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data_ini_object_nature_naturetrees.ini
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;------------------------------------------------------------------------------
;----------------- TREES ------------------------------------------------------
;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
; Don't put Generic trees in your maps. They are meant as the Baseclass.
#define DEFAULT_TREE_SINK_TIME 10000 // 10 seconds
Object TheOneTree
; This is a placeholder object used to refer to trees in the tree buffer that don't actually
; have any object/drawable data. The message stream likes to have a drawable id.
; Note that this object has no draw module or ai or anything, and is just held by
; TheGameLogic for special use.
; *** DESIGN parameters ***
DisplayName = OBJECT:Prop
KindOf = SHRUBBERY IMMOBILE CLUB INERT TREE
TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable)
Body = ImmortalBody ModuleTag_ImmortalBody
MaxHealth = 1
End
IsGrabbable = Yes
IsHarvestable = Yes
End
ChildObject TheNonInteractableTree TheOneTree
IsGrabbable = No
IsHarvestable = No
End
ChildObject TheHarvestableTree TheOneTree
IsGrabbable = No
IsHarvestable = Yes
End
ChildObject TheGrabbableTree TheOneTree
IsGrabbable = Yes
IsHarvestable = No
End
;------------------------------------------------------------------------------
Object GenericInteractableOptimizedTree
; Interactable here means you can grab it and harvest it
; *** ART Parameters ***
; The W3DTreeDraw handles normal drawing and sway, and knock over behavior.
; Normally this happens in the W3DTreeBuffer, and there is no corresponding drawable or
; object.
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTree01
TextureName = PTreeShare.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No ; You can still harvest from a toppled tree, so it will stay in optimized form... for-evuh
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
; The W3DScriptedModelDraw is only used in special circumstances, such as troll pickup,
; or when burning.
; In this case, an object and drawable are created and swapped in for the tree in the
; W3DTreeBuffer, and normal object and scripted behavior takes place. For performance reasons
; we don't want to do this often.
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTree01
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTreeDeath11
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
IsGrabbable = Yes
IsHarvestable = Yes
;Behavior = FireWeaponCollide ModuleTag_03
; CollideWeapon = TreeFireDealDamageWeapon
; RequiredStatus = AFLAME ; I can only fire if I am on fire
;End
Behavior = FlammableUpdate ModuleTag_05
FlameDamageLimit = 10
FlameDamageExpiration = 5000
BurnedDelay = 2500
AflameDuration = 7000
AflameDamageDelay = 1000
AflameDamageAmount = 8
BurningSoundName = GenericFireMediumLoop
End
Behavior = FireSpreadUpdate ModuleTag_06
;OCLEmbers = OCL_BurningEmbers
MinSpreadDelay = 2000
MaxSpreadDelay = 4000
SpreadTryRange = 50 ; A non-zero entry means fires will be set explicitly without relying on embers
; The closest flammable thing will be set on fire automatically.
End
; *** DESIGN parameters ***
DisplayName = OBJECT:Prop
EditorSorting = SHRUBBERY
CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
; SupplyOverride = 10 ; This overrides the value in gamedata.ini
ArmorSet
Conditions = None
Armor = NoArmor
End
TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable)
; *** ENGINEERING parameters ***
KindOf = SHRUBBERY IMMOBILE CLUB TREE SELECTABLE;
Body = ActiveBody ModuleTag_10 ;Can take damage, and die.
MaxHealth = 50.0
End
Flammability ; should be after the 'Body' statement
Fuel = 200
MaxBurnRate = 20
Decay = 5
Resistance = 10
End
; Note no SwayBehavior, as this is handled in the W3DTreeBuffer.
Behavior = SlowDeathBehavior ModuleTag_11
DeathTypes = ALL
SinkDelay = 1000
SinkRate = 16 ; in Dist/Sec
DestructionDelay = 11000
End
Shadow = SHADOW_DECAL
InstanceScaleFuzziness = 0.1
End
;------------------------------------------------------------------------------
Object GenericNONInteractableOptimizedTree
; Interactable here means you can grab it and harvest it, so this version prevents that
; *** ART Parameters ***
; The W3DTreeDraw handles normal drawing and sway, and knock over behavior.
; Normally this happens in the W3DTreeBuffer, and there is no corresponding drawable or
; object.
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTree01
TextureName = PTreeShare.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No ; You can still harvest from a toppled tree, so it will stay in optimized form... for-evuh
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
; The W3DScriptedModelDraw is only used in special circumstances, such as troll pickup,
; or when burning.
; In this case, an object and drawable are created and swapped in for the tree in the
; W3DTreeBuffer, and normal object and scripted behavior takes place. For performance reasons
; we don't want to do this often.
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTree01
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTreeDeath11
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
IsGrabbable = No
IsHarvestable = No
;Behavior = FireWeaponCollide ModuleTag_03
; CollideWeapon = TreeFireDealDamageWeapon
; RequiredStatus = AFLAME ; I can only fire if I am on fire
;End
Behavior = FlammableUpdate ModuleTag_05
FlameDamageLimit = 10
FlameDamageExpiration = 5000
BurnedDelay = 2500
AflameDuration = 7000
AflameDamageDelay = 1000
AflameDamageAmount = 8
BurningSoundName = GenericFireMediumLoop
End
Behavior = FireSpreadUpdate ModuleTag_06
;OCLEmbers = OCL_BurningEmbers
MinSpreadDelay = 2000
MaxSpreadDelay = 4000
SpreadTryRange = 50 ; A non-zero entry means fires will be set explicitly without relying on embers
; The closest flammable thing will be set on fire automatically.
End
; *** DESIGN parameters ***
DisplayName = OBJECT:Prop
EditorSorting = SHRUBBERY
CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
; SupplyOverride = 10 ; This overrides the value in gamedata.ini
ArmorSet
Conditions = None
Armor = NoArmor
End
TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable)
; *** ENGINEERING parameters ***
KindOf = SHRUBBERY IMMOBILE CLUB TREE SELECTABLE;
Body = ActiveBody ModuleTag_10 ;Can take damage, and die.
MaxHealth = 50.0
End
; Note no SwayBehavior, as this is handled in the W3DTreeBuffer.
Behavior = SlowDeathBehavior ModuleTag_11
DeathTypes = ALL
SinkDelay = 1000
SinkRate = 16 ; in Dist/Sec
DestructionDelay = 11000
End
Shadow = SHADOW_DECAL
InstanceScaleFuzziness = 0.1
End
;------------------------------------------------------------------------------
Object GenericHarvestOnlyOptimizedTree
; Interactable here means you can grab it and harvest it, so this version prevents that
; *** ART Parameters ***
; The W3DTreeDraw handles normal drawing and sway, and knock over behavior.
; Normally this happens in the W3DTreeBuffer, and there is no corresponding drawable or
; object.
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTree01
TextureName = PTreeShare.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No ; You can still harvest from a toppled tree, so it will stay in optimized form... for-evuh
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
; The W3DScriptedModelDraw is only used in special circumstances, such as troll pickup,
; or when burning.
; In this case, an object and drawable are created and swapped in for the tree in the
; W3DTreeBuffer, and normal object and scripted behavior takes place. For performance reasons
; we don't want to do this often.
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTree01
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTreeDeath11
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
IsGrabbable = No
IsHarvestable = Yes
;Behavior = FireWeaponCollide ModuleTag_03
; CollideWeapon = TreeFireDealDamageWeapon
; RequiredStatus = AFLAME ; I can only fire if I am on fire
;End
Behavior = FlammableUpdate ModuleTag_05
FlameDamageLimit = 10
FlameDamageExpiration = 5000
BurnedDelay = 2500
AflameDuration = 7000
AflameDamageDelay = 1000
AflameDamageAmount = 8
BurningSoundName = GenericFireMediumLoop
End
Behavior = FireSpreadUpdate ModuleTag_06
;OCLEmbers = OCL_BurningEmbers
MinSpreadDelay = 2000
MaxSpreadDelay = 4000
SpreadTryRange = 50 ; A non-zero entry means fires will be set explicitly without relying on embers
; The closest flammable thing will be set on fire automatically.
End
; *** DESIGN parameters ***
DisplayName = OBJECT:Prop
EditorSorting = SHRUBBERY
CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
; SupplyOverride = 10 ; This overrides the value in gamedata.ini
ArmorSet
Conditions = None
Armor = NoArmor
End
TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable)
; *** ENGINEERING parameters ***
KindOf = SHRUBBERY IMMOBILE CLUB TREE SELECTABLE;
Body = ActiveBody ModuleTag_10 ;Can take damage, and die.
MaxHealth = 50.0
End
Flammability ; should be after the 'Body' statement
Fuel = 200
MaxBurnRate = 20
Decay = 5
Resistance = 10
End
; Note no SwayBehavior, as this is handled in the W3DTreeBuffer.
Behavior = SlowDeathBehavior ModuleTag_11
DeathTypes = ALL
SinkDelay = 1000
SinkRate = 16 ; in Dist/Sec
DestructionDelay = 11000
End
Shadow = SHADOW_DECAL
InstanceScaleFuzziness = 0.1
End
;------------------------------------------------------------------------------
Object GenericHarvestOnlyOptimizedTreeA
; Interactable here means you can grab it and harvest it, so this version prevents that
; *** ART Parameters ***
; The W3DTreeDraw handles normal drawing and sway, and knock over behavior.
; Normally this happens in the W3DTreeBuffer, and there is no corresponding drawable or
; object.
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTSpruce02_L
TextureName = ptspruce01.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No ; You can still harvest from a toppled tree, so it will stay in optimized form... for-evuh
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
; The W3DScriptedModelDraw is only used in special circumstances, such as troll pickup,
; or when burning.
; In this case, an object and drawable are created and swapped in for the tree in the
; W3DTreeBuffer, and normal object and scripted behavior takes place. For performance reasons
; we don't want to do this often.
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTree01
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTreeDeath11
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
IsGrabbable = No
IsHarvestable = Yes
;Behavior = FireWeaponCollide ModuleTag_03
; CollideWeapon = TreeFireDealDamageWeapon
; RequiredStatus = AFLAME ; I can only fire if I am on fire
;End
Behavior = FlammableUpdate ModuleTag_05
FlameDamageLimit = 10
FlameDamageExpiration = 5000
BurnedDelay = 2500
AflameDuration = 7000
AflameDamageDelay = 1000
AflameDamageAmount = 8
BurningSoundName = GenericFireMediumLoop
End
Behavior = FireSpreadUpdate ModuleTag_06
;OCLEmbers = OCL_BurningEmbers
MinSpreadDelay = 2000
MaxSpreadDelay = 4000
SpreadTryRange = 50 ; A non-zero entry means fires will be set explicitly without relying on embers
; The closest flammable thing will be set on fire automatically.
End
; *** DESIGN parameters ***
DisplayName = OBJECT:Prop
EditorSorting = SHRUBBERY
CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
; SupplyOverride = 10 ; This overrides the value in gamedata.ini
ArmorSet
Conditions = None
Armor = NoArmor
End
TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable)
; *** ENGINEERING parameters ***
KindOf = SHRUBBERY IMMOBILE CLUB TREE SELECTABLE;
Body = ActiveBody ModuleTag_10 ;Can take damage, and die.
MaxHealth = 50.0
End
; Note no SwayBehavior, as this is handled in the W3DTreeBuffer.
Behavior = SlowDeathBehavior ModuleTag_11
DeathTypes = ALL
SinkDelay = 1000
SinkRate = 16 ; in Dist/Sec
DestructionDelay = 11000
End
Shadow = SHADOW_DECAL
InstanceScaleFuzziness = 0.1
End
;------------------------------------------------------------------------------
ObjectReskin GenericTree GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTree01
TextureName = PTreeShare.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTree01
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTree01 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
End
;------------------------------------------------------------------------------
ObjectReskin GenericOptimizedTree GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTree01
TextureName = PTreeShare.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Flammability
Fuel = 150
MaxBurnRate = 10
Decay = 5
Resistance = 10
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTree01
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTree01 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
End
;------------------------------------------------------------------------------
ObjectReskin Tree01 GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTree01
TextureName = PTreeShare.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTree01
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTree01 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
End
;------------------------------------------------------------------------------
ObjectReskin Tree01_L GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTree01_L
TextureName = PTreeShare.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTree01_L
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTree01_L ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
; Geometry = CYLINDER
; GeometryIsSmall = Yes
; GeometryMajorRadius = 4.0
; GeometryHeight = 15
End
;------------------------------------------------------------------------------
ObjectReskin Tree01_S GenericHarvestOnlyOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTree01_S
TextureName = PTreeShare.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTree01_S
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTree01_S ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
; Geometry = CYLINDER
; GeometryIsSmall = Yes
; GeometryMajorRadius = 4.0
; GeometryHeight = 15
End
;------------------------------------------------------------------------------
ObjectReskin Tree02 GenericHarvestOnlyOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTree02
TextureName = PTreeShare.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTree02
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTree02 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
; Geometry = CYLINDER
; GeometryIsSmall = Yes
; GeometryMajorRadius = 4.0
; GeometryHeight = 15
End
;------------------------------------------------------------------------------
ObjectReskin Tree02_L GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTree02_L
TextureName = PTreeShare.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTree02_L
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTree02_L ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
; Geometry = CYLINDER
; GeometryIsSmall = Yes
; GeometryMajorRadius = 4.0
; GeometryHeight = 15
End
;------------------------------------------------------------------------------
ObjectReskin Tree02_S GenericHarvestOnlyOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTree02_S
TextureName = PTreeShare.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTree02_S
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTree02_S ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
; Geometry = CYLINDER
; GeometryIsSmall = Yes
; GeometryMajorRadius = 4.0
; GeometryHeight = 15
End
;------------------------------------------------------------------------------
ObjectReskin Tree03 GenericHarvestOnlyOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTree03
TextureName = PTreeShare.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTree03
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTree03 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
; Geometry = CYLINDER
; GeometryIsSmall = Yes
; GeometryMajorRadius = 4.0
; GeometryHeight = 15
End
;------------------------------------------------------------------------------
ObjectReskin Tree03_L GenericHarvestOnlyOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTree03_L
TextureName = PTreeShare.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTree03_L
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTree03_L ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
; Geometry = CYLINDER
; GeometryIsSmall = Yes
; GeometryMajorRadius = 4.0
; GeometryHeight = 15
End
;------------------------------------------------------------------------------
ObjectReskin Tree03_S GenericHarvestOnlyOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTree03_S
TextureName = PTreeShare.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTree03_S
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTree03_S ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
; Geometry = CYLINDER
; GeometryIsSmall = Yes
; GeometryMajorRadius = 4.0
; GeometryHeight = 15
End
;------------------------------------------------------------------------------
ObjectReskin Tree03a GenericHarvestOnlyOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTree03a
TextureName = PTree01.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTree03a
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTree03a ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
; Geometry = CYLINDER
; GeometryIsSmall = Yes
; GeometryMajorRadius = 4.0
; GeometryHeight = 15
End
;------------------------------------------------------------------------------
ObjectReskin Tree03a_L GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTree03a_L
TextureName = PTree01.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTree03a_L
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTree03a_L_D2 ; use default nondeath model in place of this.
