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Text File  |  2006-01-31  |  11KB  |  345 lines

  1. ;------------------------------------------------------------------------------
  2. ;
  3. ;    Men Porter.ini
  4. ;
  5. ;------------------------------------------------------------------------------
  6.  
  7. ; aka Porter
  8. Object MenPorter
  9.     ; *** ART Parameters ***
  10.     SelectPortrait = UPGondor_Porter
  11.     
  12.     ; ButtonImage for Porter
  13.     ButtonImage = BGFortress_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                    = GUPorter_SKN
  23.             Skeleton                = GUPorter_SKL
  24.         End
  25.  
  26.         IdleAnimationState
  27.             StateName                = STATE_Running
  28.             Animation                = IDLA
  29.                 AnimationName        = GUPorter_IDLA
  30.                 AnimationMode        = ONCE
  31.                 AnimationPriority   = 20
  32.             End
  33.             Animation                = IDLB ; fidget. Search animation
  34.                 AnimationName        = GUPorter_IDLB
  35.                 AnimationMode        = ONCE
  36.                 AnimationPriority   = 1
  37.             End
  38.         End
  39.  
  40.         AnimationState                = DYING DEATH_1
  41.             Animation                = DIEB
  42.                 AnimationName        = GUPorter_DIEA
  43.                 AnimationMode        = ONCE
  44.             End
  45.         End
  46.     
  47.         AnimationState          = DYING DEATH_2
  48.             Animation
  49.                 AnimationName   = GUPorter_IDLA
  50.                 AnimationMode   = LOOP
  51.             End
  52.         End
  53.  
  54.         AnimationState                = DYING
  55.             Animation                = DIEA
  56.                 AnimationName        = GUPorter_DIEA
  57.                 AnimationMode        = ONCE
  58.             End
  59.         End
  60.  
  61.         AnimationState                        = PARALYZED
  62.             Animation
  63.                 AnimationName                = GUPorter_IDLA
  64.                 AnimationMode                = LOOP
  65.             End
  66.         End
  67.  
  68.  
  69.         AnimationState                = MOVING WANDER
  70.             StateName                = STATE_Running
  71.             Animation                = WLKA
  72.                 AnimationName        = GUPorter_WLKA
  73.                 AnimationMode        = LOOP
  74.             End
  75.             Flags                    = RANDOMSTART
  76.             ;ParticleSysBone            = None InfantryDustTrails
  77.         End
  78.     
  79.         AnimationState                = MOVING
  80.             StateName                = STATE_Running
  81.             Animation                = RUNNING
  82.                 AnimationName        = GUPorter_RUNA
  83.                 AnimationMode        = LOOP
  84. ;                AnimationSpeedFactorRange = 3.8 3.8
  85.             End
  86.             Flags                    = RANDOMSTART
  87.             ;ParticleSysBone            = None InfantryDustTrails
  88.         End
  89.  
  90.         AnimationState        = UNPACKING PACKING_TYPE_1
  91.             Animation
  92.                 AnimationName        = GUPorter_FIRA
  93.                 AnimationMode        = ONCE
  94.             End
  95.             BeginScript
  96.                 CurDrawablePlaySound("MenBuilderFireExtinguish")
  97.             EndScript
  98.             ParticleSysBone = BUCKET PorterFireWater FollowBone:YES
  99.         End
  100.  
