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data_ini_object_goodfaction_units_dwarven_dwarvenporter.ini
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2006-01-31
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;------------------------------------------------------------------------------
;
; DwarvenPorter.ini
;
;------------------------------------------------------------------------------
; aka Gondor Porter
Object DwarvenPorter
; *** ART Parameters ***
SelectPortrait = UPDwarven_Porter
; ButtonImage for Porter
ButtonImage = BDFortress_Porter
Draw = W3DTruckDraw ModuleTag_01
OkToChangeModelColor = Yes
;StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD
DefaultModelConditionState
Model = DUPorter_SKN
Skeleton = DUPorter_SKL
End
IdleAnimationState
StateName = STATE_Running
Animation = IDLA
AnimationName = DUPorter_IDLA
AnimationMode = ONCE
AnimationPriority = 20
End
End
AnimationState = DYING DEATH_1
Animation = DIEB
AnimationName = DUPorter_DIEB
AnimationMode = ONCE
End
End
AnimationState = DYING DEATH_2
Animation
AnimationName = DUPorter_IDLA
AnimationMode = LOOP
End
End
AnimationState = DYING
Animation = DIEA
AnimationName = DUPorter_DIEA
AnimationMode = ONCE
End
End
AnimationState = PARALYZED
Animation
AnimationName = DUPorter_IDLA
AnimationMode = LOOP
End
End
AnimationState = MOVING WANDER
Animation = WLKA
AnimationName = DUPorter_RUNA ;DUPorter_WLKA
AnimationMode = LOOP
End
Flags = RANDOMSTART
;ParticleSysBone = None InfantryDustTrails
End
AnimationState = MOVING
StateName = STATE_Running
Animation = RUNNING
AnimationName = DUPorter_RUNA
AnimationMode = LOOP
End
Flags = RANDOMSTART
;ParticleSysBone = None InfantryDustTrails
End
AnimationState = UNPACKING PACKING_TYPE_1
Animation
AnimationName = DUPorter_FIRA
AnimationMode = ONCE
End
ParticleSysBone = BUCKET PorterFireWater FollowBone:YES
BeginScript
CurDrawablePlaySound("MenBuilderFireExtinguish")
EndScript
End
AnimationState = ACTIVELY_CONSTRUCTING
StateName = STATE_Constructing
Animation = WRKA
AnimationName = DUPorter_WRKB
AnimationMode = ONCE
AnimationPriority = 30
AnimationSpeedFactorRange = 0.9 1.1
End
Animation = WRKA ; In twice so that we can play it twice in a row.
AnimationName = DUPorter_WRKB
AnimationMode = ONCE
AnimationPriority = 30
AnimationSpeedFactorRange = 0.9 1.1
End
Animation = WRKB
AnimationName = DUPorter_WRKC
AnimationMode = ONCE
AnimationPriority = 5
AnimationSpeedFactorRange = 0.9 1.1
End
Animation = WRKB
AnimationName = DUPorter_WRKC
AnimationMode = ONCE
AnimationPriority = 5
AnimationSpeedFactorRange = 0.9 1.1
End
Flags = RESTART_ANIM_WHEN_COMPLETE
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Running" then CurDrawableSetTransitionAnimState("TRANS_RunToWork") end
EndScript
End
;;--------------- TRANSITIONS ---------------------------------------------------------------------------
TransitionState = TRANS_RunToWork
Animation = ATNA
AnimationName = DUPorter_WRKA
AnimationMode = ONCE
End
End
;;-----------------------------------------------------------------------------------------------------------
LeftFrontTireBone = WHEEL_L01
RightFrontTireBone = WHEEL_R01
;LeftRearTireBone = WHEEL_L01
;RightRearTireBone = WHEEL_R01
TireRotationMultiplier = 0.2
End
#include "..\..\..\includes\StunDrawModuleMedium.inc"
; ***DESIGN parameters ***
Side = Dwarves
EditorSorting = UNIT
ThingClass = HORDE_UNIT
CommandPoints = 0
TransportSlotCount = TRANSPORTSLOTCOUNT_DOZER
