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_rohan_armory.ini < prev    next >
Text File  |  2006-01-31  |  14KB  |  422 lines

  1. ;------------------------------------------------------------------------------
  2. ;Rohan Armory
  3. Object RohanArmory
  4.  
  5.     SelectPortrait = BPRArmory
  6.  
  7.   ; *** ART Parameters ***
  8. ;  SelectPortrait         = SNReactor_L
  9. ;  ButtonImage            = SNReactor
  10.   ;day
  11.   
  12.   Draw = W3DScriptedModelDraw ModuleTag_Draw
  13.   
  14.     ExtraPublicBone = ARROW_01
  15.     ExtraPublicBone = ARROW_02
  16.     ExtraPublicBone = ARROW_03
  17.     ExtraPublicBone = ARROW_04
  18.     ExtraPublicBone = ARROW_05
  19.     ExtraPublicBone = ARROW_06
  20.     ExtraPublicBone = ARROW_07
  21.     ExtraPublicBone = ARROW_08
  22.     ExtraPublicBone = ARROW_09
  23.     ExtraPublicBone = ARROW_10
  24.     ExtraPublicBone = ARROW_11
  25.     ExtraPublicBone = ARROW_12
  26.   
  27.     OkToChangeModelColor  = Yes
  28.     UseStandardModelNames = Yes
  29.     StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD     
  30.     DefaultModelConditionState
  31.         Model = RBArmory_SKN
  32.         WeaponLaunchBone =   PRIMARY ARROW_
  33.     End
  34.     
  35.         IdleAnimationState
  36.             StateName                =   STATE_Idle
  37.             Animation = IdleA
  38.                 AnimationName        =    RBArmory_SKL.RBArmory_IDLA
  39.                 AnimationMode        =    ONCE 
  40.                 AnimationPriority        =    30
  41.             End                
  42.  
  43.             Animation = IdleB
  44.                 AnimationName        =    RBArmory_SKL.RBArmory_IDLB
  45.                 AnimationMode        =    ONCE 
  46.                 AnimationPriority        =    25
  47.             End
  48.             ;    FXEvent                = Frame:1  Name:FX_AmorySparks
  49.             Flags                   = RESTART_ANIM_WHEN_COMPLETE 
  50.  
  51.             ;BeginScript
  52.             ;    Prev = CurDrawablePrevAnimationState()
  53.             ;    if Prev == "BeingConstructed" then
  54.                     ; Don't play completed sound when canceling build-in-progress or when
  55.                     ; destroyed halfway
  56.             ;        if not CurDrawableModelcondition( "DYING" ) then 
  57.             ;            CurDrawablePlaySound("CampSoldierCompleteGeneric")
  58.             ;        end
  59.             ;    end
  60.             ;EndScript
  61.         End  
  62.         
  63.     ;------------ Build Up States -------
  64.     ModelConditionState   = AWAITING_CONSTRUCTION 
  65.       Model               = RBArmory_A
  66. ;        ParticleSysBone      = NONE BuildingDoughnutCloud
  67.     End;
  68.     AnimationState        = AWAITING_CONSTRUCTION
  69.       Animation           =  RBArmory_A
  70.         AnimationName     =  RBArmory_ASKL.RBArmory_ABLD
  71.         AnimationMode     = MANUAL
  72.         AnimationBlendTime = 0
  73.       End
  74.       Flags                  = START_FRAME_FIRST
  75.     End
  76.  
  77.     ModelConditionState   = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
  78.       Model               = RBArmory_A
  79.         ParticleSysBone   = CONSTDUSTBONE01 BuildingContructDust FollowBone:Yes
  80.     End;
  81.     AnimationState        = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
  82.         Animation           = RBArmory_A
  83.             AnimationName     = RBArmory_ASKL.RBArmory_ABLD
  84.             AnimationMode     = MANUAL
  85.             AnimationBlendTime = 0
  86.         End
  87.         Flags                  = START_FRAME_FIRST
  88.         StateName              = BeingConstructed
  89.         BeginScript
  90.             CurDrawablePlaySound("GondorBarracksBeginConstruction")
  91.         EndScript
  92.     End  
  93.     
