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Text File  |  2006-01-31  |  13KB  |  377 lines

  1. ;------------------------------------------------------------------------------
  2.  
  3. ;Rohan Golden Hall
  4. Object RohanGoldenHall
  5.  
  6.     SelectPortrait = BPRGoldenHall
  7.  
  8.   ; *** ART Parameters ***
  9.   Draw = W3DScriptedModelDraw ModuleTag_Draw
  10.     OkToChangeModelColor  = Yes
  11.     UseStandardModelNames = Yes
  12.     StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD     
  13.     DefaultModelConditionState
  14.       Model = RBGoldHall
  15. ;      ParticleSysBone   = glowbone01 TorchSmokeBlack
  16. ;      ParticleSysBone   = glowbone01 TorchGlow
  17. ;      ParticleSysBone   = glowbone02 TorchSmokeBlack
  18. ;      ParticleSysBone   = glowbone02 TorchGlow
  19.     End
  20.     
  21.     ;------------ Build Up States -------
  22.     ModelConditionState   = AWAITING_CONSTRUCTION 
  23.       Model               = RBGoldHall_A
  24. ;        ParticleSysBone      = NONE BuildingDoughnutCloud
  25.     End;
  26.     AnimationState        = AWAITING_CONSTRUCTION
  27.       Animation           =  RBGoldHall_A
  28.         AnimationName     =  RBGoldHall_ASKL.RBGoldHall_ABLD
  29.         AnimationMode     = MANUAL
  30.         AnimationBlendTime = 0
  31.       End
  32.       Flags                  = START_FRAME_FIRST
  33.     End
  34.  
  35.     ModelConditionState   = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
  36.       Model               = RBGoldHall_A
  37.         ParticleSysBone   = CONSTDUSTBONE01 BuildingContructDust FollowBone:Yes
  38.     End;
  39.     AnimationState        = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
  40.         Animation           = RBGoldHall_A
  41.             AnimationName     = RBGoldHall_ASKL.RBGoldHall_ABLD
  42.             AnimationMode     = MANUAL
  43.             AnimationBlendTime = 0
  44.         End
  45.         Flags                  = START_FRAME_FIRST
  46.         StateName              = BeingConstructed
  47.         BeginScript
  48.             CurDrawablePlaySound("GondorBarracksBeginConstruction")
  49.         EndScript
  50.     End
  51.     
  52.     
  53.     
  54.      ;--damaged building
  55.       ModelConditionState  = DESTROYED_FRONT
  56.       Model         = RBGoldHall_D2
  57.         ParticleSysBone FireSmall01 FireBuildingLarge
  58.         ParticleSysBone FireSmall02 FireBuildingLarge
  59.         ParticleSysBone FireSmall03 FireBuildingLarge
  60.         ParticleSysBone FireSmall04 FireBuildingLarge
  61.         ParticleSysBone FireSmall05 FireBuildingLarge
  62.         ParticleSysBone FireSmall01 SmokeBuildingLarge
  63.         ParticleSysBone FireSmall02 SmokeBuildingLarge
  64.         ParticleSysBone FireSmall03 SmokeBuildingLarge
  65.         ParticleSysBone FireSmall04 SmokeBuildingLarge
  66.         ParticleSysBone FireSmall05 SmokeBuildingLarge
  67.     End
  68.  
  69.     AnimationState = DESTROYED_FRONT
  70.       BeginScript
  71.         CurDrawableHideSubObject("RBGoldHall_01")
  72.       EndScript
  73.     End
  74.     
  75.         ModelConditionState  = DESTROYED_RIGHT
  76.       Model         = RBGoldHall_D2
  77.         ParticleSysBone FireSmall01 FireBuildingLarge
  78.         ParticleSysBone FireSmall02 FireBuildingLarge
  79.         ParticleSysBone FireSmall03 FireBuildingLarge
  80.         ParticleSysBone FireSmall04 FireBuildingLarge
  81.         ParticleSysBone FireSmall05 FireBuildingLarge
  82.         ParticleSysBone FireSmall01 SmokeBuildingLarge
  83.         ParticleSysBone FireSmall02 SmokeBuildingLarge
  84.         ParticleSysBone FireSmall03 SmokeBuildingLarge
  85.         ParticleSysBone FireSmall04 SmokeBuildingLarge
  86.         ParticleSysBone FireSmall05 SmokeBuildingLarge
  87.     End
  88.  
  89.     AnimationState = DESTROYED_RIGHT
  90.       BeginScript
  91.         CurDrawableHideSubObject("RBGoldHall_02")
  92.       EndScript
  93.     End
  94.     
