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Text File  |  2006-01-31  |  10KB  |  298 lines

  1. ;------------------------------------------------------------------------------
  2. ;Mordor King Palace
  3. ;Reskin of the HaradrimPalace (see above object). May need to modify some values if different from Haradrim.
  4. Object MordorKingPalace
  5.  
  6.     SelectPortrait = BPMHaradrimPalace
  7.  
  8.   ; *** ART Parameters ***
  9.   Draw = W3DScriptedModelDraw ModuleTag_Draw
  10.     OkToChangeModelColor  = Yes
  11.     UseStandardModelNames = Yes
  12.         DefaultModelConditionState
  13.             Model = MBKingPlc_SKN
  14.         End
  15.     
  16.     IdleAnimationState
  17.         StateName                    =   STATE_Idle
  18.         Animation = IdleA
  19.             AnimationName            =    MBKingPlc_SKL.MBKingPlc_IDLA
  20.             AnimationMode        =    ONCE 
  21.         End
  22.         Animation = IdleB
  23.             AnimationName            =    MBKingPlc_SKL.MBKingPlc_IDLB
  24.             AnimationMode        =    ONCE 
  25.         End
  26.         Animation = IdleC
  27.             AnimationName            =    MBKingPlc_SKL.MBKingPlc_IDLC
  28.             AnimationMode        =    ONCE 
  29.         End
  30.         Flags               = RESTART_ANIM_WHEN_COMPLETE 
  31.     End
  32.     
  33.  
  34.  
  35.     ;------------ New Build Up States coming soon. 
  36.     ModelConditionState   = AWAITING_CONSTRUCTION 
  37.       Model               = MBKingPlc_A
  38. ;        ParticleSysBone      = NONE BuildingDoughnutCloud
  39.     End;
  40.     AnimationState        = AWAITING_CONSTRUCTION
  41.       Animation           =  MBKingPlc_A
  42.         AnimationName     =  MBKingPlc_A.MBKingPlc_A
  43.         AnimationMode     = MANUAL
  44.         AnimationBlendTime = 0
  45.       End
  46.       Flags                  = START_FRAME_FIRST
  47.       BeginScript
  48.       ;    CurDrawablePlaySound("GondorBarracksBeginConstruction")
  49.       EndScript
  50.     End
  51.  
  52.     ModelConditionState   = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
  53.       Model               = MBKingPlc_A
  54.         ParticleSysBone   = CONSTDUSTBONE01 BuildingContructDust FollowBone:Yes
  55.     End
  56.     
  57.     AnimationState        = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
  58.         Animation           = MBKingPlc_A
  59.             AnimationName     = MBKingPlc_A.MBKingPlc_A
  60.             AnimationMode     = MANUAL
  61.             AnimationBlendTime = 0
  62.         End
  63.         Flags                  = START_FRAME_FIRST
  64.         StateName              = BeingConstructed
  65.     End
  66.     
  67.     
  68.         ;--damaged building
  69.       ModelConditionState  = DESTROYED_FRONT
  70.       Model         = MBKingPlc_D2  
  71.         ParticleSysBone SmokeMedium01 FireBuildingSmall
  72.         ParticleSysBone FireSmall01 FireBuildingMedium
  73.          ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  74.     End
  75.     AnimationState = DESTROYED_FRONT
  76.       BeginScript
  77.         CurDrawableHideSubObject("MBHRDPLCDP1")
  78.       EndScript
  79.     End
  80.     
  81.         ModelConditionState  = DESTROYED_RIGHT
  82.       Model         = MBKingPlc_D2
  83.         ParticleSysBone SmokeMedium01 FireBuildingSmall
  84.         ParticleSysBone FireSmall01 FireBuildingMedium
  85.          ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  86.     End
  87.  
  88.     AnimationState = DESTROYED_RIGHT
  89.       BeginScript
  90.         CurDrawableHideSubObject("MBHRDPLCDP2")
  91.       EndScript
  92.     End
  93.     
  94.  
  95.     ModelConditionState  = DESTROYED_BACK
  96.       Model         = MBKingPlc_D2
  97.         ParticleSysBone SmokeMedium01 FireBuildingSmall
  98.         ParticleSysBone FireSmall01 FireBuildingMedium
  99.          ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  100.     End
  101.  
  102.     AnimationState = DESTROYED_BACK
  103.       BeginScript
  104.         CurDrawableHideSubObject("MBHRDPLCDP3")
  105.       EndScript
  106.     End
  107.  