  94.     ;--damaged building
  95.       ModelConditionState  = DESTROYED_FRONT
  96.       Model         = RBArmory_D2
  97.         ParticleSysBone FireSmall01 FireBuildingLarge
  98.         ParticleSysBone FireSmall02 FireBuildingLarge
  99.         ParticleSysBone FireSmall03 FireBuildingLarge
  100.         ParticleSysBone FireSmall04 FireBuildingMedium
  101.         ParticleSysBone FireSmall05 SmokeBuildingLarge
  102.     End
  103.  
  104.     AnimationState = DESTROYED_FRONT
  105.       BeginScript
  106.         CurDrawableHideSubObject("1")
  107.       EndScript
  108.     End
  109.     
  110.         ModelConditionState  = DESTROYED_RIGHT
  111.       Model         = RBArmory_D2
  112.         ParticleSysBone FireSmall01 FireBuildingLarge
  113.         ParticleSysBone FireSmall02 FireBuildingLarge
  114.         ParticleSysBone FireSmall03 FireBuildingLarge
  115.         ParticleSysBone FireSmall04 FireBuildingMedium
  116.         ParticleSysBone FireSmall05 SmokeBuildingLarge
  117.     End
  118.  
  119.     AnimationState = DESTROYED_RIGHT
  120.       BeginScript
  121.         CurDrawableHideSubObject("2")
  122.       EndScript
  123.     End
  124.     
  125.  
  126.     ModelConditionState  = DESTROYED_BACK
  127.       Model         = RBArmory_D2
  128.         ParticleSysBone FireSmall01 FireBuildingLarge
  129.         ParticleSysBone FireSmall02 FireBuildingLarge
  130.         ParticleSysBone FireSmall03 FireBuildingLarge
  131.         ParticleSysBone FireSmall04 FireBuildingMedium
  132.         ParticleSysBone FireSmall05 SmokeBuildingLarge
  133.     End
  134.  
  135.     AnimationState = DESTROYED_BACK
  136.       BeginScript
  137.         CurDrawableHideSubObject("3")
  138.       EndScript
  139.     End
  140.  
  141.     ModelConditionState  = DESTROYED_LEFT
  142.       Model         = RBArmory_D2
  143.         ParticleSysBone FireSmall01 FireBuildingLarge
  144.         ParticleSysBone FireSmall02 FireBuildingLarge
  145.         ParticleSysBone FireSmall03 FireBuildingLarge
  146.         ParticleSysBone FireSmall04 FireBuildingMedium
  147.         ParticleSysBone FireSmall05 SmokeBuildingLarge
  148.     End
  149.     
  150.     AnimationState = DESTROYED_LEFT
  151.       BeginScript
  152.         CurDrawableHideSubObject("4")
  153.       EndScript
  154.     End
  155.     
  156.     
  157.     ModelConditionState  = DAMAGED
  158.       Model         = RBArmory_D1
  159.         ParticleSysBone FireSmall01 FireBuildingLarge
  160.         ParticleSysBone FireSmall02 FireBuildingMedium
  161.         ParticleSysBone FireSmall03 FireBuildingMedium
  162.         ParticleSysBone FireSmall04 FireBuildingMedium
  163.         ParticleSysBone FireSmall05 SmokeBuildingLarge
  164.     End
  165.     
  166.     AnimationState = DAMAGED
  167.     EnteringStateFX    = FX_BuildingDamaged
  168.     End
  169.  
  170.     ModelConditionState  = REALLYDAMAGED
  171.       Model         = RBArmory_D2
  172.         ParticleSysBone FireSmall01 FireBuildingLarge
  173.         ParticleSysBone FireSmall02 FireBuildingLarge
  174.         ParticleSysBone FireSmall03 FireBuildingLarge
  175.         ParticleSysBone FireSmall04 FireBuildingMedium
  176.         ParticleSysBone FireSmall05 SmokeBuildingLarge
  177.     