ArmorSet
Conditions = None
Armor = PorterArmor
DamageFX = NormalDamageFX
End
BuildCost = DWARVEN_PORTER_BUILDCOST
BuildTime = DWARVEN_PORTER_BUILDTIME
VisionRange = DWARVEN_PORTER_VISION_RANGE
BountyValue = DWARVEN_PORTER_BOUNTY_VALUE
ShroudClearingRange = DWARVEN_PORTER_SHROUD_RANGE
DisplayName = OBJECT:DwarvenPorter
CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
ShockwaveResistance = SHOCKWAVE_RESISTANCE_IMMUNE
IsTrainable = No
CommandSet = DwarvenPorterCommandSet
; *** AUDIO Parameters ***;
VoiceCreated = DwarfBuilderVoiceSalute
VoiceFullyCreated = DwarfBuilderVoiceSalute
VoiceMove = DwarfBuilderVoiceMove
VoiceMoveToCamp = DwarfBuilderVoiceMove
VoicePriority = 6
VoiceRetreatToCastle = DwarfBuilderVoiceMove
VoiceSelect = DwarfBuilderVoiceSelectMS
SoundImpact = ImpactHorse
SoundMoveLoop = DwarfBuilderMoveLoopMS
SoundMoveStart = DwarfBuilderMoveStart
UnitSpecificSounds
VoiceNoBuild = DwarfBuilderVoiceCantBuild
VoiceBuildResponse = DwarfBuilderVoiceBuild
VoiceExtinguishFireAtLocation = DwarfBuilderVoiceMove
VoiceGarrison = DwarfBuilderVoiceMove
VoiceEnterUnitElvenTransportShip = DwarfBuilderVoiceMove
VoiceInitiateCaptureBuilding = DwarfBuilderVoiceMove
VoiceSelectIdleWorker = DwarfBuilderVoiceSelectIdle
;VoiceEnterStateInitiateCaptureBuilding =
End
CrowdResponseKey = Dwarf
Behavior = LargeGroupAudioUpdate ModuleTag_LGAU ;Tie into LargeGroupAudio system
Key = Dwarf
End
#include "..\..\..\Includes\StandardUnitEvaEvents.inc"
EvaEventDamagedOwner = PorterUnderAttack ;Eva event to trigger when unit is damaged
; Moved to FX_PorterDie so that we avoid annoucing FADED deaths
;EvaEventDieOwner = PorterDie ;Eva event to trigger on unit's death. NOTICE THAT this is only for permanent deaths
ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_foo
ModelCondition = Required:EMOTION_CELEBRATING Excluded:DYING ENGAGED Sound:EmotionDwarfCompilationVoxCheerSinglesLoop ;MOVING ATTACKING
ModelCondition = Required:EMOTION_POINTING Excluded:DYING ENGAGED Sound:EmotionDwarfCompilationVoxTauntSinglesLoop ;MOVING ATTACKING
ModelCondition = Required:EMOTION_TAUNTING Excluded:DYING ENGAGED Sound:EmotionDwarfCompilationVoxTauntSinglesLoop ;MOVING ATTACKING
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE DOZER CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE THROWN_OBJECT PORTER IGNORES_SELECT_ALL
//SelectionPriority = SELECTION_PRIORITY_PORTER
Body = ActiveBody ModuleTag_02
MaxHealth = DWARVEN_PORTER_HEALTH
MaxHealthDamaged = DWARVEN_PORTER_HEALTH_DAMAGED
RecoveryTime = DWARVEN_PORTER_HEALTH_RECOVERY_TIME
End
Behavior = DozerAIUpdate ModuleTag_03
AILuaEventsList = InfantryFunctions
RepairHealthPercentPerSecond = 2% ; % of max health to repair each second
BoredTime = 5000 ; in milliseconds
BoredRange = 150 ; when bored, we look this far away to do something
AutoAcquireEnemiesWhenIdle = No ; no mine-disarming in the design at the moment
SpecialContactPoints = Repair
End
LocomotorSet
Locomotor = PorterLocomotor
Condition = SET_NORMAL
Speed = NORMAL_INGAME_PORTER_SPEED
End
LocomotorSet
Locomotor = PorterLocomotor
Condition = SET_WANDER
Speed = NORMAL_INGAME_PORTER_SPEED
End
Behavior = PhysicsBehavior ModuleTag_04
GravityMult = 1.0
End
Behavior = SlowDeathBehavior SlowDeathBehaviorModuleTag_1
DeathTypes = ALL -CRUSHED -EXPLODED -KNOCKBACK -DETONATED -SPLATTED -FADED -SLAUGHTERED
SinkDelay = 3000
SinkRate = 1.40 ; in Dist/Sec
DestructionDelay = 13000
Sound = INITIAL DwarfBuilderVoiceDie
