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data_ini_object_civilian_civilianunit.ini
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2006-01-31
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; FILE: CivilianUnit.ini //////////////////////////////////////////////////////
; This file contains only units that are not part of any specific
; game faction. An example is an object with "behavior" that isn't
; specifically tied to any player/faction such as a random civilian
;//////////////////////////////////////////////////////////////////////////////
#define AMBIENTSOUND_KINDOF IMMOBILE INERT OPTIMIZED_SOUND
;------ This section is for Ambient Sound Objects-------
; Dummy object just for attaching customized ambient sounds to
; Weird name is to sort in front of objects named Amb_*
Object AGenericSound
EditorSorting = AUDIO
KindOf = IMMOBILE WB_DISPLAY_SCRIPT_NAME OPTIMIZED_SOUND INERT
Draw = W3DDefaultDraw ModuleTag_01
;nothing
End
End
Object Amb_FireMoria1
EditorSorting = AUDIO
KindOf = AMBIENTSOUND_KINDOF ; Defined at top of file
SoundAmbient = FireMoria1AmbientLoop
Draw = W3DDefaultDraw ModuleTag_01
End
End
Object Amb_Campfire1
EditorSorting = AUDIO
KindOf = AMBIENTSOUND_KINDOF ; Defined at top of file
SoundAmbient = Campfire1AmbientLoop
Draw = W3DDefaultDraw ModuleTag_01
End
End
Object Amb_Torch1
EditorSorting = AUDIO
KindOf = AMBIENTSOUND_KINDOF ; Defined at top of file
SoundAmbient = TorchAmbientLoop
Draw = W3DDefaultDraw ModuleTag_01
End
End
Object Amb_WaterfallMoria
EditorSorting = AUDIO
KindOf = AMBIENTSOUND_KINDOF ; Defined at top of file
SoundAmbient = Amb_WaterfallMoria
Draw = W3DDefaultDraw ModuleTag_01
End
End
Object Amb_WaterTroughMoria
EditorSorting = AUDIO
KindOf = AMBIENTSOUND_KINDOF ; Defined at top of file
SoundAmbient = Amb_WaterTroughMoria
Draw = W3DDefaultDraw ModuleTag_01
End
End
Object Amb_CreakTree1
EditorSorting = AUDIO
KindOf = AMBIENTSOUND_KINDOF ; Defined at top of file
SoundAmbient = Amb_CreakTree1
Draw = W3DDefaultDraw ModuleTag_01
End
End
Object Amb_HissSteamLava1
EditorSorting = AUDIO
KindOf = AMBIENTSOUND_KINDOF ; Defined at top of file
SoundAmbient = Amb_HissSteamLava1
Draw = W3DDefaultDraw ModuleTag_01
End
End
Object Amb_CreatureBird1
EditorSorting = AUDIO
KindOf = AMBIENTSOUND_KINDOF ; Defined at top of file
SoundAmbient = Amb_CreatureBird1
Draw = W3DDefaultDraw ModuleTag_01
End
End
Object Amb_ChimesMagic1
EditorSorting = AUDIO
KindOf = AMBIENTSOUND_KINDOF ; Defined at top of file
SoundAmbient = Amb_ChimesMagic1
Draw = W3DDefaultDraw ModuleTag_01
End
End
Object Amb_WaterSplashFish1
EditorSorting = AUDIO
KindOf = AMBIENTSOUND_KINDOF ; Defined at top of file
SoundAmbient = Amb_WaterSplashFish1
Draw = W3DDefaultDraw ModuleTag_01
End
End
Object Amb_WaterLakeLight1
EditorSorting = AUDIO
KindOf = AMBIENTSOUND_KINDOF ; Defined at top of file
SoundAmbient = Amb_WaterLakeLight1
Draw = W3DDefaultDraw ModuleTag_01
End
End
Object Amb_WaterDockHarbor1
EditorSorting = AUDIO
