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/Command and conquer Generals/Call to arms/Data/INI/Default/ -> Object.ini (source)

   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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