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Text File  |  2006-01-31  |  11KB  |  393 lines

  1. Object MinorSpider
  2.     ; *** ART Parameters ***
  3.       
  4.     Draw = W3DScriptedModelDraw ModuleTag_01
  5.         OkToChangeModelColor = Yes
  6.         DefaultModelConditionState
  7.             Model               = MUGntSpdr_SKN
  8.             Skeleton            = MUGntSpdr_SKL
  9.         End
  10.  
  11.         IdleAnimationState
  12.             Animation           = IDLA
  13.                 AnimationName    = MUGntSpdr_IDLA
  14.                 AnimationMode    = ONCE
  15.             End
  16.             Flags               = RANDOMSTART
  17.         End
  18.  
  19.         AnimationState            = DYING BURNINGDEATH
  20.             Animation
  21.                 AnimationName    = MUGntSpdr_DIEA
  22.                 AnimationMode    = ONCE
  23.                 AnimationBlendTime = 10
  24.             End
  25.         End
  26.  
  27.         AnimationState            = DYING
  28.             Animation           = DIEA
  29.                 AnimationName    = MUGntSpdr_DIEA
  30.                 AnimationMode    = ONCE
  31.             End
  32.         End
  33.         
  34.         AnimationState            = BURNINGDEATH
  35.             Animation
  36.                 AnimationName    = MUGntSpdr_MFDA
  37.                 AnimationMode    = LOOP
  38.                 Distance        = 40
  39.             End
  40.         End
  41.  
  42.         AnimationState                        = PARALYZED
  43.             Animation
  44.                 AnimationName                = MUGntSpdr_IDLA
  45.                 AnimationMode                = LOOP
  46.             End
  47.         End
  48.  
  49.         AnimationState            =  FIRING_OR_PREATTACK_A
  50.             Animation                        = ATKA
  51.                 AnimationName                = MUGntSpdr_ATKA
  52.                 AnimationMode                = ONCE
  53.                 AnimationSpeedFactorRange    = 0.8 1.25
  54.             End
  55.         End
  56.  
  57.         ;//--------------WallScaling---------------
  58.             
  59.         AnimationState                        = CLIMBING
  60.             StateName                        = STATE_Climbing
  61.             Animation                        = Climbing
  62.                 AnimationName                = MUGNTSPDR_WALB
  63.                 AnimationMode                = LOOP
  64.                 AnimationBlendTime            = 10
  65.             End
  66.             BeginScript;script to set transition from moving
  67.                 Prev = CurDrawablePrevAnimationState()
  68.                 if Prev == "STATE_Running"  then CurDrawableSetTransitionAnimState("Trans_RunningToClimbing") return end
  69.                 ;if Prev == "STATE_Rappelling"  then CurDrawableSetTransitionAnimState("Trans_RappellingToClimbing") return end
  70.             EndScript
  71.         End
  72.         TransitionState = Trans_RunningToClimbing
  73.             Animation = Transition
  74.                 AnimationName = MUGNTSPDR_WALA
  75.                 AnimationMode = ONCE
  76.             End
  77.         End
  78.         ;TransitionState = Trans_RappellingToClimbing
  79.         ;    Animation = Transition
  80.         ;        AnimationName = UNKNOWN
  81.         ;        AnimationMode = ONCE_BACKWARDS
  82.         ;    End
  83.         ;End
  84.         AnimationState                        = RAPPELLING
  85.             StateName                        = STATE_Rappelling
  86.             Animation                        = Rapelling
  87.                 AnimationName                = MUGNTSPDR_WALD
  88.                 AnimationMode                = LOOP
  89.                 AnimationBlendTime            = 10
  90.             End
  91.             BeginScript;script to set transition from moving
  92.                 Prev = CurDrawablePrevAnimationState()
  93.                 if Prev == "STATE_Running"  then CurDrawableSetTransitionAnimState("Trans_RunningToRappelling") return end
  94.                 ;if Prev == "STATE_Climbing"  then CurDrawableSetTransitionAnimState("Trans_ClimbingToRappelling") return end
  95.             EndScript
  96.         End
  97.         TransitionState = Trans_RunningToRappelling
  98.             Animation = Transition
  99.                 AnimationName = MUGNTSPDR_WALG
  100.                 AnimationMode = ONCE
  101.             End
  102.         End
  103.         ;TransitionState = Trans_ClimbingToRappelling
  104.         ;    Animation = Transition
  105.         ;        AnimationName = UNKNOWN
  106.         ;        AnimationMode = ONCE
  107.         ;    End
  108.         ;End        
  109.         TransitionState = Trans_ClimbingToRunning
  110.             Animation = Transition
  111.                 AnimationName = MUGNTSPDR_WALF
  112.                 AnimationMode = ONCE
  113.             End
  114.         End
  115.         TransitionState = Trans_RappellingToRunning
  116.             Animation = Transition
  117.                 AnimationName = MUGNTSPDR_WALE
  118.                 AnimationMode = ONCE
  119.             End
  120.         End
  121.             
