DragonDen.ini:
;------------------------------------------------------------------------------ ; Object GoblinDragonDen SelectPortrait = BPCDrakeLair ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_Draw DefaultModelConditionState Model = NBDrakeLair ParticleSysBone FXbone01 DrakeLairHeat ParticleSysBone FXbone02 DrakeLairSteam ParticleSysBone FXbone01 DrakeLairGlow ParticleSysBone FXbone01 DrakeLairSteam02 End ;-- building being constructed ModelConditionState = SNOW AWAITING_CONSTRUCTION Model = NBDrakeLair_A Texture = WBStone.tga WBStone_snow.tga End ModelConditionState = AWAITING_CONSTRUCTION Model = NBDrakeLair_A End AnimationState = AWAITING_CONSTRUCTION Animation = NBDrakeLair_A AnimationName = NBDrakeLair_A.NBDrakeLair_A AnimationMode = MANUAL End Flags = START_FRAME_FIRST End ModelConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED Model = NBDrakeLair_A Texture = WBStone.tga WBStone_snow.tga End ModelConditionState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED Model = NBDrakeLair_A ;ParticleSysBone = DUSTBONE BuildingContructDust End AnimationState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED Animation = NBDrakeLair_A AnimationName = NBDrakeLair_A.NBDrakeLair_A AnimationMode = MANUAL End Flags = START_FRAME_FIRST StateName = BeingConstructed End ;--damaged building ModelConditionState = DAMAGED Model = NBDrakeLair_D1 End AnimationState = DAMAGED EnteringStateFX = FX_BuildingDamaged End ModelConditionState = REALLYDAMAGED Model = NBDrakeLair_D2 End AnimationState = REALLYDAMAGED Animation = RubbleAnimation AnimationName = NBDrakeLair_D2.NBDrakeLair_D2 AnimationMode = ONCE End EnteringStateFX = FX_BuildingReallyDamaged End ModelConditionState = COLLAPSING Model = NBDrakeLair_D3 End AnimationState = COLLAPSING Animation = RubbleAnimation AnimationName = NBDrakeLair_D3.NBDrakeLair_D3 AnimationMode = ONCE End EnteringStateFX = FX_StructureMediumCollapse End ModelConditionState = RUBBLE Model = None 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 ModelConditionState = SNOW Model = NBDrakeLair Texture = WBStone.tga WBStone_snow.tga End End Draw = W3DFloorDraw ModuleTag_DrawFloor StaticModelLODMode = yes; Will append M or L to the skin name depending on GameLOD ModelName = NBDrakeL_Bib WeatherTexture = SNOWY NBDrakeLair_bib_Snow.tga End Draw = W3DScriptedModelDraw UntamedAllegianceFX DefaultModelConditionState Model = None End AnimationState = USER_2 ParticleSysBone = None UntamedAllegiance HouseColor:Yes ParticleSysBone = None UntamedAllegiance2 HouseColor:Yes End End PlacementViewAngle = 0 CommandSet = EmptyCommandSet ; ***DESIGN parameters *** DisplayName = OBJECT:GoblinDragonDen Description = OBJECT:FireDrakeLairDescription Side = Wild IsTrainable = Yes EditorSorting = STRUCTURE ThreatLevel = 1.0 PlacementViewAngle = 90 BuildTime = 30 VisionRange = MORDOR_ORCPIT_VISION_RANGE ShroudClearingRange = MORDOR_ORCPIT_SHROUD_CLEAR ArmorSet Conditions = None Armor = MonsterLair End ; *** AUDIO Parameters *** VoiceSelect = CreepBuildingGenericSelect;MordorTrollCageSelect;MordorOrcPitSelect ;SoundAmbient = MordorOrcPitAmbience SoundOnDamaged = BuildingLightDamageStone SoundOnReallyDamaged = BuildingHeavyDamageStone ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE NEED_BASE_FOUNDATION MP_COUNT_FOR_VICTORY AUTO_RALLYPOINT FS_FACTORY MADE_OF_DIRT FACE_AWAY_FROM_CASTLE_KEEP LIVING_WORLD_BUILDING_MIRROR Body = ActiveBody ModuleTag_Body MaxHealth = 2000 MaxHealthDamaged = 