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data_ini_object_obsolete_rohan_armory.ini
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2006-01-31
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;------------------------------------------------------------------------------
;Rohan Armory
Object RohanArmory
SelectPortrait = BPRArmory
; *** ART Parameters ***
; SelectPortrait = SNReactor_L
; ButtonImage = SNReactor
;day
Draw = W3DScriptedModelDraw ModuleTag_Draw
ExtraPublicBone = ARROW_01
ExtraPublicBone = ARROW_02
ExtraPublicBone = ARROW_03
ExtraPublicBone = ARROW_04
ExtraPublicBone = ARROW_05
ExtraPublicBone = ARROW_06
ExtraPublicBone = ARROW_07
ExtraPublicBone = ARROW_08
ExtraPublicBone = ARROW_09
ExtraPublicBone = ARROW_10
ExtraPublicBone = ARROW_11
ExtraPublicBone = ARROW_12
OkToChangeModelColor = Yes
UseStandardModelNames = Yes
StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD
DefaultModelConditionState
Model = RBArmory_SKN
WeaponLaunchBone = PRIMARY ARROW_
End
IdleAnimationState
StateName = STATE_Idle
Animation = IdleA
AnimationName = RBArmory_SKL.RBArmory_IDLA
AnimationMode = ONCE
AnimationPriority = 30
End
Animation = IdleB
AnimationName = RBArmory_SKL.RBArmory_IDLB
AnimationMode = ONCE
AnimationPriority = 25
End
; FXEvent = Frame:1 Name:FX_AmorySparks
Flags = RESTART_ANIM_WHEN_COMPLETE
;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("CampSoldierCompleteGeneric")
; end
; end
;EndScript
End
;------------ Build Up States -------
ModelConditionState = AWAITING_CONSTRUCTION
Model = RBArmory_A
; ParticleSysBone = NONE BuildingDoughnutCloud
End;
AnimationState = AWAITING_CONSTRUCTION
Animation = RBArmory_A
AnimationName = RBArmory_ASKL.RBArmory_ABLD
AnimationMode = MANUAL
AnimationBlendTime = 0
End
Flags = START_FRAME_FIRST
End
ModelConditionState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Model = RBArmory_A
ParticleSysBone = CONSTDUSTBONE01 BuildingContructDust FollowBone:Yes
End;
AnimationState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Animation = RBArmory_A
AnimationName = RBArmory_ASKL.RBArmory_ABLD
AnimationMode = MANUAL
AnimationBlendTime = 0
End
Flags = START_FRAME_FIRST
StateName = BeingConstructed
BeginScript
CurDrawablePlaySound("GondorBarracksBeginConstruction")
EndScript
End
;--damaged building
ModelConditionState = DESTROYED_FRONT
Model = RBArmory_D2
ParticleSysBone FireSmall01 FireBuildingLarge
ParticleSysBone FireSmall02 FireBuildingLarge
ParticleSysBone FireSmall03 FireBuildingLarge
ParticleSysBone FireSmall04 FireBuildingMedium
ParticleSysBone FireSmall05 SmokeBuildingLarge
End
AnimationState = DESTROYED_FRONT
BeginScript
CurDrawableHideSubObject("1")
EndScript
End
ModelConditionState = DESTROYED_RIGHT
Model = RBArmory_D2
ParticleSysBone FireSmall01 FireBuildingLarge
ParticleSysBone FireSmall02 FireBuildingLarge
ParticleSysBone FireSmall03 FireBuildingLarge
ParticleSysBone FireSmall04 FireBuildingMedium
ParticleSysBone FireSmall05 SmokeBuildingLarge
End
AnimationState = DESTROYED_RIGHT
BeginScript
CurDrawableHideSubObject("2")
EndScript
End
ModelConditionState = DESTROYED_BACK
Model = RBArmory_D2
ParticleSysBone FireSmall01 FireBuildingLarge
ParticleSysBone FireSmall02 FireBuildingLarge
ParticleSysBone FireSmall03 FireBuildingLarge
ParticleSysBone FireSmall04 FireBuildingMedium
ParticleSysBone FireSmall05 SmokeBuildingLarge
End
AnimationState = DESTROYED_BACK
BeginScript
