Building { NumInteriorNetworks=0; NumBuildingAnimations=1; NumComponents = 1; FreeBuildingHigh = 2; // Plus shape RotatePlacement = 0; // No real exits NumExits=0; // Have some placement icons NumPlacementExits=8; // Down arrows Exit[ 0 ] { PosX=0; PosY=2; Type=ArrowDown; } Exit[ 1 ] { PosX=1; PosY=2; Type=ArrowDown; } // Up arrows Exit[ 2 ] { PosX=0; PosY=-1; Type=ArrowUp; } Exit[ 3 ] { PosX=1; PosY=-1; Type=ArrowUp; } // Left arrows Exit[ 4 ] { PosX=-1; PosY=0; Type=ArrowLeft; } Exit[ 5 ] { PosX=-1; PosY=1; Type=ArrowLeft; } // Right arrows Exit[ 6 ] { PosX=2; PosY=0; Type=ArrowRight; } Exit[ 7 ] { PosX=2; PosY=1; Type=ArrowRight; } Anim[ 0 ] { Type=ADoorAnimation; Num=1; } Component[0] { Type=AFoodDispComp; DoorAnim=0; NumReleased=2; MaxReleasedForTrigger=20; MaxReleasedHardLimit=20; ThrowUnits=1; ThrowInitialSpeed = 12.0; ThrowVarInitialSpeed = 2.0; ThrowInitialUp = 1.5; ThrowVarInitialUp = 0.0; ThrowInitialYPos = 0.2; NumFoodTypes=2; NextReleaseDelay = 2.0; Food[0] { ScreenName=$UnitData_balebig; CodeName="balebig"; Cost=20; Delay=60; Quality=0.5; } Food[1] { ScreenName=$UnitData_bpaleo; CodeName="bpaleo"; Cost=50; Delay=60; Quality=0.9; } } } PreviewScene { CamPosition = {0, -8, -14}; CamAngle = 33; Model { Model = HerbFDsp; Position = {0, 0, 0}; } Model { Model = GrndPW; Position = {0, 0, 0}; } } Dialog { Field[FoodName] { type = ADialogCycleField; } Field[PerUseCost] { type = ADialogLabelField; format = $FieldFormat_AtCostEach; } Field[DispenseMode] { type = ADialogCycleField; } Field[DispenseNow] { type = ADialogCommandField; } Field[LastMonthCost] { type = ADialogLabelField; format = $FieldFormat_Money; } } Particles { NumLocators=2; Locator[0]{ Name="D_Smoke01"; NumEffects=1; Effect[0]{ DamageStart=80; DamageEnd=0; Setting="SmallSmoke"; } } Locator[1]{ Name="D_Smoke02"; NumEffects=1; Effect[0]{ DamageStart=80; DamageEnd=0; Setting="MediumSmoke"; } } } Breakpoints { BreakPoint { Type = sound; Sound = SFX_HATCHDOOR; Animation = bld_DOOR1_UP; Time = 1.0; Volume = 0.9; Pitch = 1.5; } BreakPoint { Type = sound; Sound = SFX_LEAVES01; Animation = bld_DOOR1_UP; Time = 58.0; Volume = 0.9; Pitch = 1.0; } BreakPoint { Type = sound; Sound = SFX_LEAVES01; Animation = bld_DOOR1_UP; Time = 59.0; Volume = 0.9; Pitch = 1.2; } BreakPoint { Type = sound; Sound = SFX_LEAVES01; Animation = bld_DOOR1_UP; Time = 60.0; Volume = 0.9; Pitch = 1.0; } BreakPoint { Type = sound; Sound = SFX_HATCHDOOR; Animation = bld_DOOR1_DN; Time = 2.0; Volume = 0.9; Pitch = 1.5; } } // WARNING: Do not place anything below these lines. //Anything past this point is destroyed on exporting bounding information BoundingGeometry { Geom_Max["Box01"] { Position = {0.000000, 0.000000, 0.000000}; Rotation = {0.000000, 0.000000, 0.000000, 1.000000}; PrimType = ePrimBox; Sides = { 10.000000, 10.000000, 0.500000 }; } }