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Text File  |  2006-01-31  |  12KB  |  362 lines

  1. ;------------------------------------------------------------------------------
  2. ;Dry Dock
  3. Object DryDock
  4.  
  5. ;    SelectPortrait = BPGWorkshop
  6.  
  7.   Draw = W3DScriptedModelDraw ModuleTag_Draw
  8.     OkToChangeModelColor  = Yes
  9.     UseStandardModelNames = Yes
  10.     StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD
  11.     DefaultModelConditionState
  12.       Model = NBDryDock
  13.     End
  14.  
  15.     IdleAnimationState
  16. ;        BeginScript
  17. ;            Prev = CurDrawablePrevAnimationState()
  18. ;            if Prev == "BeingConstructed" then 
  19. ;                ; Don't play completed sound when canceling build-in-progress or when
  20. ;                ; destroyed halfway
  21. ;                if not CurDrawableModelcondition( "DYING" ) then 
  22. ;                    CurDrawablePlaySound("CampSoldierCompleteWorkshop")
  23. ;                end
  24. ;            end
  25. ;        EndScript
  26.     End
  27.  
  28.    ;-- building being constructed
  29.     ModelConditionState   = AWAITING_CONSTRUCTION 
  30.       Model               = NBDryDock_A
  31. ;        ParticleSysBone      = NONE BuildingDoughnutCloud
  32.     End;
  33.     AnimationState        = AWAITING_CONSTRUCTION
  34.       Animation           = NBDryDock_A
  35.         AnimationName     = NBDryDock_A.NBDryDock_A
  36.         AnimationMode     = MANUAL
  37.       End
  38.       Flags                  = START_FRAME_FIRST
  39.     End
  40.  
  41.     ModelConditionState   = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
  42.       Model               = NBDryDock_A
  43.         ParticleSysBone   = DUSTBONE BuildingContructDust
  44.     End;
  45.     AnimationState        = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
  46.       Animation           = NBDryDock_A
  47.         AnimationName     = NBDryDock_A.NBDryDock_A
  48.         AnimationMode     = MANUAL
  49.       End
  50.     Flags                = START_FRAME_FIRST
  51.     StateName            = BeingConstructed
  52.         BeginScript
  53.             CurDrawablePlaySound("GondorBarracksBeginConstruction")
  54.             CurDrawableHideSubObjectPermanently("V1")
  55.             CurDrawableHideSubObjectPermanently("V2")
  56.         EndScript
  57.       
  58.       
  59.     End
  60.     
  61.         ;--damaged building
  62.     ModelConditionState  = DESTROYED_FRONT
  63.       Model         = NBDryDock_D1
  64.         ParticleSysBone FireSmall01 FireBuildingSmall
  65.         ParticleSysBone FireSmall02 FireBuildingLarge
  66.         ParticleSysBone FireMedium01 FireBuildingMedium
  67.         ParticleSysBone FireLarge01 FireBuildingLarge
  68.         ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  69.     End
  70.  
  71.     AnimationState = DESTROYED_FRONT
  72.       BeginScript
  73.         CurDrawableHideSubObject("GBWorkshop_D2a")
  74.       EndScript
  75.     End
  76.     
  77.     ModelConditionState  = DESTROYED_RIGHT
  78.       Model         = NBDryDock_D1
  79.         ParticleSysBone FireSmall01 FireBuildingSmall
  80.         ParticleSysBone FireSmall02 FireBuildingLarge
  81.         ParticleSysBone FireMedium01 FireBuildingMedium
  82.         ParticleSysBone FireLarge01 FireBuildingLarge
  83.         ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  84.     End
  85.  
  86.     AnimationState = DESTROYED_RIGHT
  87.       BeginScript
  88.         CurDrawableHideSubObject("GBWorkshop_D2b")
  89.       EndScript
  90.     End
  91.     
  92.  
  93.     ModelConditionState  = DESTROYED_BACK
  94.       Model         = NBDryDock_D1
  95.         ParticleSysBone FireSmall01 FireBuildingSmall
  96.         ParticleSysBone FireSmall02 FireBuildingLarge
  97.         ParticleSysBone FireMedium01 FireBuildingMedium
  98.         ParticleSysBone FireLarge01 FireBuildingLarge
  99.         ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  100.     End
  101.  
