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data_ini_object_goodfaction_units_men_porter.ini
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2006-01-31
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;------------------------------------------------------------------------------
;
; Men Porter.ini
;
;------------------------------------------------------------------------------
; aka Porter
Object MenPorter
; *** ART Parameters ***
SelectPortrait = UPGondor_Porter
; ButtonImage for Porter
ButtonImage = BGFortress_Porter
Draw = W3DTruckDraw ModuleTag_01
OkToChangeModelColor = Yes
;StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD
DefaultModelConditionState
Model = GUPorter_SKN
Skeleton = GUPorter_SKL
End
IdleAnimationState
StateName = STATE_Running
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_DIEA
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
StateName = STATE_Running
Animation = WLKA
AnimationName = GUPorter_WLKA
AnimationMode = LOOP
End
Flags = RANDOMSTART
;ParticleSysBone = None InfantryDustTrails
End
AnimationState = MOVING
StateName = STATE_Running
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
AnimationState = ACTIVELY_CONSTRUCTING
StateName = STATE_Constructing
Animation = WRKA
AnimationName = GUPorter_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 = GUPorter_WRKB
AnimationMode = ONCE
AnimationPriority = 30
AnimationSpeedFactorRange = 0.9 1.1
End
Animation = WRKB
AnimationName = GUPorter_WRKC
AnimationMode = ONCE
AnimationPriority = 5
AnimationSpeedFactorRange = 0.9 1.1
End
Animation = WRKB
AnimationName = GUPorter_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 = GUPorter_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 = Men
EditorSorting = UNIT
ThingClass = HORDE_UNIT
CommandPoints = 0
TransportSlotCount = TRANSPORTSLOTCOUNT_DOZER
ArmorSet
Conditions = None
Armor = PorterArmor
DamageFX = NormalDamageFX
End
BuildCost = MEN_PORTER_BUILDCOST
BuildTime = MEN_PORTER_BUILDTIME
VisionRange = MEN_PORTER_VISION_RANGE
BountyValue = MEN_PORTER_BOUNTY_VALUE
ShroudClearingRange = MEN_PORTER_SHROUD_RANGE
DisplayName = OBJECT:GondorPorter
CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
ShockwaveResistance = SHOCKWAVE_RESISTANCE_IMMUNE
IsTrainable = No
CommandSet = MenPorterCommandSet
; *** AUDIO Parameters ***;
VoiceCreated = MenBuilderVoiceSalute
VoiceFullyCreated = MenBuilderVoiceSalute
VoiceMove = MenBuilderVoiceMove
VoiceMoveToCamp = MenBuilderVoiceMove
VoicePriority = 6
VoiceRetreatToCastle = MenBuilderVoiceMove
VoiceSelect = MenBuilderVoiceSelectMS
SoundImpact = ImpactHorse
SoundMoveLoop = MenBuilderMoveLoopMS
SoundMoveStart = MenBuilderMoveStart
UnitSpecificSounds
VoiceNoBuild = EVA:PorterCantBuild
VoiceBuildResponse = MenBuilderVoiceBuild
VoiceExtinguishFireAtLocation = MenBuilderVoiceMove
VoiceGarrison = MenBuilderVoiceGarrison
VoiceSelectIdleWorker = MenBuilderVoiceSelectMS
VoiceEnterUnitElvenTransportShip = MenBuilderVoiceMove
VoiceInitiateCaptureBuilding = MenBuilderVoiceMove
End
ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_foo
ModelCondition = Required:EMOTION_CELEBRATING Excluded:DYING ENGAGED Sound:EmotionMenGoodCompilationVoxCheerSinglesLoop ;MOVING ATTACKING
ModelCondition = Required:EMOTION_TAUNTING Excluded:DYING ENGAGED Sound:EmotionMenGoodCompilationBFME1and2VoxTauntSinglesLoop ;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 DOZER CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE THROWN_OBJECT PORTER IGNORES_SELECT_ALL NONCOM
//SelectionPriority = SELECTION_PRIORITY_PORTER
Body = ActiveBody ModuleTag_02
MaxHealth = MEN_PORTER_HEALTH
MaxHealthDamaged = MEN_PORTER_HEALTH_DAMAGED
RecoveryTime = MEN_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 MenBuilderVoiceDie ;PorterGenericVoiceDie
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 MenBuilderVoiceDie ;PorterGenericVoiceDie
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
;--------------------------------------------------------------------
; 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 = BraceForBeingCrushed_Base
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
;--------------------------------------------------------------------
ChildObject MenPorterNoSelect MenPorter
KindOf = PRELOAD CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER DOZER SWARM_DOZER NOT_AUTOACQUIRABLE MOVE_FOR_NOONE
ShockwaveResistance = SHOCKWAVE_RESISTANCE_IMMUNE
End