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1 ;////////////////////////////////////////////////////////////////////////////// 2 ;FILE: Crate.ini (SYSTEM) //////////////////////////////////////////////////// 3 ;////////////////////////////////////////////////////////////////////////////// 4 5 ; This file holds both the CrateData structures that define the conditions 6 ; for creating a crate and the Objects that represent Crates in the game world 7 ; which are simply Objects with CrateCollide modules. 8 9 ; A CrateData name is what a CrateDie module will reference in its DieData. 10 ; A Crate is an Object referenced by a CrateData in the CrateObject field to get created on success. 11 ; CreationChance is the only Condition that is mandatory, since it defaults to zero. 12 13 ; Below the definitions of CrateData are the actual Crate Objects. The only important parts there are the 14 ; name of the model, the type of Collide module, and the data to that module. 15 16 ; Also included is a sample Die module that must be added to the object in Faction*.ini. 17 ; The CrateData entry is what connects the crate listings here to the objects that make them. 18 19 ; Multiple CrateData entries mean AND, multiple CrateObject entries mean OR. 20 ; Remember that, it will make total sense in a minute. 21 22 ; -=-=-=-=-=-=- EXAMPLE -=-=-=-=-=-=- 23 ; ***Give this Die Module to whomever you want to produce a crate on death 24 25 ;Behavior = CreateCrateDie 26 ;; CrateData = TestCrate ; These listings are not guarantees, the Conditions are in the CrateData 27 ; CrateData = TestCrate2 ; These independent listings can each produce at most one Crate 28 ;End 29 30 31 ; ***Now define the CrateData you mentioned in the Die modules 32 33 ; The CreationChance is the only required field, the other two are optional. 1.0 for Chance means always 34 ;CrateData TestCrate 35 ; CreationChance = 0.75 ; Between 0 and 1, this adds a random condition to this entire CrateData 36 ; VeterancyLevel = ELITE ; REGULAR, VETERAN, ELITE, or HEROIC: This describes the victim holding the CrateDie 37 ; KilledByType = SALVAGER ; This is the KINDOF that needs to be the killer to make the crate. This should be on the Missile as well as the Missile firing unit 38 ; 39 ; CrateObject = CrateTemplate 0.4 ; If all Conditions suceed, then this Object is created 40 ; CrateObject = CrateTemplate2 0.6 ; The percent here should add up to 1.0, and allows multiple choices within the one CrateData 41 ; 42 ; Utility Flags: 43 ; OwnedByMaker = Yes, to have the Crate assigned to the default team of the dead guy's player for scripting. 44 ;End 45 46 ; ***Now add one of the following CollideModules to the CrateTemplate below. 47 48 ; ForbidOwnerPlayer = Yes Works with OwnedByMaker (or by explicit ownership script) to prevent a certain 49 ; player from picking up the crate. It can be used in any CrateCollide. 50 51 ; BuildingPickup = Yes lets the crate be picked up by a building, for plane drops. It can be used in any CrateCollide. 52 53 ; HumanOnly = Yes let's the crate only be picked up by Humans, mostly for scripted stuff 54 55 ; PickupScience Forces the player owning the unit trying to get the crate to have a certain science. 56 57 ; Only some of these have CollideData. 