  122.             
  123.         AnimationState            = TURN_LEFT
  124.             StateName            = Turn
  125.             Animation            = Walk
  126.                 AnimationName    = MUGntSpdr_TRNL 
  127.                 AnimationMode    = LOOP
  128.             End
  129.         End
  130.         
  131.         AnimationState            = TURN_RIGHT
  132.             StateName            = Turn
  133.             Animation            = Walk
  134.                 AnimationName    = MUGntSpdr_TRNR 
  135.                 AnimationMode    = LOOP
  136.             End
  137.         End
  138.         
  139.         AnimationState            = MOVING 
  140.             Animation            = RUNA
  141.                 AnimationName    = MUGntSpdr_RUNA
  142.                 AnimationMode    = LOOP
  143.             End
  144.  
  145.             BeginScript;script to set transition into moving
  146.                 Prev = CurDrawablePrevAnimationState()
  147.                 if Prev == "STATE_Climbing"  then CurDrawableSetTransitionAnimState("Trans_ClimbingToRunning") return end
  148.                 if Prev == "STATE_Rappelling"  then CurDrawableSetTransitionAnimState("Trans_RappellingToRunning") return end
  149.             EndScript
  150.         End
  151.  
  152.         AnimationState            = MOVING BACKING_UP
  153.             Animation           = BAKA
  154.                 AnimationName    = MUGntSpdr_BAKA
  155.                 AnimationMode    = LOOP
  156.             End
  157.             Flags               = RANDOMSTART
  158.         End
  159.         
  160.         AnimationState            = STUNNED_FLAILING
  161.             Animation           = StunFlail
  162.                 AnimationName    = MUGntSpdr_FLYA
  163.                 AnimationMode    = LOOP
  164.             End
  165.             Flags               = RANDOMSTART
  166.         End
  167.         
  168.         AnimationState            = STUNNED
  169.             Animation            = Stun
  170.                 AnimationName    = MUGntSpdr_LNDA
  171.                 AnimationMode    = ONCE
  172.             End
  173.         End
  174.         
  175.         AnimationState            = STUNNED_STANDING_UP
  176.             Animation           = Stun
  177.                 AnimationName    = MUGntSpdr_GTPA
  178.                 AnimationMode    = ONCE
  179.             End
  180.         End
  181.         
  182.         AnimationState            = HIT_REACTION HIT_LEVEL_1
  183.             Animation            = Hit_Level_1_a
  184.                 AnimationName    = MUGntSpdr_HITA
  185.                 AnimationMode    = ONCE
  186.             End
  187.         End
  188.         
  189.         AnimationState            = SELECTED
  190.             Animation            = Selected
  191.                 AnimationName    = MUGntSpdr_IDLA
  192.                 AnimationMode    = ONCE
  193.             End
  194.         End
  195.                 
  196.     End
  197.     
  198.     ; ***DESIGN parameters ***
  199.     Side                = Neutral
  200.     EditorSorting        = UNIT
  201.     ThreatLevel            = 1.0
  202.     VisionRange            = 180.0
  203.     DisplayName            = OBJECT:Spider
  204.     CrushableLevel        = 2  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  205.     BuildCost            = 50
  206.     BuildTime            = 15
  207.     CommandPoints             = 10
  208.     BountyValue            = WILD_SPIDERLING_BOUNTY_VALUE
  209.     CommandSet            = CreepCommandSet
  210.  
  211.     WeaponSet
  212.         Conditions            = None 
  213.         Weapon                = PRIMARY    MinorSpiderMandibles
  214.         AutoChooseSources    = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
  215.     End
  216.  
