; FILE: Object.ini //////////////////////////////////////////////////////////// ; This file defines an object and all the default values for all the ; possible fields. These defaults are used whenever a new object entry ; is created in other INI files. If that INI entry does not specify a ; field then the value from this default set is used. ; ///////////////////////////////////////////////////////////////////////////// Object DefaultThingTemplate ; *** ART Parameters *** ;SelectPortrait = SCTempSelectPortrait ;The placement view angle is the initial view angle you see a building at when ;it's floating at the cursor for placement. Values are 0-360 with ;0 being down the X axis (right side of screen) and counterclockwise from there PlacementViewAngle = 0 ; *For the upgrade cameo's pass in the name of the Upgrade you want the unit to display when selected. ;UpgradeCameo1 = Upgrade_AmericaRadar ;UpgradeCameo2 = Upgrade_AmericaRadar ;UpgradeCameo3 = Upgrade_AmericaRadar ;UpgradeCameo4 = Upgrade_AmericaRadar ;UpgradeCameo5 = Upgrade_AmericaRadar ; ***DESIGN parameters *** Buildable = Yes ;Is this thing buildable in this map? Side = Civilian ;Default owning "side" (used only by WB) EditorSorting = NONE ;Where object shows up in editor tree TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None Weapon = SECONDARY None Weapon = TERTIARY None End ArmorSet Conditions = None Armor = NoArmor DamageFX = None End VisionRange = 0.0 ;How far we can see BuildCost = 0 ;Cost to build BuildTime = 1 ;Time to build in seconds RefundValue = 0 ;Sell value (0 = use default) EnergyProduction = 0 ;Energy required, below 0 values produce energy IsForbidden = No ;Forbidden on this map IsBridge = No ;Not a landmark bridge object. IsPrerequisite = No ;Is this object a prereq to any other object ; *** AUDIO Parameters *** VoiceSelect = NoSound VoiceMove = NoSound VoiceAttack = NoSound VoiceEnter = NoSound VoiceFear = NoSound VoiceSelectElite = NoSound VoiceCreated = NoSound VoiceTaskUnable = NoSound VoiceTaskComplete = NoSound VoiceMeetEnemy = NoSound SoundMoveStart = NoSound SoundMoveLoop = NoSound SoundDie = NoSound SoundCrush = NoSound SoundAmbient = NoSound SoundCreated = NoSound ; These should be commented out if MICAL_SAID_THEYRE_GONE is defined ; VoiceAttack2 = NoSound ; VoiceDeploy = NoSound ; VoiceUndeploy = NoSound ; VoiceSpecial = NoSound ; VoiceHelp = NoSound ; VoiceNearEnemy = NoSound ; VoiceOrderWin = NoSound ; VoiceOrderLose = NoSound ; SoundDeploy = NoSound ; SoundUndeploy = NoSound ; End These should be commented out if MICAL_SAID_THEYRE_GONE is defined UnitSpecificSounds WeaponUpgradeSound = NoSound End ; *** ENGINEERING Parameters *** RadarPriority = INVALID ;INVALID means not set, and generally won't be on the radar DisplayColor = R:100 G:100 B:100 ;Editor display color KindOf = NONE ;Kind of bits Body = InactiveBody ModuleTag_DefaultInactiveBody ;nothing End Behavior = DestroyDie ModuleTag_DefaultDestroyDie ;nothing End Draw = W3DDefaultDraw ModuleTag_DefaultW3DDefaultDraw ;nothing End ; InheritableModule means "don't remove me by default when copied from default" InheritableModule Behavior = AutoHealBehavior ModuleTag_DefaultAutoHealBehavior HealingAmount = 10 ;in health points HealingDelay = 1000 ; msec TriggeredBy = Upgrade_Veterancy_ELITE Upgrade_Veterancy_HEROIC ; Either of these two will work (you can skip Elite, so need both) StartHealingDelay = 5000 ;in miliseconds End End Scale = 1.0 ;Scaling Geometry = SPHERE ;Collision geometry GeometryMajorRadius = 1.0 ;Collision major radius GeometryMinorRadius = 1.0 ;Collision minor radius GeometryHeight = 1.0 ;Height for geometry GeometryIsSmall = Yes ;Is small geometry Shadow = NONE ;Shadows present for object BuildCompletion = APPEARS_AT_RALLY_POINT ;Or PLACED_BY_PLAYER End