End
ModelConditionState = AFLAME
Model = PTree03a_L_D1 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
; Geometry = CYLINDER
; GeometryIsSmall = Yes
; GeometryMajorRadius = 4.0
; GeometryHeight = 15
End
;------------------------------------------------------------------------------
ObjectReskin Tree03a_S GenericHarvestOnlyOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTree03a_S
TextureName = PTree01.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTree03a_S
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTree03a_S ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
; Geometry = CYLINDER
; GeometryIsSmall = Yes
; GeometryMajorRadius = 4.0
; GeometryHeight = 15
End
;------------------------------------------------------------------------------
ObjectReskin Tree03aL_L GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTree03aL_L
TextureName = PTree01lght.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTree03aL_L
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTree03aL_L ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
; Geometry = CYLINDER
; GeometryIsSmall = Yes
; GeometryMajorRadius = 4.0
; GeometryHeight = 15
End
;------------------------------------------------------------------------------
ObjectReskin Tree03aD_L GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTree03aD_L
TextureName = PTree01drk.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTree03aD_L
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTree03aD_L ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
; Geometry = CYLINDER
; GeometryIsSmall = Yes
; GeometryMajorRadius = 4.0
; GeometryHeight = 15
End
;------------------------------------------------------------------------------
ObjectReskin Tree04 GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTree04a
TextureName = PTreeShare.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTree04a
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTree04aD2 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
; Geometry = CYLINDER
; GeometryIsSmall = Yes
; GeometryMajorRadius = 4.0
; GeometryHeight = 15
End
;------------------------------------------------------------------------------
ObjectReskin Tree05 GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTree05
TextureName = PTreeShare.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTree05
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTree05 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
End
;------------------------------------------------------------------------------
ObjectReskin Tree05_L GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTree05_L
TextureName = PTreeShare02.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTree05_L
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTree05_L ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
; Geometry = CYLINDER
; GeometryIsSmall = Yes
; GeometryMajorRadius = 4.0
; GeometryHeight = 15
End
;------------------------------------------------------------------------------
ObjectReskin Tree05_S GenericHarvestOnlyOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTree05_S
TextureName = PTreeShare02.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTree05_S
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTree05_S ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
; Geometry = CYLINDER
; GeometryIsSmall = Yes
; GeometryMajorRadius = 4.0
; GeometryHeight = 15
End
;------------------------------------------------------------------------------
Object Tree06
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTCypress02
TextureName = PTreeShare01.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTCypress02
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTCypress02 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
End
;------------------------------------------------------------------------------
ObjectReskin Tree07 GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTree06
TextureName = PTree06.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTree06
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTree06 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
; Geometry = CYLINDER
; GeometryIsSmall = Yes
; GeometryMajorRadius = 4.0
; GeometryHeight = 15
End
;------------------------------------------------------------------------------
ObjectReskin Tree08 GenericHarvestOnlyOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTree07
TextureName = PTree07.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTree07
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTree07 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
; Geometry = CYLINDER
; GeometryIsSmall = Yes
; GeometryMajorRadius = 4.0
; GeometryHeight = 15
End
;------------------------------------------------------------------------------
ObjectReskin Spruce01 GenericHarvestOnlyOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTSpruce01
TextureName = PTSpruce01.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTSpruce01
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTSpruce01 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
; Geometry = CYLINDER
; GeometryIsSmall = Yes
; GeometryMajorRadius = 4.0
; GeometryHeight = 15
End
;------------------------------------------------------------------------------
ObjectReskin Spruce01_L GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTSpruce01_L
TextureName = PTSpruce01.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTSpruce01_L
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTSpruce01_L ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
; Geometry = CYLINDER
; GeometryIsSmall = Yes
; GeometryMajorRadius = 4.0
; GeometryHeight = 15
End
;------------------------------------------------------------------------------
ObjectReskin Spruce01_S GenericHarvestOnlyOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTSpruce01_S
TextureName = PTSpruce01.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTSpruce01_S
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTSpruce01_S ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
; Geometry = CYLINDER
; GeometryIsSmall = Yes
; GeometryMajorRadius = 4.0
; GeometryHeight = 15
End
;------------------------------------------------------------------------------
Object TreeSpruceStump
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTStumpSpr
TextureName = PTStump.tga
TaintedTree = Yes
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTStumpSpr
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTStumpSpr ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
; *** DESIGN parameters ***
DisplayName = OBJECT:Prop
EditorSorting = SHRUBBERY
; *** ENGINEERING parameters ***
KindOf = NO_COLLIDE SHRUBBERY IMMOBILE IGNORED_IN_GUI SHRUB
End
;------------------------------------------------------------------------------
Object CornStalk
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PCornstalk01
TextureName = PShrubbery01.tga
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PCornstalk01
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTGrass04 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
; *** DESIGN parameters ***
DisplayName = OBJECT:Prop
EditorSorting = SHRUBBERY
; *** ENGINEERING parameters ***
KindOf = NO_COLLIDE SHRUBBERY IMMOBILE IGNORED_IN_GUI SHRUB
End
;------------------------------------------------------------------------------
Object TreeNew01
; *** ART Parameters ***
; The W3DTreeDraw handles normal drawing and sway, and knock over behavior.
; Normally this happens in the W3DTreeBuffer, and there is no corresponding drawable or
; object.
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTree08
TextureName = PTree20.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
; The W3DScriptedModelDraw is only used in special circumstances, such as troll pickup.
; In this case, an object and drawable are created and swapped in for the tree in the
; W3DTreeBuffer, and normal object and scripted behavior takes place. For performance reasons
; we don't want to do this often.
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTree08
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTree08 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
; *** DESIGN parameters ***
DisplayName = OBJECT:Prop
EditorSorting = SHRUBBERY
CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
IsHarvestable = Yes
IsGrabbable = Yes
ArmorSet
Conditions = None
Armor = NoArmor
End
TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable)
; *** ENGINEERING parameters ***
KindOf = SHRUBBERY IMMOBILE CLUB TREE SELECTABLE
Body = HighlanderBody ModuleTag_10 ;Can take damage, but won't die. Can only die from ::kill() or other unresistable damage
MaxHealth = 50.0
End
; Note no SwayBehavior, as this is handled in the W3DTreeBuffer.
; Note no SlowDeathBehavior for TOPPLED, as toppling is handled by W3DTreeBuffer.
Shadow = SHADOW_DECAL
InstanceScaleFuzziness = 0.1
End
;------------------------------------------------------------------------------
ObjectReskin PTree09_Med GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTree09
TextureName = PTree20.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTree09
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTree09 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
End
;------------------------------------------------------------------------------
ObjectReskin PTree10_Large GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTree10
TextureName = PTree20.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTree10
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTree10 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
Geometry = CYLINDER
GeometryIsSmall = Yes
GeometryMajorRadius = 3.2
GeometryHeight = 60
End
;------------------------------------------------------------------------------
ObjectReskin PTree11_Small GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTree11
TextureName = PTree20.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTree11
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTree11 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
Geometry = CYLINDER
GeometryIsSmall = Yes
GeometryMajorRadius = 3.2
GeometryHeight = 60
End
;------------------------------------------------------------------------------
ObjectReskin PTree12_Tiny GenericHarvestOnlyOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTree12
TextureName = PTree20.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTree12
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTree12 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
Geometry = CYLINDER
GeometryIsSmall = Yes
GeometryMajorRadius = 3.2
GeometryHeight = 60
End
;------------------------------------------------------------------------------
ObjectReskin PTree16_Tiny GenericHarvestOnlyOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTree16
TextureName = PTree20.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTree16
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
ModelConditionState = PASSENGER
Model = PTree16
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTree16 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
Geometry = CYLINDER
GeometryIsSmall = Yes
GeometryMajorRadius = 3.2
GeometryHeight = 60
End
;------------------------------------------------------------------------------
Object PTree13_Dead
; Interactable here means you can grab it and harvest it
; Dead means not burnable
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTree13
TextureName = PTreeDeath04.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
TaintedTree = Yes
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTree13
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_DeadTreeBecomeClub
End
ModelConditionState = PASSENGER
Model = PTree13
End
AnimationState = PASSENGER
EnteringStateFX = FX_DeadTreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTree13 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
IsGrabbable = Yes
IsHarvestable = Yes
; *** DESIGN parameters ***
DisplayName = OBJECT:Prop
EditorSorting = SHRUBBERY
CrushableLevel = 1
; ArmorSet
; Conditions = None
; Armor = NoArmor
; End
; *** ENGINEERING parameters ***
; KindOf = SHRUBBERY IMMOBILE TREE
KindOf = SHRUBBERY IMMOBILE CLUB TREE SELECTABLE;
TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable)
Body = ActiveBody ModuleTag_10 ;Can take damage, and die.
MaxHealth = 50.0
End
; Note no SwayBehavior, as this is handled in the W3DTreeBuffer.
Behavior = SlowDeathBehavior ModuleTag_11
DeathTypes = ALL
SinkDelay = 1000
SinkRate = 16 ; in Dist/Sec
DestructionDelay = 11000
End
Geometry = CYLINDER
GeometryIsSmall = Yes
GeometryMajorRadius = 3.2
GeometryHeight = 60
Shadow = SHADOW_DECAL
ShadowTexture = PTDeath06sha
InstanceScaleFuzziness = 0.1
End
;------------------------------------------------------------------------------
Object PTree13_Dead_NonInteractive
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTree13
TextureName = PTreeDeath04.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
TaintedTree = Yes
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTree13
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_DeadTreeBecomeClub
End
ModelConditionState = PASSENGER
Model = PTree13
End
AnimationState = PASSENGER
EnteringStateFX = FX_DeadTreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTree13 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
; *** DESIGN parameters ***
DisplayName = OBJECT:Prop
EditorSorting = SHRUBBERY
KindOf = IMMOBILE TREE SHRUBBERY
Shadow = SHADOW_DECAL
; ShadowSizeX = 120
; ShadowSizeY = 120
ShadowTexture = PTDeath06sha
End
;------------------------------------------------------------------------------
ObjectReskin PTree14_Life PTree13_Dead
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTree14
TextureName = PTree20.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
TaintedTree = Yes
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTree14
End
ModelConditionState = PASSENGER CLUB
Model = None
End
ModelConditionState = PASSENGER
Model = PTree14
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTree14 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
End
;------------------------------------------------------------------------------
ObjectReskin PTree15_Some_Life PTree13_Dead
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTree15
TextureName = PTreeDeath04.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
TaintedTree = Yes
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTree15
End
ModelConditionState = PASSENGER CLUB
Model = None
End
ModelConditionState = PASSENGER
Model = PTree15
End
AnimationState
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTree15 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
End
;------------------------------------------------------------------------------
Object GenericInteractableOptimizedDeadTree
; Interactable here means you can grab it and harvest it
; Dead means not burnable
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTree15
TextureName = PTreeDeath04.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
TaintedTree = Yes
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTree15
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_DeadTreeBecomeClub
End
ModelConditionState = PASSENGER
Model = PTree15
End
AnimationState = PASSENGER
EnteringStateFX = FX_DeadTreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTree15 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
IsGrabbable = Yes
IsHarvestable = Yes
; *** DESIGN parameters ***
DisplayName = OBJECT:Prop
EditorSorting = SHRUBBERY
CrushableLevel = 1
; ArmorSet
; Conditions = None
; Armor = NoArmor
; End
; *** ENGINEERING parameters ***
; KindOf = SHRUBBERY IMMOBILE TREE
KindOf = SHRUBBERY IMMOBILE CLUB TREE SELECTABLE;
TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable)
Body = ActiveBody ModuleTag_10 ;Can take damage, and die.
MaxHealth = 50.0
End
; Note no SwayBehavior, as this is handled in the W3DTreeBuffer.
Behavior = SlowDeathBehavior ModuleTag_11
DeathTypes = ALL
SinkDelay = 1000
SinkRate = 16 ; in Dist/Sec
DestructionDelay = 11000
End
Geometry = CYLINDER
GeometryIsSmall = Yes
GeometryMajorRadius = 3.2
GeometryHeight = 60
Shadow = SHADOW_DECAL
ShadowTexture = PTDeath02sha
InstanceScaleFuzziness = 0.1
End
;------------------------------------------------------------------------------
Object GenericNONInteractableOptimizedDeadTree
; Interactable here means you can grab it and harvest it, so this guy prevents it
; Dead means not burnable
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTree15
TextureName = PTreeDeath04.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
TaintedTree = Yes
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTree15
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_DeadTreeBecomeClub
End
ModelConditionState = PASSENGER
Model = PTree15
End
AnimationState = PASSENGER
EnteringStateFX = FX_DeadTreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTree15 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
IsGrabbable = No
IsHarvestable = No
; *** DESIGN parameters ***
DisplayName = OBJECT:Prop
EditorSorting = SHRUBBERY
CrushableLevel = 1
; ArmorSet
; Conditions = None
; Armor = NoArmor
; End
; *** ENGINEERING parameters ***
; KindOf = SHRUBBERY IMMOBILE TREE
KindOf = SHRUBBERY IMMOBILE CLUB TREE SELECTABLE;
TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable)
Body = ActiveBody ModuleTag_10 ;Can take damage, and die.
MaxHealth = 50.0
End
; Note no SwayBehavior, as this is handled in the W3DTreeBuffer.
