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Text File  |  2006-01-31  |  5KB  |  135 lines

  1. ;------------------------------------------------------------------------------
  2. ;Mordor Rhun Barracks
  3. Object MordorBarracks
  4.  
  5.     SelectPortrait = BPMHaradrimPalace
  6.  
  7.   ; *** ART Parameters ***
  8. ;  SelectPortrait         = SNReactor_L
  9. ;  ButtonImage            = SNReactor
  10.   ;day
  11.  
  12. ;  Draw                = W3DModelDraw ModuleTag_01
  13. ;    OkToChangeModelColor = Yes
  14. ;
  15. ;    DefaultConditionState
  16. ;      Model           = RBBarracks
  17. ;;     FXEvent = 1  FX_TrebuchetImpactHit ; sample of method to fire FXList at desired animation frames
  18. ;;     FXEvent = 30 FX_TrebuchetImpactHit ; sample of method to fire FXList at desired animation frames
  19. ;;     FXEvent = 50 FX_TrebuchetImpactHit ; sample of method to fire FXList at desired animation frames
  20. ;    End
  21. ;  End
  22.  
  23.  
  24.   Draw = W3DScriptedModelDraw ModuleTag_Draw
  25.     OkToChangeModelColor  = Yes
  26.     UseStandardModelNames = Yes
  27.     DefaultModelConditionState
  28.       Model = RBBarracks
  29.     End
  30.   End
  31.  
  32.   PlacementViewAngle  = 0
  33.  
  34.   ; ***DESIGN parameters ***
  35.   DisplayName         = OBJECT:MordorBarracks
  36.   Description           = OBJECT:MordorHaradrimPalaceDescription
  37.   Side                = Mordor
  38.   EditorSorting       = STRUCTURE
  39.   ThreatLevel = 1.0
  40.  
  41.   BuildCost           = 0
  42.   BuildTime           = 5.0           ; in seconds
  43.   VisionRange         = 160.0          ; Shroud clearing distance
  44.   ShroudClearingRange = 161
  45.  
  46. ;  ArmorSet
  47. ;    Conditions        = None
  48. ;    Armor             = StructureArmor
  49. ;    DamageFX          = StructureDamageFXNoShake
  50. ;  End
  51.  
  52.   CommandSet = MordorRhunBarracksCommandSet
  53.   BuildCost           = 500           ; BALANCE
  54.   BuildTime           = 5.0           ; BALANCE
  55.  
  56.  
  57.     ; *** AUDIO Parameters ***
  58. ;    #include "..\..\..\Includes\StandardBuildingEvaEvents.inc"
  59.  
  60.     SoundOnDamaged        = BuildingLightDamageStone
  61.     SoundOnReallyDamaged    = BuildingHeavyDamageStone
  62.  
  63.     VoiceSelectUnderConstruction    = BuildingEvilVoiceSelectUnderConstruction
  64.  
  65.     UnitSpecificSounds
  66.         UnderConstruction        = BuildingConstructionLoop  ; Built first time
  67.         ; UnderRepairFromDamage    = NoSound                    ; Repaired No animation on the building, so don't bother playing sound
  68.         UnderRepairFromRubble    = BuildingConstructionLoop    ; Repaired from completely destroyed (not used???)
  69.     End
  70.  
  71.  
  72.   ; *** ENGINEERING Parameters ***
  73.  
  74.   RadarPriority       = STRUCTURE
  75.   KindOf              = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE NEED_BASE_FOUNDATION MP_COUNT_FOR_VICTORY AUTO_RALLYPOINT MADE_OF_WOOD FACE_AWAY_FROM_CASTLE_KEEP
  76.  
  77.   Behavior = ProductionUpdate ProductionUpdateModuleTag
  78.     ; nothing, but is required if we have any Object-level Upgrades!
  79.   End
  80.  
  81.   Behavior            = GettingBuiltBehavior ModuleTag_04
  82.     SelfBuildingLoop = BuildingConstructionLoop ; Only played if we DON'T spawn a worker
  83.     SelfRepairFromDamageLoop  = NoSound         ; This doesn't cause an animation, so don't bother playing a sound
  84.     SelfRepairFromRubbleLoop  = BuildingConstructionLoop
  85.   End
  86.  
  87.   Body                = StructureBody ModuleTag_05
  88.     MaxHealth         = 1500.0
  89.   End
  90.  
  91.   Behavior            = DestroyDie ModuleTag_07
  92.     ;nothing
  93.   End
  94.   
  95.   Behavior = QueueProductionExitUpdate ModuleTag_11
  96.     UnitCreatePoint   = X:0.0 Y:-20.0 Z:0.0
  97.     NaturalRallyPoint = X:28.8 Y:-20.0 Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! 
  98.     ExitDelay = 300 ; Mainly for the multiply produced.  Make them come out one at a time.
  99.   End  
  100.  
  101. ;  Behavior           = CreateObjectDie ModuleTag_08
  102. ;    CreationList     = OCL_SmallStructureDebris
  103. ;  End
  104.  
  105. ;  Behavior = ProductionUpdate ModuleTag_10
  106. ;    ; nothing, but is required if we have any Object-level Upgrades!
  107. ;  End
  108.  
  109. ;  Behavior = FlammableUpdate ModuleTag_14
  110. ;    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
  111. ;    AflameDamageAmount = 5       ; taking this much damage...
  112. ;    AflameDamageDelay = 500       ; this often.
  113. ;  End
  114.  
  115. ;  Behavior = TransitionDamageFX ModuleTag_15
  116. ;    ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS-------------------
  117. ;    DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
  118. ;    ;---------------------------------------------------------------------------------------
  119. ;    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
  120. ;    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
  121. ;    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
  122. ;  End
  123.  
  124. ;  Behavior             = FXListDie ModuleTag_16
  125. ;    DeathFX       = FX_BuildingDie
  126. ;  End
  127.  
  128.   Geometry              = BOX
  129.   GeometryMajorRadius   = 35.6
  130.   GeometryMinorRadius   = 37.6
  131.   GeometryHeight        = 37.8
  132.   GeometryIsSmall       = No
  133.   Shadow                = SHADOW_VOLUME
  134.   BuildCompletion     = PLACED_BY_PLAYER
  135. End