CurDrawableHideSubObject("3")
EndScript
End
ModelConditionState = DESTROYED_LEFT
Model = RBArmory_D2
ParticleSysBone FireSmall01 FireBuildingLarge
ParticleSysBone FireSmall02 FireBuildingLarge
ParticleSysBone FireSmall03 FireBuildingLarge
ParticleSysBone FireSmall04 FireBuildingMedium
ParticleSysBone FireSmall05 SmokeBuildingLarge
End
AnimationState = DESTROYED_LEFT
BeginScript
CurDrawableHideSubObject("4")
EndScript
End
ModelConditionState = DAMAGED
Model = RBArmory_D1
ParticleSysBone FireSmall01 FireBuildingLarge
ParticleSysBone FireSmall02 FireBuildingMedium
ParticleSysBone FireSmall03 FireBuildingMedium
ParticleSysBone FireSmall04 FireBuildingMedium
ParticleSysBone FireSmall05 SmokeBuildingLarge
End
AnimationState = DAMAGED
EnteringStateFX = FX_BuildingDamaged
End
ModelConditionState = REALLYDAMAGED
Model = RBArmory_D2
ParticleSysBone FireSmall01 FireBuildingLarge
ParticleSysBone FireSmall02 FireBuildingLarge
ParticleSysBone FireSmall03 FireBuildingLarge
ParticleSysBone FireSmall04 FireBuildingMedium
ParticleSysBone FireSmall05 SmokeBuildingLarge
End
AnimationState = REALLYDAMAGED
EnteringStateFX = FX_BuildingReallyDamaged
End
ModelConditionState = RUBBLE
Model = RBArmory_D2
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
AnimationState = RUBBLE
BeginScript
CurDrawableHideSubObject("RBArmory_01")
CurDrawableHideSubObject("RBArmory_02")
CurDrawableHideSubObject("RBArmory_03")
CurDrawableHideSubObject("RBArmory_04")
EndScript
End
ModelConditionState = POST_RUBBLE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
AnimationState = POST_RUBBLE
End
ModelConditionState = POST_COLLAPSE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
AnimationState = POST_COLLAPSE
End
End
Draw = W3DFloorDraw ModuleTag_DrawFloor
StaticModelLODMode = Yes ; THIS NEEDS TO BE COMMENTED OUT WHEN ENGINEERING ENABLES LOD'S IN THE FLOOR DRAW
ModelName = RBArmory_Bib
End
; ***DESIGN parameters ***
DisplayName = OBJECT:RohanArmory
Description = OBJECT:RohanArmoryDescription
Side = Obsolete
EditorSorting = STRUCTURE
ThreatLevel = 1.0
CommandSet = RohanArmoryCommandSet
PlacementViewAngle = 0
BuildCost = ROHAN_ARMORY_BUILDCOST
BuildTime = ROHAN_ARMORY_BUILDTIME ; in seconds
VisionRange = ROHAN_ARMORY_VISIONRANGE ; Shroud clearing distance
ShroudClearingRange = ROHAN_ARMORY_SHROUDCLEAR
BountyValue = ROHAN_ARMORY_BOUNTY_VALUE
ArmorSet
Conditions = None
Armor = StructureArmor
;DamageFX = StructureDamageFXNoShake
End
WeaponSet
Conditions = None
End
; WeaponSet
; Weapon = PRIMARY RohanStructureBow
; Conditions = PLAYER_UPGRADE
; AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
; End
; *** AUDIO Parameters ***
; #include "..\..\..\Includes\StandardBuildingEvaEvents.inc"
SoundOnDamaged = BuildingLightDamageWood ;BuildingDamagedStateLight
SoundOnReallyDamaged = BuildingHeavyDamageWood ;BuildingDestroy
VoiceSelect = RohanArmorySelect
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
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE NEED_BASE_FOUNDATION MP_COUNT_FOR_VICTORY FS_FACTORY ATTACK_NEEDS_LINE_OF_SIGHT CAN_ATTACK MADE_OF_WOOD ; AUTO_RALLYPOINT ;
Behavior = GettingBuiltBehavior GetBuiltBehaviorTag
WorkerName = RohanWorkerNoSelect
End
Behavior = AIUpdateInterface ModuleTag_SoWeCanUseWeapon
AutoAcquireEnemiesWhenIdle = Yes
MoodAttackCheckRate = 250
End
Body = StructureBody ModuleTag_05
MaxHealth = ROHAN_ARMORY_MAXHEALTH
MaxHealthDamaged = ROHAN_ARMORY_MAXHEALTHDAMAGED
