; FILE: CivilianBuilding.ini ////////////////////////////////////////////////// ; This file contains only buildings that are not part of any specific ; game faction. Here is where you will find "neutral" buildings and ; any related objects to those buildings (such as debris or bibs) ;////////////////////////////////////////////////////////////////////////////// Object BaseCenterGeneric EditorSorting = SYSTEM Draw = W3DScriptedModelDraw ModuleTag_01 DefaultModelConditionState Model = None End ModelConditionState = WORLD_BUILDER Model = NBasePin End End KindOf = IMMOBILE BASE_FOUNDATION CASTLE_CENTER Behavior = CastleBehavior ModuleTag_castle SidesAllowed = Gondor FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Isengard FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Mordor FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Rohan FROM_PLAYER FROM_AI FROM_SCRIPT UseTheNewCastleSystemInsteadOfTheClunkyBuildList = Yes FilterValidOwnedEntries = ANY +STRUCTURE +WALK_ON_TOP_OF_WALL +BASE_FOUNDATION +TACTICAL_MARKER ;Anything that does not fit this filter will be given to the neutral player, so the template can have rocks and props. ; MaxCastleRadius = 100.0 End End ;---------------------------------------------------------- Object CampFlag ;SelectPortrait = BPRCamp ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = NONE ;NCampsite_SKN ; This is supposed to be invisable.... S.O. ; ParticleSysBone = glowbone01 TorchGlow FollowBone:Yes ; ParticleSysBone = glowbone02 TorchGlow FollowBone:Yes ; ParticleSysBone = glowbone03 TorchGlow FollowBone:Yes ; ParticleSysBone = glowbone04 TorchGlow FollowBone:Yes End ModelConditionState = WORLD_BUILDER Model = NBasePin End IdleAnimationState Animation = flag AnimationName = NCampsite_SKL.NCampsite_IDLA AnimationMode = ONCE AnimationBlendTime = 90 End End AnimationState = JUST_BUILT ; for instant-build Animation = flag AnimationName = NCampsite_SKL.NCampsite_A AnimationMode = ONCE AnimationBlendTime = 0 End Flags = START_FRAME_LAST End AnimationState = UNPACKING Animation AnimationName = NCampsite_SKL.NCampsite_A AnimationMode = ONCE AnimationBlendTime = 90 End Flags = START_FRAME_LAST End AnimationState = PACKING Animation = flag AnimationName = NCampsite_SKL.NCampsite_IDLA AnimationMode = LOOP AnimationBlendTime = 90 End End End Draw = W3DFloorDraw DrawFloorBib ModelName = NCampsite_Bib End ;----------------------- AUDIO ------------------------- VoiceSelect = Gui_PlotSelect ; ***DESIGN parameters *** DisplayName = OBJECT:CampFlag EditorSorting = STRUCTURE Side = Civilian ArmorSet Conditions = None Armor = InvulnerableArmor DamageFX = EmptyDamageFX ; just to avoid an assert End CommandSet = CampFlagCommandSet ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = STRUCTURE SELECTABLE IMMOBILE BASE_FOUNDATION UNATTACKABLE MP_COUNT_FOR_VICTORY BASE_SITE Body = ImmortalBody ModuleTag_02 MaxHealth = 1 End Behavior = CastleBehavior ModuleTag_castle SidesAllowed = Gondor FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Isengard FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Mordor FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Rohan FROM_PLAYER FROM_AI FROM_SCRIPT UseSecondaryBuildList = No ; NOTE: Castles and lumber mills use Secondary Build lists. Only Camps use Primary Build lists. UseTheNewCastleSystemInsteadOfTheClunkyBuildList = Yes CastleToUnpackForFaction = Gondor Camp_GondorSW 2000 CastleToUnpackForFaction = Mordor Camp_MordorSW 2000 CastleToUnpackForFaction = Isengard Camp_Isengard 2000 CastleToUnpackForFaction = Rohan Camp_Rohan 2000 FilterValidOwnedEntries = ANY +STRUCTURE +WALK_ON_TOP_OF_WALL +BASE_FOUNDATION +TACTICAL_MARKER ;Anything that does not fit this filter will be given to the neutral player, so the template can have rocks and props. ;FactionDecal = Gondor GBCampFloor 675.0 ;FactionDecal = Rohan IBCampFloor 650.0 ;FactionDecal = Mordor MBCampFloor 650.0 ;FactionDecal = Isengard IBCampFloor 650.0 MaxCastleRadius = 280.0 FadeTime = 2.0 ; 2 seconds End Geometry = CYLINDER GeometryMajorRadius = 24.0 GeometryMinorRadius = 24.0 GeometryHeight = 24.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object CastleFlag ;SelectPortrait = BPRCamp ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = NCastle_SKN ; ParticleSysBone = glowbone01 TorchGlow FollowBone:Yes ; ParticleSysBone = glowbone02 TorchGlow FollowBone:Yes ; ParticleSysBone = glowbone03 TorchGlow FollowBone:Yes ; ParticleSysBone = glowbone04 TorchGlow FollowBone:Yes ; ParticleSysBone = glowbone05 TorchGlow FollowBone:Yes End ModelConditionState = WORLD_BUILDER Model = NBasePin End IdleAnimationState Animation = flag AnimationName = NCastle_SKL.NCastle_IDLA AnimationMode = ONCE AnimationBlendTime = 90 End End AnimationState = JUST_BUILT ; for instant-build Animation = flag AnimationName = NCastle_SKL.NCastle_A AnimationMode = ONCE AnimationBlendTime = 0 End Flags = START_FRAME_LAST End AnimationState = UNPACKING Animation AnimationName = NCastle_SKL.NCastle_A AnimationMode = ONCE AnimationBlendTime = 90 End Flags = START_FRAME_LAST End AnimationState = PACKING Animation = flag AnimationName = NCastle_SKL.NCastle_IDLA AnimationMode = LOOP AnimationBlendTime = 90 End End End ;----------------------- AUDIO ------------------------- VoiceSelect = Gui_PlotSelect ; ***DESIGN parameters *** DisplayName = OBJECT:CastleFlag EditorSorting = STRUCTURE Side = Civilian ArmorSet Conditions = None Armor = InvulnerableArmor DamageFX = EmptyDamageFX ; just to avoid an assert End CommandSet = CastleFlagCommandSet ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = STRUCTURE SELECTABLE IMMOBILE BASE_FOUNDATION UNATTACKABLE MP_COUNT_FOR_VICTORY BASE_SITE Body = ImmortalBody ModuleTag_02 MaxHealth = 1.0 End Behavior = CastleBehavior ModuleTag_castle SidesAllowed = Gondor FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Rohan FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Mordor FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Isengard FROM_PLAYER FROM_AI FROM_SCRIPT UseSecondaryBuildList = Yes ; NOTE: Castles and lumber mills use Secondary Build lists. Only Camps use Primary Build lists. UseTheNewCastleSystemInsteadOfTheClunkyBuildList = Yes CastleToUnpackForFaction = Gondor Castle_Gondor GONDOR_FLAG_CASTLE_UNPACK_COST CastleToUnpackForFaction = Rohan Castle_Rohan ROHAN_FLAG_CASTLE_UNPACK_COST CastleToUnpackForFaction = Mordor Castle_Mordor MORDOR_FLAG_CASTLE_UNPACK_COST CastleToUnpackForFaction = Isengard Castle_Isengard ISENGARD_FLAG_CASTLE_UNPACK_COST FilterValidOwnedEntries = ANY +STRUCTURE +WALK_ON_TOP_OF_WALL +BASE_FOUNDATION +TACTICAL_MARKER ;Anything that does not fit this filter will be given to the neutral player, so the template can have rocks and props. MaxCastleRadius = 420.0 ScanDistance = 150 End Geometry = BOX GeometryName = CampFlag GeometryMajorRadius = 52.0 GeometryMinorRadius = 52.0 GeometryHeight = 24.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ChildObject CastleFlagNW CastleFlag ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = NCastle_SKN ; ParticleSysBone = glowbone01 TorchGlow FollowBone:Yes ; ParticleSysBone = glowbone02 TorchGlow FollowBone:Yes ; ParticleSysBone = glowbone03 TorchGlow FollowBone:Yes ; ParticleSysBone = glowbone04 TorchGlow FollowBone:Yes ; ParticleSysBone = glowbone05 TorchGlow FollowBone:Yes End ModelConditionState = WORLD_BUILDER Model = Castle_FlagNW End IdleAnimationState Animation = flag AnimationName = NCastle_SKL.NCastle_IDLA AnimationMode = ONCE AnimationBlendTime = 90 End End AnimationState = JUST_BUILT ; for instant-build Animation = flag AnimationName = NCastle_SKL.NCastle_A AnimationMode = ONCE AnimationBlendTime = 0 End Flags = START_FRAME_LAST End AnimationState = UNPACKING Animation AnimationName = NCastle_SKL.NCastle_A AnimationMode = ONCE AnimationBlendTime = 90 End Flags = START_FRAME_LAST End AnimationState = PACKING Animation = flag AnimationName = NCastle_SKL.NCastle_IDLA AnimationMode = LOOP AnimationBlendTime = 90 End End End Behavior = CastleBehavior ModuleTag_castle SidesAllowed = Gondor FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Rohan FROM_PLAYER FROM_AI FROM_SCRIPT UseSecondaryBuildList = Yes ; NOTE: Castles and lumber mills use Secondary Build lists. Only Camps use Primary Build lists. UseTheNewCastleSystemInsteadOfTheClunkyBuildList = Yes CastleToUnpackForFaction = Gondor Castle_GondorNW GONDOR_FLAG_CASTLE_UNPACK_COST CastleToUnpackForFaction = Rohan Castle_RohanNW ROHAN_FLAG_CASTLE_UNPACK_COST CastleToUnpackForFaction = Mordor Castle_MordorNW MORDOR_FLAG_CASTLE_UNPACK_COST CastleToUnpackForFaction = Isengard Castle_IsengardNW ISENGARD_FLAG_CASTLE_UNPACK_COST FilterValidOwnedEntries = ANY +STRUCTURE +WALK_ON_TOP_OF_WALL +BASE_FOUNDATION +TACTICAL_MARKER ;Anything that does not fit this filter will be given to the neutral player, so the template can have rocks and props. MaxCastleRadius = 420.0 ScanDistance = 150 End End ChildObject CastleFlagNE CastleFlag ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = NCastle_SKN ; ParticleSysBone = glowbone01 TorchGlow FollowBone:Yes ; ParticleSysBone = glowbone02 TorchGlow FollowBone:Yes ; ParticleSysBone = glowbone03 TorchGlow FollowBone:Yes ; ParticleSysBone = glowbone04 TorchGlow FollowBone:Yes ; ParticleSysBone = glowbone05 TorchGlow FollowBone:Yes End ModelConditionState = WORLD_BUILDER Model = Castle_FlagNE End IdleAnimationState Animation = flag AnimationName = NCastle_SKL.NCastle_IDLA AnimationMode = ONCE AnimationBlendTime = 90 End End AnimationState = JUST_BUILT ; for instant-build Animation = flag AnimationName = NCastle_SKL.NCastle_A AnimationMode = ONCE AnimationBlendTime = 0 End Flags = START_FRAME_LAST End AnimationState = UNPACKING Animation AnimationName = NCastle_SKL.NCastle_A AnimationMode = ONCE AnimationBlendTime = 90 End Flags = START_FRAME_LAST End AnimationState = PACKING Animation = flag AnimationName = NCastle_SKL.NCastle_IDLA AnimationMode = LOOP AnimationBlendTime = 90 End End End Behavior = CastleBehavior ModuleTag_castle SidesAllowed = Gondor FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Rohan FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Mordor FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Isengard FROM_PLAYER FROM_AI FROM_SCRIPT UseSecondaryBuildList = Yes ; NOTE: Castles and lumber mills use Secondary Build lists. Only Camps use Primary Build lists. UseTheNewCastleSystemInsteadOfTheClunkyBuildList = Yes CastleToUnpackForFaction = Gondor Castle_GondorNE GONDOR_FLAG_CASTLE_UNPACK_COST CastleToUnpackForFaction = Rohan Castle_RohanNE ROHAN_FLAG_CASTLE_UNPACK_COST CastleToUnpackForFaction = Mordor Castle_MordorNE MORDOR_FLAG_CASTLE_UNPACK_COST CastleToUnpackForFaction = Isengard Castle_IsengardNE ISENGARD_FLAG_CASTLE_UNPACK_COST FilterValidOwnedEntries = ANY +STRUCTURE +WALK_ON_TOP_OF_WALL +BASE_FOUNDATION +TACTICAL_MARKER ;Anything that does not fit this filter will be given to the neutral player, so the template can have rocks and props. MaxCastleRadius = 420.0 ScanDistance = 150 End End ;------------------------------------------------------ ChildObject CastleFlagSW CastleFlag ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = NCastle_SKN ; ParticleSysBone = glowbone01 TorchGlow FollowBone:Yes ; ParticleSysBone = glowbone02 TorchGlow FollowBone:Yes ; ParticleSysBone = glowbone03 TorchGlow FollowBone:Yes ; ParticleSysBone = glowbone04 TorchGlow FollowBone:Yes ; ParticleSysBone = glowbone05 TorchGlow FollowBone:Yes End ModelConditionState = WORLD_BUILDER Model = Castle_FlagSW End IdleAnimationState Animation = flag AnimationName = NCastle_SKL.NCastle_IDLA AnimationMode = ONCE AnimationBlendTime = 90 End End AnimationState = JUST_BUILT ; for instant-build Animation = flag AnimationName = NCastle_SKL.NCastle_A AnimationMode = ONCE AnimationBlendTime = 0 End Flags = START_FRAME_LAST End AnimationState = UNPACKING Animation AnimationName = NCastle_SKL.NCastle_A AnimationMode = ONCE AnimationBlendTime = 90 End Flags = START_FRAME_LAST End AnimationState = PACKING Animation = flag AnimationName = NCastle_SKL.NCastle_IDLA AnimationMode = LOOP AnimationBlendTime = 90 End End End Behavior = CastleBehavior ModuleTag_castle SidesAllowed = Gondor FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Rohan FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Mordor FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Isengard FROM_PLAYER FROM_AI FROM_SCRIPT UseSecondaryBuildList = Yes ; NOTE: Castles and lumber mills use Secondary Build lists. Only Camps use Primary Build lists. UseTheNewCastleSystemInsteadOfTheClunkyBuildList = Yes CastleToUnpackForFaction = Gondor Castle_GondorSW GONDOR_FLAG_CASTLE_UNPACK_COST CastleToUnpackForFaction = Rohan Castle_RohanSW ROHAN_FLAG_CASTLE_UNPACK_COST CastleToUnpackForFaction = Mordor Castle_MordorSW MORDOR_FLAG_CASTLE_UNPACK_COST CastleToUnpackForFaction = Isengard Castle_IsengardSW ISENGARD_FLAG_CASTLE_UNPACK_COST FilterValidOwnedEntries = ANY +STRUCTURE +WALK_ON_TOP_OF_WALL +BASE_FOUNDATION +TACTICAL_MARKER ;Anything that does not fit this filter will be given to the neutral player, so the template can have rocks and props. MaxCastleRadius = 420.0 ScanDistance = 150 End End ChildObject CastleFlagSE CastleFlag ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = NCastle_SKN ; ParticleSysBone = glowbone01 TorchGlow FollowBone:Yes ; ParticleSysBone = glowbone02 TorchGlow FollowBone:Yes ; ParticleSysBone = glowbone03 TorchGlow FollowBone:Yes ; ParticleSysBone = glowbone04 TorchGlow FollowBone:Yes ; ParticleSysBone = glowbone05 TorchGlow FollowBone:Yes End ModelConditionState = WORLD_BUILDER Model = Castle_FlagSE End IdleAnimationState Animation = flag AnimationName = NCastle_SKL.NCastle_IDLA AnimationMode = ONCE AnimationBlendTime = 90 End End AnimationState = JUST_BUILT ; for instant-build Animation = flag AnimationName = NCastle_SKL.NCastle_A AnimationMode = ONCE AnimationBlendTime = 0 End Flags = START_FRAME_LAST End AnimationState = UNPACKING Animation AnimationName = NCastle_SKL.NCastle_A AnimationMode = ONCE AnimationBlendTime = 90 End Flags = START_FRAME_LAST End AnimationState = PACKING Animation = flag AnimationName = NCastle_SKL.NCastle_IDLA AnimationMode = LOOP AnimationBlendTime = 90 End End End Behavior = CastleBehavior ModuleTag_castle SidesAllowed = Gondor FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Rohan FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Mordor FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Isengard FROM_PLAYER FROM_AI FROM_SCRIPT UseSecondaryBuildList = Yes ; NOTE: Castles and lumber mills use Secondary Build lists. Only Camps use Primary Build lists. UseTheNewCastleSystemInsteadOfTheClunkyBuildList = Yes CastleToUnpackForFaction = Gondor Castle_GondorSE GONDOR_FLAG_CASTLE_UNPACK_COST CastleToUnpackForFaction = Rohan Castle_RohanSE ROHAN_FLAG_CASTLE_UNPACK_COST CastleToUnpackForFaction = Mordor Castle_MordorSE MORDOR_FLAG_CASTLE_UNPACK_COST CastleToUnpackForFaction = Isengard Castle_IsengardSE ISENGARD_FLAG_CASTLE_UNPACK_COST FilterValidOwnedEntries = ANY +STRUCTURE +WALK_ON_TOP_OF_WALL +BASE_FOUNDATION +TACTICAL_MARKER ;Anything that does not fit this filter will be given to the neutral player, so the template can have rocks and props. MaxCastleRadius = 420.0 ScanDistance = 150 End End ;------------------------------------------------------------------------------ Object EconomyPlotFlag ;SelectPortrait = BPRCamp ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = NFarm_SKN ParticleSysBone = FXbone01 FireSmoke FollowBone:Yes ; ParticleSysBone = FXbone01 TorchGlow FollowBone:Yes End ModelConditionState = WORLD_BUILDER Model = EcoPlot_Flag End IdleAnimationState Animation = flag AnimationName = NFarm_SKL.NFarm_IDLA AnimationMode = ONCE AnimationBlendTime = 90 End End AnimationState = JUST_BUILT ; for instant-build Animation = flag AnimationName = NFarm_SKL.NFarm_A AnimationMode = ONCE AnimationBlendTime = 0 End Flags = START_FRAME_LAST End AnimationState = UNPACKING Animation AnimationName = NFarm_SKL.NFarm_A AnimationMode = ONCE AnimationBlendTime = 90 End Flags = START_FRAME_LAST End AnimationState = PACKING Animation = flag AnimationName = NFarm_SKL.NFarm_IDLA AnimationMode = LOOP AnimationBlendTime = 90 End End End ;-------------Floor bib Draw = W3DFloorDraw DrawFloorBib ModelName = NFarm_Bib End ;----------------------- AUDIO ------------------------- VoiceSelect = Gui_PlotSelect ; ***DESIGN parameters *** DisplayName = OBJECT:EconomyFlag EditorSorting = STRUCTURE Side = Civilian ArmorSet Conditions = None Armor = InvulnerableArmor DamageFX = EmptyDamageFX ; just to avoid an assert End CommandSet = EconomyFlagCommandSet ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = STRUCTURE SELECTABLE IMMOBILE BASE_FOUNDATION UNATTACKABLE BASE_SITE ;MP_COUNT_FOR_VICTORY;removed so econ plots will not keep zombie games going Body = ImmortalBody ModuleTag_02 MaxHealth = 1 End Behavior = CastleBehavior ModuleTag_castle SidesAllowed = Isengard FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Mordor FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Rohan FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Gondor FROM_PLAYER FROM_AI FROM_SCRIPT UseSecondaryBuildList = Yes ; NOTE: Castles and lumber mills use Secondary Build lists. Only Camps use Primary Build lists. UseTheNewCastleSystemInsteadOfTheClunkyBuildList = Yes CastleToUnpackForFaction = Mordor Lumbermill_Mordor MORDOR_FLAG_ECONOMY_UNPACK_COST CastleToUnpackForFaction = Isengard Lumbermill_Mordor ISENGARD_FLAG_ECONOMY_UNPACK_COST CastleToUnpackForFaction = Rohan EconomyFarm_Rohan ROHAN_FLAG_ECONOMY_UNPACK_COST CastleToUnpackForFaction = Gondor Farm_Gondor GONDOR_FLAG_ECONOMY_UNPACK_COST FilterValidOwnedEntries = ANY +STRUCTURE +WALK_ON_TOP_OF_WALL +BASE_FOUNDATION +TACTICAL_MARKER ;Anything that does not fit this filter will be given to the neutral player, so the template can have rocks and props. ; MaxCastleRadius = 100.0 End Behavior = CommandSetUpgrade ModuleTag_commandSetRohanDualEconomy TriggeredBy = Upgrade_RohanDualEconomyChoice CommandSet = RohanEconomyPlotCommandSet End Behavior = CommandSetUpgrade ModuleTag_commandSetEvilDualEconomy TriggeredBy = Upgrade_MordorDualEconomyChoice CommandSet = MordorEconomyPlotCommandSet End Behavior = CommandSetUpgrade ModuleTag_commandSetIsengardDualEconomy TriggeredBy = Upgrade_IsengardDualEconomyChoice CommandSet = IsengardEconomyPlotCommandSet End Behavior = CommandSetUpgrade ModuleTag_commandSetFaction1DualEconomy TriggeredBy = Upgrade_Faction1DualEconomyChoice CommandSet = Faction1EconomyPlotCommandSet End Geometry = CYLINDER GeometryMajorRadius = 12.0 GeometryMinorRadius = 12.0 GeometryHeight = 24.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object EconomyPlotFlag_GondorPreBuilt01 ;SelectPortrait = BPRCamp ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = NFarm_SKN ParticleSysBone = FXbone01 FireSmoke FollowBone:Yes ; ParticleSysBone = FXbone01 TorchGlow FollowBone:Yes End ModelConditionState = WORLD_BUILDER Model = EcoPlot_Flag End IdleAnimationState Animation = flag AnimationName = NFarm_SKL.NFarm_IDLA AnimationMode = ONCE AnimationBlendTime = 90 End End AnimationState = JUST_BUILT ; for instant-build Animation = flag AnimationName = NFarm_SKL.NFarm_A AnimationMode = ONCE AnimationBlendTime = 0 End Flags = START_FRAME_LAST End AnimationState = UNPACKING Animation AnimationName = NFarm_SKL.NFarm_A AnimationMode = ONCE AnimationBlendTime = 90 End Flags = START_FRAME_LAST End AnimationState = PACKING Animation = flag AnimationName = NFarm_SKL.NFarm_IDLA AnimationMode = LOOP AnimationBlendTime = 90 End End End ;-------------Floor bib Draw = W3DFloorDraw DrawFloorBib ModelName = NFarm_Bib End ;----------------------- AUDIO ------------------------- VoiceSelect = Gui_PlotSelect ; ***DESIGN parameters *** DisplayName = OBJECT:EconomyFlag EditorSorting = STRUCTURE Side = Civilian ArmorSet Conditions = None Armor = InvulnerableArmor DamageFX = EmptyDamageFX ; just to avoid an assert End CommandSet = EconomyFlagCommandSet ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = STRUCTURE SELECTABLE IMMOBILE BASE_FOUNDATION UNATTACKABLE BASE_SITE ;MP_COUNT_FOR_VICTORY;removed so econ plots will not keep zombie games going Body = ImmortalBody ModuleTag_02 MaxHealth = 1 End Behavior = CastleBehavior ModuleTag_castle SidesAllowed = Isengard FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Mordor FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Rohan FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Gondor FROM_PLAYER FROM_AI FROM_SCRIPT UseSecondaryBuildList = Yes ; NOTE: Castles and lumber mills use Secondary Build lists. Only Camps use Primary Build lists. UseTheNewCastleSystemInsteadOfTheClunkyBuildList = Yes CastleToUnpackForFaction = Mordor Lumbermill_Mordor CastleToUnpackForFaction = Isengard Lumbermill_Mordor CastleToUnpackForFaction = Rohan EconomyFarm_Rohan CastleToUnpackForFaction = Gondor Farm_Gondor FilterValidOwnedEntries = ANY +STRUCTURE +WALK_ON_TOP_OF_WALL +BASE_FOUNDATION +TACTICAL_MARKER ;Anything that does not fit this filter will be given to the neutral player, so the template can have rocks and props. PreBuiltList = GondorFarm 1 PreBuiltPlyr = PlyrGondor ; MaxCastleRadius = 100.0 End Behavior = CommandSetUpgrade ModuleTag_commandSetRohanDualEconomy TriggeredBy = Upgrade_RohanDualEconomyChoice CommandSet = RohanEconomyPlotCommandSet End Behavior = CommandSetUpgrade ModuleTag_commandSetEvilDualEconomy TriggeredBy = Upgrade_MordorDualEconomyChoice CommandSet = MordorEconomyPlotCommandSet End Behavior = CommandSetUpgrade ModuleTag_commandSetIsengardDualEconomy TriggeredBy = Upgrade_IsengardDualEconomyChoice CommandSet = IsengardEconomyPlotCommandSet End Behavior = CommandSetUpgrade ModuleTag_commandSetFaction1DualEconomy TriggeredBy = Upgrade_Faction1DualEconomyChoice CommandSet = Faction1EconomyPlotCommandSet End Geometry = CYLINDER GeometryMajorRadius = 12.0 GeometryMinorRadius = 12.0 GeometryHeight = 24.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object EconomyPlotFlag_GondorPreBuilt02 ;SelectPortrait = BPRCamp ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = NFarm_SKN ParticleSysBone = FXbone01 FireSmoke FollowBone:Yes ; ParticleSysBone = FXbone01 TorchGlow FollowBone:Yes End ModelConditionState = WORLD_BUILDER Model = EcoPlot_Flag End IdleAnimationState Animation = flag AnimationName = NFarm_SKL.NFarm_IDLA AnimationMode = ONCE AnimationBlendTime = 90 End End AnimationState = JUST_BUILT ; for instant-build Animation = flag AnimationName = NFarm_SKL.NFarm_A AnimationMode = ONCE AnimationBlendTime = 0 End Flags = START_FRAME_LAST End AnimationState = UNPACKING Animation AnimationName = NFarm_SKL.NFarm_A AnimationMode = ONCE AnimationBlendTime = 90 End Flags = START_FRAME_LAST End AnimationState = PACKING Animation = flag AnimationName = NFarm_SKL.NFarm_IDLA AnimationMode = LOOP AnimationBlendTime = 90 End End End ;-------------Floor bib Draw = W3DFloorDraw DrawFloorBib ModelName = NFarm_Bib End ;----------------------- AUDIO ------------------------- VoiceSelect = Gui_PlotSelect ; ***DESIGN parameters *** DisplayName = OBJECT:EconomyFlag EditorSorting = STRUCTURE Side = Civilian ArmorSet Conditions = None Armor = InvulnerableArmor DamageFX = EmptyDamageFX ; just to avoid an assert End CommandSet = EconomyFlagCommandSet ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = STRUCTURE SELECTABLE IMMOBILE BASE_FOUNDATION UNATTACKABLE BASE_SITE ;MP_COUNT_FOR_VICTORY;removed so econ plots will not keep zombie games going Body = ImmortalBody ModuleTag_02 MaxHealth = 1 End Behavior = CastleBehavior ModuleTag_castle SidesAllowed = Isengard FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Mordor FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Rohan FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Gondor FROM_PLAYER FROM_AI FROM_SCRIPT UseSecondaryBuildList = Yes ; NOTE: Castles and lumber mills use Secondary Build lists. Only Camps use Primary Build lists. UseTheNewCastleSystemInsteadOfTheClunkyBuildList = Yes CastleToUnpackForFaction = Mordor Lumbermill_Mordor CastleToUnpackForFaction = Isengard Lumbermill_Mordor CastleToUnpackForFaction = Rohan EconomyFarm_Rohan CastleToUnpackForFaction = Gondor Farm_Gondor FilterValidOwnedEntries = ANY +STRUCTURE +WALK_ON_TOP_OF_WALL +BASE_FOUNDATION +TACTICAL_MARKER ;Anything that does not fit this filter will be given to the neutral player, so the template can have rocks and props. PreBuiltList = GondorFarm 1 PreBuiltPlyr = PlyrGondor ; MaxCastleRadius = 100.0 End Behavior = CommandSetUpgrade ModuleTag_commandSetRohanDualEconomy TriggeredBy = Upgrade_RohanDualEconomyChoice CommandSet = RohanEconomyPlotCommandSet End Behavior = CommandSetUpgrade ModuleTag_commandSetEvilDualEconomy TriggeredBy = Upgrade_MordorDualEconomyChoice CommandSet = MordorEconomyPlotCommandSet End Behavior = CommandSetUpgrade ModuleTag_commandSetIsengardDualEconomy TriggeredBy = Upgrade_IsengardDualEconomyChoice CommandSet = IsengardEconomyPlotCommandSet End Behavior = CommandSetUpgrade ModuleTag_commandSetFaction1DualEconomy TriggeredBy = Upgrade_Faction1DualEconomyChoice CommandSet = Faction1EconomyPlotCommandSet End Geometry = CYLINDER GeometryMajorRadius = 12.0 GeometryMinorRadius = 12.0 GeometryHeight = 24.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object EconomyPlotFlag_GondorPreBuilt03 ;SelectPortrait = BPRCamp ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = NFarm_SKN ParticleSysBone = FXbone01 FireSmoke FollowBone:Yes ; ParticleSysBone = FXbone01 TorchGlow FollowBone:Yes End ModelConditionState = WORLD_BUILDER Model = EcoPlot_Flag End IdleAnimationState Animation = flag AnimationName = NFarm_SKL.NFarm_IDLA AnimationMode = ONCE AnimationBlendTime = 90 End End AnimationState = JUST_BUILT ; for instant-build Animation = flag AnimationName = NFarm_SKL.NFarm_A AnimationMode = ONCE AnimationBlendTime = 0 End Flags = START_FRAME_LAST End AnimationState = UNPACKING Animation AnimationName = NFarm_SKL.NFarm_A AnimationMode = ONCE AnimationBlendTime = 90 End Flags = START_FRAME_LAST End AnimationState = PACKING Animation = flag AnimationName = NFarm_SKL.NFarm_IDLA AnimationMode = LOOP AnimationBlendTime = 90 End End End ;-------------Floor bib Draw = W3DFloorDraw DrawFloorBib ModelName = NFarm_Bib End ;----------------------- AUDIO ------------------------- VoiceSelect = Gui_PlotSelect ; ***DESIGN parameters *** DisplayName = OBJECT:EconomyFlag EditorSorting = STRUCTURE Side = Civilian ArmorSet Conditions = None Armor = InvulnerableArmor DamageFX = EmptyDamageFX ; just to avoid an assert End CommandSet = EconomyFlagCommandSet ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = STRUCTURE SELECTABLE IMMOBILE BASE_FOUNDATION UNATTACKABLE BASE_SITE ;MP_COUNT_FOR_VICTORY;removed so econ plots will not keep zombie games going Body = ImmortalBody ModuleTag_02 MaxHealth = 1 End Behavior = CastleBehavior ModuleTag_castle SidesAllowed = Isengard FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Mordor FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Rohan FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Gondor FROM_PLAYER FROM_AI FROM_SCRIPT UseSecondaryBuildList = Yes ; NOTE: Castles and lumber mills use Secondary Build lists. Only Camps use Primary Build lists. UseTheNewCastleSystemInsteadOfTheClunkyBuildList = Yes CastleToUnpackForFaction = Mordor Lumbermill_Mordor CastleToUnpackForFaction = Isengard Lumbermill_Mordor CastleToUnpackForFaction = Rohan EconomyFarm_Rohan CastleToUnpackForFaction = Gondor Farm_Gondor FilterValidOwnedEntries = ANY +STRUCTURE +WALK_ON_TOP_OF_WALL +BASE_FOUNDATION +TACTICAL_MARKER ;Anything that does not fit this filter will be given to the neutral player, so the template can have rocks and props. PreBuiltList = GondorFarm 1 PreBuiltPlyr = PlyrGondor ; MaxCastleRadius = 100.0 End Behavior = CommandSetUpgrade ModuleTag_commandSetRohanDualEconomy TriggeredBy = Upgrade_RohanDualEconomyChoice CommandSet = RohanEconomyPlotCommandSet End Behavior = CommandSetUpgrade ModuleTag_commandSetEvilDualEconomy TriggeredBy = Upgrade_MordorDualEconomyChoice CommandSet = MordorEconomyPlotCommandSet End Behavior = CommandSetUpgrade ModuleTag_commandSetIsengardDualEconomy TriggeredBy = Upgrade_IsengardDualEconomyChoice CommandSet = IsengardEconomyPlotCommandSet End Behavior = CommandSetUpgrade ModuleTag_commandSetFaction1DualEconomy TriggeredBy = Upgrade_Faction1DualEconomyChoice CommandSet = Faction1EconomyPlotCommandSet End Geometry = CYLINDER GeometryMajorRadius = 12.0 GeometryMinorRadius = 12.0 GeometryHeight = 24.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object EconomyPlotFlag_GondorPreBuilt04 ;SelectPortrait = BPRCamp ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = NFarm_SKN ParticleSysBone = FXbone01 FireSmoke FollowBone:Yes ; ParticleSysBone = FXbone01 TorchGlow FollowBone:Yes End ModelConditionState = WORLD_BUILDER Model = EcoPlot_Flag End IdleAnimationState Animation = flag AnimationName = NFarm_SKL.NFarm_IDLA AnimationMode = ONCE AnimationBlendTime = 90 End End AnimationState = JUST_BUILT ; for instant-build Animation = flag AnimationName = NFarm_SKL.NFarm_A AnimationMode = ONCE AnimationBlendTime = 0 End Flags = START_FRAME_LAST End AnimationState = UNPACKING Animation AnimationName = NFarm_SKL.NFarm_A AnimationMode = ONCE AnimationBlendTime = 90 End Flags = START_FRAME_LAST End AnimationState = PACKING Animation = flag AnimationName = NFarm_SKL.NFarm_IDLA AnimationMode = LOOP AnimationBlendTime = 90 End End End ;-------------Floor bib Draw = W3DFloorDraw DrawFloorBib ModelName = NFarm_Bib End ;----------------------- AUDIO ------------------------- VoiceSelect = Gui_PlotSelect ; ***DESIGN parameters *** DisplayName = OBJECT:EconomyFlag EditorSorting = STRUCTURE Side = Civilian ArmorSet Conditions = None Armor = InvulnerableArmor DamageFX = EmptyDamageFX ; just to avoid an assert End CommandSet = EconomyFlagCommandSet ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = STRUCTURE SELECTABLE IMMOBILE BASE_FOUNDATION UNATTACKABLE BASE_SITE ;MP_COUNT_FOR_VICTORY;removed so econ plots will not keep zombie games going Body = ImmortalBody ModuleTag_02 MaxHealth = 1 End Behavior = CastleBehavior ModuleTag_castle SidesAllowed = Isengard FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Mordor FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Rohan FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Gondor FROM_PLAYER FROM_AI FROM_SCRIPT UseSecondaryBuildList = Yes ; NOTE: Castles and lumber mills use Secondary Build lists. Only Camps use Primary Build lists. UseTheNewCastleSystemInsteadOfTheClunkyBuildList = Yes CastleToUnpackForFaction = Mordor Lumbermill_Mordor CastleToUnpackForFaction = Isengard Lumbermill_Mordor CastleToUnpackForFaction = Rohan EconomyFarm_Rohan CastleToUnpackForFaction = Gondor Farm_Gondor FilterValidOwnedEntries = ANY +STRUCTURE +WALK_ON_TOP_OF_WALL +BASE_FOUNDATION +TACTICAL_MARKER ;Anything that does not fit this filter will be given to the neutral player, so the template can have rocks and props. PreBuiltList = GondorFarm 1 PreBuiltPlyr = PlyrGondor ; MaxCastleRadius = 100.0 End Behavior = CommandSetUpgrade ModuleTag_commandSetRohanDualEconomy TriggeredBy = Upgrade_RohanDualEconomyChoice CommandSet = RohanEconomyPlotCommandSet End Behavior = CommandSetUpgrade ModuleTag_commandSetEvilDualEconomy TriggeredBy = Upgrade_MordorDualEconomyChoice CommandSet = MordorEconomyPlotCommandSet End Behavior = CommandSetUpgrade ModuleTag_commandSetIsengardDualEconomy TriggeredBy = Upgrade_IsengardDualEconomyChoice CommandSet = IsengardEconomyPlotCommandSet End Behavior = CommandSetUpgrade ModuleTag_commandSetFaction1DualEconomy TriggeredBy = Upgrade_Faction1DualEconomyChoice CommandSet = Faction1EconomyPlotCommandSet End Geometry = CYLINDER GeometryMajorRadius = 12.0 GeometryMinorRadius = 12.0 GeometryHeight = 24.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object EconomyPlotFlag_GondorPreBuilt05 ;SelectPortrait = BPRCamp ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = NFarm_SKN ParticleSysBone = FXbone01 FireSmoke FollowBone:Yes ; ParticleSysBone = FXbone01 TorchGlow FollowBone:Yes End ModelConditionState = WORLD_BUILDER Model = EcoPlot_Flag End IdleAnimationState Animation = flag AnimationName = NFarm_SKL.NFarm_IDLA AnimationMode = ONCE AnimationBlendTime = 90 End End AnimationState = JUST_BUILT ; for instant-build Animation = flag AnimationName = NFarm_SKL.NFarm_A AnimationMode = ONCE AnimationBlendTime = 0 End Flags = START_FRAME_LAST End AnimationState = UNPACKING Animation AnimationName = NFarm_SKL.NFarm_A AnimationMode = ONCE AnimationBlendTime = 90 End Flags = START_FRAME_LAST End AnimationState = PACKING Animation = flag AnimationName = NFarm_SKL.NFarm_IDLA AnimationMode = LOOP AnimationBlendTime = 90 End End End ;-------------Floor bib Draw = W3DFloorDraw DrawFloorBib ModelName = NFarm_Bib End ;----------------------- AUDIO ------------------------- VoiceSelect = Gui_PlotSelect ; ***DESIGN parameters *** DisplayName = OBJECT:EconomyFlag EditorSorting = STRUCTURE Side = Civilian ArmorSet Conditions = None Armor = InvulnerableArmor DamageFX = EmptyDamageFX ; just to avoid an assert End CommandSet = EconomyFlagCommandSet ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = STRUCTURE SELECTABLE IMMOBILE BASE_FOUNDATION UNATTACKABLE BASE_SITE ;MP_COUNT_FOR_VICTORY;removed so econ plots will not keep zombie games going Body = ImmortalBody ModuleTag_02 MaxHealth = 1 End Behavior = CastleBehavior ModuleTag_castle SidesAllowed = Isengard FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Mordor FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Rohan FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Gondor FROM_PLAYER FROM_AI FROM_SCRIPT UseSecondaryBuildList = Yes ; NOTE: Castles and lumber mills use Secondary Build lists. Only Camps use Primary Build lists. UseTheNewCastleSystemInsteadOfTheClunkyBuildList = Yes CastleToUnpackForFaction = Mordor Lumbermill_Mordor CastleToUnpackForFaction = Isengard Lumbermill_Mordor CastleToUnpackForFaction = Rohan EconomyFarm_Rohan CastleToUnpackForFaction = Gondor Farm_Gondor FilterValidOwnedEntries = ANY +STRUCTURE +WALK_ON_TOP_OF_WALL +BASE_FOUNDATION +TACTICAL_MARKER ;Anything that does not fit this filter will be given to the neutral player, so the template can have rocks and props. PreBuiltList = GondorFarm 1 PreBuiltPlyr = PlyrGondor ; MaxCastleRadius = 100.0 End Behavior = CommandSetUpgrade ModuleTag_commandSetRohanDualEconomy TriggeredBy = Upgrade_RohanDualEconomyChoice CommandSet = RohanEconomyPlotCommandSet End Behavior = CommandSetUpgrade ModuleTag_commandSetEvilDualEconomy TriggeredBy = Upgrade_MordorDualEconomyChoice CommandSet = MordorEconomyPlotCommandSet End Behavior = CommandSetUpgrade ModuleTag_commandSetIsengardDualEconomy TriggeredBy = Upgrade_IsengardDualEconomyChoice CommandSet = IsengardEconomyPlotCommandSet End Behavior = CommandSetUpgrade ModuleTag_commandSetFaction1DualEconomy TriggeredBy = Upgrade_Faction1DualEconomyChoice CommandSet = Faction1EconomyPlotCommandSet End Geometry = CYLINDER GeometryMajorRadius = 12.0 GeometryMinorRadius = 12.0 GeometryHeight = 24.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object EconomyPlotFlag_GondorPreBuilt06 ;SelectPortrait = BPRCamp ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = NFarm_SKN ParticleSysBone = FXbone01 FireSmoke FollowBone:Yes ; ParticleSysBone = FXbone01 TorchGlow FollowBone:Yes End ModelConditionState = WORLD_BUILDER Model = EcoPlot_Flag End IdleAnimationState Animation = flag AnimationName = NFarm_SKL.NFarm_IDLA AnimationMode = ONCE AnimationBlendTime = 90 End End AnimationState = JUST_BUILT ; for instant-build Animation = flag AnimationName = NFarm_SKL.NFarm_A AnimationMode = ONCE AnimationBlendTime = 0 End Flags = START_FRAME_LAST End AnimationState = UNPACKING Animation AnimationName = NFarm_SKL.NFarm_A AnimationMode = ONCE AnimationBlendTime = 90 End Flags = START_FRAME_LAST End AnimationState = PACKING Animation = flag AnimationName = NFarm_SKL.NFarm_IDLA AnimationMode = LOOP AnimationBlendTime = 90 End End End ;-------------Floor bib Draw = W3DFloorDraw DrawFloorBib ModelName = NFarm_Bib End ;----------------------- AUDIO ------------------------- VoiceSelect = Gui_PlotSelect ; ***DESIGN parameters *** DisplayName = OBJECT:EconomyFlag EditorSorting = STRUCTURE Side = Civilian ArmorSet Conditions = None Armor = InvulnerableArmor DamageFX = EmptyDamageFX ; just to avoid an assert End CommandSet = EconomyFlagCommandSet ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = STRUCTURE SELECTABLE IMMOBILE BASE_FOUNDATION UNATTACKABLE BASE_SITE ;MP_COUNT_FOR_VICTORY;removed so econ plots will not keep zombie games going Body = ImmortalBody ModuleTag_02 MaxHealth = 1 End Behavior = CastleBehavior ModuleTag_castle SidesAllowed = Isengard FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Mordor FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Rohan FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Gondor FROM_PLAYER FROM_AI FROM_SCRIPT UseSecondaryBuildList = Yes ; NOTE: Castles and lumber mills use Secondary Build lists. Only Camps use Primary Build lists. UseTheNewCastleSystemInsteadOfTheClunkyBuildList = Yes CastleToUnpackForFaction = Mordor Lumbermill_Mordor CastleToUnpackForFaction = Isengard Lumbermill_Mordor CastleToUnpackForFaction = Rohan EconomyFarm_Rohan CastleToUnpackForFaction = Gondor Farm_Gondor FilterValidOwnedEntries = ANY +STRUCTURE +WALK_ON_TOP_OF_WALL +BASE_FOUNDATION +TACTICAL_MARKER ;Anything that does not fit this filter will be given to the neutral player, so the template can have rocks and props. PreBuiltList = GondorFarm 1 PreBuiltPlyr = PlyrGondor ; MaxCastleRadius = 100.0 End Behavior = CommandSetUpgrade ModuleTag_commandSetRohanDualEconomy TriggeredBy = Upgrade_RohanDualEconomyChoice CommandSet = RohanEconomyPlotCommandSet End Behavior = CommandSetUpgrade ModuleTag_commandSetEvilDualEconomy TriggeredBy = Upgrade_MordorDualEconomyChoice CommandSet = MordorEconomyPlotCommandSet End Behavior = CommandSetUpgrade ModuleTag_commandSetIsengardDualEconomy TriggeredBy = Upgrade_IsengardDualEconomyChoice CommandSet = IsengardEconomyPlotCommandSet End Behavior = CommandSetUpgrade ModuleTag_commandSetFaction1DualEconomy TriggeredBy = Upgrade_Faction1DualEconomyChoice CommandSet = Faction1EconomyPlotCommandSet End Geometry = CYLINDER GeometryMajorRadius = 12.0 GeometryMinorRadius = 12.0 GeometryHeight = 24.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object EconomyPlotFlag_GondorPreBuilt07 ;SelectPortrait = BPRCamp ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = NFarm_SKN ParticleSysBone = FXbone01 FireSmoke FollowBone:Yes ; ParticleSysBone = FXbone01 TorchGlow FollowBone:Yes End ModelConditionState = WORLD_BUILDER Model = EcoPlot_Flag End IdleAnimationState Animation = flag AnimationName = NFarm_SKL.NFarm_IDLA AnimationMode = ONCE AnimationBlendTime = 90 End End AnimationState = JUST_BUILT ; for instant-build Animation = flag AnimationName = NFarm_SKL.NFarm_A AnimationMode = ONCE AnimationBlendTime = 0 End Flags = START_FRAME_LAST End AnimationState = UNPACKING Animation AnimationName = NFarm_SKL.NFarm_A AnimationMode = ONCE AnimationBlendTime = 90 End Flags = START_FRAME_LAST End AnimationState = PACKING Animation = flag AnimationName = NFarm_SKL.NFarm_IDLA AnimationMode = LOOP AnimationBlendTime = 90 End End End ;-------------Floor bib Draw = W3DFloorDraw DrawFloorBib ModelName = NFarm_Bib End ;----------------------- AUDIO ------------------------- VoiceSelect = Gui_PlotSelect ; ***DESIGN parameters *** DisplayName = OBJECT:EconomyFlag EditorSorting = STRUCTURE Side = Civilian ArmorSet Conditions = None Armor = InvulnerableArmor DamageFX = EmptyDamageFX ; just to avoid an assert End CommandSet = EconomyFlagCommandSet ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = STRUCTURE SELECTABLE IMMOBILE BASE_FOUNDATION UNATTACKABLE BASE_SITE ;MP_COUNT_FOR_VICTORY;removed so econ plots will not keep zombie games going Body = ImmortalBody ModuleTag_02 MaxHealth = 1 End Behavior = CastleBehavior ModuleTag_castle SidesAllowed = Isengard FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Mordor FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Rohan FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Gondor FROM_PLAYER FROM_AI FROM_SCRIPT UseSecondaryBuildList = Yes ; NOTE: Castles and lumber mills use Secondary Build lists. Only Camps use Primary Build lists. UseTheNewCastleSystemInsteadOfTheClunkyBuildList = Yes CastleToUnpackForFaction = Mordor Lumbermill_Mordor CastleToUnpackForFaction = Isengard Lumbermill_Mordor CastleToUnpackForFaction = Rohan EconomyFarm_Rohan CastleToUnpackForFaction = Gondor Farm_Gondor FilterValidOwnedEntries = ANY +STRUCTURE +WALK_ON_TOP_OF_WALL +BASE_FOUNDATION +TACTICAL_MARKER ;Anything that does not fit this filter will be given to the neutral player, so the template can have rocks and props. PreBuiltList = GondorFarm 1 PreBuiltPlyr = PlyrGondor ; MaxCastleRadius = 100.0 End Behavior = CommandSetUpgrade ModuleTag_commandSetRohanDualEconomy TriggeredBy = Upgrade_RohanDualEconomyChoice CommandSet = RohanEconomyPlotCommandSet End Behavior = CommandSetUpgrade ModuleTag_commandSetEvilDualEconomy TriggeredBy = Upgrade_MordorDualEconomyChoice CommandSet = MordorEconomyPlotCommandSet End Behavior = CommandSetUpgrade ModuleTag_commandSetIsengardDualEconomy TriggeredBy = Upgrade_IsengardDualEconomyChoice CommandSet = IsengardEconomyPlotCommandSet End Behavior = CommandSetUpgrade ModuleTag_commandSetFaction1DualEconomy TriggeredBy = Upgrade_Faction1DualEconomyChoice CommandSet = Faction1EconomyPlotCommandSet End Geometry = CYLINDER GeometryMajorRadius = 12.0 GeometryMinorRadius = 12.0 GeometryHeight = 24.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object EconomyPlotFlag_GondorPreBuilt08 ;SelectPortrait = BPRCamp ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = NFarm_SKN ParticleSysBone = FXbone01 FireSmoke FollowBone:Yes ; ParticleSysBone = FXbone01 TorchGlow FollowBone:Yes End ModelConditionState = WORLD_BUILDER Model = EcoPlot_Flag End IdleAnimationState Animation = flag AnimationName = NFarm_SKL.NFarm_IDLA AnimationMode = ONCE AnimationBlendTime = 90 End End AnimationState = JUST_BUILT ; for instant-build Animation = flag AnimationName = NFarm_SKL.NFarm_A AnimationMode = ONCE AnimationBlendTime = 0 End Flags = START_FRAME_LAST End AnimationState = UNPACKING Animation AnimationName = NFarm_SKL.NFarm_A AnimationMode = ONCE AnimationBlendTime = 90 End Flags = START_FRAME_LAST End AnimationState = PACKING Animation = flag AnimationName = NFarm_SKL.NFarm_IDLA AnimationMode = LOOP AnimationBlendTime = 90 End End End ;-------------Floor bib Draw = W3DFloorDraw DrawFloorBib ModelName = NFarm_Bib End ;----------------------- AUDIO ------------------------- VoiceSelect = Gui_PlotSelect ; ***DESIGN parameters *** DisplayName = OBJECT:EconomyFlag EditorSorting = STRUCTURE Side = Civilian ArmorSet Conditions = None Armor = InvulnerableArmor DamageFX = EmptyDamageFX ; just to avoid an assert End CommandSet = EconomyFlagCommandSet ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = STRUCTURE SELECTABLE IMMOBILE BASE_FOUNDATION UNATTACKABLE BASE_SITE ;MP_COUNT_FOR_VICTORY;removed so econ plots will not keep zombie games going Body = ImmortalBody ModuleTag_02 MaxHealth = 1 End Behavior = CastleBehavior ModuleTag_castle SidesAllowed = Isengard FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Mordor FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Rohan FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Gondor FROM_PLAYER FROM_AI FROM_SCRIPT UseSecondaryBuildList = Yes ; NOTE: Castles and lumber mills use Secondary Build lists. Only Camps use Primary Build lists. UseTheNewCastleSystemInsteadOfTheClunkyBuildList = Yes CastleToUnpackForFaction = Mordor Lumbermill_Mordor CastleToUnpackForFaction = Isengard Lumbermill_Mordor CastleToUnpackForFaction = Rohan EconomyFarm_Rohan CastleToUnpackForFaction = Gondor Farm_Gondor FilterValidOwnedEntries = ANY +STRUCTURE +WALK_ON_TOP_OF_WALL +BASE_FOUNDATION +TACTICAL_MARKER ;Anything that does not fit this filter will be given to the neutral player, so the template can have rocks and props. PreBuiltList = GondorFarm 1 PreBuiltPlyr = PlyrGondor ; MaxCastleRadius = 100.0 End Behavior = CommandSetUpgrade ModuleTag_commandSetRohanDualEconomy TriggeredBy = Upgrade_RohanDualEconomyChoice CommandSet = RohanEconomyPlotCommandSet End Behavior = CommandSetUpgrade ModuleTag_commandSetEvilDualEconomy TriggeredBy = Upgrade_MordorDualEconomyChoice CommandSet = MordorEconomyPlotCommandSet End Behavior = CommandSetUpgrade ModuleTag_commandSetIsengardDualEconomy TriggeredBy = Upgrade_IsengardDualEconomyChoice CommandSet = IsengardEconomyPlotCommandSet End Behavior = CommandSetUpgrade ModuleTag_commandSetFaction1DualEconomy TriggeredBy = Upgrade_Faction1DualEconomyChoice CommandSet = Faction1EconomyPlotCommandSet End Geometry = CYLINDER GeometryMajorRadius = 12.0 GeometryMinorRadius = 12.0 GeometryHeight = 24.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ ChildObject EconomyPlotFlagMuliplayer EconomyPlotFlag Behavior = CastleBehavior ModuleTag_castle SidesAllowed = Isengard FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Mordor FROM_PLAYER FROM_AI FROM_SCRIPT UseSecondaryBuildList = Yes ; NOTE: Castles and lumber mills use Secondary Build lists. Only Camps use Primary Build lists. UseTheNewCastleSystemInsteadOfTheClunkyBuildList = Yes CastleToUnpackForFaction = Mordor Lumbermill_Mordor MORDOR_FLAG_ECONOMY_UNPACK_COST CastleToUnpackForFaction = Isengard Lumbermill_Isengard ISENGARD_FLAG_ECONOMY_UNPACK_COST CastleToUnpackForFaction = Rohan EntMoot_Rohan ROHAN_FLAG_ECONOMY_UNPACK_COST ROHAN_FLAG_ECONOMY_UNPACK_COMMANDPOINTS CastleToUnpackForFaction = Gondor Farm_Gondor GONDOR_FLAG_ECONOMY_UNPACK_COST FilterCrew = ANY +MONSTER ;MONSTER is for Ents, dude. -MLo FilterValidOwnedEntries = ANY +STRUCTURE +WALK_ON_TOP_OF_WALL +BASE_FOUNDATION +TACTICAL_MARKER +MONSTER ;Anything that does not fit this filter will be given to the neutral player, so the template can have rocks and props. CrewReleaseFX = FX_EntMootRelease CrewPrepareFX = FX_EntMootPrepare CrewPrepareInterval 12000 ; six second interval ; MaxCastleRadius = 100.0 End End ;------------------------------------------------------------------------------ ; this is just a handy placeholder to allow units to have a target ; that can't get hurt, to test repeated firing Object IndestructibleThing ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 DefaultModelConditionState Model = TempBldgLg End End ; ***DESIGN parameters *** EditorSorting = STRUCTURE Side = Civilian ArmorSet Conditions = None Armor = InvulnerableArmor DamageFX = EmptyDamageFX ; just to avoid an assert End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ImmortalBody ModuleTag_02 MaxHealth = 99999.0 End Geometry = BOX GeometryMajorRadius = 28.0 GeometryMinorRadius = 28.0 GeometryHeight = 56.0 GeometryIsSmall = No End ;------------------------------------------------------------------------------ ;Rohan Barracks Object ElvenBarracks SelectPortrait = BPCElvenBarracks ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_Draw OkToChangeModelColor = Yes UseStandardModelNames = Yes DefaultModelConditionState Model = NBElvnBarx End IdleAnimationState StateName = STATE_Idle Animation = IdleA AnimationName = NBElvnBarx.NBElvnBarx AnimationMode = LOOP AnimationBlendTime = 0 End End ;------------ Build Up States ------- ModelConditionState = AWAITING_CONSTRUCTION Model = NBElvnBarx_A ; ParticleSysBone = NONE BuildingDoughnutCloud End; AnimationState = AWAITING_CONSTRUCTION Animation = NBElvnBarx_A AnimationName = NBElvnBarx_A.NBElvnBarx_A AnimationMode = MANUAL AnimationBlendTime = 0 End Flags = START_FRAME_FIRST End ModelConditionState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED Model = NBElvnBarx_A ParticleSysBone = CONSTDUSTBONE01 BuildingContructDust FollowBone:Yes End; AnimationState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED Animation = NBElvnBarx_A AnimationName = NBElvnBarx_A.NBElvnBarx_A AnimationMode = MANUAL AnimationBlendTime = 0 End Flags = START_FRAME_FIRST StateName = BeingConstructed BeginScript CurDrawablePlaySound("GondorBarracksBeginConstruction") EndScript End ;--damaged building ModelConditionState = DESTROYED_FRONT Model = NBElvnBarx_D2 ParticleSysBone FireSmall01 FireBuildingLarge ParticleSysBone FireSmall02 FireBuildingLarge ParticleSysBone FireSmall03 FireBuildingMedium ParticleSysBone FireSmall04 SmokeBuildingLarge ParticleSysBone FireSmall05 SmokeBuildingLarge End AnimationState = DESTROYED_FRONT BeginScript CurDrawableHideSubObject("NBElvnBarxDP1") EndScript End ModelConditionState = DESTROYED_RIGHT Model = NBElvnBarx_D2 ParticleSysBone FireSmall01 FireBuildingLarge ParticleSysBone FireSmall02 FireBuildingLarge ParticleSysBone FireSmall03 FireBuildingMedium ParticleSysBone FireSmall04 SmokeBuildingLarge ParticleSysBone FireSmall05 SmokeBuildingLarge End AnimationState = DESTROYED_RIGHT BeginScript CurDrawableHideSubObject("NBElvnBarxDP2") EndScript End ModelConditionState = DESTROYED_BACK Model = NBElvnBarx_D2 ParticleSysBone FireSmall01 FireBuildingLarge ParticleSysBone FireSmall02 FireBuildingLarge ParticleSysBone FireSmall03 FireBuildingMedium ParticleSysBone FireSmall04 SmokeBuildingLarge ParticleSysBone FireSmall05 SmokeBuildingLarge End AnimationState = DESTROYED_BACK BeginScript CurDrawableHideSubObject("NBElvnBarxDP3") EndScript End ModelConditionState = DESTROYED_LEFT Model = NBElvnBarx_D2 ParticleSysBone FireSmall01 FireBuildingLarge ParticleSysBone FireSmall02 FireBuildingLarge ParticleSysBone FireSmall03 FireBuildingMedium ParticleSysBone FireSmall04 SmokeBuildingLarge ParticleSysBone FireSmall05 SmokeBuildingLarge End AnimationState = DESTROYED_LEFT BeginScript CurDrawableHideSubObject("NBElvnBarxDP4") EndScript End ModelConditionState = DAMAGED Model = NBElvnBarx_D1 ParticleSysBone FireSmall01 FireBuildingLarge ParticleSysBone FireSmall02 FireBuildingMedium ParticleSysBone FireSmall03 FireBuildingMedium ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 SmokeBuildingLarge End AnimationState = DAMAGED EnteringStateFX = FX_BuildingDamaged End ModelConditionState = REALLYDAMAGED Model = NBElvnBarx_D2 ParticleSysBone FireSmall01 FireBuildingLarge ParticleSysBone FireSmall02 FireBuildingLarge ParticleSysBone FireSmall03 FireBuildingMedium ParticleSysBone FireSmall04 SmokeBuildingLarge ParticleSysBone FireSmall05 SmokeBuildingLarge End AnimationState = REALLYDAMAGED EnteringStateFX = FX_BuildingReallyDamaged End ModelConditionState = RUBBLE Model = NBElvnBarx_D2 ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = RUBBLE BeginScript CurDrawableHideSubObject("NBElvnBarxDP1") CurDrawableHideSubObject("NBElvnBarxDP2") CurDrawableHideSubObject("NBElvnBarxDP3") CurDrawableHideSubObject("NBElvnBarxDP4") EndScript End ModelConditionState = POST_RUBBLE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End ModelConditionState = POST_COLLAPSE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End End Draw = W3DFloorDraw DrawFloor_Bib ModelName = NBElvnBarx_Bib End ; ***DESIGN parameters *** DisplayName = OBJECT:ElvenBarracks Side = Civilian EditorSorting = STRUCTURE ThreatLevel = 1.0 BuildCost = 300 BuildTime = 15.0 ; in seconds VisionRange = 160.0 ; Shroud clearing distance ShroudClearingRange = 160 CommandSet = ElvenBarracksCommandSet ; *** AUDIO Parameters *** VoiceSelect = RohanElvenBarracksSelect SoundOnDamaged = BuildingLightDamageStone SoundOnReallyDamaged = BuildingHeavyDamageStone VoiceSelectUnderConstruction = BuildingEvilVoiceSelectUnderConstruction 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 AUTO_RALLYPOINT Behavior = ProductionUpdate ProductionUpdateModuleTag ; nothing, but is required if we have any Object-level Upgrades! End Behavior = QueueProductionExitUpdate QueueProductionModuleTag UnitCreatePoint = X:0.0 Y:7.2 Z:0.0 PlacementViewAngle = 180 NaturalRallyPoint = X:40.0 Y:7.2 Z:0.0 ExitDelay = 750 End ; MAP DESIGNER: BRING THIS BACK IF YOU WANT THE AUTOPRODUCTION IN YOUR MAP -MLo ; Behavior = SpawnUnitBehavior ModuleTag_spawnUnit ; UnitName = RohanElvenWarriorHorde ; UnitCommand = Command_ConstructRohanElvenWarriorHorde ; End Behavior = GettingBuiltBehavior GetBuiltBehaviorTag WorkerName = RohanWorkerNoSelect End Behavior = CastleMemberBehavior ModuleTag_CMB End Body = StructureBody ModuleTag_05 MaxHealth = 3000.0 MaxHealthDamaged = 2000.0 MaxHealthReallyDamaged =1000.0 DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK DamageCreationList = OCL_RBBarracks_Chunk1 CATAPULT_ROCK FRONT_DESTROYED DamageCreationList = OCL_RBBarracks_Chunk2 CATAPULT_ROCK BACK_DESTROYED DamageCreationList = OCL_RBBarracks_Chunk3 CATAPULT_ROCK RIGHT_DESTROYED DamageCreationList = OCL_RBBarracks_Chunk4 CATAPULT_ROCK LEFT_DESTROYED End Behavior = BuildingBehavior BuildingModuleTag NightWindowName = WINDOW_N01 FireWindowName = WINDOW_F01 GlowWindowName = WINDOW_G01 FireName = FIRE01 FireName = FIRE02 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 = 2500 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 Behavior = TransitionDamageFX ModuleTag_08 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BuildingReallyDamagedTransitionMedium End Geometry = BOX GeometryMajorRadius = 50.6 GeometryMinorRadius = 20.6 GeometryHeight = 46.8 GeometryIsSmall = No GeometryOffset = X:-15 Y:8 Z:0 AdditionalGeometry = BOX GeometryMajorRadius = 34.6 GeometryMinorRadius = 39.6 GeometryHeight = 12.8 GeometryIsSmall = No GeometryOffset = X:-29 Y:-20 Z:0 Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER GeometryContactPoint = X:-56.311 Y:38.761 Z:0 Repair GeometryContactPoint = X:-0.492 Y:-65.304 Z:0 Repair GeometryContactPoint = X:-71.003 Y:-6.883 Z:0 GeometryContactPoint = X:40.821 Y:-11.871 Z:0 GeometryContactPoint = X:-0.163 Y:-0.326 Z:68.459 Swoop End ;------------------------------------------------------------------------------ Object GondorBuildingGeneral01 ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 ; ---Test entry for the time of day texture swap test--- ; TimeOfDayTexture = twwater01.tga AFTERNOON 1 ; BurntTexture = GBGenDB.tga ;OkToChangeModelColor = Yes DefaultModelConditionState Model = GBGen01 End ModelConditionState = BURNT_MODEL Model = GBGen01_D1 End ModelConditionState = DESTROYED_LEFT Model = GBGen01_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_LEFT BeginScript CurDrawableHideSubObject("GBG01DP4") EndScript End ModelConditionState = DESTROYED_RIGHT Model = GBGen01_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_RIGHT BeginScript CurDrawableHideSubObject("GBG01DP2") EndScript End ModelConditionState = DESTROYED_BACK Model = GBGen01_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_BACK BeginScript CurDrawableHideSubObject("GBG01DP3") EndScript End ModelConditionState = DESTROYED_FRONT Model = GBGen01_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_FRONT BeginScript CurDrawableHideSubObject("GBG01DP1") EndScript End ModelConditionState = DAMAGED Model = GBGen01_D1 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeMedium01 SmokeBuildingMedium End ModelConditionState = REALLYDAMAGED Model = GBGen01_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = RUBBLE Model = GBGen01_D2 ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = POST_RUBBLE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End ModelConditionState = POST_COLLAPSE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End End ; *** AUDIO Parameters *** SoundAmbientDamaged = GenericFireMediumLoop SoundAmbientReallyDamaged = GenericFireLargeLoop SoundOnDamaged = BuildingLightDamageStone SoundOnReallyDamaged = BuildingHeavyDamageStone ; ***DESIGN parameters *** DisplayName = OBJECT:GondorBuildingGeneral EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = NoArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE RadarPriority = STRUCTURE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK DamageCreationList = OCL_Gen01_Chunk1 CATAPULT_ROCK FRONT_DESTROYED DamageCreationList = OCL_Gen01_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED DamageCreationList = OCL_Gen01_Chunk3 CATAPULT_ROCK BACK_DESTROYED DamageCreationList = OCL_Gen01_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 = 3000 End Behavior = BuildingBehavior BuildingModuleTag NightWindowName = Night01 ; FireWindowName = win_f ; NightFireWindowName = win_nf End ; Behavior = FlammableUpdate FlammableModuleTag_15 ; AflameDuration = 5000 ; Burn until expressly put out. Made of wood and all. ; AflameDamageDelay = 999999 ; No Thag, just for looks. ; AflameDamageAmount = 0 ; FlameDamageLimit = 1; Catch fire from just 1 flame damage point ; ; SwapModelWhenAflame = Yes ; SwapModelWhenQuenched = Yes ; SwapTextureWhenAflame = Yes ; SwapTextureWhenQuenched = Yes ; ; FireFXList = FX:FX_ForgeChimneySmoke BONE:FireSmall01 ; FireFXList = FX:FX_ForgeChimneySmoke BONE:FireSmall02 ; FireFXList = FX:FX_ForgeChimneySmoke BONE:FireSmall03 ; FireFXList = FX:FX_ForgeChimneySmoke BONE:FireSmall04 ; FireFXList = FX:FX_ForgeChimneySmoke BONE:FireSmall05 ; FireFXList = FX:FX_ForgeSteam BONE:FireMedium01 ; FireFXList = FX:FX_ForgeSteam BONE:FireMedium02 ; FireFXList = FX:FX_ForgeSparks BONE:FireLarge01 ; End Behavior = StructureCollapseUpdate ModuleTag_03 MinCollapseDelay = 000 MaxCollapseDelay = 000 CollapseDamping = .5 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 FXList = INITIAL FX_StructureMediumCollapse OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done End Behavior = TransitionDamageFX ModuleTag_05 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BuildingReallyDamagedTransitionMedium End ;;;;;;;;;;;; ;;;;;;Imprecise Geometry ; Geometry = BOX ; GeometryMajorRadius = 16.0 ; GeometryMinorRadius = 39.0 ; GeometryHeight = 53.6 ; GeometryOffset = X:0 Y:0 Z:0 ; GeometryIsSmall = No ; Shadow = SHADOW_VOLUME ; ShadowSizeX = 64; ; ShadowSizeY = 64; ;;;;;;;;;;;; ;;;;;;;;;;;; ;;;;;;Precise Geometry Geometry = BOX GeometryMajorRadius = 8.8 GeometryMinorRadius = 12.0 GeometryHeight = 7.6 GeometryOffset = X:0 Y:-14 Z:32.6 GeometryIsSmall = No AdditionalGeometry = BOX GeometryMajorRadius = 16.0 GeometryMinorRadius = 6.0 GeometryHeight = 53.6 GeometryOffset = X:0 Y:-33 Z:0 GeometryIsSmall = No AdditionalGeometry = BOX GeometryMajorRadius = 16.0 GeometryMinorRadius = 6.0 GeometryHeight = 53.6 GeometryOffset = X:0 Y:4 Z:0 GeometryIsSmall = No AdditionalGeometry = BOX GeometryMajorRadius = 7.8 GeometryMinorRadius = 6.0 GeometryHeight = 53.6 GeometryOffset = X:-3.8 Y:32 Z:0 GeometryIsSmall = No AdditionalGeometry = BOX GeometryMajorRadius = 8.8 GeometryMinorRadius = 7.2 GeometryHeight = 27.6 GeometryOffset = X:-1 Y:18 Z:0 GeometryIsSmall = No Shadow = SHADOW_VOLUME ShadowSizeX = 64; ShadowSizeY = 64; ;;;;;;;;;;;;; End ;------------------------------------------------------------------------------ Object GondorBuildingGeneral02 ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = GBGen02 End ModelConditionState = DESTROYED_FRONT Model = GBGen02_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_FRONT BeginScript CurDrawableHideSubObject("GBGEN02DP1") EndScript End ModelConditionState = DESTROYED_RIGHT Model = GBGen02_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_RIGHT BeginScript CurDrawableHideSubObject("GBGEN02DP2") EndScript End ModelConditionState = DESTROYED_BACK Model = GBGen02_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_BACK BeginScript CurDrawableHideSubObject("GBGEN02DP3") EndScript End ModelConditionState = DESTROYED_LEFT Model = GBGen02_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_LEFT BeginScript CurDrawableHideSubObject("GBGEN02DP4") EndScript End ModelConditionState = DAMAGED Model = GBGen02_D1 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeMedium01 SmokeBuildingMedium End ModelConditionState = REALLYDAMAGED Model = GBGen02_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = RUBBLE Model = GBGen02_D2 ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = POST_RUBBLE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End ModelConditionState = POST_COLLAPSE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End End ; *** AUDIO Parameters *** SoundAmbientDamaged = GenericFireMediumLoop SoundAmbientReallyDamaged = GenericFireLargeLoop SoundOnDamaged = BuildingLightDamageStone SoundOnReallyDamaged = BuildingHeavyDamageStone ; ***DESIGN parameters *** DisplayName = OBJECT:GondorBuildingGeneral EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = NoArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE RadarPriority = STRUCTURE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK DamageCreationList = OCL_Gen02_Chunk1 CATAPULT_ROCK FRONT_DESTROYED DamageCreationList = OCL_Gen02_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED DamageCreationList = OCL_Gen02_Chunk3 CATAPULT_ROCK BACK_DESTROYED DamageCreationList = OCL_Gen02_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 = 3700 End Behavior = StructureCollapseUpdate ModuleTag_03 MinCollapseDelay = 000 MaxCollapseDelay = 000 CollapseDamping = .5 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 FXList = INITIAL FX_StructureMediumCollapse OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done End Behavior = BuildingBehavior BuildingModuleTag NightWindowName = Night01 ; FireWindowName = win_f ; NightFireWindowName = win_nf End Behavior = TransitionDamageFX ModuleTag_05 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BuildingReallyDamagedTransitionMedium End Geometry = BOX GeometryMajorRadius = 12.0 GeometryMinorRadius = 9.6 GeometryHeight = 56.