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data_ini_object_neutral_signalfire.ini
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Text File
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2006-01-31
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10KB
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306 lines
;------------------------------------------------------------------------------
;Signal Fire
Object SignalFire
SelectPortrait = BPCSignalFire
Draw = W3DScriptedModelDraw ModuleTag_Draw
OkToChangeModelColor = Yes
UseStandardModelNames = Yes
StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD
DefaultModelConditionState
Model = NBSigFire
End
IdleAnimationState
; 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 = NBSigFire_A
Texture = NBSifFirMount.tga NBSifFirMount_Snow.tga
Texture = NBSigFireStairs.tga NBSigFireStairs_Snow.tga
Texture = NBSigFireTower.tga NBSigFireTower_Snow.tga
End
ModelConditionState = AWAITING_CONSTRUCTION
Model = NBSigFire_A
End
AnimationState = AWAITING_CONSTRUCTION
Animation = NBSigFire_A
AnimationName = NBSigFire_A.NBSigFire_A
AnimationMode = MANUAL
End
Flags = START_FRAME_FIRST
End
ModelConditionState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED SNOW
Model = NBSigFire_A
Texture = NBSifFirMount.tga NBSifFirMount_Snow.tga
Texture = NBSigFireStairs.tga NBSigFireStairs_Snow.tga
Texture = NBSigFireTower.tga NBSigFireTower_Snow.tga
End
ModelConditionState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Model = NBSigFire_A
ParticleSysBone = DUSTBONE BuildingContructDust
End;
AnimationState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Animation = NBSigFire_A
AnimationName = NBSigFire_A.NBSigFire_A
AnimationMode = MANUAL
End
Flags = START_FRAME_FIRST
StateName = BeingConstructed
BeginScript
CurDrawablePlaySound("GondorBarracksBeginConstruction")
EndScript
End
;--damaged building
ModelConditionState = DAMAGED CAPTURED
Model = NBSigFire_D1
ParticleSysBone = FXBONEFIRE SignalFireNB FollowBone:Yes
ParticleSysBone = FXBONEFIRE SignalFirelowNB FollowBone:Yes
ParticleSysBone = FXBONEFIRE SignalFireEmbers FollowBone:Yes
ParticleSysBone = FXBONESMOKE SignalFireSmokeNB FollowBone:Yes
ParticleSysBone = FXBONEFIRE SignalFireHotCoals FollowBone:Yes
End
ModelConditionState = DAMAGED
Model = NBSigFire_D1
End
AnimationState = DAMAGED
EnteringStateFX = FX_BuildingDamaged
End
ModelConditionState = REALLYDAMAGED CAPTURED
Model = NBSigFire_D2
ParticleSysBone = FXBONEFIRE SignalFireNB FollowBone:Yes
ParticleSysBone = FXBONEFIRE SignalFirelowNB FollowBone:Yes
ParticleSysBone = FXBONEFIRE SignalFireEmbers FollowBone:Yes
ParticleSysBone = FXBONESMOKE SignalFireSmokeNB FollowBone:Yes
ParticleSysBone = FXBONEFIRE SignalFireHotCoals FollowBone:Yes
End
ModelConditionState = REALLYDAMAGED
Model = NBSigFire_D2
End
AnimationState = REALLYDAMAGED
Animation = RubbleAnimation
AnimationName = NBSigFire_D2.NBSigFire_D2
AnimationMode = ONCE
End
EnteringStateFX = FX_BuildingReallyDamaged
End
ModelConditionState = COLLAPSING CAPTURED
Model = NBSigFire_D3
ParticleSysBone = FXBONEFIRE SignalFireNB FollowBone:Yes
ParticleSysBone = FXBONEFIRE SignalFirelowNB FollowBone:Yes
ParticleSysBone = FXBONEFIRE SignalFireEmbers FollowBone:Yes
ParticleSysBone = FXBONESMOKE SignalFireSmokeNB FollowBone:Yes
ParticleSysBone = FXBONEFIRE SignalFireHotCoals FollowBone:Yes
End
ModelConditionState = COLLAPSING
Model = NBSigFire_D3
End
AnimationState = COLLAPSING
Animation = RubbleAnimation
AnimationName = NBSigFire_D3.NBSigFire_D3
AnimationMode = ONCE
End
EnteringStateFX = FX_StructureMediumCollapse
End
ModelConditionState = RUBBLE
Model = NBSigFire_R
End
AnimationState = RUBBLE
End
ModelConditionState = POST_RUBBLE
Model = GBGenRubble
End
ModelConditionState = POST_COLLAPSE
Model = NBSigFire_R
End
ModelConditionState = SNOW CAPTURED
Model = NBSigFire
Texture = NBSifFirMount.tga NBSifFirMount_Snow.tga