  217.     ArmorSet
  218.         Conditions      = None
  219.         Armor           = MinorSpiderArmor
  220.         DamageFX        = NormalDamageFX
  221.     End
  222.  
  223.  
  224.     ; *** AUDIO Parameters ***;
  225.  
  226.     ;VoiceAmbushed        = SpiderVoxHurt          OBSOLETE VOICE    ;ShelobVoiceDie
  227.     VoiceAttack            = ShelobVoiceAttack
  228.     VoiceGuard            = ShelobVoiceMove
  229.     VoiceAttackCharge        = ShelobVoiceAttack
  230.     VoiceAttackMachine    = ShelobVoiceAttack
  231.     VoiceAttackStructure    = ShelobVoiceAttack
  232.     VoiceCreated        = ShelobVoiceSelect
  233.     VoiceFear            = SpiderVoxHurt
  234.     VoiceFullyCreated     = ShelobVoiceSelect
  235.     VoiceMove            = ShelobVoiceMove
  236.     VoiceMoveToCamp        = ShelobVoiceMove
  237.     VoiceMoveWhileAttacking    = ShelobVoiceMove
  238.     VoicePriority        = 50
  239.     VoiceRetreatToCastle    = ShelobVoiceDie
  240.     VoiceSelect            = ShelobVoiceSelect
  241.     VoiceSelectBattle     = ShelobVoiceSelect
  242.  
  243.     SoundAmbient        = SpiderAmbientLoopMS
  244.     SoundImpact            = ImpactHorse
  245.     SoundMoveLoop        = SpiderMoveLoop
  246.  
  247.     ;UnitSpecificSounds
  248.     ;End
  249.  
  250.     #include "..\includes\StandardUnitEvaEvents.inc"
  251.  
  252.  
  253.     ; *** ENGINEERING Parameters ***
  254.  
  255.     RadarPriority    = UNIT
  256.     KindOf            = PRELOAD MONSTER SCORE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT ENVIRONMENT SELECTABLE CAN_CLIMB_WALLS
  257.     
  258.     Behavior = StancesBehavior ModuleTag_StancesBehavior
  259.         StanceTemplate = FighterHorde
  260.     End
  261.     
  262.     Behavior = AIUpdateInterface ModuleTag_03
  263.         AutoAcquireEnemiesWhenIdle    = Yes
  264.         MoodAttackCheckRate            = 500
  265.         AILuaEventsList                = ShelobFunctions
  266.         MaxCowerTime                = 7500
  267.         MinCowerTime                = 5000
  268.         BurningDeathTime            = BURNINGDEATH_DURATION_INFANTRY
  269.     End
  270.     
  271.     Behavior = EmotionTrackerUpdate    Module_EmotionTracker
  272.         AddEmotion    =    Terror_Base
  273.         AddEmotion    =    OVERRIDE UncontrollableFear_Base_Evil
  274.             Duration            =    7000    
  275.         End
  276.         AddEmotion    =    Alert_Base
  277.     End
  278.  
  279.     LocomotorSet
  280.         Locomotor     = HeroHumanScalingLocomotorNoBackwards
  281.         Condition     = SET_NORMAL
  282.         Speed         = 50
  283.     End
  284.  
  285.     LocomotorSet
  286.         Locomotor = BurningDeathLocomotorInfantry
  287.         Condition = SET_BURNINGDEATH
  288.         Speed      = BURNINGDEATH_WANDERSPEED_INFANTRY
  289.     End
  290.  
  291.     Body = ActiveBody ModuleTag_Body
  292.         MaxHealth = 100 ;1500              ;BALANCE Giant Spider Health
  293.         BurningDeathBehavior = Yes
  294.         BurningDeathFX       = FX_InfantryBurningFlame
  295.     End
  296.     
  297.     Behavior = PhysicsBehavior ModuleTag_04
  298.         GravityMult = 1.0
  299.     End
  300.     
  301.     Behavior = SlowDeathBehavior ModuleTag_05
  302.         DeathTypes            = ALL 
  303.         SinkDelay            = 3000
  304.         SinkRate            = 6.5     ; in Dist/Sec
  305.         DestructionDelay        = 8000
  306.         FX                = INITIAL FX_SmallSpiderDie
  307.         Sound                = INITIAL SpiderVoxDie        ;ShelobVoiceDie
  308.     End
  309.     
