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data_ini_object_obsolete_kingpalace.ini
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2006-01-31
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10KB
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298 lines
;------------------------------------------------------------------------------
;Mordor King Palace
;Reskin of the HaradrimPalace (see above object). May need to modify some values if different from Haradrim.
Object MordorKingPalace
SelectPortrait = BPMHaradrimPalace
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_Draw
OkToChangeModelColor = Yes
UseStandardModelNames = Yes
DefaultModelConditionState
Model = MBKingPlc_SKN
End
IdleAnimationState
StateName = STATE_Idle
Animation = IdleA
AnimationName = MBKingPlc_SKL.MBKingPlc_IDLA
AnimationMode = ONCE
End
Animation = IdleB
AnimationName = MBKingPlc_SKL.MBKingPlc_IDLB
AnimationMode = ONCE
End
Animation = IdleC
AnimationName = MBKingPlc_SKL.MBKingPlc_IDLC
AnimationMode = ONCE
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End
;------------ New Build Up States coming soon.
ModelConditionState = AWAITING_CONSTRUCTION
Model = MBKingPlc_A
; ParticleSysBone = NONE BuildingDoughnutCloud
End;
AnimationState = AWAITING_CONSTRUCTION
Animation = MBKingPlc_A
AnimationName = MBKingPlc_A.MBKingPlc_A
AnimationMode = MANUAL
AnimationBlendTime = 0
End
Flags = START_FRAME_FIRST
BeginScript
; CurDrawablePlaySound("GondorBarracksBeginConstruction")
EndScript
End
ModelConditionState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Model = MBKingPlc_A
ParticleSysBone = CONSTDUSTBONE01 BuildingContructDust FollowBone:Yes
End
AnimationState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Animation = MBKingPlc_A
AnimationName = MBKingPlc_A.MBKingPlc_A
AnimationMode = MANUAL
AnimationBlendTime = 0
End
Flags = START_FRAME_FIRST
StateName = BeingConstructed
End
;--damaged building
ModelConditionState = DESTROYED_FRONT
Model = MBKingPlc_D2
ParticleSysBone SmokeMedium01 FireBuildingSmall
ParticleSysBone FireSmall01 FireBuildingMedium
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
AnimationState = DESTROYED_FRONT
BeginScript
CurDrawableHideSubObject("MBHRDPLCDP1")
EndScript
End
ModelConditionState = DESTROYED_RIGHT
Model = MBKingPlc_D2
ParticleSysBone SmokeMedium01 FireBuildingSmall
ParticleSysBone FireSmall01 FireBuildingMedium
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
AnimationState = DESTROYED_RIGHT
BeginScript
CurDrawableHideSubObject("MBHRDPLCDP2")
EndScript
End
ModelConditionState = DESTROYED_BACK
Model = MBKingPlc_D2
ParticleSysBone SmokeMedium01 FireBuildingSmall
ParticleSysBone FireSmall01 FireBuildingMedium
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
AnimationState = DESTROYED_BACK
BeginScript
CurDrawableHideSubObject("MBHRDPLCDP3")
EndScript
End
ModelConditionState = DESTROYED_LEFT
Model = MBKingPlc_D2
ParticleSysBone SmokeMedium01 FireBuildingSmall
ParticleSysBone FireSmall01 FireBuildingMedium
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
AnimationState = DESTROYED_LEFT
BeginScript
CurDrawableHideSubObject("MBHRDPLCDP4")
EndScript
End
ModelConditionState = DAMAGED
Model = MBKingPlc_D1
End
AnimationState = DAMAGED
EnteringStateFX = FX_BuildingDamaged
End
ModelConditionState = REALLYDAMAGED
Model = MBKingPlc_D2
ParticleSysBone SmokeMedium01 FireBuildingSmall
ParticleSysBone FireSmall01 FireBuildingMedium
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
AnimationState = REALLYDAMAGED
EnteringStateFX = FX_BuildingDamaged
End
ModelConditionState = RUBBLE
Model = MBKingPlc_D2
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
AnimationState = RUBBLE
BeginScript
CurDrawableHideSubObject("MBHRDPLCDP1")
CurDrawableHideSubObject("MBHRDPLCDP2")
CurDrawableHideSubObject("MBHRDPLCDP3")
CurDrawableHideSubObject("MBHRDPLCDP4")
EndScript
End
ModelConditionState = POST_RUBBLE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
ModelConditionState = POST_COLLAPSE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
End
Draw = W3DFloorDraw DrawFloorBib
StaticModelLODMode = Yes ; THIS NEEDS TO BE COMMENTED OUT WHEN ENGINEERING ENABLES LOD'S IN THE FLOOR DRAW
ModelName = MBKingPlc_Bib
End
PlacementViewAngle = 0
; ***DESIGN parameters ***
DisplayName = OBJECT:MordorHaradrimPalace
Side = Mordor
EditorSorting = STRUCTURE
ThreatLevel = 1.0
BuildCost = MORDOR_HARADRIMPALACE_BUILDCOST
BuildTime = MORDOR_HARADRIMPALACE_BUILDTIME
VisionRange = MORDOR_HARADRIMPALACE_VISION_RANGE
ShroudClearingRange = MORDOR_HARADRIMPALACE_SHROUD_CLEAR
BountyValue = MORDOR_HARADRIMPALACE_BOUNTY_VALUE
ArmorSet
Conditions = None
Armor = StructureArmor
;DamageFX = StructureDamageFXNoShake
End
CommandSet = MordorHaradrimPalaceCommandSet
; *** AUDIO Parameters ***
; #include "..\..\..\Includes\StandardBuildingEvaEvents.inc"
VoiceSelect = MordorHaradrimPalaceSelect
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 FS_FACTORY 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 GetBuiltBehaviorTag
WorkerName = MordorWorkerNoSelect
End
Body = ActiveBody ModuleTag_05
MaxHealth = MORDOR_HARADRIMPALACE_HEALTH
MaxHealthDamaged = MORDOR_HARADRIMPALACE_HEALTH_DAMAGED
MaxHealthReallyDamaged = MORDOR_HARADRIMPALACE_HEALTH_REALLY_DAMAGED
DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK
DamageCreationList = OCL_MBHardPalace_Chunk1 CATAPULT_ROCK FRONT_DESTROYED
DamageCreationList = OCL_MBHardPalace_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED
DamageCreationList = OCL_MBHardPalace_Chunk3 CATAPULT_ROCK BACK_DESTROYED
DamageCreationList = OCL_MBHardPalace_Chunk4 CATAPULT_ROCK LEFT_DESTROYED
End
Behavior = StructureCollapseUpdate ModuleTag_StructureCollapseUpdate
MinCollapseDelay = 000
MaxCollapseDelay = 000
CollapseDamping = .5
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 800
BigBurstFrequency = 4
FXList = INITIAL FX_StructureMediumCollapse
FXList = ALMOST_FINAL FX_StructureAlmostCollapse
DestroyObjectWhenDone = Yes
CollapseHeight = 89
End
Behavior = QueueProductionExitUpdate ModuleTag_11
UnitCreatePoint = X:0.0 Y:0.0 Z:0.0
NaturalRallyPoint = X:64.0 Y:0.0 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 = CYLINDER
GeometryMajorRadius = 49.4
GeometryMinorRadius = 0
GeometryHeight = 41.4
AdditionalGeometry = BOX
GeometryMajorRadius = 16.4
GeometryMinorRadius = 15.6
GeometryHeight = 72.4
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
End