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Text File  |  2006-01-31  |  10KB  |  306 lines

  1. ;------------------------------------------------------------------------------
  2. ;Signal Fire
  3. Object SignalFire
  4.  
  5.     SelectPortrait = BPCSignalFire
  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 = NBSigFire
  15.     End
  16.     
  17.     IdleAnimationState
  18. ;        BeginScript
  19. ;            Prev = CurDrawablePrevAnimationState()
  20. ;            if Prev == "BeingConstructed" then 
  21. ;                ; Don't play completed sound when canceling build-in-progress or when
  22. ;                ; destroyed halfway
  23. ;                if not CurDrawableModelcondition( "DYING" ) then 
  24. ;                    CurDrawablePlaySound("CampSoldierCompleteWorkshop")
  25. ;                end
  26. ;            end
  27. ;        EndScript
  28.     End
  29.  
  30.    ;-- building being constructed
  31.        ModelConditionState = AWAITING_CONSTRUCTION SNOW 
  32.         Model            = NBSigFire_A
  33.         Texture            = NBSifFirMount.tga NBSifFirMount_Snow.tga
  34.         Texture            = NBSigFireStairs.tga NBSigFireStairs_Snow.tga
  35.         Texture            = NBSigFireTower.tga NBSigFireTower_Snow.tga
  36.     End
  37.     ModelConditionState   = AWAITING_CONSTRUCTION 
  38.       Model               = NBSigFire_A
  39.     End
  40.     AnimationState        = AWAITING_CONSTRUCTION
  41.       Animation           = NBSigFire_A
  42.         AnimationName     = NBSigFire_A.NBSigFire_A
  43.         AnimationMode     = MANUAL
  44.       End
  45.       Flags                  = START_FRAME_FIRST
  46.     End
  47.  
  48.        ModelConditionState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED SNOW 
  49.         Model            = NBSigFire_A
  50.         Texture            = NBSifFirMount.tga NBSifFirMount_Snow.tga
  51.         Texture            = NBSigFireStairs.tga NBSigFireStairs_Snow.tga
  52.         Texture            = NBSigFireTower.tga NBSigFireTower_Snow.tga
  53.     End
  54.     ModelConditionState   = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
  55.       Model               = NBSigFire_A
  56.         ParticleSysBone   = DUSTBONE BuildingContructDust
  57.     End;
  58.     AnimationState        = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
  59.       Animation           = NBSigFire_A
  60.         AnimationName     = NBSigFire_A.NBSigFire_A
  61.         AnimationMode     = MANUAL
  62.       End
  63.     Flags                = START_FRAME_FIRST
  64.     StateName            = BeingConstructed
  65.         BeginScript
  66.             CurDrawablePlaySound("GondorBarracksBeginConstruction")
  67.         EndScript
  68.     End
  69.     
  70.         ;--damaged building
  71.  
  72.         ModelConditionState  = DAMAGED CAPTURED
  73.             Model         = NBSigFire_D1  
  74.             ParticleSysBone = FXBONEFIRE SignalFireNB FollowBone:Yes
  75.             ParticleSysBone = FXBONEFIRE SignalFirelowNB FollowBone:Yes
  76.             ParticleSysBone = FXBONEFIRE SignalFireEmbers FollowBone:Yes
  77.             ParticleSysBone = FXBONESMOKE SignalFireSmokeNB FollowBone:Yes
  78.             ParticleSysBone = FXBONEFIRE SignalFireHotCoals FollowBone:Yes
  79.         End  
  80.         ModelConditionState  = DAMAGED
  81.             Model         = NBSigFire_D1  
  82.         End
  83.         AnimationState = DAMAGED
  84.             EnteringStateFX    = FX_BuildingDamaged
  85.         End        
  86.         
  87.         ModelConditionState  = REALLYDAMAGED CAPTURED
  88.             Model         = NBSigFire_D2
  89.             ParticleSysBone = FXBONEFIRE SignalFireNB FollowBone:Yes
  90.             ParticleSysBone = FXBONEFIRE SignalFirelowNB FollowBone:Yes
  91.             ParticleSysBone = FXBONEFIRE SignalFireEmbers FollowBone:Yes
  92.             ParticleSysBone = FXBONESMOKE SignalFireSmokeNB FollowBone:Yes
  93.             ParticleSysBone = FXBONEFIRE SignalFireHotCoals FollowBone:Yes
  94.         End
  95.         ModelConditionState  = REALLYDAMAGED
  96.             Model         = NBSigFire_D2
  97.         End
  98.         AnimationState = REALLYDAMAGED
  99.               Animation                =    RubbleAnimation
  100.                 AnimationName        =    NBSigFire_D2.NBSigFire_D2
  101.                 AnimationMode        =    ONCE
  102.               End
  103.             EnteringStateFX    = FX_BuildingReallyDamaged
  104.         End
  105.  