  95.  
  96.     ModelConditionState  = DESTROYED_BACK
  97.       Model         = RBGoldHall_D2
  98.         ParticleSysBone FireSmall01 FireBuildingLarge
  99.         ParticleSysBone FireSmall02 FireBuildingLarge
  100.         ParticleSysBone FireSmall03 FireBuildingLarge
  101.         ParticleSysBone FireSmall04 FireBuildingLarge
  102.         ParticleSysBone FireSmall05 FireBuildingLarge
  103.         ParticleSysBone FireSmall01 SmokeBuildingLarge
  104.         ParticleSysBone FireSmall02 SmokeBuildingLarge
  105.         ParticleSysBone FireSmall03 SmokeBuildingLarge
  106.         ParticleSysBone FireSmall04 SmokeBuildingLarge
  107.         ParticleSysBone FireSmall05 SmokeBuildingLarge
  108.     End
  109.  
  110.     AnimationState = DESTROYED_BACK
  111.       BeginScript
  112.         CurDrawableHideSubObject("RBGoldHall_03")
  113.       EndScript
  114.     End
  115.  
  116.     ModelConditionState  = DESTROYED_LEFT
  117.       Model         = RBGoldHall_D2
  118.         ParticleSysBone FireSmall01 FireBuildingLarge
  119.         ParticleSysBone FireSmall02 FireBuildingLarge
  120.         ParticleSysBone FireSmall03 FireBuildingLarge
  121.         ParticleSysBone FireSmall04 FireBuildingLarge
  122.         ParticleSysBone FireSmall05 FireBuildingLarge
  123.         ParticleSysBone FireSmall01 SmokeBuildingLarge
  124.         ParticleSysBone FireSmall02 SmokeBuildingLarge
  125.         ParticleSysBone FireSmall03 SmokeBuildingLarge
  126.         ParticleSysBone FireSmall04 SmokeBuildingLarge
  127.         ParticleSysBone FireSmall05 SmokeBuildingLarge
  128.     End
  129.     
  130.     AnimationState = DESTROYED_LEFT
  131.       BeginScript
  132.         CurDrawableHideSubObject("RBGoldHall_04")
  133.       EndScript
  134.     End
  135.     
  136.     
  137.     ModelConditionState  = DAMAGED
  138.       Model         = RBGoldHall_D1
  139.         ParticleSysBone FireSmall01 FireBuildingLarge
  140.         ParticleSysBone FireSmall02 FireBuildingMedium
  141.         ParticleSysBone FireSmall03 FireBuildingMedium
  142.         ParticleSysBone FireSmall04 FireBuildingMedium
  143.         ParticleSysBone FireSmall05 SmokeBuildingLarge
  144.     End
  145.     AnimationState = DAMAGED
  146.         EnteringStateFX    = FX_BuildingDamaged
  147.     End
  148.  
  149.     ModelConditionState  = REALLYDAMAGED
  150.       Model         = RBGoldHall_D2
  151.         ParticleSysBone FireSmall01 FireBuildingLarge
  152.         ParticleSysBone FireSmall02 FireBuildingLarge
  153.         ParticleSysBone FireSmall03 FireBuildingLarge
  154.         ParticleSysBone FireSmall04 FireBuildingLarge
  155.         ParticleSysBone FireSmall05 FireBuildingLarge
  156.         ParticleSysBone FireSmall01 SmokeBuildingLarge
  157.         ParticleSysBone FireSmall02 SmokeBuildingLarge
  158.         ParticleSysBone FireSmall03 SmokeBuildingLarge
  159.         ParticleSysBone FireSmall04 SmokeBuildingLarge
  160.         ParticleSysBone FireSmall05 SmokeBuildingLarge
  161.     End
  162.     AnimationState = REALLYDAMAGED
  163.         EnteringStateFX    = FX_BuildingReallyDamaged
  164.     End
  165.  
  166.     ModelConditionState  = RUBBLE
  167.       Model         = RBGoldHall_D2
  168.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  169.     End
  170.     
  171.     AnimationState = RUBBLE
  172.       BeginScript
  173.         CurDrawableHideSubObject("RBGoldHall_01")
  174.         CurDrawableHideSubObject("RBGoldHall_02")
  175.         CurDrawableHideSubObject("RBGoldHall_03")
  176.         CurDrawableHideSubObject("RBGoldHall_04")
  177.       EndScript
  178.     EnteringStateFX = FX_WallDie
  179.     End
  180.  
  181.     ModelConditionState  = POST_RUBBLE
  182.       Model         = None
  183.         ParticleSysBone NONE SmokeBuildingMediumRubble
  184.     End
  185.  
