home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
GameStar 2006 April
/
Gamestar_83_2006-04_dvd.iso
/
Dema
/
lotrbfme2_demo.exe
/
INI.big
/
data_ini_object_obsolete_port.ini
< prev
next >
Wrap
Text File
|
2006-01-31
|
5KB
|
152 lines
;------------------------------------------------------------------------------
Object GoodPort
SelectPortrait = BPGWorkshop
Draw = W3DScriptedModelDraw ModuleTag_Draw
OkToChangeModelColor = Yes
UseStandardModelNames = Yes
StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD
DefaultModelConditionState
Model = EBSiege
End
; IdleAnimationState
; BeginScript
; Prev = CurDrawablePrevAnimationState()
; if Prev == "BeingConstructed" then
; ; Don't play completed sound when canceling build-in-progress or when
; ; destroyed halfway
; if not CurDrawableModelcondition( "DYING" ) then
; CurDrawablePlaySound("CampSoldierCompleteWorkshop")
; end
; end
; EndScript
; End
End
; Draw = W3DFloorDraw ModuleTag_DrawFloor
; StaticModelLODMode = Yes
; ModelName = GBWorkshop_Bib
; End
PlacementViewAngle = 0
; ***DESIGN parameters ***
DisplayName = OBJECT:GoodPort
Description = OBJECT:GoodPortDescription
Scale = 0.75
Side = Men
EditorSorting = STRUCTURE
ThreatLevel = 1.0
CommandSet = GoodPortCommandSet
BuildCost = 100
BuildTime = GONDOR_WORKSHOP_BUILDTIME
BountyValue = GONDOR_WORKSHOP_BOUNTY_VALUE
VisionRange = 160.0 ; Shroud clearing distance
ShroudClearingRange = GONDOR_WORKSHOP_SHROUD_CLEAR
ArmorSet
Conditions = None
Armor = StructureArmor
End
; *** AUDIO Parameters ***
;#include "..\..\Includes\StandardBuildingEvaEvents.inc"
VoiceSelect = GondorWorkshopSelect
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
VoiceSelectUnderConstruction = BuildingGoodVoiceSelectUnderConstruction
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
CampnessValue = CAMPNESS_TECH_BUILDING
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE MP_COUNT_FOR_VICTORY AUTO_RALLYPOINT FS_FACTORY PORT
Behavior = GettingBuiltBehavior GetBuiltBehaviorTag
WorkerName = GondorWorkerNoSelect
End
Body = StructureBody ModuleTag_05
MaxHealth = GONDOR_WORKSHOP_HEALTH
MaxHealthDamaged = GONDOR_WORKSHOP_HEALTH_DAMAGED
MaxHealthReallyDamaged = GONDOR_WORKSHOP_HEALTH_REALLY_DAMAGED
End
Behavior = BuildingBehavior BuildingModuleTag
NightWindowName = GBWORKSHOPN
End
Behavior = StructureCollapseUpdate ModuleTag_06
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 = 120
End
; A ProductionQueueHordeContain passes any units entering it to the
; ProductionUpdate, then add them to the produced units.
Behavior = ProductionQueueHordeContain QueueContainModuleTag
ObjectStatusOfContained = UNSELECTABLE ENCLOSED
ContainMax = 5
DamagePercentToUnits = 0%
PassengerFilter = ANY +INFANTRY +BANNER -CAVALRY -SUMMONED -COMBO_HORDE
AllowEnemiesInside = No
AllowNeutralInside = No
AllowAlliesInside = Yes
NumberOfExitPaths = 1 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn
; PassengerBonePrefix = PassengerBone:ARROW_ KindOf:INFANTRY
EntryPosition = X:0.0 Y:0.0 Z:0.0
EntryOffset = X:0.0 Y:45.0 Z:0.0
ExitOffset = X:0.0 Y:-45.0 Z:0.0
EnterSound = RuinedTowerEnterSound
End
Behavior = ProductionUpdate ProductionUpdateModuleTag
;;;UnitPreparationTime =8000;;;;;;;;;; 8.0 second prep needs to be set in THingTemplate, for Trebuchet, now
End
Behavior = QueueProductionExitUpdate QueueProductionModuleTag
UnitCreatePoint = X:0.0 Y:0.0 Z:0.0
NaturalRallyPoint = X:0.0 Y:-60.0 Z:0.0
PlacementViewAngle = -90
End
Geometry = BOX
GeometryName = Geom_Orig
GeometryMajorRadius = 50.0
GeometryMinorRadius = 37.5
GeometryHeight = 25.0
GeometryOffset = X:5 Y:0 Z:0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
End