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Text File  |  2006-01-31  |  13KB  |  391 lines

  1. ;------------------------------------------------------------------------------
  2. ;
  3. ;    ElvenPorter.ini
  4. ;
  5. ;------------------------------------------------------------------------------
  6.  
  7. ; aka Gondor Porter
  8. Object ElvenPorter
  9.     ; *** ART Parameters ***
  10.     SelectPortrait = UPElven_Porter
  11.     
  12.     ; ButtonImage for Porter
  13.     ButtonImage = BEFortress_Porter
  14.     
  15.     Draw = W3DTruckDraw ModuleTag_01
  16.       
  17.         OkToChangeModelColor = Yes
  18.       
  19.         ;StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD
  20.     
  21.         DefaultModelConditionState
  22.             Model                    = EUPorter_SKN
  23.             Skeleton                = GUPorter_SKL
  24.         End
  25.  
  26.         IdleAnimationState
  27.             Animation                = IDLA
  28.                 AnimationName        = GUPorter_IDLA
  29.                 AnimationMode        = ONCE
  30.                 AnimationPriority   = 20
  31.             End
  32.             Animation                = IDLB ; fidget. Search animation
  33.                 AnimationName        = GUPorter_IDLB
  34.                 AnimationMode        = ONCE
  35.                 AnimationPriority   = 1
  36.             End
  37.         End
  38.  
  39.         AnimationState                = DYING DEATH_1
  40.             Animation                = DIEB
  41.                 AnimationName        = GUPorter_DIEB
  42.                 AnimationMode        = ONCE
  43.             End
  44.         End
  45.  
  46.         AnimationState                = DYING DEATH_2
  47.             Animation
  48.                 AnimationName        = GUPorter_IDLA
  49.                 AnimationMode        = LOOP
  50.             End
  51.         End
  52.  
  53.         AnimationState                = DYING
  54.             Animation                = DIEA
  55.                 AnimationName        = GUPorter_DIEA
  56.                 AnimationMode        = ONCE
  57.             End
  58.         End
  59.  
  60.         AnimationState                        = PARALYZED
  61.             Animation
  62.                 AnimationName                = GUPorter_IDLA
  63.                 
  64.                 AnimationMode                = LOOP
  65.             End
  66.         End
  67.  
  68.         AnimationState                = MOVING WANDER
  69.             Animation                = WLKA
  70.                 AnimationName        = GUPorter_WLKA
  71.                 AnimationMode        = LOOP
  72.             End
  73.             Flags                    = RANDOMSTART
  74.             ;ParticleSysBone            = None InfantryDustTrails
  75.         End
  76.     
  77.         AnimationState                = MOVING
  78.             Animation                = RUNNING
  79.                 AnimationName        = GUPorter_RUNA
  80.                 AnimationMode        = LOOP
  81. ;                AnimationSpeedFactorRange = 3.8 3.8
  82.             End
  83.             Flags                    = RANDOMSTART
  84.             ;ParticleSysBone            = None InfantryDustTrails
  85.         End
  86.  
  87.         AnimationState        = UNPACKING PACKING_TYPE_1
  88.             Animation
  89.                 AnimationName        = GUPorter_FIRA
  90.                 AnimationMode        = ONCE
  91.             End
  92.             BeginScript
  93.                 CurDrawablePlaySound("MenBuilderFireExtinguish")
  94.             EndScript
  95.             ParticleSysBone = BUCKET PorterFireWater FollowBone:YES
  96.         End
  97.  
  98.         LeftFrontTireBone            = WHEEL_L01
  99.         RightFrontTireBone            = WHEEL_R01
  100.         ;LeftRearTireBone            = WHEEL_L01
  101.         ;RightRearTireBone            = WHEEL_R01
  102.         TireRotationMultiplier        = 0.2
  103.     End
  104.  
  105.     #include "..\..\..\includes\StunDrawModuleMedium.inc"
  106.  
  107.     ; ***DESIGN parameters ***
  108.     Side = Elves
  109.     EditorSorting                    =    UNIT
  110.     ThingClass                        = HORDE_UNIT
  111.     CommandPoints = 0
  112.  
