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data_ini_object_obsolete_evilmencorsairs.ini
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2006-01-31
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;------------------------------------------------------------------------------
; REFERENCES TO NEW OBJECTS USING OLD NAMES (to not break existing maps just yet)
ChildObject MordorCorsair MordorCorsairsOfUmbar
Side = Obsolete
End
ChildObject MordorCorsairHorde MordorCorsairsOfUmbarHorde
Side = Obsolete
End
ChildObject MordorUmbarTavern MordorTavern
Side = Obsolete
End
;------------------------------------------------------------------------------
; OBSOLETE OBJECTS (currently used CorsairsOfUmbar and Tavern are found in the MORDOR side)
;------------------------------------------------------------------------------
Object EvilManCorsairObsolete
;SelectPortrait = SP_Corsair
; *** ART Parameters ***
; This is required for garrisoned objects - please put in all objects.
ButtonImage = BuildingNoArt
;note all file names are MUHaradim, not MUHaradrim, so as not to exceed character limits
Draw = W3DHordeModelDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = Yes
; specify options for static LODs
LodOptions = LOW
AllowMultipleModels = ALLOW_MULTIPLE_MODELS_LOW
MaxRandomTextures = MAX_RANDOM_TEXTURES_LOW
MaxRandomAnimations = MAX_RANDOM_ANIMATIONS_LOW
MaxAnimFrameDelta = MAX_ANIM_FRAME_DELTA_LOW
End
LodOptions = MEDIUM
AllowMultipleModels = ALLOW_MULTIPLE_MODELS_MED
MaxRandomTextures = MAX_RANDOM_TEXTURES_MED
MaxRandomAnimations = MAX_RANDOM_ANIMATIONS_MED
MaxAnimFrameDelta = MAX_ANIM_FRAME_DELTA_MED
End
LodOptions = HIGH
AllowMultipleModels = ALLOW_MULTIPLE_MODELS_HIGH
MaxRandomTextures = MAX_RANDOM_TEXTURES_HIGH
MaxRandomAnimations = MAX_RANDOM_ANIMATIONS_HIGH
MaxAnimFrameDelta = MAX_ANIM_FRAME_DELTA_HIGH
End
DefaultModelConditionState
Model = MUHaradim_SKN
WeaponLaunchBone = PRIMARY ARRROW
End
IdleAnimationState
Animation = IDLA
AnimationName = MUHaradim_SKL.MUHaradim_IDLA
AnimationMode = ONCE
AnimationBlendTime = 10
AnimationPriority = 25
End
Animation = IDLB
AnimationName = MUHaradim_SKL.MUHaradim_IDLB
AnimationMode = ONCE
AnimationBlendTime = 10
End
Animation = IDLC
AnimationName = MUHaradim_SKL.MUHaradim_IDLC
AnimationMode = ONCE
AnimationBlendTime = 10
End
StateName = Idle
BeginScript
CurDrawableShowSubObject("arrrow")
EndScript
End
AnimationState = THROWN_PROJECTILE
Animation = Thrown
AnimationName = MUHaradim_SKL.MUHaradim_FLYA
AnimationMode = LOOP
End
End
AnimationState = MOVING DAMAGED AFLAME
Animation = Moving_Damaged
AnimationName = MUHaradim_SKL.MUHaradim_MFDA
AnimationMode = LOOP
End
Flags = RANDOMSTART
ParticleSysBone = BAT_HEAD FireBuildingLargeSmoke FollowBone:yes
ParticleSysBone = BAT_HEAD FireSmall FollowBone:yes
ParticleSysBone = BAT_SPINE1 FireBuildingLargeSmoke FollowBone:yes
ParticleSysBone = BAT_SPINE1 FireSmall FollowBone:yes
ParticleSysBone = BAT_SPINE2 FireBuildingLargeSmoke FollowBone:yes
ParticleSysBone = BAT_SPINE2 FireSmall FollowBone:yes
End
AnimationState = MOVING AFLAME
Animation = Moving
AnimationName = MUHaradim_SKL.MUHaradim_MFDA
