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data_ini_object_obsolete_rohan_sentrytower.ini
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Text File
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2006-01-31
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7KB
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223 lines
;------------------------------------------------------------------------------------------
;Rohan Sentry Tower
Object RohanSentryTower
SelectPortrait = BPRSentryTwr
; *** ART Parameters ***
ButtonImage = BRSentryTwr
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_Draw
ExtraPublicBone = ARROWBONE01
ExtraPublicBone = ARROWBONE02
ExtraPublicBone = ARROWBONE03
ExtraPublicBone = ARROWBONE04
ExtraPublicBone = ARROWBONE05
ExtraPublicBone = ARROWBONE06
ExtraPublicBone = ARROWBONE07
ExtraPublicBone = ARROWBONE08
ExtraPublicBone = ARROWBONE09
ExtraPublicBone = ARROWBONE10
ExtraPublicBone = ARROWBONE11
ExtraPublicBone = ARROWBONE12
ExtraPublicBone = ARROWBONE13
ExtraPublicBone = ARROWBONE14
ExtraPublicBone = ARROWBONE15
ExtraPublicBone = ARROWBONE16
OkToChangeModelColor = Yes
UseStandardModelNames = Yes
DefaultModelConditionState
Model = RBWatchTowM
WeaponLaunchBone = PRIMARY ARROWBONE
End
;------------ build up states---------------
ModelConditionState = AWAITING_CONSTRUCTION
Model = RBWatchTowM_A
; ParticleSysBone = NONE BuildingDoughnutCloud
End;
AnimationState = AWAITING_CONSTRUCTION
Animation = RBWatchTowM_A
AnimationName = RBWatchTowM_A.RBWatchTowM_A
AnimationMode = MANUAL
AnimationBlendTime = 0
End
Flags = START_FRAME_FIRST
End
ModelConditionState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Model = RBWatchTowM_A
ParticleSysBone = CONSTDUSTBONE01 BuildingContructDust FollowBone:Yes
End;
AnimationState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Animation = RBWatchTowM_A
AnimationName = RBWatchTowM_A.RBWatchTowM_A
AnimationMode = MANUAL
AnimationBlendTime = 0
End
Flags = START_FRAME_FIRST
StateName = BeingConstructed
BeginScript
CurDrawablePlaySound("GondorBarracksBeginConstruction")
EndScript
End
;--damaged building
ModelConditionState = DAMAGED
Model = RBWatchTowM_D1
ParticleSysBone FireSmall01 FireBuildingSmall
ParticleSysBone FireSmall02 FireBuildingSmall
ParticleSysBone FireSmall03 FireBuildingSmall
ParticleSysBone FireSmall04 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
AnimationState = DAMAGED
EnteringStateFX = FX_BuildingDamaged
End
ModelConditionState = REALLYDAMAGED
Model = RBWatchTowM_D2
ParticleSysBone FireSmall01 FireBuildingSmall
ParticleSysBone FireSmall02 FireBuildingSmall
ParticleSysBone FireSmall03 FireBuildingSmall
ParticleSysBone FireSmall04 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
AnimationState = REALLYDAMAGED
EnteringStateFX = FX_BuildingReallyDamaged
End
ModelConditionState = RUBBLE
Model = RBWatchTowM_D2
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
AnimationState = RUBBLE
End
ModelConditionState = POST_RUBBLE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
ModelConditionState = POST_COLLAPSE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
End
; PlacementViewAngle = 0
; ***DESIGN parameters ***
DisplayName = OBJECT:RohanSentryTower
Side = Obsolete
EditorSorting = STRUCTURE
ThreatLevel = 11.0
IsTrainable = No
BuildCost = SENTRY_TOWER_COST
BuildTime = SENTRY_TOWER_BUILDTIME ; in seconds
VisionRange = VISION_BASE_DEFENSE
ShroudClearingRange = SHROUD_CLEAR_BASE_DEFENSE
CommandSet = SellableCommandSet
ArmorSet
Conditions = None
Armor = StructureArmor
;DamageFX = StructureDamageFXNoShake
End
WeaponSet
Weapon = PRIMARY RohanStructureBow
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
; *** AUDIO Parameters ***
; #include "..\..\..\Includes\StandardBuildingEvaEvents.inc"
VoiceSelect = RohanBattleTowerSelect
SoundOnDamaged = BuildingLightDamageWood
SoundOnReallyDamaged = BuildingHeavyDamageWood
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_DEFENSIVE_TOWER
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE NEED_BASE_FOUNDATION CAN_ATTACK FS_BASE_DEFENSE MADE_OF_WOOD
Behavior = GettingBuiltBehavior ModuleTag_04
WorkerName = RohanWorkerNoSelect
End
Body = StructureBody ModuleTag_05
MaxHealth = 1000.0
MaxHealthDamaged = 500.0
MaxHealthReallyDamaged = 250.0
End
Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
DestructionDelay = 5000
End
Behavior = StructureCollapseUpdate ModuleTag_StructureCollapseUpdate
MinCollapseDelay = 000
MaxCollapseDelay = 000
CollapseDamping = .5
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 800
BigBurstFrequency = 4
FXList = INITIAL FX_StructureMediumCollapse
FXList = ALMOST_FINAL FX_StructureAlmostCollapse
DestroyObjectWhenDone = Yes
CollapseHeight = 89
End
Behavior = AIUpdateInterface ModuleTag_SoWeCanUseWeapon
AutoAcquireEnemiesWhenIdle = Yes
MoodAttackCheckRate = 250
End
GeometryContactPoint = X:23.624 Y:23.464 Z:0 Repair
GeometryContactPoint = X:22.954 Y:-16.306 Z:0 Repair
GeometryContactPoint = X:22.954 Y:15.951 Z:0
GeometryContactPoint = X:5.435 Y:-23.279 Z:0
GeometryContactPoint = X:-0.459 Y:-0.275 Z:116.828 Swoop
Geometry = BOX
GeometryMajorRadius = 11
GeometryMinorRadius = 11
GeometryHeight = 80
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
End