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data_ini_object_obsolete_rohan_goldenhall.ini
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2006-01-31
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13KB
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377 lines
;------------------------------------------------------------------------------
;Rohan Golden Hall
Object RohanGoldenHall
SelectPortrait = BPRGoldenHall
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_Draw
OkToChangeModelColor = Yes
UseStandardModelNames = Yes
StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD
DefaultModelConditionState
Model = RBGoldHall
; ParticleSysBone = glowbone01 TorchSmokeBlack
; ParticleSysBone = glowbone01 TorchGlow
; ParticleSysBone = glowbone02 TorchSmokeBlack
; ParticleSysBone = glowbone02 TorchGlow
End
;------------ Build Up States -------
ModelConditionState = AWAITING_CONSTRUCTION
Model = RBGoldHall_A
; ParticleSysBone = NONE BuildingDoughnutCloud
End;
AnimationState = AWAITING_CONSTRUCTION
Animation = RBGoldHall_A
AnimationName = RBGoldHall_ASKL.RBGoldHall_ABLD
AnimationMode = MANUAL
AnimationBlendTime = 0
End
Flags = START_FRAME_FIRST
End
ModelConditionState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Model = RBGoldHall_A
ParticleSysBone = CONSTDUSTBONE01 BuildingContructDust FollowBone:Yes
End;
AnimationState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Animation = RBGoldHall_A
AnimationName = RBGoldHall_ASKL.RBGoldHall_ABLD
AnimationMode = MANUAL
AnimationBlendTime = 0
End
Flags = START_FRAME_FIRST
StateName = BeingConstructed
BeginScript
CurDrawablePlaySound("GondorBarracksBeginConstruction")
EndScript
End
;--damaged building
ModelConditionState = DESTROYED_FRONT
Model = RBGoldHall_D2
ParticleSysBone FireSmall01 FireBuildingLarge
ParticleSysBone FireSmall02 FireBuildingLarge
ParticleSysBone FireSmall03 FireBuildingLarge
ParticleSysBone FireSmall04 FireBuildingLarge
ParticleSysBone FireSmall05 FireBuildingLarge
ParticleSysBone FireSmall01 SmokeBuildingLarge
ParticleSysBone FireSmall02 SmokeBuildingLarge
ParticleSysBone FireSmall03 SmokeBuildingLarge
ParticleSysBone FireSmall04 SmokeBuildingLarge
ParticleSysBone FireSmall05 SmokeBuildingLarge
End
AnimationState = DESTROYED_FRONT
BeginScript
CurDrawableHideSubObject("RBGoldHall_01")
EndScript
End
ModelConditionState = DESTROYED_RIGHT
Model = RBGoldHall_D2
ParticleSysBone FireSmall01 FireBuildingLarge
ParticleSysBone FireSmall02 FireBuildingLarge
ParticleSysBone FireSmall03 FireBuildingLarge
ParticleSysBone FireSmall04 FireBuildingLarge
ParticleSysBone FireSmall05 FireBuildingLarge
ParticleSysBone FireSmall01 SmokeBuildingLarge
ParticleSysBone FireSmall02 SmokeBuildingLarge
ParticleSysBone FireSmall03 SmokeBuildingLarge
ParticleSysBone FireSmall04 SmokeBuildingLarge
ParticleSysBone FireSmall05 SmokeBuildingLarge
End
AnimationState = DESTROYED_RIGHT
BeginScript
CurDrawableHideSubObject("RBGoldHall_02")
EndScript
End
ModelConditionState = DESTROYED_BACK
Model = RBGoldHall_D2
ParticleSysBone FireSmall01 FireBuildingLarge
ParticleSysBone FireSmall02 FireBuildingLarge
ParticleSysBone FireSmall03 FireBuildingLarge
ParticleSysBone FireSmall04 FireBuildingLarge
ParticleSysBone FireSmall05 FireBuildingLarge
ParticleSysBone FireSmall01 SmokeBuildingLarge
ParticleSysBone FireSmall02 SmokeBuildingLarge
ParticleSysBone FireSmall03 SmokeBuildingLarge
ParticleSysBone FireSmall04 SmokeBuildingLarge
ParticleSysBone FireSmall05 SmokeBuildingLarge
End
AnimationState = DESTROYED_BACK
BeginScript
CurDrawableHideSubObject("RBGoldHall_03")
EndScript
End
ModelConditionState = DESTROYED_LEFT
Model = RBGoldHall_D2
ParticleSysBone FireSmall01 FireBuildingLarge
ParticleSysBone FireSmall02 FireBuildingLarge
ParticleSysBone FireSmall03 FireBuildingLarge