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ ChildObject GondorBuildingGeneral02_CivSpawn GondorBuildingGeneral02 Behavior = CivilianSpawnUpdate ModuleTag_CreatePeople SpawnDelayTime = 5000 MaximumDistance = 200 RunToFilter = ANY +GondorBuildingGeneral11 +GondorBuildingGeneral47 Civilian = GondorTownsman GondorTownsmanTorch GondorTownsWoman GondorTownsPair End End ;------------------------------------------------------------------------------ Object GondorBuildingGeneral03 ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = GBGen03 End ModelConditionState = DESTROYED_FRONT Model = GBGen03_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_FRONT BeginScript CurDrawableHideSubObject("GBGEN03DP1") EndScript End ModelConditionState = DESTROYED_RIGHT Model = GBGen03_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_RIGHT BeginScript CurDrawableHideSubObject("GBGEN03DP2") EndScript End ModelConditionState = DESTROYED_BACK Model = GBGen03_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_BACK BeginScript CurDrawableHideSubObject("GBGEN03DP3") EndScript End ModelConditionState = DESTROYED_LEFT Model = GBGen03_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_LEFT BeginScript CurDrawableHideSubObject("GBGEN03DP4") EndScript End ModelConditionState = DAMAGED Model = GBGen03_D1 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeMedium01 SmokeBuildingMedium End ModelConditionState = REALLYDAMAGED Model = GBGen03_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = RUBBLE Model = GBGen03_D2 ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = POST_RUBBLE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End ModelConditionState = POST_COLLAPSE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End End ; *** AUDIO Parameters *** SoundAmbientDamaged = GenericFireMediumLoop SoundAmbientReallyDamaged = GenericFireLargeLoop SoundOnDamaged = BuildingLightDamageStone SoundOnReallyDamaged = BuildingHeavyDamageStone ; ***DESIGN parameters *** DisplayName = OBJECT:GondorBuildingGeneral EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = NoArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE RadarPriority = STRUCTURE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK DamageCreationList = OCL_Gen03_Chunk1 CATAPULT_ROCK FRONT_DESTROYED DamageCreationList = OCL_Gen03_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED DamageCreationList = OCL_Gen03_Chunk3 CATAPULT_ROCK BACK_DESTROYED DamageCreationList = OCL_Gen03_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 = 3000 End Behavior = StructureCollapseUpdate ModuleTag_03 MinCollapseDelay = 000 MaxCollapseDelay = 000 CollapseDamping = .5 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 FXList = INITIAL FX_StructureMediumCollapse OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done End Behavior = BuildingBehavior BuildingModuleTag NightWindowName = Night01 ; FireWindowName = win_f ; NightFireWindowName = win_nf End Behavior = TransitionDamageFX ModuleTag_05 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BuildingReallyDamagedTransitionMedium End Geometry = BOX GeometryMajorRadius = 18.6 GeometryMinorRadius = 25.0 GeometryHeight = 34.2 GeometryIsSmall = No AdditionalGeometry = BOX GeometryMajorRadius = 12.6 GeometryMinorRadius = 12.4 GeometryHeight = 65.2 GeometryIsSmall = No Shadow = SHADOW_VOLUME ShadowSizeX = 64; ShadowSizeY = 64; End ;------------------------------------------------------------------------------ Object GondorBuildingGeneral04 ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = GBGen04 End ModelConditionState = DESTROYED_FRONT Model = GBGen04_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 = DESTROYED_FRONT BeginScript CurDrawableHideSubObject("GBGEN04DP1") EndScript End ModelConditionState = DESTROYED_RIGHT Model = GBGen04_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 = DESTROYED_RIGHT BeginScript CurDrawableHideSubObject("GBGEN04DP2") EndScript End ModelConditionState = DESTROYED_BACK Model = GBGen04_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 = DESTROYED_BACK BeginScript CurDrawableHideSubObject("GBGEN04DP3") EndScript End ModelConditionState = DESTROYED_LEFT Model = GBGen04_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 = DESTROYED_LEFT BeginScript CurDrawableHideSubObject("GBGEN04DP4") EndScript End ModelConditionState = DAMAGED Model = GBGen04_D1 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeMedium01 SmokeBuildingMedium End ModelConditionState = REALLYDAMAGED Model = GBGen04_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 ModelConditionState = RUBBLE Model = GBGen04_D2 ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = POST_RUBBLE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End ModelConditionState = POST_COLLAPSE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End End ; *** AUDIO Parameters *** SoundAmbientDamaged = GenericFireMediumLoop SoundAmbientReallyDamaged = GenericFireLargeLoop SoundOnDamaged = BuildingLightDamageStone SoundOnReallyDamaged = BuildingHeavyDamageStone ; ***DESIGN parameters *** DisplayName = OBJECT:GondorBuildingGeneral EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = NoArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE RadarPriority = STRUCTURE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK DamageCreationList = OCL_Gen04_Chunk1 CATAPULT_ROCK FRONT_DESTROYED DamageCreationList = OCL_Gen04_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED DamageCreationList = OCL_Gen04_Chunk3 CATAPULT_ROCK BACK_DESTROYED DamageCreationList = OCL_Gen04_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 = 4000 End Behavior = StructureCollapseUpdate ModuleTag_03 MinCollapseDelay = 000 MaxCollapseDelay = 000 CollapseDamping = .5 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 FXList = INITIAL FX_StructureMediumCollapse OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done End Behavior = BuildingBehavior BuildingModuleTag NightWindowName = Night01 ; FireWindowName = win_f ; NightFireWindowName = win_nf End Behavior = TransitionDamageFX ModuleTag_05 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BuildingReallyDamagedTransitionMedium End Geometry = BOX GeometryMajorRadius = 12.8 GeometryMinorRadius = 12.8 GeometryHeight = 64.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GondorBuildingGeneral05 ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = GBGen05 End ModelConditionState = DESTROYED_FRONT Model = GBGen05_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_FRONT BeginScript CurDrawableHideSubObject("GBGEN05DP1") EndScript End ModelConditionState = DESTROYED_RIGHT Model = GBGen05_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_RIGHT BeginScript CurDrawableHideSubObject("GBGEN05DP2") EndScript End ModelConditionState = DESTROYED_BACK Model = GBGen05_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_BACK BeginScript CurDrawableHideSubObject("GBGEN05DP3") EndScript End ModelConditionState = DESTROYED_LEFT Model = GBGen05_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_LEFT BeginScript CurDrawableHideSubObject("GBGEN05DP4") EndScript End ModelConditionState = DAMAGED Model = GBGen05_D1 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeMedium01 SmokeBuildingMedium End ModelConditionState = REALLYDAMAGED Model = GBGen05_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = RUBBLE Model = GBGen05_D2 ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = POST_RUBBLE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End ModelConditionState = POST_COLLAPSE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End End ; *** AUDIO Parameters *** SoundAmbientDamaged = GenericFireMediumLoop SoundAmbientReallyDamaged = GenericFireLargeLoop SoundOnDamaged = BuildingLightDamageStone SoundOnReallyDamaged = BuildingHeavyDamageStone ; ***DESIGN parameters *** DisplayName = OBJECT:GondorBuildingGeneral EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = NoArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE RadarPriority = STRUCTURE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK DamageCreationList = OCL_Gen05_Chunk1 CATAPULT_ROCK FRONT_DESTROYED DamageCreationList = OCL_Gen05_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED DamageCreationList = OCL_Gen05_Chunk3 CATAPULT_ROCK BACK_DESTROYED DamageCreationList = OCL_Gen05_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 = 3000 End Behavior = StructureCollapseUpdate ModuleTag_03 MinCollapseDelay = 000 MaxCollapseDelay = 000 CollapseDamping = .5 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 FXList = INITIAL FX_StructureMediumCollapse OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done End Behavior = BuildingBehavior BuildingModuleTag NightWindowName = Night01 ; FireWindowName = win_f ; NightFireWindowName = win_nf End Behavior = TransitionDamageFX ModuleTag_05 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BuildingReallyDamagedTransitionMedium End ;;;;;;;;;;;; ;;;;;Imprecise Geometry ; Geometry = BOX ; GeometryMajorRadius = 8.0 ; GeometryMinorRadius = 32.8 ; GeometryHeight = 49.6 ; GeometryIsSmall = No ; Shadow = SHADOW_VOLUME ;;;;;;;;;;;; ;;;;;Precise Geometry Geometry = BOX GeometryMajorRadius = 4.0 GeometryMinorRadius = 17.8 GeometryHeight = -12.0 GeometryOffset = X:0 Y:0 Z:23.8 GeometryIsSmall = No AdditionalGeometry = CYLINDER GeometryName = GondorBuildingGeneral05_leftTower GeometryMajorRadius = 14.0 GeometryMinorRadius = 32.8 GeometryHeight = 68.6 GeometryOffset = X:0 Y:-24.8 Z:0 GeometryIsSmall = No AdditionalGeometry = CYLINDER GeometryName = GondorBuildingGeneral05_rightTower GeometryMajorRadius = 14.0 GeometryMinorRadius = 32.8 GeometryHeight = 68.6 GeometryOffset = X:0 Y:25.8 Z:0 GeometryIsSmall = No Shadow = SHADOW_VOLUME ;;;;;;;;;;; End ;------------------------------------------------------------------------------ Object GondorBuildingGeneral06 ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = GBGen06 End ModelConditionState = DESTROYED_FRONT Model = GBGen06_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_FRONT BeginScript CurDrawableHideSubObject("GBGEN06DP1") EndScript End ModelConditionState = DESTROYED_RIGHT Model = GBGen06_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_RIGHT BeginScript CurDrawableHideSubObject("GBGEN06DP2") EndScript End ModelConditionState = DESTROYED_BACK Model = GBGen06_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_BACK BeginScript CurDrawableHideSubObject("GBGEN06DP3") EndScript End ModelConditionState = DESTROYED_LEFT Model = GBGen06_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_LEFT BeginScript CurDrawableHideSubObject("GBGEN06DP4") EndScript End ModelConditionState = DAMAGED Model = GBGen06_D1 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeMedium01 SmokeBuildingMedium End ModelConditionState = REALLYDAMAGED Model = GBGen06_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = RUBBLE Model = GBGen06_D2 ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = POST_RUBBLE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End ModelConditionState = POST_COLLAPSE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End End ; *** AUDIO Parameters *** SoundAmbientDamaged = GenericFireMediumLoop SoundAmbientReallyDamaged = GenericFireLargeLoop SoundOnDamaged = BuildingLightDamageStone SoundOnReallyDamaged = BuildingHeavyDamageStone ; ***DESIGN parameters *** DisplayName = OBJECT:GondorBuildingGeneral EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = NoArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE RadarPriority = STRUCTURE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK DamageCreationList = OCL_Gen06_Chunk1 CATAPULT_ROCK FRONT_DESTROYED DamageCreationList = OCL_Gen06_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED DamageCreationList = OCL_Gen06_Chunk3 CATAPULT_ROCK BACK_DESTROYED DamageCreationList = OCL_Gen06_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 = 3000 End Behavior = StructureCollapseUpdate ModuleTag_03 MinCollapseDelay = 000 MaxCollapseDelay = 000 CollapseDamping = .5 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 FXList = INITIAL FX_StructureMediumCollapse OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done End Behavior = BuildingBehavior BuildingModuleTag NightWindowName = Night01 ; FireWindowName = win_f ; NightFireWindowName = win_nf End Behavior = TransitionDamageFX ModuleTag_05 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BuildingReallyDamagedTransitionMedium End Geometry = BOX GeometryMajorRadius = 12.8 GeometryMinorRadius = 12.8 GeometryHeight = 42.4 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GondorBuildingGeneral07 ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = GBGen07 End ModelConditionState = DESTROYED_FRONT Model = GBGen07_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_FRONT BeginScript CurDrawableHideSubObject("GBGEN07DP1") EndScript End ModelConditionState = DESTROYED_RIGHT Model = GBGen07_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_RIGHT BeginScript CurDrawableHideSubObject("GBGEN07DP2") EndScript End ModelConditionState = DESTROYED_BACK Model = GBGen07_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_BACK BeginScript CurDrawableHideSubObject("GBGEN07DP3") EndScript End ModelConditionState = DESTROYED_LEFT Model = GBGen07_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_LEFT BeginScript CurDrawableHideSubObject("GBGEN07DP4") EndScript End ModelConditionState = DAMAGED Model = GBGen07_D1 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeMedium01 SmokeBuildingMedium End ModelConditionState = REALLYDAMAGED Model = GBGen07_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = RUBBLE Model = GBGen07_D2 ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = POST_RUBBLE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End ModelConditionState = POST_COLLAPSE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End End ; *** AUDIO Parameters *** SoundAmbientDamaged = GenericFireMediumLoop SoundAmbientReallyDamaged = GenericFireLargeLoop SoundOnDamaged = BuildingLightDamageStone SoundOnReallyDamaged = BuildingHeavyDamageStone ; ***DESIGN parameters *** DisplayName = OBJECT:GondorBuildingGeneral EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = NoArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE RadarPriority = STRUCTURE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK DamageCreationList = OCL_Gen07_Chunk1 CATAPULT_ROCK FRONT_DESTROYED DamageCreationList = OCL_Gen07_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED DamageCreationList = OCL_Gen07_Chunk3 CATAPULT_ROCK BACK_DESTROYED DamageCreationList = OCL_Gen07_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 = 3000 End Behavior = StructureCollapseUpdate ModuleTag_03 MinCollapseDelay = 000 MaxCollapseDelay = 000 CollapseDamping = .5 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 FXList = INITIAL FX_StructureMediumCollapse OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done End Behavior = BuildingBehavior BuildingModuleTag NightWindowName = Night01 ; FireWindowName = win_f ; NightFireWindowName = win_nf End Behavior = TransitionDamageFX ModuleTag_05 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BuildingReallyDamagedTransitionMedium End ;;;;;;;;;;;; ;;;;;Imprecise Geometry ; Geometry = BOX ; GeometryMajorRadius = 14.8 ; GeometryMinorRadius = 22.4 ; GeometryHeight = 49.6 ; GeometryIsSmall = No ; Shadow = SHADOW_VOLUME ;;;;;;;;;;; ;;;;;;;;;;;; ;;;;;Precise Geometry Geometry = BOX GeometryName = GondorBuildingGeneral07_stairway GeometryMajorRadius = 11.0 GeometryMinorRadius = 11.0 GeometryHeight = 14.6 GeometryOffset = X:3.8 Y:-17.4 Z:0 GeometryIsSmall = No AdditionalGeometry = BOX GeometryMajorRadius = 15.8 GeometryMinorRadius = 20.4 GeometryHeight = 54.6 GeometryOffset = X:0 Y:2.4 Z:0 GeometryIsSmall = No Shadow = SHADOW_VOLUME ;;;;;;;;;;;; End ;------------------------------------------------------------------------------ Object GondorBuildingGeneral08 ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = GBGen08 End ModelConditionState = DESTROYED_FRONT Model = GBGen08_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_FRONT BeginScript CurDrawableHideSubObject("GBGEN08DP1") EndScript End ModelConditionState = DESTROYED_RIGHT Model = GBGen08_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_RIGHT BeginScript CurDrawableHideSubObject("GBGEN08DP2") EndScript End ModelConditionState = DESTROYED_BACK Model = GBGen08_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_BACK BeginScript CurDrawableHideSubObject("GBGEN08DP3") EndScript End ModelConditionState = DESTROYED_LEFT Model = GBGen08_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_LEFT BeginScript CurDrawableHideSubObject("GBGEN08DP4") EndScript End ModelConditionState = DAMAGED Model = GBGen08_D1 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeMedium01 SmokeBuildingMedium End ModelConditionState = REALLYDAMAGED Model = GBGen08_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = RUBBLE Model = GBGen08_D2 ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = POST_RUBBLE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End ModelConditionState = POST_COLLAPSE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End End ; *** AUDIO Parameters *** SoundAmbientDamaged = GenericFireMediumLoop SoundAmbientReallyDamaged = GenericFireLargeLoop SoundOnDamaged = BuildingLightDamageStone SoundOnReallyDamaged = BuildingHeavyDamageStone ; ***DESIGN parameters *** DisplayName = OBJECT:GondorBuildingGeneral EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = NoArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE RadarPriority = STRUCTURE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK DamageCreationList = OCL_Gen08_Chunk1 CATAPULT_ROCK FRONT_DESTROYED DamageCreationList = OCL_Gen08_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED DamageCreationList = OCL_Gen08_Chunk3 CATAPULT_ROCK BACK_DESTROYED DamageCreationList = OCL_Gen08_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 = 3000 End Behavior = StructureCollapseUpdate ModuleTag_03 MinCollapseDelay = 000 MaxCollapseDelay = 000 CollapseDamping = .5 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 FXList = INITIAL FX_StructureMediumCollapse OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done End Behavior = BuildingBehavior BuildingModuleTag NightWindowName = Night01 ; FireWindowName = win_f ; NightFireWindowName = win_nf End Behavior = TransitionDamageFX ModuleTag_05 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BuildingReallyDamagedTransitionMedium End ;;;;;;;;;;;; ;;;;;Imprecise Geometry ; Geometry = BOX ; GeometryMajorRadius = 16.8 ; GeometryMinorRadius = 23.2 ; GeometryHeight = 44.8 ; GeometryIsSmall = No ; Shadow = SHADOW_VOLUME ; ShadowSizeX = 64; ; ShadowSizeY = 64; ;;;;;;;;;;; ;;;;;;;;;;; ;;;;;Precise Geometry Geometry = BOX GeometryMajorRadius = 3.8 GeometryMinorRadius = 12.8 GeometryHeight = 9.8 GeometryOffset = X:13.8 Y:11.2 Z:0 GeometryIsSmall = No AdditionalGeometry = BOX GeometryName = GondorBuildingGeneral08_mainStructure GeometryMajorRadius = 12.0 GeometryMinorRadius = 17.0 GeometryHeight = 56.8 GeometryOffset = X:-3.8 Y:-9.2 Z:0 GeometryIsSmall = No AdditionalGeometry = BOX GeometryName = GondorBuildingGeneral08_stair2 GeometryMajorRadius = 10.0 GeometryMinorRadius = 12.0 GeometryHeight = 17.4 GeometryOffset = X:-1 Y:14.2 Z:0 GeometryIsSmall = No Shadow = SHADOW_VOLUME ShadowSizeX = 64; ShadowSizeY = 64; ;;;;;;;;;;; End ;------------------------------------------------------------------------------ Object GondorBuildingGeneral09 ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = GBGen09 End ModelConditionState = DESTROYED_FRONT Model = GBGen09_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 = DESTROYED_FRONT BeginScript CurDrawableHideSubObject("GBGEN09DP1") EndScript End ModelConditionState = DESTROYED_RIGHT Model = GBGen09_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 = DESTROYED_RIGHT BeginScript CurDrawableHideSubObject("GBGEN09DP2") EndScript End ModelConditionState = DESTROYED_BACK Model = GBGen09_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 = DESTROYED_BACK BeginScript CurDrawableHideSubObject("GBGEN09DP3") EndScript End ModelConditionState = DESTROYED_LEFT Model = GBGen09_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 = DESTROYED_LEFT BeginScript CurDrawableHideSubObject("GBGEN09DP4") EndScript End ModelConditionState = DAMAGED Model = GBGen09_D1 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeMedium01 SmokeBuildingMedium End ModelConditionState = REALLYDAMAGED Model = GBGen09_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 ModelConditionState = RUBBLE Model = GBGen09_D2 ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = POST_RUBBLE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End ModelConditionState = POST_COLLAPSE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End End ; *** AUDIO Parameters *** SoundAmbientDamaged = GenericFireMediumLoop SoundAmbientReallyDamaged = GenericFireLargeLoop SoundOnDamaged = BuildingLightDamageStone SoundOnReallyDamaged = BuildingHeavyDamageStone ; ***DESIGN parameters *** DisplayName = OBJECT:GondorBuildingGeneral EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = NoArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE RadarPriority = STRUCTURE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK DamageCreationList = OCL_Gen09_Chunk1 CATAPULT_ROCK FRONT_DESTROYED DamageCreationList = OCL_Gen09_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED DamageCreationList = OCL_Gen09_Chunk3 CATAPULT_ROCK BACK_DESTROYED DamageCreationList = OCL_Gen09_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 = 3000 End Behavior = StructureCollapseUpdate ModuleTag_03 MinCollapseDelay = 000 MaxCollapseDelay = 000 CollapseDamping = .5 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 FXList = INITIAL FX_StructureMediumCollapse OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done End Behavior = BuildingBehavior BuildingModuleTag NightWindowName = Night01 ; FireWindowName = win_f ; NightFireWindowName = win_nf End Behavior = TransitionDamageFX ModuleTag_05 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BuildingReallyDamagedTransitionMedium End Geometry = BOX GeometryMajorRadius = 14.2 GeometryMinorRadius = 23.8 GeometryHeight = 39.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GondorBuildingGeneral10 ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = GBGen10 End ModelConditionState = DESTROYED_FRONT Model = GBGen10_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = DESTROYED_RIGHT Model = GBGen10_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = DESTROYED_BACK Model = GBGen10_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = DESTROYED_LEFT Model = GBGen10_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = DAMAGED Model = GBGen10_D1 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeMedium01 SmokeBuildingMedium End ModelConditionState = REALLYDAMAGED Model = GBGen10_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = RUBBLE Model = GBGen10_D2 ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = POST_RUBBLE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End ModelConditionState = POST_COLLAPSE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End End ; *** AUDIO Parameters *** SoundAmbientDamaged = GenericFireMediumLoop SoundAmbientReallyDamaged = GenericFireLargeLoop SoundOnDamaged = BuildingLightDamageStone SoundOnReallyDamaged = BuildingHeavyDamageStone ; ***DESIGN parameters *** DisplayName = OBJECT:GondorBuildingGeneral EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = NoArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE RadarPriority = STRUCTURE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 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 = 3000 End Behavior = StructureCollapseUpdate ModuleTag_03 MinCollapseDelay = 000 MaxCollapseDelay = 000 CollapseDamping = .5 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 FXList = INITIAL FX_StructureMediumCollapse OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done End Behavior = BuildingBehavior BuildingModuleTag NightWindowName = Night01 ; FireWindowName = win_f ; NightFireWindowName = win_nf End Behavior = TransitionDamageFX ModuleTag_05 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BuildingReallyDamagedTransitionMedium End Geometry = BOX GeometryMajorRadius = 12.0 GeometryMinorRadius = 26.4 GeometryHeight = 43.6 GeometryOffset = X:4 Y:0 Z:0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GondorBuildingGeneral11 ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = GBGen11 End ModelConditionState = DESTROYED_FRONT Model = GBGen11_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_FRONT BeginScript CurDrawableHideSubObject("GBGEN11DP1") EndScript End ModelConditionState = DESTROYED_RIGHT Model = GBGen11_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_FRONT BeginScript CurDrawableHideSubObject("GBGEN11DP2") EndScript End ModelConditionState = DESTROYED_BACK Model = GBGen11_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_FRONT BeginScript CurDrawableHideSubObject("GBGEN11DP3") EndScript End ModelConditionState = DESTROYED_LEFT Model = GBGen11_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_FRONT BeginScript CurDrawableHideSubObject("GBGEN11DP4") EndScript End ModelConditionState = DAMAGED Model = GBGen11_D1 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeMedium01 SmokeBuildingMedium End ModelConditionState = REALLYDAMAGED Model = GBGen11_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = RUBBLE Model = GBGen11_D2 ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = POST_RUBBLE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End ModelConditionState = POST_COLLAPSE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End End ; *** AUDIO Parameters *** SoundAmbientDamaged = GenericFireMediumLoop SoundAmbientReallyDamaged = GenericFireLargeLoop SoundOnDamaged = BuildingLightDamageStone SoundOnReallyDamaged = BuildingHeavyDamageStone ; ***DESIGN parameters *** DisplayName = OBJECT:GondorBuildingGeneral EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = NoArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE RadarPriority = STRUCTURE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK DamageCreationList = OCL_Gen11_Chunk1 CATAPULT_ROCK FRONT_DESTROYED DamageCreationList = OCL_Gen11_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED DamageCreationList = OCL_Gen11_Chunk3 CATAPULT_ROCK BACK_DESTROYED DamageCreationList = OCL_Gen11_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 = 3700 End Behavior = StructureCollapseUpdate ModuleTag_03 MinCollapseDelay = 000 MaxCollapseDelay = 000 CollapseDamping = .5 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 FXList = INITIAL FX_StructureMediumCollapse OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done End Behavior = BuildingBehavior BuildingModuleTag NightWindowName = Night01 ; FireWindowName = win_f ; NightFireWindowName = win_nf End Behavior = TransitionDamageFX ModuleTag_05 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BuildingReallyDamagedTransitionMedium End Behavior = CivilianSpawnCollide Tag_deleteGuys DeleteObjectFilter = ANY +GondorTownsman +GondorTownsmanTorch +GondorTownsWoman +GondorTownsPair End Geometry = BOX GeometryMajorRadius = 15.0 GeometryMinorRadius = 13.4 GeometryHeight = 83.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GondorBuildingGeneral11NoFireD1 ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = GBGen11_D1R End End ; *** AUDIO Parameters *** ;SoundOnDamaged = BuildingLightDamageStone ;SoundOnReallyDamaged = BuildingHeavyDamageStone ; ***DESIGN parameters *** DisplayName = OBJECT:GondorBuildingGeneral EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = NoArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE RadarPriority = STRUCTURE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 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 = 3000 End Geometry = BOX GeometryMajorRadius = 15.0 GeometryMinorRadius = 13.4 GeometryHeight = 83.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GondorBuildingGeneral11NoFireD2 ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = GBGen11_D2R End End ; *** AUDIO Parameters *** ;SoundOnDamaged = BuildingLightDamageStone ;SoundOnReallyDamaged = BuildingHeavyDamageStone ; ***DESIGN parameters *** DisplayName = OBJECT:GondorBuildingGeneral EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = NoArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE RadarPriority = STRUCTURE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 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 = 3700 End Geometry = BOX GeometryMajorRadius = 14.0 GeometryMinorRadius = 10.4 GeometryHeight = 70.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GondorBuildingGeneral12 ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = GBGen12 End ModelConditionState = DESTROYED_FRONT Model = GBGen12_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 = DESTROYED_FRONT BeginScript CurDrawableHideSubObject("GBGEN12DP1") EndScript End ModelConditionState = DESTROYED_RIGHT Model = GBGen12_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 = DESTROYED_RIGHT BeginScript CurDrawableHideSubObject("GBGEN12DP2") EndScript End ModelConditionState = DESTROYED_BACK Model = GBGen12_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 = DESTROYED_BACK BeginScript CurDrawableHideSubObject("GBGEN12DP3") EndScript End ModelConditionState = DESTROYED_LEFT Model = GBGen12_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 = DESTROYED_LEFT BeginScript CurDrawableHideSubObject("GBGEN12DP4") EndScript End ModelConditionState = DAMAGED Model = GBGen12_D1 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeMedium01 SmokeBuildingMedium End ModelConditionState = REALLYDAMAGED Model = GBGen12_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 ModelConditionState = RUBBLE Model = GBGen12_D2 ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = POST_RUBBLE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End ModelConditionState = POST_COLLAPSE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End End ; *** AUDIO Parameters *** SoundAmbientDamaged = GenericFireMediumLoop SoundAmbientReallyDamaged = GenericFireLargeLoop SoundOnDamaged = BuildingLightDamageStone SoundOnReallyDamaged = BuildingHeavyDamageStone ; ***DESIGN parameters *** DisplayName = OBJECT:GondorBuildingGeneral EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = NoArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE RadarPriority = STRUCTURE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK DamageCreationList = OCL_Gen12_Chunk1 CATAPULT_ROCK FRONT_DESTROYED DamageCreationList = OCL_Gen12_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED DamageCreationList = OCL_Gen12_Chunk3 CATAPULT_ROCK BACK_DESTROYED DamageCreationList = OCL_Gen12_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 = 2500 End Behavior = StructureCollapseUpdate ModuleTag_03 MinCollapseDelay = 000 MaxCollapseDelay = 000 CollapseDamping = .5 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 FXList = INITIAL FX_StructureMediumCollapse OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done End Behavior = BuildingBehavior BuildingModuleTag NightWindowName = Night01 ; FireWindowName = win_f ; NightFireWindowName = win_nf End Behavior = TransitionDamageFX ModuleTag_05 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BuildingReallyDamagedTransitionMedium End Geometry = BOX GeometryMajorRadius = 12.4 GeometryMinorRadius = 15.0 GeometryHeight = 56.4 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GondorBuildingGeneral13 ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = GBGen13 End ModelConditionState = DESTROYED_FRONT Model = GBGen13_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 = DESTROYED_FRONT BeginScript CurDrawableHideSubObject("GBGEN13DP1") EndScript End ModelConditionState = DESTROYED_RIGHT Model = GBGen13_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 = DESTROYED_RIGHT BeginScript CurDrawableHideSubObject("GBGEN13DP2") EndScript End ModelConditionState = DESTROYED_BACK Model = GBGen13_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 = DESTROYED_BACK BeginScript CurDrawableHideSubObject("GBGEN13DP3") EndScript End ModelConditionState = DESTROYED_LEFT Model = GBGen13_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 = DESTROYED_LEFT BeginScript CurDrawableHideSubObject("GBGEN13DP4") EndScript End ModelConditionState = DAMAGED Model = GBGen13_D1 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeMedium01 SmokeBuildingMedium End ModelConditionState = REALLYDAMAGED Model = GBGen13_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 ModelConditionState = RUBBLE Model = GBGen13_D2 ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = POST_RUBBLE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End ModelConditionState = POST_COLLAPSE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End End ; *** AUDIO Parameters *** SoundAmbientDamaged = GenericFireMediumLoop SoundAmbientReallyDamaged = GenericFireLargeLoop SoundOnDamaged = BuildingLightDamageStone SoundOnReallyDamaged = BuildingHeavyDamageStone ; ***DESIGN parameters *** DisplayName = OBJECT:GondorBuildingGeneral EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = NoArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE RadarPriority = STRUCTURE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK DamageCreationList = OCL_Gen13_Chunk1 CATAPULT_ROCK FRONT_DESTROYED DamageCreationList = OCL_Gen13_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED DamageCreationList = OCL_Gen13_Chunk3 CATAPULT_ROCK BACK_DESTROYED DamageCreationList = OCL_Gen13_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 = 2400 End Behavior = StructureCollapseUpdate ModuleTag_03 MinCollapseDelay = 000 MaxCollapseDelay = 000 CollapseDamping = .5 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 FXList = INITIAL FX_StructureMediumCollapse OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done End Behavior = BuildingBehavior BuildingModuleTag NightWindowName = Night01 ; FireWindowName = win_f ; NightFireWindowName = win_nf End Behavior = TransitionDamageFX ModuleTag_05 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BuildingReallyDamagedTransitionMedium End Geometry = BOX GeometryMajorRadius = 19.0 GeometryMinorRadius = 53.4 GeometryHeight = 33.4 GeometryOffset = X:-2 Y:0 Z:0 GeometryIsSmall = No AdditionalGeometry = CYLINDER GeometryMajorRadius = 12.0 GeometryMinorRadius = 19.4 GeometryHeight = 90.4 GeometryOffset = X:-2 Y:0 Z:0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GondorBuildingGeneral14 ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = GBGen14 End ModelConditionState = DESTROYED_FRONT Model = GBGen14_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_FRONT BeginScript CurDrawableHideSubObject("GBGEN14DP1") EndScript End ModelConditionState = DESTROYED_RIGHT Model = GBGen14_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_RIGHT BeginScript CurDrawableHideSubObject("GBGEN14DP2") EndScript End ModelConditionState = DESTROYED_BACK Model = GBGen14_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_BACK BeginScript CurDrawableHideSubObject("GBGEN14DP3") EndScript End ModelConditionState = DESTROYED_LEFT Model = GBGen14_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_LEFT BeginScript CurDrawableHideSubObject("GBGEN14DP4") EndScript End ModelConditionState = DAMAGED Model = GBGen14_D1 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeMedium01 SmokeBuildingMedium End ModelConditionState = REALLYDAMAGED Model = GBGen14_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = RUBBLE Model = GBGen14_D2 ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = POST_RUBBLE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End ModelConditionState = POST_COLLAPSE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End End ; *** AUDIO Parameters *** SoundAmbientDamaged = GenericFireMediumLoop SoundAmbientReallyDamaged = GenericFireLargeLoop SoundOnDamaged = BuildingLightDamageStone SoundOnReallyDamaged = BuildingHeavyDamageStone ; ***DESIGN parameters *** DisplayName = OBJECT:GondorBuildingGeneral EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = NoArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE RadarPriority = STRUCTURE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK DamageCreationList = OCL_Gen14_Chunk1 CATAPULT_ROCK FRONT_DESTROYED DamageCreationList = OCL_Gen14_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED DamageCreationList = OCL_Gen14_Chunk3 CATAPULT_ROCK BACK_DESTROYED DamageCreationList = OCL_Gen14_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 = 2100 End Behavior = StructureCollapseUpdate ModuleTag_03 MinCollapseDelay = 000 MaxCollapseDelay = 000 CollapseDamping = .5 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 FXList = INITIAL FX_StructureMediumCollapse OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done End Behavior = TransitionDamageFX ModuleTag_05 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BuildingReallyDamagedTransitionMedium End Behavior = BuildingBehavior BuildingModuleTag NightWindowName = Night01 ; FireWindowName = win_f ; NightFireWindowName = win_nf End Geometry = BOX GeometryMajorRadius = 14.4 GeometryMinorRadius = 33.4 GeometryHeight = 32.0 GeometryIsSmall = No GeometryOffset = X:0 Y:-9.4 Z:0 AdditionalGeometry = BOX GeometryMajorRadius = 12.4 GeometryMinorRadius = 14.0 GeometryHeight = 56.0 GeometryIsSmall = No GeometryOffset = X:0 Y:-28.4 Z:0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GondorBuildingGeneral15 ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = GBGen15 End ModelConditionState = DESTROYED_FRONT Model = GBGen15_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_FRONT BeginScript CurDrawableHideSubObject("GBGEN15DP1") EndScript End ModelConditionState = DESTROYED_RIGHT Model = GBGen15_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_RIGHT BeginScript CurDrawableHideSubObject("GBGEN15DP2") EndScript End ModelConditionState = DESTROYED_BACK Model = GBGen15_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_BACK BeginScript CurDrawableHideSubObject("GBGEN15DP3") EndScript End ModelConditionState = DESTROYED_LEFT Model = GBGen15_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_LEFT BeginScript CurDrawableHideSubObject("GBGEN15DP4") EndScript End ModelConditionState = DAMAGED Model = GBGen15_D1 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeMedium01 SmokeBuildingMedium End ModelConditionState = REALLYDAMAGED Model = GBGen15_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = RUBBLE Model = GBGen15_D2 ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = POST_RUBBLE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End ModelConditionState = POST_COLLAPSE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End End ; *** AUDIO Parameters *** SoundAmbientDamaged = GenericFireMediumLoop SoundAmbientReallyDamaged = GenericFireLargeLoop SoundOnDamaged = BuildingLightDamageStone SoundOnReallyDamaged = BuildingHeavyDamageStone ; ***DESIGN parameters *** DisplayName = OBJECT:GondorBuildingGeneral EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = NoArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE RadarPriority = STRUCTURE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK DamageCreationList = OCL_Gen15_Chunk1 CATAPULT_ROCK FRONT_DESTROYED DamageCreationList = OCL_Gen15_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED DamageCreationList = OCL_Gen15_Chunk3 CATAPULT_ROCK BACK_DESTROYED DamageCreationList = OCL_Gen15_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 = 2500 End Behavior = StructureCollapseUpdate ModuleTag_03 MinCollapseDelay = 000 MaxCollapseDelay = 000 CollapseDamping = .5 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 FXList = INITIAL FX_StructureMediumCollapse OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done End Behavior = TransitionDamageFX ModuleTag_05 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BuildingReallyDamagedTransitionMedium End Behavior = BuildingBehavior BuildingModuleTag NightWindowName = Night01 ; FireWindowName = win_f ; NightFireWindowName = win_nf End Geometry = BOX GeometryMajorRadius = 12.8 GeometryMinorRadius = 33.0 GeometryHeight = 40.8 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GondorBuildingGeneral15NoFireD1 ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = GBGen15_D1R End End ; *** AUDIO Parameters *** ;SoundOnDamaged = BuildingLightDamageStone ;SoundOnReallyDamaged = BuildingHeavyDamageStone ; ***DESIGN parameters *** DisplayName = OBJECT:GondorBuildingGeneral EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = NoArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE RadarPriority = STRUCTURE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 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 = 2500 End Geometry = BOX GeometryMajorRadius = 12.8 GeometryMinorRadius = 33.0 GeometryHeight = 40.8 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GondorBuildingGeneral15NoFireD2 ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = GBGen15_D2R End End ; *** AUDIO Parameters *** ;SoundOnDamaged = BuildingLightDamageStone ;SoundOnReallyDamaged = BuildingHeavyDamageStone ; ***DESIGN parameters *** DisplayName = OBJECT:GondorBuildingGeneral EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = NoArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE RadarPriority = STRUCTURE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 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 = 2500 End Geometry = BOX GeometryMajorRadius = 12.8 GeometryMinorRadius = 33.0 GeometryHeight = 40.8 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GondorBuildingGeneral16 ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = GBGen16 End ModelConditionState = DESTROYED_FRONT Model = GBGen16_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_FRONT BeginScript CurDrawableHideSubObject("GBGEN16DP1") EndScript End ModelConditionState = DESTROYED_RIGHT Model = GBGen16_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_RIGHT BeginScript CurDrawableHideSubObject("GBGEN16DP2") EndScript End ModelConditionState = DESTROYED_BACK Model = GBGen16_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_BACK BeginScript CurDrawableHideSubObject("GBGEN16DP3") EndScript End ModelConditionState = DESTROYED_LEFT Model = GBGen16_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_LEFT BeginScript CurDrawableHideSubObject("GBGEN16DP4") EndScript End ModelConditionState = DAMAGED Model = GBGen16_D1 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeMedium01 SmokeBuildingMedium End ModelConditionState = REALLYDAMAGED Model = GBGen16_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = RUBBLE Model = GBGen16_D2 ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = POST_RUBBLE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End ModelConditionState = POST_COLLAPSE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End End ; *** AUDIO Parameters *** SoundAmbientDamaged = GenericFireMediumLoop SoundAmbientReallyDamaged = GenericFireLargeLoop SoundOnDamaged = BuildingLightDamageStone SoundOnReallyDamaged = BuildingHeavyDamageStone ; ***DESIGN parameters *** DisplayName = OBJECT:GondorBuildingGeneral EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = NoArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE RadarPriority = STRUCTURE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK DamageCreationList = OCL_Gen16_Chunk1 CATAPULT_ROCK FRONT_DESTROYED DamageCreationList = OCL_Gen16_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED DamageCreationList = OCL_Gen16_Chunk3 CATAPULT_ROCK BACK_DESTROYED DamageCreationList = OCL_Gen16_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 = 2100 End Behavior = StructureCollapseUpdate ModuleTag_03 MinCollapseDelay = 000 MaxCollapseDelay = 000 CollapseDamping = .5 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 FXList = INITIAL FX_StructureMediumCollapse OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done End Behavior = TransitionDamageFX ModuleTag_05 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BuildingReallyDamagedTransitionMedium End Behavior = BuildingBehavior BuildingModuleTag NightWindowName = Night01 ; FireWindowName = win_f ; NightFireWindowName = win_nf End Geometry = BOX GeometryMajorRadius = 19.2 GeometryMinorRadius = 31.0 GeometryHeight = 62.8 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GondorBuildingGeneral17 ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = GBGen17 End ModelConditionState = DESTROYED_FRONT Model = GBGen17_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 = DESTROYED_FRONT BeginScript CurDrawableHideSubObject("GBGEN17DP1") EndScript End ModelConditionState = DESTROYED_RIGHT Model = GBGen17_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 = DESTROYED_RIGHT BeginScript CurDrawableHideSubObject("GBGEN17DP2") EndScript End ModelConditionState = DESTROYED_BACK Model = GBGen17_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 = DESTROYED_BACK BeginScript CurDrawableHideSubObject("GBGEN17DP3") EndScript End ModelConditionState = DESTROYED_LEFT Model = GBGen17_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 = DESTROYED_LEFT BeginScript CurDrawableHideSubObject("GBGEN17DP4") EndScript End ModelConditionState = DAMAGED Model = GBGen17_D1 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeMedium01 SmokeBuildingMedium End ModelConditionState = REALLYDAMAGED Model = GBGen17_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 ModelConditionState = RUBBLE Model = GBGen17_D2 ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = POST_RUBBLE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End ModelConditionState = POST_COLLAPSE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End End ; *** AUDIO Parameters *** SoundAmbientDamaged = GenericFireMediumLoop SoundAmbientReallyDamaged = GenericFireLargeLoop SoundOnDamaged = BuildingLightDamageStone SoundOnReallyDamaged = BuildingHeavyDamageStone ; ***DESIGN parameters *** DisplayName = OBJECT:GondorBuildingGeneral EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = NoArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE RadarPriority = STRUCTURE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK DamageCreationList = OCL_Gen17_Chunk1 CATAPULT_ROCK FRONT_DESTROYED DamageCreationList = OCL_Gen17_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED DamageCreationList = OCL_Gen17_Chunk3 CATAPULT_ROCK BACK_DESTROYED DamageCreationList = OCL_Gen17_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 = 2500 End Behavior = StructureCollapseUpdate ModuleTag_03 MinCollapseDelay = 000 MaxCollapseDelay = 000 CollapseDamping = .5 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 FXList = INITIAL FX_StructureMediumCollapse OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done End Behavior = TransitionDamageFX ModuleTag_05 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BuildingReallyDamagedTransitionMedium End Behavior = BuildingBehavior BuildingModuleTag NightWindowName = Night01 ; FireWindowName = win_f ; NightFireWindowName = win_nf End Geometry = BOX GeometryMajorRadius = 10.4 GeometryMinorRadius = 36.6 GeometryHeight = 33.6 GeometryOffset = X:0 Y:1 Z:0 GeometryIsSmall = No AdditionalGeometry = CYLINDER GeometryMajorRadius = 8.0 GeometryMinorRadius = 29.6 GeometryHeight = 83.0 GeometryOffset = X:0 Y:-25.6 Z:0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GondorBuildingGeneral17NoFireD1 ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = GBGen17_D1R End End ; *** AUDIO Parameters *** ;SoundOnDamaged = BuildingLightDamageStone ;SoundOnReallyDamaged = BuildingHeavyDamageStone ; ***DESIGN parameters *** DisplayName = OBJECT:GondorBuildingGeneral EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = NoArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE RadarPriority = STRUCTURE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 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 = 2500 End Geometry = BOX GeometryMajorRadius = 10.4 GeometryMinorRadius = 36.6 GeometryHeight = 33.6 GeometryOffset = X:0 Y:1 Z:0 GeometryIsSmall = No AdditionalGeometry = CYLINDER GeometryMajorRadius = 8.0 GeometryMinorRadius = 29.6 GeometryHeight = 83.0 GeometryOffset = X:0 Y:-25.6 Z:0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GondorBuildingGeneral17NoFireD2 ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = GBGen17_D2R End End ; *** AUDIO Parameters *** ;SoundOnDamaged = BuildingLightDamageStone ;SoundOnReallyDamaged = BuildingHeavyDamageStone ; ***DESIGN parameters *** DisplayName = OBJECT:GondorBuildingGeneral EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = NoArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE RadarPriority = STRUCTURE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 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 = 2500 End Geometry = BOX GeometryMajorRadius = 10.4 GeometryMinorRadius = 36.6 GeometryHeight = 33.6 GeometryOffset = X:0 Y:1 Z:0 GeometryIsSmall = No AdditionalGeometry = CYLINDER GeometryMajorRadius = 8.0 GeometryMinorRadius = 29.6 GeometryHeight = 83.0 GeometryOffset = X:0 Y:-25.6 Z:0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GondorBuildingGeneral18 ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = GBGen18 End ModelConditionState = DESTROYED_FRONT Model = GBGen18_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_FRONT BeginScript CurDrawableHideSubObject("GBGEN18DP1") EndScript End ModelConditionState = DESTROYED_RIGHT Model = GBGen18_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_RIGHT BeginScript CurDrawableHideSubObject("GBGEN18DP2") EndScript End ModelConditionState = DESTROYED_BACK Model = GBGen18_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_BACK BeginScript CurDrawableHideSubObject("GBGEN18DP3") EndScript End ModelConditionState = DESTROYED_LEFT Model = GBGen18_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_LEFT BeginScript CurDrawableHideSubObject("GBGEN18DP4") EndScript End ModelConditionState = DAMAGED Model = GBGen18_D1 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeMedium01 SmokeBuildingMedium End ModelConditionState = REALLYDAMAGED Model = GBGen18_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = RUBBLE Model = GBGen18_D2 ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = POST_RUBBLE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End ModelConditionState = POST_COLLAPSE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End End ; *** AUDIO Parameters *** SoundAmbientDamaged = GenericFireMediumLoop SoundAmbientReallyDamaged = GenericFireLargeLoop SoundOnDamaged = BuildingLightDamageStone SoundOnReallyDamaged = BuildingHeavyDamageStone ; ***DESIGN parameters *** DisplayName = OBJECT:GondorBuildingGeneral EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = NoArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE RadarPriority = STRUCTURE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK DamageCreationList = OCL_Gen18_Chunk1 CATAPULT_ROCK FRONT_DESTROYED DamageCreationList = OCL_Gen18_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED DamageCreationList = OCL_Gen18_Chunk3 CATAPULT_ROCK BACK_DESTROYED DamageCreationList = OCL_Gen18_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 = 2500 End Behavior = StructureCollapseUpdate ModuleTag_03 MinCollapseDelay = 000 MaxCollapseDelay = 000 CollapseDamping = .5 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 FXList = INITIAL FX_StructureMediumCollapse OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done End Behavior = TransitionDamageFX ModuleTag_05 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BuildingReallyDamagedTransitionMedium End Behavior = BuildingBehavior BuildingModuleTag NightWindowName = Night01 ; FireWindowName = win_f ; NightFireWindowName = win_nf End Geometry = BOX GeometryMajorRadius = 12.0 GeometryMinorRadius = 14.4 GeometryHeight = 55.8 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GondorBuildingGeneral19 ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = GBGen19 End ModelConditionState = DESTROYED_FRONT Model = GBGen19_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_FRONT BeginScript CurDrawableHideSubObject("GBGEN19DP1") EndScript End ModelConditionState = DESTROYED_RIGHT Model = GBGen19_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_RIGHT BeginScript CurDrawableHideSubObject("GBGEN19DP2") EndScript End ModelConditionState = DESTROYED_BACK Model = GBGen19_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_BACK BeginScript CurDrawableHideSubObject("GBGEN19DP3") EndScript End ModelConditionState = DESTROYED_LEFT Model = GBGen19_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_LEFT BeginScript CurDrawableHideSubObject("GBGEN19DP4") EndScript End ModelConditionState = DAMAGED Model = GBGen19_D1 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeMedium01 SmokeBuildingMedium End ModelConditionState = REALLYDAMAGED Model = GBGen19_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = RUBBLE Model = GBGen19_D2 ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = POST_RUBBLE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End ModelConditionState = POST_COLLAPSE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End End ; *** AUDIO Parameters *** SoundAmbientDamaged = GenericFireMediumLoop SoundAmbientReallyDamaged = GenericFireLargeLoop SoundOnDamaged = BuildingLightDamageStone SoundOnReallyDamaged = BuildingHeavyDamageStone ; ***DESIGN parameters *** DisplayName = OBJECT:GondorBuildingGeneral EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = NoArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE RadarPriority = STRUCTURE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK DamageCreationList = OCL_Gen19_Chunk1 CATAPULT_ROCK FRONT_DESTROYED DamageCreationList = OCL_Gen19_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED DamageCreationList = OCL_Gen19_Chunk3 CATAPULT_ROCK BACK_DESTROYED DamageCreationList = OCL_Gen19_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 = 2300 End Behavior = StructureCollapseUpdate ModuleTag_03 MinCollapseDelay = 000 MaxCollapseDelay = 000 CollapseDamping = .5 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 FXList = INITIAL FX_StructureMediumCollapse OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done End Behavior = TransitionDamageFX ModuleTag_05 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BuildingReallyDamagedTransitionMedium End Behavior = BuildingBehavior BuildingModuleTag NightWindowName = Night01 ; FireWindowName = win_f ; NightFireWindowName = win_nf End Geometry = BOX GeometryMajorRadius = 15.4 GeometryMinorRadius = 21.8 GeometryHeight = 52.6 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GondorBuildingGeneral19NoFireD1 ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = GBGen19_D1R End End ; *** AUDIO Parameters *** ;SoundOnDamaged = BuildingLightDamageStone ;SoundOnReallyDamaged = BuildingHeavyDamageStone ; ***DESIGN parameters *** DisplayName = OBJECT:GondorBuildingGeneral EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = NoArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE RadarPriority = STRUCTURE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 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 = 2100 End Geometry = BOX GeometryMajorRadius = 15.4 GeometryMinorRadius = 21.8 GeometryHeight = 52.6 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GondorBuildingGeneral19NoFireD2 ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = GBGen19_D2R End End ; *** AUDIO Parameters *** ;SoundOnDamaged = BuildingLightDamageStone ;SoundOnReallyDamaged = BuildingHeavyDamageStone ; ***DESIGN parameters *** DisplayName = OBJECT:GondorBuildingGeneral EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = NoArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE RadarPriority = STRUCTURE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 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 = 2100 End Geometry = BOX GeometryMajorRadius = 15.4 GeometryMinorRadius = 21.8 GeometryHeight = 52.6 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GondorBuildingGeneral20 ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = GBGen20 End ModelConditionState = DESTROYED_FRONT Model = GBGen20_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_FRONT BeginScript CurDrawableHideSubObject("GBGEN20DP1") EndScript End ModelConditionState = DESTROYED_RIGHT Model = GBGen20_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_RIGHT BeginScript CurDrawableHideSubObject("GBGEN20DP2") EndScript End ModelConditionState = DESTROYED_BACK Model = GBGen20_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_BACK BeginScript CurDrawableHideSubObject("GBGEN20DP3") EndScript End ModelConditionState = DESTROYED_LEFT Model = GBGen20_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_LEFT BeginScript CurDrawableHideSubObject("GBGEN20DP4") EndScript End ModelConditionState = DAMAGED Model = GBGen20_D1 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeMedium01 SmokeBuildingMedium End ModelConditionState = REALLYDAMAGED Model = GBGen20_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = RUBBLE Model = GBGen20_D2 ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = POST_RUBBLE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End ModelConditionState = POST_COLLAPSE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End End ; *** AUDIO Parameters *** SoundAmbientDamaged = GenericFireMediumLoop SoundAmbientReallyDamaged = GenericFireLargeLoop SoundOnDamaged = BuildingLightDamageStone SoundOnReallyDamaged = BuildingHeavyDamageStone ; ***DESIGN parameters *** DisplayName = OBJECT:GondorBuildingGeneral EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = NoArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE RadarPriority = STRUCTURE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK DamageCreationList = OCL_Gen20_Chunk1 CATAPULT_ROCK FRONT_DESTROYED DamageCreationList = OCL_Gen20_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED DamageCreationList = OCL_Gen20_Chunk3 CATAPULT_ROCK BACK_DESTROYED DamageCreationList = OCL_Gen20_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 = 2100 End Behavior = StructureCollapseUpdate ModuleTag_03 MinCollapseDelay = 000 MaxCollapseDelay = 000 CollapseDamping = .5 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 FXList = INITIAL FX_StructureMediumCollapse OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done End Behavior = TransitionDamageFX ModuleTag_05 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BuildingReallyDamagedTransitionMedium End Geometry = BOX GeometryMajorRadius = 15.2 GeometryMinorRadius = 27.8 GeometryHeight = 49.8 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GondorBuildingGeneral21 ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = GBGen21 End ModelConditionState = DESTROYED_FRONT Model = GBGen21_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_FRONT BeginScript CurDrawableHideSubObject("GBGEN21DP1") EndScript End ModelConditionState = DESTROYED_RIGHT Model = GBGen21_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_RIGHT BeginScript CurDrawableHideSubObject("GBGEN21DP2") EndScript End ModelConditionState = DESTROYED_BACK Model = GBGen21_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_BACK BeginScript CurDrawableHideSubObject("GBGEN21DP3") EndScript End ModelConditionState = DESTROYED_LEFT Model = GBGen21_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_LEFT BeginScript CurDrawableHideSubObject("GBGEN21DP4") EndScript End ModelConditionState = DAMAGED Model = GBGen21_D1 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeMedium01 SmokeBuildingMedium End ModelConditionState = REALLYDAMAGED Model = GBGen21_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = RUBBLE Model = GBGen21_D2 ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = POST_RUBBLE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End ModelConditionState = POST_COLLAPSE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End End ; *** AUDIO Parameters *** SoundAmbientDamaged = GenericFireMediumLoop SoundAmbientReallyDamaged = GenericFireLargeLoop SoundOnDamaged = BuildingLightDamageStone SoundOnReallyDamaged = BuildingHeavyDamageStone ; ***DESIGN parameters *** DisplayName = OBJECT:GondorBuildingGeneral EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = NoArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE RadarPriority = STRUCTURE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK DamageCreationList = OCL_Gen21_Chunk1 CATAPULT_ROCK FRONT_DESTROYED DamageCreationList = OCL_Gen21_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED DamageCreationList = OCL_Gen21_Chunk3 CATAPULT_ROCK BACK_DESTROYED DamageCreationList = OCL_Gen21_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 = 2100 End Behavior = StructureCollapseUpdate ModuleTag_03 MinCollapseDelay = 000 MaxCollapseDelay = 000 CollapseDamping = .5 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 FXList = INITIAL FX_StructureMediumCollapse OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done End Behavior = TransitionDamageFX ModuleTag_05 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BuildingReallyDamagedTransitionMedium End Geometry = BOX GeometryMajorRadius = 12.0 GeometryMinorRadius = 37.6 GeometryHeight = 41.8 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GondorBuildingGeneral22 ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = GBGen22 End ModelConditionState = DESTROYED_FRONT Model = GBGen22_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_FRONT BeginScript CurDrawableHideSubObject("GBGEN22DP1") EndScript End ModelConditionState = DESTROYED_RIGHT Model = GBGen22_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_RIGHT BeginScript CurDrawableHideSubObject("GBGEN22DP2") EndScript End ModelConditionState = DESTROYED_BACK Model = GBGen22_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_BACK BeginScript CurDrawableHideSubObject("GBGEN22DP3") EndScript End ModelConditionState = DESTROYED_LEFT Model = GBGen22_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_LEFT BeginScript CurDrawableHideSubObject("GBGEN22DP4") EndScript End ModelConditionState = DAMAGED Model = GBGen22_D1 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeMedium01 SmokeBuildingMedium End ModelConditionState = REALLYDAMAGED Model = GBGen22_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = RUBBLE Model = GBGen22_D2 ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = POST_RUBBLE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End ModelConditionState = POST_COLLAPSE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End End ; *** AUDIO Parameters *** SoundAmbientDamaged = GenericFireMediumLoop SoundAmbientReallyDamaged = GenericFireLargeLoop SoundOnDamaged = BuildingLightDamageStone SoundOnReallyDamaged = BuildingHeavyDamageStone ; ***DESIGN parameters *** DisplayName = OBJECT:GondorBuildingGeneral EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = NoArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE RadarPriority = STRUCTURE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK DamageCreationList = OCL_Gen22_Chunk1 CATAPULT_ROCK FRONT_DESTROYED DamageCreationList = OCL_Gen22_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED DamageCreationList = OCL_Gen22_Chunk3 CATAPULT_ROCK BACK_DESTROYED DamageCreationList = OCL_Gen22_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 = 2100 End Behavior = StructureCollapseUpdate ModuleTag_03 MinCollapseDelay = 000 MaxCollapseDelay = 000 CollapseDamping = .5 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 FXList = INITIAL FX_StructureMediumCollapse OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done End Behavior = TransitionDamageFX ModuleTag_05 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BuildingReallyDamagedTransitionMedium End Geometry = BOX GeometryMajorRadius = 10.4 GeometryMinorRadius = 29.8 GeometryHeight = 24.8 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GondorBuildingGeneral23 ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = GBGen23 End ModelConditionState = DESTROYED_FRONT Model = GBGen23_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_FRONT BeginScript CurDrawableHideSubObject("GBGEN23DP1") EndScript End ModelConditionState = DESTROYED_RIGHT Model = GBGen23_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_RIGHT BeginScript CurDrawableHideSubObject("GBGEN23DP2") EndScript End ModelConditionState = DESTROYED_BACK Model = GBGen23_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_BACK BeginScript CurDrawableHideSubObject("GBGEN23DP3") EndScript End ModelConditionState = DESTROYED_LEFT Model = GBGen23_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_LEFT BeginScript CurDrawableHideSubObject("GBGEN23DP4") EndScript End ModelConditionState = DAMAGED Model = GBGen23_D1 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeMedium01 SmokeBuildingMedium End ModelConditionState = REALLYDAMAGED Model = GBGen23_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = RUBBLE Model = GBGen23_D2 ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = POST_RUBBLE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End ModelConditionState = POST_COLLAPSE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End End ; *** AUDIO Parameters *** SoundAmbientDamaged = GenericFireMediumLoop SoundAmbientReallyDamaged = GenericFireLargeLoop SoundOnDamaged = BuildingLightDamageStone SoundOnReallyDamaged = BuildingHeavyDamageStone ; ***DESIGN parameters *** DisplayName = OBJECT:GondorBuildingGeneral EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = NoArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE RadarPriority = STRUCTURE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK DamageCreationList = OCL_Gen23_Chunk1 CATAPULT_ROCK FRONT_DESTROYED DamageCreationList = OCL_Gen23_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED DamageCreationList = OCL_Gen23_Chunk3 CATAPULT_ROCK BACK_DESTROYED DamageCreationList = OCL_Gen23_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 = 2100 End Behavior = StructureCollapseUpdate ModuleTag_03 MinCollapseDelay = 000 MaxCollapseDelay = 000 CollapseDamping = .5 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 FXList = INITIAL FX_StructureMediumCollapse OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done End Behavior = BuildingBehavior BuildingModuleTag NightWindowName = Night01 ; FireWindowName = win_f ; NightFireWindowName = win_nf End Behavior = TransitionDamageFX ModuleTag_05 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BuildingReallyDamagedTransitionMedium End Geometry = BOX GeometryMajorRadius = 11.8 GeometryMinorRadius = 17.4 GeometryHeight = 59.8 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GondorBuildingGeneral24 ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = GBGen24 End ModelConditionState = DESTROYED_FRONT Model = GBGen24_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_FRONT BeginScript CurDrawableHideSubObject("GBGEN24DP1") EndScript End ModelConditionState = DESTROYED_RIGHT Model = GBGen24_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_RIGHT BeginScript CurDrawableHideSubObject("GBGEN24DP2") EndScript End ModelConditionState = DESTROYED_BACK Model = GBGen24_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_BACK BeginScript CurDrawableHideSubObject("GBGEN24DP3") EndScript End ModelConditionState = DESTROYED_LEFT Model = GBGen24_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_LEFT BeginScript CurDrawableHideSubObject("GBGEN24DP4") EndScript End ModelConditionState = DAMAGED Model = GBGen24_D1 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeMedium01 SmokeBuildingMedium End ModelConditionState = REALLYDAMAGED Model = GBGen24_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = RUBBLE Model = GBGen24_D2 ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = POST_RUBBLE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End ModelConditionState = POST_COLLAPSE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End End ; *** AUDIO Parameters *** SoundAmbientDamaged = GenericFireMediumLoop SoundAmbientReallyDamaged = GenericFireLargeLoop SoundOnDamaged = BuildingLightDamageStone SoundOnReallyDamaged = BuildingHeavyDamageStone ; ***DESIGN parameters *** DisplayName = OBJECT:GondorBuildingGeneral EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = NoArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE RadarPriority = STRUCTURE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK DamageCreationList = OCL_Gen24_Chunk1 CATAPULT_ROCK FRONT_DESTROYED DamageCreationList = OCL_Gen24_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED DamageCreationList = OCL_Gen24_Chunk3 CATAPULT_ROCK BACK_DESTROYED DamageCreationList = OCL_Gen24_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 = 2100 End Behavior = StructureCollapseUpdate ModuleTag_03 MinCollapseDelay = 000 MaxCollapseDelay = 000 CollapseDamping = .5 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 FXList = INITIAL FX_StructureMediumCollapse OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done End Behavior = BuildingBehavior BuildingModuleTag NightWindowName = Night01 ; FireWindowName = win_f ; NightFireWindowName = win_nf End Behavior = TransitionDamageFX ModuleTag_05 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BuildingReallyDamagedTransitionMedium End Geometry = BOX GeometryMajorRadius = 12.2 GeometryMinorRadius = 34.0 GeometryHeight = 41.8 GeometryIsSmall = No AdditionalGeometry = BOX GeometryMajorRadius = 8.0 GeometryMinorRadius = 8.0 GeometryHeight = 77.8 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GondorBuildingGeneral25 ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = GBGen25 End ModelConditionState = DESTROYED_FRONT Model = GBGen25_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_FRONT BeginScript CurDrawableHideSubObject("GBGEN25DP1") EndScript End ModelConditionState = DESTROYED_RIGHT Model = GBGen25_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_RIGHT BeginScript CurDrawableHideSubObject("GBGEN25DP2") EndScript End ModelConditionState = DESTROYED_BACK Model = GBGen25_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_BACK BeginScript CurDrawableHideSubObject("GBGEN25DP3") EndScript End ModelConditionState = DESTROYED_LEFT Model = GBGen25_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_LEFT BeginScript CurDrawableHideSubObject("GBGEN25DP4") EndScript End ModelConditionState = DAMAGED Model = GBGen25_D1 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeMedium01 SmokeBuildingMedium End ModelConditionState = REALLYDAMAGED Model = GBGen25_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = RUBBLE Model = GBGen25_D2 ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = POST_RUBBLE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End ModelConditionState = POST_COLLAPSE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End End ; *** AUDIO Parameters *** SoundAmbientDamaged = GenericFireMediumLoop SoundAmbientReallyDamaged = GenericFireLargeLoop SoundOnDamaged = BuildingLightDamageStone SoundOnReallyDamaged = BuildingHeavyDamageStone ; ***DESIGN parameters *** DisplayName = OBJECT:GondorBuildingGeneral EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = NoArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE RadarPriority = STRUCTURE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK DamageCreationList = OCL_Gen25_Chunk1 CATAPULT_ROCK FRONT_DESTROYED DamageCreationList = OCL_Gen25_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED DamageCreationList = OCL_Gen25_Chunk3 CATAPULT_ROCK BACK_DESTROYED DamageCreationList = OCL_Gen25_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 = 2100 End Behavior = StructureCollapseUpdate ModuleTag_03 MinCollapseDelay = 000 MaxCollapseDelay = 000 CollapseDamping = .5 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 FXList = INITIAL FX_StructureMediumCollapse OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done End Behavior = TransitionDamageFX ModuleTag_05 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BuildingReallyDamagedTransitionMedium End Geometry = BOX GeometryMajorRadius = 17.6 GeometryMinorRadius = 42.6 GeometryHeight = 40.6 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GondorBuildingGeneral26 ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = GBGen26 End ModelConditionState = DESTROYED_FRONT Model = GBGen26_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_FRONT BeginScript CurDrawableHideSubObject("GBGEN26DP1") EndScript End ModelConditionState = DESTROYED_RIGHT Model = GBGen26_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_RIGHT BeginScript CurDrawableHideSubObject("GBGEN26DP2") EndScript End ModelConditionState = DESTROYED_BACK Model = GBGen26_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_BACK BeginScript CurDrawableHideSubObject("GBGEN26DP3") EndScript End ModelConditionState = DESTROYED_LEFT Model = GBGen26_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_LEFT BeginScript CurDrawableHideSubObject("GBGEN26DP4") EndScript End ModelConditionState = DAMAGED Model = GBGen26_D1 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeMedium01 SmokeBuildingMedium End ModelConditionState = REALLYDAMAGED Model = GBGen26_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = RUBBLE Model = GBGen26_D2 ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = POST_RUBBLE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End ModelConditionState = POST_COLLAPSE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End End ; *** AUDIO Parameters *** SoundAmbientDamaged = GenericFireMediumLoop SoundAmbientReallyDamaged = GenericFireLargeLoop SoundOnDamaged = BuildingLightDamageStone SoundOnReallyDamaged = BuildingHeavyDamageStone ; ***DESIGN parameters *** DisplayName = OBJECT:GondorBuildingGeneral EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = NoArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE RadarPriority = STRUCTURE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK DamageCreationList = OCL_Gen26_Chunk1 CATAPULT_ROCK FRONT_DESTROYED DamageCreationList = OCL_Gen26_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED DamageCreationList = OCL_Gen26_Chunk3 CATAPULT_ROCK BACK_DESTROYED DamageCreationList = OCL_Gen26_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 = 2100 End Behavior = StructureCollapseUpdate ModuleTag_03 MinCollapseDelay = 000 MaxCollapseDelay = 000 CollapseDamping = .5 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 FXList = INITIAL FX_StructureMediumCollapse OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done End Behavior = TransitionDamageFX ModuleTag_05 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BuildingReallyDamagedTransitionMedium End Geometry = BOX GeometryMajorRadius = 12.6 GeometryMinorRadius = 38.6 GeometryHeight = 40.6 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GondorBuildingGeneral27 ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = GBGen27 End ModelConditionState = DESTROYED_FRONT Model = GBGen27_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_FRONT BeginScript CurDrawableHideSubObject("GBGEN27DP1") EndScript End ModelConditionState = DESTROYED_RIGHT Model = GBGen27_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_RIGHT BeginScript CurDrawableHideSubObject("GBGEN27DP2") EndScript End ModelConditionState = DESTROYED_BACK Model = GBGen27_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_BACK BeginScript CurDrawableHideSubObject("GBGEN27DP3") EndScript End ModelConditionState = DESTROYED_LEFT Model = GBGen27_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_LEFT BeginScript CurDrawableHideSubObject("GBGEN27DP4") EndScript End ModelConditionState = DAMAGED Model = GBGen27_D1 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeMedium01 SmokeBuildingMedium End ModelConditionState = REALLYDAMAGED Model = GBGen27_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = RUBBLE Model = GBGen27_D2 ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = POST_RUBBLE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End ModelConditionState = POST_COLLAPSE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End End ; *** AUDIO Parameters *** SoundAmbientDamaged = GenericFireMediumLoop SoundAmbientReallyDamaged = GenericFireLargeLoop SoundOnDamaged = BuildingLightDamageStone SoundOnReallyDamaged = BuildingHeavyDamageStone ; ***DESIGN parameters *** DisplayName = OBJECT:GondorBuildingGeneral EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = NoArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE RadarPriority = STRUCTURE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK DamageCreationList = OCL_Gen27_Chunk1 CATAPULT_ROCK FRONT_DESTROYED DamageCreationList = OCL_Gen27_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED DamageCreationList = OCL_Gen27_Chunk3 CATAPULT_ROCK BACK_DESTROYED DamageCreationList = OCL_Gen27_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 = 2100 End Behavior = StructureCollapseUpdate ModuleTag_03 MinCollapseDelay = 000 MaxCollapseDelay = 000 CollapseDamping = .5 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 FXList = INITIAL FX_StructureMediumCollapse OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done End Behavior = BuildingBehavior BuildingModuleTag NightWindowName = Night01 ; FireWindowName = win_f ; NightFireWindowName = win_nf End Behavior = TransitionDamageFX ModuleTag_05 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BuildingReallyDamagedTransitionMedium End Geometry = BOX GeometryMajorRadius = 11.4 GeometryMinorRadius = 30.6 GeometryHeight = 36.8 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GondorBuildingGeneral28 ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = GBGen28 End ModelConditionState = DESTROYED_FRONT Model = GBGen28_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_FRONT BeginScript CurDrawableHideSubObject("GBGEN28DP1") EndScript End ModelConditionState = DESTROYED_RIGHT Model = GBGen28_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_RIGHT BeginScript CurDrawableHideSubObject("GBGEN28DP2") EndScript End ModelConditionState = DESTROYED_BACK Model = GBGen28_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_BACK BeginScript CurDrawableHideSubObject("GBGEN28DP3") EndScript End ModelConditionState = DESTROYED_LEFT Model = GBGen28_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_LEFT BeginScript CurDrawableHideSubObject("GBGEN28DP4") EndScript End ModelConditionState = DAMAGED Model = GBGen28_D1 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeMedium01 SmokeBuildingMedium End ModelConditionState = REALLYDAMAGED Model = GBGen28_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = RUBBLE Model = GBGen28_D2 ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = POST_RUBBLE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End ModelConditionState = POST_COLLAPSE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End End ; *** AUDIO Parameters *** SoundAmbientDamaged = GenericFireMediumLoop SoundAmbientReallyDamaged = GenericFireLargeLoop SoundOnDamaged = BuildingLightDamageStone SoundOnReallyDamaged = BuildingHeavyDamageStone ; ***DESIGN parameters *** DisplayName = OBJECT:GondorBuildingGeneral EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = NoArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE RadarPriority = STRUCTURE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK DamageCreationList = OCL_Gen28_Chunk1 CATAPULT_ROCK FRONT_DESTROYED DamageCreationList = OCL_Gen28_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED DamageCreationList = OCL_Gen28_Chunk3 CATAPULT_ROCK BACK_DESTROYED DamageCreationList = OCL_Gen28_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 = 2100 End Behavior = StructureCollapseUpdate ModuleTag_03 MinCollapseDelay = 000 MaxCollapseDelay = 000 CollapseDamping = .5 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 FXList = INITIAL FX_StructureMediumCollapse OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done End Behavior = BuildingBehavior BuildingModuleTag NightWindowName = Night01 ; FireWindowName = win_f ; NightFireWindowName = win_nf End Behavior = TransitionDamageFX ModuleTag_05 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BuildingReallyDamagedTransitionMedium End Geometry = BOX GeometryMajorRadius = 17.6 GeometryMinorRadius = 22.0 GeometryHeight = 39.4 GeometryIsSmall = No AdditionalGeometry = BOX GeometryMajorRadius = 4.6 GeometryMinorRadius = 5.0 GeometryHeight = 76.4 GeometryOffset = X:-1 Y:0 Z:0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GondorBuildingGeneral29 ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = GBGen29 End ModelConditionState = DESTROYED_FRONT Model = GBGen29_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 = DESTROYED_FRONT BeginScript CurDrawableHideSubObject("GBGEN29DP1") EndScript End ModelConditionState = DESTROYED_RIGHT Model = GBGen29_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 = DESTROYED_RIGHT BeginScript CurDrawableHideSubObject("GBGEN29DP2") EndScript End ModelConditionState = DESTROYED_BACK Model = GBGen29_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 = DESTROYED_BACK BeginScript CurDrawableHideSubObject("GBGEN29DP3") EndScript End ModelConditionState = DESTROYED_LEFT Model = GBGen29_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 = DESTROYED_LEFT BeginScript CurDrawableHideSubObject("GBGEN29DP4") EndScript End ModelConditionState = DAMAGED Model = GBGen29_D1 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeMedium01 SmokeBuildingMedium End ModelConditionState = REALLYDAMAGED Model = GBGen29_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 ModelConditionState = RUBBLE Model = GBGen29_D2 ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = POST_RUBBLE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End ModelConditionState = POST_COLLAPSE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End End ; *** AUDIO Parameters *** SoundAmbientDamaged = GenericFireMediumLoop SoundAmbientReallyDamaged = GenericFireLargeLoop SoundOnDamaged = BuildingLightDamageStone SoundOnReallyDamaged = BuildingHeavyDamageStone ; ***DESIGN parameters *** DisplayName = OBJECT:GondorBuildingGeneral EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = NoArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE RadarPriority = STRUCTURE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK DamageCreationList = OCL_Gen29_Chunk1 CATAPULT_ROCK FRONT_DESTROYED DamageCreationList = OCL_Gen29_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED DamageCreationList = OCL_Gen29_Chunk3 CATAPULT_ROCK BACK_DESTROYED DamageCreationList = OCL_Gen29_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 = 2500 End Behavior = StructureCollapseUpdate ModuleTag_03 MinCollapseDelay = 000 MaxCollapseDelay = 000 CollapseDamping = .5 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 FXList = INITIAL FX_StructureMediumCollapse OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done End Behavior = BuildingBehavior BuildingModuleTag NightWindowName = Night01 ; FireWindowName = win_f ; NightFireWindowName = win_nf End Behavior = TransitionDamageFX ModuleTag_05 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BuildingReallyDamagedTransitionMedium End Geometry = CYLINDER GeometryMajorRadius = 22.8 GeometryMinorRadius = 22.4 GeometryHeight = 32.2 GeometryIsSmall = No AdditionalGeometry = CYLINDER GeometryMajorRadius = 15.8 GeometryMinorRadius = 22.4 GeometryHeight = 91.2 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GondorBuildingGeneral30 ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = GBGen30 End ModelConditionState = DESTROYED_FRONT Model = GBGen30_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 = DESTROYED_FRONT BeginScript CurDrawableHideSubObject("GBGEN30DP1") EndScript End ModelConditionState = DESTROYED_RIGHT Model = GBGen30_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 = DESTROYED_RIGHT BeginScript CurDrawableHideSubObject("GBGEN30DP2") EndScript End ModelConditionState = DESTROYED_BACK Model = GBGen30_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 = DESTROYED_BACK BeginScript CurDrawableHideSubObject("GBGEN30DP3") EndScript End ModelConditionState = DESTROYED_LEFT Model = GBGen30_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 = DESTROYED_LEFT BeginScript CurDrawableHideSubObject("GBGEN30DP4") EndScript End ModelConditionState = DAMAGED Model = GBGen30_D1 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeMedium01 SmokeBuildingMedium End ModelConditionState = REALLYDAMAGED Model = GBGen30_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 ModelConditionState = RUBBLE Model = GBGen30_D2 ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = POST_RUBBLE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End ModelConditionState = POST_COLLAPSE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End End ; *** AUDIO Parameters *** SoundAmbientDamaged = GenericFireMediumLoop SoundAmbientReallyDamaged = GenericFireLargeLoop SoundOnDamaged = BuildingLightDamageStone SoundOnReallyDamaged = BuildingHeavyDamageStone ; ***DESIGN parameters *** DisplayName = OBJECT:GondorBuildingGeneral EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = NoArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE RadarPriority = STRUCTURE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK DamageCreationList = OCL_Gen30_Chunk1 CATAPULT_ROCK FRONT_DESTROYED DamageCreationList = OCL_Gen30_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED DamageCreationList = OCL_Gen30_Chunk3 CATAPULT_ROCK BACK_DESTROYED DamageCreationList = OCL_Gen30_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 = 2100 End Behavior = StructureCollapseUpdate ModuleTag_03 MinCollapseDelay = 000 MaxCollapseDelay = 000 CollapseDamping = .5 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 FXList = INITIAL FX_StructureMediumCollapse OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done End Behavior = BuildingBehavior BuildingModuleTag NightWindowName = Night01 ; FireWindowName = win_f ; NightFireWindowName = win_nf End Behavior = TransitionDamageFX ModuleTag_05 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BuildingReallyDamagedTransitionMedium End ;;;;;;;;;;;; ;;;;;Imprecise Geometry ; Geometry = BOX ; GeometryMajorRadius = 11.2 ; GeometryMinorRadius = 40.8 ; GeometryHeight = 62.8 ; GeometryOffset = X:0 Y:-12.2 Z:0 ; GeometryIsSmall = No ; Shadow = SHADOW_VOLUME ;;;;;;;;;;;; ;;;;;;;;;;;; ;;;;;Precise Geometry Geometry = BOX GeometryMajorRadius = 11.2 GeometryMinorRadius = 17.0 GeometryHeight = -19.0 GeometryOffset = X:0 Y:-12.2 Z:23.8 GeometryIsSmall = No AdditionalGeometry = BOX GeometryMajorRadius = 11.2 GeometryMinorRadius = 17.0 GeometryHeight = 62.8 GeometryOffset = X:0 Y:15.6 Z:0 GeometryIsSmall = No AdditionalGeometry = BOX GeometryMajorRadius = 11.2 GeometryMinorRadius = 17.0 GeometryHeight = 62.8 GeometryOffset = X:0 Y:-40.0 Z:0 GeometryIsSmall = No Shadow = SHADOW_VOLUME ;;;;;;;;;;;; End ;------------------------------------------------------------------------------ Object GondorBuildingGeneral31 ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = GBGen31 End ModelConditionState = DESTROYED_FRONT Model = GBGen31_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_FRONT BeginScript CurDrawableHideSubObject("GBGEN31DP1") EndScript End ModelConditionState = DESTROYED_RIGHT Model = GBGen31_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_RIGHT BeginScript CurDrawableHideSubObject("GBGEN31DP2") EndScript End ModelConditionState = DESTROYED_BACK Model = GBGen31_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_BACK BeginScript CurDrawableHideSubObject("GBGEN31DP3") EndScript End ModelConditionState = DESTROYED_LEFT Model = GBGen31_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_LEFT BeginScript CurDrawableHideSubObject("GBGEN31DP4") EndScript End ModelConditionState = DAMAGED Model = GBGen31_D1 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeMedium01 SmokeBuildingMedium End ModelConditionState = REALLYDAMAGED Model = GBGen31_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = RUBBLE Model = GBGen31_D2 ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = POST_RUBBLE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End ModelConditionState = POST_COLLAPSE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End End ; *** AUDIO Parameters *** SoundAmbientDamaged = GenericFireMediumLoop SoundAmbientReallyDamaged = GenericFireLargeLoop SoundOnDamaged = BuildingLightDamageStone SoundOnReallyDamaged = BuildingHeavyDamageStone ; ***DESIGN parameters *** DisplayName = OBJECT:GondorBuildingGeneral EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = NoArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE RadarPriority = STRUCTURE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK DamageCreationList = OCL_Gen31_Chunk1 CATAPULT_ROCK FRONT_DESTROYED DamageCreationList = OCL_Gen31_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED DamageCreationList = OCL_Gen31_Chunk3 CATAPULT_ROCK BACK_DESTROYED DamageCreationList = OCL_Gen31_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 = 2500 End Behavior = StructureCollapseUpdate ModuleTag_03 MinCollapseDelay = 000 MaxCollapseDelay = 000 CollapseDamping = .5 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 FXList = INITIAL FX_StructureMediumCollapse OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done End Behavior = BuildingBehavior BuildingModuleTag NightWindowName = Night01 ; FireWindowName = win_f ; NightFireWindowName = win_nf End Behavior = TransitionDamageFX ModuleTag_05 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BuildingReallyDamagedTransitionMedium End Geometry = CYLINDER GeometryMajorRadius = 11.4 GeometryMinorRadius = 12.0 GeometryHeight = 66.2 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GondorBuildingGeneral32 ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = GBGen32 End ModelConditionState = DESTROYED_FRONT Model = GBGen32_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_FRONT BeginScript CurDrawableHideSubObject("GBGEN32DP1") EndScript End ModelConditionState = DESTROYED_RIGHT Model = GBGen32_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_RIGHT BeginScript CurDrawableHideSubObject("GBGEN32DP2") EndScript End ModelConditionState = DESTROYED_BACK Model = GBGen32_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_BACK BeginScript CurDrawableHideSubObject("GBGEN32DP3") EndScript End ModelConditionState = DESTROYED_LEFT Model = GBGen32_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_LEFT BeginScript CurDrawableHideSubObject("GBGEN32DP4") EndScript End ModelConditionState = DAMAGED Model = GBGen32_D1 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeMedium01 SmokeBuildingMedium End ModelConditionState = REALLYDAMAGED Model = GBGen32_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = RUBBLE Model = GBGen32_D2 ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = POST_RUBBLE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End ModelConditionState = POST_COLLAPSE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End End ; *** AUDIO Parameters *** SoundAmbientDamaged = GenericFireMediumLoop SoundAmbientReallyDamaged = GenericFireLargeLoop SoundOnDamaged = BuildingLightDamageStone SoundOnReallyDamaged = BuildingHeavyDamageStone ; ***DESIGN parameters *** DisplayName = OBJECT:GondorBuildingGeneral EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = NoArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE RadarPriority = STRUCTURE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK DamageCreationList = OCL_Gen32_Chunk1 CATAPULT_ROCK FRONT_DESTROYED DamageCreationList = OCL_Gen32_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED DamageCreationList = OCL_Gen32_Chunk3 CATAPULT_ROCK BACK_DESTROYED DamageCreationList = OCL_Gen32_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 = 2500 End Behavior = StructureCollapseUpdate ModuleTag_03 MinCollapseDelay = 000 MaxCollapseDelay = 000 CollapseDamping = .5 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 FXList = INITIAL FX_StructureMediumCollapse OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done End Behavior = BuildingBehavior BuildingModuleTag NightWindowName = Night01 ; FireWindowName = win_f ; NightFireWindowName = win_nf End Behavior = TransitionDamageFX ModuleTag_05 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BuildingReallyDamagedTransitionMedium End Geometry = BOX GeometryMajorRadius = 9.6 GeometryMinorRadius = 33.0 GeometryHeight = 35.4 GeometryIsSmall = No AdditionalGeometry = BOX GeometryName = GondorBuildingGeneral32_leftSpire GeometryMajorRadius = 9.6 GeometryMinorRadius = 12.0 GeometryHeight = 77.4 GeometryOffset = X:0 Y:-21 Z:0 GeometryIsSmall = No AdditionalGeometry = BOX GeometryName = GondorBuildingGeneral32_rightSpire GeometryMajorRadius = 9.6 GeometryMinorRadius = 12.0 GeometryHeight = 77.4 GeometryOffset = X:0 Y:21 Z:0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GondorBuildingGeneral32NoFireD1 ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = GBGen32_D1R End End ; *** AUDIO Parameters *** ;SoundOnDamaged = BuildingLightDamageStone ;SoundOnReallyDamaged = BuildingHeavyDamageStone ; ***DESIGN parameters *** DisplayName = OBJECT:GondorBuildingGeneral EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = NoArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE RadarPriority = STRUCTURE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 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 = 2500 End Geometry = BOX GeometryMajorRadius = 9.6 GeometryMinorRadius = 32.0 GeometryHeight = 75.4 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GondorBuildingGeneral32NoFireD2 ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = GBGen32_D2R End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingLightDamageStone SoundOnReallyDamaged = BuildingHeavyDamageStone ; ***DESIGN parameters *** DisplayName = OBJECT:GondorBuildingGeneral EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = NoArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE RadarPriority = STRUCTURE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 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 = 2500 End Geometry = BOX GeometryMajorRadius = 9.6 GeometryMinorRadius = 32.0 GeometryHeight = 75.4 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GondorBuildingGeneral33 ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = GBGen33 End ModelConditionState = DESTROYED_FRONT Model = GBGen33_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_FRONT BeginScript CurDrawableHideSubObject("GBGEN33DP1") EndScript End ModelConditionState = DESTROYED_RIGHT Model = GBGen33_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_RIGHT BeginScript CurDrawableHideSubObject("GBGEN33DP2") EndScript End ModelConditionState = DESTROYED_BACK Model = GBGen33_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_BACK BeginScript CurDrawableHideSubObject("GBGEN33DP3") EndScript End ModelConditionState = DESTROYED_LEFT Model = GBGen33_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_LEFT BeginScript CurDrawableHideSubObject("GBGEN33DP4") EndScript End ModelConditionState = DAMAGED Model = GBGen33_D1 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeMedium01 SmokeBuildingMedium End ModelConditionState = REALLYDAMAGED Model = GBGen33_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = RUBBLE Model = GBGen33_D2 ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = POST_RUBBLE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End ModelConditionState = POST_COLLAPSE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End End ; *** AUDIO Parameters *** SoundAmbientDamaged = GenericFireMediumLoop SoundAmbientReallyDamaged = GenericFireLargeLoop SoundOnDamaged = BuildingLightDamageStone SoundOnReallyDamaged = BuildingHeavyDamageStone ; ***DESIGN parameters *** DisplayName = OBJECT:GondorBuildingGeneral EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = NoArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE RadarPriority = STRUCTURE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK DamageCreationList = OCL_Gen33_Chunk1 CATAPULT_ROCK FRONT_DESTROYED DamageCreationList = OCL_Gen33_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED DamageCreationList = OCL_Gen33_Chunk3 CATAPULT_ROCK BACK_DESTROYED DamageCreationList = OCL_Gen33_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 = 2200 End Behavior = StructureCollapseUpdate ModuleTag_03 MinCollapseDelay = 000 MaxCollapseDelay = 000 CollapseDamping = .5 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 FXList = INITIAL FX_StructureMediumCollapse OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done End Behavior = TransitionDamageFX ModuleTag_05 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BuildingReallyDamagedTransitionMedium End Geometry = BOX GeometryMajorRadius = 14.4 GeometryMinorRadius = 24.0 GeometryHeight = 50.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GondorBuildingGeneral34 ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = GBGen34 End ModelConditionState = DESTROYED_FRONT Model = GBGen34_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_FRONT BeginScript CurDrawableHideSubObject("GBGEN34DP1") EndScript End ModelConditionState = DESTROYED_RIGHT Model = GBGen34_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_RIGHT BeginScript CurDrawableHideSubObject("GBGEN34DP2") EndScript End ModelConditionState = DESTROYED_BACK Model = GBGen34_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_BACK BeginScript CurDrawableHideSubObject("GBGEN34DP3") EndScript End ModelConditionState = DESTROYED_LEFT Model = GBGen34_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_LEFT BeginScript CurDrawableHideSubObject("GBGEN34DP4") EndScript End ModelConditionState = DAMAGED Model = GBGen34_D1 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeMedium01 SmokeBuildingMedium End ModelConditionState = REALLYDAMAGED Model = GBGen34_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = RUBBLE Model = GBGen34_D2 ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = POST_RUBBLE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End ModelConditionState = POST_COLLAPSE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End End ; *** AUDIO Parameters *** SoundAmbientDamaged = GenericFireMediumLoop SoundAmbientReallyDamaged = GenericFireLargeLoop SoundOnDamaged = BuildingLightDamageStone SoundOnReallyDamaged = BuildingHeavyDamageStone ; ***DESIGN parameters *** DisplayName = OBJECT:GondorBuildingGeneral EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = NoArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE RadarPriority = STRUCTURE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK DamageCreationList = OCL_Gen34_Chunk1 CATAPULT_ROCK FRONT_DESTROYED DamageCreationList = OCL_Gen34_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED DamageCreationList = OCL_Gen34_Chunk3 CATAPULT_ROCK BACK_DESTROYED DamageCreationList = OCL_Gen34_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 = 2200 End Behavior = StructureCollapseUpdate ModuleTag_03 MinCollapseDelay = 000 MaxCollapseDelay = 000 CollapseDamping = .5 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 FXList = INITIAL FX_StructureMediumCollapse OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done End Behavior = BuildingBehavior BuildingModuleTag NightWindowName = Night01 ; FireWindowName = win_f ; NightFireWindowName = win_nf End Behavior = TransitionDamageFX ModuleTag_05 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BuildingReallyDamagedTransitionMedium End Geometry = BOX GeometryMajorRadius = 11.2 GeometryMinorRadius = 13.2 GeometryHeight = 57.8 GeometryIsSmall = No ; AdditionalGeometry = BOX ; GeometryMajorRadius = 11.2 ; GeometryMinorRadius = 19.2 ; GeometryHeight = 36.8 ; GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GondorBuildingGeneral35 ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = GBGen35 End ModelConditionState = DESTROYED_FRONT Model = GBGen35_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_FRONT BeginScript CurDrawableHideSubObject("GBGEN35DP1") EndScript End ModelConditionState = DESTROYED_RIGHT Model = GBGen35_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_RIGHT BeginScript CurDrawableHideSubObject("GBGEN35DP2") EndScript End ModelConditionState = DESTROYED_BACK Model = GBGen35_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_BACK BeginScript CurDrawableHideSubObject("GBGEN35DP3") EndScript End ModelConditionState = DESTROYED_LEFT Model = GBGen35_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_LEFT BeginScript CurDrawableHideSubObject("GBGEN35DP4") EndScript End ModelConditionState = DAMAGED Model = GBGen35_D1 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeMedium01 SmokeBuildingMedium End ModelConditionState = REALLYDAMAGED Model = GBGen35_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = RUBBLE Model = GBGen35_D2 ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = POST_RUBBLE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End ModelConditionState = POST_COLLAPSE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End End ; *** AUDIO Parameters *** SoundAmbientDamaged = GenericFireMediumLoop SoundAmbientReallyDamaged = GenericFireLargeLoop SoundOnDamaged = BuildingLightDamageStone SoundOnReallyDamaged = BuildingHeavyDamageStone ; ***DESIGN parameters *** DisplayName = OBJECT:GondorBuildingGeneral EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = NoArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE RadarPriority = STRUCTURE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK DamageCreationList = OCL_Gen35_Chunk1 CATAPULT_ROCK FRONT_DESTROYED DamageCreationList = OCL_Gen35_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED DamageCreationList = OCL_Gen35_Chunk3 CATAPULT_ROCK BACK_DESTROYED DamageCreationList = OCL_Gen35_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 = 2200 End Behavior = StructureCollapseUpdate ModuleTag_03 MinCollapseDelay = 000 MaxCollapseDelay = 000 CollapseDamping = .5 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 FXList = INITIAL FX_StructureMediumCollapse OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done End Behavior = TransitionDamageFX ModuleTag_05 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BuildingReallyDamagedTransitionMedium End Geometry = CYLINDER GeometryMajorRadius = 12.8 GeometryMinorRadius = 16.0 GeometryHeight = 46.8 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GondorBuildingGeneral36 ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = GBGen36 End ModelConditionState = DESTROYED_FRONT Model = GBGen36_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_FRONT BeginScript CurDrawableHideSubObject("GBGEN36DP1") EndScript End ModelConditionState = DESTROYED_RIGHT Model = GBGen36_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_RIGHT BeginScript CurDrawableHideSubObject("GBGEN36DP2") EndScript End ModelConditionState = DESTROYED_BACK Model = GBGen36_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_BACK BeginScript CurDrawableHideSubObject("GBGEN36DP3") EndScript End ModelConditionState = DESTROYED_LEFT Model = GBGen36_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_LEFT BeginScript CurDrawableHideSubObject("GBGEN36DP4") EndScript End ModelConditionState = DAMAGED Model = GBGen36_D1 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeMedium01 SmokeBuildingMedium End ModelConditionState = REALLYDAMAGED Model = GBGen36_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = RUBBLE Model = GBGen36_D2 ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = POST_RUBBLE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End ModelConditionState = POST_COLLAPSE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End End ; *** AUDIO Parameters *** SoundAmbientDamaged = GenericFireMediumLoop SoundAmbientReallyDamaged = GenericFireLargeLoop SoundOnDamaged = BuildingLightDamageStone SoundOnReallyDamaged = BuildingHeavyDamageStone ; ***DESIGN parameters *** DisplayName = OBJECT:GondorBuildingGeneral EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = NoArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE RadarPriority = STRUCTURE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK DamageCreationList = OCL_Gen36_Chunk1 CATAPULT_ROCK FRONT_DESTROYED DamageCreationList = OCL_Gen36_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED DamageCreationList = OCL_Gen36_Chunk3 CATAPULT_ROCK BACK_DESTROYED DamageCreationList = OCL_Gen36_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 = 2100 End Behavior = StructureCollapseUpdate ModuleTag_03 MinCollapseDelay = 000 MaxCollapseDelay = 000 CollapseDamping = .5 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 FXList = INITIAL FX_StructureMediumCollapse OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done End Behavior = TransitionDamageFX ModuleTag_05 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BuildingReallyDamagedTransitionMedium End Geometry = BOX GeometryMajorRadius = 12.8 GeometryMinorRadius = 26.8 GeometryHeight = 29.2 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GondorBuildingGeneral37 ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = GBGen37 End ModelConditionState = DESTROYED_FRONT Model = GBGen37_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 = DESTROYED_FRONT BeginScript CurDrawableHideSubObject("GBGEN37DP1") EndScript End ModelConditionState = DESTROYED_RIGHT Model = GBGen37_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 = DESTROYED_RIGHT BeginScript CurDrawableHideSubObject("GBGEN37DP2") EndScript End ModelConditionState = DESTROYED_BACK Model = GBGen37_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 = DESTROYED_BACK BeginScript CurDrawableHideSubObject("GBGEN37DP3") EndScript End ModelConditionState = DESTROYED_LEFT Model = GBGen37_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 = DESTROYED_LEFT BeginScript CurDrawableHideSubObject("GBGEN37DP4") EndScript End ModelConditionState = DAMAGED Model = GBGen37_D1 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeMedium01 SmokeBuildingMedium End ModelConditionState = REALLYDAMAGED Model = GBGen37_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 ModelConditionState = RUBBLE Model = GBGen37_D2 ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = POST_RUBBLE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End ModelConditionState = POST_COLLAPSE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End End ; *** AUDIO Parameters *** SoundAmbientDamaged = GenericFireMediumLoop SoundAmbientReallyDamaged = GenericFireLargeLoop SoundOnDamaged = BuildingLightDamageStone SoundOnReallyDamaged = BuildingHeavyDamageStone ; ***DESIGN parameters *** DisplayName = OBJECT:GondorBuildingGeneral EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = NoArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE RadarPriority = STRUCTURE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK DamageCreationList = OCL_Gen37_Chunk1 CATAPULT_ROCK FRONT_DESTROYED DamageCreationList = OCL_Gen37_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED DamageCreationList = OCL_Gen37_Chunk3 CATAPULT_ROCK BACK_DESTROYED DamageCreationList = OCL_Gen37_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 = 2100 End Behavior = StructureCollapseUpdate ModuleTag_03 MinCollapseDelay = 000 MaxCollapseDelay = 000 CollapseDamping = .5 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 FXList = INITIAL FX_StructureMediumCollapse OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done End Behavior = TransitionDamageFX ModuleTag_05 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BuildingReallyDamagedTransitionMedium End Geometry = BOX GeometryMajorRadius = 12.0 GeometryMinorRadius = 28.8 GeometryHeight = 23.2 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GondorBuildingGeneral38 ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = GBGen38 End ModelConditionState = DESTROYED_FRONT Model = GBGen38_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_FRONT BeginScript CurDrawableHideSubObject("GBGEN38DP1") EndScript End ModelConditionState = DESTROYED_RIGHT Model = GBGen38_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_RIGHT BeginScript CurDrawableHideSubObject("GBGEN38DP2") EndScript End ModelConditionState = DESTROYED_BACK Model = GBGen38_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_BACK BeginScript CurDrawableHideSubObject("GBGEN38DP3") EndScript End ModelConditionState = DESTROYED_LEFT Model = GBGen38_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_LEFT BeginScript CurDrawableHideSubObject("GBGEN38DP4") EndScript End ModelConditionState = DAMAGED Model = GBGen38_D1 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeMedium01 SmokeBuildingMedium End ModelConditionState = REALLYDAMAGED Model = GBGen38_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = RUBBLE Model = GBGen38_D2 ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = POST_RUBBLE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End ModelConditionState = POST_COLLAPSE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End End ; *** AUDIO Parameters *** SoundAmbientDamaged = GenericFireMediumLoop SoundAmbientReallyDamaged = GenericFireLargeLoop SoundOnDamaged = BuildingLightDamageStone SoundOnReallyDamaged = BuildingHeavyDamageStone ; ***DESIGN parameters *** DisplayName = OBJECT:GondorBuildingGeneral EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = NoArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE RadarPriority = STRUCTURE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK DamageCreationList = OCL_Gen38_Chunk1 CATAPULT_ROCK FRONT_DESTROYED DamageCreationList = OCL_Gen38_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED DamageCreationList = OCL_Gen38_Chunk3 CATAPULT_ROCK BACK_DESTROYED DamageCreationList = OCL_Gen38_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 = 2100 End Behavior = StructureCollapseUpdate ModuleTag_03 MinCollapseDelay = 000 MaxCollapseDelay = 000 CollapseDamping = .5 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 FXList = INITIAL FX_StructureMediumCollapse OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done End Behavior = BuildingBehavior BuildingModuleTag NightWindowName = Night01 ; FireWindowName = win_f ; NightFireWindowName = win_nf End Behavior = TransitionDamageFX ModuleTag_05 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BuildingReallyDamagedTransitionMedium End ;;;;;;;;;;;; ;;;;;Imprecise Geometry ; Geometry = BOX ; GeometryMajorRadius = 12.8 ; GeometryMinorRadius = 37.6 ; GeometryHeight = 40.0 ; GeometryIsSmall = No ; Shadow = SHADOW_VOLUME ;;;;;;;;;;;; ;;;;;;;;;;;; ;;;;;Precise Geometry Geometry = BOX GeometryName = GondorBuildingGeneral38_mainStructure GeometryMajorRadius = 11.8 GeometryMinorRadius = 16.0 GeometryHeight = 47.5 GeometryOffset = X:0 Y:-18.6 Z:0 GeometryIsSmall = No AdditionalGeometry = BOX GeometryName = GondorBuildingGeneral38_subStructure GeometryMajorRadius = 11.8 GeometryMinorRadius = 20.6 GeometryHeight = 28.0 GeometryOffset = X:0 Y:18.0 Z:0 GeometryIsSmall = No Shadow = SHADOW_VOLUME ;;;;;;;;;;;; End ;------------------------------------------------------------------------------ Object GondorBuildingGeneral39 ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = GBGen39 End ModelConditionState = DESTROYED_FRONT Model = GBGen39_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_FRONT BeginScript CurDrawableHideSubObject("GBGEN39DP1") EndScript End ModelConditionState = DESTROYED_RIGHT Model = GBGen39_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_RIGHT BeginScript CurDrawableHideSubObject("GBGEN39DP2") EndScript End ModelConditionState = DESTROYED_BACK Model = GBGen39_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_BACK BeginScript CurDrawableHideSubObject("GBGEN39DP3") EndScript End ModelConditionState = DESTROYED_LEFT Model = GBGen39_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_LEFT BeginScript CurDrawableHideSubObject("GBGEN39DP4") EndScript End ModelConditionState = DAMAGED Model = GBGen39_D1 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeMedium01 SmokeBuildingMedium End ModelConditionState = REALLYDAMAGED Model = GBGen39_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = RUBBLE Model = GBGen39_D2 ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = POST_RUBBLE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End ModelConditionState = POST_COLLAPSE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End End ; *** AUDIO Parameters *** SoundAmbientDamaged = GenericFireMediumLoop SoundAmbientReallyDamaged = GenericFireLargeLoop SoundOnDamaged = BuildingLightDamageStone SoundOnReallyDamaged = BuildingHeavyDamageStone ; ***DESIGN parameters *** DisplayName = OBJECT:GondorBuildingGeneral EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = NoArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE RadarPriority = STRUCTURE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK DamageCreationList = OCL_Gen39_Chunk1 CATAPULT_ROCK FRONT_DESTROYED DamageCreationList = OCL_Gen39_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED DamageCreationList = OCL_Gen39_Chunk3 CATAPULT_ROCK BACK_DESTROYED DamageCreationList = OCL_Gen39_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 = 2500 End Behavior = StructureCollapseUpdate ModuleTag_03 MinCollapseDelay = 000 MaxCollapseDelay = 000 CollapseDamping = .5 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 FXList = INITIAL FX_StructureMediumCollapse OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done End Behavior = BuildingBehavior BuildingModuleTag NightWindowName = Night01 ; FireWindowName = win_f ; NightFireWindowName = win_nf End Behavior = TransitionDamageFX ModuleTag_05 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BuildingReallyDamagedTransitionMedium End Geometry = BOX GeometryMajorRadius = 8.2 GeometryMinorRadius = 14.8 GeometryHeight = 51.