Behavior = SlowDeathBehavior ModuleTag_11
DeathTypes = ALL
SinkDelay = 1000
SinkRate = 16 ; in Dist/Sec
DestructionDelay = 11000
End
Geometry = CYLINDER
GeometryIsSmall = Yes
GeometryMajorRadius = 3.2
GeometryHeight = 60
Shadow = SHADOW_DECAL
ShadowTexture = PTDeath02sha
InstanceScaleFuzziness = 0.1
End
;------------------------------------------------------------------------------
ObjectReskin TreeDead01 GenericInteractableOptimizedDeadTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTreeDeath01
TextureName = PTreeDeath02.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
TaintedTree = Yes
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTreeDeath01
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_DeadTreeBecomeClub
End
ModelConditionState = PASSENGER
Model = PTreeDeath01
End
AnimationState = PASSENGER
EnteringStateFX = FX_DeadTreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTreeDeath01 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
Geometry = CYLINDER
GeometryIsSmall = Yes
GeometryMajorRadius = 3.2
GeometryHeight = 60
End
;------------------------------------------------------------------------------
ObjectReskin GenericDeadTree GenericInteractableOptimizedDeadTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTreeDeath01
TextureName = PTreeDeath02.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
TaintedTree = Yes
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTreeDeath01
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_DeadTreeBecomeClub
End
ModelConditionState = PASSENGER
Model = PTreeDeath01
End
AnimationState = PASSENGER
EnteringStateFX = FX_DeadTreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTreeDeath01 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
Geometry = CYLINDER
GeometryIsSmall = Yes
GeometryMajorRadius = 3.2
GeometryHeight = 60
End
;------------------------------------------------------------------------------
ObjectReskin TreeDead02 GenericInteractableOptimizedDeadTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTreeDeath02
TextureName = PTreeDeath02.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
TaintedTree = Yes
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTreeDeath02
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_DeadTreeBecomeClub
End
ModelConditionState = PASSENGER
Model = PTreeDeath02
End
AnimationState = PASSENGER
EnteringStateFX = FX_DeadTreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTreeDeath02 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
End
;------------------------------------------------------------------------------
ObjectReskin TreeDead05 GenericInteractableOptimizedDeadTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTreeDeath10
TextureName = PTreeDeath12.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
TaintedTree = Yes
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTreeDeath10
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_DeadTreeBecomeClub
End
ModelConditionState = PASSENGER
Model = PTreeDeath10
End
AnimationState = PASSENGER
EnteringStateFX = FX_DeadTreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTreeDeath10 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
End
;------------------------------------------------------------------------------
ObjectReskin TreeDead06 GenericHarvestOnlyOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTreeDeath11
TextureName = PTreeDeath10.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
TaintedTree = Yes
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTreeDeath11
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_DeadTreeBecomeClub
End
ModelConditionState = PASSENGER
Model = PTreeDeath11
End
AnimationState = PASSENGER
EnteringStateFX = FX_DeadTreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTreeDeath11 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
Geometry = CYLINDER
GeometryIsSmall = Yes
GeometryMajorRadius = 3.2
GeometryHeight = 60
End
;------------------------------------------------------------------------------
ObjectReskin TreeDead07 GenericInteractableOptimizedDeadTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTreeDeath12
TextureName = PTreeDeath12.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
TaintedTree = Yes
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTreeDeath12
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_DeadTreeBecomeClub
End
ModelConditionState = PASSENGER
Model = PTreeDeath12
End
AnimationState = PASSENGER
EnteringStateFX = FX_DeadTreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTreeDeath12 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
Geometry = CYLINDER
GeometryIsSmall = Yes
GeometryMajorRadius = 3.2
GeometryHeight = 60
End
;------------------------------------------------------------------------------
Object TreeDead03
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTreeDeath03
End
ModelConditionState = PASSENGER CLUB
Model = None
End
ModelConditionState = PASSENGER
Model = PTreeDeath03
End
AnimationState
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTreeDeath03 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
; *** DESIGN parameters ***
DisplayName = OBJECT:Prop
EditorSorting = SHRUBBERY
CrushableLevel = 1
ArmorSet
Conditions = None
Armor = NoArmor
End
TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable)
; *** ENGINEERING parameters ***
KindOf = SHRUBBERY IMMOBILE NO_COLLIDE OPTIMIZED_PROP
Body = HighlanderBody ModuleTag_10 ;Can take damage, but won't die. Can only die from ::kill() or other unresistable damage
MaxHealth = 50.0
End
Geometry = CYLINDER
GeometryIsSmall = Yes
GeometryMajorRadius = 3.2
GeometryHeight = 60
Shadow = SHADOW_VOLUME
InstanceScaleFuzziness = 0.1
End
;------------------------------------------------------------------------------
ObjectReskin TreeDead04 TreeDead03
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTreeDeath04
End
ModelConditionState = PASSENGER CLUB
Model = None
End
ModelConditionState = PASSENGER
Model = PTreeDeath04
End
AnimationState
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTreeDeath04 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
End
;------------------------------------------------------------------------------
ObjectReskin PTree23 TreeNew01
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTree23
TextureName = PTreeShare.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTree23
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTree23 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
Geometry = CYLINDER
GeometryIsSmall = Yes
GeometryMajorRadius = 3.2
GeometryHeight = 60
End
;------------------------------------------------------------------------------
ObjectReskin PTree24 TreeNew01
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTree24
TextureName = PTreeShare.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
FadeDistance = 120
FadeTarget = 100
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTree24
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTree24 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
Geometry = CYLINDER
GeometryIsSmall = Yes
GeometryMajorRadius = 3.2
GeometryHeight = 60
End
;------------------------------------------------------------------------------
ObjectReskin PTree25 TreeNew01
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTree25
TextureName = PTreeShare.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
FadeDistance = 130
FadeTarget = 100
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTree25
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTree25 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
Geometry = CYLINDER
GeometryIsSmall = Yes
GeometryMajorRadius = 3.2
GeometryHeight = 60
End
;------------------------------------------------------------------------------
ObjectReskin PTrunk_M GenericNONInteractableOptimizedDeadTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTrunk_m
TextureName = Ptree22.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
TaintedTree = Yes
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTrunk_s
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTrunk_s ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
Geometry = CYLINDER
GeometryIsSmall = Yes
GeometryMajorRadius = 3.2
GeometryHeight = 60
End
;------------------------------------------------------------------------------
ObjectReskin PTrunk_Mb GenericNONInteractableOptimizedDeadTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTrunk_m
TextureName = Ptree22b.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
TaintedTree = Yes
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTrunk_s
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTrunk_s ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
Geometry = CYLINDER
GeometryIsSmall = Yes
GeometryMajorRadius = 3.2
GeometryHeight = 60
End
;------------------------------------------------------------------------------
ObjectReskin PTrunk_S GenericInteractableOptimizedDeadTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTrunk_S
TextureName = Ptree22.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
TaintedTree = Yes
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTrunk_S
End
ModelConditionState = PASSENGER CLUB
Model = None
End
ModelConditionState = PASSENGER
Model = PTrunk_S
End
AnimationState
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTrunk_m ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
Geometry = CYLINDER
GeometryIsSmall = Yes
GeometryMajorRadius = 3.2
GeometryHeight = 60
End
;------------------------------------------------------------------------------
ObjectReskin PTreeMedium GenericNONInteractableOptimizedDeadTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTrunk_m
TextureName = Ptree22.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTrunk_m
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTrunk_m ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
Geometry = CYLINDER
GeometryIsSmall = Yes
GeometryMajorRadius = 3.2
GeometryHeight = 60
End
;------------------------------------------------------------------------------
ObjectReskin PTrunk_L GenericInteractableOptimizedDeadTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTrunk_L
TextureName = Ptree22.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
TaintedTree = Yes
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTrunk_L
End
ModelConditionState = PASSENGER CLUB
Model = None
End
ModelConditionState = PASSENGER
Model = PTrunk_L
End
AnimationState
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTrunk_L ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
Geometry = CYLINDER
GeometryIsSmall = Yes
GeometryMajorRadius = 3.2
GeometryHeight = 60
End
;------------------------------------------------------------------------------
ObjectReskin PTreeDogwood08 TreeNew01
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTDogwod08
TextureName = PTDogwod06.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTDogwod08
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTDogwod08 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
End
;------------------------------------------------------------------------------
ObjectReskin PTreeWillow03 TreeNew01
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTXWILOW03
TextureName = PTXWILOW03.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTXWILOW03
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTXWILOW03 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
End
;------------------------------------------------------------------------------
ObjectReskin PTreeCypress01 GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTCypress01
TextureName = PTCypress01.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTCypress01
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTCypress01 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
; Geometry = CYLINDER
; GeometryIsSmall = Yes
; GeometryMajorRadius = 4.0
; GeometryHeight = 15
End
;------------------------------------------------------------------------------
ObjectReskin PTreeCypress02 GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTCypressGrn
TextureName = PTCypressGrn.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTCypressGrn
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTCypressGrn ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
; Geometry = CYLINDER
; GeometryIsSmall = Yes
; GeometryMajorRadius = 4.0
; GeometryHeight = 15
End
;------------------------------------------------------------------------------
ObjectReskin PTreeDogwood01 GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTDogwod01
TextureName = PTDogwod01.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTDogwod01
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTDogwod01 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
; Geometry = CYLINDER
; GeometryIsSmall = Yes
; GeometryMajorRadius = 4.0
; GeometryHeight = 15
End
;------------------------------------------------------------------------------
ObjectReskin PTreeOak02 GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTOakFall2
TextureName = PTOakFall2.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTOakFall2
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTOakFall2 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
; Geometry = CYLINDER
; GeometryIsSmall = Yes
; GeometryMajorRadius = 4.0
; GeometryHeight = 15
End
;------------------------------------------------------------------------------
ObjectReskin PTreePine01 GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTPine01
TextureName = PTPine01.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTPine01
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTPine01 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
; Geometry = CYLINDER
; GeometryIsSmall = Yes
; GeometryMajorRadius = 4.0
; GeometryHeight = 15
End
;------------------------------------------------------------------------------
ObjectReskin PTreePine02 GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTPine01_hi
TextureName = PTPine01.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTPine01_hi
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTPine01_hi ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
; Geometry = CYLINDER
; GeometryIsSmall = Yes
; GeometryMajorRadius = 4.0
; GeometryHeight = 15
End
;------------------------------------------------------------------------------
ObjectReskin PTreeSpruce01 GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTSpruce01_hi
TextureName = PTSpruce01.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTSpruce01_hi
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTSpruce01_hi ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
; Geometry = CYLINDER
; GeometryIsSmall = Yes
; GeometryMajorRadius = 4.0
; GeometryHeight = 15
End
;------------------------------------------------------------------------------
ObjectReskin TreeF01 GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = FPTree01
TextureName = FPTree01.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
TaintedTree = Yes
FadeDistance = 270
FadeTarget = 100
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = FPTree01
End
ModelConditionState = PASSENGER CLUB
Model = None
End
ModelConditionState = PASSENGER
Model = FPTree01
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = FPTree01D2 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeLarge
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING ;Currently on fire
ParticleSysBone = None FireTreeLarge
ParticleSysBone = None TreeEmbers
End
AnimationState = BURNED ;Currently on fire
ParticleSysBone = None FireTreeLarge
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
; Geometry = CYLINDER
; GeometryIsSmall = Yes
; GeometryMajorRadius = 4.0
; GeometryHeight = 15
End
;------------------------------------------------------------------------------
ObjectReskin TreeF02 GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = FPTree02
TextureName = FPTree01.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
TaintedTree = Yes
FadeDistance = 270
FadeTarget = 100
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = FPTree02
End
ModelConditionState = PASSENGER CLUB
Model = None
End
ModelConditionState = PASSENGER
Model = FPTree02
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = FPTree02D2 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeLarge
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING ;Currently on fire
ParticleSysBone = None FireTreeLarge
ParticleSysBone = None TreeEmbers
End
AnimationState = BURNED ;Currently on fire
ParticleSysBone = None FireTreeLarge
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
; Geometry = CYLINDER
; GeometryIsSmall = Yes
; GeometryMajorRadius = 4.0
; GeometryHeight = 15
End
;------------------------------------------------------------------------------
ObjectReskin TreeF03 GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTSpruce01F
TextureName = PTSpruce01F.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTSpruce02F
End
ModelConditionState = PASSENGER CLUB
Model = None
End
ModelConditionState = PASSENGER
Model = PTSpruce02F
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTSpruce02F ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
; Geometry = CYLINDER
; GeometryIsSmall = Yes
; GeometryMajorRadius = 4.0
; GeometryHeight = 15
End
;------------------------------------------------------------------------------
ObjectReskin TreeF03a GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTSpruce02F
TextureName = PTSpruce01a.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTSpruce02F
End
ModelConditionState = PASSENGER CLUB
Model = None
End
ModelConditionState = PASSENGER
Model = PTSpruce02F
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTSpruce02F ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
; Geometry = CYLINDER
; GeometryIsSmall = Yes
; GeometryMajorRadius = 4.0
; GeometryHeight = 15
End
;------------------------------------------------------------------------------
ObjectReskin TreeF03b GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTSpruce02F
TextureName = PTSpruce01b.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTSpruce02F
End
ModelConditionState = PASSENGER CLUB
Model = None
End
ModelConditionState = PASSENGER
Model = PTSpruce02F
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTSpruce02F ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
; Geometry = CYLINDER
; GeometryIsSmall = Yes
; GeometryMajorRadius = 4.0
; GeometryHeight = 15
End
;------------------------------------------------------------------------------
ObjectReskin TreeF03c GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTSpruce02F
TextureName = PTSpruce01c.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTSpruce02F
End
ModelConditionState = PASSENGER CLUB
Model = None
End
ModelConditionState = PASSENGER
Model = PTSpruce02F
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTSpruce02F ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
; Geometry = CYLINDER
; GeometryIsSmall = Yes
; GeometryMajorRadius = 4.0
; GeometryHeight = 15
End
;------------------------------------------------------------------------------
ObjectReskin TreeF03d GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTSpruce02F
TextureName = PTSpruce01d.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTSpruce02F
End
ModelConditionState = PASSENGER CLUB
Model = None
End
ModelConditionState = PASSENGER
Model = PTSpruce02F
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTSpruce02F ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
; Geometry = CYLINDER
; GeometryIsSmall = Yes
; GeometryMajorRadius = 4.0
; GeometryHeight = 15
End
;------------------------------------------------------------------------------
ObjectReskin TreeF04 GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTSpruce01F
TextureName = PTSpruce01F.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTSpruce01F
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTSpruce01F ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
; Geometry = CYLINDER
; GeometryIsSmall = Yes
; GeometryMajorRadius = 4.0
; GeometryHeight = 15
End
;------------------------------------------------------------------------------
; NEW TREES
;------------------------------------------------------------------------------
ObjectReskin TreeAcacia GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTreeAcacia
TextureName = T_bigleavedacacia.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTreeAcacia
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTreeAcacia ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
End
;------------------------------------------------------------------------------
ObjectReskin TreeBanyan GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTreeBanyan
TextureName = T_banyan.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTreeBanyan
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTreeBanyan ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
End
;------------------------------------------------------------------------------
;
;ObjectReskin TreeChaul GenericInteractableOptimizedTree
;
; ; *** ART Parameters ***
; Draw = W3DTreeDraw ModuleTag_Opt_01
; ModelName = PTreeChaul
; TextureName = T_chaulmoogra.tga
;
; DoTopple = Yes
; ToppleFX = FX_ToppleTree
; BounceFX = FX_TreeBounce
; KillWhenFinishedToppling = No
; SinkDistance = 9;
; SinkTime = DEFAULT_TREE_SINK_TIME
; End
;
; Draw = W3DScriptedModelDraw ModuleTag_01
; DefaultModelConditionState
; Model = PTreeChaul
; End
;
; ModelConditionState = PASSENGER CLUB
; Model = None
; End
;
; AnimationState = PASSENGER CLUB
; EnteringStateFX = FX_TreeBecomeClub
; End
;
; AnimationState = PASSENGER
; EnteringStateFX = FX_TreePickUp
; End
;
; ; These are the model conditions and animation states required for trees that can burn.