FX = INITIAL FX_PorterDie
End
; Send porter back into fortress, don't announce or scream
Behavior = SlowDeathBehavior SlowDeathBehaviorModuleTag_Decommissioned
DeathTypes = NONE +SLAUGHTERED
SinkDelay = 1000
SinkRate = 1.40 ; in Dist/Sec
DestructionDelay = 5000
End
Behavior = SlowDeathBehavior SlowDeathBehaviorModuleTag_2
DeathTypes = NONE +CRUSHED +EXPLODED +KNOCKBACK +DETONATED +SPLATTED
SinkDelay = 3000
SinkRate = 1.40 ; in Dist/Sec
DestructionDelay = 13000
DeathFlags = DEATH_1
FX = INITIAL FX_PorterDieExplosion
Sound = INITIAL DwarfBuilderVoiceDie
End
Behavior = SlowDeathBehavior ModuleTag_ConstructionDeath
DeathTypes = NONE +FADED
DeathFlags = DEATH_2
FadeDelay = 500
FadeTime = 3500
DestructionDelay = 4000
End
Behavior = SquishCollide ModuleTag_06
;nothing
End
Behavior = BezierProjectileBehavior ModuleTag_08 ; Module starts asleep, and wakes up when thrown.
;
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 = 16 ; Height of Bezier control points above highest intervening terrain
BounceSecondHeight = 16
BounceFirstPercentIndent = 20% ; Percentage of shot distance control points are placed
BounceSecondPercentIndent = 80%
GroundHitFX = FX_ThrownRockGroundHit
GroundBounceFX = FX_ThrownRockBounceHit
End
;--------------------------------------------------------------------
; Sub object revealing.
;--------------------------------------------------------------------
Behavior = SubObjectsUpgrade Shield_Upgrade
TriggeredBy = Upgrade_RohanHorseShield Upgrade_KnightShield
ShowSubObjects = SHIELDS
HideSubObjects = BANNERS BOWS BRAZIER SWORDS TREBUCHET_FIRE BANNERS ARMOR COAL FireArowTip Forged_Blade
SkipFadeOnCreate = Yes
End
Behavior = SubObjectsUpgrade Sword_Upgrade
TriggeredBy = Upgrade_GondorForgedBlades
ShowSubObjects = SWORDS Forged_Blade
HideSubObjects = BANNERS BOWS BRAZIER ARMOR TREBUCHET_FIRE BANNERS SHIELDS COAL FireArowTip
SkipFadeOnCreate = Yes
End
Behavior = SubObjectsUpgrade Armor_Upgrade
TriggeredBy = Upgrade_HeavyArmor
ShowSubObjects = ARMOR
HideSubObjects = BANNERS BOWS BRAZIER SWORDS TREBUCHET_FIRE BANNERS SHIELDS COAL FireArowTip Forged_Blade
SkipFadeOnCreate = Yes
End
Behavior = SubObjectsUpgrade Bow_Upgrade
TriggeredBy = Upgrade_RohanHorseBow
ShowSubObjects = BOWS
HideSubObjects = BANNERS ARMOR BRAZIER SWORDS TREBUCHET_FIRE BANNERS SHIELDS COAL FireArowTip Forged_Blade
SkipFadeOnCreate = Yes
End
Behavior = SubObjectsUpgrade Lance_Upgrade
TriggeredBy = Upgrade_RohanHorseLance
ShowSubObjects = BANNERS
HideSubObjects = ARMOR BOWS BRAZIER SWORDS TREBUCHET_FIRE BANNERS SHIELDS COAL FireArowTip Forged_Blade
SkipFadeOnCreate = Yes
End
Behavior = SubObjectsUpgrade Horn_Upgrade
TriggeredBy = Upgrade_RohanHornsOfTheRohirrim
ShowSubObjects = SWORDS
HideSubObjects = BANNERS BOWS BRAZIER ARMOR TREBUCHET_FIRE BANNERS SHIELDS COAL FireArowTip Forged_Blade
SkipFadeOnCreate = Yes
End
Behavior = SubObjectsUpgrade FireStone_Upgrade
TriggeredBy = Upgrade_GondorFireStones
ShowSubObjects = TREBUCHET_FIRE
HideSubObjects = BANNERS BOWS BRAZIER SWORDS ARMOR BANNERS SHIELDS COAL FireArowTip Forged_Blade
SkipFadeOnCreate = Yes
End
Behavior = SubObjectsUpgrade FireArrow_Upgrade
TriggeredBy = Upgrade_FireArrows
ShowSubObjects = BRAZIER FireArowTip
HideSubObjects = BANNERS BOWS ARMOR SWORDS TREBUCHET_FIRE BANNERS SHIELDS COAL Forged_Blade
SkipFadeOnCreate = Yes
End
;--------------------------------------------------------------------
; Delivering and upgrading.