KindOf = AMBIENTSOUND_KINDOF ; Defined at top of file
SoundAmbient = Amb_WaterDockHarbor1
Draw = W3DDefaultDraw ModuleTag_01
End
End
Object Amb_BatSqueakSkitter1
EditorSorting = AUDIO
KindOf = AMBIENTSOUND_KINDOF ; Defined at top of file
SoundAmbient = Amb_BatSqueakSkitter1
Draw = W3DDefaultDraw ModuleTag_01
End
End
Object Amb_SwampRonks1
EditorSorting = AUDIO
KindOf = AMBIENTSOUND_KINDOF ; Defined at top of file
SoundAmbient = Amb_SwampRonks1
Draw = W3DDefaultDraw ModuleTag_01
End
End
Object Amb_CreatureHowl1
EditorSorting = AUDIO
KindOf = AMBIENTSOUND_KINDOF ; Defined at top of file
SoundAmbient = Amb_CreatureHowl1
Draw = W3DDefaultDraw ModuleTag_01
End
End
Object Amb_CreaksMetal1
EditorSorting = AUDIO
KindOf = AMBIENTSOUND_KINDOF ; Defined at top of file
SoundAmbient = Amb_CreaksMetal1
Draw = W3DDefaultDraw ModuleTag_01
End
End
Object Amb_ShutterWoodCreaksCracks1
EditorSorting = AUDIO
KindOf = AMBIENTSOUND_KINDOF ; Defined at top of file
SoundAmbient = Amb_ShutterWoodCreaksCracks1
Draw = W3DDefaultDraw ModuleTag_01
End
End
Object Amb_CampFoley1
EditorSorting = AUDIO
KindOf = AMBIENTSOUND_KINDOF ; Defined at top of file
SoundAmbient = Amb_CampFoley1
Draw = W3DDefaultDraw ModuleTag_01
End
End
Object Amb_DirtFall1
EditorSorting = AUDIO
KindOf = AMBIENTSOUND_KINDOF ; Defined at top of file
SoundAmbient = Amb_DirtFall1
Draw = W3DDefaultDraw ModuleTag_01
End
End
Object Amb_RockTumbleMedium
EditorSorting = AUDIO
KindOf = AMBIENTSOUND_KINDOF ; Defined at top of file
SoundAmbient = Amb_RockTumbleMedium
Draw = W3DDefaultDraw ModuleTag_01
End
End
Object Amb_CritterDesert1
EditorSorting = AUDIO
KindOf = AMBIENTSOUND_KINDOF ; Defined at top of file
SoundAmbient = Amb_CritterDesert1
Draw = W3DDefaultDraw ModuleTag_01
End
End
Object Amb_CritterDesert2
EditorSorting = AUDIO
KindOf = AMBIENTSOUND_KINDOF ; Defined at top of file
SoundAmbient = Amb_CritterDesert2
Draw = W3DDefaultDraw ModuleTag_01
End
End
Object Amb_Dog1Barks
EditorSorting = AUDIO
KindOf = AMBIENTSOUND_KINDOF ; Defined at top of file
SoundAmbient = Amb_Dog1Barks
Draw = W3DDefaultDraw ModuleTag_01
End
End
Object Amb_Dog2Barks
EditorSorting = AUDIO
KindOf = AMBIENTSOUND_KINDOF ; Defined at top of file
SoundAmbient = Amb_Dog2Barks
Draw = W3DDefaultDraw ModuleTag_01
End
End
Object Amb_Dog3Barks
EditorSorting = AUDIO
KindOf = AMBIENTSOUND_KINDOF ; Defined at top of file
SoundAmbient = Amb_Dog3Barks
Draw = W3DDefaultDraw ModuleTag_01
End
End
Object Amb_CreatureWhistle1
EditorSorting = AUDIO
KindOf = AMBIENTSOUND_KINDOF ; Defined at top of file
SoundAmbient = Amb_CreaturesWhistle1
Draw = W3DDefaultDraw ModuleTag_01
End
End
Object Amb_CreatureLow1
EditorSorting = AUDIO
KindOf = AMBIENTSOUND_KINDOF ; Defined at top of file
SoundAmbient = Amb_CreaturesLow1
Draw = W3DDefaultDraw ModuleTag_01
End
End
Object Amb_HumanWalla1
EditorSorting = AUDIO
KindOf = AMBIENTSOUND_KINDOF ; Defined at top of file
SoundAmbient = Amb_HumanWalla1
Draw = W3DDefaultDraw ModuleTag_01
End
End
Object Amb_HumanWalla2
EditorSorting = AUDIO
