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Text File  |  2006-01-31  |  11KB  |  333 lines

  1. ;------------------------------------------------------------------------------
  2. ;Inn
  3. Object Inn
  4.  
  5.     SelectPortrait = BPCInn
  6.  
  7.     Draw = W3DScriptedModelDraw ModuleTag_Draw
  8.     
  9.         OkToChangeModelColor    = Yes
  10.         UseStandardModelNames    = Yes
  11.         StaticModelLODMode        = yes ; Will append M or L to the skin name depending on GameLOD
  12.  
  13.         DefaultModelConditionState
  14.             Model = NBInn_SKN
  15.         End
  16.  
  17.         IdleAnimationState
  18.             Animation              = NBInn_IDLA
  19.                 AnimationName     = NBInn_SKL.NBInn_IDLA
  20.                 AnimationMode     = ONCE
  21.             End        
  22. ;            BeginScript
  23. ;                Prev = CurDrawablePrevAnimationState()
  24. ;                if Prev == "BeingConstructed" then 
  25. ;                    ; Don't play completed sound when canceling build-in-progress or when
  26. ;                    ; destroyed halfway
  27. ;                    if not CurDrawableModelcondition( "DYING" ) then 
  28. ;                        CurDrawablePlaySound("CampSoldierCompleteWorkshop")
  29. ;                    end
  30. ;                end
  31. ;            EndScript
  32.         End
  33.  
  34.         ;-- building being constructed
  35.         ModelConditionState = AWAITING_CONSTRUCTION SNOW 
  36.             Model            = NBInn_A
  37.             Texture            = NBInn.tga NBInn_snow.tga
  38.         End
  39.         ModelConditionState   = AWAITING_CONSTRUCTION 
  40.             Model               = NBInn_A
  41.         End
  42.         AnimationState        = AWAITING_CONSTRUCTION
  43.             Animation           = NBInn_A
  44.                 AnimationName     = NBInn_A.NBInn_A
  45.                 AnimationMode     = MANUAL
  46.             End
  47.             Flags                  = START_FRAME_FIRST
  48.         End
  49.  
  50.         ModelConditionState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED SNOW
  51.             Model            = NBInn_A
  52.             Texture            = NBInn.tga NBInn_snow.tga
  53.         End
  54.         ModelConditionState   = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
  55.             Model               = NBInn_A
  56.             ParticleSysBone   = DUSTBONE BuildingContructDust
  57.         End
  58.         AnimationState        = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
  59.             Animation           = NBInn_A
  60.                 AnimationName     = NBInn_A.NBInn_A
  61.                 AnimationMode     = MANUAL
  62.             End
  63.             Flags                = START_FRAME_FIRST
  64.             StateName            = BeingConstructed
  65.             BeginScript
  66.                 CurDrawablePlaySound("GondorBarracksBeginConstruction")
  67.                 CurDrawableHideSubObjectPermanently("V1")
  68.                 CurDrawableHideSubObjectPermanently("V2")
  69.             EndScript
  70.         End
  71.     
  72.         ;--damaged building
  73.  
  74.   
  75.         ModelConditionState  = DAMAGED
  76.             Model         = NBInn_D1  
  77.         End
  78.         AnimationState = DAMAGED
  79.         EnteringStateFX    = FX_BuildingDamaged
  80.         End        
  81.         
  82.         ModelConditionState  = REALLYDAMAGED
  83.             Model         = NBInn_D2
  84.         End
  85.         
  86.         AnimationState = REALLYDAMAGED
  87.              Animation                =    RubbleAnimation
  88.                 AnimationName        =     NBInn_D2.NBInn_D2
  89.                 AnimationMode        =    ONCE
  90.              End
  91.             EnteringStateFX    = FX_BuildingReallyDamaged
  92.         End
  93.  
  94.         ModelConditionState  = COLLAPSING
  95.             Model         = NBInn_D3
  96.         End
  97.         
  98.         AnimationState = COLLAPSING
  99.              Animation                =    RubbleAnimation
  100.                 AnimationName        =     NBInn_D3.NBInn_D3
  101.                 AnimationMode        =    ONCE
  102.              End
  103.              EnteringStateFX    = FX_StructureMediumCollapse
  104.             BeginScript
  105.                 CurDrawablePlaySound("BuildingSink")
  106.             EndScript
  107.         End
  108.  