; ModelConditionState = BURNED
; Model = PTreeChaul ; use default nondeath model in place of this.
; End
;
; AnimationState = AFLAME ;Currently on fire
; ParticleSysBone = None FireTreeSmall
; ParticleSysBone = None TreeEmbers
; End
;
; AnimationState = DYING BURNED ;Currently on fire
; ParticleSysBone = None FireTreeSmall
; ParticleSysBone = None TreeEmbers
; End
; ; End of stuff required for burn.
;
;
; End
;
;End
;------------------------------------------------------------------------------
ObjectReskin TreeDalbergia GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTreeDalbergia
TextureName = T_dalbergia.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTreeDalbergia
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTreeDalbergia ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
End
;------------------------------------------------------------------------------
ObjectReskin TreeDiospyros GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTreeDiospyros
TextureName = T_diospyrosmun.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTreeDiospyros
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTreeDiospyros ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
End
;------------------------------------------------------------------------------
ObjectReskin TreeDipter GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTreeDipter
TextureName = T_Dipterocarpus.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTreeDipter
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTreeDipter ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
End
;------------------------------------------------------------------------------
ObjectReskin TreeGmelina GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTreeGmelina
TextureName = T_Gmelinaarborea.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTreeGmelina
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTreeGmelina ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
End
;------------------------------------------------------------------------------
ObjectReskin TreeHeaven GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTreeHeaven
TextureName = T_Heaven.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTreeHeaven
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTreeHeaven ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
End
;------------------------------------------------------------------------------
ObjectReskin TreeHopea GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTreeHopea
TextureName = T_HopeaFerrea.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTreeHopea
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTreeHopea ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
End
;------------------------------------------------------------------------------
ObjectReskin TreeIndica GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTreeIndica
TextureName = T_troemiaIndica.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTreeIndica
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTreeIndica ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
End
;------------------------------------------------------------------------------
ObjectReskin TreeMango GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTreeMango
TextureName = T_Mango.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTreeMango
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTreeMango ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
End
;------------------------------------------------------------------------------
ObjectReskin TreeSnowbell GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTreeSnowbell
TextureName = T_Snowbell.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTreeSnowbell
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTreeSnowbell ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
End
;------------------------------------------------------------------------------
ObjectReskin TreeDiospyros2 GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTreeDiospyros
TextureName = T_diospyrosmun2.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTreeDiospyros
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTreeDiospyros ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
End
;------------------------------------------------------------------------------
ObjectReskin TreeDiospyros3 GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTreeDiospyros
TextureName = T_diospyrosmun3.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTreeDiospyros
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTreeDiospyros ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
End
;------------------------------------------------------------------------------
ObjectReskin TreeBanyan2 GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTreeBanyan
TextureName = T_banyan2.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTreeBanyan
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTreeBanyan ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
End
;------------------------------------------------------------------------------
ObjectReskin TreeBanyan3 GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTreeBanyan
TextureName = T_banyan3.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
FadeDistance = 180
FadeTarget = 100
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTreeBanyan
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTreeBanyan ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
End
;------------------------------------------------------------------------------
ObjectReskin TreeBanyan4 GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTreeBanyan
TextureName = T_banyan4.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTreeBanyan
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTreeBanyan ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
End
;------------------------------------------------------------------------------
ObjectReskin TreeSnowbell2 GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTreeSnowbell
TextureName = T_Snowbell2.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTreeSnowbell
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTreeSnowbell ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
End
;------------------------------------------------------------------------------
ObjectReskin TreeSnowbell3 GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTreeSnowbell
TextureName = T_Snowbell3.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTreeSnowbell
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTreeSnowbell ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
End
;------------------------------------------------------------------------------
ObjectReskin TreeSnowbell4 GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTreeSnowbell
TextureName = T_Snowbell4.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTreeSnowbell
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTreeSnowbell ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
End
;------------------------------------------------------------------------------
ObjectReskin TreeDalbergia2 GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTreeDalbergia
TextureName = T_dalbergia2.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTreeDalbergia
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTreeDalbergia ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
End
;------------------------------------------------------------------------------
ObjectReskin TreeDalbergia3 GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTreeDalbergia
TextureName = T_dalbergia3.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTreeDalbergia
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTreeDalbergia ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
End
;------------------------------------------------------------------------------
ObjectReskin TreeDalbergia4 GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTreeDalbergia
TextureName = T_dalbergia4.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTreeDalbergia
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTreeDalbergia ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
End
;------------------------------------------------------------------------------
ObjectReskin TreeDalbergia5 GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTreeDalbergia
TextureName = T_dalbergia5.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTreeDalbergia
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTreeDalbergia ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
End
;------------------------------------------------------------------------------
ObjectReskin Spruce02_L GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTSpruce01_L
TextureName = PTSpruce02.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTSpruce01_L
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTSpruce01_L ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
; Geometry = CYLINDER
; GeometryIsSmall = Yes
; GeometryMajorRadius = 4.0
; GeometryHeight = 15
End
;------------------------------------------------------------------------------
ObjectReskin TreeEvergreen01 GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTEvgreen01
TextureName = t_evergreen1.TGA
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTEvgreen01
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTEvgreen01 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
End
;------------------------------------------------------------------------------
ObjectReskin TreeEvergreen01b GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTEvgreen01
TextureName = t_evergreen1b.TGA
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTEvgreen01
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTEvgreen01 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
End
;------------------------------------------------------------------------------
ObjectReskin TreeEvergreen01c GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTEvgreen01
TextureName = t_evergreen1c.TGA
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTEvgreen01
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTEvgreen01 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
End
;------------------------------------------------------------------------------
ObjectReskin TreeEvergreen01d GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTEvgreen01
TextureName = t_evergreen1d.TGA
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTEvgreen01
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTEvgreen01 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
End
;------------------------------------------------------------------------------
ObjectReskin TreeEvergreen02 GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTEvgreen02
TextureName = t_evergreen2.TGA
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTEvgreen02
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTEvgreen02 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
End
;------------------------------------------------------------------------------
ObjectReskin TreeEvergreen02b GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTEvgreen02
TextureName = t_evergreen2b.TGA
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTEvgreen02
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTEvgreen02 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
End
;------------------------------------------------------------------------------
ObjectReskin TreeEvergreen02c GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTEvgreen02
TextureName = t_evergreen2c.TGA
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTEvgreen02
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTEvgreen02 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
End
;------------------------------------------------------------------------------
ObjectReskin TreeEvergreen02d GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTEvgreen02
TextureName = t_evergreen2d.TGA
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTEvgreen02
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTEvgreen02 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
End
;------------------------------------------------------------------------------
ObjectReskin TreeEvergreen03 GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTEvgreen03
TextureName = t_evergreen3.TGA
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTEvgreen03
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTEvgreen03 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
End
;------------------------------------------------------------------------------
ObjectReskin TreeEvergreen03b GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTEvgreen03
TextureName = t_evergreen3b.TGA
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTEvgreen03
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTEvgreen03 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
End
;------------------------------------------------------------------------------
ObjectReskin TreeEvergreen03c GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTEvgreen03
TextureName = t_evergreen3c.TGA
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTEvgreen03
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTEvgreen03 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
End
;------------------------------------------------------------------------------
ObjectReskin TreeEvergreen03d GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTEvgreen03
TextureName = t_evergreen3d.TGA
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTEvgreen03
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTEvgreen03 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
End
;------------------------------------------------------------------------------
ObjectReskin TreeCollapsed GenericInteractableOptimizedDeadTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTCollapse
TextureName = T_coolapse.TGA
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
TaintedTree = Yes
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTCollapse
End
ModelConditionState = PASSENGER CLUB
Model = None
End
ModelConditionState = PASSENGER
Model = PTCollapse
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTCollapse ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
End
;------------------------------------------------------------------------------
ObjectReskin TreeLean GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTLean
TextureName = t_lean.TGA
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTLean
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTLean ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
End
;------------------------------------------------------------------------------
ObjectReskin TreeLichen GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTLichen
TextureName = t_lichen.TGA
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
TaintedTree = Yes
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTLichen
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTLichen ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
End
;------------------------------------------------------------------------------
ObjectReskin TreeLog GenericInteractableOptimizedDeadTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTLog
TextureName = t_Log.TGA
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
TaintedTree = Yes
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTLog
End
ModelConditionState = PASSENGER CLUB
Model = None
End
ModelConditionState = PASSENGER
Model = PTLog
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTLog ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
End
;;------------------------------------------------------------------------------
;
;ObjectReskin TreeLothlorien01 GenericInteractableOptimizedTree
;
; ; *** ART Parameters ***
; Draw = W3DTreeDraw ModuleTag_Opt_01
; ModelName = PTLothlorien_1
; TextureName = Tlothlorien_1.TGA
;
; DoTopple = Yes
; ToppleFX = FX_ToppleTree
; BounceFX = FX_TreeBounce
; KillWhenFinishedToppling = No
; SinkDistance = 9;
; SinkTime = DEFAULT_TREE_SINK_TIME
; End
;
; Draw = W3DScriptedModelDraw ModuleTag_01
; DefaultModelConditionState
; Model = PTLothlorien_1
; End
;
; ModelConditionState = PASSENGER CLUB
; Model = None
; End
;
; AnimationState = PASSENGER CLUB
; EnteringStateFX = FX_TreeBecomeClub
; End
;
; AnimationState = PASSENGER
; EnteringStateFX = FX_TreePickUp
; End
;
; ; These are the model conditions and animation states required for trees that can burn.
; ModelConditionState = BURNED
; Model = PTLothlorien_1 ; use default nondeath model in place of this.
; End
;
; AnimationState = AFLAME ;Currently on fire
; ParticleSysBone = None FireTreeSmall
; ParticleSysBone = None TreeEmbers
; End
;
; AnimationState = DYING BURNED ;Currently on fire
; ParticleSysBone = None FireTreeSmall
; ParticleSysBone = None TreeEmbers
; End
; ; End of stuff required for burn.
;
; End
;
;End
;------------------------------------------------------------------------------
Object TreeLothlorien01
; *** ART Parameters ***
;------ This was done because we needed to add fade effect to tree.
; Draw = W3DTreeDraw ModuleTag_Opt_01
; ModelName = PTLothlorien_1
; TextureName = Tlothlorien_1.TGA
;
; DoTopple = Yes
; ToppleFX = FX_ToppleTree
; BounceFX = FX_TreeBounce
; KillWhenFinishedToppling = No
; SinkDistance = 9;
; SinkTime = DEFAULT_TREE_SINK_TIME
; End
Draw = W3DScriptedModelDraw ModuleTag_01
StaticModelLODMode = yes
DefaultModelConditionState
Model = PTLothlorien_1
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTLothlorien_1 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
StaticSortLevelWhileFading = 2
AlphaCameraFadeOuterRadius = 600
AlphaCameraFadeInnerRadius = 200
AlphaCameraAtInnerRadius = 10%
End
;Behavior = FireWeaponCollide ModuleTag_03
; CollideWeapon = TreeFireDealDamageWeapon
; RequiredStatus = AFLAME ; I can only fire if I am on fire
;End
Behavior = FlammableUpdate ModuleTag_05
FlameDamageLimit = 10
FlameDamageExpiration = 1000
BurnedDelay = 2500
AflameDuration = 7000
AflameDamageDelay = 1000
AflameDamageAmount = 8
BurningSoundName = GenericFireMediumLoop
End
Behavior = FireSpreadUpdate ModuleTag_06
;OCLEmbers = OCL_BurningEmbers
MinSpreadDelay = 2000
MaxSpreadDelay = 4000
SpreadTryRange = 50 ; A non-zero entry means fires will be set explicitly without relying on embers
; The closest flammable thing will be set on fire automatically.
End
; *** DESIGN parameters ***
DisplayName = OBJECT:Prop
EditorSorting = SHRUBBERY
CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
; SupplyOverride = 10 ; This overrides the value in gamedata.ini
ArmorSet
Conditions = None
Armor = NoArmor
End
TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable)
; *** ENGINEERING parameters ***
; KindOf = SHRUBBERY IMMOBILE CLUB TREE SELECTABLE;
KindOf = SHRUBBERY IMMOBILE CLUB SELECTABLE;
Body = ActiveBody ModuleTag_10 ;Can take damage, and die.
MaxHealth = 50.0
End
; Note no SwayBehavior, as this is handled in the W3DTreeBuffer.
Behavior = SlowDeathBehavior ModuleTag_11
DeathTypes = ALL
SinkDelay = 1000
SinkRate = 8 ; in Dist/Sec
DestructionDelay = 4000
End
; Shadow = SHADOW_DECAL
InstanceScaleFuzziness = 0.1
End
;;------------------------------------------------------------------------------
;
;ObjectReskin TreeLothlorien02 GenericInteractableOptimizedTree
;
; ; *** ART Parameters ***
; Draw = W3DTreeDraw ModuleTag_Opt_01
; ModelName = PTLothlorien_2
; TextureName = Tlothlorien_2.TGA
;
; DoTopple = Yes
; ToppleFX = FX_ToppleTree
; BounceFX = FX_TreeBounce
; KillWhenFinishedToppling = No
; SinkDistance = 9;
; SinkTime = DEFAULT_TREE_SINK_TIME
; End
;
; Draw = W3DScriptedModelDraw ModuleTag_01
; DefaultModelConditionState
; Model = PTLothlorien_2
; End
;
; ModelConditionState = PASSENGER CLUB
; Model = None
; End
;
; AnimationState = PASSENGER CLUB
; EnteringStateFX = FX_TreeBecomeClub
; End
;
; AnimationState = PASSENGER
; EnteringStateFX = FX_TreePickUp
; End
;
; ; These are the model conditions and animation states required for trees that can burn.