  101.         AnimationState        = ACTIVELY_CONSTRUCTING
  102.             StateName           = STATE_Constructing
  103.             Animation           = WRKA
  104.                 AnimationName     = GUPorter_WRKB
  105.                 AnimationMode     = ONCE
  106.                 AnimationPriority    =    30
  107.                 AnimationSpeedFactorRange = 0.9 1.1
  108.             End
  109.             Animation           = WRKA                        ; In twice so that we can play it twice in a row.
  110.                 AnimationName     = GUPorter_WRKB
  111.                 AnimationMode     = ONCE
  112.                 AnimationPriority    =    30
  113.                 AnimationSpeedFactorRange = 0.9 1.1
  114.             End
  115.             Animation           = WRKB
  116.                 AnimationName     = GUPorter_WRKC
  117.                 AnimationMode     = ONCE
  118.                 AnimationPriority    =    5
  119.                 AnimationSpeedFactorRange = 0.9 1.1
  120.             End
  121.             Animation           = WRKB
  122.                 AnimationName     = GUPorter_WRKC
  123.                 AnimationMode     = ONCE
  124.                 AnimationPriority    =    5
  125.                 AnimationSpeedFactorRange = 0.9 1.1
  126.             End
  127.             Flags                    =    RESTART_ANIM_WHEN_COMPLETE
  128.             BeginScript
  129.                 Prev = CurDrawablePrevAnimationState()
  130.                 if Prev == "STATE_Running" then CurDrawableSetTransitionAnimState("TRANS_RunToWork") end
  131.             EndScript
  132.         End
  133.  
  134. ;;--------------- TRANSITIONS ---------------------------------------------------------------------------
  135.  
  136.         TransitionState       = TRANS_RunToWork
  137.             Animation           = ATNA
  138.                 AnimationName     = GUPorter_WRKA
  139.                 AnimationMode     = ONCE
  140.             End
  141.         End
  142.  
  143. ;;-----------------------------------------------------------------------------------------------------------
  144.  
  145.         LeftFrontTireBone            = WHEEL_L01
  146.         RightFrontTireBone            = WHEEL_R01
  147.         ;LeftRearTireBone            = WHEEL_L01
  148.         ;RightRearTireBone            = WHEEL_R01
  149.         TireRotationMultiplier        = 0.2
  150.     End
  151.  
  152.     #include "..\..\..\includes\StunDrawModuleMedium.inc"
  153.  
  154.     ; ***DESIGN parameters ***
  155.     Side                    = Men
  156.     EditorSorting            = UNIT
  157.     ThingClass                = HORDE_UNIT
  158.     CommandPoints            = 0
  159.     TransportSlotCount        = TRANSPORTSLOTCOUNT_DOZER
  160.     
  161.     ArmorSet
  162.         Conditions                    = None
  163.         Armor                        = PorterArmor
  164.         DamageFX                    = NormalDamageFX
  165.     End
  166.     
  167.     BuildCost            = MEN_PORTER_BUILDCOST
  168.     BuildTime            = MEN_PORTER_BUILDTIME     
  169.     VisionRange            = MEN_PORTER_VISION_RANGE
  170.     BountyValue            = MEN_PORTER_BOUNTY_VALUE
  171.     ShroudClearingRange         = MEN_PORTER_SHROUD_RANGE
  172.     
  173.     DisplayName            = OBJECT:GondorPorter
  174.     CrushableLevel        = 0  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  175.     ShockwaveResistance = SHOCKWAVE_RESISTANCE_IMMUNE
  176.     IsTrainable            = No
  177.  
  178.     CommandSet = MenPorterCommandSet
  179.  
  180.     ; *** AUDIO Parameters ***;
  181.  
  182.     VoiceCreated                = MenBuilderVoiceSalute
  183.     VoiceFullyCreated             = MenBuilderVoiceSalute
  184.     VoiceMove                    = MenBuilderVoiceMove
  185.     VoiceMoveToCamp                = MenBuilderVoiceMove
  186.     VoicePriority                = 6
  187.     VoiceRetreatToCastle        = MenBuilderVoiceMove
  188.     VoiceSelect                    = MenBuilderVoiceSelectMS
  189.  
  190.     SoundImpact                    = ImpactHorse
  191.     SoundMoveLoop                = MenBuilderMoveLoopMS
  192.     SoundMoveStart                = MenBuilderMoveStart
  193.  
  194.     UnitSpecificSounds
  195.         VoiceNoBuild                        = EVA:PorterCantBuild
  196.         VoiceBuildResponse                    = MenBuilderVoiceBuild
  197.         VoiceExtinguishFireAtLocation        = MenBuilderVoiceMove
  198.         VoiceGarrison                        = MenBuilderVoiceGarrison
  199.         VoiceSelectIdleWorker                = MenBuilderVoiceSelectMS
  200.         VoiceEnterUnitElvenTransportShip    = MenBuilderVoiceMove
  201.         VoiceInitiateCaptureBuilding        = MenBuilderVoiceMove
  202.     End
  203.  