  106.         ModelConditionState  = COLLAPSING CAPTURED
  107.             Model         = NBSigFire_D3
  108.             ParticleSysBone = FXBONEFIRE SignalFireNB FollowBone:Yes
  109.             ParticleSysBone = FXBONEFIRE SignalFirelowNB FollowBone:Yes
  110.             ParticleSysBone = FXBONEFIRE SignalFireEmbers FollowBone:Yes
  111.             ParticleSysBone = FXBONESMOKE SignalFireSmokeNB FollowBone:Yes
  112.             ParticleSysBone = FXBONEFIRE SignalFireHotCoals FollowBone:Yes
  113.         End
  114.         ModelConditionState  = COLLAPSING
  115.             Model         = NBSigFire_D3
  116.         End
  117.         
  118.         AnimationState = COLLAPSING
  119.               Animation                =    RubbleAnimation
  120.                 AnimationName        =    NBSigFire_D3.NBSigFire_D3
  121.                 AnimationMode        =    ONCE
  122.               End
  123.             EnteringStateFX    = FX_StructureMediumCollapse
  124.         End
  125.     
  126.     ModelConditionState  = RUBBLE
  127.         Model         = NBSigFire_R
  128.     End
  129.  
  130.     AnimationState = RUBBLE
  131.     End
  132.  
  133.       ModelConditionState  = POST_RUBBLE
  134.         Model         = GBGenRubble
  135.     End
  136.  
  137.     ModelConditionState  = POST_COLLAPSE
  138.         Model         = NBSigFire_R
  139.     End
  140.  
  141.     ModelConditionState = SNOW CAPTURED
  142.         Model            = NBSigFire
  143.         Texture            = NBSifFirMount.tga NBSifFirMount_Snow.tga
  144.         Texture            = NBSigFireStairs.tga NBSigFireStairs_Snow.tga
  145.         Texture            = NBSigFireTower.tga NBSigFireTower_Snow.tga
  146.         
  147.         ParticleSysBone = FXBONEFIRE SignalFireNB FollowBone:Yes
  148.         ParticleSysBone = FXBONEFIRE SignalFirelowNB FollowBone:Yes
  149.         ParticleSysBone = FXBONEFIRE SignalFireEmbers FollowBone:Yes
  150.         ParticleSysBone = FXBONESMOKE SignalFireSmokeNB FollowBone:Yes
  151.         ParticleSysBone = FXBONEFIRE SignalFireHotCoals FollowBone:Yes
  152.     End
  153.         
  154.     ModelConditionState = SNOW 
  155.         Model            = NBSigFire
  156.         Texture            = NBSifFirMount.tga NBSifFirMount_Snow.tga
  157.         Texture            = NBSigFireStairs.tga NBSigFireStairs_Snow.tga
  158.         Texture            = NBSigFireTower.tga NBSigFireTower_Snow.tga
  159.     End
  160.  
  161.     ModelConditionState = CAPTURED
  162.         ParticleSysBone = FXBONEFIRE SignalFireNB FollowBone:Yes
  163.         ParticleSysBone = FXBONEFIRE SignalFirelowNB FollowBone:Yes
  164.         ParticleSysBone = FXBONEFIRE SignalFireEmbers FollowBone:Yes
  165.         ParticleSysBone = FXBONESMOKE SignalFireSmokeNB FollowBone:Yes
  166.         ParticleSysBone = FXBONEFIRE SignalFireHotCoals FollowBone:Yes
  167.     End
  168.  
  169.   End
  170.   
  171.   Draw = W3DFloorDraw ModuleTag_DrawFloor    
  172.     ;    StaticModelLODMode = Yes        ; THIS NEEDS TO BE COMMENTED OUT WHEN ENGINEERING ENABLES LOD'S IN THE FLOOR DRAW
  173.      ModelName = NBSigFire_Bib
  174.    ;  WeatherTexture        = SNOWY EBBarracks_Bib_snow.tga
  175.   End
  176.   
  177.   
  178.  
  179.   PlacementViewAngle  = -45
  180.  
  181.   ; ***DESIGN parameters ***
  182.   DisplayName         = OBJECT:SignalFire
  183.   Description           = OBJECT:SignalFireDescription
  184.   
  185.   Side                = Neutral
  186.   EditorSorting       = STRUCTURE
  187.   ThreatLevel          = 1.0
  188.  
  189.   CommandSet          = GenericSelfRepairCommandSet
  190.   BuildCost           = 500
  191.   BuildTime           = 45
  192.   BountyValue         = 50
  193.   VisionRange         = 160.0
  194.   ShroudClearingRange = 160.0
  195.  
  196.   ArmorSet
  197.     Conditions        = None
  198.     Armor             = StructureArmor
  199.   End
  200.  
  201.  
  202.   ; *** AUDIO Parameters ***
  203.     #include "..\Includes\StandardBuildingEvaEvents.inc"
  204.  
  205.     VoiceSelect        = CivilianSignalFireSelect
  206.  
  207.     ;SoundAmbient    = SignalFireAmbientLoop        ;plays even when there's no fire (hasn't been captured)
  208.  
  209.     SoundOnDamaged        = BuildingLightDamageStone
  210.     SoundOnReallyDamaged    = BuildingHeavyDamageStone
  211.  