; ModelConditionState = BURNED
; Model = PTLothlorien_2 ; use default nondeath model in place of this.
; End
;
; AnimationState = AFLAME ;Currently on fire
; ParticleSysBone = None FireTreeSmall
; ParticleSysBone = None TreeEmbers
; End
;
; AnimationState = DYING BURNED ;Currently on fire
; ParticleSysBone = None FireTreeSmall
; ParticleSysBone = None TreeEmbers
; End
; ; End of stuff required for burn.
;
; End
;
;End
;------------------------------------------------------------------------------
Object TreeLothlorien02
; *** ART Parameters ***
; Draw = W3DTreeDraw ModuleTag_Opt_01
; ModelName = PTLothlorien_2
; TextureName = Tlothlorien_2.TGA
;
; DoTopple = Yes
; ToppleFX = FX_ToppleTree
; BounceFX = FX_TreeBounce
; KillWhenFinishedToppling = No
; SinkDistance = 9;
; SinkTime = DEFAULT_TREE_SINK_TIME
; End
Draw = W3DScriptedModelDraw ModuleTag_01
StaticModelLODMode = yes
DefaultModelConditionState
Model = PTLothlorien_2
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTLothlorien_2 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
AlphaCameraFadeOuterRadius = 600
AlphaCameraFadeInnerRadius = 200
AlphaCameraAtInnerRadius = 10%
End
;Behavior = FireWeaponCollide ModuleTag_03
; CollideWeapon = TreeFireDealDamageWeapon
; RequiredStatus = AFLAME ; I can only fire if I am on fire
;End
Behavior = FlammableUpdate ModuleTag_05
FlameDamageLimit = 10
FlameDamageExpiration = 1000
BurnedDelay = 2500
AflameDuration = 7000
AflameDamageDelay = 1000
AflameDamageAmount = 8
BurningSoundName = GenericFireMediumLoop
End
Behavior = FireSpreadUpdate ModuleTag_06
;OCLEmbers = OCL_BurningEmbers
MinSpreadDelay = 2000
MaxSpreadDelay = 4000
SpreadTryRange = 50 ; A non-zero entry means fires will be set explicitly without relying on embers
; The closest flammable thing will be set on fire automatically.
End
; *** DESIGN parameters ***
DisplayName = OBJECT:Prop
EditorSorting = SHRUBBERY
CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
; SupplyOverride = 10 ; This overrides the value in gamedata.ini
ArmorSet
Conditions = None
Armor = NoArmor
End
TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable)
; *** ENGINEERING parameters ***
; KindOf = SHRUBBERY IMMOBILE CLUB TREE SELECTABLE;
KindOf = SHRUBBERY IMMOBILE CLUB SELECTABLE;
Body = ActiveBody ModuleTag_10 ;Can take damage, and die.
MaxHealth = 50.0
End
; Note no SwayBehavior, as this is handled in the W3DTreeBuffer.
Behavior = SlowDeathBehavior ModuleTag_11
DeathTypes = ALL
SinkDelay = 1000
SinkRate = 8 ; in Dist/Sec
DestructionDelay = 4000
End
; Shadow = SHADOW_DECAL
InstanceScaleFuzziness = 0.1
End
;------------------------------------------------------------------------------
;Object TreeLothlorien03
;
; Draw = W3DScriptedModelDraw ModuleTag_01
;
; StaticModelLODMode = yes
;
; DefaultModelConditionState
; Model = LBTree1
; End
;
; AlphaCameraFadeOuterRadius = 600
; AlphaCameraFadeInnerRadius = 200
; AlphaCameraAtInnerRadius = 10%
; End
;
; ; *** DESIGN parameters ***
; DisplayName = OBJECT:Prop
; EditorSorting = SHRUBBERY
; CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
; ArmorSet
; Conditions = None
; Armor = NoArmor
; End
; TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable)
; *** ENGINEERING parameters ***
; KindOf = SHRUBBERY IMMOBILE
; Body = ActiveBody ModuleTag_10 ;Can take damage, and die.
; MaxHealth = 50.0
; End
; Shadow = SHADOW_VOLUME
; InstanceScaleFuzziness = 0.1
;End
;------------------------------------------------------------------------------
;Object TreeLothlorien04
; Draw = W3DScriptedModelDraw ModuleTag_01
; StaticModelLODMode = yes
; DefaultModelConditionState
; Model = LBTree2
; End
; AlphaCameraFadeOuterRadius = 300
; AlphaCameraFadeInnerRadius = 150
; AlphaCameraAtInnerRadius = 10%
; End
; *** DESIGN parameters ***
; DisplayName = OBJECT:Prop
; EditorSorting = SHRUBBERY
; CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
; ArmorSet
; Conditions = None
; Armor = NoArmor
; End
; TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable)
; *** ENGINEERING parameters ***
; KindOf = SHRUBBERY IMMOBILE
; Body = ActiveBody ModuleTag_10 ;Can take damage, and die.
; MaxHealth = 50.0
; End
; Shadow = SHADOW_VOLUME
; InstanceScaleFuzziness = 0.1
;End
;------------------------------------------------------------------------------
;Object TreeLothlorien05
; Draw = W3DScriptedModelDraw ModuleTag_01
; StaticModelLODMode = yes
; DefaultModelConditionState
; Model = LBTree3
; End
; AlphaCameraFadeOuterRadius = 300
; AlphaCameraFadeInnerRadius = 150
; AlphaCameraAtInnerRadius = 10%
; End
; *** DESIGN parameters ***
; DisplayName = OBJECT:Prop
; EditorSorting = SHRUBBERY
; CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
; ArmorSet
; Conditions = None
; Armor = NoArmor
; End
; TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable)
; *** ENGINEERING parameters ***
; KindOf = SHRUBBERY IMMOBILE
; Body = ActiveBody ModuleTag_10 ;Can take damage, and die.
; MaxHealth = 50.0
; End
; Shadow = SHADOW_VOLUME
; InstanceScaleFuzziness = 0.1
;End
;------------------------------------------------------------------------------
;Object TreeLothlorien06
; Draw = W3DScriptedModelDraw ModuleTag_01
; StaticModelLODMode = yes
; DefaultModelConditionState
; Model = LBTree4
; End
; AlphaCameraFadeOuterRadius = 300
; AlphaCameraFadeInnerRadius = 150
; AlphaCameraAtInnerRadius = 10%
; End
; *** DESIGN parameters ***
; DisplayName = OBJECT:Prop
; EditorSorting = SHRUBBERY
; CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
; ArmorSet
; Conditions = None
; Armor = NoArmor
; End
; TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable)
; *** ENGINEERING parameters ***
; KindOf = SHRUBBERY IMMOBILE
; Body = ActiveBody ModuleTag_10 ;Can take damage, and die.
; MaxHealth = 50.0
; End
; Shadow = SHADOW_VOLUME
; InstanceScaleFuzziness = 0.1
;End
;------------------------------------------------------------------------------
;Object TreeLothlorien07
; Draw = W3DScriptedModelDraw ModuleTag_01
; StaticModelLODMode = yes
; DefaultModelConditionState
; Model = LBTree5
; End
; AlphaCameraFadeOuterRadius = 300
; AlphaCameraFadeInnerRadius = 150
; AlphaCameraAtInnerRadius = 10%
; End
; *** DESIGN parameters ***
; DisplayName = OBJECT:Prop
; EditorSorting = SHRUBBERY
; CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
; ArmorSet
; Conditions = None
; Armor = NoArmor
; End
; TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable)
; *** ENGINEERING parameters ***
; KindOf = SHRUBBERY IMMOBILE
; Body = ActiveBody ModuleTag_10 ;Can take damage, and die.
; MaxHealth = 50.0
; End
; Shadow = SHADOW_VOLUME
; InstanceScaleFuzziness = 0.1
;End
;------------------------------------------------------------------------------
;Object TreeLothlorien0
; Draw = W3DScriptedModelDraw ModuleTag_01
; StaticModelLODMode = yes
; DefaultModelConditionState
; Model = LBTree5
; End
; AlphaCameraFadeOuterRadius = 300
; AlphaCameraFadeInnerRadius = 150
; AlphaCameraAtInnerRadius = 10%
; End
; *** DESIGN parameters ***
; DisplayName = OBJECT:Prop
; EditorSorting = SHRUBBERY
; CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
; ArmorSet
; Conditions = None
; Armor = NoArmor
; End
; TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable)
; *** ENGINEERING parameters ***
; KindOf = SHRUBBERY IMMOBILE
; Body = ActiveBody ModuleTag_10 ;Can take damage, and die.
; MaxHealth = 50.0
; End
; Shadow = SHADOW_DECAL
; InstanceScaleFuzziness = 0.1
;End
;------------------------------------------------------------------------------
ObjectReskin PTStump01 GenericNONInteractableOptimizedDeadTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTStump01
TextureName = PTStump01.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
TaintedTree = Yes
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTStump01
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTStump01 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
Geometry = CYLINDER
GeometryIsSmall = Yes
GeometryMajorRadius = 3.2
GeometryHeight = 60
End
;------------------------------------------------------------------------------
ObjectReskin PTStump01b GenericNONInteractableOptimizedDeadTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTStump01
TextureName = PTStump01b.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
TaintedTree = Yes
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTStump01
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTStump01 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
Geometry = CYLINDER
GeometryIsSmall = Yes
GeometryMajorRadius = 3.2
GeometryHeight = 60
End
;------------------------------------------------------------------------------
ObjectReskin PTStump02 GenericNONInteractableOptimizedDeadTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTStump02
TextureName = PTStump02.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
TaintedTree = Yes
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTStump02
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTStump02 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
Geometry = CYLINDER
GeometryIsSmall = Yes
GeometryMajorRadius = 3.2
GeometryHeight = 60
End
;------------------------------------------------------------------------------
ObjectReskin PTStump02A GenericNONInteractableOptimizedDeadTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTStump01L
TextureName = PTStump01.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
TaintedTree = Yes
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTStump02
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTStump02 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
Geometry = CYLINDER
GeometryIsSmall = Yes
GeometryMajorRadius = 3.2
GeometryHeight = 60
End
;------------------------------------------------------------------------------
ObjectReskin PTStump02b GenericNONInteractableOptimizedDeadTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTStump02
TextureName = PTStump02b.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
TaintedTree = Yes
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTStump02
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTStump02 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
Geometry = CYLINDER
GeometryIsSmall = Yes
GeometryMajorRadius = 3.2
GeometryHeight = 60
End
;------------------------------------------------------------------------------
ObjectReskin PTStump03 GenericNONInteractableOptimizedDeadTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTStump03
TextureName = PTStump03.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
TaintedTree = Yes
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTStump03
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTStump03 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
Geometry = CYLINDER
GeometryIsSmall = Yes
GeometryMajorRadius = 3.2
GeometryHeight = 60
End
;------------------------------------------------------------------------------
ObjectReskin ElvenWoodDeadTreeOpt GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTElvnTaint ; OakFall2Blend ; PTElvenDead
TextureName = PTreeTaint01.TGA ; PTOakFall2.tga ; Tlothlorien_1.TGA
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
; MorphTree = ElvenWoodTreeOpt
MorphTime = 4000
MorphFX = FX_AODDeath
TaintedTree = Yes
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTElvnWood02
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTStump03 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
Geometry = CYLINDER
GeometryIsSmall = Yes
GeometryMajorRadius = 3.2
GeometryHeight = 60
; InstanceScaleFuzziness = 0.3
End
;-------------------------------------------------------------------
ObjectReskin ElvenWoodTreeOpt GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTElvnWood02
TextureName = PTElvenWood.TGA
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
MorphTree = ElvenWoodDeadTreeOpt
MorphTime = 4000
MorphFX = FX_AODDeath
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTElvnWood02
End
ModelConditionState = PASSENGER CLUB
Model = None
End
ModelConditionState = PASSENGER
Model = PTElvnWood02
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTStump03 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
Geometry = CYLINDER
GeometryIsSmall = Yes
GeometryMajorRadius = 3.2
GeometryHeight = 60
; InstanceScaleFuzziness = 0.3
End
;------------------------------------------------------------------------------
ObjectReskin PTStump03b GenericNONInteractableOptimizedDeadTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTStump03
TextureName = PTStump03b.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
TaintedTree = Yes
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTStump03
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTStump03 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
Geometry = CYLINDER
GeometryIsSmall = Yes
GeometryMajorRadius = 3.2
GeometryHeight = 60
End
;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
; Added these for Chucky J.