  178.     End
  179.     AnimationState = REALLYDAMAGED
  180.     EnteringStateFX    = FX_BuildingReallyDamaged
  181.     End
  182.  
  183.     ModelConditionState  = RUBBLE
  184.       Model         = RBArmory_D2
  185.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  186.     End
  187.     
  188.     AnimationState = RUBBLE
  189.       BeginScript
  190.         CurDrawableHideSubObject("RBArmory_01")
  191.         CurDrawableHideSubObject("RBArmory_02")
  192.         CurDrawableHideSubObject("RBArmory_03")
  193.         CurDrawableHideSubObject("RBArmory_04")
  194.       EndScript
  195.     End
  196.  
  197.     ModelConditionState  = POST_RUBBLE
  198.       Model         = None
  199.         ParticleSysBone NONE SmokeBuildingMediumRubble
  200.     End
  201.     AnimationState = POST_RUBBLE
  202.     End
  203.  
  204.     ModelConditionState  = POST_COLLAPSE
  205.       Model         = None
  206.         ParticleSysBone NONE SmokeBuildingMediumRubble
  207.     End  
  208.     AnimationState = POST_COLLAPSE
  209.     End
  210.   End
  211.  
  212.   Draw = W3DFloorDraw ModuleTag_DrawFloor    
  213.         StaticModelLODMode = Yes        ; THIS NEEDS TO BE COMMENTED OUT WHEN ENGINEERING ENABLES LOD'S IN THE FLOOR DRAW 
  214.      ModelName = RBArmory_Bib
  215.   End
  216.   
  217.  
  218.     ; ***DESIGN parameters ***
  219.     DisplayName         = OBJECT:RohanArmory
  220.     Description         = OBJECT:RohanArmoryDescription
  221.     Side                = Obsolete
  222.     EditorSorting       = STRUCTURE
  223.     ThreatLevel = 1.0
  224.     CommandSet =  RohanArmoryCommandSet
  225.     
  226.     PlacementViewAngle  = 0
  227.          
  228.     BuildCost           = ROHAN_ARMORY_BUILDCOST                
  229.     BuildTime           = ROHAN_ARMORY_BUILDTIME                ; in seconds
  230.     VisionRange         = ROHAN_ARMORY_VISIONRANGE            ; Shroud clearing distance
  231.     ShroudClearingRange = ROHAN_ARMORY_SHROUDCLEAR            
  232.     BountyValue         = ROHAN_ARMORY_BOUNTY_VALUE
  233.  
  234.     ArmorSet
  235.         Conditions        = None
  236.         Armor             = StructureArmor
  237.         ;DamageFX          = StructureDamageFXNoShake
  238.     End
  239.  
  240.     WeaponSet
  241.         Conditions            = None
  242.     End
  243.  
  244. ;    WeaponSet
  245. ;        Weapon                = PRIMARY RohanStructureBow
  246. ;        Conditions            = PLAYER_UPGRADE
  247. ;        AutoChooseSources    = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
  248. ;    End
  249.  
  250.  
  251.     ; *** AUDIO Parameters ***
  252.  
  253. ;    #include "..\..\..\Includes\StandardBuildingEvaEvents.inc"
  254.  
  255.     SoundOnDamaged        = BuildingLightDamageWood        ;BuildingDamagedStateLight
  256.     SoundOnReallyDamaged    = BuildingHeavyDamageWood        ;BuildingDestroy
  257.  
  258.     VoiceSelect        = RohanArmorySelect
  259.  
  260.     VoiceSelectUnderConstruction    = BuildingGoodVoiceSelectUnderConstruction
  261.  
