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maps_map advanced tutorial_map.ini
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2006-02-02
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;/////////////////////////////////////////////////////////////////////////////
;/// Map Advanced Tutorial ///
;/////////////////////////////////////////////////////////////////////////////
MissionObjectiveList
MissionObjectiveTag = SCRIPT:MATutorial_Objective01
MissionObjectiveTag = SCRIPT:MATutorial_Objective02
MissionObjectiveTag = SCRIPT:MATutorial_Objective03
MissionObjectiveTag = SCRIPT:MATutorial_Objective04
MissionObjectiveTag = SCRIPT:MATutorial_Objective05
MissionObjectiveTag = SCRIPT:MATutorial_Objective06
MissionObjectiveTag = SCRIPT:MATutorial_Objective07
MissionObjectiveTag = SCRIPT:MATutorial_Objective08
End
;/////////////////////////////////////////////////////////////////////////////
Weather
HardwareFogColor = R:254 G:254 B:254
HardwareFogEnable = Yes
HardwareFogStart = 600
HardwareFogEnd = 2000
;; ---------------------------------
;; SNOW
;; ---------------------------------
SnowEnabled = Yes ; enable/disable snow on the map.
IsSnowing = Yes ; is it snowing today?
SnowTexture = EXSnowFlake2.tga
SnowBoxHeight = 500 ; height from which snow falls
SnowSpacing = 30 ; snow spacing -- less means more
NumberTiles = 4
SnowAmplitude = 20 ; amount of side-to-side movement.
SnowFrequencyScaleX = 0.01 ; speed of side-to-side wave movement.
SnowFrequencyScaleY = 0.005 ; speed of side-to-side wave movement.
SnowPointSize = 2 ; scale the size of snow particles.
SnowMinPointSize = 3 ; min point size
SnowMaxPointSize = 8 ; max point size
SnowPointSprites = No ; set to "no" for point-sprite emulation.
SnowQuadSize = 3 ; scale the size of snow particles when using point-sprite emulation.
SnowSpeed = 60 ; speed at which snow falls
SnowXYSpeed = X:40 Y:25
End
AIData
LowLodTreeName = TreeLowLODArnor
END
;/////////////////////////////////////////////////////////////////////////////
Object Shield02
KindOf = IMMOBILE SELECTABLE STRUCTURE NOT_AUTOACQUIRABLE
End
;/////////////////////////////////////////////////////////////////////////////
Object MenFortress
ReplaceModule ModuleTag_castle
Behavior = CastleBehavior ModuleTag_castleMAT
CastleToUnpackForFaction = Civilian Fortress_Men
PreBuiltList = MenWallHubSmallExpansion 3
PreBuiltList = MenArrowTowerExpansion 0
PreBuiltList = MenArrowTowerExpansion 4
PreBuiltList = MenArrowTowerExpansion 1
PreBuiltList = MenWallHubSmallExpansion 5
PreBuiltList = MenArrowTowerExpansion 2
FilterValidOwnedEntries = ANY +STRUCTURE +WALK_ON_TOP_OF_WALL +BASE_FOUNDATION +TACTICAL_MARKER ;Anything that does not fit this filter will be given to the neutral player, so the template can have rocks and props.