Texture = NBSigFireStairs.tga NBSigFireStairs_Snow.tga
Texture = NBSigFireTower.tga NBSigFireTower_Snow.tga
ParticleSysBone = FXBONEFIRE SignalFireNB FollowBone:Yes
ParticleSysBone = FXBONEFIRE SignalFirelowNB FollowBone:Yes
ParticleSysBone = FXBONEFIRE SignalFireEmbers FollowBone:Yes
ParticleSysBone = FXBONESMOKE SignalFireSmokeNB FollowBone:Yes
ParticleSysBone = FXBONEFIRE SignalFireHotCoals FollowBone:Yes
End
ModelConditionState = SNOW
Model = NBSigFire
Texture = NBSifFirMount.tga NBSifFirMount_Snow.tga
Texture = NBSigFireStairs.tga NBSigFireStairs_Snow.tga
Texture = NBSigFireTower.tga NBSigFireTower_Snow.tga
End
ModelConditionState = CAPTURED
ParticleSysBone = FXBONEFIRE SignalFireNB FollowBone:Yes
ParticleSysBone = FXBONEFIRE SignalFirelowNB FollowBone:Yes
ParticleSysBone = FXBONEFIRE SignalFireEmbers FollowBone:Yes
ParticleSysBone = FXBONESMOKE SignalFireSmokeNB FollowBone:Yes
ParticleSysBone = FXBONEFIRE SignalFireHotCoals FollowBone:Yes
End
End
Draw = W3DFloorDraw ModuleTag_DrawFloor
; StaticModelLODMode = Yes ; THIS NEEDS TO BE COMMENTED OUT WHEN ENGINEERING ENABLES LOD'S IN THE FLOOR DRAW
ModelName = NBSigFire_Bib
; WeatherTexture = SNOWY EBBarracks_Bib_snow.tga
End
PlacementViewAngle = -45
; ***DESIGN parameters ***
DisplayName = OBJECT:SignalFire
Description = OBJECT:SignalFireDescription
Side = Neutral
EditorSorting = STRUCTURE
ThreatLevel = 1.0
CommandSet = GenericSelfRepairCommandSet
BuildCost = 500
BuildTime = 45
BountyValue = 50
VisionRange = 160.0
ShroudClearingRange = 160.0
ArmorSet
Conditions = None
Armor = StructureArmor
End
; *** AUDIO Parameters ***
#include "..\Includes\StandardBuildingEvaEvents.inc"
VoiceSelect = CivilianSignalFireSelect
;SoundAmbient = SignalFireAmbientLoop ;plays even when there's no fire (hasn't been captured)
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
ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_foo
ModelCondition = Required:CAPTURED Excluded:RUBBLE COLLAPSING Sound:SignalFireAmbientLoop
End
CampnessValue = CAMPNESS_TECH_BUILDING
; Event to play when first seen. Same event regardless of owner
EvaOnFirstSightingEventEnemy = SawSignalFire
EvaOnFirstSightingEventNonEnemy = SawSignalFire
EvaEnemyObjectSightedEvent = None ; Don't do this, covered by "OnFirstSighting"
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE NOT_AUTOACQUIRABLE LINKED_TO_FLAG NEVER_CULL_FOR_MP NOT_SELLABLE
KeepSelectableWhenDead = Yes
Body = StructureBody ModuleTag_Body
MaxHealth = 1000
End
Behavior = GettingBuiltBehavior GetBuiltBehaviorTag
SelfBuildingLoop = BuildingBigConstructionLoop ; 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 = BuildingBigConstructionLoop
SpawnTimer = -1.0
RebuildTimeSeconds = 40
End
; 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 = SpellRechargeModifierUpgrade ModuleTag_MakeSpellsRefreshFaster
LabelForPalantirString = GUI:SpellBookRefreshReduction
StartsActive = Yes
Percentage = -25%
Percentage = -50%
End
Behavior = BuildingBehavior BuildingModuleTag
; NightWindowName = GBWORKSHOPN
; FireWindowName = WINDOW_F01
; GlowWindowName = WINDOW_G01
; FireName = FIRE01
End
Behavior = TerrainResourceBehavior ModuleTag_NewMoneyDeadSpot
Radius = 80 ;// 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
Geometry = CYLINDER
GeometryMajorRadius = 40.0
GeometryMinorRadius = 40.5
GeometryHeight = 30
GeometryOffset = X:1 Y:-4 Z:0
AdditionalGeometry = BOX
GeometryMajorRadius = 15.0
GeometryMinorRadius = 15.0
GeometryHeight = 127
GeometryOffset = X:0 Y:0 Z:0
AdditionalGeometry = CYLINDER
GeometryMajorRadius = 28.0
GeometryMinorRadius = 28.0
GeometryHeight = 85
GeometryOffset = X:2.2 Y:-3 Z:0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
GeometryContactPoint = X:-15.0 Y:15.0 Z:0 Repair
GeometryContactPoint = X:15.0 Y:-15.0 Z:0 Repair
GeometryContactPoint = X:15.0 Y:15.0 Z:0
GeometryContactPoint = X:-15.0 Y:-15.0 Z:0
GeometryContactPoint = X:0.0 Y:0.0 Z:50.0 Swoop
End