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data_ini_object_neutral_holes.ini
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2006-01-31
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Object NeutralStructureHole
; *** ART Parameters ***
SelectPortrait = ; SUHole_L
ButtonImage = SUHole_L
Draw = W3DScriptedModelDraw ModuleTag_Draw
DefaultModelConditionState
Model = GBGENRUBBLE
End
End
PlacementViewAngle = 0
; ***DESIGN parameters ***
DisplayName = OBJECT:WildStructureHole
Side = Wild
EditorSorting = SYSTEM
BuildCost = 100
BuildTime = 10.0 ; in seconds
VisionRange = 50.0 ; Shroud clearing distance
ShroudClearingRange = 50
ArmorSet
Conditions = None
Armor = MonsterLair
End
; *** AUDIO Parameters ***
#include "..\Includes\StandardBuildingEvaEvents.inc"
VoiceSelect = CreepBuildingGenericSelect
; But don't announce "There's their camp" when we knock over a creep lair!
EvaEnemyObjectSightedEvent = None
CampnessValue = CAMPNESS_RESOURCE_REBUILD_HOLE
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE REBUILD_HOLE CAN_SEE_THROUGH_STRUCTURE NOT_AUTOACQUIRABLE IGNORE_FOR_VICTORY
Body = ActiveBody ModuleTag_Body
; To set the health for a particular hole, edit the entry in the object
; that will leave the hole behind (edit the RebuildHoleExposeDie entry)
MaxHealth = 9999999.9 ;bigger than anything realistic we use
InitialHealth = 9999999.9 ;bigger than anything realistic we use
End
Behavior = RebuildHoleBehavior ModuleTag_RebuildHole
WorkerRespawnDelay = 120000 ;in milliseconds
HoleHealthRegen%PerSecond = 0 ; 0.1 by default.
End
Behavior = SlowDeathBehavior ModuleTag_Die
SinkDelay = 0
SinkRate = 4.8 // in Dist/Sec
DestructionDelay = 2000
Sound = INITIAL BuildingRubbleSink
End
Geometry = CYLINDER
GeometryMajorRadius = 25.0
GeometryHeight = 5.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
End
;----------------------------------------------------------------------------------------------------------
ChildObject MoriarGoblinLairHole NeutralStructureHole
Draw = W3DScriptedModelDraw ModuleTag_Draw
DefaultModelConditionState
Model = NBGoblinLair_R
End
End
Behavior = CreateObjectDie ModuleTag_MakeLoadsOfTreasure
DeathTypes = ALL -FADED
CreationList = OCL_SpawnLairTreasure_Medium
End
End
;----------------------------------------------------------------------------------------------------------
ChildObject WargLairHole NeutralStructureHole
Draw = W3DScriptedModelDraw ModuleTag_Draw
DefaultModelConditionState
Model = NBWargLair_R
End
End
Behavior = CreateObjectDie ModuleTag_MakeLoadsOfTreasure
DeathTypes = ALL -FADED
CreationList = OCL_SpawnLairTreasure_Small
End
End
;----------------------------------------------------------------------------------------------------------
ChildObject SpiderLairHole NeutralStructureHole
Draw = W3DScriptedModelDraw ModuleTag_Draw
DefaultModelConditionState
Model = NBSpiderLair_R
End
End
Behavior = CreateObjectDie ModuleTag_MakeLoadsOfTreasure
DeathTypes = ALL -FADED
CreationList = OCL_SpawnLairTreasure_Medium
End
End
;----------------------------------------------------------------------------------------------------------
ChildObject CaveTrollLairHole NeutralStructureHole
Draw = W3DScriptedModelDraw ModuleTag_Draw
DefaultModelConditionState
Model = NBTrollLair_R
End
End
Behavior = CreateObjectDie ModuleTag_MakeLoadsOfTreasure
DeathTypes = ALL -FADED
CreationList = OCL_SpawnLairTreasure
End
End
;----------------------------------------------------------------------------------------------------------
ChildObject BarrowWightLairHole NeutralStructureHole
Draw = W3DScriptedModelDraw ModuleTag_Draw
DefaultModelConditionState
Model = NBWightLair_R
End
End
Behavior = CreateObjectDie ModuleTag_MakeLoadsOfTreasure
DeathTypes = ALL -FADED
CreationList = OCL_SpawnLairTreasure_Small
End
End
;----------------------------------------------------------------------------------------------------------
ChildObject FireDrakeLairHole NeutralStructureHole
Draw = W3DScriptedModelDraw ModuleTag_Draw
DefaultModelConditionState
Model = NBDrakeLair_R
End
End
Behavior = CreateObjectDie ModuleTag_MakeLoadsOfTreasure
DeathTypes = ALL -FADED
CreationList = OCL_SpawnLairTreasure
End
End