  204.     ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_foo
  205.         ModelCondition = Required:EMOTION_CELEBRATING    Excluded:DYING ENGAGED    Sound:EmotionMenGoodCompilationVoxCheerSinglesLoop    ;MOVING ATTACKING 
  206.         ModelCondition = Required:EMOTION_TAUNTING        Excluded:DYING ENGAGED    Sound:EmotionMenGoodCompilationBFME1and2VoxTauntSinglesLoop    ;MOVING ATTACKING
  207.     End
  208.  
  209.     #include "..\..\..\Includes\StandardUnitEvaEvents.inc"
  210.     EvaEventDamagedOwner = PorterUnderAttack     ;Eva event to trigger when unit is damaged
  211.     ; Moved to FX_PorterDie so that we avoid annoucing FADED deaths
  212.     ;EvaEventDieOwner = PorterDie            ;Eva event to trigger on unit's death. NOTICE THAT this is only for permanent deaths
  213.  
  214.  
  215.     ; *** ENGINEERING Parameters ***
  216.     RadarPriority = UNIT
  217.     KindOf = PRELOAD SELECTABLE DOZER CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE THROWN_OBJECT PORTER IGNORES_SELECT_ALL NONCOM
  218.     //SelectionPriority = SELECTION_PRIORITY_PORTER
  219.     
  220.     Body = ActiveBody ModuleTag_02
  221.         MaxHealth         = MEN_PORTER_HEALTH
  222.         MaxHealthDamaged  = MEN_PORTER_HEALTH_DAMAGED
  223.         RecoveryTime      = MEN_PORTER_HEALTH_RECOVERY_TIME
  224.     End
  225.  
  226.      Behavior = DozerAIUpdate ModuleTag_03
  227.         AILuaEventsList                    = InfantryFunctions
  228.          RepairHealthPercentPerSecond    = 2%    ; % of max health to repair each second
  229.          BoredTime                        = 5000  ; in milliseconds
  230.          BoredRange                        = 150   ; when bored, we look this far away to do something
  231.          AutoAcquireEnemiesWhenIdle        = No    ; no mine-disarming in the design at the moment
  232.         SpecialContactPoints            = Repair
  233.      End
  234.     
  235.     LocomotorSet
  236.         Locomotor = PorterLocomotor
  237.         Condition = SET_NORMAL 
  238.         Speed     = NORMAL_INGAME_PORTER_SPEED            
  239.     End
  240.  
  241.     LocomotorSet
  242.         Locomotor = PorterLocomotor
  243.         Condition = SET_WANDER
  244.         Speed     = NORMAL_INGAME_PORTER_SPEED    
  245.     End 
  246.  
  247.     Behavior = PhysicsBehavior ModuleTag_04
  248.         GravityMult = 1.0
  249.     End
  250.     
  251.     Behavior = SlowDeathBehavior SlowDeathBehaviorModuleTag_1
  252.         DeathTypes            = ALL -CRUSHED -EXPLODED -KNOCKBACK -DETONATED -SPLATTED -FADED -SLAUGHTERED
  253.         SinkDelay            = 3000
  254.         SinkRate            = 1.40     ; in Dist/Sec
  255.         DestructionDelay    = 13000
  256.         Sound                = INITIAL MenBuilderVoiceDie            ;PorterGenericVoiceDie
  257.         FX                    = INITIAL FX_PorterDie
  258.     End
  259.  
  260.     Behavior = SlowDeathBehavior SlowDeathBehaviorModuleTag_2
  261.         DeathTypes            = NONE +CRUSHED +EXPLODED +KNOCKBACK +DETONATED +SPLATTED
  262.         SinkDelay            = 3000
  263.         SinkRate            = 1.40     ; in Dist/Sec
  264.         DestructionDelay    = 13000
  265.         DeathFlags            = DEATH_1
  266.         FX                    = INITIAL FX_PorterDieExplosion
  267.         Sound                = INITIAL MenBuilderVoiceDie            ;PorterGenericVoiceDie
  268.     End
  269.     