  109.         ModelConditionState  = RUBBLE
  110.             Model         = NBInn_R
  111.             ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  112.         End
  113.         AnimationState = RUBBLE
  114.         End
  115.     
  116.         ModelConditionState  = POST_RUBBLE
  117.             Model         = GBGenRubble
  118.         End
  119.  
  120.         ModelConditionState  = POST_COLLAPSE
  121.             Model         = NBInn_R
  122.         End
  123.         
  124.         ModelConditionState = SNOW 
  125.             Model            = NBInn_SKN
  126.             Texture            = NBInn.tga NBInn_snow.tga
  127.         End
  128.         
  129.     End
  130.  
  131.     Draw = W3DFloorDraw ModuleTag_DrawFloor    
  132.     ;    StaticModelLODMode = Yes        ; THIS NEEDS TO BE COMMENTED OUT WHEN ENGINEERING ENABLES LOD'S IN THE FLOOR DRAW
  133.         ModelName = NBInn_Bib
  134.     ;    WeatherTexture        = SNOWY EBBarracks_Bib_snow.tga
  135.     End
  136.   
  137.   
  138.  
  139.   PlacementViewAngle  = 0
  140.  
  141.   ; ***DESIGN parameters ***
  142.   DisplayName         = OBJECT:InnTavern
  143.   Description           = OBJECT:InnTavernDescription
  144.  
  145.   Side                = Neutral
  146.   EditorSorting       = STRUCTURE
  147.   ThreatLevel = 1.0
  148.  
  149.   CommandSet          = GenericSelfRepairCommandSet
  150.   BuildCost           = 500 ;GONDOR_WORKSHOP_BUILDCOST
  151.   BuildTime           = 45 ;GONDOR_WORKSHOP_BUILDTIME
  152.   BountyValue         = 50 ;GONDOR_WORKSHOP_BOUNTY_VALUE
  153.   VisionRange         = 160.0          ; Shroud clearing distance
  154.   ShroudClearingRange = GONDOR_WORKSHOP_SHROUD_CLEAR
  155.  
  156.   ArmorSet
  157.     Conditions        = None
  158.     Armor             = StructureArmor
  159.     ;DamageFX          = StructureDamageFXNoShake
  160.   End
  161.  
  162.  
  163.   ; *** AUDIO Parameters ***
  164.     #include "..\Includes\StandardBuildingEvaEvents.inc"
  165.  
  166.     VoiceSelect        = CivilianInnSelect
  167.  
  168.     SoundOnDamaged        = BuildingLightDamageStone
  169.     SoundOnReallyDamaged    = BuildingHeavyDamageStone
  170.  
  171.     VoiceSelectUnderConstruction    = BuildingGoodVoiceSelectUnderConstruction
  172.  
  173.     UnitSpecificSounds
  174.         UnderConstruction        = BuildingConstructionLoop  ; Built first time
  175.         ; UnderRepairFromDamage    = NoSound                    ; Repaired No animation on the building, so don't bother playing sound
  176.         UnderRepairFromRubble    = BuildingConstructionLoop    ; Repaired from completely destroyed (not used???)
  177.     End
  178.     CampnessValue = CAMPNESS_TECH_BUILDING
  179.  
  180.     ; Event to play when first seen. Same event regardless of owner
  181.     EvaOnFirstSightingEventEnemy = SawInn
  182.     EvaOnFirstSightingEventNonEnemy = SawInn
  183.       EvaEnemyObjectSightedEvent    = None   ; Don't do this, covered by "OnFirstSighting"
  184.       
  185.     ; *** ENGINEERING Parameters ***
  186.  
  187.     RadarPriority       = STRUCTURE
  188.     KindOf              = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE NEED_BASE_FOUNDATION AUTO_RALLYPOINT FS_FACTORY LINKED_TO_FLAG CAN_CAST_REFLECTIONS NOT_AUTOACQUIRABLE NEVER_CULL_FOR_MP NOT_SELLABLE
  189.     KeepSelectableWhenDead = Yes
  190.  