ParticleSysBone FireSmall04 FireBuildingLarge
ParticleSysBone FireSmall05 FireBuildingLarge
ParticleSysBone FireSmall01 SmokeBuildingLarge
ParticleSysBone FireSmall02 SmokeBuildingLarge
ParticleSysBone FireSmall03 SmokeBuildingLarge
ParticleSysBone FireSmall04 SmokeBuildingLarge
ParticleSysBone FireSmall05 SmokeBuildingLarge
End
AnimationState = DESTROYED_LEFT
BeginScript
CurDrawableHideSubObject("RBGoldHall_04")
EndScript
End
ModelConditionState = DAMAGED
Model = RBGoldHall_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 = RBGoldHall_D2
ParticleSysBone FireSmall01 FireBuildingLarge
ParticleSysBone FireSmall02 FireBuildingLarge
ParticleSysBone FireSmall03 FireBuildingLarge
ParticleSysBone FireSmall04 FireBuildingLarge
ParticleSysBone FireSmall05 FireBuildingLarge
ParticleSysBone FireSmall01 SmokeBuildingLarge
ParticleSysBone FireSmall02 SmokeBuildingLarge
ParticleSysBone FireSmall03 SmokeBuildingLarge
ParticleSysBone FireSmall04 SmokeBuildingLarge
ParticleSysBone FireSmall05 SmokeBuildingLarge
End
AnimationState = REALLYDAMAGED
EnteringStateFX = FX_BuildingReallyDamaged
End
ModelConditionState = RUBBLE
Model = RBGoldHall_D2
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
AnimationState = RUBBLE
BeginScript
CurDrawableHideSubObject("RBGoldHall_01")
CurDrawableHideSubObject("RBGoldHall_02")
CurDrawableHideSubObject("RBGoldHall_03")
CurDrawableHideSubObject("RBGoldHall_04")
EndScript
EnteringStateFX = FX_WallDie
End
ModelConditionState = POST_RUBBLE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
ModelConditionState = POST_COLLAPSE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
End
PlacementViewAngle = 90
; ***DESIGN parameters ***
DisplayName = OBJECT:RohanGoldenHall
Side = Obsolete
EditorSorting = STRUCTURE
ThreatLevel = 1.0
BuildCost = 2500
BuildTime = 60.0 ; in seconds
VisionRange = 160.0 ; Shroud clearing distance
ShroudClearingRange = 160
ArmorSet
Conditions = None
Armor = CitadelArmor
End
CommandSet = GoldenHallCommandSet
; *** AUDIO Parameters ***
; #include "..\..\..\Includes\StandardBuildingEvaEvents.inc"
SoundOnDamaged = BuildingLightDamageWood
SoundOnReallyDamaged = BuildingHeavyDamageWood
VoiceSelect = RohanCitadelSelect
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_ALWAYS_CAMP
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE NEED_BASE_FOUNDATION MP_COUNT_FOR_VICTORY FS_FACTORY AUTO_RALLYPOINT MADE_OF_WOOD
Behavior = GettingBuiltBehavior GetBuiltBehaviorTag
WorkerName = RohanWorkerNoSelect
RebuildTimeSeconds = CASTLE_WALL_REBUILD_TIME
End
Behavior = CastleMemberBehavior ModuleTag_CMB
End
Body = StructureBody ModuleTag_05
MaxHealth = ROHAN_CENTRAL_GOLDENHALL_HEALTH
DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK
DamageCreationList = OCL_RBGoldHall_Chunk1 CATAPULT_ROCK FRONT_DESTROYED
DamageCreationList = OCL_RBGoldHall_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED
DamageCreationList = OCL_RBGoldHall_Chunk3 CATAPULT_ROCK BACK_DESTROYED
DamageCreationList = OCL_RBGoldHall_Chunk4 CATAPULT_ROCK LEFT_DESTROYED
End
; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are
; never truly destroyed, even when reduced to zero health. Also note that garrisonable
; buildings automatically stick around because GarrisonContain has it's own DieModule
Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
DestructionDelay = 5000
End
Behavior = StructureCollapseUpdate ModuleTag_06
MinCollapseDelay = 000
MaxCollapseDelay = 000
CollapseDamping = .5
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 800
BigBurstFrequency = 4
FXList = INITIAL FX_StructureMediumCollapse
End
;-----------------------------------------------
;Used for hero revival and initial construction
Behavior = ProductionUpdate ProductionUpdateModuleTag
; nothing, but is required if we have any Object-level Upgrades!
