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https://github.com/Ragora/T2-BoL.git
synced 2026-04-22 22:25:02 +00:00
Brought up to date with the newest T2BoL I've located
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287 changed files with 108557 additions and 107608 deletions
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@ -1,133 +1,133 @@
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//------------------------------------------------------------------------------
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// A lil sumthin by Alviss
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// Datablock script with all the building datablocks.
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//------------------------------------------------------------------------------
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// Datablock
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//------------------------------------------------------------------------------
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datablock StaticShapeData(BuildingBlock0) : StaticShapeDamageProfile
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{
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className = "BuildingPiece";
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shapeFile = "Pmiscf.dts";
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maxDamage = 20;
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destroyedLevel = 20;
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disabledLevel = 19;
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isShielded = true;
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energyPerDamagePoint = 240;
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maxEnergy = 50;
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rechargeRate = 0.25;
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explosion = HandGrenadeExplosion;
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expDmgRadius = 3.0;
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expDamage = 0.1;
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expImpulse = 200.0;
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dynamicType = $TypeMasks::StaticShapeObjectType;
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deployedObject = true;
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cmdCategory = "DSupport";
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cmdIcon = CMDSensorIcon;
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cmdMiniIconName = "commander/MiniIcons/com_deploymotionsensor";
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targetNameTag = 'Building Piece';
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deployAmbientThread = true;
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debrisShapeName = "debris_generic_small.dts";
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debris = DeployableDebris;
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heatSignature = 0;
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needsPower = false;
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};
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datablock StaticShapeData(BuildingBlock1) : BuildingBlock0
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{
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shapeFile = "smiscf.dts";
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};
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datablock StaticShapeData(BuildingBlock2) : BuildingBlock0
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{
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shapeFile = "stackable2l.dts";
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};
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datablock StaticShapeData(BuildingBlock3) : BuildingBlock0
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{
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shapeFile = "stackable2m.dts";
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};
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datablock StaticShapeData(BuildingBlock4) : BuildingBlock0
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{
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shapeFile = "stackable3l.dts";
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};
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datablock StaticShapeData(BuildingBlock5) : BuildingBlock0
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{
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shapeFile = "stackable4m.dts";
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};
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datablock StaticShapeData(BuildingBlock6) : BuildingBlock0
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{
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shapeFile = "Xmiscf.dts";
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};
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//--------------------
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// Hack to turn item names into the Type names
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// We won't need them once all the buildings are converted.
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//
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// Words like, Deployable, BasePack, Turret
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// are all removed from the item name, and then referenced the this table.
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//$CCItemToType[PowerPlant] = "PowerPlant";
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//$CCItemToType[Barracks] = "Barracks";
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//$CCItemToType[TiberiumRefinery] = "Tiberium";
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//$CCItemToType[CommCenter] = "CommCenter";
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//$CCItemToType[GTower] = "GuardTower";
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//$CCItemToType[WeaponsFactory] = "WarFact";
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//$CCItemToType[GunTurret] = "Gun"; // < lol
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//$CCItemToType[NPA] = "LaserBatt";
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//$CCItemToType[AdvPowerPlant] = "AdvPowerPlant";
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//$CCItemToType[EnrichGenerator] = "Enrich";
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//$CCItemToType[AdvGuard] = "AdvGuard";
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//$CCItemToType[AABat] = "AABat";
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//$CCItemToType[IonControl] = "IonControl";
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//$CCItemToType[Obelisk] = "Obelisk";
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//$CCItemToType[SAM] = "SAMSite";
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//$CCItemToType[TempOfNod] = "TempleOfNod";
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//$CCItemToType[PEC] = "ParticleEC";
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$CCItemToType[PowerPlantDeployable] = "PowerPlant";
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$CCItemToType[BarracksDeployable] = "Barracks";
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$CCItemToType[TiberiumRefinery] = "Tiberium";
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$CCItemToType[CommCenterDeployable] = "CommCenter";
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$CCItemToType[GTowerTurretBasePack] = "GuardTower";
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$CCItemToType[WeaponsFactoryDeployable] = "WarFact";