KindOf = AMBIENTSOUND_KINDOF ; Defined at top of file
SoundAmbient = Amb_HumanWalla2
Draw = W3DDefaultDraw ModuleTag_01
End
End
Object Amb_HumanWalla3
EditorSorting = AUDIO
KindOf = AMBIENTSOUND_KINDOF ; Defined at top of file
SoundAmbient = Amb_HumanWalla3
Draw = W3DDefaultDraw ModuleTag_01
End
End
Object Amb_CricketSingleChirps1
EditorSorting = AUDIO
KindOf = AMBIENTSOUND_KINDOF ; Defined at top of file
SoundAmbient = Amb_CricketSingleChirps1
Draw = W3DDefaultDraw ModuleTag_01
End
End
Object Amb_CricketsBed1
EditorSorting = AUDIO
KindOf = AMBIENTSOUND_KINDOF ; Defined at top of file
SoundAmbient = Amb_CricketsBed1
Draw = W3DDefaultDraw ModuleTag_01
End
End
Object Amb_CricketsBed2
EditorSorting = AUDIO
KindOf = AMBIENTSOUND_KINDOF ; Defined at top of file
SoundAmbient = Amb_CricketsBed2
Draw = W3DDefaultDraw ModuleTag_01
End
End
Object 5k+8kSineTest
EditorSorting = AUDIO
KindOf = AMBIENTSOUND_KINDOF ; Defined at top of file
SoundAmbient = 5k+8kSineTest
Draw = W3DDefaultDraw ModuleTag_01
End
End
Object 5k+8kSineTest-18dbpeak
EditorSorting = AUDIO
KindOf = AMBIENTSOUND_KINDOF ; Defined at top of file
SoundAmbient = 5k+8kSineTest-18dbpeak
Draw = W3DDefaultDraw ModuleTag_01
End
End
Object Amb_OceanWaves1
EditorSorting = AUDIO
KindOf = AMBIENTSOUND_KINDOF ; Defined at top of file
SoundAmbient = Amb_OceanWaves1
Draw = W3DDefaultDraw ModuleTag_01
End
End
Object Amb_FlyBuzz1
EditorSorting = AUDIO
KindOf = AMBIENTSOUND_KINDOF ; Defined at top of file
SoundAmbient = Amb_FlyBuzz1
Draw = W3DDefaultDraw ModuleTag_01
End
End
Object HumanWebbedAmbientLoop
EditorSorting = AUDIO
KindOf = AMBIENTSOUND_KINDOF ; Defined at top of file
SoundAmbient = HumanWebbedAmbientLoop
Draw = W3DDefaultDraw ModuleTag_01
End
End
;----------------
Object Amb_BirdsBeach
EditorSorting = AUDIO
KindOf = AMBIENTSOUND_KINDOF ; Defined at top of file
SoundAmbient = Amb_BirdsBeach
Draw = W3DDefaultDraw ModuleTag_01
;nothing
End
End
Object Amb_BirdsAmonHen1
EditorSorting = AUDIO
KindOf = AMBIENTSOUND_KINDOF ; Defined at top of file
SoundAmbient = Amb_BirdsAmonHen1
Draw = W3DDefaultDraw ModuleTag_01
;nothing
End
End
Object Amb_BirdsAmonHen2
EditorSorting = AUDIO
KindOf = AMBIENTSOUND_KINDOF ; Defined at top of file
SoundAmbient = Amb_BirdsAmonHen2
Draw = W3DDefaultDraw ModuleTag_01
;nothing
End
End
Object Amb_BirdsBuzzard
EditorSorting = AUDIO
KindOf = AMBIENTSOUND_KINDOF ; Defined at top of file
SoundAmbient = Amb_BirdsBuzzard
Draw = W3DDefaultDraw ModuleTag_01
;nothing
End
End
Object Amb_BirdsCrowMellow
EditorSorting = AUDIO
KindOf = AMBIENTSOUND_KINDOF ; Defined at top of file
SoundAmbient = Amb_BirdsCrowMellow
Draw = W3DDefaultDraw ModuleTag_01
;nothing
End
End
Object Amb_BirdsCrowWeird
EditorSorting = AUDIO
KindOf = AMBIENTSOUND_KINDOF ; Defined at top of file
SoundAmbient = Amb_BirdsCrowWeird
Draw = W3DDefaultDraw ModuleTag_01
;nothing
End
End
Object Amb_BirdsCrowSquak
EditorSorting = AUDIO
KindOf = AMBIENTSOUND_KINDOF ; Defined at top of file
