home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
GameStar 2006 April
/
Gamestar_83_2006-04_dvd.iso
/
Dema
/
lotrbfme2_demo.exe
/
INI.big
/
data_ini_object_neutral_captureflag.ini
< prev
next >
Wrap
Text File
|
2006-01-31
|
5KB
|
160 lines
Object CaptureFlag
SelectPortrait = BPGCamp_Plot
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_DrawMain
OkToChangeModelColor = Yes
DefaultModelConditionState
Model = CAPFLAG_SKN
Skeleton = CAPFLAG_SKL
End
IdleAnimationState
StateName = IdleUncaptured
Animation
AnimationName = CAPFLAG_SDN
AnimationMode = ONCE
End
Flags = START_FRAME_LAST
End
; Raise new flag upon capture
AnimationState = START_CAPTURE
StateName = FlagUp
Animation = FlagUpAfterLower
AnimationName = CAPFLAG_UP
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.2857 0.2857
AnimationBlendTime = 0
End
Animation = FlagUpNoLower
AnimationName = CAPFLAG_UP
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.2222 0.2222
AnimationBlendTime = 0
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "IdleUncaptured" then return "FlagUpNoLower" end
if Prev == "IdleCaptured" then CurDrawableSetTransitionAnimState("TRANS_FlagDown") end
return "FlagUpAfterLower"
EndScript
LuaEvent = OnStateEnter
LuaEvent = Frame:1
End
; Transition to lowered state and pin it there
AnimationState = CANCEL_CAPTURE
StateName = CancelCap
Animation = CancelledUncaptured
AnimationName = CAPFLAG_SDN
AnimationMode = ONCE
AnimationBlendTime = 0
End
Animation = CancelReraised
AnimationName = CAPFLAG_SUP
AnimationMode = ONCE
AnimationBlendTime = 0
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "FlagUp" then CurDrawableSetTransitionAnimState("TRANS_FlagDownCancel") end
if Prev == "TRANS_FlagDown" then CurDrawableSetTransitionAnimState("TRANS_FlagDownCancel") end
if Prev == "IdleUncaptured" then CurDrawableSetTransitionAnimState("TRANS_FlagDownCancel") end
if Prev == "TRANS_FlagDownCancel" then
if CurDrawableModelcondition("CAPTURED") then
CurDrawableSetTransitionAnimState("Trans_CancelReraise")
end
end
if Prev == "Trans_CancelReraise" or CurDrawableModelcondition("CAPTURED") then
return "CancelReraised"
end
return "CancelledUncaptured"
EndScript
LuaEvent = OnStateEnter
LuaEvent = Frame:1
End
AnimationState = CAPTURED
StateName = IdleCaptured
Animation
AnimationName = CAPFLAG_SUP
AnimationMode = ONCE
AnimationBlendTime = 0
End
LuaEvent = OnStateEnter
LuaEvent = Frame:1
End
; Normal descending flag
TransitionState = TRANS_FlagDown
StateName = TRANS_FlagDown
Animation
AnimationName = CAPFLAG_DN
AnimationMode = ONCE
End
BeginScript
CurDrawableHideSubObjectPermanently("FLAG_NEUTRAL")
EndScript
End
; The cancel transition freezes the anim to the beginning of
; CAPFLAG_UP and blends to this pose from wherever the flag was at.
TransitionState = TRANS_FlagDownCancel
Animation
AnimationName = CAPFLAG_SDN
AnimationMode = ONCE
AnimationBlendTime = 1666
AnimationSpeedFactorRange = 0.666 0.666
End
End
TransitionState = Trans_CancelReraise
Animation
AnimationName = CAPFLAG_UP
AnimationMode = ONCE
End
LuaEvent = OnStateEnter
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:CaptureFlag
EditorSorting = MISC_MAN_MADE
Side = Neutral
; *** ENGINEERING Parameters ***
KindOf = IMMOBILE CAPTURABLE STRUCTURE SELECTABLE UNATTACKABLE CAPTUREFLAG NEVER_CULL_FOR_MP
; can't die from game but can die through scripts
Body = HighlanderBody ModuleTag_02
MaxHealth = 1.0
End
Behavior = DestroyDie ModuleTagDeath_03
DeathTypes = ALL
End
Behavior = AIUpdateInterface ModuleTag_03
AILuaEventsList = CaptureFlagFunctions
End
Geometry = BOX
GeometryMajorRadius = 8.0
GeometryMinorRadius = 8.5
GeometryHeight = 50.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
GeometryContactPoint = X:-15.0 Y:15.0 Z:0 Repair
GeometryContactPoint = X:15.0 Y:-15.0 Z:0 Repair
GeometryContactPoint = X:15.0 Y:15.0 Z:0
GeometryContactPoint = X:-15.0 Y:-15.0 Z:0
GeometryContactPoint = X:0.0 Y:0.0 Z:50.0 Swoop
End