58 ;Behavior = HealCrateCollide ; A crate that heals everything you own, no Data 59 ; ;nothing 60 ;End ; 61 62 ;Behavior = MoneyCrateCollide ; A crate that gives x dollars 63 ;; MoneyProvided = 2000 64 ;End 65 66 ; Behavior = SalvageCrateCollide 67 ; WeaponChance = 100% ; If we are WeaponSalvager, this is the chance we get a WeaponSet upgrade if not fully upgraded 68 ; LevelChance = 25% ; Either we are just a regular Salvager, or we are fully upgraded. This is the chance we gain a level 69 ; MoneyChance = 75% ; And this is the chance we get money. Level + Money = 100%. Weapon is an idependant FirstChance 70 ; MinMoney = 25 ; If we get money, this is how much we get. Make them different to get a random range. 71 ; MaxMoney = 75 72 ; End ; A crate specific to the SALVAGER type units 73 74 ;Behavior = ShroudCrateCollide ; A crate that reveals the whole shroud on the map, no Data 75 76 ;Behavior = UnitCrateCollide ; A crate that provides n units of type x 77 ;; UnitCount = 1 78 ; UnitName = AmericaTankCrusader 79 ;End 80 81 ;Behavior = VeterancyCrateCollide ; A crate that gives everyone within n distance a level if they are trainable 82 ;; EffectRange = 20 83 ;End 84 85 ; ***Here is a default crate that just needs its Model filled out, and one appropriate Collide module plugged in 86 87 ;Object CrateTemplate 88 ; ; *** ART Parameters *** 89 ; Draw = W3DModelDraw 90 ;; DefaultConditionState 91 ; Model = TempBldgSm ;***Plug model here 92 ; End 93 ; End 94 95 ; ; ***DESIGN parameters *** 96 ; EditorSorting = MISC_MAN_MADE 97 ; MaxHealth = 1.0 98 ; InitialHealth = 1.0 99 100 ; ; *** ENGINEERING Parameters *** 101 ; KindOf = CRATE 102 ; Behavior = MoneyCrateCollide ;***Replace Collide module (and data if needed) here 103 ;; MoneyProvided = 2000 104 ; End 105 ; Geometry = BOX 106 ; GeometryMajorRadius = 4.0 107 ; GeometryMinorRadius = 4.0 108 ; GeometryHeight = 4.0 109 ; GeometryIsSmall = Yes 110 111 ;End 112 113 ; -=-=-=-=-=-=-=-=- END EXAMPLE -=-=-=-=-=-=-=-=- 114 115 116 ; ----------------------------------------------- Crate Data -------------------------------------- 117 118 119 CrateData SalvageCrateData 120 CreationChance = 1.0 121 KilledByType = SALVAGER 122 KillerScience = SCIENCE_GLA ; Killed by a salvager unit owned by a GLA player 123 124 CrateObject = SalvageCrate 1.0 125 End 126 127 CrateData EliteTankCrateData 128 CreationChance = .75 129 VeterancyLevel = ELITE 130 131 CrateObject = 1000DollarCrate .75 132 CrateObject = SmallLevelUpCrate .25 133 End 134 135 CrateData HeroicTankCrateData 136 CreationChance = 1.0 137 VeterancyLevel = HEROIC 138 139 CrateObject = 2500DollarCrate .50 140 CrateObject = MediumLevelUpCrate .25 141 CrateObject = 2FreeCrusadersCrate .25 142 End 143 144 145 ;------------------------------------------------- Map specific CrateData 146 ;------------------------------------------- GLA02 147 CrateData GLA02_Always100DollarCrate 148 CreationChance = 1.0 149 CrateObject = 100DollarCrate 1.0 150 OwnedByMaker = Yes 151 End 152 153 CrateData GLA02_Always200DollarCrate 154 CreationChance = 1.0 155 CrateObject = 200DollarCrate 1.0 156 OwnedByMaker = Yes 157 End 158 159 CrateData GLA02_Always1000DollarCrate 160 CreationChance = 1.0 161 CrateObject = 1000DollarCrate 1.0 162 OwnedByMaker = Yes 163 End 164 165 CrateData GLA02_Always1500DollarCrate 166 CreationChance = 1.0 167 CrateObject = 1500DollarCrate 1.0 168 OwnedByMaker = Yes 169 End 170 171 CrateData GLA02_Always2500DollarCrate 172 CreationChance = 1.0 173 CrateObject = 2500DollarCrate 1.0 174 OwnedByMaker = Yes 175 End 176 177 178 179 ;------------------------------------------------ Crate Objects ----------------------------------- 180 181 ; ----------------------------------------------------------------------------- 182 Object SalvageCrate 183 ; *** ART Parameters *** 184 Draw = W3DScienceModelDraw ModuleTag_01 185 RequiredScience = SCIENCE_GLA ; Only GLA players and observers can see us. 186 DefaultConditionState 187 Model = PMJnkCrate 188 End 189 End 190 191 ; ***DESIGN parameters *** 192 EditorSorting = MISC_MAN_MADE 193 194 ; *** ENGINEERING Parameters *** 195 KindOf = PARACHUTABLE SELECTABLE ;Only Salvage crates are marked Selectable so the Mouse can interact with them and give Salvage voices. Being dead makes them not actually selectable 196 197 Behavior = SalvageCrateCollide ModuleTag_02 198 ForbiddenKindOf = PROJECTILE 199 PickupScience = SCIENCE_GLA ; Only GLA players can pick this up (Draw module makes it so only they can see it) 200 ;ExecuteFX = FX_CratePickup ; FXList to play when sucessfully picked up 201 202 WeaponChance = 100% ; If we are WeaponSalvager, this is the chance we get a WeaponSet upgrade if not fully upgraded 203 LevelChance = 25% ; Either we are just a regular Salvager, or we are fully upgraded. This is the chance we gain a level 204 MoneyChance = 75% ; And this is the chance we get money. Level + Money = 100%. Weapon is an idependant FirstChance 205 MinMoney = 25 ; If we get money, this is how much we get. Make them different to get a random range. 206 MaxMoney = 75 207 End 208 209 Behavior = DeletionUpdate ModuleTag_03 ; Not LifetimeUpdate, since I can't die. This will DestroyObject me. 210 MinLifetime = 30000 211 MaxLifetime = 35000 212 End 213 214 Geometry = BOX 215 GeometryMajorRadius = 12.0 216 GeometryMinorRadius = 12.0 217 GeometryHeight = 12.0 218 GeometryIsSmall = Yes 219 Shadow = SHADOW_VOLUME 220 221 End 222 223 ; ----------------------------------------------------------------------------- 224 225 Object 1000DollarCrate 226 ; *** ART Parameters *** 227 Draw = W3DModelDraw ModuleTag_01 228 DefaultConditionState 229 Model = PMUNCrate03 ;***Plug model here 230 ParticleSysBone = FX1 glitter2 231 End 232 End 233 234 ; ***DESIGN parameters *** 235 DisplayName = OBJECT:Crate 236 EditorSorting = MISC_MAN_MADE 237 TransportSlotCount = 1 238 239 ; *** ENGINEERING Parameters *** 240 KindOf = PARACHUTABLE CRATE 241 Behavior = MoneyCrateCollide ModuleTag_ForbiddenChanges 242 ForbiddenKindOf = PROJECTILE 243 MoneyProvided = 1000 244 ;ExecuteFX = FX_CratePickup 245 ExecuteAnimation = MoneyPickUp 246 ExecuteAnimationTime = 4.0 ; In seconds 247 ExecuteAnimationZRise = 15.0 ; Z world units per second to rise 248 ExecuteAnimationFades = Yes ; Animation does/doesn't fade out 249 End 250 251 Behavior = SquishCollide ModuleTag_03 252 ;nothing 253 End 254 255 Behavior = PhysicsBehavior ModuleTag_04 256 Mass = 75.0 257 End 258 259 Shadow = SHADOW_VOLUME 260 Geometry = BOX 261 GeometryMajorRadius = 12.0 262 