;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
ObjectReskin TreeFall01 GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTree09
TextureName = T_FallTree01.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTree09
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTree09 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
End
;------------------------------------------------------------------------------
ObjectReskin TreeFall02 GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTree09
TextureName = T_FallTree02.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTree09
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTree09 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
End
;------------------------------------------------------------------------------
ObjectReskin TreeFall03 GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTree09
TextureName = T_FallTree03.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTree09
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTree09 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
End
;------------------------------------------------------------------------------
ObjectReskin TreeFall04 GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTreeBanyan
TextureName = T_FallTree04.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTreeBanyan
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTreeBanyan ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
End
;------------------------------------------------------------------------------
ObjectReskin TreeFall05 GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTreeAcacia
TextureName = T_FallTree05.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTreeAcacia
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTreeAcacia ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
End
;------------------------------------------------------------------------------
ObjectReskin TreeFall06 GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTreeDalbergia
TextureName = T_FallTree06.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTreeDalbergia
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTreeDalbergia ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
End
;------------------------------------------------------------------------------
ObjectReskin TreeFall07 GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTreeDalbergia
TextureName = T_FallTree07.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTreeDalbergia
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTreeDalbergia ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
End
;------------------------------------------------------------------------------
ObjectReskin TreeFall08 GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTreeDalbergia
TextureName = T_FallTree08.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTreeDalbergia
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTreeDalbergia ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
End
;------------------------------------------------------------------------------
ObjectReskin TreeFall09 GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTEvgreen03
TextureName = T_FallTree09.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTEvgreen03
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTEvgreen03 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
End
;------------------------------------------------------------------------------
ObjectReskin TreeFall10 GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTEvgreen03
TextureName = T_FallTree10.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTEvgreen03
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTEvgreen03 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
End
;------------------------------------------------------------------------------
ObjectReskin TreeFall11 GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTreeGmelina
TextureName = T_FallTree11.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTreeGmelina
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTreeGmelina ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
End
;------------------------------------------------------------------------------
ObjectReskin TreeFall12 GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTreeHeaven
TextureName = T_FallTree12.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTreeHeaven
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTreeHeaven ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
End
;------------------------------------------------------------------------------
Object TreeFallDead01
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PLeafCoverLog01
End
ModelConditionState = PASSENGER CLUB
Model = None
End
ModelConditionState = PASSENGER
Model = PLeafCoverLog01
End
AnimationState
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTreeDeath03 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
; *** DESIGN parameters ***
DisplayName = OBJECT:Prop
EditorSorting = SHRUBBERY
CrushableLevel = 1
ArmorSet
Conditions = None
Armor = NoArmor
End
TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable)
; *** ENGINEERING parameters ***
KindOf = SHRUBBERY IMMOBILE NO_COLLIDE OPTIMIZED_PROP
Body = HighlanderBody ModuleTag_10 ;Can take damage, but won't die. Can only die from ::kill() or other unresistable damage
MaxHealth = 50.0
End
Geometry = CYLINDER
GeometryIsSmall = Yes
GeometryMajorRadius = 3.2
GeometryHeight = 60
Shadow = SHADOW_VOLUME
InstanceScaleFuzziness = 0.1
End
;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
; SNOWY TREES
;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
ObjectReskin TreeSnowyDead01 GenericInteractableOptimizedDeadTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTreeDeadSnow01
TextureName = PTreeDeadSnow01.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
TaintedTree = Yes
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTreeDeadSnow01
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_DeadTreeBecomeClub
End
ModelConditionState = PASSENGER
Model = PTreeDeadSnow01
End
AnimationState = PASSENGER
EnteringStateFX = FX_DeadTreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTreeDeath01 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
Geometry = CYLINDER
GeometryIsSmall = Yes
GeometryMajorRadius = 3.2
GeometryHeight = 60
; REPLACING DEFAULT SHADOW
ShadowTexture = PTDeathSnow01sha
End
;------------------------------------------------------------------------------
ObjectReskin TreeSnowyDead02 GenericInteractableOptimizedDeadTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTreeDeadSnow02
TextureName = PTreeDeadSnow01.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
TaintedTree = Yes
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTreeDeadSnow02
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_DeadTreeBecomeClub
End
ModelConditionState = PASSENGER
Model = PTreeDeadSnow02
End
AnimationState = PASSENGER
EnteringStateFX = FX_DeadTreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTreeDeath01 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
Geometry = CYLINDER
GeometryIsSmall = Yes
GeometryMajorRadius = 3.2
GeometryHeight = 60
; REPLACING DEFAULT SHADOW
ShadowTexture = PTDeathSnow01sha
End
;------------------------------------------------------------------------------
ObjectReskin TreeSnowyDead03 GenericInteractableOptimizedDeadTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTreeDeadSnow03
TextureName = PTreeDeadSnow01.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
TaintedTree = Yes
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTreeDeadSnow03
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_DeadTreeBecomeClub
End
ModelConditionState = PASSENGER
Model = PTreeDeadSnow03
End
AnimationState = PASSENGER
EnteringStateFX = FX_DeadTreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTreeDeath01 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
Geometry = CYLINDER
GeometryIsSmall = Yes
GeometryMajorRadius = 3.2
GeometryHeight = 60
; REPLACING DEFAULT SHADOW
ShadowTexture = PTDeathSnow01sha
End
;------------------------------------------------------------------------------
ObjectReskin TreeSnowyDead04 GenericInteractableOptimizedDeadTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTreeDeadSnow04
TextureName = PTreeDeadSnow04.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
TaintedTree = Yes
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTreeDeadSnow04
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_DeadTreeBecomeClub
End
ModelConditionState = PASSENGER
Model = PTreeDeadSnow04
End
AnimationState = PASSENGER
EnteringStateFX = FX_DeadTreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTreeDeath01 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
Geometry = CYLINDER
GeometryIsSmall = Yes
GeometryMajorRadius = 3.2
GeometryHeight = 60
; REPLACING DEFAULT SHADOW
ShadowTexture = PTDeathSnow01sha
End
;------------------------------------------------------------------------------
ObjectReskin TreeSnowyDead05 GenericInteractableOptimizedDeadTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTreeDeadSnow05
TextureName = PTreeDeadSnow04.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
TaintedTree = Yes
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTreeDeadSnow05
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_DeadTreeBecomeClub
End
ModelConditionState = PASSENGER
Model = PTreeDeadSnow05
End
AnimationState = PASSENGER
EnteringStateFX = FX_DeadTreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTreeDeath01 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
Geometry = CYLINDER
GeometryIsSmall = Yes
GeometryMajorRadius = 3.2
GeometryHeight = 60
; REPLACING DEFAULT SHADOW
ShadowTexture = PTDeathSnow01sha
End
;------------------------------------------------------------------------------
ObjectReskin TreeSnowyDead06 GenericInteractableOptimizedDeadTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTreeDeadSnow06
TextureName = PTreeDeadSnow06.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
TaintedTree = Yes
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTreeDeadSnow06
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_DeadTreeBecomeClub
End
ModelConditionState = PASSENGER
Model = PTreeDeadSnow06
End
AnimationState = PASSENGER
EnteringStateFX = FX_DeadTreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTreeDeath01 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
Geometry = CYLINDER
GeometryIsSmall = Yes
GeometryMajorRadius = 3.2
GeometryHeight = 60
; REPLACING DEFAULT SHADOW
ShadowTexture = PTDeathSnow01sha
End
;------------------------------------------------------------------------------
ObjectReskin TreeSnowyDead07 GenericInteractableOptimizedDeadTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTreeDeadSnow07
TextureName = PTreeDeadSnow06.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
TaintedTree = Yes
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTreeDeadSnow07
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_DeadTreeBecomeClub
End
ModelConditionState = PASSENGER
Model = PTreeDeadSnow07
End
AnimationState = PASSENGER
EnteringStateFX = FX_DeadTreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTreeDeath01 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
Geometry = CYLINDER
GeometryIsSmall = Yes
GeometryMajorRadius = 3.2
GeometryHeight = 60
; REPLACING DEFAULT SHADOW
ShadowTexture = PTDeathSnow01sha
End
;------------------------------------------------------------------------------
ObjectReskin TreeSnowyDead08 GenericInteractableOptimizedDeadTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTreeDeadSnow08
TextureName = PTreeDeadSnow06.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
TaintedTree = Yes
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTreeDeadSnow08
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_DeadTreeBecomeClub
End
ModelConditionState = PASSENGER
Model = PTreeDeadSnow08
End
AnimationState = PASSENGER
EnteringStateFX = FX_DeadTreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTreeDeath01 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
Geometry = CYLINDER
GeometryIsSmall = Yes
GeometryMajorRadius = 3.2
GeometryHeight = 60
; REPLACING DEFAULT SHADOW
ShadowTexture = PTDeathSnow01sha
End
;------------------------------------------------------------------------------
Object TreeSnowyDeadLog01
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PSnowCoverLog01
End
ModelConditionState = PASSENGER CLUB
Model = None
End
ModelConditionState = PASSENGER
Model = PSnowCoverLog01
End
AnimationState
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTreeDeath03 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
; *** DESIGN parameters ***
DisplayName = OBJECT:Prop
EditorSorting = SHRUBBERY
CrushableLevel = 1
ArmorSet
Conditions = None
Armor = NoArmor
End
TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable)
; *** ENGINEERING parameters ***
KindOf = SHRUBBERY IMMOBILE NO_COLLIDE OPTIMIZED_PROP
Body = HighlanderBody ModuleTag_10 ;Can take damage, but won't die. Can only die from ::kill() or other unresistable damage
MaxHealth = 50.0
End
Geometry = CYLINDER
GeometryIsSmall = Yes
GeometryMajorRadius = 3.2
GeometryHeight = 60
Shadow = SHADOW_VOLUME
InstanceScaleFuzziness = 0.1
End
;------------------------------------------------------------------------------
ObjectReskin TreeSnowySpruce01 GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTreeSpruSnow01
TextureName = PTreeSpruceSnow01.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTreeSpruSnow01
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTSpruce01_L ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
; Geometry = CYLINDER
; GeometryIsSmall = Yes
; GeometryMajorRadius = 4.0
; GeometryHeight = 15
End
;------------------------------------------------------------------------------
ObjectReskin TreeSnowySpruce02 GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTreeSpruSnow02
TextureName = PTreeSpruceSnow02.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTreeSpruSnow02
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTSpruce01_L ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
; Geometry = CYLINDER
; GeometryIsSmall = Yes
; GeometryMajorRadius = 4.0
; GeometryHeight = 15
End
;------------------------------------------------------------------------------
ObjectReskin TreeSnowySpruce03 GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTreeSpruSnow03
TextureName = PTreeSpruceSnow03.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTreeSpruSnow03
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTSpruce01_L ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
; Geometry = CYLINDER
; GeometryIsSmall = Yes
; GeometryMajorRadius = 4.0
; GeometryHeight = 15
End
;------------------------------------------------------------------------------
ObjectReskin TreeSnowySpruce04 GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTreeSpruSnow04
TextureName = PTreeSpruceSnow04.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTreeSpruSnow03
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTSpruce01_L ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
; Geometry = CYLINDER
; GeometryIsSmall = Yes
; GeometryMajorRadius = 4.0
; GeometryHeight = 15
End
;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
; GLADDEN FIELDS TREES
;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
ObjectReskin TreeGladdenFields01 GenericInteractableOptimizedDeadTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTreeGldField01
TextureName = PTreeGladdenFields01.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTreeSpruSnow02
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTSpruce01_L ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
; Geometry = CYLINDER
; GeometryIsSmall = Yes
; GeometryMajorRadius = 4.0
; GeometryHeight = 15
; REPLACING DEFAULT SHADOW
ShadowTexture = PTDeathSnow01sha
End
;------------------------------------------------------------------------------
ObjectReskin TreeGladdenFields02 GenericInteractableOptimizedDeadTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTreeGldField02
TextureName = PTreeGladdenFields02.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTreeSpruSnow02
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTSpruce01_L ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
; Geometry = CYLINDER
; GeometryIsSmall = Yes
; GeometryMajorRadius = 4.0
; GeometryHeight = 15
; REPLACING DEFAULT SHADOW
ShadowTexture = PTDeathSnow01sha
End
;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
; HARLINDON TREES
;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
ObjectReskin TreeHarlindon01 GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = T_HarTree01
TextureName = T_HarTree01.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = T_HarTree01
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = T_HarTree01 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
; Geometry = CYLINDER
; GeometryIsSmall = Yes
; GeometryMajorRadius = 4.0
; GeometryHeight = 15
End
;------------------------------------------------------------------------------
ObjectReskin TreeHarlindon02 GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = T_HarTree02
TextureName = T_HarTree01.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = T_HarTree02
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = T_HarTree02 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
; Geometry = CYLINDER
; GeometryIsSmall = Yes
; GeometryMajorRadius = 4.0
; GeometryHeight = 15
End
;------------------------------------------------------------------------------