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GondorBuildingGeneral40 ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = GBGen40 End ModelConditionState = DESTROYED_FRONT Model = GBGen40_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_FRONT BeginScript CurDrawableHideSubObject("GBGEN40DP1") EndScript End ModelConditionState = DESTROYED_RIGHT Model = GBGen40_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_RIGHT BeginScript CurDrawableHideSubObject("GBGEN40DP2") EndScript End ModelConditionState = DESTROYED_BACK Model = GBGen40_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_BACK BeginScript CurDrawableHideSubObject("GBGEN40DP3") EndScript End ModelConditionState = DESTROYED_LEFT Model = GBGen40_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_LEFT BeginScript CurDrawableHideSubObject("GBGEN40DP4") EndScript End ModelConditionState = DAMAGED Model = GBGen40_D1 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeMedium01 SmokeBuildingMedium End ModelConditionState = REALLYDAMAGED Model = GBGen40_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = RUBBLE Model = GBGen40_D2 ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = POST_RUBBLE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End ModelConditionState = POST_COLLAPSE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End End ; *** AUDIO Parameters *** SoundAmbientDamaged = GenericFireMediumLoop SoundAmbientReallyDamaged = GenericFireLargeLoop SoundOnDamaged = BuildingLightDamageStone SoundOnReallyDamaged = BuildingHeavyDamageStone ; ***DESIGN parameters *** DisplayName = OBJECT:GondorBuildingGeneral EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = NoArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE RadarPriority = STRUCTURE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK DamageCreationList = OCL_Gen40_Chunk1 CATAPULT_ROCK FRONT_DESTROYED DamageCreationList = OCL_Gen40_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED DamageCreationList = OCL_Gen40_Chunk3 CATAPULT_ROCK BACK_DESTROYED DamageCreationList = OCL_Gen40_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 = 2700 End Behavior = StructureCollapseUpdate ModuleTag_03 MinCollapseDelay = 000 MaxCollapseDelay = 000 CollapseDamping = .5 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 FXList = INITIAL FX_StructureMediumCollapse OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done End Behavior = TransitionDamageFX ModuleTag_05 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BuildingReallyDamagedTransitionMedium End Geometry = BOX GeometryMajorRadius = 13.6 GeometryMinorRadius = 22.4 GeometryHeight = 36.0 GeometryIsSmall = No AdditionalGeometry = CYLINDER GeometryMajorRadius = 7.6 GeometryMinorRadius = 22.4 GeometryHeight = 78.0 GeometryOffset = X:3.6 Y:0 Z:0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GondorBuildingGeneral41 ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = GBGen41 End ModelConditionState = DESTROYED_FRONT Model = GBGen41_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_FRONT BeginScript CurDrawableHideSubObject("GBGEN41DP1") EndScript End ModelConditionState = DESTROYED_RIGHT Model = GBGen41_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_RIGHT BeginScript CurDrawableHideSubObject("GBGEN41DP2") EndScript End ModelConditionState = DESTROYED_BACK Model = GBGen41_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_BACK BeginScript CurDrawableHideSubObject("GBGEN41DP3") EndScript End ModelConditionState = DESTROYED_LEFT Model = GBGen41_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_LEFT BeginScript CurDrawableHideSubObject("GBGEN41DP4") EndScript End ModelConditionState = DAMAGED Model = GBGen41_D1 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeMedium01 SmokeBuildingMedium End ModelConditionState = REALLYDAMAGED Model = GBGen41_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = RUBBLE Model = GBGen41_D2 ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = POST_RUBBLE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End ModelConditionState = POST_COLLAPSE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End End ; *** AUDIO Parameters *** SoundAmbientDamaged = GenericFireMediumLoop SoundAmbientReallyDamaged = GenericFireLargeLoop SoundOnDamaged = BuildingLightDamageStone SoundOnReallyDamaged = BuildingHeavyDamageStone ; ***DESIGN parameters *** DisplayName = OBJECT:GondorBuildingGeneral EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = NoArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE RadarPriority = STRUCTURE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK DamageCreationList = OCL_Gen41_Chunk1 CATAPULT_ROCK FRONT_DESTROYED DamageCreationList = OCL_Gen41_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED DamageCreationList = OCL_Gen41_Chunk3 CATAPULT_ROCK BACK_DESTROYED DamageCreationList = OCL_Gen41_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 = 2400 End Behavior = StructureCollapseUpdate ModuleTag_03 MinCollapseDelay = 000 MaxCollapseDelay = 000 CollapseDamping = .5 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 FXList = INITIAL FX_StructureMediumCollapse OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done End Behavior = BuildingBehavior BuildingModuleTag NightWindowName = Night01 ; FireWindowName = win_f ; NightFireWindowName = win_nf End Behavior = TransitionDamageFX ModuleTag_05 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BuildingReallyDamagedTransitionMedium End Geometry = CYLINDER GeometryMajorRadius = 12.8 GeometryMinorRadius = 15.2 GeometryHeight = 50.8 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GondorBuildingGeneral42 ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = GBGen42 End ModelConditionState = DESTROYED_FRONT Model = GBGen42_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_FRONT BeginScript CurDrawableHideSubObject("GBGEN42DP1") EndScript End ModelConditionState = DESTROYED_RIGHT Model = GBGen42_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_RIGHT BeginScript CurDrawableHideSubObject("GBGEN42DP2") EndScript End ModelConditionState = DESTROYED_BACK Model = GBGen42_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_BACK BeginScript CurDrawableHideSubObject("GBGEN42DP3") EndScript End ModelConditionState = DESTROYED_LEFT Model = GBGen42_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_LEFT BeginScript CurDrawableHideSubObject("GBGEN42DP4") EndScript End ModelConditionState = DAMAGED Model = GBGen42_D1 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeMedium01 SmokeBuildingMedium End ModelConditionState = REALLYDAMAGED Model = GBGen42_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = RUBBLE Model = GBGen42_D2 ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = POST_RUBBLE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End ModelConditionState = POST_COLLAPSE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End End ; *** AUDIO Parameters *** SoundAmbientDamaged = GenericFireMediumLoop SoundAmbientReallyDamaged = GenericFireLargeLoop SoundOnDamaged = BuildingLightDamageStone SoundOnReallyDamaged = BuildingHeavyDamageStone ; ***DESIGN parameters *** DisplayName = OBJECT:GondorBuildingGeneral EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = NoArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE RadarPriority = STRUCTURE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK DamageCreationList = OCL_Gen42_Chunk1 CATAPULT_ROCK FRONT_DESTROYED DamageCreationList = OCL_Gen42_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED DamageCreationList = OCL_Gen42_Chunk3 CATAPULT_ROCK BACK_DESTROYED DamageCreationList = OCL_Gen42_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 = 2100 End Behavior = StructureCollapseUpdate ModuleTag_03 MinCollapseDelay = 000 MaxCollapseDelay = 000 CollapseDamping = .5 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 FXList = INITIAL FX_StructureMediumCollapse OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done End Behavior = TransitionDamageFX ModuleTag_05 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BuildingReallyDamagedTransitionMedium End Geometry = BOX GeometryMajorRadius = 8.0 GeometryMinorRadius = 37.6 GeometryHeight = 38.2 GeometryIsSmall = No AdditionalGeometry = BOX GeometryMajorRadius = 18.0 GeometryMinorRadius = 18.6 GeometryHeight = 49.2 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GondorBuildingGeneral43 ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = GBGen43 End ModelConditionState = DESTROYED_FRONT Model = GBGen43_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 = DESTROYED_FRONT BeginScript CurDrawableHideSubObject("GBGEN43DP1") EndScript End ModelConditionState = DESTROYED_RIGHT Model = GBGen43_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 = DESTROYED_RIGHT BeginScript CurDrawableHideSubObject("GBGEN43DP2") EndScript End ModelConditionState = DESTROYED_BACK Model = GBGen43_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 = DESTROYED_BACK BeginScript CurDrawableHideSubObject("GBGEN43DP3") EndScript End ModelConditionState = DESTROYED_LEFT Model = GBGen43_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 = DESTROYED_LEFT BeginScript CurDrawableHideSubObject("GBGEN43DP4") EndScript End ModelConditionState = DAMAGED Model = GBGen43_D1 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeMedium01 SmokeBuildingMedium End ModelConditionState = REALLYDAMAGED Model = GBGen43_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 ModelConditionState = RUBBLE Model = GBGen43_D2 ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = POST_RUBBLE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End ModelConditionState = POST_COLLAPSE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End End ; *** AUDIO Parameters *** SoundAmbientDamaged = GenericFireMediumLoop SoundAmbientReallyDamaged = GenericFireLargeLoop SoundOnDamaged = BuildingLightDamageStone SoundOnReallyDamaged = BuildingHeavyDamageStone ; ***DESIGN parameters *** DisplayName = OBJECT:GondorBuildingGeneral EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = NoArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE RadarPriority = STRUCTURE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK DamageCreationList = OCL_Gen43_Chunk1 CATAPULT_ROCK FRONT_DESTROYED DamageCreationList = OCL_Gen43_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED DamageCreationList = OCL_Gen43_Chunk3 CATAPULT_ROCK BACK_DESTROYED DamageCreationList = OCL_Gen43_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 = 2400 End Behavior = StructureCollapseUpdate ModuleTag_03 MinCollapseDelay = 000 MaxCollapseDelay = 000 CollapseDamping = .5 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 FXList = INITIAL FX_StructureMediumCollapse OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done End Behavior = BuildingBehavior BuildingModuleTag NightWindowName = Night01 ; FireWindowName = win_f ; NightFireWindowName = win_nf End Behavior = TransitionDamageFX ModuleTag_05 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BuildingReallyDamagedTransitionMedium End Geometry = BOX GeometryMajorRadius = 8.8 GeometryMinorRadius = 10.2 GeometryHeight = 70.0 GeometryIsSmall = No AdditionalGeometry = BOX GeometryMajorRadius = 12.8 GeometryMinorRadius = 15.2 GeometryHeight = 36.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GondorBuildingGeneral44 ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = GBGen44 End ModelConditionState = DESTROYED_FRONT Model = GBGen44_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_FRONT BeginScript CurDrawableHideSubObject("GBGEN44DP1") EndScript End ModelConditionState = DESTROYED_RIGHT Model = GBGen44_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_RIGHT BeginScript CurDrawableHideSubObject("GBGEN44DP2") EndScript End ModelConditionState = DESTROYED_BACK Model = GBGen44_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_BACK BeginScript CurDrawableHideSubObject("GBGEN44DP3") EndScript End ModelConditionState = DESTROYED_LEFT Model = GBGen44_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_LEFT BeginScript CurDrawableHideSubObject("GBGEN44DP4") EndScript End ModelConditionState = DAMAGED Model = GBGen44_D1 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeMedium01 SmokeBuildingMedium End ModelConditionState = REALLYDAMAGED Model = GBGen44_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = RUBBLE Model = GBGen44_D2 ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = POST_RUBBLE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End ModelConditionState = POST_COLLAPSE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End End ; *** AUDIO Parameters *** SoundAmbientDamaged = GenericFireMediumLoop SoundAmbientReallyDamaged = GenericFireLargeLoop SoundOnDamaged = BuildingLightDamageStone SoundOnReallyDamaged = BuildingHeavyDamageStone ; ***DESIGN parameters *** DisplayName = OBJECT:GondorBuildingGeneral EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = NoArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE RadarPriority = STRUCTURE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK DamageCreationList = OCL_Gen44_Chunk1 CATAPULT_ROCK FRONT_DESTROYED DamageCreationList = OCL_Gen44_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED DamageCreationList = OCL_Gen44_Chunk3 CATAPULT_ROCK BACK_DESTROYED DamageCreationList = OCL_Gen44_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 = 2300 End Behavior = StructureCollapseUpdate ModuleTag_03 MinCollapseDelay = 000 MaxCollapseDelay = 000 CollapseDamping = .5 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 FXList = INITIAL FX_StructureMediumCollapse OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done End Behavior = BuildingBehavior BuildingModuleTag NightWindowName = Night01 ; FireWindowName = win_f ; NightFireWindowName = win_nf End Behavior = TransitionDamageFX ModuleTag_05 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BuildingReallyDamagedTransitionMedium End Geometry = BOX GeometryMajorRadius = 13.6 GeometryMinorRadius = 28.6 GeometryHeight = 33.6 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GondorBuildingGeneral45 ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = GBGen45 End ModelConditionState = DESTROYED_FRONT Model = GBGen45_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_FRONT BeginScript CurDrawableHideSubObject("GBGEN45DP1") EndScript End ModelConditionState = DESTROYED_RIGHT Model = GBGen45_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_RIGHT BeginScript CurDrawableHideSubObject("GBGEN45DP2") EndScript End ModelConditionState = DESTROYED_BACK Model = GBGen45_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_BACK BeginScript CurDrawableHideSubObject("GBGEN45DP3") EndScript End ModelConditionState = DESTROYED_LEFT Model = GBGen45_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_LEFT BeginScript CurDrawableHideSubObject("GBGEN45DP4") EndScript End ModelConditionState = DAMAGED Model = GBGen45_D1 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeMedium01 SmokeBuildingMedium End ModelConditionState = REALLYDAMAGED Model = GBGen45_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = RUBBLE Model = GBGen45_D2 ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = POST_RUBBLE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End ModelConditionState = POST_COLLAPSE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End End ; *** AUDIO Parameters *** SoundAmbientDamaged = GenericFireMediumLoop SoundAmbientReallyDamaged = GenericFireLargeLoop SoundOnDamaged = BuildingLightDamageStone SoundOnReallyDamaged = BuildingHeavyDamageStone ; ***DESIGN parameters *** DisplayName = OBJECT:GondorBuildingGeneral EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = NoArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE RadarPriority = STRUCTURE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK DamageCreationList = OCL_Gen45_Chunk1 CATAPULT_ROCK FRONT_DESTROYED DamageCreationList = OCL_Gen45_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED DamageCreationList = OCL_Gen45_Chunk3 CATAPULT_ROCK BACK_DESTROYED DamageCreationList = OCL_Gen45_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 = 2800 End Behavior = StructureCollapseUpdate ModuleTag_03 MinCollapseDelay = 000 MaxCollapseDelay = 000 CollapseDamping = .5 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 FXList = INITIAL FX_StructureMediumCollapse OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done End Behavior = TransitionDamageFX ModuleTag_05 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BuildingReallyDamagedTransitionMedium End Geometry = BOX GeometryMajorRadius = 16.8 GeometryMinorRadius = 29.6 GeometryHeight = 42.0 GeometryIsSmall = No AdditionalGeometry = BOX GeometryMajorRadius = 4.0 GeometryMinorRadius = 7.6 GeometryHeight = 81.0 GeometryOffset = X:9.8 Y:0 Z:0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GondorBuildingGeneral46 ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = GBGen46 End ModelConditionState = DESTROYED_FRONT Model = GBGen46_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_FRONT BeginScript CurDrawableHideSubObject("GBGEN46DP1") EndScript End ModelConditionState = DESTROYED_RIGHT Model = GBGen46_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_RIGHT BeginScript CurDrawableHideSubObject("GBGEN46DP2") EndScript End ModelConditionState = DESTROYED_BACK Model = GBGen46_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_BACK BeginScript CurDrawableHideSubObject("GBGEN46DP3") EndScript End ModelConditionState = DESTROYED_LEFT Model = GBGen46_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_LEFT BeginScript CurDrawableHideSubObject("GBGEN46DP4") EndScript End ModelConditionState = DAMAGED Model = GBGen46_D1 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeMedium01 SmokeBuildingMedium End ModelConditionState = REALLYDAMAGED Model = GBGen46_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = RUBBLE Model = GBGen46_D2 ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = POST_RUBBLE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End ModelConditionState = POST_COLLAPSE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End End ; *** AUDIO Parameters *** SoundAmbientDamaged = GenericFireMediumLoop SoundAmbientReallyDamaged = GenericFireLargeLoop SoundOnDamaged = BuildingLightDamageStone SoundOnReallyDamaged = BuildingHeavyDamageStone ; ***DESIGN parameters *** DisplayName = OBJECT:GondorBuildingGeneral EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = NoArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE RadarPriority = STRUCTURE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK DamageCreationList = OCL_Gen46_Chunk1 CATAPULT_ROCK FRONT_DESTROYED DamageCreationList = OCL_Gen46_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED DamageCreationList = OCL_Gen46_Chunk3 CATAPULT_ROCK BACK_DESTROYED DamageCreationList = OCL_Gen46_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 = 2500 End Behavior = StructureCollapseUpdate ModuleTag_03 MinCollapseDelay = 000 MaxCollapseDelay = 000 CollapseDamping = .5 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 FXList = INITIAL FX_StructureMediumCollapse OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done End Behavior = TransitionDamageFX ModuleTag_05 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BuildingReallyDamagedTransitionMedium End Geometry = BOX GeometryMajorRadius = 7.0 GeometryMinorRadius = 46.6 GeometryHeight = 13.2 GeometryOffset = X:-.8 Y:0 Z:0 GeometryIsSmall = No AdditionalGeometry = BOX GeometryMajorRadius = 11.8 GeometryMinorRadius = 18.6 GeometryHeight = 42.2 GeometryOffset = X:-.8 Y:0 Z:0 GeometryIsSmall = No AdditionalGeometry = BOX GeometryMajorRadius = 5.0 GeometryMinorRadius = 6.6 GeometryHeight = 78.2 GeometryOffset = X:-1.8 Y:0 Z:0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GondorBuildingGeneral47 ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = GBGen47 End ModelConditionState = DESTROYED_FRONT Model = GBGen47_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_FRONT BeginScript CurDrawableHideSubObject("GBGEN47DP1") EndScript End ModelConditionState = DESTROYED_RIGHT Model = GBGen47_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_RIGHT BeginScript CurDrawableHideSubObject("GBGEN47DP2") EndScript End ModelConditionState = DESTROYED_BACK Model = GBGen47_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_BACK BeginScript CurDrawableHideSubObject("GBGEN47DP3") EndScript End ModelConditionState = DESTROYED_LEFT Model = GBGen47_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_LEFT BeginScript CurDrawableHideSubObject("GBGEN47DP4") EndScript End ModelConditionState = DAMAGED Model = GBGen47_D1 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeMedium01 SmokeBuildingMedium End ModelConditionState = REALLYDAMAGED Model = GBGen47_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = RUBBLE Model = GBGen47_D2 ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = POST_RUBBLE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End ModelConditionState = POST_COLLAPSE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End End ; *** AUDIO Parameters *** SoundAmbientDamaged = GenericFireMediumLoop SoundAmbientReallyDamaged = GenericFireLargeLoop SoundOnDamaged = BuildingLightDamageStone SoundOnReallyDamaged = BuildingHeavyDamageStone ; ***DESIGN parameters *** DisplayName = OBJECT:GondorBuildingGeneral EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = NoArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE RadarPriority = STRUCTURE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK DamageCreationList = OCL_Gen47_Chunk1 CATAPULT_ROCK FRONT_DESTROYED DamageCreationList = OCL_Gen47_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED DamageCreationList = OCL_Gen47_Chunk3 CATAPULT_ROCK BACK_DESTROYED DamageCreationList = OCL_Gen47_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 = 2600 End Behavior = StructureCollapseUpdate ModuleTag_03 MinCollapseDelay = 000 MaxCollapseDelay = 000 CollapseDamping = .5 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 FXList = INITIAL FX_StructureMediumCollapse OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done End Behavior = BuildingBehavior BuildingModuleTag NightWindowName = Night01 ; FireWindowName = win_f ; NightFireWindowName = win_nf End Behavior = TransitionDamageFX ModuleTag_05 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BuildingReallyDamagedTransitionMedium End Behavior = CivilianSpawnCollide Tag_deleteGuys DeleteObjectFilter = ANY +GondorTownsman +GondorTownsmanTorch +GondorTownsWoman +GondorTownsPair End Geometry = BOX GeometryMajorRadius = 18.4 GeometryMinorRadius = 43.2 GeometryHeight = 35.0 GeometryIsSmall = No AdditionalGeometry = BOX GeometryMajorRadius = 8.0 GeometryMinorRadius = 7.2 GeometryHeight = 72.0 GeometryOffset = X:-4.4 Y:0 Z:0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GondorBuildingGeneral48 ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = GBGen48 End ModelConditionState = DESTROYED_FRONT Model = GBGen48_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_FRONT BeginScript CurDrawableHideSubObject("GBGEN48DP1") EndScript End ModelConditionState = DESTROYED_RIGHT Model = GBGen48_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_RIGHT BeginScript CurDrawableHideSubObject("GBGEN48DP2") EndScript End ModelConditionState = DESTROYED_BACK Model = GBGen48_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_BACK BeginScript CurDrawableHideSubObject("GBGEN48DP3") EndScript End ModelConditionState = DESTROYED_LEFT Model = GBGen48_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_LEFT BeginScript CurDrawableHideSubObject("GBGEN48DP4") EndScript End ModelConditionState = DAMAGED Model = GBGen48_D1 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeMedium01 SmokeBuildingMedium End ModelConditionState = REALLYDAMAGED Model = GBGen48_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = RUBBLE Model = GBGen48_D2 ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = POST_RUBBLE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End ModelConditionState = POST_COLLAPSE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End End ; *** AUDIO Parameters *** SoundAmbientDamaged = GenericFireMediumLoop SoundAmbientReallyDamaged = GenericFireLargeLoop SoundOnDamaged = BuildingLightDamageStone SoundOnReallyDamaged = BuildingHeavyDamageStone ; ***DESIGN parameters *** DisplayName = OBJECT:GondorBuildingGeneral EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = NoArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE RadarPriority = STRUCTURE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK DamageCreationList = OCL_Gen48_Chunk1 CATAPULT_ROCK FRONT_DESTROYED DamageCreationList = OCL_Gen48_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED DamageCreationList = OCL_Gen48_Chunk3 CATAPULT_ROCK BACK_DESTROYED DamageCreationList = OCL_Gen48_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 = 2400 End Behavior = StructureCollapseUpdate ModuleTag_03 MinCollapseDelay = 000 MaxCollapseDelay = 000 CollapseDamping = .5 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 FXList = INITIAL FX_StructureMediumCollapse OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done End Behavior = BuildingBehavior BuildingModuleTag NightWindowName = Night01 ; FireWindowName = win_f ; NightFireWindowName = win_nf End Behavior = TransitionDamageFX ModuleTag_05 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BuildingReallyDamagedTransitionMedium End Geometry = BOX GeometryMajorRadius = 11.2 GeometryMinorRadius = 30.2 GeometryHeight = 39.4 GeometryIsSmall = No AdditionalGeometry = BOX GeometryMajorRadius = 6.0 GeometryMinorRadius = 12.2 GeometryHeight = 69.4 GeometryOffset = X:-1.2 Y:0 Z:0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GondorBuildingGeneral49 ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = GBGen49 End ModelConditionState = DESTROYED_FRONT Model = GBGen49_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_FRONT BeginScript CurDrawableHideSubObject("GBGEN49DP1") EndScript End ModelConditionState = DESTROYED_RIGHT Model = GBGen49_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_RIGHT BeginScript CurDrawableHideSubObject("GBGEN49DP2") EndScript End ModelConditionState = DESTROYED_BACK Model = GBGen49_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_BACK BeginScript CurDrawableHideSubObject("GBGEN49DP3") EndScript End ModelConditionState = DESTROYED_LEFT Model = GBGen49_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_LEFT BeginScript CurDrawableHideSubObject("GBGEN49DP4") EndScript End ModelConditionState = DAMAGED Model = GBGen49_D1 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeMedium01 SmokeBuildingMedium End ModelConditionState = REALLYDAMAGED Model = GBGen49_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = RUBBLE Model = GBGen49_D2 ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = POST_RUBBLE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End ModelConditionState = POST_COLLAPSE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End End ; *** AUDIO Parameters *** SoundAmbientDamaged = GenericFireMediumLoop SoundAmbientReallyDamaged = GenericFireLargeLoop SoundOnDamaged = BuildingLightDamageStone SoundOnReallyDamaged = BuildingHeavyDamageStone ; ***DESIGN parameters *** DisplayName = OBJECT:GondorBuildingGeneral EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = NoArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE RadarPriority = STRUCTURE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK DamageCreationList = OCL_Gen49_Chunk1 CATAPULT_ROCK FRONT_DESTROYED DamageCreationList = OCL_Gen49_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED DamageCreationList = OCL_Gen49_Chunk3 CATAPULT_ROCK BACK_DESTROYED DamageCreationList = OCL_Gen49_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 = 2400 End Behavior = StructureCollapseUpdate ModuleTag_03 MinCollapseDelay = 000 MaxCollapseDelay = 000 CollapseDamping = .5 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 FXList = INITIAL FX_StructureMediumCollapse OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done End Behavior = TransitionDamageFX ModuleTag_05 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BuildingReallyDamagedTransitionMedium End Geometry = BOX GeometryMajorRadius = 15.2 GeometryMinorRadius = 23.4 GeometryHeight = 36.4 GeometryIsSmall = No AdditionalGeometry = BOX GeometryMajorRadius = 6.2 GeometryMinorRadius = 8.4 GeometryHeight = 60.4 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GondorBuildingGeneral50 ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = GBGen50 End ModelConditionState = DESTROYED_FRONT Model = GBGen50_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_FRONT BeginScript CurDrawableHideSubObject("GBGEN50DP1") EndScript End ModelConditionState = DESTROYED_RIGHT Model = GBGen50_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_RIGHT BeginScript CurDrawableHideSubObject("GBGEN50DP2") EndScript End ModelConditionState = DESTROYED_BACK Model = GBGen50_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_BACK BeginScript CurDrawableHideSubObject("GBGEN50DP3") EndScript End ModelConditionState = DESTROYED_LEFT Model = GBGen50_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_LEFT BeginScript CurDrawableHideSubObject("GBGEN50DP4") EndScript End ModelConditionState = DAMAGED Model = GBGen50_D1 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeMedium01 SmokeBuildingMedium End ModelConditionState = REALLYDAMAGED Model = GBGen50_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = RUBBLE Model = GBGen50_D2 ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = POST_RUBBLE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End ModelConditionState = POST_COLLAPSE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End End ; *** AUDIO Parameters *** SoundAmbientDamaged = GenericFireMediumLoop SoundAmbientReallyDamaged = GenericFireLargeLoop SoundOnDamaged = BuildingLightDamageStone SoundOnReallyDamaged = BuildingHeavyDamageStone ; ***DESIGN parameters *** DisplayName = OBJECT:GondorBuildingGeneral EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = NoArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE RadarPriority = STRUCTURE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK DamageCreationList = OCL_Gen50_Chunk1 CATAPULT_ROCK FRONT_DESTROYED DamageCreationList = OCL_Gen50_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED DamageCreationList = OCL_Gen50_Chunk3 CATAPULT_ROCK BACK_DESTROYED DamageCreationList = OCL_Gen50_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 = 2600 End Behavior = StructureCollapseUpdate ModuleTag_03 MinCollapseDelay = 000 MaxCollapseDelay = 000 CollapseDamping = .5 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 FXList = INITIAL FX_StructureMediumCollapse OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done End Behavior = BuildingBehavior BuildingModuleTag NightWindowName = Night01 ; FireWindowName = win_f ; NightFireWindowName = win_nf End Behavior = TransitionDamageFX ModuleTag_05 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BuildingReallyDamagedTransitionMedium End Geometry = BOX GeometryMajorRadius = 13.6 GeometryMinorRadius = 32.8 GeometryHeight = 41.6 GeometryIsSmall = No AdditionalGeometry = BOX GeometryMajorRadius = 4.8 GeometryMinorRadius = 5.8 GeometryHeight = 81.6 GeometryOffset = X:1.6 Y:0 Z:0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GondorBuildingGeneral51 ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = GBGen51 End ModelConditionState = DESTROYED_FRONT Model = GBGen51_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_FRONT BeginScript CurDrawableHideSubObject("GBGEN51DP1") EndScript End ModelConditionState = DESTROYED_RIGHT Model = GBGen51_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_RIGHT BeginScript CurDrawableHideSubObject("GBGEN51DP2") EndScript End ModelConditionState = DESTROYED_BACK Model = GBGen51_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_BACK BeginScript CurDrawableHideSubObject("GBGEN51DP3") EndScript End ModelConditionState = DESTROYED_LEFT Model = GBGen51_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_LEFT BeginScript CurDrawableHideSubObject("GBGEN51DP4") EndScript End ModelConditionState = DAMAGED Model = GBGen51_D1 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeMedium01 SmokeBuildingMedium End ModelConditionState = REALLYDAMAGED Model = GBGen51_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = RUBBLE Model = GBGen51_D2 ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = POST_RUBBLE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End ModelConditionState = POST_COLLAPSE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End End ; *** AUDIO Parameters *** SoundAmbientDamaged = GenericFireMediumLoop SoundAmbientReallyDamaged = GenericFireLargeLoop SoundOnDamaged = BuildingLightDamageStone SoundOnReallyDamaged = BuildingHeavyDamageStone ; ***DESIGN parameters *** DisplayName = OBJECT:GondorBuildingGeneral EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = NoArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE RadarPriority = STRUCTURE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK DamageCreationList = OCL_Gen51_Chunk1 CATAPULT_ROCK FRONT_DESTROYED DamageCreationList = OCL_Gen51_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED DamageCreationList = OCL_Gen51_Chunk3 CATAPULT_ROCK BACK_DESTROYED DamageCreationList = OCL_Gen51_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 = 2500 End Behavior = StructureCollapseUpdate ModuleTag_03 MinCollapseDelay = 000 MaxCollapseDelay = 000 CollapseDamping = .5 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 FXList = INITIAL FX_StructureMediumCollapse OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done End Behavior = TransitionDamageFX ModuleTag_05 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BuildingReallyDamagedTransitionMedium End Geometry = BOX GeometryMajorRadius = 14.6 GeometryMinorRadius = 25.8 GeometryHeight = 40.8 GeometryIsSmall = No AdditionalGeometry = BOX GeometryMajorRadius = 3.6 GeometryMinorRadius = 5.8 GeometryHeight = 72.8 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GondorBuildingGeneral52 ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = GBGen52 End ModelConditionState = DESTROYED_FRONT Model = GBGen52_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_FRONT BeginScript CurDrawableHideSubObject("GBGEN52DP1") EndScript End ModelConditionState = DESTROYED_RIGHT Model = GBGen52_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_RIGHT BeginScript CurDrawableHideSubObject("GBGEN52DP2") EndScript End ModelConditionState = DESTROYED_BACK Model = GBGen52_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_BACK BeginScript CurDrawableHideSubObject("GBGEN52DP3") EndScript End ModelConditionState = DESTROYED_LEFT Model = GBGen52_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_LEFT BeginScript CurDrawableHideSubObject("GBGEN52DP4") EndScript End ModelConditionState = DAMAGED Model = GBGen52_D1 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeMedium01 SmokeBuildingMedium End ModelConditionState = REALLYDAMAGED Model = GBGen52_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = RUBBLE Model = GBGen52_D2 ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = POST_RUBBLE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End ModelConditionState = POST_COLLAPSE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End End ; *** AUDIO Parameters *** SoundAmbientDamaged = GenericFireMediumLoop SoundAmbientReallyDamaged = GenericFireLargeLoop SoundOnDamaged = BuildingLightDamageStone SoundOnReallyDamaged = BuildingHeavyDamageStone ; ***DESIGN parameters *** DisplayName = OBJECT:GondorBuildingGeneral EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = NoArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE RadarPriority = STRUCTURE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK DamageCreationList = OCL_Gen52_Chunk1 CATAPULT_ROCK FRONT_DESTROYED DamageCreationList = OCL_Gen52_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED DamageCreationList = OCL_Gen52_Chunk3 CATAPULT_ROCK BACK_DESTROYED DamageCreationList = OCL_Gen52_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 = 2400 End Behavior = StructureCollapseUpdate ModuleTag_03 MinCollapseDelay = 000 MaxCollapseDelay = 000 CollapseDamping = .5 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 FXList = INITIAL FX_StructureMediumCollapse OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done End Behavior = TransitionDamageFX ModuleTag_05 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BuildingReallyDamagedTransitionMedium End Geometry = BOX GeometryMajorRadius = 15.4 GeometryMinorRadius = 44.6 GeometryHeight = 57.4 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GondorBuildingGeneral53 ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = GBGen53 End ModelConditionState = DESTROYED_FRONT Model = GBGen53_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_FRONT BeginScript CurDrawableHideSubObject("GBGEN53DP1") EndScript End ModelConditionState = DESTROYED_RIGHT Model = GBGen53_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_RIGHT BeginScript CurDrawableHideSubObject("GBGEN53DP2") EndScript End ModelConditionState = DESTROYED_BACK Model = GBGen53_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_BACK BeginScript CurDrawableHideSubObject("GBGEN53DP3") EndScript End ModelConditionState = DESTROYED_LEFT Model = GBGen53_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_LEFT BeginScript CurDrawableHideSubObject("GBGEN53DP4") EndScript End ModelConditionState = DAMAGED Model = GBGen53_D1 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeMedium01 SmokeBuildingMedium End ModelConditionState = REALLYDAMAGED Model = GBGen53_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = RUBBLE Model = GBGen53_D2 ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = POST_RUBBLE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End ModelConditionState = POST_COLLAPSE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End End ; *** AUDIO Parameters *** SoundAmbientDamaged = GenericFireMediumLoop SoundAmbientReallyDamaged = GenericFireLargeLoop SoundOnDamaged = BuildingLightDamageStone SoundOnReallyDamaged = BuildingHeavyDamageStone ; ***DESIGN parameters *** DisplayName = OBJECT:GondorBuildingGeneral EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = NoArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE RadarPriority = STRUCTURE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK DamageCreationList = OCL_Gen53_Chunk1 CATAPULT_ROCK FRONT_DESTROYED DamageCreationList = OCL_Gen53_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED DamageCreationList = OCL_Gen53_Chunk3 CATAPULT_ROCK BACK_DESTROYED DamageCreationList = OCL_Gen53_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 = 2500 End Behavior = StructureCollapseUpdate ModuleTag_03 MinCollapseDelay = 000 MaxCollapseDelay = 000 CollapseDamping = .5 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 FXList = INITIAL FX_StructureMediumCollapse OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done End Behavior = TransitionDamageFX ModuleTag_05 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BuildingReallyDamagedTransitionMedium End Geometry = BOX GeometryMajorRadius = 9.8 GeometryMinorRadius = 22.4 GeometryHeight = 53.0 GeometryIsSmall = No AdditionalGeometry = BOX GeometryMajorRadius = 4.5 GeometryMinorRadius = 5.4 GeometryHeight = 73.0 GeometryOffset = X:-1.8 Y:0 Z:0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GondorBuildingGeneral54 ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = GBGen54 End ModelConditionState = DESTROYED_FRONT Model = GBGen54_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_FRONT BeginScript CurDrawableHideSubObject("GBGEN54DP1") EndScript End ModelConditionState = DESTROYED_RIGHT Model = GBGen54_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_RIGHT BeginScript CurDrawableHideSubObject("GBGEN54DP2") EndScript End ModelConditionState = DESTROYED_BACK Model = GBGen54_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_BACK BeginScript CurDrawableHideSubObject("GBGEN54DP3") EndScript End ModelConditionState = DESTROYED_LEFT Model = GBGen54_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_LEFT BeginScript CurDrawableHideSubObject("GBGEN54DP4") EndScript End ModelConditionState = DAMAGED Model = GBGen54_D1 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeMedium01 SmokeBuildingMedium End ModelConditionState = REALLYDAMAGED Model = GBGen54_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = RUBBLE Model = GBGen54_D2 ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = POST_RUBBLE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End ModelConditionState = POST_COLLAPSE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End End ; *** AUDIO Parameters *** SoundAmbientDamaged = GenericFireMediumLoop SoundAmbientReallyDamaged = GenericFireLargeLoop SoundOnDamaged = BuildingLightDamageStone SoundOnReallyDamaged = BuildingHeavyDamageStone ; ***DESIGN parameters *** DisplayName = OBJECT:GondorBuildingGeneral EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = NoArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE RadarPriority = STRUCTURE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK DamageCreationList = OCL_Gen54_Chunk1 CATAPULT_ROCK FRONT_DESTROYED DamageCreationList = OCL_Gen54_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED DamageCreationList = OCL_Gen54_Chunk3 CATAPULT_ROCK BACK_DESTROYED DamageCreationList = OCL_Gen54_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 = 2300 End Behavior = StructureCollapseUpdate ModuleTag_03 MinCollapseDelay = 000 MaxCollapseDelay = 000 CollapseDamping = .5 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 FXList = INITIAL FX_StructureMediumCollapse OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done End Behavior = TransitionDamageFX ModuleTag_05 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BuildingReallyDamagedTransitionMedium End Geometry = BOX GeometryMajorRadius = 16.0 GeometryMinorRadius = 32.8 GeometryHeight = 27.2 GeometryIsSmall = No AdditionalGeometry = BOX GeometryMajorRadius = 4.5 GeometryMinorRadius = 5.8 GeometryHeight = 48.2 GeometryOffset = X:9 Y:0 Z:0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GondorBuildingGeneral55 ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = GBGen55 End ModelConditionState = DESTROYED_FRONT Model = GBGen55_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_FRONT BeginScript CurDrawableHideSubObject("GBGEN55DP1") EndScript End ModelConditionState = DESTROYED_RIGHT Model = GBGen55_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_RIGHT BeginScript CurDrawableHideSubObject("GBGEN55DP2") EndScript End ModelConditionState = DESTROYED_BACK Model = GBGen55_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_BACK BeginScript CurDrawableHideSubObject("GBGEN55DP3") EndScript End ModelConditionState = DESTROYED_LEFT Model = GBGen55_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_LEFT BeginScript CurDrawableHideSubObject("GBGEN55DP4") EndScript End ModelConditionState = DAMAGED Model = GBGen55_D1 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeMedium01 SmokeBuildingMedium End ModelConditionState = REALLYDAMAGED Model = GBGen55_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = RUBBLE Model = GBGen55_D2 ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = POST_RUBBLE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End ModelConditionState = POST_COLLAPSE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End End ; *** AUDIO Parameters *** SoundAmbientDamaged = GenericFireMediumLoop SoundAmbientReallyDamaged = GenericFireLargeLoop SoundOnDamaged = BuildingLightDamageStone SoundOnReallyDamaged = BuildingHeavyDamageStone ; ***DESIGN parameters *** DisplayName = OBJECT:GondorBuildingGeneral EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = NoArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE RadarPriority = STRUCTURE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK DamageCreationList = OCL_Gen55_Chunk1 CATAPULT_ROCK FRONT_DESTROYED DamageCreationList = OCL_Gen55_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED DamageCreationList = OCL_Gen55_Chunk3 CATAPULT_ROCK BACK_DESTROYED DamageCreationList = OCL_Gen55_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 = 2600 End Behavior = StructureCollapseUpdate ModuleTag_03 MinCollapseDelay = 000 MaxCollapseDelay = 000 CollapseDamping = .5 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 FXList = INITIAL FX_StructureMediumCollapse OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done End Behavior = TransitionDamageFX ModuleTag_05 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BuildingReallyDamagedTransitionMedium End Geometry = BOX GeometryMajorRadius = 16.8 GeometryMinorRadius = 29.6 GeometryHeight = 62.2 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GondorBuildingGeneral56 ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = GBGen56 End ModelConditionState = DESTROYED_FRONT Model = GBGen56_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_FRONT BeginScript CurDrawableHideSubObject("GBGEN56DP1") EndScript End ModelConditionState = DESTROYED_RIGHT Model = GBGen56_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_RIGHT BeginScript CurDrawableHideSubObject("GBGEN56DP2") EndScript End ModelConditionState = DESTROYED_BACK Model = GBGen56_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_BACK BeginScript CurDrawableHideSubObject("GBGEN56DP3") EndScript End ModelConditionState = DESTROYED_LEFT Model = GBGen56_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_LEFT BeginScript CurDrawableHideSubObject("GBGEN56DP4") EndScript End ModelConditionState = DAMAGED Model = GBGen56_D1 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeMedium01 SmokeBuildingMedium End ModelConditionState = REALLYDAMAGED Model = GBGen56_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = RUBBLE Model = GBGen56_D2 ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = POST_RUBBLE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End ModelConditionState = POST_COLLAPSE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End End ; *** AUDIO Parameters *** SoundAmbientDamaged = GenericFireMediumLoop SoundAmbientReallyDamaged = GenericFireLargeLoop SoundOnDamaged = BuildingLightDamageStone SoundOnReallyDamaged = BuildingHeavyDamageStone ; ***DESIGN parameters *** DisplayName = OBJECT:GondorBuildingGeneral EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = NoArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE RadarPriority = STRUCTURE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK DamageCreationList = OCL_Gen56_Chunk1 CATAPULT_ROCK FRONT_DESTROYED DamageCreationList = OCL_Gen56_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED DamageCreationList = OCL_Gen56_Chunk3 CATAPULT_ROCK BACK_DESTROYED DamageCreationList = OCL_Gen56_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 = 2800 End Behavior = StructureCollapseUpdate ModuleTag_03 MinCollapseDelay = 000 MaxCollapseDelay = 000 CollapseDamping = .5 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 FXList = INITIAL FX_StructureMediumCollapse OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done End Behavior = TransitionDamageFX ModuleTag_05 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BuildingReallyDamagedTransitionMedium End Geometry = BOX GeometryMajorRadius = 13.6 GeometryMinorRadius = 29.6 GeometryHeight = 45.6 GeometryIsSmall = No AdditionalGeometry = BOX GeometryMajorRadius = 5.0 GeometryMinorRadius = 6.6 GeometryHeight = 79.6 GeometryOffset = X:-2.6 Y:0 Z:0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GondorBuildingGeneral57 ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = GBGen57 End ModelConditionState = DESTROYED_FRONT Model = GBGen57_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_FRONT BeginScript CurDrawableHideSubObject("GBGEN57DP1") EndScript End ModelConditionState = DESTROYED_RIGHT Model = GBGen57_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_RIGHT BeginScript CurDrawableHideSubObject("GBGEN57DP2") EndScript End ModelConditionState = DESTROYED_BACK Model = GBGen57_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_BACK BeginScript CurDrawableHideSubObject("GBGEN57DP3") EndScript End ModelConditionState = DESTROYED_LEFT Model = GBGen57_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_LEFT BeginScript CurDrawableHideSubObject("GBGEN57DP4") EndScript End ModelConditionState = DAMAGED Model = GBGen57_D1 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeMedium01 SmokeBuildingMedium End ModelConditionState = REALLYDAMAGED Model = GBGen57_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = RUBBLE Model = GBGen57_D2 ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = POST_RUBBLE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End ModelConditionState = POST_COLLAPSE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End End ; *** AUDIO Parameters *** SoundAmbientDamaged = GenericFireMediumLoop SoundAmbientReallyDamaged = GenericFireLargeLoop SoundOnDamaged = BuildingLightDamageStone SoundOnReallyDamaged = BuildingHeavyDamageStone ; ***DESIGN parameters *** DisplayName = OBJECT:GondorBuildingGeneral EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = NoArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE RadarPriority = STRUCTURE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK DamageCreationList = OCL_Gen57_Chunk1 CATAPULT_ROCK FRONT_DESTROYED DamageCreationList = OCL_Gen57_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED DamageCreationList = OCL_Gen57_Chunk3 CATAPULT_ROCK BACK_DESTROYED DamageCreationList = OCL_Gen57_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 = 2700 End Behavior = StructureCollapseUpdate ModuleTag_03 MinCollapseDelay = 000 MaxCollapseDelay = 000 CollapseDamping = .5 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 FXList = INITIAL FX_StructureMediumCollapse OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done End Behavior = TransitionDamageFX ModuleTag_05 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BuildingReallyDamagedTransitionMedium End Geometry = BOX GeometryMajorRadius = 7.2 GeometryMinorRadius = 7.2 GeometryHeight = 83.8 GeometryIsSmall = No AdditionalGeometry = BOX GeometryMajorRadius = 13.2 GeometryMinorRadius = 39.2 GeometryHeight = 44.8 GeometryOffset = X:2 Y:0 Z:0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GondorBuildingGeneral58 ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = GBGen58 End ModelConditionState = DESTROYED_FRONT Model = GBGen58_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_FRONT BeginScript CurDrawableHideSubObject("GBGEN58DP1") EndScript End ModelConditionState = DESTROYED_RIGHT Model = GBGen58_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_RIGHT BeginScript CurDrawableHideSubObject("GBGEN58DP2") EndScript End ModelConditionState = DESTROYED_BACK Model = GBGen58_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_BACK BeginScript CurDrawableHideSubObject("GBGEN58DP3") EndScript End ModelConditionState = DESTROYED_LEFT Model = GBGen58_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_LEFT BeginScript CurDrawableHideSubObject("GBGEN58DP4") EndScript End ModelConditionState = DAMAGED Model = GBGen58_D1 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeMedium01 SmokeBuildingMedium End ModelConditionState = REALLYDAMAGED Model = GBGen58_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = RUBBLE Model = GBGen58_D2 ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = POST_RUBBLE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End ModelConditionState = POST_COLLAPSE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End End ; *** AUDIO Parameters *** SoundAmbientDamaged = GenericFireMediumLoop SoundAmbientReallyDamaged = GenericFireLargeLoop SoundOnDamaged = BuildingLightDamageStone SoundOnReallyDamaged = BuildingHeavyDamageStone ; ***DESIGN parameters *** DisplayName = OBJECT:GondorBuildingGeneral EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = NoArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE RadarPriority = STRUCTURE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK DamageCreationList = OCL_Gen58_Chunk1 CATAPULT_ROCK FRONT_DESTROYED DamageCreationList = OCL_Gen58_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED DamageCreationList = OCL_Gen58_Chunk3 CATAPULT_ROCK BACK_DESTROYED DamageCreationList = OCL_Gen58_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 = 2500 End Behavior = StructureCollapseUpdate ModuleTag_03 MinCollapseDelay = 000 MaxCollapseDelay = 000 CollapseDamping = .5 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 FXList = INITIAL FX_StructureMediumCollapse OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done End Behavior = TransitionDamageFX ModuleTag_05 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BuildingReallyDamagedTransitionMedium End Geometry = BOX GeometryMajorRadius = 15.2 GeometryMinorRadius = 44.8 GeometryHeight = 41.6 GeometryIsSmall = No AdditionalGeometry = BOX GeometryMajorRadius = 15.2 GeometryMinorRadius = 25.8 GeometryHeight = 51.6 GeometryOffset = X:0 Y:0 Z:0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GondorBuildingGeneral59 ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = GBGen59 End ModelConditionState = DESTROYED_FRONT Model = GBGen59_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_FRONT BeginScript CurDrawableHideSubObject("GBGEN59DP1") EndScript End ModelConditionState = DESTROYED_RIGHT Model = GBGen59_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_RIGHT BeginScript CurDrawableHideSubObject("GBGEN59DP2") EndScript End ModelConditionState = DESTROYED_BACK Model = GBGen59_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_BACK BeginScript CurDrawableHideSubObject("GBGEN59DP3") EndScript End ModelConditionState = DESTROYED_LEFT Model = GBGen59_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_LEFT BeginScript CurDrawableHideSubObject("GBGEN59DP4") EndScript End ModelConditionState = DAMAGED Model = GBGen59_D1 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeMedium01 SmokeBuildingMedium End ModelConditionState = REALLYDAMAGED Model = GBGen59_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = RUBBLE Model = GBGen59_D2 ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = POST_RUBBLE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End ModelConditionState = POST_COLLAPSE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End End ; *** AUDIO Parameters *** SoundAmbientDamaged = GenericFireMediumLoop SoundAmbientReallyDamaged = GenericFireLargeLoop SoundOnDamaged = BuildingLightDamageStone SoundOnReallyDamaged = BuildingHeavyDamageStone ; ***DESIGN parameters *** DisplayName = OBJECT:GondorBuildingGeneral EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = NoArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE RadarPriority = STRUCTURE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK DamageCreationList = OCL_Gen59_Chunk1 CATAPULT_ROCK FRONT_DESTROYED DamageCreationList = OCL_Gen59_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED DamageCreationList = OCL_Gen59_Chunk3 CATAPULT_ROCK BACK_DESTROYED DamageCreationList = OCL_Gen59_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 = 3000 End Behavior = StructureCollapseUpdate ModuleTag_03 MinCollapseDelay = 000 MaxCollapseDelay = 000 CollapseDamping = .5 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 FXList = INITIAL FX_StructureMediumCollapse OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done End Behavior = TransitionDamageFX ModuleTag_05 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BuildingReallyDamagedTransitionMedium End Geometry = BOX GeometryMajorRadius = 11.2 GeometryMinorRadius = 14.2 GeometryHeight = 51.6 GeometryOffset = X:-5 Y:0 Z:0 GeometryIsSmall = No AdditionalGeometry = BOX GeometryMajorRadius = 16.0 GeometryMinorRadius = 51.2 GeometryHeight = 29.6 GeometryOffset = X:-1 Y:0 Z:0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GondorBuildingGeneral60 ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = GBGen60 End ModelConditionState = DESTROYED_FRONT Model = GBGen60_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_FRONT BeginScript CurDrawableHideSubObject("GBGEN60DP1") EndScript End ModelConditionState = DESTROYED_RIGHT Model = GBGen60_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_RIGHT BeginScript CurDrawableHideSubObject("GBGEN60DP2") EndScript End ModelConditionState = DESTROYED_BACK Model = GBGen60_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_BACK BeginScript CurDrawableHideSubObject("GBGEN60DP3") EndScript End ModelConditionState = DESTROYED_LEFT Model = GBGen60_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_LEFT BeginScript CurDrawableHideSubObject("GBGEN60DP4") EndScript End ModelConditionState = DAMAGED Model = GBGen60_D1 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeMedium01 SmokeBuildingMedium End ModelConditionState = REALLYDAMAGED Model = GBGen60_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = RUBBLE Model = GBGen60_D2 ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = POST_RUBBLE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End ModelConditionState = POST_COLLAPSE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End End ; *** AUDIO Parameters *** SoundAmbientDamaged = GenericFireMediumLoop SoundAmbientReallyDamaged = GenericFireLargeLoop SoundOnDamaged = BuildingLightDamageStone SoundOnReallyDamaged = BuildingHeavyDamageStone ; ***DESIGN parameters *** DisplayName = OBJECT:GondorBuildingGeneral EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = NoArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE RadarPriority = STRUCTURE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK DamageCreationList = OCL_Gen60_Chunk1 CATAPULT_ROCK FRONT_DESTROYED DamageCreationList = OCL_Gen60_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED DamageCreationList = OCL_Gen60_Chunk3 CATAPULT_ROCK BACK_DESTROYED DamageCreationList = OCL_Gen60_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 = 3000 End Behavior = StructureCollapseUpdate ModuleTag_03 MinCollapseDelay = 000 MaxCollapseDelay = 000 CollapseDamping = .5 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 FXList = INITIAL FX_StructureMediumCollapse OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done End Behavior = TransitionDamageFX ModuleTag_05 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BuildingReallyDamagedTransitionMedium End Geometry = BOX GeometryMajorRadius = 12.8 GeometryMinorRadius = 35.2 GeometryHeight = 28.0 GeometryIsSmall = No AdditionalGeometry = CYLINDER GeometryMajorRadius = 12.8 GeometryMinorRadius = 39.2 GeometryHeight = 47.0 GeometryOffset = X:-1 Y:0 Z:0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GondorBuildingGeneral61 ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = GBGen61 End ModelConditionState = DESTROYED_FRONT Model = GBGen61_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_FRONT BeginScript CurDrawableHideSubObject("GBGEN61DP1") EndScript End ModelConditionState = DESTROYED_RIGHT Model = GBGen61_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_RIGHT BeginScript CurDrawableHideSubObject("GBGEN61DP2") EndScript End ModelConditionState = DESTROYED_BACK Model = GBGen61_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_BACK BeginScript CurDrawableHideSubObject("GBGEN61DP3") EndScript End ModelConditionState = DESTROYED_LEFT Model = GBGen61_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_LEFT BeginScript CurDrawableHideSubObject("GBGEN61DP4") EndScript End ModelConditionState = DAMAGED Model = GBGen61_D1 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeMedium01 SmokeBuildingMedium End ModelConditionState = REALLYDAMAGED Model = GBGen61_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = RUBBLE Model = GBGen61_D2 ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = POST_RUBBLE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End ModelConditionState = POST_COLLAPSE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End End ; *** AUDIO Parameters *** SoundAmbientDamaged = GenericFireMediumLoop SoundAmbientReallyDamaged = GenericFireLargeLoop SoundOnDamaged = BuildingLightDamageStone SoundOnReallyDamaged = BuildingHeavyDamageStone ; ***DESIGN parameters *** DisplayName = OBJECT:GondorBuildingGeneral EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = NoArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE RadarPriority = STRUCTURE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK DamageCreationList = OCL_Gen61_Chunk1 CATAPULT_ROCK FRONT_DESTROYED DamageCreationList = OCL_Gen61_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED DamageCreationList = OCL_Gen61_Chunk3 CATAPULT_ROCK BACK_DESTROYED DamageCreationList = OCL_Gen61_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 = 3000 End Behavior = StructureCollapseUpdate ModuleTag_03 MinCollapseDelay = 000 MaxCollapseDelay = 000 CollapseDamping = .5 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 FXList = INITIAL FX_StructureMediumCollapse OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done End Behavior = TransitionDamageFX ModuleTag_05 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BuildingReallyDamagedTransitionMedium End Geometry = BOX GeometryMajorRadius = 4.6 GeometryMinorRadius = 5.0 GeometryHeight = 57.8 GeometryIsSmall = No AdditionalGeometry = BOX GeometryMajorRadius = 7.0 GeometryMinorRadius = 27.0 GeometryHeight = 25.8 GeometryOffset = X:1.6 Y:0 Z:0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GondorBuildingGeneral62 ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = GBGen62 End ModelConditionState = DESTROYED_FRONT Model = GBGen62_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_FRONT BeginScript CurDrawableHideSubObject("GBGEN62DP1") EndScript End ModelConditionState = DESTROYED_RIGHT Model = GBGen62_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_RIGHT BeginScript CurDrawableHideSubObject("GBGEN62DP2") EndScript End ModelConditionState = DESTROYED_BACK Model = GBGen62_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_BACK