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data_ini_object_obsolete_barracks.ini
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2006-01-31
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5KB
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135 lines
;------------------------------------------------------------------------------
;Mordor Rhun Barracks
Object MordorBarracks
SelectPortrait = BPMHaradrimPalace
; *** ART Parameters ***
; SelectPortrait = SNReactor_L
; ButtonImage = SNReactor
;day
; Draw = W3DModelDraw ModuleTag_01
; OkToChangeModelColor = Yes
;
; DefaultConditionState
; Model = RBBarracks
;; FXEvent = 1 FX_TrebuchetImpactHit ; sample of method to fire FXList at desired animation frames
;; FXEvent = 30 FX_TrebuchetImpactHit ; sample of method to fire FXList at desired animation frames
;; FXEvent = 50 FX_TrebuchetImpactHit ; sample of method to fire FXList at desired animation frames
; End
; End
Draw = W3DScriptedModelDraw ModuleTag_Draw
OkToChangeModelColor = Yes
UseStandardModelNames = Yes
DefaultModelConditionState
Model = RBBarracks
End
End
PlacementViewAngle = 0
; ***DESIGN parameters ***
DisplayName = OBJECT:MordorBarracks
Description = OBJECT:MordorHaradrimPalaceDescription
Side = Mordor
EditorSorting = STRUCTURE
ThreatLevel = 1.0
BuildCost = 0
BuildTime = 5.0 ; in seconds
VisionRange = 160.0 ; Shroud clearing distance
ShroudClearingRange = 161
; ArmorSet
; Conditions = None
; Armor = StructureArmor
; DamageFX = StructureDamageFXNoShake
; End
CommandSet = MordorRhunBarracksCommandSet
BuildCost = 500 ; BALANCE
BuildTime = 5.0 ; BALANCE
; *** AUDIO Parameters ***
; #include "..\..\..\Includes\StandardBuildingEvaEvents.inc"
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
VoiceSelectUnderConstruction = BuildingEvilVoiceSelectUnderConstruction
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
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE NEED_BASE_FOUNDATION MP_COUNT_FOR_VICTORY AUTO_RALLYPOINT MADE_OF_WOOD FACE_AWAY_FROM_CASTLE_KEEP
Behavior = ProductionUpdate ProductionUpdateModuleTag
; nothing, but is required if we have any Object-level Upgrades!
End
Behavior = GettingBuiltBehavior ModuleTag_04
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
End
Body = StructureBody ModuleTag_05
MaxHealth = 1500.0
End
Behavior = DestroyDie ModuleTag_07
;nothing
End
Behavior = QueueProductionExitUpdate ModuleTag_11
UnitCreatePoint = X:0.0 Y:-20.0 Z:0.0
NaturalRallyPoint = X:28.8 Y:-20.0 Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius!
ExitDelay = 300 ; Mainly for the multiply produced. Make them come out one at a time.
End
; Behavior = CreateObjectDie ModuleTag_08
; CreationList = OCL_SmallStructureDebris
; End
; Behavior = ProductionUpdate ModuleTag_10
; ; nothing, but is required if we have any Object-level Upgrades!
; End
; Behavior = FlammableUpdate ModuleTag_14
; AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
; AflameDamageAmount = 5 ; taking this much damage...
; AflameDamageDelay = 500 ; this often.
; End
; Behavior = TransitionDamageFX ModuleTag_15
; ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS-------------------
; DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
; ;---------------------------------------------------------------------------------------
; ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
; ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
; ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
; End
; Behavior = FXListDie ModuleTag_16
; DeathFX = FX_BuildingDie
; End
Geometry = BOX
GeometryMajorRadius = 35.6
GeometryMinorRadius = 37.6
GeometryHeight = 37.8
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
End