  191.     ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  192.     ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  193.     ; buildings automatically stick around because GarrisonContain has it's own DieModule
  194.     Behavior = KeepObjectDie ModuleTag_IWantRubble
  195.         StayOnRadar                = Yes
  196.     End
  197.  
  198.     Behavior            = GettingBuiltBehavior GetBuiltBehaviorTag
  199.         SelfBuildingLoop            = BuildingConstructionLoop ; Only played if we DON'T spawn a worker
  200.         SelfRepairFromDamageLoop    = NoSound         ; This doesn't cause an animation, so don't bother playing a sound
  201.         SelfRepairFromRubbleLoop    = BuildingConstructionLoop
  202.         SpawnTimer                    = -1.0 ; Negative means no 'autoheal'
  203.         RebuildTimeSeconds            = 40
  204.     End
  205.  
  206.     Body                        = StructureBody ModuleTag_05
  207.         MaxHealth                     = 3000 ;GONDOR_WORKSHOP_HEALTH
  208.         MaxHealthDamaged              = 2000 ;GONDOR_WORKSHOP_HEALTH_DAMAGED
  209.         MaxHealthReallyDamaged           = 1000 ;GONDOR_WORKSHOP_HEALTH_REALLY_DAMAGED
  210.             
  211. ;        DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK
  212. ;        DamageCreationList = OCL_GBStable_Chunk1 CATAPULT_ROCK FRONT_DESTROYED
  213. ;        DamageCreationList = OCL_GBStable_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED
  214. ;        DamageCreationList = OCL_GBStable_Chunk3 CATAPULT_ROCK BACK_DESTROYED
  215. ;        DamageCreationList = OCL_GBStable_Chunk4 CATAPULT_ROCK LEFT_DESTROYED
  216.         
  217.     End
  218.   
  219.     Behavior                  = BuildingBehavior BuildingModuleTag
  220.     ; NightWindowName            = GBWORKSHOPN
  221.     ; FireWindowName            = WINDOW_F01
  222.     ; GlowWindowName            = WINDOW_G01
  223.     ; FireName                    = FIRE01
  224.     End
  225.  
  226.     Behavior = TerrainResourceBehavior ModuleTag_NewMoneyDeadSpot
  227.         Radius = 50        ; How far we try to claim ground
  228.         MaxIncome = 0    ; If we were to get all we wanted, how much we would earn.  Linear slope to 0 at 0% claim
  229.         IncomeInterval = 999999    ; How often (in msec) we give that much money
  230.         HighPriority = Yes ; A high priority claim gets to pretend it was there first.
  231.     End
  232.  
  233.     Behavior = ProductionUpdate ProductionUpdateModuleTag
  234.         ;;;UnitPreparationTime =8000;;;;;;;;;; 8.0 second prep needs to be set in THingTemplate, for Trebuchet, now
  235.     End
  236.  
  237.     Behavior = QueueProductionExitUpdate QueueProductionModuleTag
  238.         UnitCreatePoint    = X:5.8616 Y:20.1480 Z:0.0
  239.         NaturalRallyPoint  = X:-0.1480 Y:-80.0 Z:0.0
  240.         ExitDelay = 300
  241.         PlacementViewAngle = -90
  242.     End
  243.     
  244.     Behavior = CommandSetUpgrade ModuleTag_CommandSetDwarven
  245.         TriggeredBy    = Upgrade_DwarfFaction
  246.         CommandSet    = CommandSetInnDwarvenFaction
  247.     End
  248.     Behavior = CommandSetUpgrade ModuleTag_CommandSetMen
  249.         TriggeredBy    = Upgrade_MenFaction
  250.         CommandSet    = CommandSetInnMenFaction
  251.     End
  252.     Behavior = CommandSetUpgrade ModuleTag_CommandSetElven
  253.         TriggeredBy    = Upgrade_ElfFaction
  254.         CommandSet    = CommandSetInnElvenFaction
  255.     End
  256.     Behavior = CommandSetUpgrade ModuleTag_CommandSetIsengard
  257.         TriggeredBy    = Upgrade_IsengardFaction
  258.         CommandSet    = CommandSetInnIsengardFaction
  259.     End
  260.     Behavior = CommandSetUpgrade ModuleTag_CommandSetMordor
  261.         TriggeredBy    = Upgrade_MordorFaction
  262.         CommandSet    = CommandSetInnMordorFaction
  263.     End
  264.     Behavior = CommandSetUpgrade ModuleTag_CommandSetWild
  265.         TriggeredBy    = Upgrade_WildFaction
  266.         CommandSet    = CommandSetInnWildFaction
  267.     End
  268.     
