home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
GameStar 2006 April
/
Gamestar_83_2006-04_dvd.iso
/
Dema
/
lotrbfme2_demo.exe
/
INI.big
/
data_ini_object_goodfaction_units_dwarven_dwarvenram.ini
< prev
next >
Wrap
Text File
|
2006-01-31
|
14KB
|
451 lines
;------------------------------------------------------------------------------
;
Object DwarvenDemolisher
; *** ART Parameters ***
; This is required for garrisoned objects - please put in all objects.
ButtonImage = BDForgeWorks_Demolisher
SelectPortrait = UPDwarven_Demolisher
Draw = W3DTruckDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = Yes
; ExtraPublicBone = PASSENGER
; DependencySharedModelFlags = MOVING FIRING_OR_PREATTACK_A FIRING_OR_PREATTACK_B FIRING_OR_PREATTACK_C TURN_LEFT TURN_RIGHT BACKING_UP
DefaultModelConditionState
Model = EUDwarfRam_SKN
; WeaponLaunchBone = PRIMARY CREWBONE07
Skeleton = EUDwarfRam_SKL
; WeaponFireFXBone PRIMARY CREWBONE07
End
ModelConditionState =DYING
Model = EUDwarfRam_DTHA
Skeleton = EUDwarfRam_DTHA
End
IdleAnimationState
Animation = IDL
AnimationName = EUDwarfRam_IDLA
AnimationMode = LOOP
End
StateName = Idle
End
;Die - ground unit destroys the trebuchet
AnimationState = DYING
Animation = EUDwarfRam_DTHA
AnimationName = EUDwarfRam_DTHA
AnimationMode = ONCE
End
End
AnimationState = PARALYZED
Animation
AnimationName = EUDwarfRam_IDLA
AnimationMode = LOOP
End
End
;-----------Just Built animation
ModelConditionState =JUST_BUILT
Model = EUDwarfRam_SKN
End
AnimationState = JUST_BUILT
Animation = Being_Built
AnimationName = EUDwarfRam_BLDA
AnimationMode = ONCE
AnimationBlendTime = 0 ; Can't blend here, as this anim is offset from the object position.
End
End
AnimationState = UNPACKING
Animation = grasping_siege_lefthanded
AnimationName = EUDwarfRam_UPAK
AnimationMode = ONCE
End
End
AnimationState = PACKING
Animation = grasping_siege_lefthanded
AnimationName = EUDwarfRam_PAK
AnimationMode = ONCE
End
End
AnimationState = DEPLOYED FIRING_OR_PREATTACK_A
Animation = grasping_siege_lefthanded
AnimationName = EUDwarfRam_ATKD
AnimationMode = ONCE
End
End
AnimationState = DEPLOYED
Animation = grasping_siege_lefthanded
AnimationName = EUDwarfRam_IDLD
AnimationMode = ONCE
End
End
AnimationState = FIRING_OR_PREATTACK_A
Animation = grasping_siege_lefthanded
AnimationName = EUDwarfRam_ATKA
AnimationMode = ONCE
; UseWeaponTiming = Yes
End
End
AnimationState = FIRING_OR_PREATTACK_B
Animation = grasping_siege_lefthanded
AnimationName = EUDwarfRam_ATKA
AnimationMode = ONCE
; UseWeaponTiming = Yes
End
End
AnimationState = FIRING_OR_PREATTACK_C
Animation = grasping_siege_lefthanded
AnimationName = EUDwarfRam_ATKA
AnimationMode = ONCE