  186.     ModelConditionState  = POST_COLLAPSE
  187.       Model         = None
  188.         ParticleSysBone NONE SmokeBuildingMediumRubble
  189.     End  
  190.   End
  191.   
  192.   PlacementViewAngle  = 90
  193.  
  194.     ; ***DESIGN parameters ***
  195.     DisplayName         = OBJECT:RohanGoldenHall
  196.     Side                = Obsolete
  197.     EditorSorting       = STRUCTURE
  198.     ThreatLevel = 1.0
  199.      
  200.     BuildCost           = 2500
  201.     BuildTime           = 60.0           ; in seconds
  202.     VisionRange         = 160.0          ; Shroud clearing distance
  203.     ShroudClearingRange = 160
  204.     ArmorSet
  205.         Conditions        = None
  206.         Armor             = CitadelArmor
  207.     End
  208.  
  209.     CommandSet            = GoldenHallCommandSet
  210.  
  211.  
  212.     ; *** AUDIO Parameters ***
  213.  
  214. ;    #include "..\..\..\Includes\StandardBuildingEvaEvents.inc"
  215.  
  216.     SoundOnDamaged            = BuildingLightDamageWood
  217.     SoundOnReallyDamaged        = BuildingHeavyDamageWood
  218.  
  219.     VoiceSelect                = RohanCitadelSelect
  220.     VoiceSelectUnderConstruction    = BuildingGoodVoiceSelectUnderConstruction
  221.  
  222.     UnitSpecificSounds
  223.         UnderConstruction        = BuildingConstructionLoop  ; Built first time
  224.         ; UnderRepairFromDamage    = NoSound                    ; Repaired No animation on the building, so don't bother playing sound
  225.         UnderRepairFromRubble    = BuildingConstructionLoop    ; Repaired from completely destroyed (not used???)
  226.     End
  227.     
  228.         CampnessValue = CAMPNESS_ALWAYS_CAMP
  229.  
  230.  
  231.   ; *** ENGINEERING Parameters ***
  232.  
  233.   RadarPriority       = STRUCTURE
  234.   KindOf              = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE NEED_BASE_FOUNDATION MP_COUNT_FOR_VICTORY FS_FACTORY AUTO_RALLYPOINT MADE_OF_WOOD
  235.  
  236.   Behavior            = GettingBuiltBehavior GetBuiltBehaviorTag
  237.     WorkerName          = RohanWorkerNoSelect
  238.     RebuildTimeSeconds = CASTLE_WALL_REBUILD_TIME
  239.   End
  240.  
  241.   Behavior = CastleMemberBehavior ModuleTag_CMB
  242.   End 
  243.  
  244.   Body                      = StructureBody ModuleTag_05
  245.     MaxHealth               = ROHAN_CENTRAL_GOLDENHALL_HEALTH
  246.     
  247.     DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK
  248.     
  249.     DamageCreationList = OCL_RBGoldHall_Chunk1 CATAPULT_ROCK FRONT_DESTROYED
  250.     DamageCreationList = OCL_RBGoldHall_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED
  251.     DamageCreationList = OCL_RBGoldHall_Chunk3 CATAPULT_ROCK BACK_DESTROYED
  252.     DamageCreationList = OCL_RBGoldHall_Chunk4 CATAPULT_ROCK LEFT_DESTROYED
  253.   End
  254.  
  255.     ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  256.     ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  257.     ; buildings automatically stick around because GarrisonContain has it's own DieModule
  258.       
  259.     Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
  260.         DestructionDelay  = 5000
  261.     End
  262.  
  263.     Behavior                  = StructureCollapseUpdate ModuleTag_06
  264.         MinCollapseDelay        = 000
  265.         MaxCollapseDelay        = 000
  266.         CollapseDamping         = .5
  267.         MaxShudder              = 0.6
  268.         MinBurstDelay           = 250
  269.         MaxBurstDelay           = 800
  270.         BigBurstFrequency       = 4
  271.         FXList                  = INITIAL   FX_StructureMediumCollapse
  272.  
  273.     End
  274.  
  275.       ;-----------------------------------------------
  276.     ;Used for hero revival and initial construction     
  277.     Behavior = ProductionUpdate ProductionUpdateModuleTag
  278.         ; nothing, but is required if we have any Object-level Upgrades!
  279.     End
  280.     Behavior = QueueProductionExitUpdate ModuleTag_QueuePEU
  281.         UnitCreatePoint   = X:0.0 Y:-20.0 Z:0.0
  282.         NaturalRallyPoint = X:28.8 Y:-80.0 Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! 
  283.         ExitDelay = 300 ;Handles delays between units if multiple produced at a time. 
  284.     End  
  285.     ;-----------------------------------------------
  286.   