AnimationMode = LOOP
End
Flags = RANDOMSTART
ParticleSysBone = BAT_HEAD FireBuildingLargeSmoke FollowBone:yes
ParticleSysBone = BAT_HEAD FireSmall FollowBone:yes
ParticleSysBone = BAT_SPINE1 FireBuildingLargeSmoke FollowBone:yes
ParticleSysBone = BAT_SPINE1 FireSmall FollowBone:yes
ParticleSysBone = BAT_SPINE2 FireBuildingLargeSmoke FollowBone:yes
ParticleSysBone = BAT_SPINE2 FireSmall FollowBone:yes
End
AnimationState = MOVING BACKING_UP
Animation = BackingUp
AnimationName = MUHaradim_SKL.MUHaradim_BAKA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
AnimationState = MOVING EMOTION_TERROR
ShareAnimation = Yes
Animation = Moving
AnimationName = MUHaradim_SKL.MUHaradim_RUNA
AnimationMode = LOOP
End
Flags = RANDOMSTART
ParticleSysBone = None InfantryDustTrails
End
; AnimationState = MOVING DAMAGED
; Animation = Moving_Damaged
; AnimationName = MUHaradim_SKL.MUHaradim_IWKA
; AnimationMode = LOOP
; End
; Flags = RANDOMSTART
; ParticleSysBone = None InfantryDustTrails
; End
AnimationState = MOVING
ShareAnimation = Yes
Animation = Moving
AnimationName = MUHaradim_SKL.MUHaradim_RUNA
AnimationMode = LOOP
End
Flags = RANDOMSTART
ParticleSysBone = None InfantryDustTrails
End
AnimationState = FIRING_OR_PREATTACK_A
Animation = Attacking
AnimationName = MUHaradim_SKL.MUHaradim_ATKA
AnimationMode = LOOP
UseWeaponTiming = Yes
End
FrameForPristineBonePositions = 64
End
AnimationState = DYING SPLATTED
Animation = Splattered_On_Ground
AnimationName = MUHaradim_SKL.MUHaradim_LNDA
AnimationMode = ONCE
End
EnteringStateFX = FX_HaradrimHitGround
End
AnimationState = DYING AFLAME
Animation = Flaming_Death_1
AnimationName = MUHaradim_SKL.MUHaradim_DIEA
AnimationMode = ONCE
End
Animation = Flaming_Death_2
AnimationName = MUHaradim_SKL.MUHaradim_DIEB
AnimationMode = ONCE
End
ParticleSysBone = BAT_HEAD FireBuildingLargeSmoke FollowBone:yes
ParticleSysBone = BAT_HEAD FireSmall FollowBone:yes
ParticleSysBone = BAT_SPINE1 FireBuildingLargeSmoke FollowBone:yes
ParticleSysBone = BAT_SPINE1 FireSmall FollowBone:yes
ParticleSysBone = BAT_SPINE2 FireBuildingLargeSmoke FollowBone:yes
ParticleSysBone = BAT_SPINE2 FireSmall FollowBone:yes
End
AnimationState = AFLAME
Animation = Flaming_Death
AnimationName = MUHaradim_SKL.MUHaradim_FLLA
AnimationMode = LOOP
End
ParticleSysBone = BAT_HEAD FireBuildingLargeSmoke FollowBone:yes
ParticleSysBone = BAT_HEAD FireSmall FollowBone:yes
ParticleSysBone = BAT_SPINE1 FireBuildingLargeSmoke FollowBone:yes
ParticleSysBone = BAT_SPINE1 FireSmall FollowBone:yes
ParticleSysBone = BAT_SPINE2 FireBuildingLargeSmoke FollowBone:yes
ParticleSysBone = BAT_SPINE2 FireSmall FollowBone:yes
End
AnimationState = DYING
Animation = Dying_1
AnimationName = MUHaradim_SKL.MUHaradim_DIEA
AnimationMode = ONCE
End
Animation = Dying_2
AnimationName = MUHaradim_SKL.MUHaradim_DIEB
AnimationMode = ONCE
End
End
AnimationState = TRANSPORT_MOVING
ShareAnimation = Yes
Animation = wobbling_on_transport
AnimationName = MUHaradim_SKL.MUHaradim_IDLD
AnimationMode = LOOP
AnimationBlendTime = 15
End
End
; AnimationState = TRANSPORT_STOPPED
; Animation = wobbling_on_transport