  102.     AnimationState = DESTROYED_BACK
  103.       BeginScript
  104.         CurDrawableHideSubObject("GBWorkshop_D2c")
  105.       EndScript
  106.     End
  107.  
  108.     ModelConditionState  = DESTROYED_LEFT
  109.       Model         = NBDryDock_D1
  110.         ParticleSysBone FireSmall01 FireBuildingSmall
  111.         ParticleSysBone FireSmall02 FireBuildingLarge
  112.         ParticleSysBone FireMedium01 FireBuildingMedium
  113.         ParticleSysBone FireLarge01 FireBuildingLarge
  114.         ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  115.     End
  116.     
  117.     AnimationState = DESTROYED_LEFT
  118.       BeginScript
  119.         CurDrawableHideSubObject("GBWorkshop_D2d")
  120.       EndScript
  121.     End
  122.     
  123.     
  124.     ModelConditionState  = DAMAGED
  125.       Model         = NBDryDock_D1
  126.         ParticleSysBone FireSmall01 FireBuildingSmall
  127.         ParticleSysBone FireSmall02 FireBuildingSmall
  128.         ParticleSysBone FireMedium01 FireBuildingMedium
  129.         ParticleSysBone FireLarge01 FireBuildingLarge
  130.         ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  131.     End
  132.     AnimationState = DAMAGED
  133.     EnteringStateFX    = FX_BuildingDamaged
  134.     End
  135.  
  136.     ModelConditionState  = REALLYDAMAGED
  137.       Model         = NBDryDock_D2
  138.         ParticleSysBone FireSmall01 FireBuildingSmall
  139.         ParticleSysBone FireSmall02 FireBuildingLarge
  140.         ParticleSysBone FireMedium01 FireBuildingMedium
  141.         ParticleSysBone FireLarge01 FireBuildingLarge
  142.         ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  143.     End
  144.     AnimationState = REALLYDAMAGED
  145.     EnteringStateFX    = FX_BuildingReallyDamaged
  146.     End
  147.  
  148.     ModelConditionState  = RUBBLE
  149.       Model         = NBDryDock_D2
  150.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  151.     End
  152.     
  153.     AnimationState = RUBBLE
  154.       BeginScript
  155.         CurDrawableHideSubObject("GBWorkshop_D2a")
  156.         CurDrawableHideSubObject("GBWorkshop_D2b")
  157.         CurDrawableHideSubObject("GBWorkshop_D2c")
  158.         CurDrawableHideSubObject("GBWorkshop_D2d")
  159.       EndScript
  160.     End
  161.  
  162.     ModelConditionState  = POST_RUBBLE
  163.       Model         = None
  164.         ParticleSysBone NONE SmokeBuildingMediumRubble
  165.     End
  166.         AnimationState = POST_RUBBLE
  167.     End
  168.  
  169.     ModelConditionState  = POST_COLLAPSE
  170.       Model         = None
  171.         ParticleSysBone NONE SmokeBuildingMediumRubble
  172.     End
  173.         AnimationState = POST_COLLAPSE
  174.     End      
  175.   End
  176.  
  177. ;  Draw = W3DFloorDraw ModuleTag_DrawFloor    
  178. ;        StaticModelLODMode = Yes        ; THIS NEEDS TO BE COMMENTED OUT WHEN ENGINEERING ENABLES LOD'S IN THE FLOOR DRAW
  179. ;     ModelName = GBWorkshop_Bib
  180. ;  End
  181.   
  182.  
  183.   PlacementViewAngle  = 0
  184.  
  185.   ; ***DESIGN parameters ***
  186.   DisplayName         = OBJECT:DryDock
  187.   Description           = OBJECT:DryDockDescription
  188.  
  189.   Side                = Neutral
  190.   EditorSorting       = STRUCTURE
  191.   ThreatLevel = 1.0
  192.  
  193.   CommandSet          = GondorWorkshopCommandSet
  194.   BuildCost           = 2000 ;GONDOR_WORKSHOP_BUILDCOST
  195.   BuildTime           = 45 ;GONDOR_WORKSHOP_BUILDTIME
  196.   BountyValue         = 50 ;GONDOR_WORKSHOP_BOUNTY_VALUE
  197.   VisionRange         = 160.0          ; Shroud clearing distance
  198.   ShroudClearingRange = GONDOR_WORKSHOP_SHROUD_CLEAR
  199.  