BeginScript CurDrawableHideSubObject("GBGEN62DP3") EndScript End ModelConditionState = DESTROYED_LEFT Model = GBGen62_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_LEFT BeginScript CurDrawableHideSubObject("GBGEN62DP4") EndScript End ModelConditionState = DAMAGED Model = GBGen62_D1 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeMedium01 SmokeBuildingMedium End ModelConditionState = REALLYDAMAGED Model = GBGen62_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = RUBBLE Model = GBGen62_D2 ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = POST_RUBBLE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End ModelConditionState = POST_COLLAPSE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End End ; *** AUDIO Parameters *** SoundAmbientDamaged = GenericFireMediumLoop SoundAmbientReallyDamaged = GenericFireLargeLoop SoundOnDamaged = BuildingLightDamageStone SoundOnReallyDamaged = BuildingHeavyDamageStone ; ***DESIGN parameters *** DisplayName = OBJECT:GondorBuildingGeneral EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = NoArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE RadarPriority = STRUCTURE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK DamageCreationList = OCL_Gen62_Chunk1 CATAPULT_ROCK FRONT_DESTROYED DamageCreationList = OCL_Gen62_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED DamageCreationList = OCL_Gen62_Chunk3 CATAPULT_ROCK BACK_DESTROYED DamageCreationList = OCL_Gen62_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 = 3000 End Behavior = StructureCollapseUpdate ModuleTag_03 MinCollapseDelay = 000 MaxCollapseDelay = 000 CollapseDamping = .5 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 FXList = INITIAL FX_StructureMediumCollapse OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done End Behavior = BuildingBehavior BuildingModuleTag NightWindowName = Night01 ; FireWindowName = win_f ; NightFireWindowName = win_nf End Behavior = TransitionDamageFX ModuleTag_05 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BuildingReallyDamagedTransitionMedium End Geometry = BOX GeometryMajorRadius = 12.8 GeometryMinorRadius = 37.6 GeometryHeight = 32.6 GeometryIsSmall = No AdditionalGeometry = CYLINDER GeometryMajorRadius = 8.2 GeometryMinorRadius = 39.2 GeometryHeight = 72.2 GeometryOffset = X:0 Y:-24.4 Z:0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GondorBuildingGeneral63 ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = GBGen63 End ModelConditionState = DESTROYED_FRONT Model = GBGen63_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_FRONT BeginScript CurDrawableHideSubObject("GBGEN63DP1") EndScript End ModelConditionState = DESTROYED_RIGHT Model = GBGen63_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_RIGHT BeginScript CurDrawableHideSubObject("GBGEN63DP2") EndScript End ModelConditionState = DESTROYED_BACK Model = GBGen63_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_BACK BeginScript CurDrawableHideSubObject("GBGEN63DP3") EndScript End ModelConditionState = DESTROYED_LEFT Model = GBGen63_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_LEFT BeginScript CurDrawableHideSubObject("GBGEN63DP4") EndScript End ModelConditionState = DAMAGED Model = GBGen63_D1 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeMedium01 SmokeBuildingMedium End ModelConditionState = REALLYDAMAGED Model = GBGen63_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = RUBBLE Model = GBGen63_D2 ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = POST_RUBBLE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End ModelConditionState = POST_COLLAPSE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End End ; *** AUDIO Parameters *** SoundAmbientDamaged = GenericFireMediumLoop SoundAmbientReallyDamaged = GenericFireLargeLoop SoundOnDamaged = BuildingLightDamageStone SoundOnReallyDamaged = BuildingHeavyDamageStone ; ***DESIGN parameters *** DisplayName = OBJECT:GondorBuildingGeneral EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = NoArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE RadarPriority = STRUCTURE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK DamageCreationList = OCL_Gen63_Chunk1 CATAPULT_ROCK FRONT_DESTROYED DamageCreationList = OCL_Gen63_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED DamageCreationList = OCL_Gen63_Chunk3 CATAPULT_ROCK BACK_DESTROYED DamageCreationList = OCL_Gen63_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 = 3000 End Behavior = StructureCollapseUpdate ModuleTag_03 MinCollapseDelay = 000 MaxCollapseDelay = 000 CollapseDamping = .5 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 FXList = INITIAL FX_StructureMediumCollapse OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done End Behavior = TransitionDamageFX ModuleTag_05 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BuildingReallyDamagedTransitionMedium End Geometry = BOX GeometryMajorRadius = 12.8 GeometryMinorRadius = 29.6 GeometryHeight = 24.2 GeometryIsSmall = No AdditionalGeometry = CYLINDER GeometryMajorRadius = 14.8 GeometryMinorRadius = 39.2 GeometryHeight = 60.2 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GondorBuildingGeneral64 ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = GBGen64 End ModelConditionState = DESTROYED_FRONT Model = GBGen64_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_FRONT BeginScript CurDrawableHideSubObject("GBGEN64DP1") EndScript End ModelConditionState = DESTROYED_RIGHT Model = GBGen64_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_RIGHT BeginScript CurDrawableHideSubObject("GBGEN64DP2") EndScript End ModelConditionState = DESTROYED_BACK Model = GBGen64_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_BACK BeginScript CurDrawableHideSubObject("GBGEN64DP3") EndScript End ModelConditionState = DESTROYED_LEFT Model = GBGen64_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_LEFT BeginScript CurDrawableHideSubObject("GBGEN64DP4") EndScript End ModelConditionState = DAMAGED Model = GBGen64_D1 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeMedium01 SmokeBuildingMedium End ModelConditionState = REALLYDAMAGED Model = GBGen64_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = RUBBLE Model = GBGen64_D2 ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = POST_RUBBLE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End ModelConditionState = POST_COLLAPSE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End End ; *** AUDIO Parameters *** SoundAmbientDamaged = GenericFireMediumLoop SoundAmbientReallyDamaged = GenericFireLargeLoop SoundOnDamaged = BuildingLightDamageStone SoundOnReallyDamaged = BuildingHeavyDamageStone ; ***DESIGN parameters *** DisplayName = OBJECT:GondorBuildingGeneral EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = NoArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE RadarPriority = STRUCTURE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK DamageCreationList = OCL_Gen64_Chunk1 CATAPULT_ROCK FRONT_DESTROYED DamageCreationList = OCL_Gen64_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED DamageCreationList = OCL_Gen64_Chunk3 CATAPULT_ROCK BACK_DESTROYED DamageCreationList = OCL_Gen64_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 = 3000 End Behavior = StructureCollapseUpdate ModuleTag_03 MinCollapseDelay = 000 MaxCollapseDelay = 000 CollapseDamping = .5 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 FXList = INITIAL FX_StructureMediumCollapse OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done End Behavior = BuildingBehavior BuildingModuleTag NightWindowName = Night01 ; FireWindowName = win_f ; NightFireWindowName = win_nf End Behavior = TransitionDamageFX ModuleTag_05 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BuildingReallyDamagedTransitionMedium End Geometry = BOX GeometryMajorRadius = 12.0 GeometryMinorRadius = 34.4 GeometryHeight = 41.0 GeometryIsSmall = No AdditionalGeometry = BOX GeometryMajorRadius = 6.0 GeometryMinorRadius = 5.4 GeometryHeight = 74.0 GeometryOffset = X:0 Y:0 Z:0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GondorBuildingGeneral65 ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = GBGen65 End ModelConditionState = DESTROYED_FRONT Model = GBGen65_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_FRONT BeginScript CurDrawableHideSubObject("GBGEN65DP1") EndScript End ModelConditionState = DESTROYED_RIGHT Model = GBGen65_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_RIGHT BeginScript CurDrawableHideSubObject("GBGEN65DP2") EndScript End ModelConditionState = DESTROYED_BACK Model = GBGen65_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_BACK BeginScript CurDrawableHideSubObject("GBGEN65DP3") EndScript End ModelConditionState = DESTROYED_LEFT Model = GBGen65_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_LEFT BeginScript CurDrawableHideSubObject("GBGEN65DP4") EndScript End ModelConditionState = DAMAGED Model = GBGen65_D1 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeMedium01 SmokeBuildingMedium End ModelConditionState = REALLYDAMAGED Model = GBGen65_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = RUBBLE Model = GBGen65_D2 ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = POST_RUBBLE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End ModelConditionState = POST_COLLAPSE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End End ; *** AUDIO Parameters *** SoundAmbientDamaged = GenericFireMediumLoop SoundAmbientReallyDamaged = GenericFireLargeLoop SoundOnDamaged = BuildingLightDamageStone SoundOnReallyDamaged = BuildingHeavyDamageStone ; ***DESIGN parameters *** DisplayName = OBJECT:GondorBuildingGeneral EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = NoArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE RadarPriority = STRUCTURE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK DamageCreationList = OCL_Gen65_Chunk1 CATAPULT_ROCK FRONT_DESTROYED DamageCreationList = OCL_Gen65_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED DamageCreationList = OCL_Gen65_Chunk3 CATAPULT_ROCK BACK_DESTROYED DamageCreationList = OCL_Gen65_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 = 3000 End Behavior = StructureCollapseUpdate ModuleTag_03 MinCollapseDelay = 000 MaxCollapseDelay = 000 CollapseDamping = .5 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 FXList = INITIAL FX_StructureMediumCollapse OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done End Behavior = TransitionDamageFX ModuleTag_05 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BuildingReallyDamagedTransitionMedium End Geometry = BOX GeometryMajorRadius = 20.0 GeometryMinorRadius = 47.2 GeometryHeight = 37.6 GeometryIsSmall = No AdditionalGeometry = BOX GeometryMajorRadius = 6.0 GeometryMinorRadius = 10.2 GeometryHeight = 79.6 GeometryOffset = X:8 Y:0 Z:0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GondorBuildingGeneral66 ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = GBGen66 End ModelConditionState = DESTROYED_FRONT Model = GBGen66_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_FRONT BeginScript CurDrawableHideSubObject("GBGEN66DP1") EndScript End ModelConditionState = DESTROYED_RIGHT Model = GBGen66_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_RIGHT BeginScript CurDrawableHideSubObject("GBGEN66DP2") EndScript End ModelConditionState = DESTROYED_BACK Model = GBGen66_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_BACK BeginScript CurDrawableHideSubObject("GBGEN66DP3") EndScript End ModelConditionState = DESTROYED_LEFT Model = GBGen66_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_LEFT BeginScript CurDrawableHideSubObject("GBGEN66DP4") EndScript End ModelConditionState = DAMAGED Model = GBGen66_D1 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeMedium01 SmokeBuildingMedium End ModelConditionState = REALLYDAMAGED Model = GBGen66_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = RUBBLE Model = GBGen66_D2 ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = POST_RUBBLE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End ModelConditionState = POST_COLLAPSE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End End ; *** AUDIO Parameters *** SoundAmbientDamaged = GenericFireMediumLoop SoundAmbientReallyDamaged = GenericFireLargeLoop SoundOnDamaged = BuildingLightDamageStone SoundOnReallyDamaged = BuildingHeavyDamageStone ; ***DESIGN parameters *** DisplayName = OBJECT:GondorBuildingGeneral EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = NoArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE RadarPriority = STRUCTURE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK DamageCreationList = OCL_Gen66_Chunk1 CATAPULT_ROCK FRONT_DESTROYED DamageCreationList = OCL_Gen66_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED DamageCreationList = OCL_Gen66_Chunk3 CATAPULT_ROCK BACK_DESTROYED DamageCreationList = OCL_Gen66_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 = 3000 End Behavior = StructureCollapseUpdate ModuleTag_03 MinCollapseDelay = 000 MaxCollapseDelay = 000 CollapseDamping = .5 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 FXList = INITIAL FX_StructureMediumCollapse OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done End Behavior = TransitionDamageFX ModuleTag_05 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BuildingReallyDamagedTransitionMedium End Geometry = BOX GeometryMajorRadius = 15.2 GeometryMinorRadius = 30.4 GeometryHeight = 44.4 GeometryOffset = X:0 Y:0 Z:0 GeometryIsSmall = No ; Geometry = BOX ; GeometryMajorRadius = 15.2 ; GeometryMinorRadius = 30.4 ; GeometryHeight = 27.4 ; GeometryIsSmall = No ; ; AdditionalGeometry = BOX ; GeometryMajorRadius = 4.0 ; GeometryMinorRadius = 7.4 ; GeometryHeight = 59.4 ; GeometryOffset = X:-5.2 Y:0 Z:0 ; GeometryIsSmall = No ; ; AdditionalGeometry = BOX ; GeometryMajorRadius = 8.0 ; GeometryMinorRadius = 8.0 ; GeometryHeight = 46.4 ; GeometryOffset = X:8.2 Y:22.4 Z:0 ; GeometryIsSmall = No ; ; AdditionalGeometry = BOX ; GeometryMajorRadius = 8.0 ; GeometryMinorRadius = 8.0 ; GeometryHeight = 46.4 ; GeometryOffset = X:8.2 Y:-22.4 Z:0 ; GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GondorBuildingGeneral67 ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = GBGen67 End ModelConditionState = DESTROYED_FRONT Model = GBGen67_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_FRONT BeginScript CurDrawableHideSubObject("GBGEN67DP1") EndScript End ModelConditionState = DESTROYED_RIGHT Model = GBGen67_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_RIGHT BeginScript CurDrawableHideSubObject("GBGEN67DP2") EndScript End ModelConditionState = DESTROYED_BACK Model = GBGen67_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_BACK BeginScript CurDrawableHideSubObject("GBGEN67DP3") EndScript End ModelConditionState = DESTROYED_LEFT Model = GBGen67_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_LEFT BeginScript CurDrawableHideSubObject("GBGEN67DP4") EndScript End ModelConditionState = DAMAGED Model = GBGen67_D1 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeMedium01 SmokeBuildingMedium End ModelConditionState = REALLYDAMAGED Model = GBGen67_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = RUBBLE Model = GBGen67_D2 ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = POST_RUBBLE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End ModelConditionState = POST_COLLAPSE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End End ; *** AUDIO Parameters *** SoundAmbientDamaged = GenericFireMediumLoop SoundAmbientReallyDamaged = GenericFireLargeLoop SoundOnDamaged = BuildingLightDamageStone SoundOnReallyDamaged = BuildingHeavyDamageStone ; ***DESIGN parameters *** DisplayName = OBJECT:GondorBuildingGeneral EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = NoArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE RadarPriority = STRUCTURE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK DamageCreationList = OCL_Gen67_Chunk1 CATAPULT_ROCK FRONT_DESTROYED DamageCreationList = OCL_Gen67_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED DamageCreationList = OCL_Gen67_Chunk3 CATAPULT_ROCK BACK_DESTROYED DamageCreationList = OCL_Gen67_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 = 3000 End Behavior = StructureCollapseUpdate ModuleTag_03 MinCollapseDelay = 000 MaxCollapseDelay = 000 CollapseDamping = .5 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 FXList = INITIAL FX_StructureMediumCollapse OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done End Behavior = BuildingBehavior BuildingModuleTag NightWindowName = Night01 ; FireWindowName = win_f ; NightFireWindowName = win_nf End Behavior = TransitionDamageFX ModuleTag_05 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BuildingReallyDamagedTransitionMedium End Geometry = BOX GeometryMajorRadius = 17.4 GeometryMinorRadius = 21.8 GeometryHeight = 58.2 GeometryIsSmall = No AdditionalGeometry = BOX GeometryMajorRadius = 12.0 GeometryMinorRadius = 32.8 GeometryHeight = 14.2 GeometryOffset = X:5.4 Y:0 Z:0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GondorBuildingGeneral68 ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = GBGen68 End ModelConditionState = DESTROYED_FRONT Model = GBGen68_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_FRONT BeginScript CurDrawableHideSubObject("GBGEN68DP1") EndScript End ModelConditionState = DESTROYED_RIGHT Model = GBGen68_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_RIGHT BeginScript CurDrawableHideSubObject("GBGEN68DP2") EndScript End ModelConditionState = DESTROYED_BACK Model = GBGen68_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_BACK BeginScript CurDrawableHideSubObject("GBGEN68DP3") EndScript End ModelConditionState = DESTROYED_LEFT Model = GBGen68_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_LEFT BeginScript CurDrawableHideSubObject("GBGEN68DP4") EndScript End ModelConditionState = DAMAGED Model = GBGen68_D1 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeMedium01 SmokeBuildingMedium End ModelConditionState = REALLYDAMAGED Model = GBGen68_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = RUBBLE Model = GBGen68_D2 ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = POST_RUBBLE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End ModelConditionState = POST_COLLAPSE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End End ; *** AUDIO Parameters *** SoundAmbientDamaged = GenericFireMediumLoop SoundAmbientReallyDamaged = GenericFireLargeLoop SoundOnDamaged = BuildingLightDamageStone SoundOnReallyDamaged = BuildingHeavyDamageStone ; ***DESIGN parameters *** DisplayName = OBJECT:GondorBuildingGeneral EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = NoArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE RadarPriority = STRUCTURE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK DamageCreationList = OCL_Gen68_Chunk1 CATAPULT_ROCK FRONT_DESTROYED DamageCreationList = OCL_Gen68_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED DamageCreationList = OCL_Gen68_Chunk3 CATAPULT_ROCK BACK_DESTROYED DamageCreationList = OCL_Gen68_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 = 3000 End Behavior = StructureCollapseUpdate ModuleTag_03 MinCollapseDelay = 000 MaxCollapseDelay = 000 CollapseDamping = .5 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 FXList = INITIAL FX_StructureMediumCollapse OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done End Behavior = BuildingBehavior BuildingModuleTag NightWindowName = Night01 ; FireWindowName = win_f ; NightFireWindowName = win_nf End Behavior = TransitionDamageFX ModuleTag_05 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BuildingReallyDamagedTransitionMedium End Geometry = BOX GeometryMajorRadius = 14.4 GeometryMinorRadius = 48.0 GeometryHeight = 61.8 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GondorBuildingGeneral69 ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = GBGen69 End ModelConditionState = DESTROYED_FRONT Model = GBGen69_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_FRONT BeginScript CurDrawableHideSubObject("GBGEN69DP1") EndScript End ModelConditionState = DESTROYED_RIGHT Model = GBGen69_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_RIGHT BeginScript CurDrawableHideSubObject("GBGEN69DP2") EndScript End ModelConditionState = DESTROYED_BACK Model = GBGen69_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_BACK BeginScript CurDrawableHideSubObject("GBGEN69DP3") EndScript End ModelConditionState = DESTROYED_LEFT Model = GBGen69_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_LEFT BeginScript CurDrawableHideSubObject("GBGEN69DP4") EndScript End ModelConditionState = DAMAGED Model = GBGen69_D1 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeMedium01 SmokeBuildingMedium End ModelConditionState = REALLYDAMAGED Model = GBGen69_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = RUBBLE Model = GBGen69_D2 ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = POST_RUBBLE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End ModelConditionState = POST_COLLAPSE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End End ; *** AUDIO Parameters *** SoundAmbientDamaged = GenericFireMediumLoop SoundAmbientReallyDamaged = GenericFireLargeLoop SoundOnDamaged = BuildingLightDamageStone SoundOnReallyDamaged = BuildingHeavyDamageStone ; ***DESIGN parameters *** DisplayName = OBJECT:GondorBuildingGeneral EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = NoArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE RadarPriority = STRUCTURE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK DamageCreationList = OCL_Gen69_Chunk1 CATAPULT_ROCK FRONT_DESTROYED DamageCreationList = OCL_Gen69_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED DamageCreationList = OCL_Gen69_Chunk3 CATAPULT_ROCK BACK_DESTROYED DamageCreationList = OCL_Gen69_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 = 3000 End Behavior = StructureCollapseUpdate ModuleTag_03 MinCollapseDelay = 000 MaxCollapseDelay = 000 CollapseDamping = .5 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 FXList = INITIAL FX_StructureMediumCollapse OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done End Behavior = BuildingBehavior BuildingModuleTag NightWindowName = Night01 ; FireWindowName = win_f ; NightFireWindowName = win_nf End Behavior = TransitionDamageFX ModuleTag_05 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BuildingReallyDamagedTransitionMedium End Geometry = BOX GeometryMajorRadius = 9.6 GeometryMinorRadius = 12.8 GeometryHeight = 36.0 GeometryIsSmall = No AdditionalGeometry = BOX GeometryMajorRadius = 5.6 GeometryMinorRadius = 7.8 GeometryHeight = 75 GeometryOffset = X:0 Y:0 Z:0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GondorBuildingGeneral70 ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = GBGen70 End ModelConditionState = DESTROYED_FRONT Model = GBGen70_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_FRONT BeginScript CurDrawableHideSubObject("GBGEN70DP1") EndScript End ModelConditionState = DESTROYED_RIGHT Model = GBGen70_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_RIGHT BeginScript CurDrawableHideSubObject("GBGEN70DP2") EndScript End ModelConditionState = DESTROYED_BACK Model = GBGen70_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_BACK BeginScript CurDrawableHideSubObject("GBGEN70DP3") EndScript End ModelConditionState = DESTROYED_LEFT Model = GBGen70_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_LEFT BeginScript CurDrawableHideSubObject("GBGEN70DP4") EndScript End ModelConditionState = DAMAGED Model = GBGen70_D1 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeMedium01 SmokeBuildingMedium End ModelConditionState = REALLYDAMAGED Model = GBGen70_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = RUBBLE Model = GBGen70_D2 ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = POST_RUBBLE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End ModelConditionState = POST_COLLAPSE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End End ; *** AUDIO Parameters *** SoundAmbientDamaged = GenericFireMediumLoop SoundAmbientReallyDamaged = GenericFireLargeLoop SoundOnDamaged = BuildingLightDamageStone SoundOnReallyDamaged = BuildingHeavyDamageStone ; ***DESIGN parameters *** DisplayName = OBJECT:GondorBuildingGeneral EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = NoArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE RadarPriority = STRUCTURE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK DamageCreationList = OCL_Gen70_Chunk1 CATAPULT_ROCK FRONT_DESTROYED DamageCreationList = OCL_Gen70_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED DamageCreationList = OCL_Gen70_Chunk3 CATAPULT_ROCK BACK_DESTROYED DamageCreationList = OCL_Gen70_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 = 3000 End Behavior = StructureCollapseUpdate ModuleTag_03 MinCollapseDelay = 000 MaxCollapseDelay = 000 CollapseDamping = .5 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 FXList = INITIAL FX_StructureMediumCollapse OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done End Behavior = BuildingBehavior BuildingModuleTag NightWindowName = Night01 ; FireWindowName = win_f ; NightFireWindowName = win_nf End Behavior = TransitionDamageFX ModuleTag_05 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BuildingReallyDamagedTransitionMedium End Geometry = CYLINDER GeometryMajorRadius = 16.0 GeometryMinorRadius = 20.8 GeometryHeight = 68.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GondorBuildingGeneral71 ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = GBGen71 End ModelConditionState = DESTROYED_FRONT Model = GBGen71_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_FRONT BeginScript CurDrawableHideSubObject("GBGEN71DP1") EndScript End ModelConditionState = DESTROYED_RIGHT Model = GBGen71_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_RIGHT BeginScript CurDrawableHideSubObject("GBGEN71DP2") EndScript End ModelConditionState = DESTROYED_BACK Model = GBGen71_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_BACK BeginScript CurDrawableHideSubObject("GBGEN71DP3") EndScript End ModelConditionState = DESTROYED_LEFT Model = GBGen71_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_LEFT BeginScript CurDrawableHideSubObject("GBGEN71DP4") EndScript End ModelConditionState = DAMAGED Model = GBGen71_D1 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeMedium01 SmokeBuildingMedium End ModelConditionState = REALLYDAMAGED Model = GBGen71_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = RUBBLE Model = GBGen71_D2 ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = POST_RUBBLE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End ModelConditionState = POST_COLLAPSE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End End ; *** AUDIO Parameters *** SoundAmbientDamaged = GenericFireMediumLoop SoundAmbientReallyDamaged = GenericFireLargeLoop SoundOnDamaged = BuildingLightDamageStone SoundOnReallyDamaged = BuildingHeavyDamageStone ; ***DESIGN parameters *** DisplayName = OBJECT:GondorBuildingGeneral EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = NoArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE RadarPriority = STRUCTURE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK DamageCreationList = OCL_Gen71_Chunk1 CATAPULT_ROCK FRONT_DESTROYED DamageCreationList = OCL_Gen71_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED DamageCreationList = OCL_Gen71_Chunk3 CATAPULT_ROCK BACK_DESTROYED DamageCreationList = OCL_Gen71_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 = 3000 End Behavior = StructureCollapseUpdate ModuleTag_03 MinCollapseDelay = 000 MaxCollapseDelay = 000 CollapseDamping = .5 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 FXList = INITIAL FX_StructureMediumCollapse OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done End Behavior = BuildingBehavior BuildingModuleTag NightWindowName = Night01 ; FireWindowName = win_f ; NightFireWindowName = win_nf End Behavior = TransitionDamageFX ModuleTag_05 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BuildingReallyDamagedTransitionMedium End Geometry = BOX GeometryMajorRadius = 12.0 GeometryMinorRadius = 18.6 GeometryHeight = 26.4 GeometryIsSmall = No AdditionalGeometry = BOX GeometryMajorRadius = 8 GeometryMinorRadius = 12.6 GeometryHeight = 69.4 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GondorBuildingGeneral72 ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = GBGen72 End ModelConditionState = DESTROYED_FRONT Model = GBGen72_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_FRONT BeginScript CurDrawableHideSubObject("GBGEN72DP1") EndScript End ModelConditionState = DESTROYED_RIGHT Model = GBGen72_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_RIGHT BeginScript CurDrawableHideSubObject("GBGEN72DP2") EndScript End ModelConditionState = DESTROYED_BACK Model = GBGen72_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_BACK BeginScript CurDrawableHideSubObject("GBGEN72DP3") EndScript End ModelConditionState = DESTROYED_LEFT Model = GBGen72_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_LEFT BeginScript CurDrawableHideSubObject("GBGEN72DP4") EndScript End ModelConditionState = DAMAGED Model = GBGen72_D1 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeMedium01 SmokeBuildingMedium End ModelConditionState = REALLYDAMAGED Model = GBGen72_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = RUBBLE Model = GBGen72_D2 ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = POST_RUBBLE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End ModelConditionState = POST_COLLAPSE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End End ; *** AUDIO Parameters *** SoundAmbientDamaged = GenericFireMediumLoop SoundAmbientReallyDamaged = GenericFireLargeLoop SoundOnDamaged = BuildingLightDamageStone SoundOnReallyDamaged = BuildingHeavyDamageStone ; ***DESIGN parameters *** DisplayName = OBJECT:GondorBuildingGeneral EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = NoArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE RadarPriority = STRUCTURE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK DamageCreationList = OCL_Gen72_Chunk1 CATAPULT_ROCK FRONT_DESTROYED DamageCreationList = OCL_Gen72_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED DamageCreationList = OCL_Gen72_Chunk3 CATAPULT_ROCK BACK_DESTROYED DamageCreationList = OCL_Gen72_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 = 3000 End Behavior = StructureCollapseUpdate ModuleTag_03 MinCollapseDelay = 000 MaxCollapseDelay = 000 CollapseDamping = .5 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 FXList = INITIAL FX_StructureMediumCollapse OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done End Behavior = TransitionDamageFX ModuleTag_05 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BuildingReallyDamagedTransitionMedium End Geometry = BOX GeometryMajorRadius = 13.6 GeometryMinorRadius = 40.8 GeometryHeight = 43.0 GeometryIsSmall = No AdditionalGeometry = CYLINDER GeometryMajorRadius = 11.8 GeometryMinorRadius = 40.8 GeometryHeight = 83.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GondorBuildingGeneral73 ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = GBGen73 End ModelConditionState = DESTROYED_FRONT Model = GBGen73_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_FRONT BeginScript CurDrawableHideSubObject("GBGEN73DP1") EndScript End ModelConditionState = DESTROYED_RIGHT Model = GBGen73_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_RIGHT BeginScript CurDrawableHideSubObject("GBGEN73DP2") EndScript End ModelConditionState = DESTROYED_BACK Model = GBGen73_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_BACK BeginScript CurDrawableHideSubObject("GBGEN73DP3") EndScript End ModelConditionState = DESTROYED_LEFT Model = GBGen73_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_LEFT BeginScript CurDrawableHideSubObject("GBGEN73DP4") EndScript End ModelConditionState = DAMAGED Model = GBGen73_D1 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeMedium01 SmokeBuildingMedium End ModelConditionState = REALLYDAMAGED Model = GBGen73_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = RUBBLE Model = GBGen73_D2 ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = POST_RUBBLE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End ModelConditionState = POST_COLLAPSE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End End ; *** AUDIO Parameters *** SoundAmbientDamaged = GenericFireMediumLoop SoundAmbientReallyDamaged = GenericFireLargeLoop SoundOnDamaged = BuildingLightDamageStone SoundOnReallyDamaged = BuildingHeavyDamageStone ; ***DESIGN parameters *** DisplayName = OBJECT:GondorBuildingGeneral EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = NoArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE RadarPriority = STRUCTURE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK DamageCreationList = OCL_Gen73_Chunk1 CATAPULT_ROCK FRONT_DESTROYED DamageCreationList = OCL_Gen73_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED DamageCreationList = OCL_Gen73_Chunk3 CATAPULT_ROCK BACK_DESTROYED DamageCreationList = OCL_Gen73_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 = 3000 End Behavior = StructureCollapseUpdate ModuleTag_03 MinCollapseDelay = 000 MaxCollapseDelay = 000 CollapseDamping = .5 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 FXList = INITIAL FX_StructureMediumCollapse OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done End Behavior = TransitionDamageFX ModuleTag_05 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BuildingReallyDamagedTransitionMedium End Geometry = BOX GeometryMajorRadius = 8.8 GeometryMinorRadius = 11.4 GeometryHeight = 22.6 GeometryIsSmall = No AdditionalGeometry = BOX GeometryMajorRadius = 5.8 GeometryMinorRadius = 5.4 GeometryHeight = 59.6 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GondorBuildingGeneral74 ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = GBGen74 End ModelConditionState = DESTROYED_FRONT Model = GBGen74_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_FRONT BeginScript CurDrawableHideSubObject("GBGEN74DP1") EndScript End ModelConditionState = DESTROYED_RIGHT Model = GBGen74_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_RIGHT BeginScript CurDrawableHideSubObject("GBGEN74DP2") EndScript End ModelConditionState = DESTROYED_BACK Model = GBGen74_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_BACK BeginScript CurDrawableHideSubObject("GBGEN74DP3") EndScript End ModelConditionState = DESTROYED_LEFT Model = GBGen74_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_LEFT BeginScript CurDrawableHideSubObject("GBGEN74DP4") EndScript End ModelConditionState = DAMAGED Model = GBGen74_D1 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeMedium01 SmokeBuildingMedium End ModelConditionState = REALLYDAMAGED Model = GBGen74_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = RUBBLE Model = GBGen74_D2 ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = POST_RUBBLE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End ModelConditionState = POST_COLLAPSE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End End ; *** AUDIO Parameters *** SoundAmbientDamaged = GenericFireMediumLoop SoundAmbientReallyDamaged = GenericFireLargeLoop SoundOnDamaged = BuildingLightDamageStone SoundOnReallyDamaged = BuildingHeavyDamageStone ; ***DESIGN parameters *** DisplayName = OBJECT:GondorBuildingGeneral EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = NoArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE RadarPriority = STRUCTURE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK DamageCreationList = OCL_Gen74_Chunk1 CATAPULT_ROCK FRONT_DESTROYED DamageCreationList = OCL_Gen74_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED DamageCreationList = OCL_Gen74_Chunk3 CATAPULT_ROCK BACK_DESTROYED DamageCreationList = OCL_Gen74_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 = 3000 End Behavior = StructureCollapseUpdate ModuleTag_03 MinCollapseDelay = 000 MaxCollapseDelay = 000 CollapseDamping = .5 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 FXList = INITIAL FX_StructureMediumCollapse OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done End Behavior = TransitionDamageFX ModuleTag_05 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BuildingReallyDamagedTransitionMedium End Geometry = BOX GeometryMajorRadius = 10.4 GeometryMinorRadius = 39.2 GeometryHeight = 34.6 GeometryIsSmall = No AdditionalGeometry = BOX GeometryMajorRadius = 7.4 GeometryMinorRadius = 6.6 GeometryHeight = 63.6 GeometryOffset = X:0 Y:31.2 Z:0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GondorBuildingGeneral75 ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = GBGen75 End ModelConditionState = DESTROYED_FRONT Model = GBGen75_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_FRONT BeginScript CurDrawableHideSubObject("GBGEN75DP1") EndScript End ModelConditionState = DESTROYED_RIGHT Model = GBGen75_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_RIGHT BeginScript CurDrawableHideSubObject("GBGEN75DP2") EndScript End ModelConditionState = DESTROYED_BACK Model = GBGen75_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_BACK BeginScript CurDrawableHideSubObject("GBGEN75DP3") EndScript End ModelConditionState = DESTROYED_LEFT Model = GBGen75_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_LEFT BeginScript CurDrawableHideSubObject("GBGEN75DP4") EndScript End ModelConditionState = DAMAGED Model = GBGen75_D1 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeMedium01 SmokeBuildingMedium End ModelConditionState = REALLYDAMAGED Model = GBGen75_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = RUBBLE Model = GBGen75_D2 ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = POST_RUBBLE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End ModelConditionState = POST_COLLAPSE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End End ; *** AUDIO Parameters *** SoundAmbientDamaged = GenericFireMediumLoop SoundAmbientReallyDamaged = GenericFireLargeLoop SoundOnDamaged = BuildingLightDamageStone SoundOnReallyDamaged = BuildingHeavyDamageStone ; ***DESIGN parameters *** DisplayName = OBJECT:GondorBuildingGeneral EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = NoArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE RadarPriority = STRUCTURE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK DamageCreationList = OCL_Gen75_Chunk1 CATAPULT_ROCK FRONT_DESTROYED DamageCreationList = OCL_Gen75_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED DamageCreationList = OCL_Gen75_Chunk3 CATAPULT_ROCK BACK_DESTROYED DamageCreationList = OCL_Gen75_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 = 3000 End Behavior = StructureCollapseUpdate ModuleTag_03 MinCollapseDelay = 000 MaxCollapseDelay = 000 CollapseDamping = .5 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 FXList = INITIAL FX_StructureMediumCollapse OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done End Behavior = TransitionDamageFX ModuleTag_05 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BuildingReallyDamagedTransitionMedium End Geometry = BOX GeometryMajorRadius = 14.4 GeometryMinorRadius = 40.8 GeometryHeight = 33.6 GeometryIsSmall = No AdditionalGeometry = CYLINDER GeometryMajorRadius = 10.4 GeometryMinorRadius = 4 GeometryHeight = 80.6 GeometryOffset = X:-1 Y:0 Z:0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GondorBuildingGeneral76 ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = GBGen76 End ModelConditionState = DESTROYED_FRONT Model = GBGen76_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_FRONT BeginScript CurDrawableHideSubObject("GBGEN76DP1") EndScript End ModelConditionState = DESTROYED_RIGHT Model = GBGen76_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_RIGHT BeginScript CurDrawableHideSubObject("GBGEN76DP2") EndScript End ModelConditionState = DESTROYED_BACK Model = GBGen76_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_BACK BeginScript CurDrawableHideSubObject("GBGEN76DP3") EndScript End ModelConditionState = DESTROYED_LEFT Model = GBGen76_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_LEFT BeginScript CurDrawableHideSubObject("GBGEN76DP4") EndScript End ModelConditionState = DAMAGED Model = GBGen76_D1 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeMedium01 SmokeBuildingMedium End ModelConditionState = REALLYDAMAGED Model = GBGen76_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = RUBBLE Model = GBGen76_D2 ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = POST_RUBBLE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End ModelConditionState = POST_COLLAPSE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End End ; *** AUDIO Parameters *** SoundAmbientDamaged = GenericFireMediumLoop SoundAmbientReallyDamaged = GenericFireLargeLoop SoundOnDamaged = BuildingLightDamageStone SoundOnReallyDamaged = BuildingHeavyDamageStone ; ***DESIGN parameters *** DisplayName = OBJECT:GondorBuildingGeneral EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = NoArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE RadarPriority = STRUCTURE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK DamageCreationList = OCL_Gen76_Chunk1 CATAPULT_ROCK FRONT_DESTROYED DamageCreationList = OCL_Gen76_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED DamageCreationList = OCL_Gen76_Chunk3 CATAPULT_ROCK BACK_DESTROYED DamageCreationList = OCL_Gen76_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 = 3000 End Behavior = StructureCollapseUpdate ModuleTag_03 MinCollapseDelay = 000 MaxCollapseDelay = 000 CollapseDamping = .5 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 FXList = INITIAL FX_StructureMediumCollapse OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done End Behavior = TransitionDamageFX ModuleTag_05 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BuildingReallyDamagedTransitionMedium End Geometry = BOX GeometryMajorRadius = 11.2 GeometryMinorRadius = 27.2 GeometryHeight = 42.4 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GondorBuildingGeneral77 ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = GBGen77 End ModelConditionState = DESTROYED_FRONT Model = GBGen77_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_FRONT BeginScript CurDrawableHideSubObject("GBGEN77DP1") EndScript End ModelConditionState = DESTROYED_RIGHT Model = GBGen77_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_RIGHT BeginScript CurDrawableHideSubObject("GBGEN77DP2") EndScript End ModelConditionState = DESTROYED_BACK Model = GBGen77_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_BACK BeginScript CurDrawableHideSubObject("GBGEN77DP3") EndScript End ModelConditionState = DESTROYED_LEFT Model = GBGen77_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_LEFT BeginScript CurDrawableHideSubObject("GBGEN77DP4") EndScript End ModelConditionState = DAMAGED Model = GBGen77_D1 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeMedium01 SmokeBuildingMedium End ModelConditionState = REALLYDAMAGED Model = GBGen77_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = RUBBLE Model = GBGen77_D2 ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = POST_RUBBLE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End ModelConditionState = POST_COLLAPSE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End End ; *** AUDIO Parameters *** SoundAmbientDamaged = GenericFireMediumLoop SoundAmbientReallyDamaged = GenericFireLargeLoop SoundOnDamaged = BuildingLightDamageStone SoundOnReallyDamaged = BuildingHeavyDamageStone ; ***DESIGN parameters *** DisplayName = OBJECT:GondorBuildingGeneral EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = NoArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE RadarPriority = STRUCTURE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK DamageCreationList = OCL_Gen77_Chunk1 CATAPULT_ROCK FRONT_DESTROYED DamageCreationList = OCL_Gen77_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED DamageCreationList = OCL_Gen77_Chunk3 CATAPULT_ROCK BACK_DESTROYED DamageCreationList = OCL_Gen77_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 = 3000 End Behavior = StructureCollapseUpdate ModuleTag_03 MinCollapseDelay = 000 MaxCollapseDelay = 000 CollapseDamping = .5 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 FXList = INITIAL FX_StructureMediumCollapse OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done End Behavior = TransitionDamageFX ModuleTag_05 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BuildingReallyDamagedTransitionMedium End Geometry = CYLINDER GeometryMajorRadius = 24.2 GeometryMinorRadius = 22.4 GeometryHeight = 53.8 GeometryIsSmall = No AdditionalGeometry = BOX GeometryMajorRadius = 6.2 GeometryMinorRadius = 6.4 GeometryHeight = 83.8 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GondorBuildingGeneral78 ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = GBGen78 End ModelConditionState = DESTROYED_FRONT Model = GBGen09_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_FRONT BeginScript CurDrawableHideSubObject("GBGEN78DP1") EndScript End ModelConditionState = DESTROYED_RIGHT Model = GBGen78_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_RIGHT BeginScript CurDrawableHideSubObject("GBGEN78DP2") EndScript End ModelConditionState = DESTROYED_BACK Model = GBGen78_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_BACK BeginScript CurDrawableHideSubObject("GBGEN78DP3") EndScript End ModelConditionState = DESTROYED_LEFT Model = GBGen78_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = DESTROYED_LEFT BeginScript CurDrawableHideSubObject("GBGEN78DP4") EndScript End ModelConditionState = DAMAGED Model = GBGen78_D1 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeMedium01 SmokeBuildingMedium End ModelConditionState = REALLYDAMAGED Model = GBGen78_D2 ParticleSysBone FireSmall01 FireBuildingSmall ParticleSysBone FireSmall02 FireBuildingSmall ParticleSysBone FireSmall03 FireBuildingSmall ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 FireBuildingSmall ParticleSysBone FireMedium01 FireBuildingMedium ParticleSysBone FireMedium02 FireBuildingMedium ParticleSysBone FireLarge01 FireBuildingLarge ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = RUBBLE Model = GBGen78_D2 ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = POST_RUBBLE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End ModelConditionState = POST_COLLAPSE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End End ; *** AUDIO Parameters *** SoundAmbientDamaged = GenericFireMediumLoop SoundAmbientReallyDamaged = GenericFireLargeLoop SoundOnDamaged = BuildingLightDamageStone SoundOnReallyDamaged = BuildingHeavyDamageStone ; ***DESIGN parameters *** DisplayName = OBJECT:GondorBuildingGeneral EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = NoArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE RadarPriority = STRUCTURE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK DamageCreationList = OCL_Gen78_Chunk1 CATAPULT_ROCK FRONT_DESTROYED DamageCreationList = OCL_Gen78_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED DamageCreationList = OCL_Gen78_Chunk3 CATAPULT_ROCK BACK_DESTROYED DamageCreationList = OCL_Gen78_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 = 3700 End Behavior = StructureCollapseUpdate ModuleTag_03 MinCollapseDelay = 000 MaxCollapseDelay = 000 CollapseDamping = .5 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 FXList = INITIAL FX_StructureMediumCollapse OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done End Behavior = TransitionDamageFX ModuleTag_05 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BuildingReallyDamagedTransitionMedium End Geometry = BOX GeometryMajorRadius = 20.2 GeometryMinorRadius = 41.8 GeometryHeight = 39.8 GeometryIsSmall = No AdditionalGeometry = BOX GeometryMajorRadius = 5.2 GeometryMinorRadius = 6.8 GeometryHeight = 90.8 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;----------------------------------------------------------------------------------------------- ;------------------------TESTING TESTING TESTING------------------------------------------------ ;----------------------------------------------------------------------------------------------- ;----------------------------------------------------------------------------------- Object GBFSetTest ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = GBFSetTest End WallBoundsMesh = GBFactionSet1P ; RampMesh1 = P1 ; RampMesh2 = P2 ; RampMesh3 = P3 End ; *** AUDIO Parameters *** ; ***DESIGN parameters *** DisplayName = OBJECT:Test EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = NoArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE IMMOBILE WALK_ON_TOP_OF_WALL NOT_AUTOACQUIRABLE; SELECTABLE RadarPriority = STRUCTURE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 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 = 3000 End Behavior = AttributeModifierAuraUpdate ModuleTag_WallBonus StartsActive = Yes ;If no, requires upgrade to turn on. BonusName = WallBonus RefreshDelay = 2000 ;Range = 120 ; Range is overridden to affect people on us since we are a wall ;TargetEnemy = Yes ; Alliances are ignored to affect people on us since we are a wall End Geometry = BOX GeometryMajorRadius = 20.8 GeometryMinorRadius = 88.0 GeometryHeight = 13.6 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;---------------------------------------------------------------------------------------------- Object GBFSetTestRamp ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = GBFSetTestRamp End ; WallBoundsMesh = GBFactionSet1P RampMesh1 = P1 ; RampMesh2 = P2 ; RampMesh3 = P3 End ; *** AUDIO Parameters *** ; ***DESIGN parameters *** DisplayName = OBJECT:Test EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = NoArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE IMMOBILE WALK_ON_TOP_OF_WALL SELECTABLE NOT_AUTOACQUIRABLE RadarPriority = STRUCTURE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 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 = 3000 End Behavior = AttributeModifierAuraUpdate ModuleTag_WallBonus StartsActive = Yes ;If no, requires upgrade to turn on. BonusName = WallBonus RefreshDelay = 2000 ;Range = 120 ; Range is overridden to affect people on us since we are a wall ;TargetEnemy = Yes ; Alliances are ignored to affect people on us since we are a wall End Geometry = BOX GeometryMajorRadius = 20.8 GeometryMinorRadius = 88.0 GeometryHeight = 13.6 GeometryIsSmall = No ; Shadow = SHADOW_VOLUME End ;------------------------------------------------------ Object MTFinalTest ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes ModelConditionState = NONE Model = GBMTNewFinal End End ; *** AUDIO Parameters *** ; ***DESIGN parameters *** DisplayName = OBJECT:Test EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = NoArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE RadarPriority = STRUCTURE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 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 = 3000 End Geometry = BOX GeometryMajorRadius = 9.6 GeometryMinorRadius = 6.4 GeometryHeight = 98.4 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ ;Lumber Mill Object LumberMill SelectPortrait = BPCLumberMill ; *** ART Parameters *** ; SelectPortrait = SNReactor_L ; ButtonImage = SNReactor ;day ; Draw = W3DModelDraw ModuleTag_01 ; OkToChangeModelColor = Yes ; ; DefaultConditionState ; Model = RBBarracks ;; FXEvent = 1 FX_TrebuchetImpactHit ; sample of method to fire FXList at desired animation frames ;; FXEvent = 30 FX_TrebuchetImpactHit ; sample of method to fire FXList at desired animation frames ;; FXEvent = 50 FX_TrebuchetImpactHit ; sample of method to fire FXList at desired animation frames ; End ; End 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 OkToChangeModelColor = Yes UseStandardModelNames = Yes StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD DefaultModelConditionState Model = MBLumMill_SKN ;ParticleSysBone = Bone_Smoke01 forgeSmoke ;ParticleSysBone = Bone_Fire01 FireBuildingLarge ; ParticleSysBone = Bone_Smoke01 CampFireSmoke ; ParticleSysBone = Bone_Smoke01 CampfireGlow ParticleSysBone = Bone_Smoke01 CampfireEmbersReg WeaponLaunchBone = PRIMARY ARROW_ End IdleAnimationState StateName = STATE_Idle Animation = IdleA AnimationName = MBLumMill_SKL.MBLumMill_IDLD AnimationMode = LOOP AnimationBlendTime = 0 End FXEvent = Frame:193 Name:FX_LumberFire Flags = RANDOMSTART End ;------------ Build Up States ModelConditionState = AWAITING_CONSTRUCTION Model = MBLumMill_A ; ParticleSysBone = NONE BuildingDoughnutCloud End; AnimationState = AWAITING_CONSTRUCTION Animation = MBLumMill_A AnimationName = MBLumMill_ASKL.MBLumMill_ABLD AnimationMode = MANUAL AnimationBlendTime = 0 End Flags = START_FRAME_FIRST End ModelConditionState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED Model = MBLumMill_A ParticleSysBone = CONSTDUSTBONE01 BuildingContructDust FollowBone:Yes End; AnimationState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED Animation = MBLumMill_A AnimationName = MBLumMill_ASKL.MBLumMill_ABLD AnimationMode = MANUAL AnimationBlendTime = 0 End Flags = START_FRAME_FIRST StateName = BeingConstructed BeginScript CurDrawablePlaySound("GondorBarracksBeginConstruction") EndScript End ;--damaged building ModelConditionState = DESTROYED_FRONT Model = MBLumMill_D2 ParticleSysBone FireSmall01 FireBuildingLarge ParticleSysBone FireSmall02 FireBuildingLarge ParticleSysBone FireSmall03 SmokeBuildingLarge ParticleSysBone FireSmall04 FireBuildingMedium ParticleSysBone FireSmall05 FireBuildingLarge End AnimationState = DESTROYED_FRONT BeginScript CurDrawableHideSubObject("MBLumMill_D2a") EndScript End ModelConditionState = DESTROYED_RIGHT Model = MBLumMill_D2 ParticleSysBone FireSmall01 FireBuildingLarge ParticleSysBone FireSmall02 FireBuildingLarge ParticleSysBone FireSmall03 SmokeBuildingLarge ParticleSysBone FireSmall04 FireBuildingMedium ParticleSysBone FireSmall05 FireBuildingLarge End AnimationState = DESTROYED_RIGHT BeginScript CurDrawableHideSubObject("MBLumMill_D2b") EndScript End ModelConditionState = DESTROYED_BACK Model = MBLumMill_D2 ParticleSysBone FireSmall01 FireBuildingLarge ParticleSysBone FireSmall02 FireBuildingLarge ParticleSysBone FireSmall03 SmokeBuildingLarge ParticleSysBone FireSmall04 FireBuildingMedium ParticleSysBone FireSmall05 FireBuildingLarge End AnimationState = DESTROYED_BACK BeginScript CurDrawableHideSubObject("MBLumMill_D2c") EndScript End ModelConditionState = DESTROYED_LEFT Model = MBLumMill_D2 ParticleSysBone FireSmall01 FireBuildingLarge ParticleSysBone FireSmall02 FireBuildingLarge ParticleSysBone FireSmall03 SmokeBuildingLarge ParticleSysBone FireSmall04 FireBuildingMedium ParticleSysBone FireSmall05 FireBuildingLarge End AnimationState = DESTROYED_LEFT BeginScript CurDrawableHideSubObject("MBLumMill_D2d") EndScript End ModelConditionState = DAMAGED Model = MBLumMill_D1 ParticleSysBone FireSmall01 FireBuildingLarge ParticleSysBone FireSmall02 FireBuildingMedium ParticleSysBone FireSmall03 SmokeBuildingLarge ParticleSysBone FireSmall04 FireBuildingMedium ParticleSysBone FireSmall05 FireBuildingMedium End AnimationState = DAMAGED EnteringStateFX = FX_BuildingDamaged End ModelConditionState = REALLYDAMAGED Model = MBLumMill_D2 ParticleSysBone FireSmall01 FireBuildingLarge ParticleSysBone FireSmall02 FireBuildingLarge ParticleSysBone FireSmall03 SmokeBuildingLarge ParticleSysBone FireSmall04 FireBuildingMedium ParticleSysBone FireSmall05 FireBuildingLarge End AnimationState = REALLYDAMAGED EnteringStateFX = FX_BuildingReallyDamaged End ModelConditionState = RUBBLE Model = MBLumMill_D2 ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = RUBBLE BeginScript CurDrawableHideSubObject("MBLumMill_D2a") CurDrawableHideSubObject("MBLumMill_D2b") CurDrawableHideSubObject("MBLumMill_D2c") CurDrawableHideSubObject("MBLumMill_D2d") EndScript End ModelConditionState = POST_RUBBLE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End ModelConditionState = POST_COLLAPSE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End ;------------- With fuels the fire effect ; AnimationState = UPGRADE_ECONOMY_BONUS ; StateName = STATE_Idle ; Animation = IdleA ; AnimationName = MBLumMill_SKL.MBLumMill_IDLD ; AnimationMode = LOOP ; AnimationBlendTime = 0 ; End ; FXEvent = Frame:193 Name:FX_LumberFire ; ParticleSysBone = None FueltheFiresEmbers ; End End Draw = W3DFloorDraw DrawFloor_Bib StaticModelLODMode = Yes ; THIS NEEDS TO BE COMMENTED OUT WHEN ENGINEERING ENABLES LOD'S IN THE FLOOR DRAW - Sean O. ModelName = MBLumMill_Bib End Draw = W3DFloorDraw DrawFloor_V1 ModelName = MBLumMill_V1 StartHidden = Yes End Draw = W3DScriptedModelDraw Draw_BonusEffects DefaultModelConditionState Model = None End AnimationState = ACTIVELY_BEING_CONSTRUCTED End AnimationState = UPGRADE_ECONOMY_BONUS ; FXEvent = Frame:193 Name:FX_LumberFire ParticleSysBone = None FueltheFiresEmbers End End ; Not working correctly, so taken out. Draw = W3DScriptedModelDraw ModuleTag_Draw_HCBanner OkToChangeModelColor = Yes DefaultModelConditionState Model = MBHCLumberMill End MultiPlayerOnly = Yes End PlacementViewAngle = 0 ; ***DESIGN parameters *** DisplayName = OBJECT:LumberMill Description = OBJECT:LumberMillDescription Side = Civilian EditorSorting = STRUCTURE ThreatLevel = 1.0 BuildCost = MORDOR_LUMBERMILL_BUILDCOST BuildTime = MORDOR_LUMBERMILL_BUILDTIME BountyValue = MORDOR_LUMBERMILL_BOUNTY_VALUE VisionRange = 160.0 ; Shroud clearing distance ShroudClearingRange = MORDOR_LUMBERMILL_SHROUD_CLEAR ArmorSet Conditions = None Armor = StructureArmor ;DamageFX = StructureDamageFXNoShake End WeaponSet Conditions = None End WeaponSet Weapon = PRIMARY EvilStructureBow Conditions = PLAYER_UPGRADE AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI End CommandSet = LumberMillCommandSet ; *** AUDIO Parameters *** VoiceSelect = MordorLumberMillSelect SoundAmbient = Campfire1AmbientLoop SoundOnDamaged = BuildingLightDamageWood SoundOnReallyDamaged = BuildingHeavyDamageWood VoiceSelectUnderConstruction = BuildingEvilVoiceSelectUnderConstruction 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 ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior MaxUpdateRangeCap = 800 AnimationSound = Sound:MordorLumbermillSawForward Animation:MBLumMill_SKL.MBLumMill_IDLD Frames:168 241 265 286 311 330 AnimationSound = Sound:MordorLumbermillSawForward Animation:MBLumMill_SKL.MBLumMill_IDLD Frames:12 37 57 80 98 122 142 AnimationSound = Sound:MordorLumbermillSawBack Animation:MBLumMill_SKL.MBLumMill_IDLD Frames:3 25 47 66 89 110 131 AnimationSound = Sound:MordorLumbermillSawBack Animation:MBLumMill_SKL.MBLumMill_IDLD Frames:153 229 252 274 297 322 AnimationSound = Sound:MordorLumbermillLog Animation:MBLumMill_SKL.MBLumMill_IDLD Frames:174 190 AnimationSound = Sound:MordorLumbermillFireBurst Animation:MBLumMill_SKL.MBLumMill_IDLD Frames:193 End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE NEED_BASE_FOUNDATION CASTLE_KEEP SUPPLY_GATHERING_CENTER AUTO_RALLYPOINT FS_FACTORY FS_CASH_PRODUCER CAN_ATTACK ;MP_COUNT_FOR_VICTORY;removed so econ plots will not keep zombie games going Body = StructureBody ModuleTag_05 MaxHealth = MORDOR_LUMBERMILL_HEALTH MaxHealthDamaged = MORDOR_LUMBERMILL_HEALTH_DAMAGED MaxHealthReallyDamaged = MORDOR_LUMBERMILL_HEALTH_REALLY_DAMAGED DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK DamageCreationList = OCL_MBLumMill_Chunk1 CATAPULT_ROCK FRONT_DESTROYED DamageCreationList = OCL_MBLumMill_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED DamageCreationList = OCL_MBLumMill_Chunk3 CATAPULT_ROCK BACK_DESTROYED DamageCreationList = OCL_MBLumMill_Chunk4 CATAPULT_ROCK LEFT_DESTROYED End Behavior = TooltipUpgrade ModuleTag_MordorTooltip TriggeredBy = Upgrade_MordorFaction DisplayName = OBJECT:MordorLumberMill End Behavior = TooltipUpgrade ModuleTag_IsengardTooltip TriggeredBy = Upgrade_IsengardFaction DisplayName = OBJECT:IsengardLumberMill End Behavior = CostModifierUpgrade ModuleTag_CostModifier LabelForPalantirString = GUI:WOOD_DISCOUNT StartsActive = Yes ; Run on build complete, not upgrade ObjectFilter = ANY +STRUCTURE Percentage = 0% Percentage = -10% Percentage = -20% Percentage = -30% End Behavior = ProductionUpdate ProductionUpdateModuleTag ; nothing, but is required if we have any Object-level Upgrades! End Behavior = GettingBuiltBehavior GetBuiltBehaviorTag WorkerName = MordorWorkerNoSelect End Behavior = SupplyCenterCreate ModuleTag_RegisterAsSupplyCenter ;nothing End Behavior = AIUpdateInterface ModuleTag_SoWeCanUseWeapon AutoAcquireEnemiesWhenIdle = Yes MoodAttackCheckRate = 250 End Behavior = SupplyCenterProductionExitUpdate ModuleTag_GuysMadeFromMeGoHarvest UnitCreatePoint = X: 0.0 Y: 0.0 Z:0.0 NaturalRallyPoint = X: 60.0 Y: 0.0 Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML End Behavior = SpawnBehavior ModuleTag_FreeWorker SpawnNumber = 4 SpawnReplaceDelay = 9999 SpawnTemplateName = MordorWorker OneShot = Yes CanReclaimOrphans = No RespectCommandLimit = Yes End Behavior = SupplyCenterDockUpdate ModuleTag_SupplyCenter AllowsPassthrough = No NumberApproachPositions = -1 ; No bones, just touch BonusScience = SCIENCE_FueltheFires BonusScienceMultiplier = 200% ; ValueMultiplier = 2.0 ; this value will be used to multiply the value set in gamedata.ini to get the final amount End Behavior = SubObjectsUpgrade ModuleTag_HideAll TriggeredBy = Upgrade_StructureLevel1 HideSubObjects = V2 DrawFloor_V1 End Behavior = SubObjectsUpgrade ModuleTag_ShowWalls TriggeredBy = Upgrade_StructureLevel2 ShowSubObjects = DrawFloor_V1 HideSubObjects = V2 DrawFloor_Bib End Behavior = SubObjectsUpgrade ModuleTag_ShowFlagsAndTower TriggeredBy = Upgrade_StructureLevel3 ShowSubObjects = DrawFloor_V1 V2 HideSubObjects = DrawFloor_Bib End Behavior = WeaponSetUpgrade ModuleTag_ThirdLevelBuildingArrows TriggeredBy = Upgrade_StructureLevel3 ConflictsWith = Upgrade_EasyAIMultiPlayer 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 = StructureCollapseUpdate ModuleTag_08 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 = CastleMemberBehavior ModuleTag_CMB ; Special Eva events when attacked UnderAttackEvaEventIfKeep = EconPlotUnderAttack UnderAttackAllyEvaEventIfKeep = None ; Special Eva events if an econ plot is taken down CampDestroyedOwnerEvaEvent = EconPlotDestroyed CampDestroyedAllyEvaEvent = AllyEconPlotDestroyed CampDestroyedAttackerEvaEvent = EnemyEconPlotDestroyed End Behavior = GeometryUpgrade Geom_ModuleTag_HideAll TriggeredBy = Upgrade_StructureLevel1 ShowGeometry = Geom_Orig HideGeometry = Geom_V2 End Behavior = GeometryUpgrade Geom_ModuleTag_ShowWalls TriggeredBy = Upgrade_StructureLevel2 ShowGeometry = Geom_Orig HideGeometry = Geom_V2 End Behavior = GeometryUpgrade Geom_ModuleTag_ShowFlagsAndTower TriggeredBy = Upgrade_StructureLevel3 ShowGeometry = Geom_Orig Geom_V2 End AdditionalGeometry = CYLINDER GeometryName = Geom_Orig GeometryMajorRadius = 55.0 GeometryMinorRadius = 55.0 GeometryHeight = 40.0 GeometryOffset = X:-8 Y:3.5 Z:0 AdditionalGeometry = CYLINDER GeometryName = Geom_V2 GeometryMajorRadius = 16 GeometryMinorRadius = 16 GeometryHeight = 76.0 GeometryOffset = X:-40 Y:-33 Z:0 GeometryIsSmall = No Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER GeometryContactPoint = X:-34.46 Y:58.195 Z:0 Repair GeometryContactPoint = X:32.816 Y:-12.328 Z:0 Repair GeometryContactPoint = X:37.903 Y:52.182 Z:0 GeometryContactPoint = X:-61.108 Y:-23.796 Z:0 GeometryContactPoint = X:-38.697 Y:-10.41 Z:45.943 Swoop End ;------------------------------------------------------------------------------ ;Slaughter House Object SlaughterHouse SelectPortrait = BPCSlaughterHouse 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 = MBSltrHs_SKN WeaponLaunchBone = PRIMARY Arrow_ End IdleAnimationState StateName = STATE_Idle Animation = IdleA AnimationName = MBSltrHs_SKL.MBSltrHs_LOOP AnimationMode = ONCE AnimationBlendTime = 0 End 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("CampOrcCompleteGeneric") ; end ; end ;EndScript End ;------------ Build Up States ModelConditionState = AWAITING_CONSTRUCTION Model = MBSltrHs_A ; ParticleSysBone = NONE BuildingDoughnutCloud End; AnimationState = AWAITING_CONSTRUCTION Animation = MBSltrHs_A AnimationName = MBSltrHs_ASKL.MBSltrHs_ABLD AnimationMode = MANUAL AnimationBlendTime = 0 End Flags = START_FRAME_FIRST End ModelConditionState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED Model = MBSltrHs_A ParticleSysBone = CONSTDUSTBONE01 BuildingContructDust FollowBone:Yes End AnimationState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED Animation = MBSltrHs_A AnimationName = MBSltrHs_ASKL.MBSltrHs_ABLD AnimationMode = MANUAL AnimationBlendTime = 0 End Flags = START_FRAME_FIRST StateName = BeingConstructed BeginScript CurDrawablePlaySound("GondorBarracksBeginConstruction") EndScript End ;--damaged building ModelConditionState = DESTROYED_FRONT Model = MBSltrHs_D2 ParticleSysBone FireSmall01 FireBuildingLarge ParticleSysBone FireSmall02 FireBuildingLarge ParticleSysBone FireSmall03 SmokeBuildingLarge ParticleSysBone FireSmall04 FireBuildingLarge ParticleSysBone FireSmall05 FireBuildingMedium End AnimationState = DESTROYED_FRONT BeginScript CurDrawableHideSubObject("D2A") EndScript End ModelConditionState = DESTROYED_RIGHT Model = MBSltrHs_D2 ParticleSysBone FireSmall01 FireBuildingLarge ParticleSysBone FireSmall02 FireBuildingLarge ParticleSysBone FireSmall03 SmokeBuildingLarge ParticleSysBone FireSmall04 FireBuildingLarge ParticleSysBone FireSmall05 FireBuildingMedium End AnimationState = DESTROYED_RIGHT BeginScript CurDrawableHideSubObject("D2B") EndScript End ModelConditionState = DESTROYED_BACK Model = MBSltrHs_D2 ParticleSysBone FireSmall01 FireBuildingLarge ParticleSysBone FireSmall02 FireBuildingLarge ParticleSysBone FireSmall03 SmokeBuildingLarge ParticleSysBone FireSmall04 FireBuildingLarge ParticleSysBone FireSmall05 FireBuildingMedium End AnimationState = DESTROYED_BACK BeginScript CurDrawableHideSubObject("D2C") EndScript End ModelConditionState = DESTROYED_LEFT Model = MBSltrHs_D2 ParticleSysBone FireSmall01 FireBuildingLarge ParticleSysBone FireSmall02 FireBuildingLarge ParticleSysBone FireSmall03 SmokeBuildingLarge ParticleSysBone FireSmall04 FireBuildingLarge ParticleSysBone FireSmall05 FireBuildingMedium End AnimationState = DESTROYED_LEFT BeginScript CurDrawableHideSubObject("D2D") EndScript End ModelConditionState = DAMAGED Model = MBSltrHs_D1 ParticleSysBone FireSmall01 FireBuildingLarge ParticleSysBone FireSmall02 FireBuildingMedium ParticleSysBone FireSmall03 SmokeBuildingLarge ParticleSysBone FireSmall04 FireBuildingMedium ParticleSysBone FireSmall05 FireBuildingMedium End AnimationState = DAMAGED EnteringStateFX = FX_BuildingDamaged End ModelConditionState = REALLYDAMAGED Model = MBSltrHs_D2 ParticleSysBone FireSmall01 FireBuildingLarge ParticleSysBone FireSmall02 FireBuildingLarge ParticleSysBone FireSmall03 SmokeBuildingLarge ParticleSysBone FireSmall04 FireBuildingLarge ParticleSysBone FireSmall05 FireBuildingMedium End AnimationState = REALLYDAMAGED EnteringStateFX = FX_BuildingReallyDamaged End ModelConditionState = RUBBLE Model = MBSltrHs_D2 ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = RUBBLE BeginScript CurDrawableHideSubObject("D2A") CurDrawableHideSubObject("D2B") CurDrawableHideSubObject("D2C") CurDrawableHideSubObject("D2D") EndScript End ModelConditionState = POST_RUBBLE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End ModelConditionState = POST_COLLAPSE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End ;------------- With industry effect ; AnimationState = UPGRADE_ECONOMY_BONUS ; StateName = STATE_Idle ; Animation = IdleA ; AnimationName = MBSltrHs_SKL.MBSltrHs_LOOP ; AnimationMode = LOOP ; AnimationBlendTime = 0 ; End ; ParticleSysBone = None Industry ; End End Draw = W3DFloorDraw DrawFloor_Bib StaticModelLODMode = Yes ; THIS NEEDS TO BE COMMENTED OUT WHEN ENGINEERING ENABLES LOD'S IN THE FLOOR DRAW - Sean O. ModelName = MBSltrHs_Bib End Draw = W3DFloorDraw DrawFloor_V1 ModelName = MBSltrHs_V1 StartHidden = Yes End Draw = W3DScriptedModelDraw Draw_BonusEffects DefaultModelConditionState Model = None End AnimationState = ACTIVELY_BEING_CONSTRUCTED End AnimationState = UPGRADE_ECONOMY_BONUS ParticleSysBone = None Industry End End ; Not working correctly, so taken out. Draw = W3DScriptedModelDraw ModuleTag_Draw_HCBanner OkToChangeModelColor = Yes DefaultModelConditionState Model = MBHCSltrHs End MultiPlayerOnly = Yes End WeaponSet Conditions = None End WeaponSet Conditions = PLAYER_UPGRADE Weapon = PRIMARY KeepBow AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI End ; ***DESIGN parameters *** DisplayName = OBJECT:MordorSlaughterHouse Description = OBJECT:SlaughterHouseDescription Side = Mordor EditorSorting = STRUCTURE ThreatLevel = 1.0 CommandSet = SellableCommandSet PlacementViewAngle = 0 ; 45 BuildCost = MORDOR_SLAUGHTERHOUSE_BUILDCOST BuildTime = MORDOR_SLAUGHTERHOUSE_BUILDTIME VisionRange = MORDOR_SLAUGHTERHOUSE_VISION_RANGE ShroudClearingRange = MORDOR_SLAUGHTERHOUSE_SHROUD_CLEAR BountyValue = MORDOR_SLAUGHTERHOUSE_BOUNTY_VALUE ArmorSet Conditions = None Armor = StructureArmor ;DamageFX = StructureDamageFXNoShake End ; *** AUDIO Parameters *** VoiceSelect = MordorSlaughterHouseSelect SoundOnDamaged = BuildingLightDamageStone SoundOnReallyDamaged = BuildingHeavyDamageStone SoundAmbientDamaged = GenericFireMediumLoop SoundAmbientReallyDamaged = GenericFireLargeLoop VoiceSelectUnderConstruction = BuildingEvilVoiceSelectUnderConstruction 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 ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior MaxUpdateRangeCap = 800 AnimationSound = Sound:MordorSlaughterhouseBuildUp1 Animation:MBSltrHs_ASKL.MBSltrHs_ABLD Frames:0 AnimationSound = Sound:MordorSlaughterhouseBuildUp2 Animation:MBSltrHs_ASDL.MBSltrHs_ABLD Frames:460 AnimationSound = Sound:MordorSlaughterhouseOrcYell Animation:MBSltrHs_SKL.MBSltrHs_LOOP Frames:72 AnimationSound = Sound:MordorSlaughterhouseWhistle Animation:MBSltrHs_SKL.MBSltrHs_LOOP Frames:49 AnimationSound = Sound:MordorSlaughterhouseHooves Animation:MBSltrHs_SKL.MBSltrHs_LOOP Frames:111 122 138 154 158 160 173 188 204 217 232 244 264 272 AnimationSound = Sound:MordorSlaughterhouseSnicker Animation:MBSltrHs_SKL.MBSltrHs_LOOP Frames:294 AnimationSound = Sound:MordorSlaughterhouseCowDie Animation:MBSltrHs_SKL.MBSltrHs_LOOP Frames:378 AnimationSound = Sound:MordorSlaughterhouseDieFall Animation:MBSltrHs_SKL.MBSltrHs_LOOP Frames:377 AnimationSound = Sound:MordorSlaughterhouseHookMeat Animation:MBSltrHs_SKL.MBSltrHs_LOOP Frames:830 End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE NEED_BASE_FOUNDATION CASTLE_KEEP GARRISONABLE_UNTIL_DESTROYED FS_CASH_PRODUCER CAN_ATTACK GARRISON INDUSTRY_AFFECTED ;for the slaughterhordecontain ;MP_COUNT_FOR_VICTORY;removed so econ plots will not keep zombie games going Behavior = TooltipUpgrade ModuleTag_TooltipUpgrade TriggeredBy = Upgrade_IsengardFaction DisplayName = OBJECT:IsengardSlaughterHouse Description = OBJECT:IsengardSlaughterHouseDescription End Behavior = ProductionUpdate ProductionUpdateModuleTag ; nothing, but is required if we have any Object-level Upgrades! End Behavior = GettingBuiltBehavior GetBuiltBehaviorTag WorkerName = MordorWorkerNoSelect End Behavior = CastleMemberBehavior ModuleTag_CMB ; Special Eva events when attacked UnderAttackEvaEventIfKeep = EconPlotUnderAttack UnderAttackAllyEvaEventIfKeep = None ; Special Eva events if an econ plot is taken down CampDestroyedOwnerEvaEvent = EconPlotDestroyed CampDestroyedAllyEvaEvent = AllyEconPlotDestroyed CampDestroyedAttackerEvaEvent = EnemyEconPlotDestroyed End Behavior = AIUpdateInterface ModuleTag_SoWeCanUseWeapon AutoAcquireEnemiesWhenIdle = Yes MoodAttackCheckRate = 250 End Body = ActiveBody ModuleTag_05 MaxHealth = MORDOR_SLAUGHTERHOUSE_HEALTH MaxHealthDamaged = MORDOR_SLAUGHTERHOUSE_HEALTH_DAMAGED MaxHealthReallyDamaged = MORDOR_SLAUGHTERHOUSE_HEALTH_REALLY_DAMAGED DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK DamageCreationList = OCL_MBSlaughterHouse_Chunk1 CATAPULT_ROCK FRONT_DESTROYED DamageCreationList = OCL_MBSlaughterHouse_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED DamageCreationList = OCL_MBSlaughterHouse_Chunk3 CATAPULT_ROCK BACK_DESTROYED DamageCreationList = OCL_MBSlaughterHouse_Chunk4 CATAPULT_ROCK LEFT_DESTROYED 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 = AutoDepositUpdate AutoDepositModuleTag DepositTiming = MORDOR_SLAUGHTERHOUSE_MONEY_TIME DepositAmount = MORDOR_SLAUGHTERHOUSE_MONEY_AMOUNT InitialCaptureBonus = 0 ; no initial bonus End Behavior = CostModifierUpgrade ModuleTag_CostModifier LabelForPalantirString = GUI:FOOD_DISCOUNT StartsActive = Yes ; Run on build complete, not upgrade ObjectFilter = ANY +CAVALRY +MordorMountainTroll +MordorDrummerTroll +MordorMumakil Percentage = 0% Percentage = -10% Percentage = -15% Percentage = -20% Percentage = -25% Percentage = -30% End Behavior = SubObjectsUpgrade ModuleTag_HideAll TriggeredBy = Upgrade_StructureLevel1 HideSubObjects = V2 DrawFloor_V1 End Behavior = GeometryUpgrade Geom_ModuleTag_HideAll TriggeredBy = Upgrade_StructureLevel1 ShowGeometry = Geom_Orig HideGeometry = Geom_V2 End Behavior = SubObjectsUpgrade ModuleTag_ShowWalls TriggeredBy = Upgrade_StructureLevel2 ShowSubObjects = DrawFloor_V1 HideSubObjects = V2 DrawFloor_Bib End ; Behavior = GeometryUpgrade Geom_ModuleTag_ShowWalls ; TriggeredBy = Upgrade_StructureLevel2 ; HideGeometry = Geom_V2 ; End Behavior = SubObjectsUpgrade ModuleTag_ShowFlagsAndTower TriggeredBy = Upgrade_StructureLevel3 ShowSubObjects = V2 DrawFloor_V1 HideSubObjects = DrawFloor_Bib End Behavior = GeometryUpgrade Geom_ModuleTag_ShowFlagsAndTower TriggeredBy = Upgrade_StructureLevel3 ShowGeometry = Geom_Orig Geom_V2 End Behavior = WeaponSetUpgrade ModuleTag_ThirdLevelBuildingArrows TriggeredBy = Upgrade_StructureLevel3 ConflictsWith = Upgrade_EasyAIMultiPlayer End Behavior = SlaughterHordeContain ModuleTag_SlaughterMe PassengerFilter = ANY +ORC +URUK +BANNER -CAVALRY -HERO ObjectStatusOfContained = UNSELECTABLE BLOODTHIRSTY CashBackPercent = 100% ContainMax = 99; give it a huge capacity, just in case player sends his whole army in at once MaxHordeCapacity = 99; give it a huge capacity, just in case player sends his whole army in at once AllowEnemiesInside = No AllowNeutralInside = No EnterSound = MordorSlaughterhouseEnterSound End Geometry = BOX GeometryName = Geom_Orig GeometryMajorRadius = 16.0 GeometryMinorRadius = 32.0 GeometryHeight = 34.0 GeometryOffset = X:-28 Y:-40 Z:0 AdditionalGeometry = BOX GeometryName = Geom_Orig GeometryMajorRadius = 42.5 GeometryMinorRadius = 30.0 GeometryHeight = 60.0 GeometryOffset = X:-5 Y:14 Z:0 AdditionalGeometry = BOX GeometryName = Geom_V2 GeometryMajorRadius = 16.0 GeometryMinorRadius = 16.0 GeometryHeight = 85.0 GeometryOffset = X:-28 Y:-56 Z:0 ; GeometryActive = no GeometryIsSmall = No Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER GeometryContactPoint = X:-31.995 Y:52.998 Z:0 Repair GeometryContactPoint = X:-19.467 Y:-73.703 Z:0 Repair GeometryContactPoint = X:52.078 Y:32.503 Z:0 GeometryContactPoint = X:-47.27 Y:-20.312 Z:0 GeometryContactPoint = X:-30.442 Y:0.326 Z:64.914 Swoop End ;ChildObject IsengardSlaughterHouse SlaughterHouse ; ; DisplayName = OBJECT:IsengardSlaughterHouse ; Description = OBJECT:IsengardSlaughterHouseDescription ; Side = Isengard ; EditorSorting = STRUCTURE ; ;End ; ChildObject OuterSlaughterHouse SlaughterHouse BuildCost = 300 ; Behavior = AutoDepositUpdate AutoDepositModuleTag DepositTiming = 4000 DepositAmount = MORDOR_SLAUGHTERHOUSE_MONEY_AMOUNT InitialCaptureBonus = 0 ; no initial bonus End End ;------------------------------------------------------------------------------ ;Furnace Object Furnace SelectPortrait = BPCFurnace ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_Draw ExtraPublicBone = Arrow_01 ExtraPublicBone = Arrow_02 ExtraPublicBone = Arrow_03 ExtraPublicBone = Arrow_04 ExtraPublicBone = Arrow_05 OkToChangeModelColor = Yes UseStandardModelNames = Yes StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD DefaultModelConditionState Model = MBFurnace_SKN ParticleSysBone = Bone_Smoke04 furnaceFireGlow ParticleSysBone = Bone_Smoke04 furnaceSparks ParticleSysBone = Bone_Smoke04 furnaceSmoke ParticleSysBone = Bone_Fire01 furnaceFire ParticleSysBone = glowBone1 furnaceFireGlow1 ParticleSysBone = glowBone2 furnaceFireGlow1 ParticleSysBone = steamBone2 furnaceSteam2 FollowBone:Yes WeaponLaunchBone = PRIMARY Arrow_ End IdleAnimationState StateName = STATE_Idle Animation = IdleA AnimationName = MBFurnace_SKL.MBFurnace_IDLA AnimationMode = ONCE AnimationBlendTime = 0 End Flags = RESTART_ANIM_WHEN_COMPLETE FXEvent = Frame:30 Name:FX_FurnaceSteamPool End ;------------ New Build Up States coming soon. ModelConditionState = AWAITING_CONSTRUCTION Model = MBFurnace_A ; ParticleSysBone = NONE BuildingDoughnutCloud End; AnimationState = AWAITING_CONSTRUCTION Animation = MBFurnace_A AnimationName = MBFurnace_ASKL.MBFurnace_ABLD AnimationMode = MANUAL AnimationBlendTime = 0 End Flags = START_FRAME_FIRST End ModelConditionState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED Model = MBFurnace_A ParticleSysBone = CONSTDUSTBONE01 BuildingContructDust FollowBone:Yes End; AnimationState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED Animation = MBFurnace_A AnimationName = MBFurnace_ASKL.MBFurnace_ABLD AnimationMode = MANUAL AnimationBlendTime = 0 End Flags = START_FRAME_FIRST StateName = BeingConstructed BeginScript CurDrawablePlaySound("GondorBarracksBeginConstruction") EndScript End ;--damaged building ModelConditionState = DESTROYED_FRONT Model = MBFurnace_D2 ParticleSysBone FireSmall01 FireBuildingLarge ParticleSysBone FireSmall02 FireBuildingLarge ParticleSysBone FireSmall03 SmokeBuildingLarge ParticleSysBone FireSmall04 FireBuildingLarge ParticleSysBone FireSmall05 FireBuildingMedium End AnimationState = DESTROYED_FRONT BeginScript CurDrawableHideSubObject("MBfurnaceDP_1") EndScript End ModelConditionState = DESTROYED_RIGHT Model = MBFurnace_D2 ParticleSysBone FireSmall01 FireBuildingLarge ParticleSysBone FireSmall02 FireBuildingLarge ParticleSysBone FireSmall03 SmokeBuildingLarge ParticleSysBone FireSmall04 FireBuildingLarge ParticleSysBone FireSmall05 FireBuildingMedium End AnimationState = DESTROYED_RIGHT BeginScript CurDrawableHideSubObject("MBfurnaceDP_2") EndScript End ModelConditionState = DESTROYED_BACK Model = MBFurnace_D2 ParticleSysBone FireSmall01 FireBuildingLarge ParticleSysBone FireSmall02 FireBuildingLarge ParticleSysBone FireSmall03 SmokeBuildingLarge ParticleSysBone FireSmall04 FireBuildingLarge ParticleSysBone FireSmall05 FireBuildingMedium End AnimationState = DESTROYED_BACK BeginScript CurDrawableHideSubObject("MBfurnaceDP_3") EndScript End ModelConditionState = DESTROYED_LEFT Model = MBFurnace_D2 ParticleSysBone FireSmall01 FireBuildingLarge ParticleSysBone FireSmall02 FireBuildingLarge ParticleSysBone FireSmall03 SmokeBuildingLarge ParticleSysBone FireSmall04 FireBuildingLarge ParticleSysBone FireSmall05 FireBuildingMedium End AnimationState = DESTROYED_LEFT BeginScript CurDrawableHideSubObject("MBfurnaceDP_4") EndScript End ModelConditionState = DAMAGED Model = MBFurnace_D1 ParticleSysBone FireSmall01 FireBuildingLarge ParticleSysBone FireSmall02 FireBuildingMedium ParticleSysBone FireSmall03 SmokeBuildingLarge ParticleSysBone FireSmall04 FireBuildingMedium ParticleSysBone FireSmall05 FireBuildingMedium End AnimationState = DAMAGED EnteringStateFX = FX_BuildingDamaged End ModelConditionState = REALLYDAMAGED Model = MBFurnace_D2 ParticleSysBone FireSmall01 FireBuildingLarge ParticleSysBone FireSmall02 FireBuildingLarge ParticleSysBone FireSmall03 SmokeBuildingLarge ParticleSysBone FireSmall04 FireBuildingLarge ParticleSysBone FireSmall05 FireBuildingMedium End AnimationState = REALLYDAMAGED EnteringStateFX = FX_BuildingReallyDamaged End ModelConditionState = RUBBLE Model = MBFurnace_D2 ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = RUBBLE BeginScript CurDrawableHideSubObject("MBfurnaceDP_1") CurDrawableHideSubObject("MBfurnaceDP_2") CurDrawableHideSubObject("MBfurnaceDP_3") CurDrawableHideSubObject("MBfurnaceDP_4") EndScript End ModelConditionState = POST_RUBBLE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End ModelConditionState = POST_COLLAPSE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End ;------------- With industry effect ; AnimationState = UPGRADE_ECONOMY_BONUS ; StateName = STATE_Idle ; Animation = IdleA ; AnimationName = MBFurnace_SKL.MBFurnace_IDLA ; AnimationMode = LOOP ; AnimationBlendTime = 0 ; End ; ParticleSysBone = None Industry ; End End Draw = W3DFloorDraw DrawFloor_Bib StaticModelLODMode = Yes ; THIS NEEDS TO BE COMMENTED OUT WHEN ENGINEERING ENABLES LOD'S IN THE FLOOR DRAW - Sean O. ModelName = MBFurnace_Bib End Draw = W3DFloorDraw DrawFloor_V1 ModelName = MBFurnace_V1 StartHidden = Yes End Draw = W3DScriptedModelDraw Draw_BonusEffects DefaultModelConditionState Model = None End AnimationState = ACTIVELY_BEING_CONSTRUCTED End AnimationState = UPGRADE_ECONOMY_BONUS ParticleSysBone = None Industry End End PlacementViewAngle = 0 ; ***DESIGN parameters *** DisplayName = OBJECT:Furnace Description = OBJECT:FurnaceDescription Side = Civilian EditorSorting = STRUCTURE ThreatLevel = 1.0 BuildCost = MORDOR_FURNACE_BUILDCOST BuildTime = MORDOR_FURNACE_BUILDTIME VisionRange = MORDOR_FURNACE_VISION_RANGE ShroudClearingRange = MORDOR_FURNACE_SHROUD_CLEAR BountyValue = MORDOR_FURNACE_BOUNTY_VALUE ArmorSet Conditions = None Armor = StructureArmor ;DamageFX = StructureDamageFXNoShake End WeaponSet Conditions = None End WeaponSet Conditions = PLAYER_UPGRADE Weapon = PRIMARY KeepBow AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI End CommandSet = FurnaceCommandSet ; *** AUDIO Parameters *** VoiceSelect = MordorFurnaceSelect SoundOnDamaged = BuildingLightDamageStone SoundOnReallyDamaged = BuildingHeavyDamageStone VoiceSelectUnderConstruction = BuildingEvilVoiceSelectUnderConstruction 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 ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior MaxUpdateRangeCap = 800 AnimationSound = Sound: MordorFurnaceLava Animation:MBFurnace_SKL.MBFurnace_IDLA Frames: 32 AnimationSound = Sound: MordorFurnaceBricksDrop Animation:MBFurnace_SKL.MBFurnace_IDLA Frames: 185 End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE NEED_BASE_FOUNDATION CAN_ATTACK FS_CASH_PRODUCER INDUSTRY_AFFECTED Behavior = AIUpdateInterface ModuleTag_SoWeCanUseWeapon AutoAcquireEnemiesWhenIdle = Yes MoodAttackCheckRate = 250 End Behavior = ProductionUpdate ProductionUpdateModuleTag ; nothing, but is required if we have any Object-level Upgrades! End Behavior = GettingBuiltBehavior GetBuiltBehaviorTag WorkerName = MordorWorkerNoSelect End Behavior = CastleMemberBehavior ModuleTag_CMB End Body = StructureBody ModuleTag_05 MaxHealth = MORDOR_FURNACE_HEALTH MaxHealthDamaged = MORDOR_FURNACE_HEALTH_DAMAGED MaxHealthReallyDamaged = MORDOR_FURNACE_HEALTH_REALLY_DAMAGED DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK DamageCreationList = OCL_Furnace_Chunk1 CATAPULT_ROCK FRONT_DESTROYED DamageCreationList = OCL_Furnace_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED DamageCreationList = OCL_Furnace_Chunk3 CATAPULT_ROCK BACK_DESTROYED DamageCreationList = OCL_Furnace_Chunk4 CATAPULT_ROCK LEFT_DESTROYED 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 = AutoDepositUpdate AutoDepositModuleTag DepositTiming = MORDOR_FURNACE_MONEY_TIME DepositAmount = MORDOR_FURNACE_MONEY_AMOUNT InitialCaptureBonus = 0 ; no initial bonus End ; Behavior = CreateObjectDie ModuleTag_08 ; CreationList = OCL_SmallStructureDebris ; End Behavior = CostModifierUpgrade ModuleTag_CostModifierUpgrades LabelForPalantirString = GUI:STEEL_DISCOUNT StartsActive = Yes ; Run on build complete, not upgrade UpgradeDiscount = Yes Percentage = 0% Percentage = -10% Percentage = -15% Percentage = -20% Percentage = -30% Percentage = -40% End Behavior = CostModifierUpgrade ModuleTag_CostModifierMachines LabelForPalantirString = GUI:STEEL_DISCOUNT StartsActive = Yes ; Run on build complete, not upgrade ObjectFilter = ANY +MACHINE Percentage = 0% Percentage = -10% Percentage = -15% Percentage = -20% Percentage = -30% Percentage = -40% End Behavior = SubObjectsUpgrade ModuleTag_HideAll TriggeredBy = Upgrade_StructureLevel1 HideSubObjects = V2 DrawFloor_V1 End Behavior = GeometryUpgrade Geom_ModuleTag_HideAll TriggeredBy = Upgrade_StructureLevel1 HideGeometry = Geom_V2 Geom_Base2 End Behavior = SubObjectsUpgrade ModuleTag_ShowWalls TriggeredBy = Upgrade_StructureLevel2 ShowSubObjects = DrawFloor_V1 HideSubObjects = V2 DrawFloor_Bib End Behavior = GeometryUpgrade Geom_ModuleTag_ShowWalls TriggeredBy = Upgrade_StructureLevel2 ShowGeometry = Geom_V1 HideGeometry = Geom_V2 Geom_Base End Behavior = SubObjectsUpgrade ModuleTag_ShowFlagsAndTower TriggeredBy = Upgrade_StructureLevel3 ShowSubObjects = V2 DrawFloor_V1 HideSubObjects = DrawFloor_Bib End Behavior = GeometryUpgrade Geom_ModuleTag_ShowFlagsAndTower TriggeredBy = Upgrade_StructureLevel3 ShowGeometry = Geom_V2 Geom_Orig Geom_V1 HideGeometry = Geom_Base End Behavior = WeaponSetUpgrade ModuleTag_ThirdLevelBuildingArrows TriggeredBy = Upgrade_StructureLevel3 ConflictsWith = Upgrade_EasyAIMultiPlayer End Behavior = QueueProductionExitUpdate ModuleTag_11 UnitCreatePoint = X:0.0 Y:5.0 Z:0.0 NaturalRallyPoint = X:50.0 Y:5.0 Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML ExitDelay = 300 ; Mainly for the multiple produced Red Guard. Make them come out one at a time. 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 Geometry = CYLINDER GeometryName = Geom_Orig GeometryMajorRadius = 28.6 GeometryHeight = 80.8 GeometryOffset = X:5 Y:-5 Z:0 AdditionalGeometry = BOX GeometryName = Geom_Base GeometryMajorRadius = 45.0 GeometryMinorRadius = 35.0 GeometryHeight = 25.0 GeometryOffset = X:20 Y:-10 Z:0 AdditionalGeometry = CYLINDER GeometryName = Geom_V1 GeometryMajorRadius = 66.0 GeometryMinorRadius = 66.0 GeometryHeight = 20.0 GeometryOffset = X:8 Y:-8 Z:0 ; GeometryActive = no AdditionalGeometry = CYLINDER GeometryName = Geom_V2 GeometryMajorRadius = 25.0 GeometryMinorRadius = 25.0 GeometryHeight = 80.0 GeometryOffset = X:-10 Y:-20 Z:0 ; GeometryActive = no GeometryIsSmall = No Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER GeometryContactPoint = X:-18.325 Y:20.726 Z:0 Repair GeometryContactPoint = X:69.049 Y:-12.807 Z:0 Repair GeometryContactPoint = X:49.467 Y:31.862 Z:0 GeometryContactPoint = X:-18.325 Y:-53.891 Z:0 GeometryContactPoint = X:3.534 Y:0.006 Z:97.644 Swoop End ;------------------------------------------------------------------------------ Object PreBuiltCampFlag_01 SelectPortrait = BPCCamp ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = NCampsite_SKN ; ParticleSysBone = glowbone01 TorchGlow FollowBone:Yes ; ParticleSysBone = glowbone02 TorchGlow FollowBone:Yes ; ParticleSysBone = glowbone03 TorchGlow FollowBone:Yes ; ParticleSysBone = glowbone04 TorchGlow FollowBone:Yes End ModelConditionState = WORLD_BUILDER Model = Camp_Flag End IdleAnimationState Animation = flag AnimationName = NCampsite_SKL.NCampsite_IDLA AnimationMode = ONCE AnimationBlendTime = 90 End End AnimationState = JUST_BUILT ; for instant-build Animation = flag AnimationName = NCampsite_SKL.NCampsite_A AnimationMode = ONCE AnimationBlendTime = 0 End Flags = START_FRAME_LAST End AnimationState = UNPACKING Animation AnimationName = NCampsite_SKL.NCampsite_A AnimationMode = ONCE AnimationBlendTime = 90 End Flags = START_FRAME_LAST End AnimationState = PACKING Animation = flag AnimationName = NCampsite_SKL.NCampsite_IDLA AnimationMode = LOOP AnimationBlendTime = 90 End End End Draw = W3DFloorDraw DrawFloorBib ModelName = NCampsite_Bib End ; ***DESIGN parameters *** DisplayName = OBJECT:CampFlag EditorSorting = STRUCTURE Side = Civilian ArmorSet Conditions = None Armor = InvulnerableArmor DamageFX = EmptyDamageFX ; just to avoid an assert End CommandSet = CampFlagCommandSet ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = STRUCTURE SELECTABLE IMMOBILE BASE_FOUNDATION UNATTACKABLE MP_COUNT_FOR_VICTORY BASE_SITE Body = ImmortalBody ModuleTag_02 MaxHealth = 99999.0 End Behavior = CastleBehavior ModuleTag_castle SidesAllowed = Gondor FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Isengard FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Mordor FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Rohan FROM_PLAYER FROM_AI FROM_SCRIPT UseSecondaryBuildList = No ; NOTE: Castles and lumber mills use Secondary Build lists. Only Camps use Primary Build lists. UseTheNewCastleSystemInsteadOfTheClunkyBuildList = Yes CastleToUnpackForFaction = Gondor Camp_GondorSW CastleToUnpackForFaction = Mordor Camp_MordorSW CastleToUnpackForFaction = Isengard Camp_Isengard CastleToUnpackForFaction = Rohan Camp_Rohan FilterValidOwnedEntries = ANY +STRUCTURE +WALK_ON_TOP_OF_WALL +BASE_FOUNDATION +TACTICAL_MARKER ;Anything that does not fit this filter will be given to the neutral player, so the template can have rocks and props. ;FactionDecal = Gondor GBCampFloor 675.0 ;FactionDecal = Rohan CinMrdBnr01 650.0 ;FactionDecal = Mordor MBCampFloor 650.0 ;FactionDecal = Isengard IBCampFloor 650.0 PreBuiltList = GondorBarracks 1 PreBuiltList = GondorFarm 2 PreBuiltPlyr = PlyrGondor MaxCastleRadius = 280.0 FadeTime = 2.0 ; 2 seconds End Geometry = CYLINDER GeometryMajorRadius = 24.0 GeometryMinorRadius = 24.0 GeometryHeight = 24.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object PreBuiltCampFlag_02 SelectPortrait = BPCCamp ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = NCampsite_SKN ; ParticleSysBone = glowbone01 TorchGlow FollowBone:Yes ; ParticleSysBone = glowbone02 TorchGlow FollowBone:Yes ; ParticleSysBone = glowbone03 TorchGlow FollowBone:Yes ; ParticleSysBone = glowbone04 TorchGlow FollowBone:Yes End ModelConditionState = WORLD_BUILDER Model = Camp_Flag End IdleAnimationState Animation = flag AnimationName = NCampsite_SKL.NCampsite_IDLA AnimationMode = ONCE AnimationBlendTime = 90 End End AnimationState = JUST_BUILT ; for instant-build Animation = flag AnimationName = NCampsite_SKL.NCampsite_A AnimationMode = ONCE AnimationBlendTime = 0 End Flags = START_FRAME_LAST End AnimationState = UNPACKING Animation AnimationName = NCampsite_SKL.NCampsite_A AnimationMode = ONCE AnimationBlendTime = 90 End Flags = START_FRAME_LAST End AnimationState = PACKING Animation = flag AnimationName = NCampsite_SKL.NCampsite_IDLA AnimationMode = LOOP AnimationBlendTime = 90 End End End ;-------------Floor bib Draw = W3DFloorDraw DrawFloorBib ModelName = NCampsite_Bib End ; ***DESIGN parameters *** DisplayName = OBJECT:CampFlag EditorSorting = STRUCTURE Side = Civilian ArmorSet Conditions = None Armor = InvulnerableArmor DamageFX = EmptyDamageFX ; just to avoid an assert End CommandSet = CampFlagCommandSet ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = STRUCTURE SELECTABLE IMMOBILE BASE_FOUNDATION UNATTACKABLE MP_COUNT_FOR_VICTORY BASE_SITE Body = ImmortalBody ModuleTag_02 MaxHealth = 99999.0 End Behavior = CastleBehavior ModuleTag_castle SidesAllowed = Gondor FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Isengard FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Mordor FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Rohan FROM_PLAYER FROM_AI FROM_SCRIPT UseSecondaryBuildList = No ; NOTE: Castles and lumber mills use Secondary Build lists. Only Camps use Primary Build lists. UseTheNewCastleSystemInsteadOfTheClunkyBuildList = Yes CastleToUnpackForFaction = Gondor Camp_GondorSW CastleToUnpackForFaction = Mordor Camp_MordorSW CastleToUnpackForFaction = Isengard Camp_Isengard CastleToUnpackForFaction = Rohan Camp_Rohan FilterValidOwnedEntries = ANY +STRUCTURE +WALK_ON_TOP_OF_WALL +BASE_FOUNDATION +TACTICAL_MARKER ;Anything that does not fit this filter will be given to the neutral player, so the template can have rocks and props. ;FactionDecal = Gondor GBCampFloor 675.0 ;FactionDecal = Rohan CinMrdBnr01 650.0 ;FactionDecal = Mordor MBCampFloor 650.0 ;FactionDecal = Isengard IBCampFloor 650.0 PreBuiltList = GondorBarracks 1 PreBuiltList = GondorFarm 2 PreBuiltPlyr = PlyrGondor MaxCastleRadius = 280.0 FadeTime = 2.0 ; 2 seconds End Geometry = CYLINDER GeometryMajorRadius = 24.0 GeometryMinorRadius = 24.0 GeometryHeight = 24.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object PreBuiltCampFlag_03 SelectPortrait = BPCCamp ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = NCampsite_SKN ; ParticleSysBone = glowbone01 TorchGlow FollowBone:Yes ; ParticleSysBone = glowbone02 TorchGlow FollowBone:Yes ; ParticleSysBone = glowbone03 TorchGlow FollowBone:Yes ; ParticleSysBone = glowbone04 TorchGlow FollowBone:Yes End ModelConditionState = WORLD_BUILDER Model = Camp_Flag End IdleAnimationState Animation = flag AnimationName = NCampsite_SKL.NCampsite_IDLA AnimationMode = ONCE AnimationBlendTime = 90 End End AnimationState = JUST_BUILT ; for instant-build Animation = flag AnimationName = NCampsite_SKL.NCampsite_A AnimationMode = ONCE AnimationBlendTime = 0 End Flags = START_FRAME_LAST End AnimationState = UNPACKING Animation AnimationName = NCampsite_SKL.NCampsite_A AnimationMode = ONCE AnimationBlendTime = 90 End Flags = START_FRAME_LAST End AnimationState = PACKING Animation = flag AnimationName = NCampsite_SKL.NCampsite_IDLA AnimationMode = LOOP AnimationBlendTime = 90 End End End ;-------------Floor bib Draw = W3DFloorDraw DrawFloorBib ModelName = NCampsite_Bib End ; ***DESIGN parameters *** DisplayName = OBJECT:CampFlag EditorSorting = STRUCTURE Side = Civilian ArmorSet Conditions = None Armor = InvulnerableArmor DamageFX = EmptyDamageFX ; just to avoid an assert End CommandSet = CampFlagCommandSet ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = STRUCTURE SELECTABLE IMMOBILE BASE_FOUNDATION UNATTACKABLE MP_COUNT_FOR_VICTORY BASE_SITE Body = ImmortalBody ModuleTag_02 MaxHealth = 99999.0 End Behavior = CastleBehavior ModuleTag_castle SidesAllowed = Gondor FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Isengard FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Mordor FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Rohan FROM_PLAYER FROM_AI FROM_SCRIPT UseSecondaryBuildList = No ; NOTE: Castles and lumber mills use Secondary Build lists. Only Camps use Primary Build lists. UseTheNewCastleSystemInsteadOfTheClunkyBuildList = Yes CastleToUnpackForFaction = Gondor Camp_GondorSW CastleToUnpackForFaction = Mordor Camp_MordorSW CastleToUnpackForFaction = Isengard Camp_Isengard CastleToUnpackForFaction = Rohan Camp_Rohan FilterValidOwnedEntries = ANY +STRUCTURE +WALK_ON_TOP_OF_WALL +BASE_FOUNDATION +TACTICAL_MARKER ;Anything that does not fit this filter will be given to the neutral player, so the template can have rocks and props. ;FactionDecal = Gondor GBCampFloor 675.0 ;FactionDecal = Rohan CinMrdBnr01 650.0 ;FactionDecal = Mordor MBCampFloor 650.0 ;FactionDecal = Isengard IBCampFloor 650.0 PreBuiltList = GondorBarracks 1 PreBuiltList = GondorFarm 2 PreBuiltPlyr = PlyrGondor MaxCastleRadius = 280.0 FadeTime = 2.0 ; 2 seconds End Geometry = CYLINDER GeometryMajorRadius = 24.0 GeometryMinorRadius = 24.0 GeometryHeight = 24.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object PreBuiltCampFlag_04 SelectPortrait = BPCCamp ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = NCampsite_SKN ; ParticleSysBone = glowbone01 TorchGlow FollowBone:Yes ; ParticleSysBone = glowbone02 TorchGlow FollowBone:Yes ; ParticleSysBone = glowbone03 TorchGlow FollowBone:Yes ; ParticleSysBone = glowbone04 TorchGlow FollowBone:Yes End ModelConditionState = WORLD_BUILDER Model = Camp_Flag End IdleAnimationState Animation = flag AnimationName = NCampsite_SKL.NCampsite_IDLA AnimationMode = ONCE AnimationBlendTime = 90 End End AnimationState = JUST_BUILT ; for instant-build Animation = flag AnimationName = NCampsite_SKL.NCampsite_A AnimationMode = ONCE AnimationBlendTime = 0 End Flags = START_FRAME_LAST End AnimationState = UNPACKING Animation AnimationName = NCampsite_SKL.NCampsite_A AnimationMode = ONCE AnimationBlendTime = 90 End Flags = START_FRAME_LAST End AnimationState = PACKING Animation = flag AnimationName = NCampsite_SKL.NCampsite_IDLA AnimationMode = LOOP AnimationBlendTime = 90 End End End ;-------------Floor bib Draw = W3DFloorDraw DrawFloorBib ModelName = NCampsite_Bib End ; ***DESIGN parameters *** DisplayName = OBJECT:CampFlag EditorSorting = STRUCTURE Side = Civilian ArmorSet Conditions = None Armor = InvulnerableArmor DamageFX = EmptyDamageFX ; just to avoid an assert End CommandSet = CampFlagCommandSet ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = STRUCTURE SELECTABLE IMMOBILE BASE_FOUNDATION UNATTACKABLE MP_COUNT_FOR_VICTORY BASE_SITE Body = ImmortalBody ModuleTag_02 MaxHealth = 99999.0 End Behavior = CastleBehavior ModuleTag_castle SidesAllowed = Gondor FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Isengard FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Mordor FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Rohan FROM_PLAYER FROM_AI FROM_SCRIPT UseSecondaryBuildList = No ; NOTE: Castles and lumber mills use Secondary Build lists. Only Camps use Primary Build lists. UseTheNewCastleSystemInsteadOfTheClunkyBuildList = Yes CastleToUnpackForFaction = Gondor Camp_GondorSW CastleToUnpackForFaction = Mordor Camp_MordorSW CastleToUnpackForFaction = Isengard Camp_Isengard CastleToUnpackForFaction = Rohan Camp_Rohan FilterValidOwnedEntries = ANY +STRUCTURE +WALK_ON_TOP_OF_WALL +BASE_FOUNDATION +TACTICAL_MARKER ;Anything that does not fit this filter will be given to the neutral player, so the template can have rocks and props. ;FactionDecal = Gondor GBCampFloor 675.0 ;FactionDecal = Rohan CinMrdBnr01 650.0 ;FactionDecal = Mordor MBCampFloor 650.0 ;FactionDecal = Isengard IBCampFloor 650.0 PreBuiltList = GondorBarracks 0 PreBuiltList = GondorArcherRange 1 PreBuiltList = GondorFarm 2 PreBuiltList = GondorFarm 3 PreBuiltList = GondorMarketPlace 4 PreBuiltList = GondorFarm 5 PreBuiltPlyr = PlyrGondor MaxCastleRadius = 280.0 FadeTime = 2.0 ; 2 seconds End Geometry = CYLINDER GeometryMajorRadius = 24.0 GeometryMinorRadius = 24.0 GeometryHeight = 24.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object PreBuiltCampFlag_05 SelectPortrait = BPCCamp ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = NCampsite_SKN ; ParticleSysBone = glowbone01 TorchGlow FollowBone:Yes ; ParticleSysBone = glowbone02 TorchGlow FollowBone:Yes ; ParticleSysBone = glowbone03 TorchGlow FollowBone:Yes ; ParticleSysBone = glowbone04 TorchGlow FollowBone:Yes End ModelConditionState = WORLD_BUILDER Model = Camp_Flag End IdleAnimationState Animation = flag AnimationName = NCampsite_SKL.NCampsite_IDLA AnimationMode = ONCE AnimationBlendTime = 90 End End AnimationState = JUST_BUILT ; for instant-build Animation = flag AnimationName = NCampsite_SKL.NCampsite_A AnimationMode = ONCE AnimationBlendTime = 0 End Flags = START_FRAME_LAST End AnimationState = UNPACKING Animation AnimationName = NCampsite_SKL.NCampsite_A AnimationMode = ONCE AnimationBlendTime = 90 End Flags = START_FRAME_LAST End AnimationState = PACKING Animation = flag AnimationName = NCampsite_SKL.NCampsite_IDLA AnimationMode = LOOP AnimationBlendTime = 90 End End End ;-------------Floor bib Draw = W3DFloorDraw DrawFloorBib ModelName = NCampsite_Bib End ; ***DESIGN parameters *** DisplayName = OBJECT:CampFlag EditorSorting = STRUCTURE Side = Civilian ArmorSet Conditions = None Armor = InvulnerableArmor DamageFX = EmptyDamageFX ; just to avoid an assert End CommandSet = CampFlagCommandSet ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = STRUCTURE SELECTABLE IMMOBILE BASE_FOUNDATION UNATTACKABLE MP_COUNT_FOR_VICTORY BASE_SITE Body = ImmortalBody ModuleTag_02 MaxHealth = 99999.0 End Behavior = CastleBehavior ModuleTag_castle SidesAllowed = Gondor FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Isengard FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Mordor FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Rohan FROM_PLAYER FROM_AI FROM_SCRIPT UseSecondaryBuildList = No ; NOTE: Castles and lumber mills use Secondary Build lists. Only Camps use Primary Build lists. UseTheNewCastleSystemInsteadOfTheClunkyBuildList = Yes CastleToUnpackForFaction = Gondor Camp_GondorSW CastleToUnpackForFaction = Mordor Camp_MordorSW CastleToUnpackForFaction = Isengard Camp_Isengard CastleToUnpackForFaction = Rohan Camp_Rohan FilterValidOwnedEntries = ANY +STRUCTURE +WALK_ON_TOP_OF_WALL +BASE_FOUNDATION +TACTICAL_MARKER ;Anything that does not fit this filter will be given to the neutral player, so the template can have rocks and props. ;FactionDecal = Gondor GBCampFloor 675.0 ;FactionDecal = Rohan CinMrdBnr01 650.0 ;FactionDecal = Mordor MBCampFloor 650.0 ;FactionDecal = Isengard IBCampFloor 650.0 PreBuiltList = GondorBarracks 1 PreBuiltList = GondorFarm 2 PreBuiltPlyr = PlyrGondor MaxCastleRadius = 280.0 FadeTime = 2.0 ; 2 seconds End Geometry = CYLINDER GeometryMajorRadius = 24.0 GeometryMinorRadius = 24.0 GeometryHeight = 24.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object PreBuiltCampFlag_06 SelectPortrait = BPCCamp ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = NCampsite_SKN ; ParticleSysBone = glowbone01 TorchGlow FollowBone:Yes ; ParticleSysBone = glowbone02 TorchGlow FollowBone:Yes ; ParticleSysBone = glowbone03 TorchGlow FollowBone:Yes ; ParticleSysBone = glowbone04 TorchGlow FollowBone:Yes End ModelConditionState = WORLD_BUILDER Model = Camp_Flag End IdleAnimationState Animation = flag AnimationName = NCampsite_SKL.NCampsite_IDLA AnimationMode = ONCE AnimationBlendTime = 90 End End AnimationState = JUST_BUILT ; for instant-build Animation = flag AnimationName = NCampsite_SKL.NCampsite_A AnimationMode = ONCE AnimationBlendTime = 0 End Flags = START_FRAME_LAST End AnimationState = UNPACKING Animation AnimationName = NCampsite_SKL.NCampsite_A AnimationMode = ONCE AnimationBlendTime = 90 End Flags = START_FRAME_LAST End AnimationState = PACKING Animation = flag AnimationName = NCampsite_SKL.NCampsite_IDLA AnimationMode = LOOP AnimationBlendTime = 90 End End End ;-------------Floor bib Draw = W3DFloorDraw DrawFloorBib ModelName = NCampsite_Bib End ; ***DESIGN parameters *** DisplayName = OBJECT:CampFlag EditorSorting = STRUCTURE Side = Civilian ArmorSet Conditions = None Armor = InvulnerableArmor DamageFX = EmptyDamageFX ; just to avoid an assert End CommandSet = CampFlagCommandSet ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = STRUCTURE SELECTABLE IMMOBILE BASE_FOUNDATION UNATTACKABLE MP_COUNT_FOR_VICTORY BASE_SITE Body = ImmortalBody ModuleTag_02 MaxHealth = 99999.0 End Behavior = CastleBehavior ModuleTag_castle SidesAllowed = Gondor FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Isengard FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Mordor FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Rohan FROM_PLAYER FROM_AI FROM_SCRIPT UseSecondaryBuildList = No ; NOTE: Castles and lumber mills use Secondary Build lists. Only Camps use Primary Build lists. UseTheNewCastleSystemInsteadOfTheClunkyBuildList = Yes CastleToUnpackForFaction = Gondor Camp_GondorSW CastleToUnpackForFaction = Mordor Camp_MordorSW CastleToUnpackForFaction = Isengard Camp_Isengard CastleToUnpackForFaction = Rohan Camp_Rohan FilterValidOwnedEntries = ANY +STRUCTURE +WALK_ON_TOP_OF_WALL +BASE_FOUNDATION +TACTICAL_MARKER ;Anything that does not fit this filter will be given to the neutral player, so the template can have rocks and props. ;FactionDecal = Gondor GBCampFloor 675.0 ;FactionDecal = Rohan CinMrdBnr01 650.0 ;FactionDecal = Mordor MBCampFloor 650.0 ;FactionDecal = Isengard IBCampFloor 650.0 PreBuiltList = GondorBarracks 1 PreBuiltList = GondorFarm 2 PreBuiltPlyr = PlyrGondor MaxCastleRadius = 280.0 FadeTime = 2.0 ; 2 seconds End Geometry = CYLINDER GeometryMajorRadius = 24.0 GeometryMinorRadius = 24.0 GeometryHeight = 24.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object PreBuiltCampFlag_07 SelectPortrait = BPCCamp ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = NCampsite_SKN ; ParticleSysBone = glowbone01 TorchGlow FollowBone:Yes ; ParticleSysBone = glowbone02 TorchGlow FollowBone:Yes ; ParticleSysBone = glowbone03 TorchGlow FollowBone:Yes ; ParticleSysBone = glowbone04 TorchGlow FollowBone:Yes End ModelConditionState = WORLD_BUILDER Model = Camp_Flag End IdleAnimationState Animation = flag AnimationName = NCampsite_SKL.NCampsite_IDLA AnimationMode = ONCE AnimationBlendTime = 90 End End AnimationState = JUST_BUILT ; for instant-build Animation = flag AnimationName = NCampsite_SKL.NCampsite_A AnimationMode = ONCE AnimationBlendTime = 0 End Flags = START_FRAME_LAST End AnimationState = UNPACKING Animation AnimationName = NCampsite_SKL.NCampsite_A AnimationMode = ONCE AnimationBlendTime = 90 End Flags = START_FRAME_LAST End AnimationState = PACKING Animation = flag AnimationName = NCampsite_SKL.NCampsite_IDLA AnimationMode = LOOP AnimationBlendTime = 90 End End End ;-------------Floor bib Draw = W3DFloorDraw DrawFloorBib ModelName = NCampsite_Bib End ; ***DESIGN parameters *** DisplayName = OBJECT:CampFlag EditorSorting = STRUCTURE Side = Civilian ArmorSet Conditions = None Armor = InvulnerableArmor DamageFX = EmptyDamageFX ; just to avoid an assert End CommandSet = CampFlagCommandSet ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = STRUCTURE SELECTABLE IMMOBILE BASE_FOUNDATION UNATTACKABLE MP_COUNT_FOR_VICTORY BASE_SITE Body = ImmortalBody ModuleTag_02 MaxHealth = 99999.0 End Behavior = CastleBehavior ModuleTag_castle SidesAllowed = Gondor FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Isengard FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Mordor FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Rohan FROM_PLAYER FROM_AI FROM_SCRIPT UseSecondaryBuildList = No ; NOTE: Castles and lumber mills use Secondary Build lists. Only Camps use Primary Build lists. UseTheNewCastleSystemInsteadOfTheClunkyBuildList = Yes CastleToUnpackForFaction = Gondor Camp_GondorSW CastleToUnpackForFaction = Mordor Camp_MordorSW CastleToUnpackForFaction = Isengard Camp_Isengard CastleToUnpackForFaction = Rohan Camp_Rohan FilterValidOwnedEntries = ANY +STRUCTURE +WALK_ON_TOP_OF_WALL +BASE_FOUNDATION +TACTICAL_MARKER ;Anything that does not fit this filter will be given to the neutral player, so the template can have rocks and props. ;FactionDecal = Gondor GBCampFloor 675.0 ;FactionDecal = Rohan CinMrdBnr01 650.0 ;FactionDecal = Mordor MBCampFloor 650.0 ;FactionDecal = Isengard IBCampFloor 650.0 PreBuiltList = GondorBarracks 1 PreBuiltList = GondorFarm 2 PreBuiltPlyr = PlyrGondor MaxCastleRadius = 280.0 FadeTime = 2.0 ; 2 seconds End Geometry = CYLINDER GeometryMajorRadius = 24.0 GeometryMinorRadius = 24.0 GeometryHeight = 24.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object PreBuiltCampFlag_08 SelectPortrait = BPCCamp ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = NCampsite_SKN ; ParticleSysBone = glowbone01 TorchGlow FollowBone:Yes ; ParticleSysBone = glowbone02 TorchGlow FollowBone:Yes ; ParticleSysBone = glowbone03 TorchGlow FollowBone:Yes ; ParticleSysBone = glowbone04 TorchGlow FollowBone:Yes End ModelConditionState = WORLD_BUILDER Model = Camp_Flag End IdleAnimationState Animation = flag AnimationName = NCampsite_SKL.NCampsite_IDLA AnimationMode = ONCE AnimationBlendTime = 90 End End AnimationState = JUST_BUILT ; for instant-build Animation = flag AnimationName = NCampsite_SKL.NCampsite_A AnimationMode = ONCE AnimationBlendTime = 0 End Flags = START_FRAME_LAST End AnimationState = UNPACKING Animation AnimationName = NCampsite_SKL.NCampsite_A AnimationMode = ONCE AnimationBlendTime = 90 End Flags = START_FRAME_LAST End AnimationState = PACKING Animation = flag AnimationName = NCampsite_SKL.NCampsite_IDLA AnimationMode = LOOP AnimationBlendTime = 90 End End End ;-------------Floor bib Draw = W3DFloorDraw DrawFloorBib ModelName = NCampsite_Bib End ; ***DESIGN parameters *** DisplayName = OBJECT:CampFlag EditorSorting = STRUCTURE Side = Civilian ArmorSet Conditions = None Armor = InvulnerableArmor DamageFX = EmptyDamageFX ; just to avoid an assert End CommandSet = CampFlagCommandSet ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = STRUCTURE SELECTABLE IMMOBILE BASE_FOUNDATION UNATTACKABLE MP_COUNT_FOR_VICTORY BASE_SITE Body = ImmortalBody ModuleTag_02 MaxHealth = 99999.0 End Behavior = CastleBehavior ModuleTag_castle SidesAllowed = Gondor FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Isengard FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Mordor FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Rohan FROM_PLAYER FROM_AI FROM_SCRIPT UseSecondaryBuildList = No ; NOTE: Castles and lumber mills use Secondary Build lists. Only Camps use Primary Build lists. UseTheNewCastleSystemInsteadOfTheClunkyBuildList = Yes CastleToUnpackForFaction = Gondor Camp_GondorSW CastleToUnpackForFaction = Mordor Camp_MordorSW CastleToUnpackForFaction = Isengard Camp_Isengard CastleToUnpackForFaction = Rohan Camp_Rohan FilterValidOwnedEntries = ANY +STRUCTURE +WALK_ON_TOP_OF_WALL +BASE_FOUNDATION +TACTICAL_MARKER ;Anything that does not fit this filter will be given to the neutral player, so the template can have rocks and props. ;FactionDecal = Gondor GBCampFloor 675.0 ;FactionDecal = Rohan CinMrdBnr01 650.0 ;FactionDecal = Mordor MBCampFloor 650.0 ;FactionDecal = Isengard IBCampFloor 650.0 PreBuiltList = GondorBarracks 1 PreBuiltList = GondorFarm 2 PreBuiltPlyr = PlyrGondor MaxCastleRadius = 280.0 FadeTime = 2.0 ; 2 seconds End Geometry = CYLINDER GeometryMajorRadius = 24.0 GeometryMinorRadius = 24.0 GeometryHeight = 24.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;----------------------------------------------------------------------------- Object CampFlagNE ;SelectPortrait = BPCCamp ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = NCampsite_SKN ; ParticleSysBone = glowbone01 TorchGlow FollowBone:Yes ; ParticleSysBone = glowbone02 TorchGlow FollowBone:Yes ; ParticleSysBone = glowbone03 TorchGlow FollowBone:Yes ; ParticleSysBone = glowbone04 TorchGlow FollowBone:Yes End ModelConditionState = WORLD_BUILDER Model = Camp_Flag End IdleAnimationState Animation = flag AnimationName = NCampsite_SKL.NCampsite_IDLA AnimationMode = ONCE AnimationBlendTime = 90 End End AnimationState = JUST_BUILT ; for instant-build Animation = flag AnimationName = NCampsite_SKL.NCampsite_A AnimationMode = ONCE AnimationBlendTime = 0 End Flags = START_FRAME_LAST End AnimationState = UNPACKING Animation AnimationName = NCampsite_SKL.NCampsite_A AnimationMode = ONCE AnimationBlendTime = 90 End Flags = START_FRAME_LAST ;BeginScript ; CurDrawablePlaySound("GondorBarracksBeginConstruction") ;EndScript End AnimationState = PACKING Animation = flag AnimationName = NCampsite_SKL.NCampsite_IDLA AnimationMode = LOOP AnimationBlendTime = 90 End End End ;-------------Floor bib Draw = W3DFloorDraw DrawFloorBib ModelName = NCampsite_Bib End ;------------- AUDIO ---------------- VoiceSelect = Gui_PlotSelect ; ***DESIGN parameters *** DisplayName = OBJECT:CampFlag EditorSorting = STRUCTURE Side = Civilian ArmorSet Conditions = None Armor = InvulnerableArmor DamageFX = EmptyDamageFX ; just to avoid an assert End CommandSet = CampFlagCommandSet ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = STRUCTURE SELECTABLE IMMOBILE BASE_FOUNDATION UNATTACKABLE MP_COUNT_FOR_VICTORY BASE_SITE Body = ImmortalBody ModuleTag_02 MaxHealth = 1 End Behavior = CastleBehavior ModuleTag_castle SidesAllowed = Gondor FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Isengard FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Mordor FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Rohan FROM_PLAYER FROM_AI FROM_SCRIPT UseSecondaryBuildList = No ; NOTE: Castles and lumber mills use Secondary Build lists. Only Camps use Primary Build lists. UseTheNewCastleSystemInsteadOfTheClunkyBuildList = Yes CastleToUnpackForFaction = Gondor Camp_GondorNE GONDOR_FLAG_CAMP_UNPACK_COST CastleToUnpackForFaction = Mordor Camp_MordorNE MORDOR_FLAG_CAMP_UNPACK_COST CastleToUnpackForFaction = Isengard Camp_IsengardNE ISENGARD_FLAG_CAMP_UNPACK_COST CastleToUnpackForFaction = Rohan Camp_RohanNE ROHAN_FLAG_CAMP_UNPACK_COST FilterValidOwnedEntries = ANY +STRUCTURE +WALK_ON_TOP_OF_WALL +BASE_FOUNDATION +TACTICAL_MARKER ;Anything that does not fit this filter will be given to the neutral player, so the template can have rocks and props. ;FactionDecal = Gondor GBCampFloor 675.0 ;FactionDecal = Rohan IBCampFloor 650.0 ;FactionDecal = Mordor MBCampFloor 650.0 ;FactionDecal = Isengard IBCampFloor 650.0 MaxCastleRadius = 280.0 FadeTime = 2.0 ; 2 seconds End Geometry = CYLINDER GeometryMajorRadius = 24.0 GeometryMinorRadius = 24.0 GeometryHeight = 24.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;----------------------------------------------------------------------------- Object CampFlagNW ;SelectPortrait = BPCCamp ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = NCampsite_SKN ; ParticleSysBone = glowbone01 TorchGlow FollowBone:Yes ; ParticleSysBone = glowbone02 TorchGlow FollowBone:Yes ; ParticleSysBone = glowbone03 TorchGlow FollowBone:Yes ; ParticleSysBone = glowbone04 TorchGlow FollowBone:Yes End ModelConditionState = WORLD_BUILDER Model = Camp_Flag End IdleAnimationState Animation = flag AnimationName = NCampsite_SKL.NCampsite_IDLA AnimationMode = ONCE AnimationBlendTime = 90 End End AnimationState = JUST_BUILT ; for instant-build Animation = flag AnimationName = NCampsite_SKL.NCampsite_A AnimationMode = ONCE AnimationBlendTime = 0 End Flags = START_FRAME_LAST End AnimationState = UNPACKING Animation AnimationName = NCampsite_SKL.NCampsite_A AnimationMode = ONCE AnimationBlendTime = 90 End Flags = START_FRAME_LAST End AnimationState = PACKING Animation = flag AnimationName = NCampsite_SKL.NCampsite_IDLA AnimationMode = LOOP AnimationBlendTime = 90 End End End ;-------------Floor bib Draw = W3DFloorDraw DrawFloorBib ModelName = NCampsite_Bib End ;------------- AUDIO ---------------- VoiceSelect = Gui_PlotSelect ; ***DESIGN parameters *** DisplayName = OBJECT:CampFlag EditorSorting = STRUCTURE Side = Civilian ArmorSet Conditions = None Armor = InvulnerableArmor DamageFX = EmptyDamageFX ; just to avoid an assert End CommandSet = CampFlagCommandSet ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = STRUCTURE SELECTABLE IMMOBILE BASE_FOUNDATION UNATTACKABLE MP_COUNT_FOR_VICTORY BASE_SITE Body = ImmortalBody ModuleTag_02 MaxHealth = 1 End Behavior = CastleBehavior ModuleTag_castle SidesAllowed = Gondor FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Isengard FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Mordor FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Rohan FROM_PLAYER FROM_AI FROM_SCRIPT UseSecondaryBuildList = No ; NOTE: Castles and lumber mills use Secondary Build lists. Only Camps use Primary Build lists. UseTheNewCastleSystemInsteadOfTheClunkyBuildList = Yes CastleToUnpackForFaction = Gondor Camp_GondorNW GONDOR_FLAG_CAMP_UNPACK_COST CastleToUnpackForFaction = Mordor Camp_MordorNW MORDOR_FLAG_CAMP_UNPACK_COST CastleToUnpackForFaction = Isengard Camp_IsengardNW ISENGARD_FLAG_CAMP_UNPACK_COST CastleToUnpackForFaction = Rohan Camp_RohanNW ROHAN_FLAG_CAMP_UNPACK_COST FilterValidOwnedEntries = ANY +STRUCTURE +WALK_ON_TOP_OF_WALL +BASE_FOUNDATION +TACTICAL_MARKER ;Anything that does not fit this filter will be given to the neutral player, so the template can have rocks and props. ;FactionDecal = Gondor GBCampFloor 675.0 ;FactionDecal = Rohan IBCampFloor 650.0 ;FactionDecal = Mordor MBCampFloor 650.0 ;FactionDecal = Isengard IBCampFloor 650.0 MaxCastleRadius = 280.0 FadeTime = 2.0 ; 2 seconds End Geometry = CYLINDER GeometryMajorRadius = 24.0 GeometryMinorRadius = 24.0 GeometryHeight = 24.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;----------------------------------------------------------------------------- Object CampFlagSE ;SelectPortrait = BPCCamp ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = NCampsite_SKN ; ParticleSysBone = glowbone01 TorchGlow FollowBone:Yes ; ParticleSysBone = glowbone02 TorchGlow FollowBone:Yes ; ParticleSysBone = glowbone03 TorchGlow FollowBone:Yes ; ParticleSysBone = glowbone04 TorchGlow FollowBone:Yes End ModelConditionState = WORLD_BUILDER Model = Camp_Flag End IdleAnimationState Animation = flag AnimationName = NCampsite_SKL.NCampsite_IDLA AnimationMode = ONCE AnimationBlendTime = 90 End End AnimationState = JUST_BUILT ; for instant-build Animation = flag AnimationName = NCampsite_SKL.NCampsite_A AnimationMode = ONCE AnimationBlendTime = 0 End Flags = START_FRAME_LAST End AnimationState = UNPACKING Animation AnimationName = NCampsite_SKL.NCampsite_A AnimationMode = ONCE AnimationBlendTime = 90 End Flags = START_FRAME_LAST End AnimationState = PACKING Animation = flag AnimationName = NCampsite_SKL.NCampsite_IDLA AnimationMode = LOOP AnimationBlendTime = 90 End End End ;-------------Floor bib Draw = W3DFloorDraw DrawFloorBib ModelName = NCampsite_Bib End ;------------- AUDIO ---------------- VoiceSelect = Gui_PlotSelect ; ***DESIGN parameters *** DisplayName = OBJECT:CampFlag EditorSorting = STRUCTURE Side = Civilian ArmorSet Conditions = None Armor = InvulnerableArmor DamageFX = EmptyDamageFX ; just to avoid an assert End CommandSet = CampFlagCommandSet ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = STRUCTURE SELECTABLE IMMOBILE BASE_FOUNDATION UNATTACKABLE MP_COUNT_FOR_VICTORY BASE_SITE Body = ImmortalBody ModuleTag_02 MaxHealth = 1 End Behavior = CastleBehavior ModuleTag_castle SidesAllowed = Gondor FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Isengard FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Mordor FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Rohan FROM_PLAYER FROM_AI FROM_SCRIPT UseSecondaryBuildList = No ; NOTE: Castles and lumber mills use Secondary Build lists. Only Camps use Primary Build lists. UseTheNewCastleSystemInsteadOfTheClunkyBuildList = Yes CastleToUnpackForFaction = Gondor Camp_GondorSE GONDOR_FLAG_CAMP_UNPACK_COST CastleToUnpackForFaction = Mordor Camp_MordorSE MORDOR_FLAG_CAMP_UNPACK_COST CastleToUnpackForFaction = Isengard Camp_IsengardSE ISENGARD_FLAG_CAMP_UNPACK_COST CastleToUnpackForFaction = Rohan Camp_RohanSE ROHAN_FLAG_CAMP_UNPACK_COST FilterValidOwnedEntries = ANY +STRUCTURE +WALK_ON_TOP_OF_WALL +BASE_FOUNDATION +TACTICAL_MARKER ;Anything that does not fit this filter will be given to the neutral player, so the template can have rocks and props. ;FactionDecal = Gondor GBCampFloor 675.0 ;FactionDecal = Rohan IBCampFloor 650.0 ;FactionDecal = Mordor MBCampFloor 650.0 ;FactionDecal = Isengard IBCampFloor 650.0 MaxCastleRadius = 280.0 FadeTime = 2.0 ; 2 seconds End Geometry = CYLINDER GeometryMajorRadius = 24.0 GeometryMinorRadius = 24.0 GeometryHeight = 24.