;--------------------------------------------------------------------
Behavior = SpecialPowerModule ModuleTag_UpgradeNearest
SpecialPowerTemplate = SpecialAbilityGiveUpgradeNearest
UpdateModuleStartsAttack = Yes
;InitiateSound = OrcPorterGenericVoiceDeliver
End
Behavior = SpecialPowerModule ModuleTag_09
SpecialPowerTemplate = SpecialAbilityGiveUpgrade
UpdateModuleStartsAttack = Yes
InitiateSound = PorterGenericVoiceDeliver
End
Behavior = GiveUpgradeUpdate ModuleTag_UpgradeNearestUpdate
SpecialPowerTemplate = SpecialAbilityGiveUpgradeNearest
StartAbilityRange = 15.0
UnpackTime = 700 ; Pull out arrow
PreparationTime = 100 ; Quick shot
PersistentPrepTime = 500 ; looping the quick shot
PackTime = 233 ; back to idle
ApproachRequiresLOS = No
DeliverUpgrade = Yes
FadeOutSpeed = 0.1
SpawnOutFX = FX_PorterDeliver
End
Behavior = GiveUpgradeUpdate ModuleTag_11
SpecialPowerTemplate = SpecialAbilityGiveUpgrade
StartAbilityRange = 15.0
UnpackTime = 700 ; Pull out arrow
PreparationTime = 100 ; Quick shot
PersistentPrepTime = 500 ; looping the quick shot
PackTime = 233 ; back to idle
ApproachRequiresLOS = No
FadeOutSpeed = 0.1
SpawnOutFX = FX_PorterDeliver
End
;--------------------------------------------------------------------
; Emotion Tracker
;--------------------------------------------------------------------
Behavior = EmotionTrackerUpdate Module_EmotionTracker
AfraidOf = NONE +RohanTreeBerd +RohanEntFir +RohanEntAsh +RohanEntBirch +MordorBalrog +MordorCaveTroll +MordorMountainTroll +MordorDrummerTroll +MordorFellBeast +MordorMumakil;Must be SCARY kindof as well.
AlwaysAfraidOf = NONE +MordorWitchKing +MordorWitchKingOnFellBeast +MordorBalrog +RohanOathbreaker
FearScanDistance = 250
AddEmotion = Terror_Base
AddEmotion = BraceForBeingCrushed_Base
End
#include "..\..\..\Includes\PorterExtinguishFire.inc"
;--------------------------------------------------------------------
; Don't make it any bigger or try making it a box or this unit will not make it up onto walls to deliver it's goods.
Geometry = CYLINDER
GeometryMajorRadius = 8.0
GeometryMinorRadius = 8.0
GeometryHeight = 16.0
GeometryIsSmall = Yes
Shadow = SHADOW_DECAL
ShadowSizeX = 27;
ShadowSizeY = 27;
ShadowTexture = ShadowI;
End
;--------------------------------------------------------------------
ChildObject DwarvenPorterNoSelect DwarvenPorter
KindOf = PRELOAD CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER DOZER SWARM_DOZER NOT_AUTOACQUIRABLE MOVE_FOR_NOONE
ShockwaveResistance = SHOCKWAVE_RESISTANCE_IMMUNE
End