SoundAmbient = Amb_BirdsCrowSquak
Draw = W3DDefaultDraw ModuleTag_01
;nothing
End
End
Object Amb_BirdsCrowSimple
EditorSorting = AUDIO
KindOf = AMBIENTSOUND_KINDOF ; Defined at top of file
SoundAmbient = Amb_BirdsCrowSimple
Draw = W3DDefaultDraw ModuleTag_01
;nothing
End
End
Object Amb_BirdsDesert1
EditorSorting = AUDIO
KindOf = AMBIENTSOUND_KINDOF ; Defined at top of file
SoundAmbient = Amb_BirdsDesert1
Draw = W3DDefaultDraw ModuleTag_01
;nothing
End
End
Object Amb_BirdsFalcon1
EditorSorting = AUDIO
KindOf = AMBIENTSOUND_KINDOF ; Defined at top of file
SoundAmbient = Amb_BirdsFalcon1
Draw = W3DDefaultDraw ModuleTag_01
;nothing
End
End
Object Amb_BirdsFalcon2
EditorSorting = AUDIO
KindOf = AMBIENTSOUND_KINDOF ; Defined at top of file
SoundAmbient = Amb_BirdsFalcon2
Draw = W3DDefaultDraw ModuleTag_01
;nothing
End
End
Object Amb_BirdsMountain1
EditorSorting = AUDIO
KindOf = AMBIENTSOUND_KINDOF ; Defined at top of file
SoundAmbient = Amb_BirdsMountain1
Draw = W3DDefaultDraw ModuleTag_01
;nothing
End
End
Object Amb_BirdsMountain2
EditorSorting = AUDIO
KindOf = AMBIENTSOUND_KINDOF ; Defined at top of file
SoundAmbient = Amb_BirdsMountain2
Draw = W3DDefaultDraw ModuleTag_01
;nothing
End
End
Object Amb_BirdsOwl
EditorSorting = AUDIO
KindOf = AMBIENTSOUND_KINDOF ; Defined at top of file
SoundAmbient = Amb_BirdsOwl
Draw = W3DDefaultDraw ModuleTag_01
;nothing
End
End
Object Amb_WaterCreek1Loop
EditorSorting = AUDIO
KindOf = AMBIENTSOUND_KINDOF ; Defined at top of file
SoundAmbient = Amb_WaterCreek1Loop
Draw = W3DDefaultDraw ModuleTag_01
;nothing
End
End
Object Amb_WaterCreek2Loop
EditorSorting = AUDIO
KindOf = AMBIENTSOUND_KINDOF ; Defined at top of file
SoundAmbient = Amb_WaterCreek2Loop
Draw = W3DDefaultDraw ModuleTag_01
;nothing
End
End
Object Amb_WaterRiver1Loop
EditorSorting = AUDIO
KindOf = AMBIENTSOUND_KINDOF ; Defined at top of file
SoundAmbient = Amb_WaterRiver1Loop
Draw = W3DDefaultDraw ModuleTag_01
;nothing
End
End
Object Amb_WindCold1
EditorSorting = AUDIO
KindOf = AMBIENTSOUND_KINDOF ; Defined at top of file
SoundAmbient = Amb_WindCold1
Draw = W3DDefaultDraw ModuleTag_01
;nothing
End
End
Object Amb_WindMountain1
EditorSorting = AUDIO
KindOf = AMBIENTSOUND_KINDOF ; Defined at top of file
SoundAmbient = Amb_WindMountain1
Draw = W3DDefaultDraw ModuleTag_01
;nothing
End
End
Object Amb_VillageWalla1Loop
EditorSorting = AUDIO
KindOf = AMBIENTSOUND_KINDOF ; Defined at top of file
SoundAmbient = Amb_VillageWalla1Loop
Draw = W3DDefaultDraw ModuleTag_01
;nothing
End
End
;Object Amb_VillageWind1Loop ;removed 10/1/04 Evan T. Chen
; EditorSorting = AUDIO
; KindOf = AMBIENTSOUND_KINDOF ; Defined at top of file
; SoundAmbient = Amb_VillageWind1Loop
; Draw = W3DDefaultDraw ModuleTag_01
; ;nothing
; End
;End
Object Amb_VillageStoneworker
EditorSorting = AUDIO
KindOf = AMBIENTSOUND_KINDOF ; Defined at top of file
SoundAmbient = Amb_VillageStoneworker
Draw = W3DDefaultDraw ModuleTag_01
;nothing
End
End
Object Amb_VillageChickens
EditorSorting = AUDIO