  113.     TransportSlotCount = 1
  114.     ArmorSet
  115.         Conditions                    = None
  116.         Armor                        = PorterArmor
  117.         DamageFX                    = NormalDamageFX
  118.     End
  119.     
  120.     BuildCost         = ELVEN_PORTER_BUILDCOST
  121.     BuildTime         = ELVEN_PORTER_BUILDTIME   
  122.     VisionRange         = ELVEN_PORTER_VISION_RANGE
  123.     BountyValue         = ELVEN_PORTER_BOUNTY_VALUE
  124.     ShroudClearingRange    = ELVEN_PORTER_SHROUD_RANGE
  125.     
  126.     DisplayName = OBJECT:ElvenPorter
  127.     CrushableLevel = 0  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  128.     ShockwaveResistance = SHOCKWAVE_RESISTANCE_IMMUNE
  129.     IsTrainable = No
  130.  
  131.     CommandSet = ElvenPorterCommandSet
  132.  
  133.     ; *** AUDIO Parameters ***;
  134.  
  135.     VoiceCreated                            = ElfBuilderVoiceSalute
  136.     VoiceFullyCreated                         = ElfBuilderVoiceSalute
  137.     VoiceMove                                = ElfBuilderVoiceMove
  138.     VoiceMoveToCamp                            = ElfBuilderVoiceMove
  139.     VoicePriority                            = 6
  140.     VoiceRetreatToCastle                    = ElfBuilderVoiceMove
  141.     VoiceSelect                                = ElfBuilderVoiceSelectMS
  142.  
  143.     SoundImpact                                = ImpactHorse
  144.     SoundMoveLoop                            = ElfBuilderMoveLoopMS
  145.     SoundMoveStart                            = ElfBuilderMoveStart
  146.  
  147.     UnitSpecificSounds
  148.         VoiceBuildResponse                    = ElfBuilderVoiceBuild
  149.         VoiceEnterUnitElvenTransportShip    = ElfBuilderVoiceGarrison
  150.         VoiceExtinguishFireAtLocation        = ElfBuilderVoiceMove
  151.         VoiceGarrison                        = ElfBuilderVoiceGarrison
  152.         VoiceInitiateCaptureBuilding        = ElfBuilderVoiceMove
  153.         VoiceNoBuild                        = ElfBuilderVoiceCantBuild
  154.         VoiceSelectIdleWorker                = ElfBuilderVoiceSelectIdle
  155.     End
  156.  
  157.     ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_foo
  158.         ModelCondition = Required:EMOTION_CELEBRATING    Excluded:DYING ENGAGED    Sound:EmotionElfCompilationVoxCheerSinglesLoop    ;MOVING ATTACKING 
  159.         ModelCondition = Required:EMOTION_TAUNTING        Excluded:DYING ENGAGED    Sound:EmotionElfCompilationVoxTauntSinglesLoop    ;MOVING ATTACKING
  160.     End
  161.  
  162.     #include "..\..\..\Includes\StandardUnitEvaEvents.inc"
  163.     EvaEventDamagedOwner = PorterUnderAttack     ;Eva event to trigger when unit is damaged
  164.     ; Moved to FX_PorterDie so that we avoid annoucing FADED deaths
  165.     ;EvaEventDieOwner = PorterDie            ;Eva event to trigger on unit's death. NOTICE THAT this is only for permanent deaths
  166.  
  167.  
  168.     ; *** ENGINEERING Parameters ***
  169.     RadarPriority = UNIT
  170.     KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE THROWN_OBJECT PORTER IGNORES_SELECT_ALL DOZER
  171.     //SelectionPriority = SELECTION_PRIORITY_PORTER
  172.     
  173.     Body = ActiveBody ModuleTag_02
  174.         MaxHealth         = ELVEN_PORTER_HEALTH
  175.         MaxHealthDamaged  = ELVEN_PORTER_HEALTH_DAMAGED
  176.         RecoveryTime      = ELVEN_PORTER_HEALTH_RECOVERY_TIME
  177.     End
  178.  