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$CCItemToType[TurretBasePack] = "Gun"; // < lol
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$CCItemToType[NPATurretBasePack] = "LaserBatt";
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$CCItemToType[AdvPowerPlantDeployable] = "AdvPowerPlant";
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$CCItemToType[EnrichGeneratorDeployable] = "Enrich";
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$CCItemToType[AdvGuardTurretBasePack] = "AdvGuard";
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$CCItemToType[AABatTurretBasePack] = "AABat";
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$CCItemToType[IonControlDeployable] = "IonControl";
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$CCItemToType[ObeliskTurretBasePack] = "Obelisk";
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$CCItemToType[SAMTurretBasePack] = "SAMSite";
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$CCItemToType[TempleOfNod] = "TempleOfNod";
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$CCItemToType[PECTurretBasePack] = "ParticleEC";
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$CCTypeToItem[PowerPlant] = "PowerPlantDeployable";
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$CCTypeToItem[Barracks] = "BarracksDeployable";
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$CCTypeToItem[Tiberium] = "TiberiumRefineryDeployable";
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$CCTypeToItem[CommCenter] = "CommCenterDeployable";
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$CCTypeToItem[GuardTower] = "GTowerTurretBasePack";
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$CCTypeToItem[WarFact] = "WeaponsFactoryDeployable";
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$CCTypeToItem[Gun] = "TurretBasePack"; // < lol
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$CCTypeToItem[LaserBatt] = "NPATurretBasePack";
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$CCTypeToItem[AdvPowerPlant] = "AdvPowerPlantDeployable";
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$CCTypeToItem[Enrich] = "EnrichGeneratorDeployable";
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$CCTypeToItem[AdvGuard] = "AdvGuardTurretBasePack";
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$CCTypeToItem[AABat] = "AABatTurretBasePack";
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$CCTypeToItem[IonControl] = "IonControlDeployable";
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$CCTypeToItem[Obelisk] = "ObeliskTurretBasePack";
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$CCTypeToItem[SAMSite] = "SAMTurretBasePack";
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$CCTypeToItem[TempOfNod] = "TempleOfNod";
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$CCTypeToItem[ParticleEC] = "PECTurretBasePack";
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//------------------------------------------------------------------------------
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// A lil sumthin by Alviss
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// Datablock script with all the building datablocks.
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//------------------------------------------------------------------------------
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// Datablock
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//------------------------------------------------------------------------------
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datablock StaticShapeData(BuildingBlock0) : StaticShapeDamageProfile
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{
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className = "BuildingPiece";
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shapeFile = "Pmiscf.dts";
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maxDamage = 20;
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destroyedLevel = 20;
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disabledLevel = 19;
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isShielded = true;
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energyPerDamagePoint = 240;
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maxEnergy = 50;
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rechargeRate = 0.25;
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explosion = HandGrenadeExplosion;
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expDmgRadius = 3.0;
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expDamage = 0.1;
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expImpulse = 200.0;
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dynamicType = $TypeMasks::StaticShapeObjectType;
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deployedObject = true;
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cmdCategory = "DSupport";
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cmdIcon = CMDSensorIcon;
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cmdMiniIconName = "commander/MiniIcons/com_deploymotionsensor";
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targetNameTag = 'Building Piece';
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deployAmbientThread = true;
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debrisShapeName = "debris_generic_small.dts";
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debris = DeployableDebris;
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heatSignature = 0;
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needsPower = false;
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};
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datablock StaticShapeData(BuildingBlock1) : BuildingBlock0
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{
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shapeFile = "smiscf.dts";
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};
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datablock StaticShapeData(BuildingBlock2) : BuildingBlock0
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{
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shapeFile = "stackable2l.dts";
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};
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datablock StaticShapeData(BuildingBlock3) : BuildingBlock0
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{
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shapeFile = "stackable2m.dts";
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};
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datablock StaticShapeData(BuildingBlock4) : BuildingBlock0
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{
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shapeFile = "stackable3l.dts";
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};
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datablock StaticShapeData(BuildingBlock5) : BuildingBlock0
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{
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shapeFile = "stackable4m.dts";
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};
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datablock StaticShapeData(BuildingBlock6) : BuildingBlock0
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{
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shapeFile = "Xmiscf.dts";
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};
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//--------------------
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// Hack to turn item names into the Type names
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// We won't need them once all the buildings are converted.