; UseWeaponTiming = Yes
End
End
AnimationState = TURN_LEFT TURN_LEFT_HIGH_SPEED
Animation = TurningLeft
AnimationName = EUDwarfRam_TRNL
AnimationMode = LOOP
AnimationSpeedFactorRange = 1.8 1.8
AnimationBlendTime = 10
End
;ParticleSysBone = WheelL02 GenericSiegeTrailDust ;out for demo
;ParticleSysBone = WheelR02 GenericSiegeTrailDust ;out for demo
; BeginScript
; Prev = CurDrawablePrevAnimationState()
; if Prev == "Attack" then
; CurDrawableSetTransitionAnimState("TransToTurnLeft")
; end
; EndScript
End
AnimationState = TURN_RIGHT TURN_RIGHT_HIGH_SPEED
Animation = TurningLeft
AnimationName = EUDwarfRam_TRNR
AnimationMode = LOOP
AnimationSpeedFactorRange = 1.8 1.8
AnimationBlendTime = 10
End
;ParticleSysBone = WheelL02 GenericSiegeTrailDust ;out for demo
;ParticleSysBone = WheelR02 GenericSiegeTrailDust ;out for demo
; BeginScript
; Prev = CurDrawablePrevAnimationState()
; if Prev == "Attack" then
; CurDrawableSetTransitionAnimState("TransToTurnLeft")
; end
; EndScript
End
AnimationState = TURN_LEFT
Animation = TurningLeft
AnimationName = EUDwarfRam_TRSL
AnimationMode = LOOP
AnimationSpeedFactorRange = 1.8 1.8
AnimationBlendTime = 10
End
;ParticleSysBone = WheelL02 GenericSiegeTrailDust ;out for demo
;ParticleSysBone = WheelR02 GenericSiegeTrailDust ;out for demo
; BeginScript
; Prev = CurDrawablePrevAnimationState()
; if Prev == "Attack" then
; CurDrawableSetTransitionAnimState("TransToTurnLeft")
; end
; EndScript
End
AnimationState = TURN_RIGHT
Animation = TurningLeft
AnimationName = EUDwarfRam_TRSR
AnimationMode = LOOP
AnimationSpeedFactorRange = 1.8 1.8
AnimationBlendTime = 10
End
;ParticleSysBone = WheelL02 GenericSiegeTrailDust ;out for demo
;ParticleSysBone = WheelR02 GenericSiegeTrailDust ;out for demo
; BeginScript
; Prev = CurDrawablePrevAnimationState()
; if Prev == "Attack" then
; CurDrawableSetTransitionAnimState("TransToTurnLeft")
; end
; EndScript
End
AnimationState = MOVING
Animation = Moving
AnimationName = EUDwarfRam_WLKA
AnimationMode = LOOP
AnimationSpeedFactorRange = 1.8 1.8
End
;ParticleSysBone = WheelL02 GenericSiegeTrailDust ;out for demo
;ParticleSysBone = WheelR02 GenericSiegeTrailDust ;out for demo
End
AnimationState = JUST_BUILT
Animation = Being_Built
AnimationName = EUDwarfRam_IDLA
AnimationMode = ONCE
AnimationBlendTime = 0 ; Must be zero.
End
End
TrackMarks = EXTireTrack2_Temp.tga
TrackMarksLeftBone = WheelL01
TrackMarksRightBone = WheelR01
LeftFrontTireBone = WheelL01
RightFrontTireBone = WheelR01
LeftRearTireBone = WheelL02
RightRearTireBone = WheelR02
TireRotationMultiplier = 0.07 ; this * speed = rotation.
PowerslideRotationAddition = 1.5 ; This speed is added to the rotation speed when powersliding.
