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Text File  |  2006-01-31  |  5KB  |  152 lines

  1. ;------------------------------------------------------------------------------
  2. Object GoodPort
  3.  
  4.     SelectPortrait = BPGWorkshop
  5.  
  6.   Draw = W3DScriptedModelDraw ModuleTag_Draw
  7.     
  8.     OkToChangeModelColor  = Yes
  9.     UseStandardModelNames = Yes
  10.     StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD
  11.     
  12.     DefaultModelConditionState
  13.       Model = EBSiege
  14.     End
  15.  
  16. ;    IdleAnimationState
  17. ;        BeginScript
  18. ;            Prev = CurDrawablePrevAnimationState()
  19. ;            if Prev == "BeingConstructed" then 
  20. ;                ; Don't play completed sound when canceling build-in-progress or when
  21. ;                ; destroyed halfway
  22. ;                if not CurDrawableModelcondition( "DYING" ) then 
  23. ;                    CurDrawablePlaySound("CampSoldierCompleteWorkshop")
  24. ;                end
  25. ;            end
  26. ;        EndScript
  27. ;    End
  28.  
  29.     End
  30.  
  31. ;  Draw = W3DFloorDraw ModuleTag_DrawFloor    
  32. ;        StaticModelLODMode = Yes
  33. ;     ModelName = GBWorkshop_Bib
  34. ;  End
  35.   
  36.  
  37.   PlacementViewAngle  = 0
  38.  
  39.   ; ***DESIGN parameters ***
  40.   DisplayName             = OBJECT:GoodPort
  41.   Description               = OBJECT:GoodPortDescription
  42.  
  43.   Scale                    = 0.75
  44.   Side                    = Men
  45.   EditorSorting            = STRUCTURE
  46.   ThreatLevel            = 1.0
  47.  
  48.   CommandSet              = GoodPortCommandSet
  49.   BuildCost               = 100
  50.   BuildTime               = GONDOR_WORKSHOP_BUILDTIME
  51.   BountyValue             = GONDOR_WORKSHOP_BOUNTY_VALUE
  52.   VisionRange             = 160.0          ; Shroud clearing distance
  53.   ShroudClearingRange     = GONDOR_WORKSHOP_SHROUD_CLEAR
  54.  
  55.   ArmorSet
  56.     Conditions        = None
  57.     Armor             = StructureArmor
  58.   End
  59.  
  60.  
  61.   ; *** AUDIO Parameters ***
  62.  
  63.     ;#include "..\..\Includes\StandardBuildingEvaEvents.inc"
  64.  
  65.     VoiceSelect        = GondorWorkshopSelect
  66.  
  67.     SoundOnDamaged        = BuildingLightDamageStone
  68.     SoundOnReallyDamaged    = BuildingHeavyDamageStone
  69.  
  70.     VoiceSelectUnderConstruction    = BuildingGoodVoiceSelectUnderConstruction
  71.  
  72.     UnitSpecificSounds
  73.         UnderConstruction        = BuildingConstructionLoop  ; Built first time
  74.         ; UnderRepairFromDamage    = NoSound                    ; Repaired No animation on the building, so don't bother playing sound
  75.         UnderRepairFromRubble    = BuildingConstructionLoop    ; Repaired from completely destroyed (not used???)
  76.     End
  77.     CampnessValue = CAMPNESS_TECH_BUILDING
  78.  
  79.     ; *** ENGINEERING Parameters ***
  80.  
  81.     RadarPriority       = STRUCTURE
  82.     KindOf              = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE MP_COUNT_FOR_VICTORY AUTO_RALLYPOINT FS_FACTORY PORT
  83.      
  84.     Behavior            = GettingBuiltBehavior GetBuiltBehaviorTag
  85.         WorkerName        = GondorWorkerNoSelect
  86.     End
  87.  
  88.     Body                        = StructureBody ModuleTag_05
  89.         MaxHealth                     = GONDOR_WORKSHOP_HEALTH
  90.         MaxHealthDamaged              = GONDOR_WORKSHOP_HEALTH_DAMAGED
  91.         MaxHealthReallyDamaged           = GONDOR_WORKSHOP_HEALTH_REALLY_DAMAGED    
  92.     End
  93.   
  94.     Behavior                  = BuildingBehavior BuildingModuleTag
  95.      NightWindowName         = GBWORKSHOPN
  96.     End
  97.  
  98.     Behavior                  = StructureCollapseUpdate ModuleTag_06
  99.         MinCollapseDelay        = 000
  100.         MaxCollapseDelay        = 000
  101.         CollapseDamping         = .5
  102.         MaxShudder              = 0.6
  103.         MinBurstDelay           = 250
  104.         MaxBurstDelay           = 800
  105.         BigBurstFrequency       = 4
  106.         FXList                  = INITIAL   FX_StructureMediumCollapse
  107.         FXList                  = ALMOST_FINAL  FX_StructureAlmostCollapse
  108.         DestroyObjectWhenDone    = Yes
  109.         CollapseHeight            = 120
  110.     End
  111.  
  112.     ; A ProductionQueueHordeContain passes any units entering it to the 
  113.     ; ProductionUpdate, then add them to the produced units.
  114.     Behavior = ProductionQueueHordeContain QueueContainModuleTag
  115.          ObjectStatusOfContained    = UNSELECTABLE ENCLOSED
  116.          ContainMax              = 5
  117.          DamagePercentToUnits    = 0%
  118.          PassengerFilter            = ANY +INFANTRY +BANNER -CAVALRY -SUMMONED -COMBO_HORDE
  119.          AllowEnemiesInside      = No
  120.          AllowNeutralInside      = No
  121.          AllowAlliesInside        = Yes
  122.          NumberOfExitPaths       = 1        ; Defaults to 1.  Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn
  123. ;         PassengerBonePrefix     = PassengerBone:ARROW_ KindOf:INFANTRY
  124.          EntryPosition            = X:0.0 Y:0.0 Z:0.0
  125.         EntryOffset                = X:0.0 Y:45.0 Z:0.0
  126.         ExitOffset                = X:0.0 Y:-45.0 Z:0.0
  127.         EnterSound                = RuinedTowerEnterSound
  128.         
  129.     End
  130.  
  131.     Behavior = ProductionUpdate ProductionUpdateModuleTag
  132.         ;;;UnitPreparationTime =8000;;;;;;;;;; 8.0 second prep needs to be set in THingTemplate, for Trebuchet, now
  133.     End
  134.  
  135.     Behavior = QueueProductionExitUpdate QueueProductionModuleTag
  136.         UnitCreatePoint    = X:0.0 Y:0.0 Z:0.0
  137.         NaturalRallyPoint  = X:0.0 Y:-60.0 Z:0.0
  138.         PlacementViewAngle = -90
  139.     End
  140.  
  141.     Geometry                = BOX
  142.     GeometryName            = Geom_Orig
  143.       GeometryMajorRadius        = 50.0
  144.     GeometryMinorRadius        = 37.5
  145.     GeometryHeight            = 25.0
  146.     GeometryOffset            = X:5 Y:0 Z:0    
  147.         
  148.     GeometryIsSmall       = No
  149.     Shadow                = SHADOW_VOLUME
  150.     BuildCompletion     = PLACED_BY_PLAYER
  151.  
  152. End