  179. ;; Removed AIUpdateInterface because I think the DozerAIUpdate is what's needed instead [Will H. 6/17/05]    
  180. ;    Behavior = AIUpdateInterface AIUpdateInterfaceModuleTag
  181. ;        AILuaEventsList     = InfantryFunctions
  182. ;        FadeOnPortals     = Yes
  183. ;    End
  184.  
  185.      Behavior = DozerAIUpdate ModuleTag_03
  186.         AILuaEventsList                    = InfantryFunctions
  187.          RepairHealthPercentPerSecond    = 2%    ; % of max health to repair each second
  188.          BoredTime                        = 5000  ; in milliseconds
  189.          BoredRange                        = 150   ; when bored, we look this far away to do something
  190.          AutoAcquireEnemiesWhenIdle        = No    ; no mine-disarming in the design at the moment
  191.         SpecialContactPoints            = Repair
  192.      End
  193.  
  194.     LocomotorSet
  195.         Locomotor = PorterLocomotor
  196.         Condition = SET_NORMAL 
  197.         Speed     = NORMAL_INGAME_PORTER_SPEED            
  198.     End
  199.  
  200.     LocomotorSet
  201.         Locomotor = PorterLocomotor
  202.         Condition = SET_WANDER
  203.         Speed     = NORMAL_INGAME_PORTER_SPEED    
  204.     End 
  205.  
  206.     Behavior = PhysicsBehavior ModuleTag_04
  207.         GravityMult = 1.0
  208.     End
  209.     
  210.     Behavior = SlowDeathBehavior SlowDeathBehaviorModuleTag_1
  211.         DeathTypes = ALL -CRUSHED -EXPLODED -KNOCKBACK -DETONATED -SPLATTED -FADED -SLAUGHTERED
  212.         SinkDelay = 3000
  213.         SinkRate = 1.40     ; in Dist/Sec
  214.         DestructionDelay = 13000
  215.         Sound = INITIAL ElfBuilderVoiceDie
  216.         FX      = INITIAL FX_PorterDie
  217.     End
  218.  
  219.     Behavior = SlowDeathBehavior SlowDeathBehaviorModuleTag_2
  220.         DeathTypes = NONE +CRUSHED +EXPLODED +KNOCKBACK +DETONATED +SPLATTED
  221.         SinkDelay = 3000
  222.         SinkRate = 1.40     ; in Dist/Sec
  223.         DestructionDelay = 13000
  224.         DeathFlags = DEATH_1
  225.         FX = INITIAL FX_PorterDieExplosion
  226.         Sound = INITIAL ElfBuilderVoiceDie
  227.     End
  228.     
  229.     Behavior = SlowDeathBehavior ModuleTag_ConstructionDeath
  230.         DeathTypes            = NONE +FADED
  231.         DeathFlags            = DEATH_2
  232.         FadeDelay            = 500
  233.         FadeTime            = 3500
  234.         DestructionDelay    = 4000
  235.     End
  236.     
  237.     ; Send porter back into fortress, don't announce or scream
  238.     Behavior = SlowDeathBehavior SlowDeathBehaviorModuleTag_Decommissioned 
  239.         DeathTypes = NONE +SLAUGHTERED   
  240.         SinkDelay = 1000
  241.         SinkRate = 1.40     ; in Dist/Sec
  242.         DestructionDelay = 5000
  243.     End
  244.  
  245.     
  246.     Behavior = SquishCollide ModuleTag_06
  247.         ;nothing
  248.     End
  249.     
  250.     Behavior = BezierProjectileBehavior ModuleTag_08 ; Module starts asleep, and wakes up when thrown.
  251.         ; 
  252.         FirstHeight = 24  ; Height of Bezier control points above highest intervening terrain
  253.         SecondHeight = 24
  254.         FirstPercentIndent = 30% ; Percentage of shot distance control points are placed
  255.         SecondPercentIndent = 70%
  256.         TumbleRandomly = Yes
  257.  