KindOf = AMBIENTSOUND_KINDOF ; Defined at top of file
SoundAmbient = Amb_VillageChickens
Draw = W3DDefaultDraw ModuleTag_01
;nothing
End
End
Object Amb_VillageBarrelMaker
EditorSorting = AUDIO
KindOf = AMBIENTSOUND_KINDOF ; Defined at top of file
SoundAmbient = Amb_VillageBarrelMaker
Draw = W3DDefaultDraw ModuleTag_01
;nothing
End
End
Object Amb_VillageCoals
EditorSorting = AUDIO
KindOf = AMBIENTSOUND_KINDOF ; Defined at top of file
SoundAmbient = Amb_VillageCoals
Draw = W3DDefaultDraw ModuleTag_01
;nothing
End
End
Object Amb_VillageStable
EditorSorting = AUDIO
KindOf = AMBIENTSOUND_KINDOF ; Defined at top of file
SoundAmbient = Amb_VillageStable
Draw = W3DDefaultDraw ModuleTag_01
;nothing
End
End
Object Amb_VillageChurchBell
EditorSorting = AUDIO
KindOf = AMBIENTSOUND_KINDOF ; Defined at top of file
SoundAmbient = Amb_VillageChurchBell
Draw = W3DDefaultDraw ModuleTag_01
;nothing
End
End
Object Amb_VillageTavernLoop
EditorSorting = AUDIO
KindOf = AMBIENTSOUND_KINDOF ; Defined at top of file
SoundAmbient = Amb_VillageTavernLoop
Draw = W3DDefaultDraw ModuleTag_01
;nothing
End
End
Object Amb_BirdsIthilien1Loop
EditorSorting = AUDIO
KindOf = AMBIENTSOUND_KINDOF ; Defined at top of file
SoundAmbient = Amb_MTBirds1Loop
Draw = W3DDefaultDraw ModuleTag_01
;nothing
End
End
Object Amb_BirdsIthilien2Loop
EditorSorting = AUDIO
KindOf = AMBIENTSOUND_KINDOF ; Defined at top of file
SoundAmbient = Amb_MTBirds2Loop
Draw = W3DDefaultDraw ModuleTag_01
;nothing
End
End
Object Amb_WindMT
EditorSorting = AUDIO
KindOf = AMBIENTSOUND_KINDOF ; Defined at top of file
SoundAmbient = Amb_MTWind2
Draw = W3DDefaultDraw ModuleTag_01
;nothing
End
End
Object AmbStream_Shire
EditorSorting = AUDIO
KindOf = AMBIENTSOUND_KINDOF ; Defined at top of file
SoundAmbient = AmbientShireStream
Draw = W3DDefaultDraw ModuleTag_01
;nothing
End
End
Object AmbStream_WinterTundra
EditorSorting = AUDIO
KindOf = AMBIENTSOUND_KINDOF ; Defined at top of file
SoundAmbient = AmbientWinterTundraStream
Draw = W3DDefaultDraw ModuleTag_01
;nothing
End
End
Object AmbStream_IthilienForest
EditorSorting = AUDIO
KindOf = AMBIENTSOUND_KINDOF ; Defined at top of file
SoundAmbient = AmbientIthilienForestStream
Draw = W3DDefaultDraw ModuleTag_01
;nothing
End
End
Object AmbStream_Fangorn
EditorSorting = AUDIO
KindOf = AMBIENTSOUND_KINDOF ; Defined at top of file
SoundAmbient = AmbientFangornStream
Draw = W3DDefaultDraw ModuleTag_01
;nothing
End
End
Object AmbStream_LivingWorldCloudWind
EditorSorting = AUDIO
KindOf = AMBIENTSOUND_KINDOF ; Defined at top of file
SoundAmbient = AmbientLivingWorldCloudWind
Draw = W3DDefaultDraw ModuleTag_01
;nothing
End
End
Object AmbStream_MountDoom
EditorSorting = AUDIO
KindOf = AMBIENTSOUND_KINDOF ; Defined at top of file
SoundAmbient = AmbientMountDoomStream
Draw = W3DDefaultDraw ModuleTag_01
;nothing
End
End
Object AmbStream_DeadMarshes
EditorSorting = AUDIO
KindOf = AMBIENTSOUND_KINDOF ; Defined at top of file
SoundAmbient = AmbientDeadMarshStream
Draw = W3DDefaultDraw ModuleTag_01
