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_inn.ini
< prev
next >
Wrap
Text File
|
2006-01-31
|
11KB
|
333 lines
;------------------------------------------------------------------------------
;Inn
Object Inn
SelectPortrait = BPCInn
Draw = W3DScriptedModelDraw ModuleTag_Draw
OkToChangeModelColor = Yes
UseStandardModelNames = Yes
StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD
DefaultModelConditionState
Model = NBInn_SKN
End
IdleAnimationState
Animation = NBInn_IDLA
AnimationName = NBInn_SKL.NBInn_IDLA
AnimationMode = ONCE
End
; BeginScript
; Prev = CurDrawablePrevAnimationState()
; if Prev == "BeingConstructed" then
; ; Don't play completed sound when canceling build-in-progress or when
; ; destroyed halfway
; if not CurDrawableModelcondition( "DYING" ) then
; CurDrawablePlaySound("CampSoldierCompleteWorkshop")
; end
; end
; EndScript
End
;-- building being constructed
ModelConditionState = AWAITING_CONSTRUCTION SNOW
Model = NBInn_A
Texture = NBInn.tga NBInn_snow.tga
End
ModelConditionState = AWAITING_CONSTRUCTION
Model = NBInn_A
End
AnimationState = AWAITING_CONSTRUCTION
Animation = NBInn_A
AnimationName = NBInn_A.NBInn_A
AnimationMode = MANUAL
End
Flags = START_FRAME_FIRST
End
ModelConditionState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED SNOW
Model = NBInn_A
Texture = NBInn.tga NBInn_snow.tga
End
ModelConditionState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Model = NBInn_A
ParticleSysBone = DUSTBONE BuildingContructDust
End
AnimationState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Animation = NBInn_A
AnimationName = NBInn_A.NBInn_A
AnimationMode = MANUAL
End
Flags = START_FRAME_FIRST
StateName = BeingConstructed
BeginScript
CurDrawablePlaySound("GondorBarracksBeginConstruction")
CurDrawableHideSubObjectPermanently("V1")
CurDrawableHideSubObjectPermanently("V2")
EndScript
End
;--damaged building
ModelConditionState = DAMAGED
Model = NBInn_D1
End
AnimationState = DAMAGED
EnteringStateFX = FX_BuildingDamaged
End
ModelConditionState = REALLYDAMAGED
Model = NBInn_D2
End
AnimationState = REALLYDAMAGED
Animation = RubbleAnimation
AnimationName = NBInn_D2.NBInn_D2
AnimationMode = ONCE
End
EnteringStateFX = FX_BuildingReallyDamaged
End
ModelConditionState = COLLAPSING
Model = NBInn_D3
End
AnimationState = COLLAPSING
Animation = RubbleAnimation
AnimationName = NBInn_D3.NBInn_D3
AnimationMode = ONCE
End
EnteringStateFX = FX_StructureMediumCollapse
BeginScript
CurDrawablePlaySound("BuildingSink")
EndScript
End
ModelConditionState = RUBBLE
Model = NBInn_R
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
AnimationState = RUBBLE
End
ModelConditionState = POST_RUBBLE
Model = GBGenRubble
End
ModelConditionState = POST_COLLAPSE
Model = NBInn_R
End
ModelConditionState = SNOW
Model = NBInn_SKN
Texture = NBInn.tga NBInn_snow.tga
End
End
Draw = W3DFloorDraw ModuleTag_DrawFloor
; StaticModelLODMode = Yes ; THIS NEEDS TO BE COMMENTED OUT WHEN ENGINEERING ENABLES LOD'S IN THE FLOOR DRAW
ModelName = NBInn_Bib
; WeatherTexture = SNOWY EBBarracks_Bib_snow.tga
End
PlacementViewAngle = 0
; ***DESIGN parameters ***
DisplayName = OBJECT:InnTavern
Description = OBJECT:InnTavernDescription
Side = Neutral
EditorSorting = STRUCTURE
ThreatLevel = 1.0
CommandSet = GenericSelfRepairCommandSet
BuildCost = 500 ;GONDOR_WORKSHOP_BUILDCOST
BuildTime = 45 ;GONDOR_WORKSHOP_BUILDTIME
BountyValue = 50 ;GONDOR_WORKSHOP_BOUNTY_VALUE
VisionRange = 160.0 ; Shroud clearing distance
ShroudClearingRange = GONDOR_WORKSHOP_SHROUD_CLEAR
ArmorSet
Conditions = None
Armor = StructureArmor
;DamageFX = StructureDamageFXNoShake
End
; *** AUDIO Parameters ***
#include "..\Includes\StandardBuildingEvaEvents.inc"
VoiceSelect = CivilianInnSelect
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
VoiceSelectUnderConstruction = BuildingGoodVoiceSelectUnderConstruction
UnitSpecificSounds
UnderConstruction = BuildingConstructionLoop ; Built first time
; UnderRepairFromDamage = NoSound ; Repaired No animation on the building, so don't bother playing sound
UnderRepairFromRubble = BuildingConstructionLoop ; Repaired from completely destroyed (not used???)
