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data_ini_object_neutral_minorspider.ini
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2006-01-31
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Object MinorSpider
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = Yes
DefaultModelConditionState
Model = MUGntSpdr_SKN
Skeleton = MUGntSpdr_SKL
End
IdleAnimationState
Animation = IDLA
AnimationName = MUGntSpdr_IDLA
AnimationMode = ONCE
End
Flags = RANDOMSTART
End
AnimationState = DYING BURNINGDEATH
Animation
AnimationName = MUGntSpdr_DIEA
AnimationMode = ONCE
AnimationBlendTime = 10
End
End
AnimationState = DYING
Animation = DIEA
AnimationName = MUGntSpdr_DIEA
AnimationMode = ONCE
End
End
AnimationState = BURNINGDEATH
Animation
AnimationName = MUGntSpdr_MFDA
AnimationMode = LOOP
Distance = 40
End
End
AnimationState = PARALYZED
Animation
AnimationName = MUGntSpdr_IDLA
AnimationMode = LOOP
End
End
AnimationState = FIRING_OR_PREATTACK_A
Animation = ATKA
AnimationName = MUGntSpdr_ATKA
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.8 1.25
End
End
;//--------------WallScaling---------------
AnimationState = CLIMBING
StateName = STATE_Climbing
Animation = Climbing
AnimationName = MUGNTSPDR_WALB
AnimationMode = LOOP
AnimationBlendTime = 10
End
BeginScript;script to set transition from moving
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Running" then CurDrawableSetTransitionAnimState("Trans_RunningToClimbing") return end
;if Prev == "STATE_Rappelling" then CurDrawableSetTransitionAnimState("Trans_RappellingToClimbing") return end
EndScript
End
TransitionState = Trans_RunningToClimbing
Animation = Transition
AnimationName = MUGNTSPDR_WALA
AnimationMode = ONCE
End
End
;TransitionState = Trans_RappellingToClimbing
; Animation = Transition
; AnimationName = UNKNOWN
; AnimationMode = ONCE_BACKWARDS
; End
;End
AnimationState = RAPPELLING
StateName = STATE_Rappelling
Animation = Rapelling
AnimationName = MUGNTSPDR_WALD
AnimationMode = LOOP
AnimationBlendTime = 10
End
BeginScript;script to set transition from moving
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Running" then CurDrawableSetTransitionAnimState("Trans_RunningToRappelling") return end
;if Prev == "STATE_Climbing" then CurDrawableSetTransitionAnimState("Trans_ClimbingToRappelling") return end
EndScript
End
TransitionState = Trans_RunningToRappelling
Animation = Transition
AnimationName = MUGNTSPDR_WALG
AnimationMode = ONCE
End
End
;TransitionState = Trans_ClimbingToRappelling
; Animation = Transition
; AnimationName = UNKNOWN
; AnimationMode = ONCE
; End
;End
TransitionState = Trans_ClimbingToRunning
Animation = Transition
AnimationName = MUGNTSPDR_WALF
AnimationMode = ONCE
End
End
TransitionState = Trans_RappellingToRunning
Animation = Transition
AnimationName = MUGNTSPDR_WALE
AnimationMode = ONCE
End
End
AnimationState = TURN_LEFT
StateName = Turn
Animation = Walk
AnimationName = MUGntSpdr_TRNL
AnimationMode = LOOP
End
End
AnimationState = TURN_RIGHT
StateName = Turn
Animation = Walk
AnimationName = MUGntSpdr_TRNR
AnimationMode = LOOP
End
End
AnimationState = MOVING
Animation = RUNA
AnimationName = MUGntSpdr_RUNA
AnimationMode = LOOP
End
BeginScript;script to set transition into moving
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Climbing" then CurDrawableSetTransitionAnimState("Trans_ClimbingToRunning") return end
if Prev == "STATE_Rappelling" then CurDrawableSetTransitionAnimState("Trans_RappellingToRunning") return end