  262.     UnitSpecificSounds
  263.         UnderConstruction        = BuildingConstructionLoop  ; Built first time
  264.         ; UnderRepairFromDamage    = NoSound                    ; Repaired No animation on the building, so don't bother playing sound
  265.         UnderRepairFromRubble    = BuildingConstructionLoop    ; Repaired from completely destroyed (not used???)
  266.     End
  267.  
  268.  
  269.     ; *** ENGINEERING Parameters ***
  270.  
  271.     RadarPriority       = STRUCTURE
  272.     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 ;
  273.     
  274.     Behavior            = GettingBuiltBehavior GetBuiltBehaviorTag
  275.         WorkerName          = RohanWorkerNoSelect
  276.     End
  277.  
  278.     Behavior = AIUpdateInterface ModuleTag_SoWeCanUseWeapon
  279.         AutoAcquireEnemiesWhenIdle    = Yes
  280.         MoodAttackCheckRate            = 250
  281.     End
  282.  
  283.     Body                      = StructureBody ModuleTag_05
  284.         MaxHealth               = ROHAN_ARMORY_MAXHEALTH                
  285.         MaxHealthDamaged        = ROHAN_ARMORY_MAXHEALTHDAMAGED            
  286.         MaxHealthReallyDamaged  = ROHAN_ARMORY_MAXHEALTH_REALLYDAMAGED        
  287.         
  288.         DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK
  289.         
  290.         DamageCreationList = OCL_RBArmory_Chunk1 CATAPULT_ROCK FRONT_DESTROYED
  291.         DamageCreationList = OCL_RBArmory_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED
  292.         DamageCreationList = OCL_RBArmory_Chunk3 CATAPULT_ROCK BACK_DESTROYED
  293.         DamageCreationList = OCL_RBArmory_Chunk4 CATAPULT_ROCK LEFT_DESTROYED
  294.     End
  295.   
  296.   
  297.       Behavior = SubObjectsUpgrade ModuleTag_HideAll
  298.         TriggeredBy        = Upgrade_StructureLevel1
  299.         ShowSubObjects    = V1HIDE V1AHIDE
  300.         HideSubObjects    = V1 V1A V2 V2A
  301.     End
  302.     Behavior = GeometryUpgrade Geom_ModuleTag_HideAll
  303.         TriggeredBy        = Upgrade_StructureLevel1
  304.         ShowGeometry    = Geom_Orig
  305.         HideGeometry    = Geom_V1
  306.     End
  307.     
  308.      Behavior = SubObjectsUpgrade ModuleTag_ShowWalls 
  309.         TriggeredBy        = Upgrade_StructureLevel2
  310.         ShowSubObjects    = V1 V1A 
  311.         HideSubObjects    = V1HIDE V1AHIDE V2 V2A
  312.     End
  313.     Behavior = GeometryUpgrade Geom_ModuleTag_ShowWalls 
  314.         TriggeredBy        = Upgrade_StructureLevel2
  315.         ShowGeometry    = Geom_Orig Geom_V1
  316.     End
  317.     
  318.     Behavior = SubObjectsUpgrade ModuleTag_ShowPillars 
  319.         TriggeredBy        = Upgrade_StructureLevel3
  320.         ShowSubObjects    = V2 V2A
  321.         HideSubObjects    = V1HIDE V1AHIDE V1 V1A 
  322.     End
  323.       Behavior = WeaponSetUpgrade ModuleTag_ThirdLevelBuildingArrows
  324.         TriggeredBy        = Upgrade_StructureLevel3
  325.         ConflictsWith    = Upgrade_EasyAIMultiPlayer
  326.     End
  327.   
  328.   
  329.     Behavior = ProductionUpdate ProductionUpdateModuleTag
  330.     ; nothing, but is required if we have any Object-level Upgrades!
  331.     End
  332.   
  333.       Behavior = QueueProductionExitUpdate ModuleTag_07
  334.         UnitCreatePoint    = X:-42.0 Y:-31.0 Z:10.0
  335.         NaturalRallyPoint  = X:42.5 Y:-31.0 Z:0.0
  336.         ExitDelay = 750
  337.     End
  338.  