End
CampnessValue = CAMPNESS_TECH_BUILDING
; Event to play when first seen. Same event regardless of owner
EvaOnFirstSightingEventEnemy = SawInn
EvaOnFirstSightingEventNonEnemy = SawInn
EvaEnemyObjectSightedEvent = None ; Don't do this, covered by "OnFirstSighting"
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
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
KeepSelectableWhenDead = Yes
; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are
; never truly destroyed, even when reduced to zero health. Also note that garrisonable
; buildings automatically stick around because GarrisonContain has it's own DieModule
Behavior = KeepObjectDie ModuleTag_IWantRubble
StayOnRadar = Yes
End
Behavior = GettingBuiltBehavior GetBuiltBehaviorTag
SelfBuildingLoop = BuildingConstructionLoop ; Only played if we DON'T spawn a worker
SelfRepairFromDamageLoop = NoSound ; This doesn't cause an animation, so don't bother playing a sound
SelfRepairFromRubbleLoop = BuildingConstructionLoop
SpawnTimer = -1.0 ; Negative means no 'autoheal'
RebuildTimeSeconds = 40
End
Body = StructureBody ModuleTag_05
MaxHealth = 3000 ;GONDOR_WORKSHOP_HEALTH
MaxHealthDamaged = 2000 ;GONDOR_WORKSHOP_HEALTH_DAMAGED
MaxHealthReallyDamaged = 1000 ;GONDOR_WORKSHOP_HEALTH_REALLY_DAMAGED
; DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK
; DamageCreationList = OCL_GBStable_Chunk1 CATAPULT_ROCK FRONT_DESTROYED
; DamageCreationList = OCL_GBStable_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED
; DamageCreationList = OCL_GBStable_Chunk3 CATAPULT_ROCK BACK_DESTROYED
; DamageCreationList = OCL_GBStable_Chunk4 CATAPULT_ROCK LEFT_DESTROYED
End
Behavior = BuildingBehavior BuildingModuleTag
; NightWindowName = GBWORKSHOPN
; FireWindowName = WINDOW_F01
; GlowWindowName = WINDOW_G01
; FireName = FIRE01
End
Behavior = TerrainResourceBehavior ModuleTag_NewMoneyDeadSpot
Radius = 50 ; How far we try to claim ground
MaxIncome = 0 ; If we were to get all we wanted, how much we would earn. Linear slope to 0 at 0% claim
IncomeInterval = 999999 ; How often (in msec) we give that much money
HighPriority = Yes ; A high priority claim gets to pretend it was there first.