ParticlesAttachedToAnimatedBones = Yes
End
Draw = W3DScriptedModelDraw DustEffects
DefaultModelConditionState
Model = None
End
IdleAnimationState
End
AnimationState = MOVING WADING
ParticleSysBone = None FootstepSlash
End
AnimationState = MOVING ACCELERATE
ParticleSysBone = None GenericSiegeTrailDust
End
AnimationState = MOVING ACCELERATE
ParticleSysBone = None GenericSiegeTrailDust
End
AnimationState = MOUNTED MOVING
End
End
#include "..\..\..\includes\StunDrawModuleLarge.inc"
; ***DESIGN parameters ***
Side = Dwarves
EditorSorting = UNIT
ThreatLevel = DWARVEN_RAM_THREAT_LEVEL
ThreatBreakdown DwarvenRam_DetailedThreat
AIKindOf = SIEGEWEAPON
End
TransportSlotCount = TRANSPORTSLOTCOUNT_SIEGE
ThingClass = MACHINE
ShroudClearingRange = DWARVEN_BATTERINGRAM_SHROUD_RANGE
VisionRange = DWARVEN_BATTERINGRAM_VISION_RANGE
BountyValue = DWARVEN_BATTERINGRAM_BOUNTY_VALUE
CrushableLevel = 3 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
DisplayName = OBJECT:DwarvenBatteringRam
CommandSet = DwarvenDemolisherCommandSet
CommandPoints = 25
BuildCost = DWARVEN_BATTERINGRAM_BUILDCOST
BuildTime = DWARVEN_BATTERINGRAM_BUILDTIME
WeaponSet
Conditions = None
Weapon = PRIMARY DwarvenBatteringRam
Weapon = SECONDARY DwarvenBatteringRamGate
OnlyAgainst = SECONDARY BLOCKING_GATE
Weapon = TERTIARY DwarvenBatteringRamWall
OnlyAgainst = TERTIARY WALK_ON_TOP_OF_WALL
End
ArmorSet
Conditions = None
Armor = DwarvenDemolisherArmor
DamageFX = None
End
ArmorSet
Conditions = PLAYER_UPGRADE
Armor = DwarvenDemolisherHeavyArmor
DamageFX = None
End
; This is required so that the build phase lasts as long as the anim.
BuildFadeInOnCreateTime = 6.6
; ************** AUDIO Parameters ***************;
;VoiceAmbushed = DwarfDemolisherVoiceAmbushed
VoiceAttack = DwarfDemolisherVoiceAttack
VoiceAttackCharge = DwarfDemolisherVoiceAttack
VoiceAttackMachine = DwarfDemolisherVoiceAttack
VoiceAttackStructure = DwarfDemolisherVoiceAttackBuilding
VoiceCreated = DwarfDemolisherVoiceSalute
VoiceFullyCreated = DwarfDemolisherVoiceSalute
VoiceGuard = DwarfDemolisherVoiceMove
VoiceMove = DwarfDemolisherVoiceMove
VoiceMoveToCamp = DwarfDemolisherVoiceMoveCamp
VoiceMoveWhileAttacking = DwarfDemolisherVoiceDisengage
VoicePriority = 23
VoiceRetreatToCastle = DwarfDemolisherVoiceRetreat
VoiceSelect = DwarfDemolisherVoiceSelectMS
VoiceSelectBattle = DwarfDemolisherVoiceSelectBattle
;VoiceEnterStateAttack = DwarfDemolisherVoiceEnterStateAttack
;VoiceEnterStateAttackCharge = DwarfDemolisherVoiceEnterStateAttackCharge
;VoiceEnterStateAttackMachine = DwarfDemolisherVoiceEnterStateAttackBuilding
;VoiceEnterStateAttackStructure = DwarfDemolisherVoiceEnterStateAttackBuilding
;VoiceEnterStateMove = DwarfDemolisherVoiceEnterStateMove
;VoiceEnterStateMoveToCamp = DwarfDemolisherVoiceEnterStateMoveCamp
;VoiceEnterStateMoveWhileAttacking = DwarfDemolisherVoiceEnterStateDisengage
;VoiceEnterStateRetreatToCastle = DwarfDemolisherVoiceEnterStateRetreat
SoundAmbient = DwarfRhinocerousVoxAmbientLoop
SoundImpact = ImpactHorse
SoundMoveLoop = DwarfDemolisherMoveLoop
UnitSpecificSounds
VoiceGarrison = DwarfDemolisherVoiceMove
VoiceEnterUnitElvenTransportShip = DwarfDemolisherVoiceMoveShip