ObjectReskin TreeHarlindon03 GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = T_HarTree03
TextureName = T_HarTree01.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = T_HarTree03
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = T_HarTree03 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
; Geometry = CYLINDER
; GeometryIsSmall = Yes
; GeometryMajorRadius = 4.0
; GeometryHeight = 15
End
;------------------------------------------------------------------------------
ObjectReskin TreeHarlindon04 GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = T_HarTree04
TextureName = T_HarTree01.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = T_HarTree04
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = T_HarTree04 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
; Geometry = CYLINDER
; GeometryIsSmall = Yes
; GeometryMajorRadius = 4.0
; GeometryHeight = 15
End
;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
; FORLINDON TREES
;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
ObjectReskin TreeForlindon01 GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = T_ForTree01
TextureName = T_ForTree01.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = T_HarTree01
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = T_ForTree01 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
; Geometry = CYLINDER
; GeometryIsSmall = Yes
; GeometryMajorRadius = 4.0
; GeometryHeight = 15
End
;------------------------------------------------------------------------------
ObjectReskin TreeForlindon02 GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = T_ForTree02
TextureName = T_ForTree01.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = T_HarTree02
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = T_ForTree02 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
; Geometry = CYLINDER
; GeometryIsSmall = Yes
; GeometryMajorRadius = 4.0
; GeometryHeight = 15
End
;------------------------------------------------------------------------------
ObjectReskin TreeForlindon03 GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = T_ForTree03
TextureName = T_ForTree01.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = T_HarTree03
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = T_ForTree03 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
; Geometry = CYLINDER
; GeometryIsSmall = Yes
; GeometryMajorRadius = 4.0
; GeometryHeight = 15
End
;------------------------------------------------------------------------------
ObjectReskin TreeForlindonDead01 GenericInteractableOptimizedDeadTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = T_ForTree01
TextureName = T_ForTreeDead01.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = T_HarTree04
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = T_ForTree01 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
; Geometry = CYLINDER
; GeometryIsSmall = Yes
; GeometryMajorRadius = 4.0
; GeometryHeight = 15
; REPLACING DEFAULT SHADOW
ShadowTexture = PTDeathSnow01sha
End
;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
; IRON HILLS TREES
;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
ObjectReskin TreeIronHills01 GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTreeIrnHills01
TextureName = PTreeIronHills01.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTreeIrnHills01
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = T_ForTree03 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
; Geometry = CYLINDER
; GeometryIsSmall = Yes
; GeometryMajorRadius = 4.0
; GeometryHeight = 15
End
;------------------------------------------------------------------------------
ObjectReskin TreeIronHills02 GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTreeIrnHills01
TextureName = PTreeIronHills02.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTreeIrnHills01
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = T_ForTree03 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
; Geometry = CYLINDER
; GeometryIsSmall = Yes
; GeometryMajorRadius = 4.0
; GeometryHeight = 15
End
;------------------------------------------------------------------------------
ObjectReskin TreeIronHills03 GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTreeIrnHills01
TextureName = PTreeIronHills03.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTreeIrnHills01
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = T_ForTree03 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
; Geometry = CYLINDER
; GeometryIsSmall = Yes
; GeometryMajorRadius = 4.0
; GeometryHeight = 15
End
;------------------------------------------------------------------------------
ObjectReskin TreeIronHills04 GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTreeIrnHills04
TextureName = PTreeIronHills04.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTreeIrnHills04
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = T_ForTree03 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
; Geometry = CYLINDER
; GeometryIsSmall = Yes
; GeometryMajorRadius = 4.0
; GeometryHeight = 15
End
;------------------------------------------------------------------------------
ObjectReskin TreeIronHillsDead01 GenericInteractableOptimizedDeadTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTreeIrnHills01
TextureName = PTreeIronHillsDead01.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTreeIrnHills01
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = T_ForTree01 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
; Geometry = CYLINDER
; GeometryIsSmall = Yes
; GeometryMajorRadius = 4.0
; GeometryHeight = 15
; REPLACING DEFAULT SHADOW
ShadowTexture = PTDeathSnow01sha
End
;------------------------------------------------------------------------------
ObjectReskin TreeIronHillsDead02 GenericInteractableOptimizedDeadTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTreeIrnHills04
TextureName = PTreeIronHillsDead01.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTreeIrnHills04
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = T_ForTree01 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
; Geometry = CYLINDER
; GeometryIsSmall = Yes
; GeometryMajorRadius = 4.0
; GeometryHeight = 15
; REPLACING DEFAULT SHADOW
ShadowTexture = PTDeathSnow01sha
End
;------------------------------------------------------------------------------
Object TreeIronHillsDeadLog01
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTreeIrnHilDd01
End
ModelConditionState = PASSENGER CLUB
Model = None
End
ModelConditionState = PASSENGER
Model = PTreeIrnHilDd01
End
AnimationState
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTreeDeath03 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
; *** DESIGN parameters ***
DisplayName = OBJECT:Prop
EditorSorting = SHRUBBERY
CrushableLevel = 1
ArmorSet
Conditions = None
Armor = NoArmor
End
TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable)
; *** ENGINEERING parameters ***
KindOf = SHRUBBERY IMMOBILE NO_COLLIDE OPTIMIZED_PROP
Body = HighlanderBody ModuleTag_10 ;Can take damage, but won't die. Can only die from ::kill() or other unresistable damage
MaxHealth = 50.0
End
Geometry = CYLINDER
GeometryIsSmall = Yes
GeometryMajorRadius = 3.2
GeometryHeight = 60
InstanceScaleFuzziness = 0.1
End
;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
; ETTENMOORS TREES
;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
ObjectReskin TreeEttenmoors01 GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTreeEttenmrs01
TextureName = PTreeEttenmoors01.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTreeEttenmrs01
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = T_ForTree03 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
; Geometry = CYLINDER
; GeometryIsSmall = Yes
; GeometryMajorRadius = 4.0
; GeometryHeight = 15
End
;------------------------------------------------------------------------------
ObjectReskin TreeEttenmoors02 GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTreeEttenmrs02
TextureName = PTreeEttenmoors01.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTreeEttenmrs02
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = T_ForTree03 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
; Geometry = CYLINDER
; GeometryIsSmall = Yes
; GeometryMajorRadius = 4.0
; GeometryHeight = 15
End
;------------------------------------------------------------------------------
ObjectReskin TreeEttenmoors03 GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTreeEttenmrs03
TextureName = PTreeEttenmoors01.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PPTreeEttenmrs03
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = T_ForTree03 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
; Geometry = CYLINDER
; GeometryIsSmall = Yes
; GeometryMajorRadius = 4.0
; GeometryHeight = 15
End
;------------------------------------------------------------------------------
ObjectReskin TreeEttenmoors04 GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTreeEttenmrs04
TextureName = PTreeEttenmoors04.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTreeEttenmrs04
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = T_ForTree03 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
; Geometry = CYLINDER
; GeometryIsSmall = Yes
; GeometryMajorRadius = 4.0
; GeometryHeight = 15
End
;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
; LOTHLORIEN TREES
;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
ObjectReskin TreeLothlorien08 GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTLoth08
TextureName = PTLoth02.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTLoth08
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = T_ForTree03 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
; Geometry = CYLINDER
; GeometryIsSmall = Yes
; GeometryMajorRadius = 4.0
; GeometryHeight = 15
End
;------------------------------------------------------------------------------
ObjectReskin TreeLothlorien09 GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTLoth09
TextureName = PTLoth02.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTLoth09
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = T_ForTree03 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
; Geometry = CYLINDER
; GeometryIsSmall = Yes
; GeometryMajorRadius = 4.0
; GeometryHeight = 15
End
;------------------------------------------------------------------------------
ObjectReskin TreeLothlorien10 GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTLoth10
TextureName = PTLoth02.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTLoth10
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = T_ForTree03 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
; Geometry = CYLINDER
; GeometryIsSmall = Yes
; GeometryMajorRadius = 4.0
; GeometryHeight = 15
End
;------------------------------------------------------------------------------
ObjectReskin TreeLothlorien11 GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTLoth11
TextureName = PTLoth02.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTLoth11
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = T_ForTree03 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
; Geometry = CYLINDER
; GeometryIsSmall = Yes
; GeometryMajorRadius = 4.0
; GeometryHeight = 15
End
;------------------------------------------------------------------------------
Object TreeLothlorien12
; *** ART Parameters ***
;------ This was done because we needed to add fade effect to tree.
; Draw = W3DTreeDraw ModuleTag_Opt_01
; ModelName = PTLoth12
; TextureName = TTLoth02.TGA
;
; DoTopple = Yes
; ToppleFX = FX_ToppleTree
; BounceFX = FX_TreeBounce
; KillWhenFinishedToppling = No
; SinkDistance = 9;
; SinkTime = DEFAULT_TREE_SINK_TIME
; End
Draw = W3DScriptedModelDraw ModuleTag_01
StaticModelLODMode = yes
DefaultModelConditionState
Model = PTLoth12
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTLoth12 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
StaticSortLevelWhileFading = 2
AlphaCameraFadeOuterRadius = 600
AlphaCameraFadeInnerRadius = 200
AlphaCameraAtInnerRadius = 10%
End
;Behavior = FireWeaponCollide ModuleTag_03
; CollideWeapon = TreeFireDealDamageWeapon
; RequiredStatus = AFLAME ; I can only fire if I am on fire
;End
Behavior = FlammableUpdate ModuleTag_05
FlameDamageLimit = 10
FlameDamageExpiration = 1000
BurnedDelay = 2500
AflameDuration = 7000
AflameDamageDelay = 1000
AflameDamageAmount = 8
BurningSoundName = GenericFireMediumLoop
End
Behavior = FireSpreadUpdate ModuleTag_06
;OCLEmbers = OCL_BurningEmbers
MinSpreadDelay = 2000
MaxSpreadDelay = 4000
SpreadTryRange = 50 ; A non-zero entry means fires will be set explicitly without relying on embers
; The closest flammable thing will be set on fire automatically.
End
; *** DESIGN parameters ***
DisplayName = OBJECT:Prop
EditorSorting = SHRUBBERY
CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
; SupplyOverride = 10 ; This overrides the value in gamedata.ini
ArmorSet
Conditions = None
Armor = NoArmor
End
TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable)
; *** ENGINEERING parameters ***
; KindOf = SHRUBBERY IMMOBILE CLUB TREE SELECTABLE;
KindOf = SHRUBBERY IMMOBILE CLUB SELECTABLE;
Body = ActiveBody ModuleTag_10 ;Can take damage, and die.
MaxHealth = 50.0
End
; Note no SwayBehavior, as this is handled in the W3DTreeBuffer.
Behavior = SlowDeathBehavior ModuleTag_11
DeathTypes = ALL
SinkDelay = 1000
SinkRate = 8 ; in Dist/Sec
DestructionDelay = 4000
End
; Shadow = SHADOW_DECAL
InstanceScaleFuzziness = 0.1
End
;------------------------------------------------------------------------------
Object TreeLothlorien13
; *** ART Parameters ***
;------ This was done because we needed to add fade effect to tree.
; Draw = W3DTreeDraw ModuleTag_Opt_01
; ModelName = PTLoth13
; TextureName = TTLoth02.TGA
;
; DoTopple = Yes
; ToppleFX = FX_ToppleTree
; BounceFX = FX_TreeBounce
; KillWhenFinishedToppling = No
; SinkDistance = 9;
; SinkTime = DEFAULT_TREE_SINK_TIME
; End
Draw = W3DScriptedModelDraw ModuleTag_01
StaticModelLODMode = yes
DefaultModelConditionState
Model = PTLoth13
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTLoth12 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
StaticSortLevelWhileFading = 2
AlphaCameraFadeOuterRadius = 600
AlphaCameraFadeInnerRadius = 200
AlphaCameraAtInnerRadius = 10%
End
;Behavior = FireWeaponCollide ModuleTag_03
; CollideWeapon = TreeFireDealDamageWeapon
; RequiredStatus = AFLAME ; I can only fire if I am on fire
;End
Behavior = FlammableUpdate ModuleTag_05
FlameDamageLimit = 10
FlameDamageExpiration = 1000
BurnedDelay = 2500
AflameDuration = 7000
AflameDamageDelay = 1000
AflameDamageAmount = 8
BurningSoundName = GenericFireMediumLoop
End
Behavior = FireSpreadUpdate ModuleTag_06
;OCLEmbers = OCL_BurningEmbers
MinSpreadDelay = 2000
MaxSpreadDelay = 4000
SpreadTryRange = 50 ; A non-zero entry means fires will be set explicitly without relying on embers
; The closest flammable thing will be set on fire automatically.
End
; *** DESIGN parameters ***
DisplayName = OBJECT:Prop
EditorSorting = SHRUBBERY
CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
; SupplyOverride = 10 ; This overrides the value in gamedata.ini
ArmorSet
Conditions = None
Armor = NoArmor
End
TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable)
; *** ENGINEERING parameters ***
; KindOf = SHRUBBERY IMMOBILE CLUB TREE SELECTABLE;
KindOf = SHRUBBERY IMMOBILE CLUB SELECTABLE;
Body = ActiveBody ModuleTag_10 ;Can take damage, and die.
MaxHealth = 50.0
End
; Note no SwayBehavior, as this is handled in the W3DTreeBuffer.
Behavior = SlowDeathBehavior ModuleTag_11
DeathTypes = ALL
SinkDelay = 1000
SinkRate = 8 ; in Dist/Sec
DestructionDelay = 4000
End
; Shadow = SHADOW_DECAL
InstanceScaleFuzziness = 0.1
End
;------------------------------------------------------------------------------
Object TreeLothlorien14
; *** ART Parameters ***
;------ This was done because we needed to add fade effect to tree.
; Draw = W3DTreeDraw ModuleTag_Opt_01
; ModelName = PTLoth14
; TextureName = TTLoth02.TGA
;
; DoTopple = Yes
; ToppleFX = FX_ToppleTree
; BounceFX = FX_TreeBounce
; KillWhenFinishedToppling = No
; SinkDistance = 9;
; SinkTime = DEFAULT_TREE_SINK_TIME
; End
Draw = W3DScriptedModelDraw ModuleTag_01
StaticModelLODMode = yes
DefaultModelConditionState
Model = PTLoth14
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTLoth12 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
StaticSortLevelWhileFading = 2
AlphaCameraFadeOuterRadius = 600
AlphaCameraFadeInnerRadius = 200
AlphaCameraAtInnerRadius = 10%
End
;Behavior = FireWeaponCollide ModuleTag_03
; CollideWeapon = TreeFireDealDamageWeapon
; RequiredStatus = AFLAME ; I can only fire if I am on fire
;End
Behavior = FlammableUpdate ModuleTag_05
FlameDamageLimit = 10
FlameDamageExpiration = 1000
BurnedDelay = 2500
AflameDuration = 7000
AflameDamageDelay = 1000
AflameDamageAmount = 8
BurningSoundName = GenericFireMediumLoop
End
Behavior = FireSpreadUpdate ModuleTag_06
;OCLEmbers = OCL_BurningEmbers
MinSpreadDelay = 2000
MaxSpreadDelay = 4000
SpreadTryRange = 50 ; A non-zero entry means fires will be set explicitly without relying on embers
; The closest flammable thing will be set on fire automatically.
End
; *** DESIGN parameters ***
DisplayName = OBJECT:Prop
EditorSorting = SHRUBBERY
CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
; SupplyOverride = 10 ; This overrides the value in gamedata.ini
ArmorSet
Conditions = None
Armor = NoArmor
End
TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable)
; *** ENGINEERING parameters ***
; KindOf = SHRUBBERY IMMOBILE CLUB TREE SELECTABLE;
KindOf = SHRUBBERY IMMOBILE CLUB SELECTABLE;
Body = ActiveBody ModuleTag_10 ;Can take damage, and die.
MaxHealth = 50.0
End
; Note no SwayBehavior, as this is handled in the W3DTreeBuffer.