  258.         CrushStyle = Yes ; I don't detonate, I just hit
  259.         DieOnImpact = Yes
  260.         BounceCount = 1   ; When I hit the ground, I'll arc again
  261.         BounceDistance = 40 ; this far
  262.         BounceFirstHeight = 16  ; Height of Bezier control points above highest intervening terrain
  263.         BounceSecondHeight = 16
  264.         BounceFirstPercentIndent = 20% ; Percentage of shot distance control points are placed
  265.         BounceSecondPercentIndent = 80%
  266.  
  267.         GroundHitFX       = FX_ThrownRockGroundHit
  268.         GroundBounceFX    = FX_ThrownRockBounceHit
  269.     End    
  270.     
  271.     ;--------------------------------------------------------------------
  272.     ; Sub object revealing.
  273.     ;--------------------------------------------------------------------
  274.     Behavior = SubObjectsUpgrade Shield_Upgrade
  275.         TriggeredBy        = Upgrade_RohanHorseShield Upgrade_KnightShield
  276.         ShowSubObjects    = SHIELDS
  277.         HideSubObjects    = BANNERS BOWS BRAZIER SWORDS TREBUCHET_FIRE BANNERS ARMOR COAL FireArowTip Forged_Blade
  278.         SkipFadeOnCreate = Yes
  279.     End
  280.     Behavior = SubObjectsUpgrade Sword_Upgrade
  281.         TriggeredBy        = Upgrade_GondorForgedBlades
  282.         ShowSubObjects    = SWORDS Forged_Blade
  283.         HideSubObjects    = BANNERS BOWS BRAZIER ARMOR TREBUCHET_FIRE BANNERS SHIELDS COAL FireArowTip 
  284.         SkipFadeOnCreate = Yes
  285.     End
  286.     Behavior = SubObjectsUpgrade Armor_Upgrade
  287.         TriggeredBy        = Upgrade_HeavyArmor
  288.         ShowSubObjects    = ARMOR
  289.         HideSubObjects    = BANNERS BOWS BRAZIER SWORDS TREBUCHET_FIRE BANNERS SHIELDS COAL FireArowTip Forged_Blade
  290.         SkipFadeOnCreate = Yes
  291.     End
  292.     Behavior = SubObjectsUpgrade Bow_Upgrade
  293.         TriggeredBy        = Upgrade_RohanHorseBow
  294.         ShowSubObjects    = BOWS
  295.         HideSubObjects    = BANNERS ARMOR BRAZIER SWORDS TREBUCHET_FIRE BANNERS SHIELDS COAL FireArowTip Forged_Blade
  296.         SkipFadeOnCreate = Yes
  297.     End
  298.     Behavior = SubObjectsUpgrade Lance_Upgrade
  299.         TriggeredBy        = Upgrade_RohanHorseLance
  300.         ShowSubObjects    = BANNERS
  301.         HideSubObjects    = ARMOR BOWS BRAZIER SWORDS TREBUCHET_FIRE BANNERS SHIELDS COAL FireArowTip Forged_Blade
  302.         SkipFadeOnCreate = Yes
  303.     End
  304.     Behavior = SubObjectsUpgrade Horn_Upgrade
  305.         TriggeredBy        = Upgrade_RohanHornsOfTheRohirrim
  306.         ShowSubObjects    = SWORDS
  307.         HideSubObjects    = BANNERS BOWS BRAZIER ARMOR TREBUCHET_FIRE BANNERS SHIELDS COAL FireArowTip Forged_Blade
  308.         SkipFadeOnCreate = Yes
  309.     End
  310.     Behavior = SubObjectsUpgrade FireStone_Upgrade
  311.         TriggeredBy        = Upgrade_GondorFireStones
  312.         ShowSubObjects    = TREBUCHET_FIRE
  313.         HideSubObjects    = BANNERS BOWS BRAZIER SWORDS ARMOR BANNERS SHIELDS COAL FireArowTip Forged_Blade
  314.         SkipFadeOnCreate = Yes
  315.     End
  316.     Behavior = SubObjectsUpgrade FireArrow_Upgrade
  317.         TriggeredBy        = Upgrade_FireArrows
  318.         ShowSubObjects    = BRAZIER FireArowTip
  319.         HideSubObjects    = BANNERS BOWS ARMOR SWORDS TREBUCHET_FIRE BANNERS SHIELDS COAL  Forged_Blade
  320.         SkipFadeOnCreate = Yes
  321.     End
  322.         