  269. ;     Behavior = SubObjectsUpgrade ModuleTag_HideAll 
  270. ;        TriggeredBy        = Upgrade_StructureLevel1
  271. ;        ShowSubObjects    = V1HIDE 
  272. ;        HideSubObjects    = V1 V2 V2FLAG
  273. ;    End
  274. ;    Behavior = SubObjectsUpgrade ModuleTag_ShowWalls 
  275. ;        TriggeredBy        = Upgrade_StructureLevel2
  276. ;        ShowSubObjects    = V1 
  277. ;        HideSubObjects    = V1HIDE V2 V2FLAG
  278. ;    End
  279. ;    Behavior = SubObjectsUpgrade ModuleTag_ShowTowers 
  280. ;        TriggeredBy        = Upgrade_StructureLevel3
  281. ;        ShowSubObjects    = V1 V2 V2FLAG 
  282. ;        HideSubObjects    = V1HIDE
  283. ;    End
  284. ;    
  285. ;    Behavior = GeometryUpgrade Geom_ModuleTag_HideAll
  286. ;        TriggeredBy        = Upgrade_StructureLevel1
  287. ;        ShowGeometry    = Geom_Orig
  288. ;        HideGeometry    = Geom_V2 
  289. ;    End
  290. ;    Behavior = GeometryUpgrade Geom_ModuleTag_ShowWalls 
  291. ;        TriggeredBy        = Upgrade_StructureLevel2
  292. ;        ShowGeometry    = Geom_Orig
  293. ;        HideGeometry    = Geom_V2 
  294. ;    End
  295. ;     Behavior = GeometryUpgrade Geom_ModuleTag_ShowFlagsAndTower 
  296. ;        TriggeredBy        = Upgrade_StructureLevel3
  297. ;        ShowGeometry    = Geom_V2
  298. ;        HideGeometry    = Geom_Orig
  299. ;    End
  300.         
  301.     Geometry                = BOX
  302.     GeometryName            = Geom_Orig
  303.       GeometryMajorRadius        = 67.5
  304.     GeometryMinorRadius        = 50.0
  305.     GeometryHeight            = 68
  306.     GeometryOffset            = X:4.3 Y:13 Z:0    
  307.         
  308.     AdditionalGeometry        = CYLINDER
  309.     GeometryName            = Geom_Orig
  310.     GeometryMajorRadius        = 15.3
  311.     GeometryMinorRadius        = 15.3
  312.     GeometryHeight            = 16.0
  313.     GeometryOffset            = X:52 Y:-59 Z:0    
  314.  
  315.     AdditionalGeometry        = CYLINDER
  316.     GeometryName            = Geom_Orig
  317.       GeometryMajorRadius        = 17.0
  318.     GeometryMinorRadius        = 17.0
  319.     GeometryHeight            = 54.0
  320.     GeometryOffset            = X:-42 Y:-42 Z:0    
  321.         
  322.     GeometryIsSmall            = No
  323.     Shadow                    = SHADOW_VOLUME
  324.     BuildCompletion            = PLACED_BY_PLAYER
  325.     
  326.     GeometryContactPoint = X:-73    Y:9        Z:0            Repair
  327.     GeometryContactPoint = X:82        Y:9        Z:0            Repair
  328.     GeometryContactPoint = X:47.546        Y:36.435    Z:0
  329.     GeometryContactPoint = X:-32.763    Y:-46.121    Z:0
  330.     GeometryContactPoint = X:26.753        Y:26.753    Z:67.933    Swoop
  331.  
  332. End
  333.