MaxHealthReallyDamaged = ROHAN_ARMORY_MAXHEALTH_REALLYDAMAGED
DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK
DamageCreationList = OCL_RBArmory_Chunk1 CATAPULT_ROCK FRONT_DESTROYED
DamageCreationList = OCL_RBArmory_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED
DamageCreationList = OCL_RBArmory_Chunk3 CATAPULT_ROCK BACK_DESTROYED
DamageCreationList = OCL_RBArmory_Chunk4 CATAPULT_ROCK LEFT_DESTROYED
End
Behavior = SubObjectsUpgrade ModuleTag_HideAll
TriggeredBy = Upgrade_StructureLevel1
ShowSubObjects = V1HIDE V1AHIDE
HideSubObjects = V1 V1A V2 V2A
End
Behavior = GeometryUpgrade Geom_ModuleTag_HideAll
TriggeredBy = Upgrade_StructureLevel1
ShowGeometry = Geom_Orig
HideGeometry = Geom_V1
End
Behavior = SubObjectsUpgrade ModuleTag_ShowWalls
TriggeredBy = Upgrade_StructureLevel2
ShowSubObjects = V1 V1A
HideSubObjects = V1HIDE V1AHIDE V2 V2A
End
Behavior = GeometryUpgrade Geom_ModuleTag_ShowWalls
TriggeredBy = Upgrade_StructureLevel2
ShowGeometry = Geom_Orig Geom_V1
End
Behavior = SubObjectsUpgrade ModuleTag_ShowPillars
TriggeredBy = Upgrade_StructureLevel3
ShowSubObjects = V2 V2A
HideSubObjects = V1HIDE V1AHIDE V1 V1A
End
Behavior = WeaponSetUpgrade ModuleTag_ThirdLevelBuildingArrows
TriggeredBy = Upgrade_StructureLevel3
ConflictsWith = Upgrade_EasyAIMultiPlayer
End
Behavior = ProductionUpdate ProductionUpdateModuleTag
; nothing, but is required if we have any Object-level Upgrades!
End
Behavior = QueueProductionExitUpdate ModuleTag_07
UnitCreatePoint = X:-42.0 Y:-31.0 Z:10.0
NaturalRallyPoint = X:42.5 Y:-31.0 Z:0.0
ExitDelay = 750
End
Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
DestructionDelay = 4000
End
Behavior = StructureCollapseUpdate ModuleTag_06
MinCollapseDelay = 000
MaxCollapseDelay = 000
CollapseDamping = .5
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 800
BigBurstFrequency = 4
CollapseHeight = 120
FXList = INITIAL FX_StructureMediumCollapse
End
Behavior = BuildingBehavior BuildingModuleTag
NightWindowName = WINDOW_N01
; FireWindowName = WINDOW_F01
; GlowWindowName = WINDOW_G01
; FireName = FIRE01
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
GeometryName = Geom_Orig
GeometryMajorRadius = 16.0
GeometryMinorRadius = 43.0
GeometryHeight = 46.0
GeometryOffset = X:-41.5 Y:-3.5 Z:0
AdditionalGeometry = BOX
GeometryName = Geom_Orig ; Need to cover the base foundation, we can't be so L shaped that we let things interact with what we are covering.
GeometryMajorRadius = 25.0
GeometryMinorRadius = 25.0
GeometryHeight = 1.0
GeometryOffset = X:0 Y:0 Z:0
AdditionalGeometry = BOX
GeometryName = Geom_Orig
GeometryMajorRadius = 39.0
GeometryMinorRadius = 16.0
GeometryHeight = 46.0
GeometryOffset = X:-18.5 Y:-30.5 Z:0
AdditionalGeometry = BOX
GeometryName = Geom_V1
GeometryActive = No
GeometryMajorRadius = 16.0
GeometryMinorRadius = 16.0
GeometryHeight = 97.0
GeometryOffset = X:-41.5 Y:-30.5 Z:0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
; AttackContactPoint = X:-41.5 Y:-30.5 Z:46
; AttackContactPoint = X:-41.5 Y:-30.5 Z:24
; AttackContactPoint = X:-41.5 Y:21.5 Z:24
; AttackContactPoint = X:-41.5 Y:-30.5 Z:24
; AttackContactPoint = X:-3.5 Y:-30.5 Z:24
GeometryContactPoint = X:-64.249 Y:29.796 Z:0 Repair
GeometryContactPoint = X:8.792 Y:-52.605 Z:0 Repair
GeometryContactPoint = X:-17.863 Y:23.491 Z:0
GeometryContactPoint = X:-55.373 Y:-56.524 Z:0
GeometryContactPoint = X:-41.324 Y:-31.028 Z:68.25 Swoop
End