Behavior = SlowDeathBehavior ModuleTag_11
DeathTypes = ALL
SinkDelay = 1000
SinkRate = 8 ; in Dist/Sec
DestructionDelay = 4000
End
; Shadow = SHADOW_DECAL
InstanceScaleFuzziness = 0.1
End
;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
; MIRKWOOD TREES
;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
ObjectReskin TreeMirkwood01 GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTreeMirkwood01
TextureName = PTreeMirkwood01.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTreeMirkwood01
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = T_ForTree03 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
; Geometry = CYLINDER
; GeometryIsSmall = Yes
; GeometryMajorRadius = 4.0
; GeometryHeight = 15
End
;------------------------------------------------------------------------------
ObjectReskin TreeMirkwood01a GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTreeMirkwood01
TextureName = PTreeMirkwood01a.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTreeMirkwood01
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = T_ForTree03 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
; Geometry = CYLINDER
; GeometryIsSmall = Yes
; GeometryMajorRadius = 4.0
; GeometryHeight = 15
End
;------------------------------------------------------------------------------
ObjectReskin TreeMirkwood02 GenericInteractableOptimizedDeadTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTreeMirkwood02
TextureName = PTreeMirkwood02.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTreeMirkwood02
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTSpruce01_L ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
; Geometry = CYLINDER
; GeometryIsSmall = Yes
; GeometryMajorRadius = 4.0
; GeometryHeight = 15
; REPLACING DEFAULT SHADOW
ShadowTexture = PTDeathSnow01sha
End
;------------------------------------------------------------------------------
ObjectReskin TreeMirkwood02a GenericInteractableOptimizedDeadTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTreeMirkwood02
TextureName = PTreeMirkwood02a.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTreeMirkwood02
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTSpruce01_L ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
; Geometry = CYLINDER
; GeometryIsSmall = Yes
; GeometryMajorRadius = 4.0
; GeometryHeight = 15
; REPLACING DEFAULT SHADOW
ShadowTexture = PTDeathSnow01sha
End
;------------------------------------------------------------------------------
ObjectReskin TreeMirkwood03 GenericInteractableOptimizedDeadTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTreeMirkwood03
TextureName = PTreeMirkwood03.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTreeMirkwood03
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = T_ForTree03 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
; Geometry = CYLINDER
; GeometryIsSmall = Yes
; GeometryMajorRadius = 4.0
; GeometryHeight = 15
End
;------------------------------------------------------------------------------
ObjectReskin TreeMirkwood03a GenericInteractableOptimizedDeadTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTreeMirkwood03
TextureName = PTreeMirkwood03a.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTreeMirkwood03
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = T_ForTree03 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
; Geometry = CYLINDER
; GeometryIsSmall = Yes
; GeometryMajorRadius = 4.0
; GeometryHeight = 15
End
;------------------------------------------------------------------------------
ObjectReskin TreeMirkwood04 GenericInteractableOptimizedDeadTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTreeMirkwood04
TextureName = PTreeMirkwood03.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTreeMirkwood04
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTSpruce01_L ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
; Geometry = CYLINDER
; GeometryIsSmall = Yes
; GeometryMajorRadius = 4.0
; GeometryHeight = 15
; REPLACING DEFAULT SHADOW
ShadowTexture = PTDeathSnow01sha
End
;------------------------------------------------------------------------------
ObjectReskin TreeMirkwood04a GenericInteractableOptimizedDeadTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTreeMirkwood04
TextureName = PTreeMirkwood03a.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTreeMirkwood04
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTSpruce01_L ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
; Geometry = CYLINDER
; GeometryIsSmall = Yes
; GeometryMajorRadius = 4.0
; GeometryHeight = 15
; REPLACING DEFAULT SHADOW
ShadowTexture = PTDeathSnow01sha
End
;------------------------------------------------------------------------------
ObjectReskin TreeMirkwood05 GenericInteractableOptimizedDeadTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTreeMirkwood05
TextureName = PTreeMirkwood01.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTreeMirkwood05
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = T_ForTree03 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
; Geometry = CYLINDER
; GeometryIsSmall = Yes
; GeometryMajorRadius = 4.0
; GeometryHeight = 15
End
;------------------------------------------------------------------------------
ObjectReskin TreeMirkwood05a GenericInteractableOptimizedDeadTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTreeMirkwood05
TextureName = PTreeMirkwood01a.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTreeMirkwood05
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = T_ForTree03 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
; Geometry = CYLINDER
; GeometryIsSmall = Yes
; GeometryMajorRadius = 4.0
; GeometryHeight = 15
End
;------------------------------------------------------------------------------
ObjectReskin TreeMirkwood06 GenericInteractableOptimizedDeadTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTreeMirkwood06
TextureName = PTreeMirkwood03.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTreeMirkwood06
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTSpruce01_L ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
; Geometry = CYLINDER
; GeometryIsSmall = Yes
; GeometryMajorRadius = 4.0
; GeometryHeight = 15
; REPLACING DEFAULT SHADOW
ShadowTexture = PTDeathSnow01sha
End
;------------------------------------------------------------------------------
ObjectReskin TreeMirkwood06a GenericInteractableOptimizedDeadTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTreeMirkwood06
TextureName = PTreeMirkwood03a.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTreeMirkwood06
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTSpruce01_L ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
; Geometry = CYLINDER
; GeometryIsSmall = Yes
; GeometryMajorRadius = 4.0
; GeometryHeight = 15
; REPLACING DEFAULT SHADOW
ShadowTexture = PTDeathSnow01sha
End
;------------------------------------------------------------------------------
ObjectReskin StumpMirkwood01 GenericNONInteractableOptimizedDeadTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PStumpMrkwood01
TextureName = PTreeMirkwood01.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
TaintedTree = Yes
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PStumpMrkwood01
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTStump01 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
Geometry = CYLINDER
GeometryIsSmall = Yes
GeometryMajorRadius = 3.2
GeometryHeight = 60
End
;------------------------------------------------------------------------------
ObjectReskin StumpMirkwood02 GenericNONInteractableOptimizedDeadTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PStumpMrkwood02
TextureName = PTreeMirkwood01.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
TaintedTree = Yes
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PStumpMrkwood02
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTStump01 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
Geometry = CYLINDER
GeometryIsSmall = Yes
GeometryMajorRadius = 3.2
GeometryHeight = 60
End
;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
; OLD FOREST TREES
;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
ObjectReskin TreeOldForest01 GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTOldForest01
TextureName = PTOldForest01.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTOldForest01
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTOldForest01 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
; Geometry = CYLINDER
; GeometryIsSmall = Yes
; GeometryMajorRadius = 4.0
; GeometryHeight = 15
End
;------------------------------------------------------------------------------
ObjectReskin TreeOldForest02 GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTOldForest02
TextureName = PTOldForest01.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTOldForest02
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTOldForest02 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
; Geometry = CYLINDER
; GeometryIsSmall = Yes
; GeometryMajorRadius = 4.0
; GeometryHeight = 15
End
;------------------------------------------------------------------------------
ObjectReskin TreeOldForest03 GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTOldForest03
TextureName = PTOldForest01.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTOldForest03
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTOldForest03 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
; Geometry = CYLINDER
; GeometryIsSmall = Yes
; GeometryMajorRadius = 4.0
; GeometryHeight = 15
End
;------------------------------------------------------------------------------
Object TreeOldForest04
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTOldForest04
End
ModelConditionState = PASSENGER CLUB
Model = None
End
ModelConditionState = PASSENGER
Model = PTOldForest04
End
AnimationState
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTreeDeath03 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
; *** DESIGN parameters ***
DisplayName = OBJECT:Prop
EditorSorting = SHRUBBERY
CrushableLevel = 1
ArmorSet
Conditions = None
Armor = NoArmor
End
TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable)
; *** ENGINEERING parameters ***
KindOf = SHRUBBERY IMMOBILE NO_COLLIDE OPTIMIZED_PROP
Body = HighlanderBody ModuleTag_10 ;Can take damage, but won't die. Can only die from ::kill() or other unresistable damage
MaxHealth = 50.0
End
Geometry = CYLINDER
GeometryIsSmall = Yes
GeometryMajorRadius = 3.2
GeometryHeight = 60
Shadow = SHADOW_VOLUME
InstanceScaleFuzziness = 0.1
End
;------------------------------------------------------------------------------
; HARAD TREES
;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
ObjectReskin TreeHarad01 GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTreeHarad01
TextureName = PTreeHarad01.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTreeHarad01
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTreeHarad01 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
End
;------------------------------------------------------------------------------
ObjectReskin TreeHarad02 GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTreeHarad02
TextureName = PTreeHarad01.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTreeHarad02
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTreeHarad01 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
End
;------------------------------------------------------------------------------
ObjectReskin TreeHarad03 GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTreeHarad03
TextureName = PTreeHarad01.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTreeHarad03
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTreeHarad01 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
End
;------------------------------------------------------------------------------
; SHIRE TREES
;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
ObjectReskin TreeShire01 GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = SB_Tree01
TextureName = SB_Trees.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = SB_Tree01
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTreeHarad01 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
End
;------------------------------------------------------------------------------
ObjectReskin TreeShire02 GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = SB_Tree02
TextureName = SB_Trees.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = SB_Tree02
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTreeHarad01 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
End
;------------------------------------------------------------------------------
ObjectReskin TreeShire03 GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = SB_Tree03
TextureName = SB_Trees.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = SB_Tree03
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTreeHarad01 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
End
;------------------------------------------------------------------------------
Object TreeShire04
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
StaticModelLODMode = yes
DefaultModelConditionState
Model = SB_Tree04
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = SB_Tree04 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
StaticSortLevelWhileFading = 2
AlphaCameraFadeOuterRadius = 600
AlphaCameraFadeInnerRadius = 300
AlphaCameraAtInnerRadius = 5%
End
;Behavior = FireWeaponCollide ModuleTag_03
; CollideWeapon = TreeFireDealDamageWeapon
; RequiredStatus = AFLAME ; I can only fire if I am on fire
;End
Behavior = FlammableUpdate ModuleTag_05
FlameDamageLimit = 10
FlameDamageExpiration = 1000
BurnedDelay = 2500
AflameDuration = 7000
AflameDamageDelay = 1000
AflameDamageAmount = 8
BurningSoundName = GenericFireMediumLoop
End
Behavior = FireSpreadUpdate ModuleTag_06
;OCLEmbers = OCL_BurningEmbers
MinSpreadDelay = 2000
MaxSpreadDelay = 4000
SpreadTryRange = 50 ; A non-zero entry means fires will be set explicitly without relying on embers
; The closest flammable thing will be set on fire automatically.
End
; *** DESIGN parameters ***
DisplayName = OBJECT:Prop
EditorSorting = SHRUBBERY
CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
; SupplyOverride = 10 ; This overrides the value in gamedata.ini
ArmorSet
Conditions = None
Armor = NoArmor
End
TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable)
; *** ENGINEERING parameters ***
; KindOf = SHRUBBERY IMMOBILE CLUB TREE SELECTABLE;
KindOf = SHRUBBERY IMMOBILE CLUB SELECTABLE;
Body = ActiveBody ModuleTag_10 ;Can take damage, and die.
MaxHealth = 50.0
End
; Note no SwayBehavior, as this is handled in the W3DTreeBuffer.
Behavior = SlowDeathBehavior ModuleTag_11
DeathTypes = ALL
SinkDelay = 1000
SinkRate = 8 ; in Dist/Sec
DestructionDelay = 4000
End
; Shadow = SHADOW_DECAL
InstanceScaleFuzziness = 0.1
End
;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
; LOW LOD TREES
;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
ObjectReskin TreeLowLODHarlindon GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTLowHarlindon
TextureName = PTLowHarlindon.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTLowHarlindon
End
ModelConditionState = PASSENGER CLUB
Model = None
End
ModelConditionState = PASSENGER
Model = PTLowHarlindon
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTSpruce02F ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
End
;------------------------------------------------------------------------------
ObjectReskin TreeLowLODArnor GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTLowArnor
TextureName = PTLowArnor.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTLowArnor
End
ModelConditionState = PASSENGER CLUB
Model = None
End
ModelConditionState = PASSENGER
Model = PTLowArnor
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTSpruce02F ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
End
;------------------------------------------------------------------------------
ObjectReskin TreeLowLODHighPass GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTLowHighPass
TextureName = PTLowHighPass.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTLowHighPass
End
ModelConditionState = PASSENGER CLUB
Model = None
End
ModelConditionState = PASSENGER
Model = PTLowHighPass
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTSpruce02F ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
; REPLACING DEFAULT SHADOW
ShadowTexture = PTLowDeadShadow
End
;------------------------------------------------------------------------------
ObjectReskin TreeLowLODMordor GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTLowMordor
TextureName = PTLowMordor.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTLowMordor
End
ModelConditionState = PASSENGER CLUB
Model = None
End
ModelConditionState = PASSENGER
Model = PTLowMordor
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTSpruce02F ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
; REPLACING DEFAULT SHADOW
ShadowTexture = PTLowDeadShadow
End
;------------------------------------------------------------------------------
ObjectReskin TreeLowLODGreyHavens GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTLowGreyHavens
TextureName = PTLowGreyHavens.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTLowGreyHavens
End
ModelConditionState = PASSENGER CLUB
Model = None
End
ModelConditionState = PASSENGER
Model = PTLowGreyHavens
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTSpruce02F ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
End
;------------------------------------------------------------------------------
ObjectReskin TreeLowLODTowerHills GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTLowTowerHills
TextureName = PTLowTowerHills.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTLowTowerHills
End
ModelConditionState = PASSENGER CLUB
Model = None
End
ModelConditionState = PASSENGER
Model = PTLowTowerHills
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTSpruce02F ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
End
;------------------------------------------------------------------------------
ObjectReskin TreeLowLODIronHills GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTLowIronHills
TextureName = PTLowIronHills.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTLowIronHills
End
ModelConditionState = PASSENGER CLUB
Model = None
End
ModelConditionState = PASSENGER
Model = PTLowIronHills
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTSpruce02F ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
End
;------------------------------------------------------------------------------
ObjectReskin TreeLowLODMirkwood GenericInteractableOptimizedTree
; *** ART Parameters ***
Draw = W3DTreeDraw ModuleTag_Opt_01
ModelName = PTLowMirkwood
TextureName = PTLowMirkwood.tga
DoTopple = Yes
ToppleFX = FX_ToppleTree
BounceFX = FX_TreeBounce
KillWhenFinishedToppling = No
SinkDistance = 9;
SinkTime = DEFAULT_TREE_SINK_TIME
End
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = PTLowMirkwood
End
ModelConditionState = PASSENGER CLUB
Model = None
End
ModelConditionState = PASSENGER
Model = PTLowMirkwood
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTSpruce02F ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
End
End
;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
; CINEMATIC TREES
;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
Object CINE_Pine1
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = CINE_Pine1
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:Prop
EditorSorting = SHRUBBERY
; *** ENGINEERING Parameters ***
KindOf = IMMOBILE UNATTACKABLE NOT_AUTOACQUIRABLE CLEARED_BY_BUILD OPTIMIZED_PROP
Shadow = SHADOW_VOLUME
Body = ActiveBody ModuleTag_02
MaxHealth = 1.0
End
Behavior = DestroyDie ModuleTagDeath_03
DeathTypes = ALL
End
Geometry = CYLINDER
GeometryMajorRadius = 1.6
GeometryMinorRadius = 0.8
GeometryHeight = 2.4
GeometryIsSmall = Yes
End
;------------------------------------------------------------------------------
Object CINE_Pine2
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = CINE_Pine2
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:Prop
EditorSorting = SHRUBBERY
; *** ENGINEERING Parameters ***
KindOf = IMMOBILE UNATTACKABLE NOT_AUTOACQUIRABLE CLEARED_BY_BUILD OPTIMIZED_PROP
Shadow = SHADOW_VOLUME
Body = ActiveBody ModuleTag_02
MaxHealth = 1.0
End
Behavior = DestroyDie ModuleTagDeath_03
DeathTypes = ALL
End
Geometry = CYLINDER
GeometryMajorRadius = 1.6
GeometryMinorRadius = 0.8
GeometryHeight = 2.4
GeometryIsSmall = Yes
End