GeometryMinorRadius = 12.0 263 GeometryHeight = 12.0 264 GeometryIsSmall = Yes 265 266 End 267 268 ; ----------------------------------------------------------------------------- 269 Object 2500DollarCrate 270 ; *** ART Parameters *** 271 Draw = W3DModelDraw ModuleTag_01 272 DefaultConditionState 273 Model = PMUNCrate03 ;***Plug model here 274 ParticleSysBone = FX1 glitter2 275 End 276 End 277 278 ; ***DESIGN parameters *** 279 DisplayName = OBJECT:Crate 280 EditorSorting = MISC_MAN_MADE 281 TransportSlotCount = 1 282 283 ; *** ENGINEERING Parameters *** 284 KindOf = PARACHUTABLE CRATE 285 Behavior = MoneyCrateCollide ModuleTag_ForbiddenChanges 286 ForbiddenKindOf = PROJECTILE 287 MoneyProvided = 2500 288 ;ExecuteFX = FX_CratePickup 289 ExecuteAnimation = MoneyPickUp 290 ExecuteAnimationTime = 4.0 ; In seconds 291 ExecuteAnimationZRise = 15.0 ; Z world units per second to rise 292 ExecuteAnimationFades = Yes ; Animation does/doesn't fade out 293 End 294 295 Behavior = SquishCollide ModuleTag_03 296 ;nothing 297 End 298 Shadow = SHADOW_VOLUME 299 Geometry = BOX 300 GeometryMajorRadius = 12.0 301 GeometryMinorRadius = 12.0 302 GeometryHeight = 12.0 303 GeometryIsSmall = Yes 304 305 End 306 307 ; ----------------------------------------------------------------------------- 308 Object SmallLevelUpCrate 309 ; *** ART Parameters *** 310 Draw = W3DModelDraw ModuleTag_01 311 DefaultConditionState 312 Model = PMCrates ;***Plug model here 313 End 314 End 315 316 ; ***DESIGN parameters *** 317 DisplayName = OBJECT:Crate 318 EditorSorting = MISC_MAN_MADE 319 320 ; *** ENGINEERING Parameters *** 321 KindOf = PARACHUTABLE CRATE 322 Behavior = VeterancyCrateCollide ModuleTag_02 323 ForbiddenKindOf = PROJECTILE 324 EffectRange = 100 325 ;ExecuteFX = FX_CratePickup 326 End 327 Geometry = BOX 328 GeometryMajorRadius = 4.0 329 GeometryMinorRadius = 4.0 330 GeometryHeight = 4.0 331 GeometryIsSmall = Yes 332 Shadow = SHADOW_VOLUME 333 End 334 335 ; ----------------------------------------------------------------------------- 336 Object MediumLevelUpCrate 337 ; *** ART Parameters *** 338 Draw = W3DModelDraw ModuleTag_01 339 DefaultConditionState 340 Model = PMCrates ;***Plug model here 341 End 342 End 343 344 ; ***DESIGN parameters *** 345 DisplayName = OBJECT:Crate 346 EditorSorting = MISC_MAN_MADE 347 348 ; *** ENGINEERING Parameters *** 349 KindOf = PARACHUTABLE CRATE 350 Behavior = VeterancyCrateCollide ModuleTag_02 351 ForbiddenKindOf = PROJECTILE 352 ;ExecuteFX = FX_CratePickup 353 EffectRange = 250 354 End 355 Geometry = BOX 356 GeometryMajorRadius = 4.0 357 GeometryMinorRadius = 4.0 358 GeometryHeight = 4.0 359 GeometryIsSmall = Yes 360 Shadow = SHADOW_VOLUME 361 End 362 363 ; ----------------------------------------------------------------------------- 364 Object 2FreeCrusadersCrate 365 ; *** ART Parameters *** 366 Draw = W3DModelDraw ModuleTag_01 367 DefaultConditionState 368 Model = PMCrates ;***Plug model here 369 End 370 End 371 372 ; ***DESIGN parameters *** 373 DisplayName = OBJECT:Crate 374 EditorSorting = MISC_MAN_MADE 375 376 377 ; *** ENGINEERING Parameters *** 378 KindOf = PARACHUTABLE CRATE 379 Behavior = UnitCrateCollide ModuleTag_02 380 ForbiddenKindOf = PROJECTILE 381 ;ExecuteFX = FX_CratePickup 382 