1000 MaxHealthReallyDamaged = 500 End Behavior = GettingBuiltBehavior ModuleTag_04 RebuildWhenDead = Yes 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 DisallowRebuildRange = 300 DisallowRebuildFilter = ANY +STRUCTURE UseSpawnTimerWithoutWorker = Yes SpawnTimer = 300 End Behavior = KeepObjectDie ModuleTag_IWantRubble End Behavior = StructureCollapseUpdate ModuleTag_Collapse 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 = 120 End Behavior = RebuildHoleExposeDie ModuleTag_ExposeDie ExemptStatus = SOLD HoleName = DragonDenHole HoleMaxHealth = 500.0 FadeInTimeSeconds = 2.0 TransferAttackers = No End Behavior = CommandSetUpgrade ModueTag_FactionCommandSet TriggeredBy = Upgrade_IsengardFaction Upgrade_MordorFaction Upgrade_WildFaction Upgrade_MenFaction Upgrade_ElfFaction Upgrade_DwarfFaction CommandSet = NeutralFireDrakeLairCommandSet CustomAnimAndDuration = AnimState:USER_2 AnimTime:0 End Behavior = ProductionUpdate ProductionUpdateModuleTag NumDoorAnimations = 0 DoorOpeningTime = 3250;in mSeconds how long you want doors to be in open state DoorWaitOpenTime = 2000;in mSeconds time the door stays open, so units can exit DoorCloseTime = 4000;in mSeconds how long you want doors to be in open state ConstructionCompleteDuration = 1500;in mSeconds wait time so if you have multiple units they don't run over each other End Behavior = QueueProductionExitUpdate ModuleTag_Exit PlacementViewAngle = 10 UnitCreatePoint = X:0.0 Y:10.0 Z:0.0 NaturalRallyPoint = X:90.0 Y:25.0 Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! End Behavior = TerrainResourceBehavior ModuleTag_NewMoneyDeadSpot Radius = 80;// How far we try to claim ground MaxIncome = 0;// If we were to get all we wanted, how much we would earn. Linear slope to 0 at 0% claim IncomeInterval = 999999;// How often (in msec) we give that much money HighPriority = Yes;// A high priority claim gets to pretend it was there first. End Geometry = CYLINDER GeometryMajorRadius = 50.0 GeometryMinorRadius = 50.0 GeometryHeight = 35 GeometryIsSmall = No GeometryContactPoint = X: 15 Y: 15 Z:20 Swoop GeometryContactPoint = X:-15 Y:-15 Z:20 Swoop GeometryContactPoint = X:-15 Y: 15 Z:20 Swoop GeometryContactPoint = X: 15 Y:-15 Z:20 Swoop Shadow = SHADOW_DECAL BuildCompletion = PLACED_BY_PLAYER End
Commandset.ini:
1 = Command_Stop 2 = Command_PorterExtinguishFire 3 = Command_PorterConstructWildMineShaft 4 = Command_PorterConstructWildLumberMill 5 = Command_PorterConstructWildCave 6 = Command_PorterConstructWildSpiderPit 7 = Command_PorterConstructWildFissure 8 = Command_PorterConstructWildSentryTower 9 = Command_PorterConstructWildTreasureTrove 10 = Command_PorterConstructIsengardWallHub 11 = Command_PorterConstructGoblinDragonDen 12 = Command_PorterConstructWildFortress End CommandSet GoblinDragonDenCommandSet 6 = Command_Sell End
CommandButton.ini
CommandButton Command_ConstructGoblinDragonDen Command = DOZER_CONSTRUCT Object = GoblinDragonDen TextLabel = CONTROLBAR:ConstructGoblinDragonDen ButtonImage = BPCDrakeLair ButtonBorderType = BUILD DescriptLabel = CONTROLBAR:ToolTipGoblinDragonDen Radial = Yes End CommandButton Command_PorterConstructGoblinDragonDen Command = DOZER_CONSTRUCT Object = GoblinDragonDen TextLabel = CONTROLBAR:ConstructGoblinDragonDen ButtonImage = BPCDrakeLair ButtonBorderType = BUILD DescriptLabel = CONTROLBAR:ToolTipConstructGoblinDragonDen Radial = Yes End
Also how do you make codeboxes?
Edited by LegolasPrime, 09 May 2006 - 11:34 PM.