  108.     ModelConditionState  = DESTROYED_LEFT
  109.       Model         = MBKingPlc_D2
  110.         ParticleSysBone SmokeMedium01 FireBuildingSmall
  111.         ParticleSysBone FireSmall01 FireBuildingMedium
  112.          ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  113.     End
  114.     
  115.     AnimationState = DESTROYED_LEFT
  116.       BeginScript
  117.         CurDrawableHideSubObject("MBHRDPLCDP4")
  118.       EndScript
  119.     End
  120.     
  121.     
  122.     ModelConditionState  = DAMAGED
  123.       Model         = MBKingPlc_D1  
  124.     
  125.     End
  126.     AnimationState = DAMAGED
  127.      EnteringStateFX    = FX_BuildingDamaged
  128.     End
  129.  
  130.     ModelConditionState  = REALLYDAMAGED
  131.       Model         = MBKingPlc_D2  
  132.         ParticleSysBone SmokeMedium01 FireBuildingSmall
  133.         ParticleSysBone FireSmall01 FireBuildingMedium
  134.          ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  135.     End
  136.     AnimationState = REALLYDAMAGED
  137.     EnteringStateFX    = FX_BuildingDamaged
  138.     End
  139.  
  140.     ModelConditionState  = RUBBLE
  141.       Model         = MBKingPlc_D2  
  142.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  143.     End
  144.     
  145.     AnimationState = RUBBLE
  146.       BeginScript
  147.         CurDrawableHideSubObject("MBHRDPLCDP1")
  148.         CurDrawableHideSubObject("MBHRDPLCDP2")
  149.         CurDrawableHideSubObject("MBHRDPLCDP3")
  150.         CurDrawableHideSubObject("MBHRDPLCDP4")
  151.       EndScript
  152.     End
  153.  
  154.     ModelConditionState  = POST_RUBBLE
  155.         Model         = None
  156.         ParticleSysBone NONE SmokeBuildingMediumRubble
  157.     End
  158.  
  159.     ModelConditionState  = POST_COLLAPSE
  160.          Model         = None
  161.         ParticleSysBone NONE SmokeBuildingMediumRubble
  162.     End
  163.     
  164.   End
  165.  
  166.     Draw = W3DFloorDraw DrawFloorBib    
  167.         StaticModelLODMode = Yes        ; THIS NEEDS TO BE COMMENTED OUT WHEN ENGINEERING ENABLES LOD'S IN THE FLOOR DRAW
  168.         ModelName = MBKingPlc_Bib
  169.     End
  170.     
  171.   PlacementViewAngle  = 0
  172.  
  173.   ; ***DESIGN parameters ***
  174.   DisplayName         = OBJECT:MordorHaradrimPalace
  175.   Side                = Mordor
  176.   EditorSorting       = STRUCTURE
  177.   ThreatLevel = 1.0
  178.  
  179.   BuildCost           = MORDOR_HARADRIMPALACE_BUILDCOST
  180.   BuildTime           = MORDOR_HARADRIMPALACE_BUILDTIME
  181.   VisionRange         = MORDOR_HARADRIMPALACE_VISION_RANGE
  182.   ShroudClearingRange = MORDOR_HARADRIMPALACE_SHROUD_CLEAR
  183.   BountyValue         = MORDOR_HARADRIMPALACE_BOUNTY_VALUE
  184.  
  185.   ArmorSet
  186.     Conditions        = None
  187.     Armor             = StructureArmor
  188.     ;DamageFX          = StructureDamageFXNoShake
  189.   End
  190.  
  191.   CommandSet = MordorHaradrimPalaceCommandSet
  192.  
  193.  
  194.   ; *** AUDIO Parameters ***
  195. ;    #include "..\..\..\Includes\StandardBuildingEvaEvents.inc"
  196.  
  197.     VoiceSelect        = MordorHaradrimPalaceSelect
  198.  
  199.     SoundOnDamaged        = BuildingLightDamageStone
  200.     SoundOnReallyDamaged    = BuildingHeavyDamageStone
  201.  
  202.     VoiceSelectUnderConstruction    = BuildingEvilVoiceSelectUnderConstruction
  203.  
  204.     UnitSpecificSounds
  205.         UnderConstruction        = BuildingConstructionLoop  ; Built first time
  206.         ; UnderRepairFromDamage    = NoSound                    ; Repaired No animation on the building, so don't bother playing sound
  207.         UnderRepairFromRubble    = BuildingConstructionLoop    ; Repaired from completely destroyed (not used???)
  208.     End
  209.  
  210.  
  211.   ; *** ENGINEERING Parameters ***
  212.  
