaEvents.inc"
Behavior = LargeGroupAudioUpdate ModuleTag_LGAU
Key = Human Unit Infantry Gondor_Soldier
End
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
MaxUpdateRangeCap = 800
AnimationSound = Sound: TauntHumanHitShield Animation:GUMAArms_SKL.GUManMocap_IDLC Frames: 17 27
AnimationSound = Sound: TauntHumanHitShield Animation:GUMAArms_SKL.GUManMocap_TNTC Frames: 74 82 94 125 139
AnimationSound = Sound:BodyFallGeneric1 Animation:GUMAArms_SKL.GUManMocap_DIEB Frames:89
AnimationSound = Sound:BodyFallGeneric1 Animation:GUMAArms_SKL.GUManMocap_DIEC Frames:71
AnimationSound = Sound:BodyFallGeneric1 Animation:GUMAArms_SKL.GUManMocap_DIED Frames:29
AnimationSound = Sound:BodyFallGeneric1 Animation:GUMAArms_SKL.GUManMocap_DIEE Frames:28
AnimationSound = Sound:BodyFallGeneric1 Animation:GUMAArms_SKL.GUMAARMS_LNDA Frames:0
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE THROWN_OBJECT ATTACK_NEEDS_LINE_OF_SIGHT NOTIFY_OF_PREATTACK GRAB_AND_DROP
Body = ActiveBody ModuleTag_02
CheerRadius = EMOTION_CHEER_RADIUS
MaxHealth = DWARVEN_GUARDIAN_HEALTH
MaxHealthDamaged = DWARVEN_GUARDIAN_HEALTH_DAMAGED
;RecoveryTime = DWARVEN_GUARDIAN_HEALTH_RECOVERY_TIME
End
Behavior = WeaponSetUpgrade WeaponSetUpgradeModuleTag
TriggeredBy = Upgrade_ElvenForgedBlades Upgrade_TechnologyElvenForgedBlades
RequiresAllTriggers = Yes
End
Behavior = ArmorUpgrade ArmorUpgradeModuleTag
TriggeredBy = Upgrade_ElvenHeavyArmor
ArmorSetFlag = PLAYER_UPGRADE
;KillArmorUpgrade = Yes ;This cancels any previous armor upgrade.
End
;-------------------------------------------------------------------------
;
; Sub object upgrading.
;
Behavior = SubObjectsUpgrade Armor_Upgrade
TriggeredBy = Upgrade_ElvenHeavyArmor
UpgradeTexture = dwarf_a.tga 0 rudwarf_b.tga
RecolorHouse = Yes
ExcludeSubobjects = Forged_Blade
End
Behavior = SubObjectsUpgrade ForgedBlade_Upgrade
TriggeredBy = Upgrade_ElvenForgedBlades
ShowSubObjects = Forged_Blade
End
;-------------------------------------------------------------------------
Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
MoodAttackCheckRate = 500
AILuaEventsList = GondorFighterFunctions
MinCowerTime = 3000
MaxCowerTime = 5000
AttackPriority = AttackPriority_Infantry
End
LocomotorSet
Locomotor = HumanLocomotor
Condition = SET_NORMAL
Speed = NORMAL_GOOD_INFANTRY_MEMBER_SPEED
End
Behavior = PhysicsBehavior ModuleTag_04
GravityMult = 1.0
ShockStunnedTimeLow = 1400 ;msec
ShockStunnedTimeHigh = 2400 ;msec
ShockStandingTime = 666 ;msec
End
Behavior = AttributeModifierUpgrade ModuleTag_AMU
TriggeredBy = Upgrade_GondorFighterFearless
AttributeModifier = FearlessForever
End
Behavior = SquishCollide ModuleTag_06
;nothing
End
Behavior = HordeMemberCollide ModuleTag_HMC
;nothing
End
Behavior = HitReactionBehavior HitReactionBehaviorModuleTag
HitReactionLifeTimer1 = 2500 ; level 1 (light damage) hit reaction animations in ms
HitReactionLifeTimer2 = 2500 ; level 2 (medium damage) hit reaction animations in ms
HitReactionLifeTimer3 = 2500 ; level 3 (heavy damage) hit reaction animations in ms
HitReactionThreshold1 = 5.0 ; level 1 (light damage) threshold trigger
HitReactionThreshold2 = 25.0 ; level 2 (medium damage) threshold trigger
HitReactionThreshold3 = 50.0 ; level 3 (heavy damage) threshold trigger
FastHitsResetReaction = Yes If set -- when hits occur faster than the reaction animations, it will reset the animation. (like getting riddled with machine gun bullets)
End
Behavior = SlowDeathBehavior ModuleTag_05
DeathTypes = ALL -KNOCKBACK
SinkDelay = 3000
SinkRate = 0.60 ; in Dist/Sec
DestructionDelay = 10000
Sound = INITIAL HumanVoiceDie ;GondorSoldierVoiceDie
End
Behavior = SlowDeathBehavior ModuleTag_07
; Same as normal death, but no sound (sound already played by SoundImpact = ... )
DeathTypes = NONE +KNOCKBACK
SinkDelay = 3000
SinkRate = 0.60 ; in Dist/Sec
DestructionDelay = 10000
End
Behavior = BezierProjectileBehavior ModuleTag_08 ; Module starts asleep, and wakes up when thrown.
; To tweak a Bezier path
FirstHeight = 24 ; Height of Bezier control points above highest intervening terrain
SecondHeight = 24
FirstPercentIndent = 30% ; Percentage of shot distance control points are placed
SecondPercentIndent = 70%
TumbleRandomly = Yes
CrushStyle = Yes ; I don't detonate, I just hit
DieOnImpact = Yes
BounceCount = 1 ; When I hit the ground, I'll arc again
BounceDistance = 40 ; this far
BounceFirstHeight = 24 ; Height of Bezier control points above highest intervening terrain
BounceSecondHeight = 24
BounceFirstPercentIndent = 20% ; Percentage of shot distance control points are placed
BounceSecondPercentIndent = 80%
GroundHitFX = FX_ThrownRockGroundHit
GroundBounceFX = FX_ThrownRockBounceHit
End
Geometry = CYLINDER
GeometryMajorRadius = 8.0
GeometryMinorRadius = 8.0
GeometryHeight = 19.2
GeometryIsSmall = No
Shadow = SHADOW_DECAL
ShadowSizeX = 19;
ShadowSizeY = 19;
ShadowTexture = ShadowI;
End
;---------------------------------------------------
Object DwarvenGuardian_C_static
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_Draw
DefaultModelConditionState
Model = EUDwarfG_C_tmp
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:DwarvenGuard
Side = Dwarves
EditorSorting = UNIT
ThreatLevel = 1.0
; *** ENGINEERING Parameters ***
KindOf = IMMOBILE UNATTACKABLE
Body = ActiveBody ModuleTag_03
MaxHealth = 99999.0
End
Geometry = BOX
GeometryMajorRadius = 26.0
GeometryMinorRadius = 2.2
GeometryHeight = 32.0
Shadow = SHADOW_VOLUME ; for demo purposes
GeometryIsSmall = Yes
End