  323.     ;--------------------------------------------------------------------
  324.     ; Delivering and upgrading.
  325.     ;--------------------------------------------------------------------
  326.     Behavior = SpecialPowerModule ModuleTag_UpgradeNearest
  327.         SpecialPowerTemplate        = SpecialAbilityGiveUpgradeNearest
  328.         UpdateModuleStartsAttack    = Yes
  329.         ;InitiateSound            = OrcPorterGenericVoiceDeliver
  330.     End
  331.  
  332.     Behavior = SpecialPowerModule ModuleTag_09
  333.         SpecialPowerTemplate        = SpecialAbilityGiveUpgrade
  334.         UpdateModuleStartsAttack    = Yes
  335.         InitiateSound            = PorterGenericVoiceDeliver
  336.     End
  337.  
  338.     Behavior = GiveUpgradeUpdate ModuleTag_UpgradeNearestUpdate
  339.         SpecialPowerTemplate    = SpecialAbilityGiveUpgradeNearest
  340.         StartAbilityRange    = 15.0
  341.         UnpackTime        = 700        ; Pull out arrow
  342.         PreparationTime        = 100            ; Quick shot
  343.         PersistentPrepTime    = 500            ; looping the quick shot
  344.         PackTime        = 233            ; back to idle
  345.         ApproachRequiresLOS    = No
  346.         DeliverUpgrade        = Yes
  347.         FadeOutSpeed        = 0.1
  348.         SpawnOutFX        = FX_PorterDeliver
  349.     End
  350.  
  351.     Behavior = GiveUpgradeUpdate ModuleTag_11
  352.         SpecialPowerTemplate    = SpecialAbilityGiveUpgrade
  353.         StartAbilityRange    = 15.0
  354.         UnpackTime        = 700    ; Pull out arrow
  355.         PreparationTime        = 100            ; Quick shot
  356.         PersistentPrepTime    = 500            ; looping the quick shot
  357.         PackTime        = 233            ; back to idle
  358.         ApproachRequiresLOS    = No
  359.         FadeOutSpeed        = 0.1
  360.         SpawnOutFX        = FX_PorterDeliver
  361.     End
  362.  
  363.     ;--------------------------------------------------------------------
  364.     ; Emotion Tracker for the Terror state
  365.     ;--------------------------------------------------------------------
  366.     Behavior = EmotionTrackerUpdate    Module_EmotionTracker
  367.         AfraidOf                    =    NONE +RohanTreeBerd +RohanEntFir +RohanEntAsh +RohanEntBirch +MordorBalrog +MordorCaveTroll +MordorMountainTroll +MordorDrummerTroll +MordorFellBeast +MordorMumakil;Must be SCARY kindof as well.
  368.         AlwaysAfraidOf                =    NONE +MordorWitchKing +MordorWitchKingOnFellBeast +MordorBalrog +RohanOathbreaker
  369.  
  370.         FearScanDistance            =    250
  371.  
  372.         AddEmotion    =    Terror_Base
  373.     End    
  374.  
  375.     #include "..\..\..\Includes\PorterExtinguishFire.inc"
  376.  
  377.     ;--------------------------------------------------------------------
  378.     ; 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.
  379.     Geometry = CYLINDER    
  380.     GeometryMajorRadius = 8.0
  381.     GeometryMinorRadius = 8.0
  382.     GeometryHeight = 16.0
  383.     GeometryIsSmall = Yes    
  384.     Shadow = SHADOW_DECAL
  385.     ShadowSizeX = 27;
  386.     ShadowSizeY = 27;
  387.     ShadowTexture = ShadowI;
  388. End
  389.  
  390.  
  391.