  339.     Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
  340.         DestructionDelay  = 4000
  341.     End
  342.  
  343.     Behavior                  = StructureCollapseUpdate ModuleTag_06
  344.         MinCollapseDelay        = 000
  345.         MaxCollapseDelay        = 000
  346.         CollapseDamping         = .5
  347.         MaxShudder              = 0.6
  348.         MinBurstDelay           = 250
  349.         MaxBurstDelay           = 800
  350.         BigBurstFrequency       = 4
  351.         CollapseHeight            = 120
  352.         FXList                  = INITIAL   FX_StructureMediumCollapse
  353.     End
  354.  
  355.     Behavior                  = BuildingBehavior BuildingModuleTag
  356.      NightWindowName         = WINDOW_N01
  357.   ;  FireWindowName          = WINDOW_F01
  358.   ;  GlowWindowName            = WINDOW_G01
  359. ;    FireName                = FIRE01
  360.     End
  361.  
  362.   
  363.  
  364. ;  Behavior = TransitionDamageFX ModuleTag_15
  365. ;    ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS-------------------
  366. ;    DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
  367. ;    ;---------------------------------------------------------------------------------------
  368. ;    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
  369. ;    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
  370. ;    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
  371. ;  End
  372.  
  373. ;    Behavior             = FXListDie ModuleTag_16
  374. ;        DeathFX       = FX_BuildingDie
  375. ;    End
  376.  
  377.     Geometry              = BOX
  378.     GeometryName          = Geom_Orig
  379.     GeometryMajorRadius   = 16.0
  380.     GeometryMinorRadius   = 43.0
  381.     GeometryHeight        = 46.0
  382.     GeometryOffset          = X:-41.5 Y:-3.5 Z:0    
  383.     
  384.     AdditionalGeometry    = BOX
  385.     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.
  386.     GeometryMajorRadius   = 25.0
  387.     GeometryMinorRadius   = 25.0
  388.     GeometryHeight        = 1.0
  389.     GeometryOffset          = X:0 Y:0 Z:0
  390.     
  391.     AdditionalGeometry    = BOX
  392.     GeometryName          = Geom_Orig
  393.     GeometryMajorRadius   = 39.0
  394.     GeometryMinorRadius   = 16.0
  395.     GeometryHeight        = 46.0
  396.     GeometryOffset          = X:-18.5 Y:-30.5 Z:0
  397.     
  398.     AdditionalGeometry    = BOX
  399.     GeometryName          = Geom_V1
  400.     GeometryActive          = No
  401.     GeometryMajorRadius   = 16.0
  402.     GeometryMinorRadius   = 16.0
  403.     GeometryHeight        = 97.0
  404.     GeometryOffset          = X:-41.5 Y:-30.5 Z:0
  405.         
  406.     GeometryIsSmall       = No
  407.     Shadow                = SHADOW_VOLUME
  408.     BuildCompletion     = PLACED_BY_PLAYER
  409.     
  410. ;    AttackContactPoint = X:-41.5 Y:-30.5 Z:46
  411. ;    AttackContactPoint = X:-41.5 Y:-30.5 Z:24
  412. ;    AttackContactPoint = X:-41.5 Y:21.5 Z:24
  413. ;    AttackContactPoint = X:-41.5 Y:-30.5 Z:24
  414. ;    AttackContactPoint = X:-3.5 Y:-30.5 Z:24
  415.  
  416.     GeometryContactPoint    = X:-64.249        Y:29.796    Z:0            Repair
  417.     GeometryContactPoint    = X:8.792        Y:-52.605    Z:0            Repair
  418.     GeometryContactPoint    = X:-17.863        Y:23.491    Z:0
  419.     GeometryContactPoint    = X:-55.373        Y:-56.524    Z:0
  420.     GeometryContactPoint    = X:-41.324        Y:-31.028    Z:68.25        Swoop
  421.  
  422. End