  200.   ArmorSet
  201.     Conditions        = None
  202.     Armor             = StructureArmor
  203.     ;DamageFX          = StructureDamageFXNoShake
  204.   End
  205.  
  206.  
  207.   ; *** AUDIO Parameters ***
  208.  
  209.     VoiceSelect        = GondorWorkshopSelect
  210.  
  211.     SoundOnDamaged        = BuildingLightDamageStone
  212.     SoundOnReallyDamaged    = BuildingHeavyDamageStone
  213.  
  214.     VoiceSelectUnderConstruction    = BuildingGoodVoiceSelectUnderConstruction
  215.  
  216.     UnitSpecificSounds
  217.         UnderConstruction        = BuildingConstructionLoop  ; Built first time
  218.         ; UnderRepairFromDamage    = NoSound                    ; Repaired No animation on the building, so don't bother playing sound
  219.         UnderRepairFromRubble    = BuildingConstructionLoop    ; Repaired from completely destroyed (not used???)
  220.     End
  221.  
  222.  
  223.     ; *** ENGINEERING Parameters ***
  224.  
  225.     RadarPriority       = STRUCTURE
  226.     KindOf              = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE NEED_BASE_FOUNDATION MP_COUNT_FOR_VICTORY AUTO_RALLYPOINT FS_FACTORY
  227.      
  228.     Behavior            = GettingBuiltBehavior GetBuiltBehaviorTag
  229.         WorkerName          = GondorWorkerNoSelect
  230.     End
  231.  
  232.     Behavior = CastleMemberBehavior ModuleTag_CMB
  233.     End 
  234.  
  235.     Body                        = StructureBody ModuleTag_05
  236.         MaxHealth                     = 3000 ;GONDOR_WORKSHOP_HEALTH
  237.         MaxHealthDamaged              = 2000 ;GONDOR_WORKSHOP_HEALTH_DAMAGED
  238.         MaxHealthReallyDamaged           = 1000 ;GONDOR_WORKSHOP_HEALTH_REALLY_DAMAGED
  239.             
  240. ;        DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK
  241. ;        DamageCreationList = OCL_GBStable_Chunk1 CATAPULT_ROCK FRONT_DESTROYED
  242. ;        DamageCreationList = OCL_GBStable_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED
  243. ;        DamageCreationList = OCL_GBStable_Chunk3 CATAPULT_ROCK BACK_DESTROYED
  244. ;        DamageCreationList = OCL_GBStable_Chunk4 CATAPULT_ROCK LEFT_DESTROYED
  245.         
  246.     End
  247.   
  248.     Behavior                  = BuildingBehavior BuildingModuleTag
  249.     ; NightWindowName            = GBWORKSHOPN
  250.     ; FireWindowName            = WINDOW_F01
  251.     ; GlowWindowName            = WINDOW_G01
  252.     ; FireName                    = FIRE01
  253.     End
  254.  
  255. ;    Behavior = RefundDie ModuleTag_refund
  256. ;        UpgradeRequired = Upgrade_MarketplaceUpgradeDefiance
  257. ;        BuildingRequired = ANY +GondorMarketPlace
  258. ;        RefundPercent = 50%
  259. ;    End
  260.  
  261.     Behavior                  = StructureCollapseUpdate ModuleTag_06
  262.         MinCollapseDelay        = 000
  263.         MaxCollapseDelay        = 000
  264.         CollapseDamping         = .5
  265.         MaxShudder              = 0.6
  266.         MinBurstDelay           = 250
  267.         MaxBurstDelay           = 800
  268.         BigBurstFrequency       = 4
  269.         FXList                  = INITIAL   FX_StructureMediumCollapse
  270.         FXList                  = ALMOST_FINAL  FX_StructureAlmostCollapse
  271.         DestroyObjectWhenDone    = Yes
  272.         CollapseHeight            = 120
  273.     End
  274.  
  275.     Behavior = TerrainResourceBehavior ModuleTag_NewMoneyDeadSpot
  276.         Radius = 50        ; How far we try to claim ground
  277.         MaxIncome = 0    ; If we were to get all we wanted, how much we would earn.  Linear slope to 0 at 0% claim
  278.         IncomeInterval = 999999    ; How often (in msec) we give that much money
  279.         HighPriority = Yes ; A high priority claim gets to pretend it was there first.
  280.     End
  281.  