EndScript
End
AnimationState = MOVING BACKING_UP
Animation = BAKA
AnimationName = MUGntSpdr_BAKA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
AnimationState = STUNNED_FLAILING
Animation = StunFlail
AnimationName = MUGntSpdr_FLYA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
AnimationState = STUNNED
Animation = Stun
AnimationName = MUGntSpdr_LNDA
AnimationMode = ONCE
End
End
AnimationState = STUNNED_STANDING_UP
Animation = Stun
AnimationName = MUGntSpdr_GTPA
AnimationMode = ONCE
End
End
AnimationState = HIT_REACTION HIT_LEVEL_1
Animation = Hit_Level_1_a
AnimationName = MUGntSpdr_HITA
AnimationMode = ONCE
End
End
AnimationState = SELECTED
Animation = Selected
AnimationName = MUGntSpdr_IDLA
AnimationMode = ONCE
End
End
End
; ***DESIGN parameters ***
Side = Neutral
EditorSorting = UNIT
ThreatLevel = 1.0
VisionRange = 180.0
DisplayName = OBJECT:Spider
CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
BuildCost = 50
BuildTime = 15
CommandPoints = 10
BountyValue = WILD_SPIDERLING_BOUNTY_VALUE
CommandSet = CreepCommandSet
WeaponSet
Conditions = None
Weapon = PRIMARY MinorSpiderMandibles
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
ArmorSet
Conditions = None
Armor = MinorSpiderArmor
DamageFX = NormalDamageFX
End
; *** AUDIO Parameters ***;
;VoiceAmbushed = SpiderVoxHurt OBSOLETE VOICE ;ShelobVoiceDie
VoiceAttack = ShelobVoiceAttack
VoiceGuard = ShelobVoiceMove
VoiceAttackCharge = ShelobVoiceAttack
VoiceAttackMachine = ShelobVoiceAttack
VoiceAttackStructure = ShelobVoiceAttack
VoiceCreated = ShelobVoiceSelect
VoiceFear = SpiderVoxHurt
VoiceFullyCreated = ShelobVoiceSelect
VoiceMove = ShelobVoiceMove
VoiceMoveToCamp = ShelobVoiceMove
VoiceMoveWhileAttacking = ShelobVoiceMove
VoicePriority = 50
VoiceRetreatToCastle = ShelobVoiceDie
VoiceSelect = ShelobVoiceSelect
VoiceSelectBattle = ShelobVoiceSelect
SoundAmbient = SpiderAmbientLoopMS
SoundImpact = ImpactHorse
SoundMoveLoop = SpiderMoveLoop
;UnitSpecificSounds
;End
#include "..\includes\StandardUnitEvaEvents.inc"
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD MONSTER SCORE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT ENVIRONMENT SELECTABLE CAN_CLIMB_WALLS
Behavior = StancesBehavior ModuleTag_StancesBehavior
StanceTemplate = FighterHorde
End
Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = Yes
MoodAttackCheckRate = 500
AILuaEventsList = ShelobFunctions
MaxCowerTime = 7500
MinCowerTime = 5000
BurningDeathTime = BURNINGDEATH_DURATION_INFANTRY
End
Behavior = EmotionTrackerUpdate Module_EmotionTracker
AddEmotion = Terror_Base
AddEmotion = OVERRIDE UncontrollableFear_Base_Evil
Duration = 7000
End
AddEmotion = Alert_Base
End
LocomotorSet
Locomotor = HeroHumanScalingLocomotorNoBackwards
Condition = SET_NORMAL
Speed = 50
End
LocomotorSet
Locomotor = BurningDeathLocomotorInfantry
Condition = SET_BURNINGDEATH
Speed = BURNINGDEATH_WANDERSPEED_INFANTRY
End
Body = ActiveBody ModuleTag_Body
MaxHealth = 100 ;1500 ;BALANCE Giant Spider Health
BurningDeathBehavior = Yes
BurningDeathFX = FX_InfantryBurningFlame
End
Behavior = PhysicsBehavior ModuleTag_04
GravityMult = 1.0
End
Behavior = SlowDeathBehavior ModuleTag_05
DeathTypes = ALL
SinkDelay = 3000
SinkRate = 6.5 ; in Dist/Sec
DestructionDelay = 8000
FX = INITIAL FX_SmallSpiderDie
Sound = INITIAL SpiderVoxDie ;ShelobVoiceDie
End
Behavior = BezierProjectileBehavior ModuleTag_08 ;// Module starts asleep, and wakes up when thrown.