End
Behavior = QueueProductionExitUpdate ModuleTag_QueuePEU
UnitCreatePoint = X:0.0 Y:-20.0 Z:0.0
NaturalRallyPoint = X:28.8 Y:-80.0 Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius!
ExitDelay = 300 ;Handles delays between units if multiple produced at a time.
End
;-----------------------------------------------
; Behavior = HordeGarrisonContain ModuleTag_hordeGarrison
; ObjectStatusOfContained = UNSELECTABLE CAN_ATTACK
; ContainMax = 6
; DamagePercentToUnits = 100%
; PassengerFilter = ANY +INFANTRY +HORDE +CAVALRY +HERO -SUMMONED -WildSpiderling -WildSpiderlingHorde
; AllowEnemiesInside = No
; AllowNeutralInside = 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:ARROWBONE KindOf:INFANTRY
;
; ;ModifierToGiveOnExit = GoldenHallLastChargeInvulnerability
;
;
; ;PassengersTestCollisionHeight = 80
; ;Slots = 1
; ;EnterSound = GarrisonEnter
; ;ExitSound = GarrisonExit
; ;ExitDelay = 250
; ;GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting
; ;ForceOrientationContainer = No ; otherwise contained units can't orient themselves towards their targets...
; End
; Behavior = CreateObjectDie ModuleTag_08
; CreationList = OCL_SmallStructureDebris
; End
; Behavior = ProductionUpdate ModuleTag_10
; ; nothing, but is required if we have any Object-level Upgrades!
; End
; Behavior = FlammableUpdate ModuleTag_14
; AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
; AflameDamageAmount = 5 ; taking this much damage...
; AflameDamageDelay = 500 ; this often.
; 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
Behavior = BuildingBehavior BuildingModuleTag
NightWindowName = WINDOW_N01
; FireWindowName = WINDOW_F01
; GlowWindowName = WINDOW_G01
; FireName = FIRE01
End
Geometry = BOX
GeometryMajorRadius = 27
GeometryMinorRadius = 45
GeometryHeight = 47
GeometryOffset = X:0 Y:0 Z:0
AdditionalGeometry = BOX
GeometryMajorRadius = 60.0
GeometryMinorRadius = 20.0
GeometryHeight = 30
AdditionalGeometry = BOX
GeometryMajorRadius = 16.0
GeometryMinorRadius = 16.0
GeometryHeight = 100
AdditionalGeometry = BOX
GeometryMajorRadius = 7.0
GeometryMinorRadius = 7.0
GeometryHeight = 155
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
GeometryContactPoint = X:-48.78 Y:31.646 Z:0 Repair
GeometryContactPoint = X:46.105 Y:-24.325 Z:0 Repair
GeometryContactPoint = X:34.019 Y:45.92 Z:0
GeometryContactPoint = X:-40.263 Y:-38.858 Z:0
GeometryContactPoint = X:-1.232 Y:-0.6 Z:153.736 Swoop
End