  282.     Behavior = ProductionUpdate ProductionUpdateModuleTag
  283.         ;;;UnitPreparationTime =8000;;;;;;;;;; 8.0 second prep needs to be set in THingTemplate, for Trebuchet, now
  284.     End
  285.  
  286.     Behavior = QueueProductionExitUpdate QueueProductionModuleTag
  287.         UnitCreatePoint    = X:14.8616 Y:-0.1480 Z:0.0
  288.         NaturalRallyPoint  = X:56.0 Y:-0.1480 Z:0.0
  289.         ExitDelay =50
  290.     End
  291.     
  292. ;     Behavior = SubObjectsUpgrade ModuleTag_HideAll 
  293. ;        TriggeredBy        = Upgrade_StructureLevel1
  294. ;        ShowSubObjects    = V1HIDE 
  295. ;        HideSubObjects    = V1 V2 V2FLAG
  296. ;    End
  297. ;    Behavior = SubObjectsUpgrade ModuleTag_ShowWalls 
  298. ;        TriggeredBy        = Upgrade_StructureLevel2
  299. ;        ShowSubObjects    = V1 
  300. ;        HideSubObjects    = V1HIDE V2 V2FLAG
  301. ;    End
  302. ;    Behavior = SubObjectsUpgrade ModuleTag_ShowTowers 
  303. ;        TriggeredBy        = Upgrade_StructureLevel3
  304. ;        ShowSubObjects    = V1 V2 V2FLAG 
  305. ;        HideSubObjects    = V1HIDE
  306. ;    End
  307. ;    
  308. ;    Behavior = GeometryUpgrade Geom_ModuleTag_HideAll
  309. ;        TriggeredBy        = Upgrade_StructureLevel1
  310. ;        ShowGeometry    = Geom_Orig
  311. ;        HideGeometry    = Geom_V2 
  312. ;    End
  313. ;    Behavior = GeometryUpgrade Geom_ModuleTag_ShowWalls 
  314. ;        TriggeredBy        = Upgrade_StructureLevel2
  315. ;        ShowGeometry    = Geom_Orig
  316. ;        HideGeometry    = Geom_V2 
  317. ;    End
  318. ;     Behavior = GeometryUpgrade Geom_ModuleTag_ShowFlagsAndTower 
  319. ;        TriggeredBy        = Upgrade_StructureLevel3
  320. ;        ShowGeometry    = Geom_V2
  321. ;        HideGeometry    = Geom_Orig
  322. ;    End
  323.         
  324.     Geometry                = BOX
  325.     GeometryName            = Geom_Orig
  326.       GeometryMajorRadius        = 50.0
  327.     GeometryMinorRadius        = 37.5
  328.     GeometryHeight            = 25.0
  329.     GeometryOffset            = X:5 Y:0 Z:0    
  330.         
  331.     AdditionalGeometry        = BOX
  332.     GeometryName            = Geom_Orig
  333.     GeometryMajorRadius        = 12.5
  334.     GeometryMinorRadius        = 37.5
  335.     GeometryHeight            = 50.0
  336.     GeometryOffset            = X:-30 Y:0 Z:0    
  337.  
  338.     AdditionalGeometry        = BOX
  339.     GeometryName            = Geom_V2
  340.       GeometryMajorRadius        = 50.0
  341.     GeometryMinorRadius        = 37.5
  342.     GeometryHeight            = 25.0
  343.     GeometryOffset            = X:5 Y:0 Z:0    
  344.         
  345.     AdditionalGeometry        = BOX
  346.     GeometryName            = Geom_V2
  347.     GeometryMajorRadius        = 12.5
  348.     GeometryMinorRadius        = 37.5
  349.     GeometryHeight            = 80.0
  350.     GeometryOffset            = X:-30 Y:0 Z:0    
  351.         
  352.     GeometryIsSmall            = No
  353.     Shadow                    = SHADOW_VOLUME
  354.     BuildCompletion            = PLACED_BY_PLAYER
  355.     
  356.     GeometryContactPoint = X:-48.348    Y:26.9        Z:0            Repair
  357.     GeometryContactPoint = X:47.546        Y:-38.677    Z:0            Repair
  358.     GeometryContactPoint = X:47.546        Y:36.435    Z:0
  359.     GeometryContactPoint = X:-32.763    Y:-46.121    Z:0
  360.     GeometryContactPoint = X:26.753        Y:26.753    Z:67.933    Swoop
  361.  
  362. End