;// To tweak a Bezier path
FirstHeight = 24 ;// Height of Bezier control points above highest intervening terrain
SecondHeight = 24
FirstPercentIndent = 30% ;// Percentage of shot distance control points are placed
SecondPercentIndent = 70%
TumbleRandomly = Yes
CrushStyle = Yes ;// I don't detonate, I just hit
DieOnImpact = Yes
BounceCount = 1 ;// When I hit the ground, I'll arc again
BounceDistance = 40 ;// this far
BounceFirstHeight = 24 ;// Height of Bezier control points above highest intervening terrain
BounceSecondHeight = 24
BounceFirstPercentIndent = 20% ;// Percentage of shot distance control points are placed
BounceSecondPercentIndent = 80%
GroundHitFX = FX_ThrownRockGroundHit
GroundBounceFX = FX_ThrownRockBounceHit
End
Behavior = SquishCollide ModuleTag_06
;nothing
End
FormationPreviewDecal
Texture = FPspiderCavalrySingle
Width = 32
Height = 32
End
Geometry = CYLINDER
GeometryMajorRadius = 10.0
GeometryMinorRadius = 10.0
GeometryHeight = 10.0
GeometryIsSmall = No
Shadow = SHADOW_DECAL ;SHADOW_VOLUME
ShadowSizeX = 22
ShadowSizeY = 18
ShadowOffsetX = -1
ShadowTexture = ShadowSpider2 ;ShadowI
End
;----------------------------------------------------------------------------
; For the neutral spider lairs.
ChildObject MinorSpider_Slaved MinorSpider
KindOf = PRELOAD SELECTABLE CAVALRY PATH_THROUGH_EACH_OTHER PATH_THROUGH_INFANTRY GRAB_AND_DROP HAS_HEALTH_BAR CREEP SCORE CAN_CLIMB_WALLS
TransportSlotCount = 1
Body = ActiveBody ModuleTag_Body
MaxHealth = 150
MaxHealthDamaged = 150
BurningDeathBehavior = Yes
BurningDeathFX = FX_InfantryBurningFlame
End
Behavior = SlavedUpdate ModuleTag_Slave
GuardMaxRange = 350.0
GuardWanderRange = 75.0
UseSlaverAsControlForEvaObjectSightedEvents = Yes ; It's a creep
End
EvaEnemyObjectSightedEvent = DiscoveredEnemySpiderlings ;Special event for goblins showing up. Helps distinguish the real enemies from random creeps
EvaEnemyObjectSightedAfterRespawnEvent = DiscoveredEnemySpiderlings ;Event to run after the Goblin Lair is respawned.
;WARNING: This INI field only works for
;"SlavedUpdate.UseSlaverAsControlForEvaObjectSightedEvents = Yes" units
End
;----------------------------------------------------------------------------
ChildObject MinorSpider_Summoned MinorSpider
KindOf = SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT MONSTER PRELOAD SUMMONED CAN_CLIMB_WALLS
IsTrainable = No
CommandPoints = 0
EquivalentTo = MinorSpider
Behavior = LifetimeUpdate ModuleTag_LifetimeUpdate
; This one does the work, but the one in the horde displays the timer
MinLifetime = 180000
MaxLifetime = 180000
DeathType = FADED
End
End