; AnimationName = MUHaradim_SKL.MUHaradim_IDLD
; AnimationMode = LOOP
; End
; End
; --- stunned anims
AnimationState = STUNNED_FLAILING
Animation = Flying
AnimationName = MUHaradim_SKL.MUHaradim_FLYA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
AnimationState = STUNNED
Animation = Splattered_On_Ground
AnimationName = MUHaradim_SKL.MUHaradim_LNDA
AnimationMode = ONCE
End
EnteringStateFX = FX_HaradrimHitGround
End
AnimationState = STUNNED_STANDING_UP
Animation = Standing_Back_Up
AnimationName = MUHaradim_SKL.MUHaradim_LNDA
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 1.5 1.5
End
End
AnimationState = WAR_CHANT
Animation = Chant
AnimationName = MUHaradim_SKL.MUHaradim_IDLA ;TNTA if we get it
AnimationMode = LOOP
End
End
;-emotions--
AnimationState = EMOTION_AFRAID
Animation = FERA
AnimationName = MUHaradim_SKL.MUHaradim_FERA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
AnimationState = EMOTION_TAUNTING
Animation = TNTA
AnimationName = MUHaradim_SKL.MUHaradim_TNTA
AnimationMode = LOOP
End
End
AnimationState = EMOTION_POINTING
Animation = Pointing1
AnimationName = MUHaradim_SKL.MUHaradim_PNTA
AnimationMode = LOOP
End
End
AnimationState = EMOTION_CELEBRATING
Animation = CHRA
AnimationName = MUHaradim_SKL.MUHaradim_CHRA
AnimationMode = ONCE
End
End
End
; ***DESIGN parameters ***
Side = Obsolete
EditorSorting = UNIT
ThreatLevel = 1.0
EmotionRange = 240
TransportSlotCount = TRANSPORTSLOTCOUNT_UNIT
WeaponSet
Conditions = None
Weapon = PRIMARY MordorArcherBowNoFire
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
WeaponSet
Conditions = CLOSE_RANGE CONTESTING_BUILDING
Weapon = PRIMARY MordorArcherBowMelee
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
ArmorSet
Conditions = None
Armor = NoArmor
DamageFX = NormalDamageFX
End
VisionRange = 120.0
DisplayName = OBJECT:MordorCorsair
CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CrusherLevel = 0 ;What can I crush?: 0 = small animals, 1 = infantry, 2 = trees, 3 = vehicles
CrushRevengeWeapon = RangedInfantryCrushRevenge
CommandPoints = 1
; *** AUDIO Parameters ***;
VoiceAttack = HaradrimVoiceAttack
VoiceAttackAir = HaradrimVoiceAttack
VoiceAttackCharge = HaradrimVoiceAttackCharge
VoiceAttackMachine = HaradrimVoiceAttack
VoiceAttackStructure = HaradrimVoiceAttackBuilding
VoiceCreated = CampOrcCreateHaradrim
VoiceFullyCreated = CampOrcCreateHaradrim
VoiceMove = HaradrimVoiceMove
VoiceMoveToCamp = HaradrimVoiceMoveCamp
VoicePriority = 34
VoiceRetreatToCastle = HaradrimVoiceRetreat
VoiceSelect = HaradrimVoiceSelect
VoiceSelectBattle = HaradrimVoiceSelectBattle
VoiceGuard = HaradrimVoiceMove
;UnitSpecificSounds
;VoiceEnter = HaradrimVoiceGarrison
;VoiceEnterHostile = HaradrimVoiceGarrison
;VoiceGarrison = HaradrimVoiceGarrison ;TEMP_HaradrimVoiceEnter_TEMP
;VoiceEnterUnitMordorMumakil = HaradrimVoiceGarrisonMumakil ;TEMP_HaradrimVoiceEnterMumakil_TEMP
;End
#include "..\includes\StandardUnitEvaEvents.inc"
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER CAN_USE_SIEGE_TOWER SCORE THROWN_OBJECT
Body = ActiveBody ModuleTag_02
MaxHealth = 10 ;BALANCE Orc Archer Health
MaxHealthDamaged = 5
;RecoveryTime = 5000