VoiceInitiateCaptureBuilding = DwarfDemolisherVoiceMove
;VoiceEnterStateInitiateCaptureBuilding =
End
#include "..\..\..\includes\StandardUnitEvaEvents.inc"
CrowdResponseKey = Dwarf
Behavior = LargeGroupAudioUpdate ModuleTag_LGAU ;Tie into LargeGroupAudio system
Key = Humanoid_Male Dwarf Dwarf_Male SiegeWeapon BatteringRam Dwarf_Siege
UnitWeight = 2
End
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
ModelCondition = Required:RAISING_FLAG Excluded:DYING ENGAGED Sound:EmotionDwarfCompilationVoxTauntSinglesLoop
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS MACHINE SCORE CAN_ATTACK PATH_THROUGH_INFANTRY CAN_ATTACK_WALLS HEAVY_MELEE_HITTER
CamouflageDetectionMultiplier = CAMOUFLAGE_DETECTION_DISTANCE_SHORTISH
Body = ActiveBody ModuleTag_02
CheerRadius = EMOTION_CHEER_RADIUS
MaxHealth = DWARVEN_BATTERINGRAM_HEALTH
MaxHealthDamaged = DWARVEN_BATTERINGRAM_HEALTH_DAMAGED
End
Behavior = StancesBehavior ModuleTag_StancesBehavior
StanceTemplate = Artillery
End
Behavior = DeployStyleAIUpdate ModuleTag_03
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
MoodAttackCheckRate = 2500
MustDeployToAttack = No
UnpackTime = 2000
PackTime = 2000
DeployedAttributeModifier = DwarvenDemolisherDeployModifier
End
;;; AUTO ABILITY MODULE ;;;
Behavior = AutoAbilityBehavior ModuleTag_AutoAbilityBehavior
End
LocomotorSet
Locomotor = DwarvenRamLocomotor
Condition = SET_NORMAL
Speed = 30
End
Behavior = NotifyTargetsOfImminentProbableCrushingUpdate ModuleTag_NotifyCrushScan
End
Behavior = PhysicsBehavior ModuleTag_04
End
Behavior = SlowDeathBehavior ModuleTag_05
DeathTypes = ALL
SinkDelay = 3000
SinkRate = 2.00 ; in Dist/Sec
DestructionDelay = 9000
Sound = INITIAL DwarfDemolisherDieMS
End
;;;; DEPLOY SPECIAL ABILITY ;;;;
Behavior = SpecialPowerModule ModuleTag_AbilityStarter
SpecialPowerTemplate = SpecialAbilityDwarvenDemolisherDeploy
UpdateModuleStartsAttack = Yes
StartsPaused = No
;InitiateSound = DwarvenImpactCatapultRock ;this didn't work
End
Behavior = ToggleDeploySpecialAbilityUpdate ModuleTag_DwarvenDemolisherDeployUpdate
SpecialPowerTemplate = SpecialAbilityDwarvenDemolisherDeploy
;TriggerSound = DwarvenImpactCatapultRock ;this works but doesn't allow toggling
End
Behavior = ProductionUpdate ProductionUpdateModuleTag
GiveNoXP = Yes
End
Behavior = ArmorUpgrade ArmorUpgradeModuleTagDemolisher
TriggeredBy = Upgrade_DwarvenMithrilMail
;ArmorSetFlag = PLAYER_UPGRADE
;KillArmorUpgrade = Yes ;This cancels any previous armor upgrade.
End
Behavior = SubObjectsUpgrade Armor_UpgradeDemolisher
TriggeredBy = Upgrade_DwarvenMithrilMail
UpgradeTexture = EUDwarfRam.tga 0 EUDwarfRam_Upgrade.tga
RecolorHouse = Yes
;ExcludeSubobjects = Forged_Blade
End
;Behavior = StatusBitsUpgrade ModuleTag_ProductionLegalityDemolisher
;TriggeredBy = Upgrade_DwarvenMithrilMail Upgrade_TechnologyDwarvenMithrilMail
;RequiresAllTriggers = Yes
;End
Behavior = SquishCollide ModuleTag_06
;nothing
End
Geometry = CYLINDER
GeometryMajorRadius = 20.0
GeometryHeight = 40
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
End
; OBSOLETE OLD NAME
ChildObject DwarvenBatteringRam DwarvenDemolisher
End