  287.   
  288. ;    Behavior            = HordeGarrisonContain ModuleTag_hordeGarrison
  289. ;        ObjectStatusOfContained    = UNSELECTABLE CAN_ATTACK
  290. ;        ContainMax              = 6
  291. ;        DamagePercentToUnits    = 100%
  292. ;        PassengerFilter            = ANY +INFANTRY +HORDE +CAVALRY +HERO -SUMMONED -WildSpiderling -WildSpiderlingHorde
  293. ;        AllowEnemiesInside      = No
  294. ;        AllowNeutralInside      = Yes
  295. ;        NumberOfExitPaths       = 1 ; Defaults to 1.  Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn
  296. ;        PassengerBonePrefix     = PassengerBone:ARROWBONE KindOf:INFANTRY
  297. ;        
  298. ;        ;ModifierToGiveOnExit    = GoldenHallLastChargeInvulnerability
  299. ;        
  300. ;        
  301. ;        ;PassengersTestCollisionHeight = 80
  302. ;        ;Slots                         = 1
  303. ;        ;EnterSound                     = GarrisonEnter
  304. ;        ;ExitSound                      = GarrisonExit
  305. ;        ;ExitDelay               = 250
  306. ;        ;GoAggressiveOnExit      = Yes ; AI Will tell people to set their mood to Aggressive on exiting
  307. ;        ;ForceOrientationContainer = No  ; otherwise contained units can't orient themselves towards their targets...
  308. ;    End 
  309.   
  310.  
  311. ;  Behavior           = CreateObjectDie ModuleTag_08
  312. ;    CreationList     = OCL_SmallStructureDebris
  313. ;  End
  314.  
  315. ;  Behavior = ProductionUpdate ModuleTag_10
  316. ;    ; nothing, but is required if we have any Object-level Upgrades!
  317. ;  End
  318.  
  319. ;  Behavior = FlammableUpdate ModuleTag_14
  320. ;    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
  321. ;    AflameDamageAmount = 5       ; taking this much damage...
  322. ;    AflameDamageDelay = 500       ; this often.
  323. ;  End
  324.  
  325. ;  Behavior = TransitionDamageFX ModuleTag_15
  326. ;    ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS-------------------
  327. ;    DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
  328. ;    ;---------------------------------------------------------------------------------------
  329. ;    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
  330. ;    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
  331. ;    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
  332. ;  End
  333.  
  334. ;  Behavior             = FXListDie ModuleTag_16
  335. ;    DeathFX       = FX_BuildingDie
  336. ;  End
  337.  
  338.   Behavior                  = BuildingBehavior BuildingModuleTag
  339.     NightWindowName         = WINDOW_N01
  340.   ;  FireWindowName          = WINDOW_F01
  341.   ;  GlowWindowName            = WINDOW_G01
  342.   ;  FireName                = FIRE01
  343.   End
  344.    
  345.     Geometry                = BOX
  346.     GeometryMajorRadius        = 27 
  347.     GeometryMinorRadius        = 45 
  348.     GeometryHeight            = 47 
  349.     GeometryOffset            = X:0 Y:0 Z:0
  350.   
  351.     AdditionalGeometry        = BOX
  352.     GeometryMajorRadius        = 60.0
  353.     GeometryMinorRadius        = 20.0
  354.     GeometryHeight            = 30
  355.     
  356.     AdditionalGeometry        = BOX
  357.     GeometryMajorRadius        = 16.0
  358.     GeometryMinorRadius        = 16.0
  359.     GeometryHeight            = 100
  360.     
  361.     AdditionalGeometry        = BOX
  362.     GeometryMajorRadius        = 7.0
  363.     GeometryMinorRadius        = 7.0
  364.     GeometryHeight            = 155
  365.     
  366.     GeometryIsSmall            = No
  367.     Shadow                    = SHADOW_VOLUME
  368.     BuildCompletion            = PLACED_BY_PLAYER
  369.     
  370.     GeometryContactPoint    = X:-48.78        Y:31.646    Z:0            Repair
  371.     GeometryContactPoint    = X:46.105        Y:-24.325    Z:0            Repair
  372.     GeometryContactPoint    = X:34.019        Y:45.92        Z:0
  373.     GeometryContactPoint    = X:-40.263        Y:-38.858    Z:0
  374.     GeometryContactPoint    = X:-1.232        Y:-0.6        Z:153.736    Swoop
  375.  
  376. End
  377.