End
Behavior = StancesBehavior ModuleTag_StancesBehavior
StanceTemplate = FighterHorde
End
Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
CanAttackWhileContained = Yes
MaxCowerTime = 5000
MinCowerTime = 3000
End
LocomotorSet
Locomotor = HumanLocomotor
Condition = SET_NORMAL
Speed = NORMAL_EVIL_INFANTRY_MEMBER_SPEED
End
Behavior = PhysicsBehavior ModuleTag_04
GravityMult = 1.0
End
Behavior = AimWeaponBehavior AimWeaponModuleTag
AimLowThreshold = -0.15
AimHighThreshold = 0.15
End
Behavior = SlowDeathBehavior ModuleTag_05
DeathTypes = ALL -KNOCKBACK
SinkDelay = 3000
SinkRate = 0.40 ; in Dist/Sec
DestructionDelay = 8000
Sound = INITIAL HaradrimVoiceDie ;UrukDie
End
Behavior = SquishCollide ModuleTag_06
;nothing
End
Behavior = HordeMemberCollide ModuleTag_HMC
;nothing
End
Behavior = FlammableUpdate ModuleTag_03a
AflameDuration = 100000 ;If I catch fire, I'll burn for this long...
AflameDamageAmount = 1 ; taking this much damage...
AflameDamageDelay = 1000 ; this often.
FlameDamageLimit = 1
End
Behavior = SlowDeathBehavior ModuleTag_07
; Same as normal death, but no sound (sound already played by SoundImpact = ... )
DeathTypes = NONE +KNOCKBACK
SinkDelay = 3000
SinkRate = 0.40 ; in Dist/Sec
DestructionDelay = 8000
Sound = INITIAL HaradrimVoiceDie
End
Behavior = BezierProjectileBehavior ModuleTag_08 ; Module starts asleep, and wakes up when thrown.
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 = 16 ; Height of Bezier control points above highest intervening terrain
BounceSecondHeight = 16
BounceFirstPercentIndent = 20% ; Percentage of shot distance control points are placed
BounceSecondPercentIndent = 80%
GroundHitFX = FX_ThrownRockGroundHit
GroundBounceFX = FX_ThrownRockBounceHit
End
Behavior = DualWeaponBehavior ModuleTag_09
SwitchWeaponOnCloseRangeDistance = 56
End
Geometry = CYLINDER
GeometryMajorRadius = 8.0
GeometryMinorRadius = 8.0
GeometryHeight = 19.2
GeometryIsSmall = Yes
Shadow = SHADOW_DECAL
ShadowSizeX = 11;
ShadowSizeY = 11;
ShadowTexture = ShadowI;
End
;------------------------------------------------------------------------------
Object MordorUmbarTavernObsolete
; *** ART Parameters ***
; 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:MordorTavern
Side = Obsolete
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
; For Testing Purposes
CommandSet = MordorTavernCommandSetLevel1
BuildCost = 500 ; BALANCE
BuildTime = 5.0 ; BALANCE
; *** AUDIO Parameters ***
#include "..\Includes\StandardBuildingEvaEvents.inc"
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; UnitSpecificSounds
; UnderConstruction = UnderConstructionLoop
; End
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE NEED_BASE_FOUNDATION MP_COUNT_FOR_VICTORY AUTO_RALLYPOINT MADE_OF_WOOD
Behavior = ProductionUpdate ProductionUpdateModuleTag
; nothing, but is required if we have any Object-level Upgrades!
End
Behavior = GettingBuiltBehavior GetBuiltBehaviorTag
WorkerName = MordorWorkerNoSelect
End
Behavior = CastleMemberBehavior ModuleTag_CMB
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 multiple 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