End
Behavior = ProductionUpdate ProductionUpdateModuleTag
;;;UnitPreparationTime =8000;;;;;;;;;; 8.0 second prep needs to be set in THingTemplate, for Trebuchet, now
End
Behavior = QueueProductionExitUpdate QueueProductionModuleTag
UnitCreatePoint = X:5.8616 Y:20.1480 Z:0.0
NaturalRallyPoint = X:-0.1480 Y:-80.0 Z:0.0
ExitDelay = 300
PlacementViewAngle = -90
End
Behavior = CommandSetUpgrade ModuleTag_CommandSetDwarven
TriggeredBy = Upgrade_DwarfFaction
CommandSet = CommandSetInnDwarvenFaction
End
Behavior = CommandSetUpgrade ModuleTag_CommandSetMen
TriggeredBy = Upgrade_MenFaction
CommandSet = CommandSetInnMenFaction
End
Behavior = CommandSetUpgrade ModuleTag_CommandSetElven
TriggeredBy = Upgrade_ElfFaction
CommandSet = CommandSetInnElvenFaction
End
Behavior = CommandSetUpgrade ModuleTag_CommandSetIsengard
TriggeredBy = Upgrade_IsengardFaction
CommandSet = CommandSetInnIsengardFaction
End
Behavior = CommandSetUpgrade ModuleTag_CommandSetMordor
TriggeredBy = Upgrade_MordorFaction
CommandSet = CommandSetInnMordorFaction
End
Behavior = CommandSetUpgrade ModuleTag_CommandSetWild
TriggeredBy = Upgrade_WildFaction
CommandSet = CommandSetInnWildFaction
End
; Behavior = SubObjectsUpgrade ModuleTag_HideAll
; TriggeredBy = Upgrade_StructureLevel1
; ShowSubObjects = V1HIDE
; HideSubObjects = V1 V2 V2FLAG
; End
; Behavior = SubObjectsUpgrade ModuleTag_ShowWalls
; TriggeredBy = Upgrade_StructureLevel2
; ShowSubObjects = V1
; HideSubObjects = V1HIDE V2 V2FLAG
; End
; Behavior = SubObjectsUpgrade ModuleTag_ShowTowers
; TriggeredBy = Upgrade_StructureLevel3
; ShowSubObjects = V1 V2 V2FLAG
; HideSubObjects = V1HIDE
; End
;
; Behavior = GeometryUpgrade Geom_ModuleTag_HideAll
; TriggeredBy = Upgrade_StructureLevel1
; ShowGeometry = Geom_Orig
; HideGeometry = Geom_V2
; End
; Behavior = GeometryUpgrade Geom_ModuleTag_ShowWalls
; TriggeredBy = Upgrade_StructureLevel2
; ShowGeometry = Geom_Orig
; HideGeometry = Geom_V2
; End
; Behavior = GeometryUpgrade Geom_ModuleTag_ShowFlagsAndTower
; TriggeredBy = Upgrade_StructureLevel3
; ShowGeometry = Geom_V2
; HideGeometry = Geom_Orig
; End
Geometry = BOX
GeometryName = Geom_Orig
GeometryMajorRadius = 67.5
GeometryMinorRadius = 50.0
GeometryHeight = 68
GeometryOffset = X:4.3 Y:13 Z:0
AdditionalGeometry = CYLINDER
GeometryName = Geom_Orig
GeometryMajorRadius = 15.3
GeometryMinorRadius = 15.3
GeometryHeight = 16.0
GeometryOffset = X:52 Y:-59 Z:0
AdditionalGeometry = CYLINDER
GeometryName = Geom_Orig
GeometryMajorRadius = 17.0
GeometryMinorRadius = 17.0
GeometryHeight = 54.0
GeometryOffset = X:-42 Y:-42 Z:0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
GeometryContactPoint = X:-73 Y:9 Z:0 Repair
GeometryContactPoint = X:82 Y:9 Z:0 Repair
GeometryContactPoint = X:47.546 Y:36.435 Z:0
GeometryContactPoint = X:-32.763 Y:-46.121 Z:0
GeometryContactPoint = X:26.753 Y:26.753 Z:67.933 Swoop
End