End
End
Object AmbStream_PlainsOfRohan
EditorSorting = AUDIO
KindOf = AMBIENTSOUND_KINDOF ; Defined at top of file
SoundAmbient = AmbientPlainsOfRohanStream
Draw = W3DDefaultDraw ModuleTag_01
End
End
Object AmbStream_ShelobsLair
EditorSorting = AUDIO
KindOf = AMBIENTSOUND_KINDOF ; Defined at top of file
SoundAmbient = AmbientShelobsLairStream
Draw = W3DDefaultDraw ModuleTag_01
End
End
Object AmbStream_EdorasGrasslands
EditorSorting = AUDIO
KindOf = AMBIENTSOUND_KINDOF ; Defined at top of file
SoundAmbient = AmbientEdorasGrasslandsStream
Draw = W3DDefaultDraw ModuleTag_01
End
End
Object AmbStream_Isengard
EditorSorting = AUDIO
KindOf = AMBIENTSOUND_KINDOF ; Defined at top of file
SoundAmbient = AmbientIsengardStream
Draw = W3DDefaultDraw ModuleTag_01
End
End
Object AmbStream_BlackGate
EditorSorting = AUDIO
KindOf = AMBIENTSOUND_KINDOF ; Defined at top of file
SoundAmbient = AmbientBlackGateStream
Draw = W3DDefaultDraw ModuleTag_01
End
End
Object AmbStream_AmonHenForest1
EditorSorting = AUDIO
KindOf = AMBIENTSOUND_KINDOF ; Defined at top of file
SoundAmbient = AmbientAmonHenForest1Stream
Draw = W3DDefaultDraw ModuleTag_01
End
End
Object AmbStream_MinesOfMoria
EditorSorting = AUDIO
KindOf = AMBIENTSOUND_KINDOF ; Defined at top of file
SoundAmbient = AmbientMinesOfMoriaStream
Draw = W3DDefaultDraw ModuleTag_01
End
End
Object AmbStream_MoriaWaterChamber
EditorSorting = AUDIO
KindOf = AMBIENTSOUND_KINDOF ; Defined at top of file
SoundAmbient = AmbientMoriaWaterChamberStream
Draw = W3DDefaultDraw ModuleTag_01
End
End
Object AmbStream_MoriaScaffoldChamber
EditorSorting = AUDIO
KindOf = AMBIENTSOUND_KINDOF ; Defined at top of file
SoundAmbient = AmbientMoriaScaffoldChamberStream
Draw = W3DDefaultDraw ModuleTag_01
End
End
Object AmbStream_Mirkwood
EditorSorting = AUDIO
KindOf = AMBIENTSOUND_KINDOF ; Defined at top of file
SoundAmbient = AmbientMirkwoodStream
Draw = W3DDefaultDraw ModuleTag_01
End
End
Object AmbStream_Desert1
EditorSorting = AUDIO
KindOf = AMBIENTSOUND_KINDOF ; Defined at top of file
SoundAmbient = AmbientDesertStream
Draw = W3DDefaultDraw ModuleTag_01
End
End
Object AmbStream_LothlorienCarasGaladhon
EditorSorting = AUDIO
KindOf = AMBIENTSOUND_KINDOF ; Defined at top of file
SoundAmbient = AmbientLothlorienCarasGaladhonStream
Draw = W3DDefaultDraw ModuleTag_01
End
End
Object AmbStream_LothlorienForest
EditorSorting = AUDIO
KindOf = AMBIENTSOUND_KINDOF ; Defined at top of file
SoundAmbient = AmbientLothlorienForestStream
Draw = W3DDefaultDraw ModuleTag_01
End
End
Object AmbStream_Osgiliath
EditorSorting = AUDIO
KindOf = AMBIENTSOUND_KINDOF ; Defined at top of file
SoundAmbient = AmbientOsgiliathStream
Draw = W3DDefaultDraw ModuleTag_01
;nothing
End
End
Object AmbStream_HelmsDeep
EditorSorting = AUDIO
KindOf = AMBIENTSOUND_KINDOF ; Defined at top of file
SoundAmbient = AmbientHelmsDeepStream
Draw = W3DDefaultDraw ModuleTag_01
;nothing
End
End
;------------------------------------------------------------------------------
