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data_ini_object_goodfaction_units_elven_elvenporter.ini
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2006-01-31
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;------------------------------------------------------------------------------
;
; ElvenPorter.ini
;
;------------------------------------------------------------------------------
; aka Gondor Porter
Object ElvenPorter
; *** ART Parameters ***
SelectPortrait = UPElven_Porter
; ButtonImage for Porter
ButtonImage = BEFortress_Porter
Draw = W3DTruckDraw ModuleTag_01
OkToChangeModelColor = Yes
;StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD
DefaultModelConditionState
Model = EUPorter_SKN
Skeleton = GUPorter_SKL
End
IdleAnimationState
Animation = IDLA
AnimationName = GUPorter_IDLA
AnimationMode = ONCE
AnimationPriority = 20
End
Animation = IDLB ; fidget. Search animation
AnimationName = GUPorter_IDLB
AnimationMode = ONCE
AnimationPriority = 1
End
End
AnimationState = DYING DEATH_1
Animation = DIEB
AnimationName = GUPorter_DIEB
AnimationMode = ONCE
End
End
AnimationState = DYING DEATH_2
Animation
AnimationName = GUPorter_IDLA
AnimationMode = LOOP
End
End
AnimationState = DYING
Animation = DIEA
AnimationName = GUPorter_DIEA
AnimationMode = ONCE
End
End
AnimationState = PARALYZED
Animation
AnimationName = GUPorter_IDLA
AnimationMode = LOOP
End
End
AnimationState = MOVING WANDER
Animation = WLKA
AnimationName = GUPorter_WLKA
AnimationMode = LOOP
End
Flags = RANDOMSTART
;ParticleSysBone = None InfantryDustTrails
End
AnimationState = MOVING
Animation = RUNNING
AnimationName = GUPorter_RUNA
AnimationMode = LOOP
; AnimationSpeedFactorRange = 3.8 3.8
End
Flags = RANDOMSTART
;ParticleSysBone = None InfantryDustTrails
End
AnimationState = UNPACKING PACKING_TYPE_1
Animation
AnimationName = GUPorter_FIRA
AnimationMode = ONCE
End
BeginScript
CurDrawablePlaySound("MenBuilderFireExtinguish")
EndScript
ParticleSysBone = BUCKET PorterFireWater FollowBone:YES
End
LeftFrontTireBone = WHEEL_L01
RightFrontTireBone = WHEEL_R01
;LeftRearTireBone = WHEEL_L01
;RightRearTireBone = WHEEL_R01
TireRotationMultiplier = 0.2
End
#include "..\..\..\includes\StunDrawModuleMedium.inc"
; ***DESIGN parameters ***
Side = Elves
EditorSorting = UNIT
ThingClass = HORDE_UNIT
CommandPoints = 0
TransportSlotCount = 1
ArmorSet
Conditions = None
Armor = PorterArmor
DamageFX = NormalDamageFX
End
BuildCost = ELVEN_PORTER_BUILDCOST
BuildTime = ELVEN_PORTER_BUILDTIME
VisionRange = ELVEN_PORTER_VISION_RANGE
BountyValue = ELVEN_PORTER_BOUNTY_VALUE
ShroudClearingRange = ELVEN_PORTER_SHROUD_RANGE
DisplayName = OBJECT:ElvenPorter
CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
ShockwaveResistance = SHOCKWAVE_RESISTANCE_IMMUNE
IsTrainable = No
CommandSet = ElvenPorterCommandSet
; *** AUDIO Parameters ***;
VoiceCreated = ElfBuilderVoiceSalute
VoiceFullyCreated = ElfBuilderVoiceSalute
VoiceMove = ElfBuilderVoiceMove
VoiceMoveToCamp = ElfBuilderVoiceMove
VoicePriority = 6
VoiceRetreatToCastle = ElfBuilderVoiceMove
VoiceSelect = ElfBuilderVoiceSelectMS
SoundImpact = ImpactHorse
SoundMoveLoop = ElfBuilderMoveLoopMS
SoundMoveStart = ElfBuilderMoveStart
UnitSpecificSounds
VoiceBuildResponse = ElfBuilderVoiceBuild
VoiceEnterUnitElvenTransportShip = ElfBuilderVoiceGarrison
VoiceExtinguishFireAtLocation = ElfBuilderVoiceMove
VoiceGarrison = ElfBuilderVoiceGarrison
VoiceInitiateCaptureBuilding = ElfBuilderVoiceMove
VoiceNoBuild = ElfBuilderVoiceCantBuild
VoiceSelectIdleWorker = ElfBuilderVoiceSelectIdle
End
ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_foo
ModelCondition = Required:EMOTION_CELEBRATING Excluded:DYING ENGAGED Sound:EmotionElfCompilationVoxCheerSinglesLoop ;MOVING ATTACKING
ModelCondition = Required:EMOTION_TAUNTING Excluded:DYING ENGAGED Sound:EmotionElfCompilationVoxTauntSinglesLoop ;MOVING ATTACKING
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
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE THROWN_OBJECT PORTER IGNORES_SELECT_ALL DOZER
//SelectionPriority = SELECTION_PRIORITY_PORTER
Body = ActiveBody ModuleTag_02
MaxHealth = ELVEN_PORTER_HEALTH
MaxHealthDamaged = ELVEN_PORTER_HEALTH_DAMAGED
RecoveryTime = ELVEN_PORTER_HEALTH_RECOVERY_TIME
End
;; Removed AIUpdateInterface because I think the DozerAIUpdate is what's needed instead [Will H. 6/17/05]
; Behavior = AIUpdateInterface AIUpdateInterfaceModuleTag
; AILuaEventsList = InfantryFunctions
; FadeOnPortals = Yes
; 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 ElfBuilderVoiceDie
FX = INITIAL FX_PorterDie
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 ElfBuilderVoiceDie
End
Behavior = SlowDeathBehavior ModuleTag_ConstructionDeath
DeathTypes = NONE +FADED
DeathFlags = DEATH_2
FadeDelay = 500
FadeTime = 3500
DestructionDelay = 4000
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 = 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 for the Terror state
;--------------------------------------------------------------------
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
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