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;----------------------------------------------------------------------------- Object CampFlagSW ;SelectPortrait = BPCCamp ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = NCampsite_SKN ; ParticleSysBone = glowbone01 TorchGlow FollowBone:Yes ; ParticleSysBone = glowbone02 TorchGlow FollowBone:Yes ; ParticleSysBone = glowbone03 TorchGlow FollowBone:Yes ; ParticleSysBone = glowbone04 TorchGlow FollowBone:Yes End ModelConditionState = WORLD_BUILDER Model = Camp_Flag End IdleAnimationState Animation = flag AnimationName = NCampsite_SKL.NCampsite_IDLA AnimationMode = ONCE AnimationBlendTime = 90 End End AnimationState = JUST_BUILT ; for instant-build Animation = flag AnimationName = NCampsite_SKL.NCampsite_A AnimationMode = ONCE AnimationBlendTime = 0 End Flags = START_FRAME_LAST End AnimationState = UNPACKING Animation AnimationName = NCampsite_SKL.NCampsite_A AnimationMode = ONCE AnimationBlendTime = 90 End Flags = START_FRAME_LAST ;BeginScript ; CurDrawablePlaySound("GondorBarracksBeginConstruction") ;EndScript End AnimationState = PACKING Animation = flag AnimationName = NCampsite_SKL.NCampsite_IDLA AnimationMode = LOOP AnimationBlendTime = 90 End End End ;-------------Floor bib Draw = W3DFloorDraw DrawFloorBib ModelName = NCampsite_Bib End ;------------- AUDIO ---------------- VoiceSelect = Gui_PlotSelect ; ***DESIGN parameters *** DisplayName = OBJECT:CampFlag EditorSorting = STRUCTURE Side = Civilian ArmorSet Conditions = None Armor = InvulnerableArmor DamageFX = EmptyDamageFX ; just to avoid an assert End CommandSet = CampFlagCommandSet ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = STRUCTURE SELECTABLE IMMOBILE BASE_FOUNDATION UNATTACKABLE MP_COUNT_FOR_VICTORY BASE_SITE Body = ImmortalBody ModuleTag_02 MaxHealth = 1 End Behavior = CastleBehavior ModuleTag_castle SidesAllowed = Gondor FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Isengard FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Mordor FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Rohan FROM_PLAYER FROM_AI FROM_SCRIPT UseSecondaryBuildList = No ; NOTE: Castles and lumber mills use Secondary Build lists. Only Camps use Primary Build lists. UseTheNewCastleSystemInsteadOfTheClunkyBuildList = Yes CastleToUnpackForFaction = Gondor Camp_GondorSW GONDOR_FLAG_CAMP_UNPACK_COST CastleToUnpackForFaction = Mordor Camp_MordorSW MORDOR_FLAG_CAMP_UNPACK_COST CastleToUnpackForFaction = Isengard Camp_IsengardSW ISENGARD_FLAG_CAMP_UNPACK_COST CastleToUnpackForFaction = Rohan Camp_RohanSW ROHAN_FLAG_CAMP_UNPACK_COST FilterValidOwnedEntries = ANY +STRUCTURE +WALK_ON_TOP_OF_WALL +BASE_FOUNDATION +TACTICAL_MARKER ;Anything that does not fit this filter will be given to the neutral player, so the template can have rocks and props. ;FactionDecal = Gondor GBCampFloor 675.0 ;FactionDecal = Rohan IBCampFloor 650.0 ;FactionDecal = Mordor MBCampFloor 650.0 ;FactionDecal = Isengard IBCampFloor 650.0 MaxCastleRadius = 280.0 FadeTime = 2.0 ; 2 seconds End Geometry = CYLINDER GeometryMajorRadius = 24.0 GeometryMinorRadius = 24.0 GeometryHeight = 24.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------ Object StructureRubblePileLarge Draw = W3DScriptedModelDraw ModuleTag_01 DefaultModelConditionState Model = GBGenRubble_A End AnimationState = JUST_BUILT StateName = JustBuilt Animation = GBGenRubble_A AnimationName = GBGenRubble_A.GBGenRubble_A AnimationMode = MANUAL End End IdleAnimationState Animation = GBGenRubble2_A AnimationName = GBGenRubble2_A.GBGenRubble2_A AnimationMode = MANUAL End Flags = START_FRAME_LAST BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "JustBuilt" then CurDrawableSetTransitionAnimState("TRANS_Rise") return end ;CurDrawableSetTransitionAnimState("TRANS_Rise") return EndScript End TransitionState = TRANS_Rise Animation = GBGenRubble2_A AnimationName = GBGenRubble2_A.GBGenRubble2_A AnimationMode = ONCE AnimationSpeedFactorRange = 2.5 2.5 End End End KindOf = INERT End ;------------------------------------------------------------ Object StructureRubblePileSmall Draw = W3DScriptedModelDraw ModuleTag_01 DefaultModelConditionState Model = GBGenRubble_A End AnimationState = JUST_BUILT StateName = JustBuilt Animation = GBGenRubble AnimationName = GBGenRubble.GBGenRubble AnimationMode = MANUAL End End IdleAnimationState Animation = GBGenRubble2_A AnimationName = GBGenRubble_A.GBGenRubble_A AnimationMode = MANUAL End Flags = START_FRAME_LAST BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "JustBuilt" then CurDrawableSetTransitionAnimState("TRANS_Rise") return end ;CurDrawableSetTransitionAnimState("TRANS_Rise") return EndScript End TransitionState = TRANS_Rise Animation = GBGenRubble_A AnimationName = GBGenRubble_A.GBGenRubble_A AnimationMode = ONCE AnimationSpeedFactorRange = 2.5 2.5 End End End KindOf = INERT End ;------------------------------------------------------------ Object StructureRubblePileSinkAway Draw = W3DScriptedModelDraw ModuleTag_01 DefaultModelConditionState Model = GBGenRubble2_A End AnimationState = None Animation = GBGenRubble2_A AnimationName = GBGenRubble2_A.GBGenRubble2_A AnimationMode = ONCE AnimationSpeedFactorRange = 2.0 2.0 End End End Behavior = SlowDeathBehavior ModuleTagSinkAway DeathTypes = ALL SinkDelay = 0 SinkRate = 2.0 ; in Dist/Sec DestructionDelay = 12000 End ; To force to immediately go to DYING state Behavior = LifetimeUpdate ModuleTag_06 MinLifetime = 1000 ; min lifetime in msec MaxLifetime = 1000 ; max lifetime in msec End Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 End KindOf = INERT End ;------------------------------------------------------------ Object Helm'sDeep_MainWall ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = NBHDMainWall End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingLightDamageStone SoundOnReallyDamaged = BuildingHeavyDamageStone ; ***DESIGN parameters *** DisplayName = OBJECT:NBHDMainWall EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = NoArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE RadarPriority = STRUCTURE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 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 = 3000 End Geometry = BOX GeometryMajorRadius = 24.8 GeometryMinorRadius = 80.2 GeometryHeight = 100.4 GeometryOffset = X:-22.8 Y:0 Z:0 AdditionalGeometry = CYLINDER GeometryMajorRadius = 22.0 GeometryMinorRadius = 7.2 GeometryHeight = 110.4 GeometryOffset = X:13.8 Y:0 Z:0 AdditionalGeometry = BOX GeometryMajorRadius = 22.8 GeometryMinorRadius = 56.2 GeometryHeight = 100.4 GeometryOffset = X:-12.8 Y:0 Z:0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------ Object Helm'sDeep_Ramp ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = NBHDRamp End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingLightDamageStone SoundOnReallyDamaged = BuildingHeavyDamageStone ; ***DESIGN parameters *** DisplayName = OBJECT:NBHDRamp EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = NoArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE RadarPriority = STRUCTURE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 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 = 3000 End Geometry = BOX GeometryMajorRadius = 4.8 GeometryMinorRadius = 7.2 GeometryHeight = 26.4 GeometryActive = no AdditionalGeometry = BOX GeometryMajorRadius = 33.0 GeometryMinorRadius = 35.0 GeometryHeight = 107.4 GeometryOffset = X:8.8 Y:-65.2 Z:0 AdditionalGeometry = BOX GeometryMajorRadius = 36.0 GeometryMinorRadius = 33.0 GeometryHeight = 107.4 GeometryOffset = X:5.8 Y:83.2 Z:0 AdditionalGeometry = BOX GeometryMajorRadius = 18.8 GeometryMinorRadius = 45.2 GeometryHeight = 38.4 GeometryOffset = X:0 Y:10 Z:0 AdditionalGeometry = BOX GeometryMajorRadius = 18.8 GeometryMinorRadius = 41.2 GeometryHeight = 38.4 GeometryOffset = X:37.6 Y:10 Z:0 AdditionalGeometry = BOX GeometryMajorRadius = 30.8 GeometryMinorRadius = 41.2 GeometryHeight = 22.4 GeometryOffset = X:85.4 Y:10 Z:0 AdditionalGeometry = BOX GeometryMajorRadius = 60.8 GeometryMinorRadius = 41.2 GeometryHeight = 11.4 GeometryOffset = X:177.0+ Y:10 Z:0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------ Object Helm'sDeep_KeepWall ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = NBHDKeepWall End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingLightDamageStone SoundOnReallyDamaged = BuildingHeavyDamageStone ; ***DESIGN parameters *** DisplayName = OBJECT:NBHDKeepWall EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = NoArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE RadarPriority = STRUCTURE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 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 = 3000 End Geometry = BOX GeometryMajorRadius = 22.8 GeometryMinorRadius = 38.2 GeometryHeight = 138.4 AdditionalGeometry = CYLINDER GeometryMajorRadius = 26.8 GeometryMinorRadius = 20.2 GeometryHeight = 138.4 GeometryOffset = X:-13.4 Y:58 Z:0 AdditionalGeometry = CYLINDER GeometryMajorRadius = 26.8 GeometryMinorRadius = 20.2 GeometryHeight = 138.4 GeometryOffset = X:-13.4 Y:-58 Z:0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------ Object Helm'sDeep_DeepingWall ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = NBHDDeepingW End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingLightDamageStone SoundOnReallyDamaged = BuildingHeavyDamageStone ; ***DESIGN parameters *** DisplayName = OBJECT:NBHDDeepingW EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = NoArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE DEFENSIVE_WALL NOT_AUTOACQUIRABLE RadarPriority = STRUCTURE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 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 = 3000 End Geometry = BOX GeometryMajorRadius = 31.0 GeometryMinorRadius = 87.2 GeometryHeight = 62.4 GeometryOffset = X:-8.8 Y:0 Z:0 AdditionalGeometry = CYLINDER GeometryMajorRadius = 21.0 GeometryMinorRadius = 0 GeometryHeight = 71.4 GeometryOffset = X:20.8 Y:0 Z:0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------ Object Helm'sDeep_DeepingWallDrain ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = NBHDDeepingWDrn End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingLightDamageStone SoundOnReallyDamaged = BuildingHeavyDamageStone ; ***DESIGN parameters *** DisplayName = OBJECT:Bridge EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = NoArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE DEFENSIVE_WALL NOT_AUTOACQUIRABLE RadarPriority = STRUCTURE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 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 = 3000 End Geometry = BOX GeometryMajorRadius = 30.8 GeometryMinorRadius = 87.2 GeometryHeight = 59.4 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------ ;------------------------------------------------------------------------------------------ ;Gondorian (civilian) Standalone battle tower Object GondorBattleTower_S ; civilian, really SelectPortrait = BPGBattleTower ; *** ART Parameters *** ButtonImage = BRBattleTower Draw = W3DScriptedModelDraw ModuleTag_Draw OkToChangeModelColor = Yes UseStandardModelNames = Yes ExtraPublicBone = ARROW_ ; Firing points DefaultModelConditionState ;Model = GBKeep Model = GBBtlTwrs End IdleAnimationState Animation = IDLE AnimationName = GBBtlTwrS.GBBtlTwrS AnimationMode = ONCE End BeginScript CurDrawableHideSubObject("GARRISON_01") CurDrawableHideSubObject("GARRISON_02") CurDrawableHideSubObject("GARRISON_03") EndScript End ;---------------damage states-- garrisoned--------------- ;--damaged building ModelConditionState = GARRISONED DESTROYED_FRONT Model = GBBtlTwrS_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 = GARRISONED DESTROYED_FRONT Animation = GBBtlTwrS_D2.GBBtlTwrS_D2 AnimationName = GBBtlTwrS_D2.GBBtlTwrS_D2 AnimationMode = LOOP End BeginScript CurDrawableHideSubObject("D2A") CurDrawableShowSubObject("GARRISON_01") CurDrawableShowSubObject("GARRISON_02") CurDrawableShowSubObject("GARRISON_03") EndScript End ModelConditionState = GARRISONED DESTROYED_RIGHT Model = GBBtlTwrS_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 = GARRISONED DESTROYED_RIGHT Animation = GBBtlTwrS_D2.GBBtlTwrS_D2 AnimationName = GBBtlTwrS_D2.GBBtlTwrS_D2 AnimationMode = LOOP End BeginScript CurDrawableHideSubObject("D2B") CurDrawableShowSubObject("GARRISON_01") CurDrawableShowSubObject("GARRISON_02") CurDrawableShowSubObject("GARRISON_03") EndScript End ModelConditionState = GARRISONED DESTROYED_BACK Model = GBBtlTwrS_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 = GARRISONED DESTROYED_BACK Animation = GBBtlTwrS_D2.GBBtlTwrS_D2 AnimationName = GBBtlTwrS_D2.GBBtlTwrS_D2 AnimationMode = LOOP End BeginScript CurDrawableHideSubObject("D2C") CurDrawableShowSubObject("GARRISON_01") CurDrawableShowSubObject("GARRISON_02") CurDrawableShowSubObject("GARRISON_03") EndScript End ModelConditionState = GARRISONED DESTROYED_LEFT Model = GBBtlTwrS_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 = GARRISONED DESTROYED_LEFT Animation = GBBtlTwrS_D2.GBBtlTwrS_D2 AnimationName = GBBtlTwrS_D2.GBBtlTwrS_D2 AnimationMode = LOOP End BeginScript CurDrawableHideSubObject("D2D") CurDrawableShowSubObject("GARRISON_01") CurDrawableShowSubObject("GARRISON_02") CurDrawableShowSubObject("GARRISON_03") EndScript End AnimationState = GARRISONED DAMAGED Animation = GBBtlTwrs AnimationName = GBBtlTwrs_D1.GBBtlTwrs_D1 AnimationMode = LOOP End BeginScript CurDrawableShowSubObject("GARRISON_01") CurDrawableShowSubObject("GARRISON_02") CurDrawableShowSubObject("GARRISON_03") EndScript End AnimationState = GARRISONED REALLYDAMAGED Animation = GBBtlTwrS_D2.GBBtlTwrS_D2 AnimationName = GBBtlTwrS_D2.GBBtlTwrS_D2 AnimationMode = LOOP End BeginScript CurDrawableShowSubObject("GARRISON_01") CurDrawableShowSubObject("GARRISON_02") CurDrawableShowSubObject("GARRISON_03") EndScript End AnimationState = GARRISONED RUBBLE Animation = GBBtlTwrS_D2.GBBtlTwrS_D2 AnimationName = GBBtlTwrS_D2.GBBtlTwrS_D2 AnimationMode = LOOP End BeginScript CurDrawableHideSubObject("D2A") CurDrawableHideSubObject("D2B") CurDrawableHideSubObject("D2C") CurDrawableHideSubObject("D2D") CurDrawableShowSubObject("GARRISON_01") CurDrawableShowSubObject("GARRISON_02") CurDrawableShowSubObject("GARRISON_03") EndScript End AnimationState = GARRISONED CONSTRUCTION_COMPLETE Animation = GBBtlTwrs AnimationName = GBBtlTwrs.GBBtlTwrs AnimationMode = LOOP End BeginScript CurDrawableShowSubObject("GARRISON_01") CurDrawableShowSubObject("GARRISON_02") CurDrawableShowSubObject("GARRISON_03") EndScript End AnimationState = GARRISONED Animation = GBBtlTwrs AnimationName = GBBtlTwrs.GBBtlTwrs AnimationMode = LOOP End BeginScript CurDrawableShowSubObject("GARRISON_01") CurDrawableShowSubObject("GARRISON_02") CurDrawableShowSubObject("GARRISON_03") EndScript End ;---------------damage states- non-garrisoned---------------- ;--damaged building ModelConditionState = DESTROYED_FRONT Model = GBBtlTwrS_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 = DESTROYED_FRONT BeginScript CurDrawableHideSubObject("D2A") CurDrawableHideSubObject("GARRISON_01") CurDrawableHideSubObject("GARRISON_02") CurDrawableHideSubObject("GARRISON_03") EndScript End ModelConditionState = DESTROYED_RIGHT Model = GBBtlTwrS_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 = DESTROYED_RIGHT BeginScript CurDrawableHideSubObject("D2B") CurDrawableHideSubObject("GARRISON_01") CurDrawableHideSubObject("GARRISON_02") CurDrawableHideSubObject("GARRISON_03") EndScript End ModelConditionState = DESTROYED_BACK Model = GBBtlTwrS_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 = DESTROYED_BACK BeginScript CurDrawableHideSubObject("D2C") CurDrawableHideSubObject("GARRISON_01") CurDrawableHideSubObject("GARRISON_02") CurDrawableHideSubObject("GARRISON_03") EndScript End ModelConditionState = DESTROYED_LEFT Model = GBBtlTwrS_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 = DESTROYED_LEFT BeginScript CurDrawableHideSubObject("D2D") CurDrawableHideSubObject("GARRISON_01") CurDrawableHideSubObject("GARRISON_02") CurDrawableHideSubObject("GARRISON_03") EndScript End ModelConditionState = DAMAGED Model = GBBtlTwrs_D1 End AnimationState = DAMAGED EnteringStateFX = FX_BuildingDamaged BeginScript CurDrawableHideSubObject("GARRISON_01") CurDrawableHideSubObject("GARRISON_02") CurDrawableHideSubObject("GARRISON_03") EndScript End AnimationState = REALLYDAMAGED BeginScript CurDrawableHideSubObject("GARRISON_01") CurDrawableHideSubObject("GARRISON_02") CurDrawableHideSubObject("GARRISON_03") EndScript EnteringStateFX = FX_BuildingReallyDamaged End ModelConditionState = REALLYDAMAGED Model = GBBtlTwrs_D2 End ModelConditionState = RUBBLE Model = GBBtlTwrS_D2 ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = RUBBLE BeginScript CurDrawableHideSubObject("D2A") CurDrawableHideSubObject("D2B") CurDrawableHideSubObject("D2C") CurDrawableHideSubObject("D2D") CurDrawableHideSubObject("GARRISON_01") CurDrawableHideSubObject("GARRISON_02") CurDrawableHideSubObject("GARRISON_03") 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 AnimationState = CONSTRUCTION_COMPLETE BeginScript CurDrawableHideSubObject("GARRISON_01") CurDrawableHideSubObject("GARRISON_02") CurDrawableHideSubObject("GARRISON_03") EndScript End End Draw = W3DFloorDraw ModuleTag_DrawFloor ModelName = GBBtlTwrS_Bib End ; ***DESIGN parameters *** DisplayName = OBJECT:CivilianBattleTower Side = Civilian EditorSorting = STRUCTURE ThreatLevel = 1.0 BuildCost = 1000 BuildTime = 30.0 ; in seconds VisionRange = 160.0 ; Shroud clearing distance ShroudClearingRange = 160 ; *** AUDIO Parameters *** VoiceSelect = Gui_PlotSelect SoundOnDamaged = BuildingLightDamageStone SoundOnReallyDamaged = BuildingHeavyDamageStone ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE NEED_BASE_FOUNDATION CAN_ATTACK ; GARRISONABLE_UNTIL_DESTROYED GARRISON CommandSet = NeutralBattleTowerCommandSet Behavior = GettingBuiltBehavior ModuleTag_04 SelfBuildingLoop = BuildingConstructionLoop ; Only played if we DON'T spawn a worker SelfRepairFromDamageLoop = NoSound ; This doesn't cause an animation, so don't bother playing a sound SelfRepairFromRubbleLoop = BuildingConstructionLoop End Body = StructureBody ModuleTag_05 MaxHealth = 1500.0 MaxHealthDamaged = 750.0 MaxHealthReallyDamaged = 325.0 DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK DamageCreationList = OCL_GBBtlTwrSD2_Chunk1 CATAPULT_ROCK FRONT_DESTROYED DamageCreationList = OCL_GBBtlTwrSD2_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED DamageCreationList = OCL_GBBtlTwrSD2_Chunk3 CATAPULT_ROCK BACK_DESTROYED DamageCreationList = OCL_GBBtlTwrSD2_Chunk4 CATAPULT_ROCK LEFT_DESTROYED End Behavior = BuildingBehavior BuildingModuleTag NightWindowName = WINDOW_N01 ;FireWindowName = WINDOW_F01 ;GlowWindowName = WINDOW_G01 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 OCL = INITIAL OCL_StructureRubblePileLarge End Behavior = EvacuateDamage ModuleTag_evacuateDamage WeaponThatCausesEvacuation = MordorCatapultHumanHeads End ; Behavior = HordeGarrisonContain ModuleTag_hordeGarrison ; ObjectStatusOfContained = UNSELECTABLE CAN_ATTACK ; ContainMax = 4 ; MaxHordeCapacity = 4 ; ;PassengersTestCollisionHeight = 80 ; ;Slots = 1 ; ; EnterSound = GarrisonEnter ; ; ExitSound = GarrisonExit ; DamagePercentToUnits = 0% ; PassengerFilter = ANY +INFANTRY +HORDE ; AllowEnemiesInside = No ; AllowNeutralInside = Yes ; ;ExitDelay = 250 ; NumberOfExitPaths = 1 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn ; ; 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... ; PassengerBonePrefix = PassengerBone:ARROW_0 KindOf:INFANTRY ; End; Geometry = CYLINDER GeometryMajorRadius = 26.4 GeometryMinorRadius = 26.4 GeometryHeight = 112.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER GeometryContactPoint = X:-12.566 Y:20.258 Z:0 Repair GeometryContactPoint = X:6.209 Y:-21.579 Z:0 Repair GeometryContactPoint = X:-21.83 Y:-10.356 Z:0 GeometryContactPoint = X:18.362 Y:16.444 Z:0 GeometryContactPoint = X:-0.459 Y:-0.275 Z:116.828 Swoop End ;------------------------------------------------------------------------------------------ Object GondorBuildingSizeTemplate ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 DefaultModelConditionState Model = GBSizeTemplate End End ; ***DESIGN parameters *** DisplayName = OBJECT:GBSizeTemplate EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = IMMOBILE UNATTACKABLE Shadow = SHADOW_VOLUME Body = ActiveBody ModuleTag_03 MaxHealth = 99999.0 End Geometry = CYLINDER GeometryMajorRadius = 13.6 GeometryMinorRadius = 12.0 GeometryHeight = 72.0 GeometryIsSmall = No End ;------------------------------------------------------------------------------ Object RohanBuildingSizeTemplate ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 DefaultModelConditionState Model = RBSizeTemplate End End ; ***DESIGN parameters *** DisplayName = OBJECT:RBSizeTemplate EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = IMMOBILE UNATTACKABLE Shadow = SHADOW_VOLUME Body = ActiveBody ModuleTag_03 MaxHealth = 99999.0 End Geometry = CYLINDER GeometryMajorRadius = 13.6 GeometryMinorRadius = 12.0 GeometryHeight = 72.0 GeometryIsSmall = No End ;------------------------------------------------------------------------------ Object MordorBuildingSizeTemplate ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 DefaultModelConditionState Model = MBSizeTemplate End End ; ***DESIGN parameters *** DisplayName = OBJECT:MBSizeTemplate EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = IMMOBILE UNATTACKABLE Shadow = SHADOW_VOLUME Body = ActiveBody ModuleTag_03 MaxHealth = 99999.0 End Geometry = CYLINDER GeometryMajorRadius = 13.6 GeometryMinorRadius = 12.0 GeometryHeight = 72.0 GeometryIsSmall = No End ;------------------------------------------------------------------------------ Object ExpansionFlag ;SelectPortrait = BPCCamp ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = NMiniCamp_SKN ; ParticleSysBone = glowbone01 TorchGlow FollowBone:Yes ; ParticleSysBone = glowbone02 TorchGlow FollowBone:Yes ; ParticleSysBone = glowbone03 TorchGlow FollowBone:Yes End ModelConditionState = WORLD_BUILDER Model = ExpnCampFlag End IdleAnimationState Animation = flag AnimationName = NMiniCamp_SKL.NMiniCamp_IDLA AnimationMode = ONCE AnimationBlendTime = 90 End End AnimationState = JUST_BUILT ; for instant-build Animation = flag AnimationName = NMiniCamp_SKL.NMiniCamp_A AnimationMode = ONCE AnimationBlendTime = 0 End Flags = START_FRAME_LAST End AnimationState = UNPACKING Animation AnimationName = NMiniCamp_SKL.NMiniCamp_A AnimationMode = ONCE AnimationBlendTime = 90 End Flags = START_FRAME_LAST End AnimationState = PACKING Animation = flag AnimationName = NMiniCamp_SKL.NMiniCamp_IDLA AnimationMode = LOOP AnimationBlendTime = 90 End End End ;-------------Floor bib Draw = W3DFloorDraw DrawFloorBib ModelName = NMiniCamp_Bib End ;--------------------- AUDIO ------------------------ VoiceSelect = Gui_PlotSelect ; ***DESIGN parameters *** DisplayName = OBJECT:OutpostFlag EditorSorting = STRUCTURE Side = Civilian ArmorSet Conditions = None Armor = InvulnerableArmor DamageFX = EmptyDamageFX ; just to avoid an assert End CommandSet = OutpostFlagCommandSet ;CastleFlagCommandSet ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = STRUCTURE SELECTABLE IMMOBILE BASE_FOUNDATION UNATTACKABLE MP_COUNT_FOR_VICTORY BASE_SITE Body = ImmortalBody ModuleTag_02 MaxHealth = 1 End Behavior = CastleBehavior ModuleTag_castle SidesAllowed = Gondor FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Isengard FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Mordor FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Rohan FROM_PLAYER FROM_AI FROM_SCRIPT UseSecondaryBuildList = No ; NOTE: Castles and lumber mills use Secondary Build lists. Only Camps use Primary Build lists. UseTheNewCastleSystemInsteadOfTheClunkyBuildList = Yes CastleToUnpackForFaction = Gondor Outpost_Gondor GONDOR_FLAG_OUTPOST_UNPACK_COST CastleToUnpackForFaction = Mordor Outpost_Mordor MORDOR_FLAG_OUTPOST_UNPACK_COST CastleToUnpackForFaction = Isengard Outpost_Isengard ISENGARD_FLAG_OUTPOST_UNPACK_COST CastleToUnpackForFaction = Rohan Outpost_Rohan ROHAN_FLAG_OUTPOST_UNPACK_COST FilterValidOwnedEntries = ANY +STRUCTURE +WALK_ON_TOP_OF_WALL +BASE_FOUNDATION +TACTICAL_MARKER ;Anything that does not fit this filter will be given to the neutral player, so the template can have rocks and props. MaxCastleRadius = 180.0 FadeTime = 1.0 ; 2 seconds End Geometry = CYLINDER GeometryMajorRadius = 12.0 GeometryMinorRadius = 12.0 GeometryHeight = 12.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ChildObject OutpostFlag ExpansionFlag CommandSet = OutpostFlagCommandSet End ChildObject PrebuiltOutpost01 ExpansionFlag Behavior = CastleBehavior ModuleTag_castle SidesAllowed = Gondor FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Isengard FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Mordor FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Rohan FROM_PLAYER FROM_AI FROM_SCRIPT UseSecondaryBuildList = No ; NOTE: Castles and lumber mills use Secondary Build lists. Only Camps use Primary Build lists. UseTheNewCastleSystemInsteadOfTheClunkyBuildList = Yes CastleToUnpackForFaction = Gondor Outpost_Gondor GONDOR_FLAG_OUTPOST_UNPACK_COST CastleToUnpackForFaction = Mordor Outpost_Mordor MORDOR_FLAG_OUTPOST_UNPACK_COST CastleToUnpackForFaction = Isengard Outpost_Isengard ISENGARD_FLAG_OUTPOST_UNPACK_COST CastleToUnpackForFaction = Rohan Outpost_Rohan ROHAN_FLAG_OUTPOST_UNPACK_COST FilterValidOwnedEntries = ANY +STRUCTURE +WALK_ON_TOP_OF_WALL +BASE_FOUNDATION +TACTICAL_MARKER ;Anything that does not fit this filter will be given to the neutral player, so the template can have rocks and props. MaxCastleRadius = 180 FadeTime = 1.0 ; 2 seconds PreBuiltList = GondorFarm 1 PreBuiltPlyr = PlyrGondor End End ChildObject PrebuiltOutpost02 ExpansionFlag Behavior = CastleBehavior ModuleTag_castle SidesAllowed = Gondor FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Isengard FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Mordor FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Rohan FROM_PLAYER FROM_AI FROM_SCRIPT UseSecondaryBuildList = No ; NOTE: Castles and lumber mills use Secondary Build lists. Only Camps use Primary Build lists. UseTheNewCastleSystemInsteadOfTheClunkyBuildList = Yes CastleToUnpackForFaction = Gondor Outpost_Gondor GONDOR_FLAG_OUTPOST_UNPACK_COST CastleToUnpackForFaction = Mordor Outpost_Mordor MORDOR_FLAG_OUTPOST_UNPACK_COST CastleToUnpackForFaction = Isengard Outpost_Isengard ISENGARD_FLAG_OUTPOST_UNPACK_COST CastleToUnpackForFaction = Rohan Outpost_Rohan ROHAN_FLAG_OUTPOST_UNPACK_COST FilterValidOwnedEntries = ANY +STRUCTURE +WALK_ON_TOP_OF_WALL +BASE_FOUNDATION +TACTICAL_MARKER ;Anything that does not fit this filter will be given to the neutral player, so the template can have rocks and props. MaxCastleRadius = 180 FadeTime = 1.0 ; 2 seconds PreBuiltList = GondorFarm 1 PreBuiltPlyr = PlyrGondor End End ChildObject PrebuiltOutpost03 ExpansionFlag Behavior = CastleBehavior ModuleTag_castle SidesAllowed = Gondor FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Isengard FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Mordor FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Rohan FROM_PLAYER FROM_AI FROM_SCRIPT UseSecondaryBuildList = No ; NOTE: Castles and lumber mills use Secondary Build lists. Only Camps use Primary Build lists. UseTheNewCastleSystemInsteadOfTheClunkyBuildList = Yes CastleToUnpackForFaction = Gondor Outpost_Gondor GONDOR_FLAG_OUTPOST_UNPACK_COST CastleToUnpackForFaction = Mordor Outpost_Mordor MORDOR_FLAG_OUTPOST_UNPACK_COST CastleToUnpackForFaction = Isengard Outpost_Isengard ISENGARD_FLAG_OUTPOST_UNPACK_COST CastleToUnpackForFaction = Rohan Outpost_Rohan ROHAN_FLAG_OUTPOST_UNPACK_COST FilterValidOwnedEntries = ANY +STRUCTURE +WALK_ON_TOP_OF_WALL +BASE_FOUNDATION +TACTICAL_MARKER ;Anything that does not fit this filter will be given to the neutral player, so the template can have rocks and props. MaxCastleRadius = 180 FadeTime = 1.0 ; 2 seconds PreBuiltList = GondorFarm 1 PreBuiltPlyr = PlyrGondor End End ChildObject PrebuiltOutpost04 ExpansionFlag Behavior = CastleBehavior ModuleTag_castle SidesAllowed = Gondor FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Isengard FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Mordor FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Rohan FROM_PLAYER FROM_AI FROM_SCRIPT UseSecondaryBuildList = No ; NOTE: Castles and lumber mills use Secondary Build lists. Only Camps use Primary Build lists. UseTheNewCastleSystemInsteadOfTheClunkyBuildList = Yes CastleToUnpackForFaction = Gondor Outpost_Gondor GONDOR_FLAG_OUTPOST_UNPACK_COST CastleToUnpackForFaction = Mordor Outpost_Mordor MORDOR_FLAG_OUTPOST_UNPACK_COST CastleToUnpackForFaction = Isengard Outpost_Isengard ISENGARD_FLAG_OUTPOST_UNPACK_COST CastleToUnpackForFaction = Rohan Outpost_Rohan ROHAN_FLAG_OUTPOST_UNPACK_COST FilterValidOwnedEntries = ANY +STRUCTURE +WALK_ON_TOP_OF_WALL +BASE_FOUNDATION +TACTICAL_MARKER ;Anything that does not fit this filter will be given to the neutral player, so the template can have rocks and props. MaxCastleRadius = 180 FadeTime = 1.0 ; 2 seconds PreBuiltList = GondorFarm 1 PreBuiltPlyr = PlyrGondor End End ChildObject PrebuiltOutpost05 ExpansionFlag Behavior = CastleBehavior ModuleTag_castle SidesAllowed = Gondor FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Isengard FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Mordor FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Rohan FROM_PLAYER FROM_AI FROM_SCRIPT UseSecondaryBuildList = No ; NOTE: Castles and lumber mills use Secondary Build lists. Only Camps use Primary Build lists. UseTheNewCastleSystemInsteadOfTheClunkyBuildList = Yes CastleToUnpackForFaction = Gondor Outpost_Gondor GONDOR_FLAG_OUTPOST_UNPACK_COST CastleToUnpackForFaction = Mordor Outpost_Mordor MORDOR_FLAG_OUTPOST_UNPACK_COST CastleToUnpackForFaction = Isengard Outpost_Isengard ISENGARD_FLAG_OUTPOST_UNPACK_COST CastleToUnpackForFaction = Rohan Outpost_Rohan ROHAN_FLAG_OUTPOST_UNPACK_COST FilterValidOwnedEntries = ANY +STRUCTURE +WALK_ON_TOP_OF_WALL +BASE_FOUNDATION +TACTICAL_MARKER ;Anything that does not fit this filter will be given to the neutral player, so the template can have rocks and props. MaxCastleRadius = 180 FadeTime = 1.0 ; 2 seconds PreBuiltList = GondorFarm 1 PreBuiltPlyr = PlyrGondor End End ChildObject PrebuiltOutpost06 ExpansionFlag Behavior = CastleBehavior ModuleTag_castle SidesAllowed = Gondor FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Isengard FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Mordor FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Rohan FROM_PLAYER FROM_AI FROM_SCRIPT UseSecondaryBuildList = No ; NOTE: Castles and lumber mills use Secondary Build lists. Only Camps use Primary Build lists. UseTheNewCastleSystemInsteadOfTheClunkyBuildList = Yes CastleToUnpackForFaction = Gondor Outpost_Gondor GONDOR_FLAG_OUTPOST_UNPACK_COST CastleToUnpackForFaction = Mordor Outpost_Mordor MORDOR_FLAG_OUTPOST_UNPACK_COST CastleToUnpackForFaction = Isengard Outpost_Isengard ISENGARD_FLAG_OUTPOST_UNPACK_COST CastleToUnpackForFaction = Rohan Outpost_Rohan ROHAN_FLAG_OUTPOST_UNPACK_COST FilterValidOwnedEntries = ANY +STRUCTURE +WALK_ON_TOP_OF_WALL +BASE_FOUNDATION +TACTICAL_MARKER ;Anything that does not fit this filter will be given to the neutral player, so the template can have rocks and props. MaxCastleRadius = 180 FadeTime = 1.0 ; 2 seconds PreBuiltList = GondorFarm 1 PreBuiltPlyr = PlyrGondor End End ChildObject PrebuiltOutpost07 ExpansionFlag Behavior = CastleBehavior ModuleTag_castle SidesAllowed = Gondor FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Isengard FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Mordor FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Rohan FROM_PLAYER FROM_AI FROM_SCRIPT UseSecondaryBuildList = No ; NOTE: Castles and lumber mills use Secondary Build lists. Only Camps use Primary Build lists. UseTheNewCastleSystemInsteadOfTheClunkyBuildList = Yes CastleToUnpackForFaction = Gondor Outpost_Gondor GONDOR_FLAG_OUTPOST_UNPACK_COST CastleToUnpackForFaction = Mordor Outpost_Mordor MORDOR_FLAG_OUTPOST_UNPACK_COST CastleToUnpackForFaction = Isengard Outpost_Isengard ISENGARD_FLAG_OUTPOST_UNPACK_COST CastleToUnpackForFaction = Rohan Outpost_Rohan ROHAN_FLAG_OUTPOST_UNPACK_COST FilterValidOwnedEntries = ANY +STRUCTURE +WALK_ON_TOP_OF_WALL +BASE_FOUNDATION +TACTICAL_MARKER ;Anything that does not fit this filter will be given to the neutral player, so the template can have rocks and props. MaxCastleRadius = 180 FadeTime = 1.0 ; 2 seconds PreBuiltList = GondorFarm 1 PreBuiltPlyr = PlyrGondor End End ChildObject PrebuiltOutpost08 ExpansionFlag Behavior = CastleBehavior ModuleTag_castle SidesAllowed = Gondor FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Isengard FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Mordor FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Rohan FROM_PLAYER FROM_AI FROM_SCRIPT UseSecondaryBuildList = No ; NOTE: Castles and lumber mills use Secondary Build lists. Only Camps use Primary Build lists. UseTheNewCastleSystemInsteadOfTheClunkyBuildList = Yes CastleToUnpackForFaction = Gondor Outpost_Gondor GONDOR_FLAG_OUTPOST_UNPACK_COST CastleToUnpackForFaction = Mordor Outpost_Mordor MORDOR_FLAG_OUTPOST_UNPACK_COST CastleToUnpackForFaction = Isengard Outpost_Isengard ISENGARD_FLAG_OUTPOST_UNPACK_COST CastleToUnpackForFaction = Rohan Outpost_Rohan ROHAN_FLAG_OUTPOST_UNPACK_COST FilterValidOwnedEntries = ANY +STRUCTURE +WALK_ON_TOP_OF_WALL +BASE_FOUNDATION +TACTICAL_MARKER ;Anything that does not fit this filter will be given to the neutral player, so the template can have rocks and props. MaxCastleRadius = 180 FadeTime = 1.0 ; 2 seconds PreBuiltList = GondorFarm 1 PreBuiltPlyr = PlyrGondor End End ;------------------------------------------------------------------------------ Object AIFlag ;SelectPortrait = BPCCamp ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = AICamp_SKN ; ParticleSysBone = glowbone01 TorchGlow FollowBone:Yes ; ParticleSysBone = glowbone02 TorchGlow FollowBone:Yes ; ParticleSysBone = glowbone03 TorchGlow FollowBone:Yes End ModelConditionState = WORLD_BUILDER Model = Camp_Flag End IdleAnimationState Animation = flag AnimationName = NMiniCamp_SKL.NMiniCamp_IDLA AnimationMode = ONCE AnimationBlendTime = 90 End End AnimationState = JUST_BUILT ; for instant-build Animation = flag AnimationName = NMiniCamp_SKL.NMiniCamp_A AnimationMode = ONCE AnimationBlendTime = 0 End Flags = START_FRAME_LAST End AnimationState = UNPACKING Animation AnimationName = NMiniCamp_SKL.NMiniCamp_A AnimationMode = ONCE AnimationBlendTime = 90 End Flags = START_FRAME_LAST End AnimationState = PACKING Animation = flag AnimationName = NMiniCamp_SKL.NMiniCamp_IDLA AnimationMode = LOOP AnimationBlendTime = 90 End End End ;-------------Floor bib Draw = W3DFloorDraw DrawFloorBib ModelName = NMiniCamp_Bib End ;--------------------- AUDIO ------------------------ VoiceSelect = Gui_PlotSelect ; ***DESIGN parameters *** DisplayName = OBJECT:CampFlag EditorSorting = STRUCTURE Side = Civilian ArmorSet Conditions = None Armor = InvulnerableArmor DamageFX = EmptyDamageFX ; just to avoid an assert End CommandSet = CampFlagCommandSet ;CastleFlagCommandSet ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = STRUCTURE SELECTABLE IMMOBILE BASE_FOUNDATION UNATTACKABLE MP_COUNT_FOR_VICTORY BASE_SITE Body = ImmortalBody ModuleTag_02 MaxHealth = 1 End Behavior = CastleBehavior ModuleTag_castle SidesAllowed = Gondor FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Isengard FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Mordor FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Rohan FROM_PLAYER FROM_AI FROM_SCRIPT UseSecondaryBuildList = No ; NOTE: Castles and lumber mills use Secondary Build lists. Only Camps use Primary Build lists. UseTheNewCastleSystemInsteadOfTheClunkyBuildList = Yes CastleToUnpackForFaction = Gondor Outpost_Gondor GONDOR_FLAG_OUTPOST_UNPACK_COST CastleToUnpackForFaction = Mordor Outpost_Mordor MORDOR_FLAG_OUTPOST_UNPACK_COST CastleToUnpackForFaction = Isengard Outpost_Isengard ISENGARD_FLAG_OUTPOST_UNPACK_COST CastleToUnpackForFaction = Rohan Outpost_Rohan ROHAN_FLAG_OUTPOST_UNPACK_COST FilterValidOwnedEntries = ANY +STRUCTURE +WALK_ON_TOP_OF_WALL +BASE_FOUNDATION +TACTICAL_MARKER ;Anything that does not fit this filter will be given to the neutral player, so the template can have rocks and props. MaxCastleRadius = 180.0 FadeTime = 1.0 ; 2 seconds End Geometry = CYLINDER GeometryMajorRadius = 12.0 GeometryMinorRadius = 12.0 GeometryHeight = 12.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GondorAmonHenW5 ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = GBAmonHenW5 End ModelConditionState = RUBBLE Model = GBAmonHenW5 ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = POST_RUBBLE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End ModelConditionState = POST_COLLAPSE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End End ; *** AUDIO Parameters *** SoundAmbientDamaged = GenericFireMediumLoop SoundAmbientReallyDamaged = GenericFireLargeLoop ; ***DESIGN parameters *** DisplayName = OBJECT:Ruins EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = NoArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE IMMOBILE IGNORED_IN_GUI RadarPriority = STRUCTURE Body = InactiveBody ModuleTag_02 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 = 2100 End Behavior = StructureCollapseUpdate ModuleTag_03 MinCollapseDelay = 000 MaxCollapseDelay = 000 CollapseDamping = .5 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 FXList = INITIAL FX_StructureMediumCollapse OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done End Geometry = BOX GeometryMajorRadius = 5.5 GeometryMinorRadius = 47.0 GeometryHeight = 45.0 GeometryOffset = X:20 Y:0 Z:0 AdditionalGeometry = BOX GeometryMajorRadius = 15.0 GeometryMinorRadius = 5.5 GeometryHeight = 20.0 GeometryOffset = X:-5.5 Y:20 Z:0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GondorAmonHenW4 ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = GBAmonHenW4 End ModelConditionState = RUBBLE Model = GBAmonHenW4 ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = POST_RUBBLE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End ModelConditionState = POST_COLLAPSE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End End ; *** AUDIO Parameters *** SoundAmbientDamaged = GenericFireMediumLoop SoundAmbientReallyDamaged = GenericFireLargeLoop ; ***DESIGN parameters *** DisplayName = OBJECT:Ruins EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = NoArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE IMMOBILE IGNORED_IN_GUI RadarPriority = STRUCTURE Body = InactiveBody ModuleTag_02 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 = 2100 End Behavior = StructureCollapseUpdate ModuleTag_03 MinCollapseDelay = 000 MaxCollapseDelay = 000 CollapseDamping = .5 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 FXList = INITIAL FX_StructureMediumCollapse OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done End Geometry = BOX GeometryMajorRadius = 6.2 GeometryMinorRadius = 100.0 GeometryHeight = 45.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GondorAmonHenW3 ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = GBAmonHenW3 End ModelConditionState = RUBBLE Model = GBAmonHenW3 ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = POST_RUBBLE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End ModelConditionState = POST_COLLAPSE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End End ; *** AUDIO Parameters *** SoundAmbientDamaged = GenericFireMediumLoop SoundAmbientReallyDamaged = GenericFireLargeLoop ; ***DESIGN parameters *** DisplayName = OBJECT:Ruins EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = NoArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE IMMOBILE IGNORED_IN_GUI RadarPriority = STRUCTURE Body = InactiveBody ModuleTag_02 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 = 2100 End Behavior = StructureCollapseUpdate ModuleTag_03 MinCollapseDelay = 000 MaxCollapseDelay = 000 CollapseDamping = .5 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 FXList = INITIAL FX_StructureMediumCollapse OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done End Geometry = BOX GeometryMajorRadius = 5.4 GeometryMinorRadius = 55.0 GeometryHeight = 44.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GondorAmonHenW2 ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = GBAmonHenW2 End ModelConditionState = RUBBLE Model = GBAmonHenW2 ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = POST_RUBBLE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End ModelConditionState = POST_COLLAPSE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End End ; *** AUDIO Parameters *** SoundAmbientDamaged = GenericFireMediumLoop SoundAmbientReallyDamaged = GenericFireLargeLoop ; ***DESIGN parameters *** DisplayName = OBJECT:Ruins EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = NoArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE IMMOBILE IGNORED_IN_GUI RadarPriority = STRUCTURE Body = InactiveBody ModuleTag_02 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 = 2100 End Behavior = StructureCollapseUpdate ModuleTag_03 MinCollapseDelay = 000 MaxCollapseDelay = 000 CollapseDamping = .5 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 FXList = INITIAL FX_StructureMediumCollapse OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done End Geometry = BOX GeometryMajorRadius = 5.0 GeometryMinorRadius = 28.0 GeometryHeight = 44.8 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GondorAmonHenW1 ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = GBAmonHenW1 End ModelConditionState = RUBBLE Model = GBAmonHenW1 ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = POST_RUBBLE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End ModelConditionState = POST_COLLAPSE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End End ; *** AUDIO Parameters *** SoundAmbientDamaged = GenericFireMediumLoop SoundAmbientReallyDamaged = GenericFireLargeLoop ; ***DESIGN parameters *** DisplayName = OBJECT:Ruins EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = NoArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE IMMOBILE IGNORED_IN_GUI RadarPriority = STRUCTURE Body = InactiveBody ModuleTag_02 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 = 2100 End Behavior = StructureCollapseUpdate ModuleTag_03 MinCollapseDelay = 000 MaxCollapseDelay = 000 CollapseDamping = .5 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 FXList = INITIAL FX_StructureMediumCollapse OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done End Geometry = BOX GeometryMajorRadius = 5.2 GeometryMinorRadius = 80.0 GeometryHeight = 42.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GondorAmonHenSP ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = GBAmonHenSP End ModelConditionState = RUBBLE Model = GBAmonHenSP ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = POST_RUBBLE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End ModelConditionState = POST_COLLAPSE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End End ; *** AUDIO Parameters *** SoundAmbientDamaged = GenericFireMediumLoop SoundAmbientReallyDamaged = GenericFireLargeLoop ; ***DESIGN parameters *** DisplayName = OBJECT:Canoe EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = NoArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE IMMOBILE IGNORED_IN_GUI RadarPriority = STRUCTURE Body = InactiveBody ModuleTag_02 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 = 2100 End Behavior = StructureCollapseUpdate ModuleTag_03 MinCollapseDelay = 000 MaxCollapseDelay = 000 CollapseDamping = .5 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 FXList = INITIAL FX_StructureMediumCollapse OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done End Geometry = BOX GeometryMajorRadius = 52.0 GeometryMinorRadius = 7.0 GeometryHeight = 11.2 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GondorAmonHenS5 ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = GBAmonHenS5 End ModelConditionState = RUBBLE Model = GBAmonHenS5 ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = POST_RUBBLE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End ModelConditionState = POST_COLLAPSE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End End ; *** AUDIO Parameters *** SoundAmbientDamaged = GenericFireMediumLoop SoundAmbientReallyDamaged = GenericFireLargeLoop ; ***DESIGN parameters *** DisplayName = OBJECT:Ruins EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = NoArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE IMMOBILE IGNORED_IN_GUI RadarPriority = STRUCTURE Body = InactiveBody ModuleTag_02 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 = 2100 End Behavior = StructureCollapseUpdate ModuleTag_03 MinCollapseDelay = 000 MaxCollapseDelay = 000 CollapseDamping = .5 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 FXList = INITIAL FX_StructureMediumCollapse OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done End Geometry = BOX GeometryMajorRadius = 7.1 GeometryMinorRadius = 7.0 GeometryHeight = 39.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GondorAmonHenS4 ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = GBAmonHenS4 End ModelConditionState = RUBBLE Model = GBAmonHenS4 ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = POST_RUBBLE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End ModelConditionState = POST_COLLAPSE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End End ; *** AUDIO Parameters *** SoundAmbientDamaged = GenericFireMediumLoop SoundAmbientReallyDamaged = GenericFireLargeLoop ; ***DESIGN parameters *** DisplayName = OBJECT:Ruins EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = NoArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE IMMOBILE IGNORED_IN_GUI RadarPriority = STRUCTURE Body = InactiveBody ModuleTag_02 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 = 2100 End Behavior = StructureCollapseUpdate ModuleTag_03 MinCollapseDelay = 000 MaxCollapseDelay = 000 CollapseDamping = .5 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 FXList = INITIAL FX_StructureMediumCollapse OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done End Geometry = BOX GeometryMajorRadius = 5.0 GeometryMinorRadius = 4.5 GeometryHeight = 41.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME_NEW End ;------------------------------------------------------------------------------ Object GondorAmonHenS3 ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = GBAmonHenS3 End ModelConditionState = RUBBLE Model = GBAmonHenS3 ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = POST_RUBBLE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End ModelConditionState = POST_COLLAPSE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End End ; *** AUDIO Parameters *** SoundAmbientDamaged = GenericFireMediumLoop SoundAmbientReallyDamaged = GenericFireLargeLoop ; ***DESIGN parameters *** DisplayName = OBJECT:Ruins EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = NoArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE IMMOBILE IGNORED_IN_GUI RadarPriority = STRUCTURE Body = InactiveBody ModuleTag_02 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 = 2100 End Behavior = StructureCollapseUpdate ModuleTag_03 MinCollapseDelay = 000 MaxCollapseDelay = 000 CollapseDamping = .5 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 FXList = INITIAL FX_StructureMediumCollapse OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done End Geometry = BOX GeometryMajorRadius = 5.1 GeometryMinorRadius = 4.7 GeometryHeight = 45.7 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GondorAmonHenS2 ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = GBAmonHenS2 End ModelConditionState = RUBBLE Model = GBAmonHenS2 ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = POST_RUBBLE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End ModelConditionState = POST_COLLAPSE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End End ; *** AUDIO Parameters *** SoundAmbientDamaged = GenericFireMediumLoop SoundAmbientReallyDamaged = GenericFireLargeLoop ; ***DESIGN parameters *** DisplayName = OBJECT:Ruins EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = NoArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE IMMOBILE IGNORED_IN_GUI RadarPriority = STRUCTURE Body = InactiveBody ModuleTag_02 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 = 2100 End Behavior = StructureCollapseUpdate ModuleTag_03 MinCollapseDelay = 000 MaxCollapseDelay = 000 CollapseDamping = .5 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 FXList = INITIAL FX_StructureMediumCollapse OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done End Geometry = CYLINDER GeometryMajorRadius = 22.0 GeometryMinorRadius = 22.0 GeometryHeight = 24.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GondorAmonHenS1 ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = GBAmonHenS1 End ModelConditionState = RUBBLE Model = GBAmonHenS1 ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = POST_RUBBLE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End ModelConditionState = POST_COLLAPSE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End End ; *** AUDIO Parameters *** SoundAmbientDamaged = GenericFireMediumLoop SoundAmbientReallyDamaged = GenericFireLargeLoop ; ***DESIGN parameters *** DisplayName = OBJECT:Ruins EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = NoArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE IMMOBILE IGNORED_IN_GUI RadarPriority = STRUCTURE Body = InactiveBody ModuleTag_02 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 = 2100 End Behavior = StructureCollapseUpdate ModuleTag_03 MinCollapseDelay = 000 MaxCollapseDelay = 000 CollapseDamping = .5 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 FXList = INITIAL FX_StructureMediumCollapse OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done End Geometry = BOX GeometryMajorRadius = 20.0 GeometryMinorRadius = 10.0 GeometryHeight = 28.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GondorAmonHenR3 ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 DefaultModelConditionState Model = GBAmonHenR3 End End ; *** AUDIO Parameters *** ; SoundAmbientDamaged = GenericFireMediumLoop ; SoundAmbientReallyDamaged = GenericFireLargeLoop ; ***DESIGN parameters *** DisplayName = OBJECT:Rocks EditorSorting = STRUCTURE TransportSlotCount = 1 ; *** ENGINEERING Parameters *** KindOf = STRUCTURE IMMOBILE IGNORED_IN_GUI RadarPriority = STRUCTURE Body = InactiveBody ModuleTag_02 End Geometry = BOX GeometryMajorRadius = 20.0 GeometryMinorRadius = 11.5 GeometryHeight = 13.0 GeometryOffset = X:-8 Y:0 Z:0 GeometryIsSmall = No Shadow = SHADOW_VOLUME_NEW End ;------------------------------------------------------------------------------ Object GondorAmonHenR2 ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 DefaultModelConditionState Model = GBAmonHenR2 End End ; *** AUDIO Parameters *** ; SoundAmbientDamaged = GenericFireMediumLoop ; SoundAmbientReallyDamaged = GenericFireLargeLoop ; ***DESIGN parameters *** DisplayName = OBJECT:Rocks EditorSorting = STRUCTURE TransportSlotCount = 1 ; *** ENGINEERING Parameters *** KindOf = STRUCTURE IMMOBILE IGNORED_IN_GUI RadarPriority = STRUCTURE Body = InactiveBody ModuleTag_02 End Geometry = CYLINDER GeometryMajorRadius = 21.0 GeometryMinorRadius = 21.0 GeometryHeight = 9.7 GeometryOffset = X:0 Y:7.7 Z:0 GeometryIsSmall = No Shadow = SHADOW_VOLUME_NEW End ;------------------------------------------------------------------------------ Object GondorAmonHenR1 ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 DefaultModelConditionState Model = GBAmonHenR1 End End ; *** AUDIO Parameters *** ; SoundAmbientDamaged = GenericFireMediumLoop ; SoundAmbientReallyDamaged = GenericFireLargeLoop ; ***DESIGN parameters *** DisplayName = OBJECT:Rocks EditorSorting = STRUCTURE TransportSlotCount = 1 ; *** ENGINEERING Parameters *** KindOf = STRUCTURE IMMOBILE IGNORED_IN_GUI RadarPriority = STRUCTURE Body = InactiveBody ModuleTag_02 End Geometry = CYLINDER GeometryMajorRadius = 18.0 GeometryMinorRadius = 18.0 GeometryHeight = 16.5 GeometryIsSmall = No Shadow = SHADOW_VOLUME_NEW End ;------------------------------------------------------------------------------ Object GondorAmonHenC5 ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = GBAmonHenC5 End ModelConditionState = RUBBLE Model = GBAmonHenC5 ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = POST_RUBBLE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End ModelConditionState = POST_COLLAPSE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End End ; *** AUDIO Parameters *** SoundAmbientDamaged = GenericFireMediumLoop SoundAmbientReallyDamaged = GenericFireLargeLoop ; ***DESIGN parameters *** DisplayName = OBJECT:Ruins EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = NoArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE IMMOBILE IGNORED_IN_GUI RadarPriority = STRUCTURE Body = InactiveBody ModuleTag_02 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 = 2100 End Behavior = StructureCollapseUpdate ModuleTag_03 MinCollapseDelay = 000 MaxCollapseDelay = 000 CollapseDamping = .5 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 FXList = INITIAL FX_StructureMediumCollapse OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done End Geometry = BOX GeometryMajorRadius = 7.3 GeometryMinorRadius = 7.3 GeometryHeight = 33.7 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GondorAmonHenC4 ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = GBAmonHenC4 End ModelConditionState = RUBBLE Model = GBAmonHenC4 ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = POST_RUBBLE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End ModelConditionState = POST_COLLAPSE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End End ; *** AUDIO Parameters *** SoundAmbientDamaged = GenericFireMediumLoop SoundAmbientReallyDamaged = GenericFireLargeLoop ; ***DESIGN parameters *** DisplayName = OBJECT:Ruins EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = NoArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE IMMOBILE IGNORED_IN_GUI RadarPriority = STRUCTURE Body = InactiveBody ModuleTag_02 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 = 2100 End Behavior = StructureCollapseUpdate ModuleTag_03 MinCollapseDelay = 000 MaxCollapseDelay = 000 CollapseDamping = .5 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 FXList = INITIAL FX_StructureMediumCollapse OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done End Geometry = BOX GeometryMajorRadius = 11.1 GeometryMinorRadius = 10.0 GeometryHeight = 55.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GondorAmonHenC3 ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = GBAmonHenC3 End ModelConditionState = RUBBLE Model = GBAmonHenC3 ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = POST_RUBBLE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End ModelConditionState = POST_COLLAPSE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End End ; *** AUDIO Parameters *** SoundAmbientDamaged = GenericFireMediumLoop SoundAmbientReallyDamaged = GenericFireLargeLoop ; ***DESIGN parameters *** DisplayName = OBJECT:Ruins EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = NoArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE IMMOBILE IGNORED_IN_GUI RadarPriority = STRUCTURE Body = InactiveBody ModuleTag_02 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 = 2100 End Behavior = StructureCollapseUpdate ModuleTag_03 MinCollapseDelay = 000 MaxCollapseDelay = 000 CollapseDamping = .5 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 FXList = INITIAL FX_StructureMediumCollapse OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done End Geometry = CYLINDER GeometryMajorRadius = 33.0 GeometryMinorRadius = 33.0 GeometryHeight = 61.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GondorAmonHenC2 ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = GBAmonHenC2 End ModelConditionState = RUBBLE Model = GBAmonHenC2 ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = POST_RUBBLE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End ModelConditionState = POST_COLLAPSE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End End ; *** AUDIO Parameters *** SoundAmbientDamaged = GenericFireMediumLoop SoundAmbientReallyDamaged = GenericFireLargeLoop ; ***DESIGN parameters *** DisplayName = OBJECT:Ruins EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = NoArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE IMMOBILE IGNORED_IN_GUI RadarPriority = STRUCTURE Body = InactiveBody ModuleTag_02 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 = 2100 End Behavior = StructureCollapseUpdate ModuleTag_03 MinCollapseDelay = 000 MaxCollapseDelay = 000 CollapseDamping = .5 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 FXList = INITIAL FX_StructureMediumCollapse OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done End Geometry = BOX GeometryMajorRadius = 8.1 GeometryMinorRadius = 10.4 GeometryHeight = 44.3 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GondorAmonHenC1 ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = GBAmonHenC1 End ModelConditionState = RUBBLE Model = GBAmonHenC1 ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = POST_RUBBLE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End ModelConditionState = POST_COLLAPSE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End End ; *** AUDIO Parameters *** SoundAmbientDamaged = GenericFireMediumLoop SoundAmbientReallyDamaged = GenericFireLargeLoop ; ***DESIGN parameters *** DisplayName = OBJECT:Ruins EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = NoArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE IMMOBILE IGNORED_IN_GUI RadarPriority = STRUCTURE Body = InactiveBody ModuleTag_02 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 = 2100 End Behavior = StructureCollapseUpdate ModuleTag_03 MinCollapseDelay = 000 MaxCollapseDelay = 000 CollapseDamping = .5 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 FXList = INITIAL FX_StructureMediumCollapse OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done End Geometry = BOX GeometryMajorRadius = 6.3 GeometryMinorRadius = 6.6 GeometryHeight = 40.