UnitCount = 2 383 UnitName = AmericaTankCrusader 384 End 385 Shadow = SHADOW_VOLUME 386 Geometry = BOX 387 GeometryMajorRadius = 4.0 388 GeometryMinorRadius = 4.0 389 GeometryHeight = 4.0 390 GeometryIsSmall = Yes 391 392 End 393 394 ; ----------------------------------------------------------------------------- 395 ;RTO Look Here 396 ; ----------------------------------------------------------------------------- 397 398 ; ----------------------------------------------------------------------------- 399 Object 100DollarCrate 400 ; *** ART Parameters *** 401 Draw = W3DModelDraw ModuleTag_01 402 DefaultConditionState 403 Model = PMUNCrate03 ;***Plug model here 404 ParticleSysBone = FX1 glitter2 405 End 406 End 407 408 ; ***DESIGN parameters *** 409 DisplayName = OBJECT:Crate 410 EditorSorting = MISC_MAN_MADE 411 TransportSlotCount = 1 412 413 ; *** ENGINEERING Parameters *** 414 KindOf = PARACHUTABLE CRATE 415 Behavior = MoneyCrateCollide ModuleTag_ForbiddenChanges 416 ForbiddenKindOf = PROJECTILE 417 MoneyProvided = 100 418 ;ExecuteFX = FX_CratePickup 419 ExecuteAnimation = MoneyPickUp 420 ExecuteAnimationTime = 4.0 ; In seconds 421 ExecuteAnimationZRise = 15.0 ; Z world units per second to rise 422 ExecuteAnimationFades = Yes ; Animation does/doesn't fade out 423 End 424 425 Behavior = SquishCollide ModuleTag_03 426 ;nothing 427 End 428 429 Behavior = PhysicsBehavior ModuleTag_04 430 Mass = 75.0 431 End 432 Shadow = SHADOW_VOLUME 433 Geometry = BOX 434 GeometryMajorRadius = 12.0 435 GeometryMinorRadius = 12.0 436 GeometryHeight = 12.0 437 GeometryIsSmall = Yes 438 439 End 440 441 ; ----------------------------------------------------------------------------- 442 443 Object 200DollarCrate 444 ; *** ART Parameters *** 445 Draw = W3DModelDraw ModuleTag_01 446 DefaultConditionState 447 Model = PMUNCrate03 ;***Plug model here 448 ParticleSysBone = FX1 glitter2 449 End 450 End 451 452 ; ***DESIGN parameters *** 453 DisplayName = OBJECT:Crate 454 EditorSorting = MISC_MAN_MADE 455 TransportSlotCount = 1 456 457 ; *** ENGINEERING Parameters *** 458 KindOf = PARACHUTABLE CRATE 459 Behavior = MoneyCrateCollide ModuleTag_ForbiddenChanges 460 ForbiddenKindOf = PROJECTILE 461 MoneyProvided = 200 462 ;ExecuteFX = FX_CratePickup 463 ExecuteAnimation = MoneyPickUp 464 ExecuteAnimationTime = 4.0 ; In seconds 465 ExecuteAnimationZRise = 15.0 ; Z world units per second to rise 466 ExecuteAnimationFades = Yes ; Animation does/doesn't fade out 467 End 468 469 Behavior = SquishCollide ModuleTag_03 470 ;nothing 471 End 472 473 Behavior = PhysicsBehavior ModuleTag_04 474 Mass = 75.0 475 End 476 477 Geometry = BOX 478 GeometryMajorRadius = 12.0 479 GeometryMinorRadius = 12.0 480 GeometryHeight = 12.0 481 GeometryIsSmall = Yes 482 Shadow = SHADOW_VOLUME 483 End 484 485 ; ----------------------------------------------------------------------------- 486 Object 100DollarCrateForBuildings 487 ; *** ART Parameters *** 488 Draw = W3DModelDraw ModuleTag_01 489 DefaultConditionState 490 Model = PMUNCrate03 ;***Plug model here 491 ParticleSysBone = FX1 glitter2 492 End 493 End 494 495 ; ***DESIGN parameters *** 496 DisplayName = OBJECT:Crate 497 EditorSorting = MISC_MAN_MADE 498 TransportSlotCount = 1 499 500 ; *** ENGINEERING Parameters *** 