  213.   RadarPriority       = STRUCTURE
  214.   KindOf              = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE NEED_BASE_FOUNDATION MP_COUNT_FOR_VICTORY AUTO_RALLYPOINT FS_FACTORY MADE_OF_WOOD FACE_AWAY_FROM_CASTLE_KEEP
  215.  
  216.   Behavior = ProductionUpdate ProductionUpdateModuleTag
  217.     ; nothing, but is required if we have any Object-level Upgrades!
  218.   End
  219.  
  220.   Behavior            = GettingBuiltBehavior GetBuiltBehaviorTag
  221.     WorkerName          = MordorWorkerNoSelect
  222.   End
  223.  
  224.   Body                        = ActiveBody ModuleTag_05
  225.     MaxHealth                      = MORDOR_HARADRIMPALACE_HEALTH
  226.     MaxHealthDamaged          = MORDOR_HARADRIMPALACE_HEALTH_DAMAGED
  227.     MaxHealthReallyDamaged    = MORDOR_HARADRIMPALACE_HEALTH_REALLY_DAMAGED
  228.     DamageCreationList        = OCL_BuildingDamageList01 CATAPULT_ROCK
  229.   
  230.     DamageCreationList        = OCL_MBHardPalace_Chunk1 CATAPULT_ROCK FRONT_DESTROYED
  231.     DamageCreationList        = OCL_MBHardPalace_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED
  232.     DamageCreationList        = OCL_MBHardPalace_Chunk3 CATAPULT_ROCK BACK_DESTROYED
  233.     DamageCreationList        = OCL_MBHardPalace_Chunk4 CATAPULT_ROCK LEFT_DESTROYED
  234.   End
  235.  
  236.  
  237.   
  238.     Behavior                  = StructureCollapseUpdate ModuleTag_StructureCollapseUpdate 
  239.         MinCollapseDelay        = 000
  240.         MaxCollapseDelay        = 000
  241.         CollapseDamping         = .5
  242.         MaxShudder              = 0.6
  243.         MinBurstDelay           = 250
  244.         MaxBurstDelay           = 800
  245.         BigBurstFrequency       = 4
  246.         FXList                  = INITIAL   FX_StructureMediumCollapse
  247.         FXList                  = ALMOST_FINAL  FX_StructureAlmostCollapse
  248.         DestroyObjectWhenDone    = Yes
  249.         CollapseHeight            = 89
  250.     End
  251.  
  252.   Behavior = QueueProductionExitUpdate ModuleTag_11
  253.     UnitCreatePoint   = X:0.0 Y:0.0 Z:0.0
  254.     NaturalRallyPoint = X:64.0 Y:0.0 Z:0.0    ;NaturalRallyPointX must always match GeometryMajorRadius!
  255.     ExitDelay = 300 ; Mainly for the multiple produced. Make them come out one at a time.
  256.   End  
  257.  
  258. ;  Behavior           = CreateObjectDie ModuleTag_08
  259. ;    CreationList     = OCL_SmallStructureDebris
  260. ;  End
  261.  
  262. ;  Behavior = ProductionUpdate ModuleTag_10
  263. ;    ; nothing, but is required if we have any Object-level Upgrades!
  264. ;  End
  265.  
  266. ;  Behavior = FlammableUpdate ModuleTag_14
  267. ;    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
  268. ;    AflameDamageAmount = 5       ; taking this much damage...
  269. ;    AflameDamageDelay = 500       ; this often.
  270. ;  End
  271.  
  272. ;  Behavior = TransitionDamageFX ModuleTag_15
  273. ;    ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS-------------------
  274. ;    DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
  275. ;    ;---------------------------------------------------------------------------------------
  276. ;    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
  277. ;    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
  278. ;    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
  279. ;  End
  280.  
  281. ;  Behavior             = FXListDie ModuleTag_16
  282. ;    DeathFX       = FX_BuildingDie
  283. ;  End
  284.  
  285.   Geometry    = CYLINDER
  286.   GeometryMajorRadius   = 49.4
  287.   GeometryMinorRadius   = 0
  288.   GeometryHeight        = 41.4
  289.   
  290.   AdditionalGeometry    = BOX
  291.   GeometryMajorRadius   = 16.4
  292.   GeometryMinorRadius   = 15.6
  293.   GeometryHeight        = 72.4
  294.   
  295.   GeometryIsSmall       = No
  296.   Shadow                = SHADOW_VOLUME
  297.   BuildCompletion     = PLACED_BY_PLAYER
  298. End