  212. ;    VoiceSelectUnderConstruction    = BuildingGoodVoiceSelectUnderConstruction
  213.  
  214.     UnitSpecificSounds
  215.         UnderConstruction        = BuildingConstructionLoop  ; Built first time
  216.         ; UnderRepairFromDamage    = NoSound                    ; Repaired No animation on the building, so don't bother playing sound
  217.         UnderRepairFromRubble    = BuildingConstructionLoop    ; Repaired from completely destroyed (not used???)
  218.     End
  219.  
  220.     ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_foo
  221.         ModelCondition = Required:CAPTURED    Excluded:RUBBLE COLLAPSING    Sound:SignalFireAmbientLoop
  222.     End
  223.  
  224.     CampnessValue = CAMPNESS_TECH_BUILDING
  225.  
  226.     ; Event to play when first seen. Same event regardless of owner
  227.     EvaOnFirstSightingEventEnemy = SawSignalFire
  228.     EvaOnFirstSightingEventNonEnemy = SawSignalFire
  229.        EvaEnemyObjectSightedEvent    = None   ; Don't do this, covered by "OnFirstSighting"
  230.  
  231.     ; *** ENGINEERING Parameters ***
  232.  
  233.     RadarPriority       = STRUCTURE
  234.     KindOf              = PRELOAD STRUCTURE SELECTABLE IMMOBILE NOT_AUTOACQUIRABLE LINKED_TO_FLAG NEVER_CULL_FOR_MP NOT_SELLABLE
  235.     KeepSelectableWhenDead    = Yes
  236.  
  237.     Body = StructureBody ModuleTag_Body
  238.         MaxHealth = 1000
  239.     End
  240.  
  241.     Behavior = GettingBuiltBehavior GetBuiltBehaviorTag
  242.         SelfBuildingLoop            = BuildingBigConstructionLoop            ; Only played if we DON'T spawn a worker
  243.         SelfRepairFromDamageLoop    = NoSound                    ; This doesn't cause an animation, so don't bother playing a sound
  244.         SelfRepairFromRubbleLoop    = BuildingBigConstructionLoop
  245.         SpawnTimer                    = -1.0
  246.         RebuildTimeSeconds            = 40
  247.     End
  248.     
  249.     ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  250.     ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  251.     ; buildings automatically stick around because GarrisonContain has it's own DieModule
  252.     Behavior = KeepObjectDie ModuleTag_IWantRubble
  253.         StayOnRadar                = Yes
  254.     End
  255.   
  256.     Behavior                    = SpellRechargeModifierUpgrade ModuleTag_MakeSpellsRefreshFaster
  257.         LabelForPalantirString    = GUI:SpellBookRefreshReduction
  258.         StartsActive            = Yes
  259.         Percentage                = -25%
  260.         Percentage                = -50%
  261.     End
  262.     
  263.     Behavior                  = BuildingBehavior BuildingModuleTag
  264.     ; NightWindowName            = GBWORKSHOPN
  265.     ; FireWindowName            = WINDOW_F01
  266.     ; GlowWindowName            = WINDOW_G01
  267.     ; FireName                    = FIRE01
  268.     End
  269.     
  270.     Behavior = TerrainResourceBehavior ModuleTag_NewMoneyDeadSpot
  271.         Radius            = 80        ;// How far we try to claim ground
  272.         MaxIncome        = 0            ;// If we were to get all we wanted, how much we would earn.  Linear slope to 0 at 0% claim
  273.         IncomeInterval    = 999999    ;// How often (in msec) we give that much money
  274.         HighPriority    = Yes        ;// A high priority claim gets to pretend it was there first.
  275.     End
  276.     
  277.     Geometry                = CYLINDER
  278.       GeometryMajorRadius        = 40.0
  279.     GeometryMinorRadius        = 40.5
  280.     GeometryHeight            = 30
  281.     GeometryOffset            = X:1 Y:-4 Z:0
  282.  
  283.     AdditionalGeometry        = BOX
  284.       GeometryMajorRadius        = 15.0
  285.     GeometryMinorRadius        = 15.0
  286.     GeometryHeight            = 127
  287.     GeometryOffset            = X:0 Y:0 Z:0
  288.  
  289.     AdditionalGeometry        = CYLINDER
  290.       GeometryMajorRadius        = 28.0
  291.     GeometryMinorRadius        = 28.0
  292.     GeometryHeight            = 85
  293.     GeometryOffset            = X:2.2 Y:-3 Z:0
  294.     
  295.     GeometryIsSmall            = No
  296.     Shadow                    = SHADOW_VOLUME
  297.     BuildCompletion            = PLACED_BY_PLAYER
  298.     
  299.     GeometryContactPoint = X:-15.0    Y:15.0        Z:0            Repair
  300.     GeometryContactPoint = X:15.0    Y:-15.0        Z:0            Repair
  301.     GeometryContactPoint = X:15.0    Y:15.0        Z:0
  302.     GeometryContactPoint = X:-15.0    Y:-15.0        Z:0
  303.     GeometryContactPoint = X:0.0    Y:0.0        Z:50.0    Swoop
  304.  
  305. End
  306.