501 KindOf = PARACHUTABLE CRATE 502 Behavior = MoneyCrateCollide ModuleTag_ForbiddenChanges 503 ForbiddenKindOf = PROJECTILE 504 MoneyProvided = 100 505 BuildingPickup = Yes 506 ;ExecuteFX = FX_CratePickup 507 ExecuteAnimation = MoneyPickUp 508 ExecuteAnimationTime = 4.0 ; In seconds 509 ExecuteAnimationZRise = 15.0 ; Z world units per second to rise 510 ExecuteAnimationFades = Yes ; Animation does/doesn't fade out 511 End 512 513 Behavior = SquishCollide ModuleTag_03 514 ;nothing 515 End 516 517 Behavior = PhysicsBehavior ModuleTag_04 518 Mass = 75.0 519 End 520 521 Geometry = BOX 522 GeometryMajorRadius = 12.0 523 GeometryMinorRadius = 12.0 524 GeometryHeight = 12.0 525 GeometryIsSmall = Yes 526 Shadow = SHADOW_VOLUME 527 End 528 529 ; ----------------------------------------------------------------------------- 530 Object SupplyDropZoneCrate 531 ; *** ART Parameters *** 532 Draw = W3DModelDraw ModuleTag_01 533 DefaultConditionState 534 Model = PMUNCrate03 ;***Plug model here 535 Animation = PMUNCrate03.PMUNCrate03 536 AnimationMode = LOOP 537 ParticleSysBone = FX1 glitter2 538 End 539 End 540 541 ; ***DESIGN parameters *** 542 DisplayName = OBJECT:Crate 543 EditorSorting = MISC_MAN_MADE 544 TransportSlotCount = 1 545 546 ; *** ENGINEERING Parameters *** 547 KindOf = PARACHUTABLE CRATE 548 Behavior = MoneyCrateCollide ModuleTag_ForbiddenChanges 549 ForbiddenKindOf = PROJECTILE 550 MoneyProvided = 250 551 BuildingPickup = Yes 552 ;ExecuteFX = FX_CratePickup 553 ExecuteAnimation = MoneyPickUp 554 ExecuteAnimationTime = 4.0 ; In seconds 555 ExecuteAnimationZRise = 15.0 ; Z world units per second to rise 556 ExecuteAnimationFades = Yes ; Animation does/doesn't fade out 557 End 558 559 Behavior = SquishCollide ModuleTag_03 560 ;nothing 561 End 562 563 Behavior = PhysicsBehavior ModuleTag_04 564 Mass = 75.0 565 End 566 567 Geometry = BOX 568 GeometryMajorRadius = 12.0 569 GeometryMinorRadius = 12.0 570 GeometryHeight = 12.0 571 GeometryIsSmall = Yes 572 Shadow = SHADOW_VOLUME 573 End 574 575 ; ----------------------------------------------------------------------------- 576 Object 1500DollarCrate 577 ; *** ART Parameters *** 578 Draw = W3DModelDraw ModuleTag_01 579 DefaultConditionState 580 Model = PMUNCrate03 ;***Plug model here 581 ParticleSysBone = FX1 glitter2 582 End 583 End 584 585 ; ***DESIGN parameters *** 586 DisplayName = OBJECT:Crate 587 EditorSorting = MISC_MAN_MADE 588 TransportSlotCount = 1 589 590 ; *** ENGINEERING Parameters *** 591 KindOf = PARACHUTABLE CRATE 592 Behavior = MoneyCrateCollide ModuleTag_ForbiddenChanges 593 ForbiddenKindOf = PROJECTILE 594 MoneyProvided = 1500 595 ;ExecuteFX = FX_CratePickup 596 ExecuteAnimation = MoneyPickUp 597 ExecuteAnimationTime = 4.0 ; In seconds 598 ExecuteAnimationZRise = 15.0 ; Z world units per second to rise 599 ExecuteAnimationFades = Yes ; Animation does/doesn't fade out 600 End 601 602 Behavior = SquishCollide ModuleTag_03 603 ;nothing 604 End 605 606 Behavior = PhysicsBehavior ModuleTag_04 607 Mass = 75.0 608 End 609 610 Geometry = BOX 611 GeometryMajorRadius = 12.0 612 613 GeometryMinorRadius = 12.0 614 GeometryHeight = 12.0 615 GeometryIsSmall = Yes 616 Shadow = SHADOW_VOLUME 617 End 618 619
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