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maps_map beginner tutorial_map.ini
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2006-02-02
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7KB
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224 lines
;/////////////////////////////////////////////////////////////////////////////
;/// Map Beginner Tutorial ///
;/////////////////////////////////////////////////////////////////////////////
MissionObjectiveList
MissionObjectiveTag = SCRIPT:MBTutorial_Objective01
MissionObjectiveTag = SCRIPT:MBTutorial_Objective02
MissionObjectiveTag = SCRIPT:MBTutorial_Objective03
MissionObjectiveTag = SCRIPT:MBTutorial_Objective04
MissionObjectiveTag = SCRIPT:MBTutorial_Objective05
MissionObjectiveTag = SCRIPT:MBTutorial_Objective06
MissionObjectiveTag = SCRIPT:MBTutorial_Objective07
MissionObjectiveTag = SCRIPT:MBTutorial_Objective08
MissionObjectiveTag = SCRIPT:MBTutorial_Objective09
MissionObjectiveTag = SCRIPT:MBTutorial_Objective10
BonusMissionObjectiveTag = SCRIPT:MBTutorial_BonusObjective01
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 MenPorter
CommandSet = MenPorterCommandSetForTutorial
End
;/////////////////////////////////////////////////////////////////////////////
Object GondorFighterHorde
BuildTime = 5
End
;/////////////////////////////////////////////////////////////////////////////
Object GondorArcherHorde
BuildTime = 5
End
;/////////////////////////////////////////////////////////////////////////////
Object GondorBarracks
BuildTime = 8
End
;/////////////////////////////////////////////////////////////////////////////
Object GondorFarm
BuildTime = 8
End
;/////////////////////////////////////////////////////////////////////////////
Object GondorArcherRange
BuildTime = 8
End
;/////////////////////////////////////////////////////////////////////////////
Object MenWallSegmentSmall
BuildTime = 10
End
;/////////////////////////////////////////////////////////////////////////////
Object MenWallTrebuchetSmall
BuildTime = 5
End
;/////////////////////////////////////////////////////////////////////////////
Object MenWallHubSmall
BuildTime = 15
End
;/////////////////////////////////////////////////////////////////////////////
Object MenWallHubSmallExpansion
BuildTime = 10
End
;/////////////////////////////////////////////////////////////////////////////
Object GondorBoromir
BuildTime = 5
ReplaceModule ModuleTag_RespawnUpdate
Behavior = RespawnUpdate ModuleTag_RespawnUpdate_ForTut
; DeathAnim = STUNNED ;Model condition to play when killed-to-respawn
DeathAnim = DYING ;Model condition to play when killed-to-respawn
DeathFX = FX_BoromirDieToRespawn ;FXList to play when killed-to-respawn
DeathAnimationTime = 4966 ;1133 ;How long DeathAnim will take.
InitialSpawnFX = FX_BoromirInitialSpawn
RespawnAnim = LEVELED ;Animation to play when respawning.
RespawnFX = FX_BoromirRespawn ;FXList to play when respawning.
RespawnAnimationTime = 2000 ;Time it takes for respawn to play.
AutoRespawnAtObjectFilter = NONE +CASTLE_KEEP ;Respawn at this location -- and at it's exit production point if possible.
ButtonImage = HIBorimir_res
;RespawnEntries determine the ruleset for how a character can be revived. Some units may automatically respawn, others
;may require a specific revive action performed on him. You can specify different values for each level... or use Level:Any
RespawnRules = AutoSpawn:No Cost:700 Time:5000 Health:100% ;DEFAULT VALUES
RespawnEntry = Level:2 Cost:800 Time:5000 ;For other levels, only override what is different.
RespawnEntry = Level:3 Cost:900 Time:5000
RespawnEntry = Level:4 Cost:1000 Time:5000
RespawnEntry = Level:5 Cost:1100 Time:5000
RespawnEntry = Level:6 Cost:1200 Time:5000
RespawnEntry = Level:7 Cost:1300 Time:5000
RespawnEntry = Level:8 Cost:1400 Time:5000
RespawnEntry = Level:9 Cost:1500 Time:5000
RespawnEntry = Level:10 Cost:1600 Time:5000
End
End
End
;/////////////////////////////////////////////////////////////////////////////
Object MenFortressCitadel
RemoveModule ModuleTag_SlaughterMe
End
;/////////////////////////////////////////////////////////////////////////////
Rank 1
SkillPointsNeededDefault = 0 ; If there is no side specific override (Replace Default with Side name, or with 'Campaign' for SP) just use this.
SkillPointsNeededCampaign = 0
SciencePurchasePointsGranted = 0
End
;/////////////////////////////////////////////////////////////////////////////
ChildObject GondorBattleTower GondorKeep
BuildTime = 15
End
;/////////////////////////////////////////////////////////////////////////////
; WaterTransparency can be overridden per each map to change these values.
WaterTransparency
ReflectionPlaneZ = 80.0;
ReflectionOn = Yes
End
;/////////////////////////////////////////////////////////////////////////////