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1 ; FILE: Object.ini //////////////////////////////////////////////////////////// 2 ; This file defines an object and all the default values for all the 3 ; possible fields. These defaults are used whenever a new object entry 4 ; is created in other INI files. If that INI entry does not specify a 5 ; field then the value from this default set is used. 6 ; ///////////////////////////////////////////////////////////////////////////// 7 8 Object DefaultThingTemplate 9 10 ; *** ART Parameters *** 11 ;SelectPortrait = SCTempSelectPortrait 12 ;The placement view angle is the initial view angle you see a building at when 13 ;it's floating at the cursor for placement. Values are 0-360 with 14 ;0 being down the X axis (right side of screen) and counterclockwise from there 15 PlacementViewAngle = 0 16 ; *For the upgrade cameo's pass in the name of the Upgrade you want the unit to display when selected. 17 ;UpgradeCameo1 = Upgrade_AmericaRadar 18 ;UpgradeCameo2 = Upgrade_AmericaRadar 19 ;UpgradeCameo3 = Upgrade_AmericaRadar 20 ;UpgradeCameo4 = Upgrade_AmericaRadar 21 ;UpgradeCameo5 = Upgrade_AmericaRadar 22 23 ; ***DESIGN parameters *** 24 Buildable = Yes ;Is this thing buildable in this map? 25 Side = Civilian ;Default owning "side" (used only by WB) 26 EditorSorting = NONE ;Where object shows up in editor tree 27 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) 28 WeaponSet 29 Conditions = None 30 Weapon = PRIMARY None 31 Weapon = SECONDARY None 32 Weapon = TERTIARY None 33 End 34 ArmorSet 35 Conditions = None 36 Armor = NoArmor 37 DamageFX = None 38 End 39 VisionRange = 0.0 ;How far we can see 40 BuildCost = 0 ;Cost to build 41 BuildTime = 1 ;Time to build in seconds 42 RefundValue = 0 ;Sell value (0 = use default) 43 EnergyProduction = 0 ;Energy required, below 0 values produce energy 44 IsForbidden = No ;Forbidden on this map 45 IsBridge = No ;Not a landmark bridge object. 46 IsPrerequisite = No ;Is this object a prereq to any other object 47 48 ; *** AUDIO Parameters *** 49 VoiceSelect = NoSound 50 VoiceMove = NoSound 51 VoiceAttack = NoSound 52 VoiceEnter = NoSound 53 VoiceFear = NoSound 54 VoiceSelectElite = NoSound 55 VoiceCreated = NoSound 56 57 VoiceTaskUnable = NoSound 58 VoiceTaskComplete = NoSound 59 VoiceMeetEnemy = NoSound 60 61 SoundMoveStart = NoSound 62 SoundMoveLoop = NoSound 63 SoundDie = NoSound 64 SoundCrush = NoSound 65 SoundAmbient = NoSound 66 SoundCreated = NoSound 67 68 ; These should be commented out if MICAL_SAID_THEYRE_GONE is defined 69 ; VoiceAttack2 = NoSound 70 ; VoiceDeploy = NoSound 71 ; VoiceUndeploy = NoSound 72 ; VoiceSpecial = NoSound 73 ; VoiceHelp = NoSound 74 ; VoiceNearEnemy = NoSound 75 ; VoiceOrderWin = NoSound 76 ; VoiceOrderLose = NoSound 77 ; SoundDeploy = NoSound 78 ; SoundUndeploy = NoSound 79 ; End These should be commented out if MICAL_SAID_THEYRE_GONE is defined 80 81 82 UnitSpecificSounds 83 WeaponUpgradeSound = NoSound 84 End 85 86 ; *** ENGINEERING Parameters *** 87 RadarPriority = INVALID ;INVALID means not set, and generally won't be on the radar 88 DisplayColor = R:100 G:100 B:100 ;Editor display color 89 KindOf = NONE ;Kind of bits 90 91 Body = InactiveBody ModuleTag_DefaultInactiveBody 92 ;nothing 93 End 94 Behavior = DestroyDie ModuleTag_DefaultDestroyDie 95 ;nothing 96 End 97 Draw = W3DDefaultDraw ModuleTag_DefaultW3DDefaultDraw 98 ;nothing 99 End 100 101 ; InheritableModule means "don't remove me by default when copied from default" 102 InheritableModule 103 Behavior = AutoHealBehavior ModuleTag_DefaultAutoHealBehavior 104 HealingAmount = 10 ;in health points 105 HealingDelay = 1000 ; msec 106 TriggeredBy = Upgrade_Veterancy_ELITE Upgrade_Veterancy_HEROIC ; Either of these two will work (you can skip Elite, so need both) 107 StartHealingDelay = 5000 ;in miliseconds 108 End 109 End 110 111 Scale = 1.0 ;Scaling 112 Geometry = SPHERE ;Collision geometry 113 GeometryMajorRadius = 1.0 ;Collision major radius 114 GeometryMinorRadius = 1.0 ;Collision minor radius 115 GeometryHeight = 1.0 ;Height for geometry 116 GeometryIsSmall = Yes ;Is small geometry 117 Shadow = NONE ;Shadows present for object 118 BuildCompletion = APPEARS_AT_RALLY_POINT ;Or PLACED_BY_PLAYER 119 120 End
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