  310.     Behavior = BezierProjectileBehavior ModuleTag_08 ;// Module starts asleep, and wakes up when thrown.
  311.     ;// To tweak a Bezier path
  312.         FirstHeight                    = 24  ;// Height of Bezier control points above highest intervening terrain
  313.         SecondHeight                = 24
  314.         FirstPercentIndent            = 30% ;// Percentage of shot distance control points are placed
  315.         SecondPercentIndent            = 70%
  316.         TumbleRandomly                = Yes
  317.  
  318.         CrushStyle                    = Yes ;// I don't detonate, I just hit
  319.         DieOnImpact                    = Yes
  320.         BounceCount                    = 1   ;// When I hit the ground, I'll arc again
  321.         BounceDistance                = 40  ;// this far
  322.         BounceFirstHeight            = 24  ;// Height of Bezier control points above highest intervening terrain
  323.         BounceSecondHeight            = 24
  324.         BounceFirstPercentIndent    = 20% ;// Percentage of shot distance control points are placed
  325.         BounceSecondPercentIndent    = 80%
  326.  
  327.         GroundHitFX       = FX_ThrownRockGroundHit
  328.         GroundBounceFX    = FX_ThrownRockBounceHit
  329.     End
  330.     
  331.     Behavior = SquishCollide ModuleTag_06
  332.         ;nothing
  333.     End
  334.     
  335.     FormationPreviewDecal 
  336.             Texture = FPspiderCavalrySingle
  337.             Width = 32
  338.             Height = 32
  339.         End
  340.     
  341.     Geometry            = CYLINDER
  342.     GeometryMajorRadius = 10.0
  343.     GeometryMinorRadius = 10.0
  344.     GeometryHeight        = 10.0
  345.     GeometryIsSmall        = No
  346.  
  347.     Shadow = SHADOW_DECAL ;SHADOW_VOLUME
  348.     ShadowSizeX = 22
  349.     ShadowSizeY = 18
  350.     ShadowOffsetX = -1
  351.     ShadowTexture = ShadowSpider2    ;ShadowI
  352. End
  353.  
  354. ;----------------------------------------------------------------------------
  355. ; For the neutral spider lairs.
  356. ChildObject MinorSpider_Slaved MinorSpider
  357.  
  358.     KindOf                = PRELOAD SELECTABLE CAVALRY PATH_THROUGH_EACH_OTHER PATH_THROUGH_INFANTRY GRAB_AND_DROP HAS_HEALTH_BAR CREEP SCORE CAN_CLIMB_WALLS
  359.     TransportSlotCount  = 1 
  360.  
  361.     Body = ActiveBody ModuleTag_Body
  362.         MaxHealth         = 150
  363.         MaxHealthDamaged  = 150
  364.         BurningDeathBehavior = Yes
  365.         BurningDeathFX       = FX_InfantryBurningFlame
  366.     End
  367.  
  368.     Behavior = SlavedUpdate ModuleTag_Slave
  369.         GuardMaxRange        = 350.0
  370.         GuardWanderRange    = 75.0
  371.         UseSlaverAsControlForEvaObjectSightedEvents = Yes ; It's a creep
  372.     End
  373.  
  374.     EvaEnemyObjectSightedEvent = DiscoveredEnemySpiderlings                    ;Special event for goblins showing up. Helps distinguish the real enemies from random creeps
  375.      EvaEnemyObjectSightedAfterRespawnEvent = DiscoveredEnemySpiderlings     ;Event to run after the Goblin Lair is respawned. 
  376.                                                                             ;WARNING: This INI field only works for 
  377.                                                                             ;"SlavedUpdate.UseSlaverAsControlForEvaObjectSightedEvents = Yes" units
  378.  
  379. End
  380.  
  381. ;----------------------------------------------------------------------------
  382. ChildObject MinorSpider_Summoned MinorSpider
  383.     KindOf            = SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT MONSTER PRELOAD SUMMONED CAN_CLIMB_WALLS
  384.     IsTrainable = No
  385.     CommandPoints = 0
  386.     EquivalentTo = MinorSpider
  387.     Behavior = LifetimeUpdate ModuleTag_LifetimeUpdate
  388.     ; This one does the work, but the one in the horde displays the timer
  389.         MinLifetime        = 180000
  390.         MaxLifetime        = 180000
  391.         DeathType        = FADED
  392.     End    
  393. End