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//
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// Words like, Deployable, BasePack, Turret
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// are all removed from the item name, and then referenced the this table.
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//$CCItemToType[PowerPlant] = "PowerPlant";
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//$CCItemToType[Barracks] = "Barracks";
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//$CCItemToType[TiberiumRefinery] = "Tiberium";
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//$CCItemToType[CommCenter] = "CommCenter";
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//$CCItemToType[GTower] = "GuardTower";
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//$CCItemToType[WeaponsFactory] = "WarFact";
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//$CCItemToType[GunTurret] = "Gun"; // < lol
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//$CCItemToType[NPA] = "LaserBatt";
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//$CCItemToType[AdvPowerPlant] = "AdvPowerPlant";
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//$CCItemToType[EnrichGenerator] = "Enrich";
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//$CCItemToType[AdvGuard] = "AdvGuard";
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//$CCItemToType[AABat] = "AABat";
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//$CCItemToType[IonControl] = "IonControl";
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//$CCItemToType[Obelisk] = "Obelisk";
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//$CCItemToType[SAM] = "SAMSite";
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//$CCItemToType[TempOfNod] = "TempleOfNod";
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//$CCItemToType[PEC] = "ParticleEC";
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$CCItemToType[PowerPlantDeployable] = "PowerPlant";
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$CCItemToType[BarracksDeployable] = "Barracks";
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$CCItemToType[TiberiumRefinery] = "Tiberium";
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$CCItemToType[CommCenterDeployable] = "CommCenter";
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$CCItemToType[GTowerTurretBasePack] = "GuardTower";
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$CCItemToType[WeaponsFactoryDeployable] = "WarFact";
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$CCItemToType[TurretBasePack] = "Gun"; // < lol
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$CCItemToType[NPATurretBasePack] = "LaserBatt";
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$CCItemToType[AdvPowerPlantDeployable] = "AdvPowerPlant";
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$CCItemToType[EnrichGeneratorDeployable] = "Enrich";
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$CCItemToType[AdvGuardTurretBasePack] = "AdvGuard";
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$CCItemToType[AABatTurretBasePack] = "AABat";
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$CCItemToType[IonControlDeployable] = "IonControl";
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$CCItemToType[ObeliskTurretBasePack] = "Obelisk";
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$CCItemToType[SAMTurretBasePack] = "SAMSite";
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$CCItemToType[TempleOfNod] = "TempleOfNod";
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$CCItemToType[PECTurretBasePack] = "ParticleEC";
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$CCTypeToItem[PowerPlant] = "PowerPlantDeployable";
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$CCTypeToItem[Barracks] = "BarracksDeployable";
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$CCTypeToItem[Tiberium] = "TiberiumRefineryDeployable";
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$CCTypeToItem[CommCenter] = "CommCenterDeployable";
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$CCTypeToItem[GuardTower] = "GTowerTurretBasePack";
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$CCTypeToItem[WarFact] = "WeaponsFactoryDeployable";
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$CCTypeToItem[Gun] = "TurretBasePack"; // < lol
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$CCTypeToItem[LaserBatt] = "NPATurretBasePack";
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$CCTypeToItem[AdvPowerPlant] = "AdvPowerPlantDeployable";
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$CCTypeToItem[Enrich] = "EnrichGeneratorDeployable";
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$CCTypeToItem[AdvGuard] = "AdvGuardTurretBasePack";
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$CCTypeToItem[AABat] = "AABatTurretBasePack";
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$CCTypeToItem[IonControl] = "IonControlDeployable";
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$CCTypeToItem[Obelisk] = "ObeliskTurretBasePack";
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$CCTypeToItem[SAMSite] = "SAMTurretBasePack";
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$CCTypeToItem[TempOfNod] = "TempleOfNod";
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$CCTypeToItem[ParticleEC] = "PECTurretBasePack";
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