  270.     Behavior = SlowDeathBehavior ModuleTag_ConstructionDeath
  271.         DeathTypes            = NONE +FADED
  272.         DeathFlags            = DEATH_2
  273.         FadeDelay            = 500
  274.         FadeTime            = 3500
  275.         DestructionDelay    = 4000
  276.     End
  277.  
  278.     ; Send porter back into fortress, don't announce or scream
  279.     Behavior = SlowDeathBehavior SlowDeathBehaviorModuleTag_Decommissioned 
  280.         DeathTypes = NONE +SLAUGHTERED   
  281.         SinkDelay = 1000
  282.         SinkRate = 1.40     ; in Dist/Sec
  283.         DestructionDelay = 5000
  284.     End
  285.  
  286.     Behavior = SquishCollide ModuleTag_06
  287.         ;nothing
  288.     End
  289.     
  290.     Behavior = BezierProjectileBehavior ModuleTag_08 ; Module starts asleep, and wakes up when thrown.
  291.         ; 
  292.         FirstHeight                    = 24  ; Height of Bezier control points above highest intervening terrain
  293.         SecondHeight                = 24
  294.         FirstPercentIndent            = 30% ; Percentage of shot distance control points are placed
  295.         SecondPercentIndent            = 70%
  296.         TumbleRandomly                = Yes
  297.  
  298.         CrushStyle                    = Yes ; I don't detonate, I just hit
  299.         DieOnImpact                    = Yes
  300.         BounceCount                    = 1   ; When I hit the ground, I'll arc again
  301.         BounceDistance                = 40 ; this far
  302.         BounceFirstHeight            = 16  ; Height of Bezier control points above highest intervening terrain
  303.         BounceSecondHeight            = 16
  304.         BounceFirstPercentIndent    = 20% ; Percentage of shot distance control points are placed
  305.         BounceSecondPercentIndent    = 80%
  306.  
  307.         GroundHitFX                    = FX_ThrownRockGroundHit
  308.         GroundBounceFX                = FX_ThrownRockBounceHit
  309.     End    
  310.  
  311.     ;--------------------------------------------------------------------
  312.     ; Emotion Tracker for the Terror state
  313.     ;--------------------------------------------------------------------
  314.     Behavior = EmotionTrackerUpdate    Module_EmotionTracker
  315.         AfraidOf                    =    NONE +RohanTreeBerd +RohanEntFir +RohanEntAsh +RohanEntBirch +MordorBalrog +MordorCaveTroll +MordorMountainTroll +MordorDrummerTroll +MordorFellBeast +MordorMumakil;Must be SCARY kindof as well.
  316.         AlwaysAfraidOf                =    NONE +MordorWitchKing +MordorWitchKingOnFellBeast +MordorBalrog +RohanOathbreaker
  317.  
  318.         FearScanDistance            =    250
  319.  
  320.         AddEmotion                    =    BraceForBeingCrushed_Base
  321.         AddEmotion                    =    Terror_Base
  322.     End        
  323.  
  324.     #include "..\..\..\Includes\PorterExtinguishFire.inc"
  325.  
  326.     ;--------------------------------------------------------------------
  327.     ; 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.
  328.     Geometry                = CYLINDER    
  329.     GeometryMajorRadius        = 8.0
  330.     GeometryMinorRadius        = 8.0
  331.     GeometryHeight            = 16.0
  332.     GeometryIsSmall            = Yes    
  333.     Shadow                    = SHADOW_DECAL
  334.     ShadowSizeX                = 27;
  335.     ShadowSizeY                = 27;
  336.     ShadowTexture            = ShadowI;
  337. End
  338.  
  339.  
  340. ;--------------------------------------------------------------------
  341. ChildObject MenPorterNoSelect MenPorter
  342.     KindOf = PRELOAD CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER DOZER SWARM_DOZER NOT_AUTOACQUIRABLE MOVE_FOR_NOONE
  343.     ShockwaveResistance = SHOCKWAVE_RESISTANCE_IMMUNE
  344. End
  345.