MaxCastleRadius = 90.0
FadeTime = 2.0 ; 2 seconds
InstantUnpack = Yes
KeepDeathKillsEverything = Yes
EvaEnemyCastleSightedEvent = EnemyFortressSighted
End
End
End
;/////////////////////////////////////////////////////////////////////////////
Science SCIENCE_ArrowVolleyGood
PrerequisiteSciences = None
SciencePurchasePointCost = 10
SciencePurchasePointCostMP = 10
IsGrantable = Yes
End
Science SCIENCE_Earthquake
PrerequisiteSciences = None
SciencePurchasePointCost = 20
SciencePurchasePointCostMP = 25
IsGrantable = Yes
End
;/////////////////////////////////////////////////////////////////////////////
SpecialPower SpellBookArrowVolleyGood
Enum = SPECIAL_SPELL_BOOK_ARROW_VOLLEY_GOOD
RadiusCursorRadius = 95
RequiredSciences = SCIENCE_ArrowVolleyGood
ReloadTime = 15000
InitiateAtLocationSound = SpellArrowVolleyMS
ViewObjectDuration = 10000
ViewObjectRange = 200
End
;/////////////////////////////////////////////////////////////////////////////
SpecialPower SpellBookEarthquake
Enum = SPECIAL_SPELL_BOOK_EARTHQUAKE
RadiusCursorRadius = 300
RequiredSciences = SCIENCE_Earthquake
ReloadTime = 30000 ; in milliseconds
InitiateAtLocationSound = SpellEarthquakeMS
ViewObjectDuration = 10000
ViewObjectRange = 200
End
;/////////////////////////////////////////////////////////////////////////////
Weapon EarthquakePhaseOneWeapon
RadiusDamageAffects = ENEMIES NEUTRALS
FireFX = FX_EarthquakePhaseOneWeapon
DamageNugget ; A basic Nugget that just does damage
Damage = 600
DamageScalar = 1% ALL -STRUCTURE
Radius = 100
DamageMaxHeightAboveTerrain = 1
DelayTime = 0
DamageType = SIEGE
DeathType = NORMAL
End
MetaImpactNugget ; A Nugget that throws things back with force
HeroResist = .99
ShockWaveAmount = 50.0
ShockWaveTaperOff = 1.0
ShockWaveRadius = 50
End
End
;/////////////////////////////////////////////////////////////////////////////
Weapon EarthquakePhaseTwoWeapon
RadiusDamageAffects = ENEMIES NEUTRALS
FireFX = FX_EarthquakePhaseTwoWeapon
DamageNugget ; A basic Nugget that just does damage
Damage = 1200
DamageScalar = 1% ALL -STRUCTURE
MinRadius = 50
Radius = 150
DamageMaxHeightAboveTerrain = 1
DelayTime = 0
DamageType = SIEGE
DeathType = NORMAL
End
MetaImpactNugget ; A Nugget that throws things back with force
HeroResist = .99
ShockWaveAmount = 50.0
ShockWaveTaperOff = 1.0
ShockWaveRadius = 100
End
End
;/////////////////////////////////////////////////////////////////////////////
Weapon EarthquakePhaseThreeWeapon
RadiusDamageAffects = ENEMIES NEUTRALS
FireFX = FX_EarthquakePhaseThreeWeapon
DamageNugget ; A basic Nugget that just does damage
Damage = 2000
DamageScalar = 1% ALL -STRUCTURE
MinRadius = 100
Radius = 200
DamageMaxHeightAboveTerrain = 1
DelayTime = 0
DamageType = SIEGE
DeathType = NORMAL
End
MetaImpactNugget ; A Nugget that throws things back with force
HeroResist = .99
ShockWaveAmount = 50.0
ShockWaveTaperOff = 1.0
ShockWaveRadius = 150
End
End
;/////////////////////////////////////////////////////////////////////////////
Weapon EarthquakePhaseFinalWeapon
RadiusDamageAffects = ENEMIES NEUTRALS
DamageNugget ; A basic Nugget that just does damage
Damage = 1200
DamageScalar = 1% ALL -STRUCTURE
Radius = 200
DamageMaxHeightAboveTerrain = 1
DelayTime = 0
DamageType = STRUCTURAL
DeathType = NORMAL
End
MetaImpactNugget ; A Nugget that throws things back with force
HeroResist = .50
ShockWaveAmount = 40.0
ShockWaveTaperOff = 1.0
ShockWaveRadius = 200
End
End
;/////////////////////////////////////////////////////////////////////////////
; WaterTransparency can be overridden per each map to change these values.
WaterTransparency
ReflectionPlaneZ = 65.0;
ReflectionOn = Yes
End