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GondorAmonHenBg ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = GBAmonHenBg End WallBoundsMesh = P2 RampMesh1 = P1 RampMesh2 = P3 ModelConditionState = RUBBLE Model = GBAmonHenBg ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = POST_RUBBLE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End ModelConditionState = POST_COLLAPSE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End End ; *** AUDIO Parameters *** SoundAmbientDamaged = GenericFireMediumLoop SoundAmbientReallyDamaged = GenericFireLargeLoop ; ***DESIGN parameters *** DisplayName = OBJECT:Bridge EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = NoArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE IMMOBILE IGNORED_IN_GUI WALK_ON_TOP_OF_WALL RadarPriority = STRUCTURE Body = InactiveBody ModuleTag_02 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 = 2100 End Behavior = StructureCollapseUpdate ModuleTag_03 MinCollapseDelay = 000 MaxCollapseDelay = 000 CollapseDamping = .5 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 FXList = INITIAL FX_StructureMediumCollapse OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done End Behavior = AttributeModifierAuraUpdate ModuleTag_WallBonus StartsActive = Yes ;If no, requires upgrade to turn on. BonusName = WallBonus RefreshDelay = 2000 ;Range = 120 ; Range is overridden to affect people on us since we are a wall ;TargetEnemy = Yes ; Alliances are ignored to affect people on us since we are a wall End Geometry = BOX GeometryMajorRadius = 45.0 GeometryMinorRadius = 50.0 GeometryHeight = 20.0 GeometryOffset = X:0 Y:72 Z:0 AdditionalGeometry = BOX GeometryMajorRadius = 45.0 GeometryMinorRadius = 50.0 GeometryHeight = 20.0 GeometryOffset = X:0 Y:-72 Z:0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GondorAmonHenB2 ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = GBAmonHenB2 End WallBoundsMesh = P2 RampMesh1 = P1 ModelConditionState = RUBBLE Model = GBAmonHenB2 ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = POST_RUBBLE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End ModelConditionState = POST_COLLAPSE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End End ; *** AUDIO Parameters *** SoundAmbientDamaged = GenericFireMediumLoop SoundAmbientReallyDamaged = GenericFireLargeLoop ; ***DESIGN parameters *** DisplayName = OBJECT:Ruins EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = NoArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE IMMOBILE IGNORED_IN_GUI RadarPriority = STRUCTURE Body = InactiveBody ModuleTag_02 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 = 2100 End Behavior = StructureCollapseUpdate ModuleTag_03 MinCollapseDelay = 000 MaxCollapseDelay = 000 CollapseDamping = .5 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 FXList = INITIAL FX_StructureMediumCollapse OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done End Behavior = AttributeModifierAuraUpdate ModuleTag_WallBonus StartsActive = Yes ;If no, requires upgrade to turn on. BonusName = WallBonus RefreshDelay = 2000 ;Range = 120 ; Range is overridden to affect people on us since we are a wall ;TargetEnemy = Yes ; Alliances are ignored to affect people on us since we are a wall End Geometry = BOX GeometryMajorRadius = 60.0 GeometryMinorRadius = 33.0 GeometryHeight = 49.0 ; AdditionalGeometry = BOX ; GeometryMajorRadius = 12.5 ; GeometryMinorRadius = 12.5 ; GeometryHeight = 55.0 ; GeometryOffset = X:32 Y:0 Z:48 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GondorAmonHenB1 ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = GBAmonHenB1 End ModelConditionState = RUBBLE Model = GBAmonHenB1 ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = POST_RUBBLE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End ModelConditionState = POST_COLLAPSE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End End ; *** AUDIO Parameters *** SoundAmbientDamaged = GenericFireMediumLoop SoundAmbientReallyDamaged = GenericFireLargeLoop ; ***DESIGN parameters *** DisplayName = OBJECT:Ruins EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = NoArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE IMMOBILE IGNORED_IN_GUI RadarPriority = STRUCTURE Body = InactiveBody ModuleTag_02 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 = 2100 End Behavior = StructureCollapseUpdate ModuleTag_03 MinCollapseDelay = 000 MaxCollapseDelay = 000 CollapseDamping = .5 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 FXList = INITIAL FX_StructureMediumCollapse OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done End Geometry = BOX GeometryMajorRadius = 65.4 GeometryMinorRadius = 98.8 GeometryHeight = 134.8 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GondorAmonHenB3 ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = GBAmonHenB3 End ModelConditionState = RUBBLE Model = GBAmonHenB3 ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = POST_RUBBLE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End ModelConditionState = POST_COLLAPSE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End End ; *** AUDIO Parameters *** SoundAmbientDamaged = GenericFireMediumLoop SoundAmbientReallyDamaged = GenericFireLargeLoop ; ***DESIGN parameters *** DisplayName = OBJECT:Ruins EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = NoArmor DamageFX = None End ; *** ENGINEERING Parameters *** ;----------------------------------------------------------------- ; By removing this the building is no longer damagable ;----------------------------------------------------------------- ; KindOf = STRUCTURE SELECTABLE IMMOBILE NOT_AUTOACQUIRABLE CHUNK_VENDOR ; RadarPriority = STRUCTURE ; ; Body = ActiveBody ModuleTag_02 ; MaxHealth = 2000.0 ; ; GrabObject = EntThrownBuildingRock ; GrabFX = FX_WallGrab ; GrabOffset = X:16 Y:0 ; End ;----------------------------------------------------------------- KindOf = STRUCTURE IMMOBILE IGNORED_IN_GUI RadarPriority = STRUCTURE Body = InactiveBody ModuleTag_02 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 = 2100 End Behavior = StructureCollapseUpdate ModuleTag_03 MinCollapseDelay = 000 MaxCollapseDelay = 000 CollapseDamping = .5 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 FXList = INITIAL FX_StructureMediumCollapse OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done End Geometry = BOX GeometryMajorRadius = 33.0 GeometryMinorRadius = 37.5 GeometryHeight = 100.0 GeometryOffset = X:-72 Y:45 Z:0 AdditionalGeometry = BOX GeometryMajorRadius = 72.5 GeometryMinorRadius = 45.0 GeometryHeight = 145.0 GeometryOffset = X:0 Y:-5 Z:0 AdditionalGeometry = BOX GeometryMajorRadius = 30.0 GeometryMinorRadius = 20.0 GeometryHeight = 130 GeometryOffset = X:70 Y:45 Z:0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GondorAmonHenB4 ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = GBAmonHenB4 End ModelConditionState = RUBBLE Model = GBAmonHenB4 ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = POST_RUBBLE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End ModelConditionState = POST_COLLAPSE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End End ; *** AUDIO Parameters *** SoundAmbientDamaged = GenericFireMediumLoop SoundAmbientReallyDamaged = GenericFireLargeLoop ; ***DESIGN parameters *** DisplayName = OBJECT:Ruins EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = NoArmor DamageFX = None End ; *** ENGINEERING Parameters *** ;----------------------------------------------------------------- ; By removing this the building is no longer damagable ;----------------------------------------------------------------- ; ; KindOf = STRUCTURE SELECTABLE IMMOBILE NOT_AUTOACQUIRABLE CHUNK_VENDOR ; RadarPriority = STRUCTURE ; ; Body = ActiveBody ModuleTag_02 ; MaxHealth = 2000.0 ; ; GrabObject = EntThrownBuildingRock ; GrabFX = FX_WallGrab ; GrabOffset = X:16 Y:0 ; End ;----------------------------------------------------------------- KindOf = STRUCTURE IMMOBILE IGNORED_IN_GUI RadarPriority = STRUCTURE Body = InactiveBody ModuleTag_02 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 = 2100 End Behavior = StructureCollapseUpdate ModuleTag_03 MinCollapseDelay = 000 MaxCollapseDelay = 000 CollapseDamping = .5 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 FXList = INITIAL FX_StructureMediumCollapse OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done End Geometry = BOX GeometryMajorRadius = 37.5 GeometryMinorRadius = 55.0 GeometryHeight = 130.0 GeometryOffset = X:50 Y:-16 Z:0 AdditionalGeometry = BOX GeometryMajorRadius = 32.5 GeometryMinorRadius = 90.0 GeometryHeight = 140.0 GeometryOffset = X:-3 Y:-5 Z:0 AdditionalGeometry = BOX GeometryMajorRadius = 30.0 GeometryMinorRadius = 45.0 GeometryHeight = 75.0 GeometryOffset = X:-62 Y:-48 Z:0 AdditionalGeometry = BOX GeometryMajorRadius = 15.0 GeometryMinorRadius = 15.0 GeometryHeight = 50.0 GeometryOffset = X:-72 Y:45 Z:0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GondorAmonHenB5 ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = GBAmonHenB5 End ModelConditionState = RUBBLE Model = GBAmonHenB5 ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = POST_RUBBLE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End ModelConditionState = POST_COLLAPSE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End End ; *** AUDIO Parameters *** SoundAmbientDamaged = GenericFireMediumLoop SoundAmbientReallyDamaged = GenericFireLargeLoop ; ***DESIGN parameters *** DisplayName = OBJECT:Ruins EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = NoArmor DamageFX = None End ; *** ENGINEERING Parameters *** ;----------------------------------------------------------------- ; By removing this the building is no longer damagable ;----------------------------------------------------------------- ; ; KindOf = STRUCTURE SELECTABLE IMMOBILE NOT_AUTOACQUIRABLE CHUNK_VENDOR ; RadarPriority = STRUCTURE ; ; Body = ActiveBody ModuleTag_02 ; MaxHealth = 2000.0 ; ; GrabObject = EntThrownBuildingRock ; GrabFX = FX_WallGrab ; GrabOffset = X:16 Y:0 ; End ;----------------------------------------------------------------- KindOf = STRUCTURE IMMOBILE IGNORED_IN_GUI RadarPriority = STRUCTURE Body = InactiveBody ModuleTag_02 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 = 2100 End Behavior = StructureCollapseUpdate ModuleTag_03 MinCollapseDelay = 000 MaxCollapseDelay = 000 CollapseDamping = .5 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 FXList = INITIAL FX_StructureMediumCollapse OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done End Geometry = BOX GeometryMajorRadius = 25.0 GeometryMinorRadius = 95.0 GeometryHeight = 130.0 GeometryOffset = X:3 Y:0 Z:0 AdditionalGeometry = BOX GeometryMajorRadius = 70.0 GeometryMinorRadius = 20.0 GeometryHeight = 130.0 GeometryOffset = X:28 Y:-23 Z:0 AdditionalGeometry = BOX GeometryMajorRadius = 37.5 GeometryMinorRadius = 45.0 GeometryHeight = 75.0 GeometryOffset = X:-55 Y:-48 Z:0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------ Object ElvenBridge ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes StaticModelLODMode = yes DefaultModelConditionState Model = LBBridge End WallBoundsMesh = P2 RampMesh1 = P1 RampMesh2 = P3 End ; *** AUDIO Parameters *** ; ***DESIGN parameters *** DisplayName = OBJECT:ElvenBridge EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = NoArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE IMMOBILE WALK_ON_TOP_OF_WALL CHUNK_VENDOR NOT_AUTOACQUIRABLE NONOCCLUDING RadarPriority = STRUCTURE Body = InactiveBody ModuleTag_03 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 = 4000 End Behavior = AttributeModifierAuraUpdate ModuleTag_WallBonus StartsActive = Yes ;If no, requires upgrade to turn on. BonusName = WallBonus RefreshDelay = 2000 ;Range = 120 ; Range is overridden to affect people on us since we are a wall ;TargetEnemy = Yes ; Alliances are ignored to affect people on us since we are a wall End Geometry = BOX GeometryMajorRadius = 120.0 GeometryMinorRadius = 60.0 GeometryHeight = 32.6 GeometryIsSmall = No Shadow = SHADOW_VOLUME GeometryContactPoint = X:80 Y: -48 Z:7 Grab GeometryContactPoint = X:80 Y: 48 Z:7 Grab GeometryContactPoint = X:0 Y: 48 Z:12 Grab GeometryContactPoint = X:-80 Y: 48 Z:7 Grab GeometryContactPoint = X:-80 Y: -48 Z:7 Grab GeometryContactPoint = X:0 Y: -48 Z:12 Grab GeometryContactPoint = X:80 Y: -48 Z:7 End ;------------------------------------------------------------ Object LavaBridge ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = PMLavaBridge01 End WallBoundsMesh = P2 RampMesh1 = P1 RampMesh2 = P3 End ; *** AUDIO Parameters *** ; ***DESIGN parameters *** DisplayName = OBJECT:LavaBridge EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = NoArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE IMMOBILE WALK_ON_TOP_OF_WALL CHUNK_VENDOR NOT_AUTOACQUIRABLE RadarPriority = STRUCTURE Body = InactiveBody ModuleTag_03 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 = 4000 End Behavior = AttributeModifierAuraUpdate ModuleTag_WallBonus StartsActive = Yes ;If no, requires upgrade to turn on. BonusName = WallBonus RefreshDelay = 2000 ;Range = 120 ; Range is overridden to affect people on us since we are a wall ;TargetEnemy = Yes ; Alliances are ignored to affect people on us since we are a wall End Geometry = BOX GeometryMajorRadius = 68.0 GeometryMinorRadius = 100.0 GeometryHeight = 65.6 GeometryIsSmall = No Shadow = SHADOW_VOLUME GeometryContactPoint = X:40 Y: -60 Z:20 Grab GeometryContactPoint = X:40 Y: 0 Z:45 Grab GeometryContactPoint = X:40 Y: 60 Z:20 Grab GeometryContactPoint = X:-40 Y: 60 Z:20 Grab GeometryContactPoint = X:-38 Y: 0 Z:45 Grab GeometryContactPoint = X:-38 Y: -60 Z:20 Grab GeometryContactPoint = X:40 Y: -60 Z:20 End ;------------------------------------------------------------------------------ Object SinglePlotCampFlag SelectPortrait = BPCCamp ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = NMiniCamp_SKN ; ParticleSysBone = glowbone02 TorchGlow FollowBone:Yes ; ParticleSysBone = glowbone04 TorchGlow FollowBone:Yes End ModelConditionState = WORLD_BUILDER Model = ExpnCampFlag End IdleAnimationState Animation = flag AnimationName = NMiniCamp_SKL.NMiniCamp_IDLA AnimationMode = ONCE AnimationBlendTime = 90 End End AnimationState = JUST_BUILT ; for instant-build Animation = flag AnimationName = NMiniCamp_SKL.NMiniCamp_A AnimationMode = ONCE AnimationBlendTime = 0 End Flags = START_FRAME_LAST End AnimationState = UNPACKING Animation AnimationName = NMiniCamp_SKL.NMiniCamp_A AnimationMode = ONCE AnimationBlendTime = 90 End Flags = START_FRAME_LAST End AnimationState = PACKING Animation = flag AnimationName = NMiniCamp_SKL.NMiniCamp_IDLA AnimationMode = LOOP AnimationBlendTime = 90 End End End ;-------------Floor bib Draw = W3DFloorDraw DrawFloorBib ModelName = NMiniCamp_Bib End ;--------------------- AUDIO ------------------------ VoiceSelect = Gui_PlotSelect ; ***DESIGN parameters *** DisplayName = OBJECT:OutpostFlag EditorSorting = STRUCTURE Side = Civilian ArmorSet Conditions = None Armor = InvulnerableArmor DamageFX = EmptyDamageFX ; just to avoid an assert End CommandSet = OutpostFlagCommandSet ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = STRUCTURE SELECTABLE IMMOBILE BASE_FOUNDATION UNATTACKABLE MP_COUNT_FOR_VICTORY BASE_SITE Body = ImmortalBody ModuleTag_02 MaxHealth = 1 End Behavior = CastleBehavior ModuleTag_castle SidesAllowed = Gondor FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Isengard FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Mordor FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Rohan FROM_PLAYER FROM_AI FROM_SCRIPT UseSecondaryBuildList = No ; NOTE: Castles and lumber mills use Secondary Build lists. Only Camps use Primary Build lists. UseTheNewCastleSystemInsteadOfTheClunkyBuildList = Yes CastleToUnpackForFaction = Gondor Single_Gondor 500 CastleToUnpackForFaction = Mordor Single_Mordor 500 CastleToUnpackForFaction = Isengard Single_Isengard 500 CastleToUnpackForFaction = Rohan Single_Rohan 500 FilterValidOwnedEntries = ANY +STRUCTURE +WALK_ON_TOP_OF_WALL +BASE_FOUNDATION +TACTICAL_MARKER ;Anything that does not fit this filter will be given to the neutral player, so the template can have rocks and props. MaxCastleRadius = 180 FadeTime = 1.0 ; 2 seconds End Geometry = CYLINDER GeometryMajorRadius = 12.0 GeometryMinorRadius = 12.0 GeometryHeight = 12.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;-------------------------------------------------------------- ChildObject SinglePlotPrebuilt01 SinglePlotCampFlag Behavior = CastleBehavior ModuleTag_castle SidesAllowed = Gondor FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Isengard FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Mordor FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Rohan FROM_PLAYER FROM_AI FROM_SCRIPT UseSecondaryBuildList = No ; NOTE: Castles and lumber mills use Secondary Build lists. Only Camps use Primary Build lists. UseTheNewCastleSystemInsteadOfTheClunkyBuildList = Yes CastleToUnpackForFaction = Gondor Single_Gondor 2000 CastleToUnpackForFaction = Mordor Single_Mordor 2000 CastleToUnpackForFaction = Isengard Single_Isengard 2000 CastleToUnpackForFaction = Rohan Single_Rohan 2000 FilterValidOwnedEntries = ANY +STRUCTURE +WALK_ON_TOP_OF_WALL +BASE_FOUNDATION +TACTICAL_MARKER ;Anything that does not fit this filter will be given to the neutral player, so the template can have rocks and props. FadeTime = 1.0 ; 2 seconds PreBuiltList = GondorFarm 1 PreBuiltPlyr = PlyrGondor End End ;----------------------------------------------------------------- ChildObject SinglePlotPrebuilt02 SinglePlotCampFlag Behavior = CastleBehavior ModuleTag_castle SidesAllowed = Gondor FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Isengard FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Mordor FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Rohan FROM_PLAYER FROM_AI FROM_SCRIPT UseSecondaryBuildList = No ; NOTE: Castles and lumber mills use Secondary Build lists. Only Camps use Primary Build lists. UseTheNewCastleSystemInsteadOfTheClunkyBuildList = Yes CastleToUnpackForFaction = Gondor Single_Gondor 2000 CastleToUnpackForFaction = Mordor Single_Mordor 2000 CastleToUnpackForFaction = Isengard Single_Isengard 2000 CastleToUnpackForFaction = Rohan Single_Rohan 2000 FilterValidOwnedEntries = ANY +STRUCTURE +WALK_ON_TOP_OF_WALL +BASE_FOUNDATION +TACTICAL_MARKER ;Anything that does not fit this filter will be given to the neutral player, so the template can have rocks and props. FadeTime = 1.0 ; 2 seconds PreBuiltList = GondorFarm 1 PreBuiltPlyr = PlyrGondor End End ;----------------------------------------------------------------- ChildObject SinglePlotPrebuilt03 SinglePlotCampFlag Behavior = CastleBehavior ModuleTag_castle SidesAllowed = Gondor FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Isengard FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Mordor FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Rohan FROM_PLAYER FROM_AI FROM_SCRIPT UseSecondaryBuildList = No ; NOTE: Castles and lumber mills use Secondary Build lists. Only Camps use Primary Build lists. UseTheNewCastleSystemInsteadOfTheClunkyBuildList = Yes CastleToUnpackForFaction = Gondor Single_Gondor 2000 CastleToUnpackForFaction = Mordor Single_Mordor 2000 CastleToUnpackForFaction = Isengard Single_Isengard 2000 CastleToUnpackForFaction = Rohan Single_Rohan 2000 FilterValidOwnedEntries = ANY +STRUCTURE +WALK_ON_TOP_OF_WALL +BASE_FOUNDATION +TACTICAL_MARKER ;Anything that does not fit this filter will be given to the neutral player, so the template can have rocks and props. FadeTime = 1.0 ; 2 seconds PreBuiltList = GondorFarm 1 PreBuiltPlyr = PlyrGondor End End ;----------------------------------------------------------------- ChildObject SinglePlotPrebuilt04 SinglePlotCampFlag Behavior = CastleBehavior ModuleTag_castle SidesAllowed = Gondor FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Isengard FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Mordor FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Rohan FROM_PLAYER FROM_AI FROM_SCRIPT UseSecondaryBuildList = No ; NOTE: Castles and lumber mills use Secondary Build lists. Only Camps use Primary Build lists. UseTheNewCastleSystemInsteadOfTheClunkyBuildList = Yes CastleToUnpackForFaction = Gondor Single_Gondor 2000 CastleToUnpackForFaction = Mordor Single_Mordor 2000 CastleToUnpackForFaction = Isengard Single_Isengard 2000 CastleToUnpackForFaction = Rohan Single_Rohan 2000 FilterValidOwnedEntries = ANY +STRUCTURE +WALK_ON_TOP_OF_WALL +BASE_FOUNDATION +TACTICAL_MARKER ;Anything that does not fit this filter will be given to the neutral player, so the template can have rocks and props. FadeTime = 1.0 ; 2 seconds PreBuiltList = GondorFarm 1 PreBuiltPlyr = PlyrGondor End End ;----------------------------------------------------------------- ChildObject SinglePlotPrebuilt05 SinglePlotCampFlag Behavior = CastleBehavior ModuleTag_castle SidesAllowed = Gondor FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Isengard FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Mordor FROM_PLAYER FROM_AI FROM_SCRIPT SidesAllowed = Rohan FROM_PLAYER FROM_AI FROM_SCRIPT UseSecondaryBuildList = No ; NOTE: Castles and lumber mills use Secondary Build lists. Only Camps use Primary Build lists. UseTheNewCastleSystemInsteadOfTheClunkyBuildList = Yes CastleToUnpackForFaction = Gondor Single_Gondor 2000 CastleToUnpackForFaction = Mordor Single_Mordor 2000 CastleToUnpackForFaction = Isengard Single_Isengard 2000 CastleToUnpackForFaction = Rohan Single_Rohan 2000 FilterValidOwnedEntries = ANY +STRUCTURE +WALK_ON_TOP_OF_WALL +BASE_FOUNDATION +TACTICAL_MARKER ;Anything that does not fit this filter will be given to the neutral player, so the template can have rocks and props. FadeTime = 1.0 ; 2 seconds PreBuiltList = GondorFarm 1 PreBuiltPlyr = PlyrGondor End End ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ ; ; Cirith Ungol ; ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ ;Mordor Cirith Ungol Object MordorCirithUngolBridgeA ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_Draw OkToChangeModelColor = Yes UseStandardModelNames = Yes DefaultModelConditionState Model = MBCUBridgeA End RaisedWallMesh = P2 RampMesh1 = P1 RampMesh2 = P3 End ; *** AUDIO Parameters *** ; ***DESIGN parameters *** DisplayName = OBJECT:CirithUngol EditorSorting = STRUCTURE Browser = REGION CIRITH_UNGOL STRUCTURE ThreatLevel = 1.0 ; *** AUDIO Parameters *** ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = SELECTABLE IMMOBILE STRUCTURE WALK_ON_TOP_OF_WALL Shadow = SHADOW_VOLUME Body = ActiveBody ModuleTag_03 MaxHealth = 99999.0 End Geometry = BOX GeometryMajorRadius = 37.5 GeometryMinorRadius = 35.0 GeometryHeight = 120.0 GeometryOffset = X:0 Y:130 Z:0 AdditionalGeometry = BOX GeometryMajorRadius = 37.5 GeometryMinorRadius = 35.0 GeometryHeight = 120.0 GeometryOffset = X:0 Y:-130 Z:0 AdditionalGeometry = BOX GeometryMajorRadius = 37.5 GeometryMinorRadius = 100.0 GeometryHeight = 0.0 GeometryOffset = X:0 Y:0 Z:90 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ ;Mordor Cirith Ungol Object MordorCirithUngolBridgeB ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_Draw OkToChangeModelColor = Yes UseStandardModelNames = Yes DefaultModelConditionState Model = MBCUBridgeB End RaisedWallMesh = P2 RampMesh1 = P1 RampMesh2 = P3 End ; *** AUDIO Parameters *** ; ***DESIGN parameters *** DisplayName = OBJECT:CirithUngol_B EditorSorting = STRUCTURE Browser = REGION CIRITH_UNGOL STRUCTURE ThreatLevel = 1.0 ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = SELECTABLE IMMOBILE STRUCTURE WALK_ON_TOP_OF_WALL Shadow = SHADOW_VOLUME Body = ActiveBody ModuleTag_03 MaxHealth = 99999.0 End Geometry = BOX GeometryMajorRadius = 37.5 GeometryMinorRadius = 35.0 GeometryHeight = 120.0 GeometryOffset = X:0 Y:130 Z:0 AdditionalGeometry = BOX GeometryMajorRadius = 37.5 GeometryMinorRadius = 35.0 GeometryHeight = 120.0 GeometryOffset = X:0 Y:-130 Z:0 AdditionalGeometry = BOX GeometryMajorRadius = 37.5 GeometryMinorRadius = 100.0 GeometryHeight = 0.0 GeometryOffset = X:0 Y:0 Z:90 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ ;Mordor Cirith Ungol Object MordorCirithUngolBridgeC ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_Draw OkToChangeModelColor = Yes UseStandardModelNames = Yes DefaultModelConditionState Model = MBCUBridgeC End WallBoundsMesh = P2 RampMesh1 = P1 RampMesh2 = P3 End ; *** AUDIO Parameters *** ; ***DESIGN parameters *** DisplayName = OBJECT:Bridge EditorSorting = STRUCTURE Browser = REGION CIRITH_UNGOL STRUCTURE ThreatLevel = 1.0 ; *** AUDIO Parameters *** ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = IMMOBILE STRUCTURE WALK_ON_TOP_OF_WALL UNATTACKABLE Shadow = SHADOW_VOLUME Body = ImmortalBody ModuleTag_03 MaxHealth = 99999.0 End Geometry = BOX GeometryMajorRadius = 37.5 GeometryMinorRadius = 35.0 GeometryHeight = 120.0 GeometryOffset = X:0 Y:130 Z:0 AdditionalGeometry = BOX GeometryMajorRadius = 37.5 GeometryMinorRadius = 35.0 GeometryHeight = 120.0 GeometryOffset = X:0 Y:-130 Z:0 AdditionalGeometry = BOX GeometryMajorRadius = 37.5 GeometryMinorRadius = 100.0 GeometryHeight = 0.0 GeometryOffset = X:0 Y:0 Z:90 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------------------ Object MordorCirithUngolGateDoor ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_Draw OkToChangeModelColor = Yes UseStandardModelNames = Yes DefaultModelConditionState Model = MBCUGateDr End AnimationState = DOOR_1_OPENING StateName = STATE_Open Animation = Open AnimationName = MBCUGateDr.MBCUGateDr AnimationMode = ONCE AnimationBlendTime = 0 End Flags = START_FRAME_LAST BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Closed" then CurDrawableSetTransitionAnimState("TRANS_Closed_To_Open") end EndScript End TransitionState = TRANS_Closed_To_Open Animation = Open AnimationName = MBCUGateDr.MBCUGateDr AnimationMode = ONCE End End AnimationState = DOOR_1_CLOSING StateName = STATE_Closed Animation = Close AnimationName = MBCUGateDr.MBCUGateDr AnimationMode = ONCE_BACKWARDS AnimationBlendTime = 0 End Flags = START_FRAME_FIRST BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Open" then CurDrawableSetTransitionAnimState("TRANS_Open_To_Closed") end EndScript End TransitionState = TRANS_Open_To_Closed Animation = Open AnimationName = MBCUGateDr.MBCUGateDr AnimationMode = ONCE_BACKWARDS End Flags = START_FRAME_LAST End End ; *** AUDIO Parameters *** VoiceSelect = GateSelect ; ***DESIGN parameters *** DisplayName = OBJECT:CirithUngol EditorSorting = STRUCTURE Browser = REGION CIRITH_UNGOL STRUCTURE ThreatLevel = 1.0 VisionRange = 1600.0 ; Shroud clearing distance ArmorSet Conditions = None Armor = HelmsDeepGates DamageFX = None End CommandSet = CastleGateCommandSet ; *** ENGINEERING Parameters *** KindOf = STRUCTURE IMMOBILE SELECTABLE BLOCKING_GATE RadarPriority = STRUCTURE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 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 = 2100 End ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior MaxUpdateRangeCap = 800 ; AnimationSound = Sound: MinisTirithGateDie Animation:GBMgatedoorSKL.GBMgatedoorA3 Frames: 1 End Behavior = GateOpenAndCloseBehavior ModuleTag_GATE ResetTimeInMilliseconds = 12200 ; important! this must be longer than the gates animation, ir it will twitch OpenByDefault = Yes PercentOpenForPathing = 50 SoundOpeningGateLoop = GateOpenStart SoundClosingGateLoop = GateCloseStart SoundFinishedOpeningGate = GateOpenEnd SoundFinishedClosingGate = GateCloseEnd TimeBeforePlayingOpenSound = 9500 TimeBeforePlayingClosedSound = 9500 End Geometry = BOX GeometryMajorRadius = 14.0 GeometryMinorRadius = 57.0 GeometryHeight = 74.0 GeometryName = Closed GeometryIsSmall = No AdditionalGeometry = BOX GeometryMajorRadius = 14.0 GeometryMinorRadius = 1.0 GeometryHeight = 62.0 GeometryOffset = X:8 Y:29 Z:0 GeometryName = OpenLeft AdditionalGeometry = BOX GeometryMajorRadius = 14.0 GeometryMinorRadius = 1.0 GeometryHeight = 62.0 GeometryOffset = X:8 Y:-29 Z:0 GeometryName = OpenRight GeometryContactPoint = X:15 Y:-29 Z:0 Ram GeometryContactPoint = X:7 Y:-29 Z:60 GeometryContactPoint = X:0 Y:-29 Z:0 GeometryContactPoint = X:0 Y:-14 Z:60 GeometryContactPoint = X:0 Y: 0 Z:1 Ram GeometryContactPoint = X:0 Y: 14 Z:60 GeometryContactPoint = X:0 Y: 29 Z:0 GeometryContactPoint = X:7 Y: 29 Z:60 GeometryContactPoint = X:15 Y: 29 Z:0 Ram Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ ;Mordor Cirith Ungol Object MordorCirithUngolStairA ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_Draw OkToChangeModelColor = Yes UseStandardModelNames = Yes WallBoundsMesh = P1 RampMesh1 = P2 DefaultModelConditionState Model = MBCUStairA End End ; *** AUDIO Parameters *** ; ***DESIGN parameters *** DisplayName = OBJECT:CirithUngol EditorSorting = STRUCTURE Browser = REGION CIRITH_UNGOL STRUCTURE ThreatLevel = 1.0 ; *** ENGINEERING Parameters *** RadarPriority = NOT_ON_RADAR ; *** ENGINEERING Parameters *** KindOf = SELECTABLE IMMOBILE STRUCTURE WALK_ON_TOP_OF_WALL Shadow = SHADOW_VOLUME Body = ActiveBody ModuleTag_03 MaxHealth = 99999.0 End Geometry = BOX GeometryMajorRadius = 32.5 GeometryMinorRadius = 60.0 GeometryHeight = 170.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ ;Mordor Cirith Ungol Object MordorCirithUngolStairB ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_Draw OkToChangeModelColor = Yes UseStandardModelNames = Yes WallBoundsMesh = P2 RampMesh1 = P1 DefaultModelConditionState Model = MBCUStairB End End ; *** AUDIO Parameters *** ; ***DESIGN parameters *** DisplayName = OBJECT:CirithUngol EditorSorting = STRUCTURE Browser = REGION CIRITH_UNGOL STRUCTURE ThreatLevel = 1.0 ; *** ENGINEERING Parameters *** RadarPriority = NOT_ON_RADAR ; *** ENGINEERING Parameters *** KindOf = SELECTABLE IMMOBILE STRUCTURE WALK_ON_TOP_OF_WALL Shadow = SHADOW_VOLUME Body = ActiveBody ModuleTag_03 MaxHealth = 99999.0 End Geometry = BOX GeometryMajorRadius = 37.5 GeometryMinorRadius = 78.5 GeometryHeight = 191.0 GeometryOffset = X:0 Y:0 Z:0 AdditionalGeometry = BOX GeometryMajorRadius = 37.5 GeometryMinorRadius = 41.0 GeometryHeight = 212.0 GeometryOffset = X:0 Y:37.5 Z:0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ ;Mordor Cirith Ungol Object MordorCirithUngolStairC ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_Draw OkToChangeModelColor = Yes UseStandardModelNames = Yes WallBoundsMesh = P2 RampMesh1 = P1 DefaultModelConditionState Model = MBCUStairC End End ; *** AUDIO Parameters *** ; ***DESIGN parameters *** DisplayName = OBJECT:CirithUngol EditorSorting = STRUCTURE Browser = REGION CIRITH_UNGOL STRUCTURE ThreatLevel = 1.0 ; *** ENGINEERING Parameters *** RadarPriority = NOT_ON_RADAR ; *** ENGINEERING Parameters *** KindOf = SELECTABLE IMMOBILE WALK_ON_TOP_OF_WALL STRUCTURE Shadow = SHADOW_VOLUME Body = ActiveBody ModuleTag_03 MaxHealth = 99999.0 End Geometry = BOX GeometryMajorRadius = 80.5 GeometryMinorRadius = 37.5 GeometryHeight = 140.0 GeometryOffset = X:0 Y:0 Z:0 AdditionalGeometry = BOX GeometryMajorRadius = 37.5 GeometryMinorRadius = 80.5 GeometryHeight = 160.0 GeometryOffset = X:43 Y:0 Z:0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ ;Mordor Cirith Ungol Object MordorCirithUngolStairD ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_Draw OkToChangeModelColor = Yes UseStandardModelNames = Yes WallBoundsMesh = P2 RampMesh1 = P1 DefaultModelConditionState Model = MBCUStairD End End ; *** AUDIO Parameters *** ; ***DESIGN parameters *** DisplayName = OBJECT:CirithUngol EditorSorting = STRUCTURE Browser = REGION CIRITH_UNGOL STRUCTURE ThreatLevel = 1.0 ; *** ENGINEERING Parameters *** RadarPriority = NOT_ON_RADAR ; *** ENGINEERING Parameters *** KindOf = SELECTABLE IMMOBILE WALK_ON_TOP_OF_WALL STRUCTURE Shadow = SHADOW_VOLUME Body = ActiveBody ModuleTag_03 MaxHealth = 99999.0 End ; Geometry = BOX ; GeometryMajorRadius = 37.5 ; GeometryMinorRadius = 80.0 ; GeometryHeight = 190.0 Geometry = BOX GeometryMajorRadius = 37.5 GeometryMinorRadius = 78.5 GeometryHeight = 191.0 GeometryOffset = X:0 Y:0 Z:0 AdditionalGeometry = BOX GeometryMajorRadius = 37.5 GeometryMinorRadius = 41.0 GeometryHeight = 212.0 GeometryOffset = X:0 Y:37.5 Z:0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ ;Mordor Cirith Ungol Object MordorCirithUngolTowerA ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_Draw OkToChangeModelColor = Yes UseStandardModelNames = Yes ; WallBoundsMesh = P2w ; RampMesh1 = P1 DefaultModelConditionState Model = MBCUTowerA End ;AlphaCameraFadeOuterRadius = 400 ;AlphaCameraFadeInnerRadius = 300 ;AlphaCameraAtInnerRadius = 15% End ; *** AUDIO Parameters *** ; ***DESIGN parameters *** DisplayName = OBJECT:CirithUngol EditorSorting = STRUCTURE Browser = REGION CIRITH_UNGOL STRUCTURE ThreatLevel = 1.0 ; *** ENGINEERING Parameters *** RadarPriority = NOT_ON_RADAR ; *** ENGINEERING Parameters *** KindOf = SELECTABLE IMMOBILE CASTLE_KEEP ;WALK_ON_TOP_OF_WALL Shadow = SHADOW_VOLUME Body = ActiveBody ModuleTag_03 MaxHealth = 99999.0 End ; Geometry = BOX ; GeometryMajorRadius = 35.0 ; GeometryMinorRadius = 165.0 ; GeometryHeight = 190.0 Geometry = CYLINDER GeometryMajorRadius = 66.0 GeometryMinorRadius = 0 GeometryHeight = 466.0 GeometryOffset = X:0 Y:0 Z:0 AdditionalGeometry = CYLINDER GeometryMajorRadius = 114.0 GeometryMinorRadius = 0 GeometryHeight = 187.0 GeometryOffset = X:-18 Y:0 Z:0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ ;Mordor Cirith Ungol Object MordorCirithUngolTowerB ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_Draw OkToChangeModelColor = Yes UseStandardModelNames = Yes WallBoundsMesh = P2w RampMesh1 = P1 DefaultModelConditionState Model = MBCUTowerB End End ; *** AUDIO Parameters *** ; ***DESIGN parameters *** DisplayName = OBJECT:CirithUngol EditorSorting = STRUCTURE Browser = REGION CIRITH_UNGOL STRUCTURE ThreatLevel = 1.0 ; *** ENGINEERING Parameters *** RadarPriority = NOT_ON_RADAR ; *** ENGINEERING Parameters *** KindOf = SELECTABLE IMMOBILE WALK_ON_TOP_OF_WALL STRUCTURE Shadow = SHADOW_VOLUME Body = ActiveBody ModuleTag_03 MaxHealth = 99999.0 End Geometry = BOX GeometryMajorRadius = 35.0 GeometryMinorRadius = 65.0 GeometryHeight = 190.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ ;Mordor Cirith Ungol Object MordorCirithUngolTowerC ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_Draw OkToChangeModelColor = Yes UseStandardModelNames = Yes ; WallBoundsMesh = P2W ; RampMesh1 = P1 DefaultModelConditionState Model = MBCUTowerC End End ; *** AUDIO Parameters *** ; ***DESIGN parameters *** DisplayName = OBJECT:CirithUngol EditorSorting = STRUCTURE Browser = REGION CIRITH_UNGOL STRUCTURE ThreatLevel = 1.0 ; *** ENGINEERING Parameters *** RadarPriority = NOT_ON_RADAR ; *** ENGINEERING Parameters *** KindOf = SELECTABLE IMMOBILE STRUCTURE ;WALK_ON_TOP_OF_WALL Body = ActiveBody ModuleTag_03 MaxHealth = 99999.0 End Geometry = BOX GeometryMajorRadius = 35.0 GeometryMinorRadius = 65.0 GeometryHeight = 190.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ ;Mordor Cirith Ungol Object MordorCirithUngolWallA ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_Draw OkToChangeModelColor = Yes UseStandardModelNames = Yes WallBoundsMesh = P1 ; RampMesh1 = P1 DefaultModelConditionState Model = MBCUWALLA End End ; *** AUDIO Parameters *** ; ***DESIGN parameters *** DisplayName = OBJECT:CirithUngol EditorSorting = STRUCTURE Browser = REGION CIRITH_UNGOL STRUCTURE ThreatLevel = 1.0 ; *** ENGINEERING Parameters *** RadarPriority = NOT_ON_RADAR ; *** ENGINEERING Parameters *** KindOf = SELECTABLE IMMOBILE WALK_ON_TOP_OF_WALL STRUCTURE Shadow = SHADOW_VOLUME Body = ActiveBody ModuleTag_03 MaxHealth = 99999.0 End Geometry = BOX GeometryMajorRadius = 37.5 GeometryMinorRadius = 75.0 GeometryHeight = 169.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ ;Mordor Cirith Ungol Object MordorCirithUngolWallC ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_Draw OkToChangeModelColor = Yes UseStandardModelNames = Yes WallBoundsMesh = P1 ; RampMesh1 = P1 DefaultModelConditionState Model = MBCUWALLC End End ; *** AUDIO Parameters *** ; ***DESIGN parameters *** DisplayName = OBJECT:CirithUngol EditorSorting = STRUCTURE Browser = REGION CIRITH_UNGOL STRUCTURE ThreatLevel = 1.0 ; *** ENGINEERING Parameters *** RadarPriority = NOT_ON_RADAR ; *** ENGINEERING Parameters *** KindOf = SELECTABLE IMMOBILE WALK_ON_TOP_OF_WALL STRUCTURE Body = ActiveBody ModuleTag_03 MaxHealth = 99999.0 End Geometry = BOX GeometryMajorRadius = 20.0 GeometryMinorRadius = 42.0 GeometryHeight = 169.0 GeometryOffset = X:-32 Y:0 Z:0 AdditionalGeometry = CYLINDER GeometryMajorRadius = 32.0 GeometryMinorRadius = 0 GeometryHeight = 169.0 GeometryOffset = X:0 Y:0 Z:0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ ;Mordor Cirith Ungol Object MordorCirithUngolWallD ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_Draw OkToChangeModelColor = Yes UseStandardModelNames = Yes ;WallBoundsMesh = P2 RampMesh1 = P1 RampMesh2 = P3 RaisedWallMesh = P2 DefaultModelConditionState Model = MBCUWALLD End End ; *** AUDIO Parameters *** ; ***DESIGN parameters *** DisplayName = OBJECT:CirithUngol EditorSorting = STRUCTURE Browser = REGION CIRITH_UNGOL STRUCTURE ThreatLevel = 1.0 ; *** ENGINEERING Parameters *** RadarPriority = NOT_ON_RADAR ; *** ENGINEERING Parameters *** KindOf = SELECTABLE IMMOBILE WALK_ON_TOP_OF_WALL STRUCTURE Shadow = SHADOW_VOLUME Body = ActiveBody ModuleTag_03 MaxHealth = 99999.0 End Geometry = BOX GeometryMajorRadius = 60.0 GeometryMinorRadius = 40.0 GeometryHeight = 180.0 GeometryOffset = X:0 Y:-80 Z:0 AdditionalGeometry = BOX GeometryMajorRadius = 60.0 GeometryMinorRadius = 40.0 GeometryHeight = 180.0 GeometryOffset = X:0 Y:80 Z:0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ ;Mordor Cirith Ungol Object MordorCirithUngolWallE ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_Draw OkToChangeModelColor = Yes UseStandardModelNames = Yes WallBoundsMesh = P1 ;RampMesh1 = P1 DefaultModelConditionState Model = MBCUWALLE End End ; *** AUDIO Parameters *** ; ***DESIGN parameters *** DisplayName = OBJECT:CirithUngol EditorSorting = STRUCTURE Browser = REGION CIRITH_UNGOL STRUCTURE ThreatLevel = 1.0 ; *** ENGINEERING Parameters *** RadarPriority = NOT_ON_RADAR ; *** ENGINEERING Parameters *** KindOf = SELECTABLE IMMOBILE WALK_ON_TOP_OF_WALL STRUCTURE Shadow = SHADOW_VOLUME Body = ActiveBody ModuleTag_03 MaxHealth = 99999.0 End Geometry = BOX GeometryMajorRadius = 57.5 GeometryMinorRadius = 130.0 GeometryHeight = 160.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ ;Mordor Cirith Ungol Object MordorCirithUngolWallG ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_Draw OkToChangeModelColor = Yes UseStandardModelNames = Yes WallBoundsMesh = P1 DefaultModelConditionState Model = MBCUWALLG End End ; *** AUDIO Parameters *** ; ***DESIGN parameters *** DisplayName = OBJECT:CirithUngol EditorSorting = STRUCTURE Browser = REGION CIRITH_UNGOL STRUCTURE ThreatLevel = 1.0 ; *** ENGINEERING Parameters *** RadarPriority = NOT_ON_RADAR ; *** ENGINEERING Parameters *** KindOf = SELECTABLE IMMOBILE WALK_ON_TOP_OF_WALL STRUCTURE Shadow = SHADOW_VOLUME Body = ActiveBody ModuleTag_03 MaxHealth = 99999.0 End Geometry = BOX GeometryMajorRadius = 35.0 GeometryMinorRadius = 30.0 GeometryHeight = 160.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ ;Mordor Cirith Ungol Object MordorCirithUngolWallJ ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_Draw OkToChangeModelColor = Yes UseStandardModelNames = Yes WallBoundsMesh = P1 ;RampMesh1 = P1 DefaultModelConditionState Model = MBCUWALLJ End End ; ***DESIGN parameters *** DisplayName = OBJECT:CirithUngol EditorSorting = STRUCTURE Browser = REGION CIRITH_UNGOL STRUCTURE ThreatLevel = 1.0 ; *** AUDIO Parameters *** ; *** ENGINEERING Parameters *** RadarPriority = NOT_ON_RADAR ; *** ENGINEERING Parameters *** KindOf = SELECTABLE IMMOBILE WALK_ON_TOP_OF_WALL STRUCTURE Shadow = SHADOW_VOLUME Body = ActiveBody ModuleTag_03 MaxHealth = 99999.0 End Geometry = BOX GeometryMajorRadius = 50.0 GeometryMinorRadius = 80.0 GeometryHeight = 160.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ ;Mordor Cirith Ungol Object MordorCirithUngolWallK ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_Draw OkToChangeModelColor = Yes UseStandardModelNames = Yes WallBoundsMesh = P1 ;RampMesh1 = P1 DefaultModelConditionState Model = MBCUWALLK End End ; *** AUDIO Parameters *** ; ***DESIGN parameters *** DisplayName = OBJECT:CirithUngol EditorSorting = STRUCTURE Browser = REGION CIRITH_UNGOL STRUCTURE ThreatLevel = 1.0 ; *** ENGINEERING Parameters *** RadarPriority = NOT_ON_RADAR ; *** ENGINEERING Parameters *** KindOf = SELECTABLE IMMOBILE WALK_ON_TOP_OF_WALL STRUCTURE Shadow = SHADOW_VOLUME Body = ActiveBody ModuleTag_03 MaxHealth = 99999.0 End Geometry = BOX GeometryMajorRadius = 50.0 GeometryMinorRadius = 80.0 GeometryHeight = 160.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ ;Mordor Cirith Ungol Object MordorCirithUngolWallN ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_Draw OkToChangeModelColor = Yes UseStandardModelNames = Yes WallBoundsMesh = P1 ;RampMesh1 = P1 DefaultModelConditionState Model = MBCUWALLN End End ; *** AUDIO Parameters *** ; ***DESIGN parameters *** DisplayName = OBJECT:CirithUngol EditorSorting = STRUCTURE Browser = REGION CIRITH_UNGOL STRUCTURE ThreatLevel = 1.0 ; *** ENGINEERING Parameters *** RadarPriority = NOT_ON_RADAR ; *** ENGINEERING Parameters *** KindOf = SELECTABLE IMMOBILE WALK_ON_TOP_OF_WALL STRUCTURE Shadow = SHADOW_VOLUME Body = ActiveBody ModuleTag_03 MaxHealth = 99999.0 End Geometry = BOX GeometryMajorRadius = 37.5 GeometryMinorRadius = 80.0 GeometryHeight = 160.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ ;Mordor Cirith Ungol Object MordorCirithUngolWallQ ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_Draw OkToChangeModelColor = Yes UseStandardModelNames = Yes WallBoundsMesh = P1 ;RampMesh1 = P1 DefaultModelConditionState Model = MBCUWALLQ End End ; *** AUDIO Parameters *** ; ***DESIGN parameters *** DisplayName = OBJECT:CirithUngol EditorSorting = STRUCTURE Browser = REGION CIRITH_UNGOL STRUCTURE ThreatLevel = 1.0 ; *** ENGINEERING Parameters *** RadarPriority = NOT_ON_RADAR ; *** ENGINEERING Parameters *** KindOf = SELECTABLE IMMOBILE WALK_ON_TOP_OF_WALL STRUCTURE Shadow = SHADOW_VOLUME Body = ActiveBody ModuleTag_03 MaxHealth = 99999.0 End Geometry = BOX GeometryMajorRadius = 50.0 GeometryMinorRadius = 90.0 GeometryHeight = 100.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ ;Mordor Cirith Ungol Object MordorCirithUngolWallR ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_Draw OkToChangeModelColor = Yes UseStandardModelNames = Yes WallBoundsMesh = P1 ;RampMesh1 = P1 DefaultModelConditionState Model = MBCUWALLR End End ; *** AUDIO Parameters *** ; ***DESIGN parameters *** DisplayName = OBJECT:CirithUngol EditorSorting = STRUCTURE Browser = REGION CIRITH_UNGOL STRUCTURE ThreatLevel = 1.0 ; *** ENGINEERING Parameters *** RadarPriority = NOT_ON_RADAR ; *** ENGINEERING Parameters *** KindOf = SELECTABLE IMMOBILE WALK_ON_TOP_OF_WALL STRUCTURE Shadow = SHADOW_VOLUME Body = ActiveBody ModuleTag_03 MaxHealth = 99999.0 End Geometry = BOX GeometryMajorRadius = 57.5 GeometryMinorRadius = 80.0 GeometryHeight = 100.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ ;Mordor Cirith Ungol Object MordorCirithUngolWallS ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_Draw OkToChangeModelColor = Yes UseStandardModelNames = Yes WallBoundsMesh = P1 ;RampMesh1 = P1 DefaultModelConditionState Model = MBCUWALLS End End ; *** AUDIO Parameters *** ; ***DESIGN parameters *** DisplayName = OBJECT:CirithUngol EditorSorting = STRUCTURE Browser = REGION CIRITH_UNGOL STRUCTURE ThreatLevel = 1.0 ; *** ENGINEERING Parameters *** RadarPriority = NOT_ON_RADAR ; *** ENGINEERING Parameters *** KindOf = SELECTABLE IMMOBILE WALK_ON_TOP_OF_WALL STRUCTURE Shadow = SHADOW_VOLUME Body = ActiveBody ModuleTag_03 MaxHealth = 99999.0 End Geometry = BOX GeometryMajorRadius = 37.5 GeometryMinorRadius = 125.0 GeometryHeight = 111.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ ;Mordor Cirith Ungol Object MordorCirithUngolWallT ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_Draw OkToChangeModelColor = Yes UseStandardModelNames = Yes WallBoundsMesh = P1 ;RampMesh1 = P1 DefaultModelConditionState Model = MBCUWALLT End End ; *** AUDIO Parameters *** ; ***DESIGN parameters *** DisplayName = OBJECT:CirithUngol EditorSorting = STRUCTURE Browser = REGION CIRITH_UNGOL STRUCTURE ThreatLevel = 1.0 ; *** ENGINEERING Parameters *** RadarPriority = NOT_ON_RADAR ; *** ENGINEERING Parameters *** KindOf = SELECTABLE IMMOBILE WALK_ON_TOP_OF_WALL STRUCTURE Shadow = SHADOW_VOLUME Body = ActiveBody ModuleTag_03 MaxHealth = 99999.0 End Geometry = BOX GeometryMajorRadius = 37.5 GeometryMinorRadius = 125.0 GeometryHeight = 115.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ ;Mordor Cirith Ungol Object MordorCirithUngolWallU ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_Draw OkToChangeModelColor = Yes UseStandardModelNames = Yes WallBoundsMesh = P1 ;RampMesh1 = P1 DefaultModelConditionState Model = MBCUWALLU End End ; *** AUDIO Parameters *** ; ***DESIGN parameters *** DisplayName = OBJECT:CirithUngol EditorSorting = STRUCTURE Browser = REGION CIRITH_UNGOL STRUCTURE ThreatLevel = 1.0 ; *** ENGINEERING Parameters *** RadarPriority = NOT_ON_RADAR ; *** ENGINEERING Parameters *** KindOf = SELECTABLE IMMOBILE WALK_ON_TOP_OF_WALL STRUCTURE Shadow = SHADOW_VOLUME Body = ActiveBody ModuleTag_03 MaxHealth = 99999.0 End Geometry = BOX GeometryMajorRadius = 30.0 GeometryMinorRadius = 35.0 GeometryHeight = 111.0 GeometryOffset = X:0 Y:0 Z:0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ ;Lothlorien Object LothlorienBridge ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_Draw OkToChangeModelColor = Yes StaticModelLODMode = yes UseStandardModelNames = Yes WallBoundsMesh = P1 ;RampMesh1 = P1 DefaultModelConditionState Model = LBBRIDGE End End ; *** AUDIO Parameters *** ; ***DESIGN parameters *** DisplayName = OBJECT:LBBRIDGE EditorSorting = STRUCTURE Browser = REGION LOTHLORIEN STRUCTURE ThreatLevel = 1.0 ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = SELECTABLE IMMOBILE STRUCTURE Shadow = SHADOW_VOLUME Body = ActiveBody ModuleTag_03 MaxHealth = 99999.0 End Geometry = BOX GeometryMajorRadius = 120.0 GeometryMinorRadius = 60.0 GeometryHeight = 32.6 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ ;Lothlorien Object LothlorienTreeHouse1 ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_Draw OkToChangeModelColor = Yes StaticModelLODMode = yes UseStandardModelNames = Yes WallBoundsMesh = P1 ;RampMesh1 = P1 DefaultModelConditionState Model = LBTREEHOUSE1 End AlphaCameraFadeOuterRadius = 300 AlphaCameraFadeInnerRadius = 150 AlphaCameraAtInnerRadius = 10% End ; *** AUDIO Parameters *** ; ***DESIGN parameters *** DisplayName = OBJECT:LBTREEHOUSE EditorSorting = STRUCTURE Browser = REGION LOTHLORIEN STRUCTURE ThreatLevel = 1.0 ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = SELECTABLE IMMOBILE STRUCTURE Shadow = SHADOW_VOLUME Body = ActiveBody ModuleTag_03 MaxHealth = 99999.0 End Geometry = BOX GeometryMajorRadius = 47.8 GeometryMinorRadius = 46.8 GeometryHeight = 141.8 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ ;Lothlorien Object LothlorienTreeHouse2 ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_Draw OkToChangeModelColor = Yes StaticModelLODMode = yes UseStandardModelNames = Yes WallBoundsMesh = P1 ;RampMesh1 = P1 DefaultModelConditionState Model = LBTREEHOUSE2 End AlphaCameraFadeOuterRadius = 300 AlphaCameraFadeInnerRadius = 150 AlphaCameraAtInnerRadius = 10% End ; *** AUDIO Parameters *** ; ***DESIGN parameters *** DisplayName = OBJECT:LBTREEHOUSE EditorSorting = STRUCTURE Browser = REGION LOTHLORIEN STRUCTURE ThreatLevel = 1.0 CommandSet = GenericKeepCommandSet ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE ; *** ENGINEERING Parameters *** ; KindOf = SELECTABLE IMMOBILE STRUCTURE CASTLE_KEEP KindOf = STRUCTURE SELECTABLE IMMOBILE CASTLE_KEEP FS_FACTORY AUTO_RALLYPOINT Shadow = SHADOW_VOLUME Body = ActiveBody ModuleTag_03 MaxHealth = 99999.0 End Behavior = GettingBuiltBehavior ModuleTag_04 SelfBuildingLoop = BuildingConstructionLoop ; Only played if we DON'T spawn a worker SelfRepairFromDamageLoop = NoSound ; This doesn't cause an animation, so don't bother playing a sound SelfRepairFromRubbleLoop = BuildingConstructionLoop End Behavior = CastleMemberBehavior ModuleTag_CMB 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! -ML ExitDelay = 300 ;Handles delays between units if multiple produced at a time. (like Generals Redguard coming out 2 at a time) End ;----------------------------------------------- ; Geometry = BOX ; GeometryMajorRadius = 30.0 ; GeometryMinorRadius = 35.0 ; GeometryHeight = 55.0 ; GeometryOffset = X:0 Y:0 Z:0 ; GeometryActive = no Geometry = BOX GeometryMajorRadius = 110.0 GeometryMinorRadius = 70.0 GeometryHeight = 145.0 GeometryOffset = X:46 Y:35 Z:0 AdditionalGeometry = BOX GeometryMajorRadius = 70.0 GeometryMinorRadius = 75.0 GeometryHeight = 299.0 GeometryOffset = X:0 Y:35 Z:0 AdditionalGeometry = BOX GeometryMajorRadius = 40.0 GeometryMinorRadius = 25.0 GeometryHeight = 155.0 GeometryOffset = X:-47 Y:-110 Z:0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------ Object GenericRockBridge ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = NBRockBrdge End WallBoundsMesh = P2 RampMesh1 = P1 RampMesh2 = P3 End ; *** AUDIO Parameters *** ; ***DESIGN parameters *** DisplayName = OBJECT:Bridge EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = NoArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE IMMOBILE WALK_ON_TOP_OF_WALL CHUNK_VENDOR NOT_AUTOACQUIRABLE RadarPriority = STRUCTURE Body = InactiveBody ModuleTag_03 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 = 4000 End Behavior = AttributeModifierAuraUpdate ModuleTag_WallBonus StartsActive = Yes ;If no, requires upgrade to turn on. BonusName = WallBonus RefreshDelay = 2000 ;Range = 120 ; Range is overridden to affect people on us since we are a wall ;TargetEnemy = Yes ; Alliances are ignored to affect people on us since we are a wall End Geometry = BOX GeometryMajorRadius = 76.0 GeometryMinorRadius = 150.0 GeometryHeight = 65.6 GeometryIsSmall = No ;GeometryRotationAnchorOffset = X:1037.871 Y:0 GeometryContactPoint = X:40 Y: -120 Z:60 Grab GeometryContactPoint = X:40 Y: 0 Z:70 Grab GeometryContactPoint = X:40 Y: 120 Z:60 Grab GeometryContactPoint = X:-40 Y: 120 Z:60 Grab GeometryContactPoint = X:-40 Y: 0 Z:70 Grab GeometryContactPoint = X:-40 Y: -120 Z:60 Grab Shadow = SHADOW_VOLUME End ;------------------------------------------------------------ Object GenericTreeBridge ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = NBTreeBrdge End WallBoundsMesh = P2 RampMesh1 = P1 RampMesh2 = P3 End ; *** AUDIO Parameters *** ; ***DESIGN parameters *** DisplayName = OBJECT:Bridge EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = NoArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE IMMOBILE WALK_ON_TOP_OF_WALL CHUNK_VENDOR NOT_AUTOACQUIRABLE RadarPriority = STRUCTURE Body = InactiveBody ModuleTag_03 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 = 4000 End Behavior = AttributeModifierAuraUpdate ModuleTag_WallBonus StartsActive = Yes ;If no, requires upgrade to turn on. BonusName = WallBonus RefreshDelay = 2000 ;Range = 120 ; Range is overridden to affect people on us since we are a wall ;TargetEnemy = Yes ; Alliances are ignored to affect people on us since we are a wall End Geometry = BOX GeometryMajorRadius = 76.0 GeometryMinorRadius = 150.0 GeometryHeight = 65.6 GeometryIsSmall = No ;GeometryRotationAnchorOffset = X:1037.871 Y:0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------ ;Gondor Object GondorWoodDock ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_Draw OkToChangeModelColor = Yes UseStandardModelNames = Yes WallBoundsMesh = P1 ;RampMesh1 = P1 DefaultModelConditionState Model = GBWoodDock End End ; *** AUDIO Parameters *** ; ***DESIGN parameters *** DisplayName = OBJECT:Dock EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = SELECTABLE IMMOBILE STRUCTURE Shadow = SHADOW_VOLUME Body = ActiveBody ModuleTag_03 MaxHealth = 99999.0 End Geometry = BOX GeometryMajorRadius = 20.9 GeometryMinorRadius = 60.4 GeometryHeight = 25.4 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------ ;Gondor Object GondorStoneDock ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_Draw OkToChangeModelColor = Yes UseStandardModelNames = Yes WallBoundsMesh = P1 ;RampMesh1 = P1 DefaultModelConditionState Model = GBStoneDock End End ; *** AUDIO Parameters *** ; ***DESIGN parameters *** DisplayName = OBJECT:Dock EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = IMMOBILE STRUCTURE UNATTACKABLE Shadow = SHADOW_VOLUME Body = InactiveBody ModuleTag_03 End Geometry = BOX GeometryMajorRadius = 31.8 GeometryMinorRadius = 120.8 GeometryHeight = 57.8 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------- ChildObject CampNoFlag_NE CampFlagNE ;SelectPortrait = BPCCamp ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = AICamp_SKN ; ParticleSysBone = glowbone01 TorchGlow FollowBone:Yes ; ParticleSysBone = glowbone02 TorchGlow FollowBone:Yes ; ParticleSysBone = glowbone03 TorchGlow FollowBone:Yes ; ParticleSysBone = glowbone04 TorchGlow FollowBone:Yes End ModelConditionState = WORLD_BUILDER Model = Camp_Flag End IdleAnimationState Animation = flag AnimationName = NCampsite_SKL.NCampsite_IDLA AnimationMode = ONCE AnimationBlendTime = 90 End End AnimationState = JUST_BUILT ; for instant-build Animation = flag AnimationName = NCampsite_SKL.NCampsite_A AnimationMode = ONCE AnimationBlendTime = 0 End Flags = START_FRAME_LAST End AnimationState = UNPACKING Animation AnimationName = NCampsite_SKL.NCampsite_A AnimationMode = ONCE AnimationBlendTime = 90 End Flags = START_FRAME_LAST End AnimationState = PACKING Animation = flag AnimationName = NCampsite_SKL.NCampsite_IDLA AnimationMode = LOOP AnimationBlendTime = 90 End End End End ;------------------------------------------------------------------------------- ChildObject CampNoFlag_NW CampFlagNW ;SelectPortrait = BPCCamp ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = AICamp_SKN ; ParticleSysBone = glowbone01 TorchGlow FollowBone:Yes ; ParticleSysBone = glowbone02 TorchGlow FollowBone:Yes ; ParticleSysBone = glowbone03 TorchGlow FollowBone:Yes ; ParticleSysBone = glowbone04 TorchGlow FollowBone:Yes End ModelConditionState = WORLD_BUILDER Model = Camp_Flag End IdleAnimationState Animation = flag AnimationName = NCampsite_SKL.NCampsite_IDLA AnimationMode = ONCE AnimationBlendTime = 90 End End AnimationState = JUST_BUILT ; for instant-build Animation = flag AnimationName = NCampsite_SKL.NCampsite_A AnimationMode = ONCE AnimationBlendTime = 0 End Flags = START_FRAME_LAST End AnimationState = UNPACKING Animation AnimationName = NCampsite_SKL.NCampsite_A AnimationMode = ONCE AnimationBlendTime = 90 End Flags = START_FRAME_LAST End AnimationState = PACKING Animation = flag AnimationName = NCampsite_SKL.NCampsite_IDLA AnimationMode = LOOP AnimationBlendTime = 90 End End End End ;------------------------------------------------------------------------------- ChildObject CampNoFlag_SE CampFlagSE ;SelectPortrait = BPCCamp ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = AICamp_SKN ; ParticleSysBone = glowbone01 TorchGlow FollowBone:Yes ; ParticleSysBone = glowbone02 TorchGlow FollowBone:Yes ; ParticleSysBone = glowbone03 TorchGlow FollowBone:Yes ; ParticleSysBone = glowbone04 TorchGlow FollowBone:Yes End ModelConditionState = WORLD_BUILDER Model = Camp_Flag End IdleAnimationState Animation = flag AnimationName = NCampsite_SKL.NCampsite_IDLA AnimationMode = ONCE AnimationBlendTime = 90 End End AnimationState = JUST_BUILT ; for instant-build Animation = flag AnimationName = NCampsite_SKL.NCampsite_A AnimationMode = ONCE AnimationBlendTime = 0 End Flags = START_FRAME_LAST End AnimationState = UNPACKING Animation AnimationName = NCampsite_SKL.NCampsite_A AnimationMode = ONCE AnimationBlendTime = 90 End Flags = START_FRAME_LAST End AnimationState = PACKING Animation = flag AnimationName = NCampsite_SKL.NCampsite_IDLA AnimationMode = LOOP AnimationBlendTime = 90 End End End End ;------------------------------------------------------------------------------- ChildObject CampNoFlag_SW CampFlagSW ;SelectPortrait = BPCCamp ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = AICamp_SKN ; ParticleSysBone = glowbone01 TorchGlow FollowBone:Yes ; ParticleSysBone = glowbone02 TorchGlow FollowBone:Yes ; ParticleSysBone = glowbone03 TorchGlow FollowBone:Yes ; ParticleSysBone = glowbone04 TorchGlow FollowBone:Yes End ModelConditionState = WORLD_BUILDER Model = Camp_Flag End IdleAnimationState Animation = flag AnimationName = NCampsite_SKL.NCampsite_IDLA AnimationMode = ONCE AnimationBlendTime = 90 End End AnimationState = JUST_BUILT ; for instant-build Animation = flag AnimationName = NCampsite_SKL.NCampsite_A AnimationMode = ONCE AnimationBlendTime = 0 End Flags = START_FRAME_LAST End AnimationState = UNPACKING Animation AnimationName = NCampsite_SKL.NCampsite_A AnimationMode = ONCE AnimationBlendTime = 90 End Flags = START_FRAME_LAST End AnimationState = PACKING Animation = flag AnimationName = NCampsite_SKL.NCampsite_IDLA AnimationMode = LOOP AnimationBlendTime = 90 End End End End ;------------------------------------------------------------------------------ ChildObject PreBuiltCampNoFlag_01 PreBuiltCampFlag_01 ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = AICamp_SKN End ModelConditionState = WORLD_BUILDER Model = Camp_Flag End IdleAnimationState Animation = flag AnimationName = NCampsite_SKL.NCampsite_IDLA AnimationMode = ONCE AnimationBlendTime = 90 End End AnimationState = JUST_BUILT ; for instant-build Animation = flag AnimationName = NCampsite_SKL.NCampsite_A AnimationMode = ONCE AnimationBlendTime = 0 End Flags = START_FRAME_LAST End AnimationState = UNPACKING Animation AnimationName = NCampsite_SKL.NCampsite_A AnimationMode = ONCE AnimationBlendTime = 90 End Flags = START_FRAME_LAST End AnimationState = PACKING Animation = flag AnimationName = NCampsite_SKL.NCampsite_IDLA AnimationMode = LOOP AnimationBlendTime = 90 End End End End ;------------------------------------------------------------------------------ ChildObject PreBuiltCampNoFlag_02 PreBuiltCampFlag_02 ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = AICamp_SKN End ModelConditionState = WORLD_BUILDER Model = Camp_Flag End IdleAnimationState Animation = flag AnimationName = NCampsite_SKL.NCampsite_IDLA AnimationMode = ONCE AnimationBlendTime = 90 End End AnimationState = JUST_BUILT ; for instant-build Animation = flag AnimationName = NCampsite_SKL.NCampsite_A AnimationMode = ONCE AnimationBlendTime = 0 End Flags = START_FRAME_LAST End AnimationState = UNPACKING Animation AnimationName = NCampsite_SKL.NCampsite_A AnimationMode = ONCE AnimationBlendTime = 90 End Flags = START_FRAME_LAST End AnimationState = PACKING Animation = flag AnimationName = NCampsite_SKL.NCampsite_IDLA AnimationMode = LOOP AnimationBlendTime = 90 End End End End ;------------------------------------------------------------------------------ ChildObject PreBuiltCampNoFlag_03 PreBuiltCampFlag_03 ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = AICamp_SKN End ModelConditionState = WORLD_BUILDER Model = Camp_Flag End IdleAnimationState Animation = flag AnimationName = NCampsite_SKL.NCampsite_IDLA AnimationMode = ONCE AnimationBlendTime = 90 End End AnimationState = JUST_BUILT ; for instant-build Animation = flag AnimationName = NCampsite_SKL.NCampsite_A AnimationMode = ONCE AnimationBlendTime = 0 End Flags = START_FRAME_LAST End AnimationState = UNPACKING Animation AnimationName = NCampsite_SKL.NCampsite_A AnimationMode = ONCE AnimationBlendTime = 90 End Flags = START_FRAME_LAST End AnimationState = PACKING Animation = flag AnimationName = NCampsite_SKL.NCampsite_IDLA AnimationMode = LOOP AnimationBlendTime = 90 End End End End ;------------------------------------------------------------------------------ ChildObject PreBuiltCampNoFlag_04 PreBuiltCampFlag_04 ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = AICamp_SKN End ModelConditionState = WORLD_BUILDER Model = Camp_Flag End IdleAnimationState Animation = flag AnimationName = NCampsite_SKL.NCampsite_IDLA AnimationMode = ONCE AnimationBlendTime = 90 End End AnimationState = JUST_BUILT ; for instant-build Animation = flag AnimationName = NCampsite_SKL.NCampsite_A AnimationMode = ONCE AnimationBlendTime = 0 End Flags = START_FRAME_LAST End AnimationState = UNPACKING Animation AnimationName = NCampsite_SKL.NCampsite_A AnimationMode = ONCE AnimationBlendTime = 90 End Flags = START_FRAME_LAST End AnimationState = PACKING Animation = flag AnimationName = NCampsite_SKL.NCampsite_IDLA AnimationMode = LOOP AnimationBlendTime = 90 End End End End