; aka Townsman with Torch
Object GondorTownsmanTorch
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
RandomTexture = GuTownsman.tga 0 GuTownsman.tga
RandomTexture = GuTownsman_A.tga 0 GuTownsman.tga
RandomTexture = GuTownsman_B.tga 0 GuTownsman.tga
RandomTexture = GUTownsman_C.tga 0 GuTownsman.tga
RandomTexture = GUTownsman_D.tga 0 GuTownsman.tga
RandomTexture = GUTownsman_E.tga 0 GuTownsman.tga
RandomTexture = GUTownsman_F.tga 0 GuTownsman.tga
; StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD
DefaultModelConditionState
Model = GUTowntrch_SKN
Skeleton = GUTowntrch_SKL
End
IdleAnimationState
Animation = IDLA
AnimationName = GUTowntrch_IDLA
AnimationMode = ONCE
End
;ParticleSysBone = Torch FireTorch FollowBone:Yes
;ParticleSysBone = Torch FireTorchFlare FollowBone:Yes
ParticleSysBone = Torch TreebeardFireSmall FollowBone:Yes
ParticleSysBone = Torch TorchSmokeBlack FollowBone:Yes
ParticleSysBone = Torch TorchGlow FollowBone:Yes
End
AnimationState = MOVING PANICKING
Animation = RUNA
AnimationName = GUTowntrch_RUNA
AnimationMode = LOOP
End
; ParticleSysBone = None InfantryDustTrails
;ParticleSysBone = Torch FireTorch FollowBone:Yes
;ParticleSysBone = Torch FireTorchFlare FollowBone:Yes
ParticleSysBone = Torch TreebeardFireSmall FollowBone:Yes
ParticleSysBone = Torch TorchSmokeBlack FollowBone:Yes
ParticleSysBone = Torch TorchGlow FollowBone:Yes
End
AnimationState = MOVING EMOTION_AFRAID
Animation = RUNA
AnimationName = GUTowntrch_RUNA
AnimationMode = LOOP
End
; ParticleSysBone = None InfantryDustTrails
;ParticleSysBone = Torch FireTorch FollowBone:Yes
;ParticleSysBone = Torch FireTorchFlare FollowBone:Yes
ParticleSysBone = Torch TreebeardFireSmall FollowBone:Yes
ParticleSysBone = Torch TorchSmokeBlack FollowBone:Yes
ParticleSysBone = Torch TorchGlow FollowBone:Yes
End
AnimationState = MOVING WANDER
Animation = WLKA
AnimationName = GUTowntrch_WLKA
AnimationMode = LOOP
End
; ParticleSysBone = None InfantryDustTrails
;ParticleSysBone = Torch FireTorch FollowBone:Yes
;ParticleSysBone = Torch FireTorchFlare FollowBone:Yes
ParticleSysBone = Torch TreebeardFireSmall FollowBone:Yes
ParticleSysBone = Torch TorchSmokeBlack FollowBone:Yes
ParticleSysBone = Torch TorchGlow FollowBone:Yes
End
AnimationState = MOVING
Animation = WLKA
AnimationName = GUTowntrch_WLKA
AnimationMode = LOOP
End
Flags = RANDOMSTART
; ParticleSysBone = None InfantryDustTrails
; ParticleSysBone = Torch FireTorch FollowBone:Yes
; ParticleSysBone = Torch FireTorchFlare FollowBone:Yes
ParticleSysBone = Torch TreebeardFireSmall FollowBone:Yes
ParticleSysBone = Torch TorchSmokeBlack FollowBone:Yes
ParticleSysBone = Torch TorchGlow FollowBone:Yes
End
End
Draw = W3DLightDraw ModuleTag_02
Ambient = R:0 G:0 B:0
Diffuse = R:255 G:192 B:64
Radius = 65
Intensity = 7
AttachToBoneInAnotherModule = Torch
End
; ***DESIGN parameters ***
Side = Civilian
IsTrainable = No
EditorSorting = UNIT
ThingClass = HORDE_UNIT
TransportSlotCount = 1
ArmorSet
Conditions = None
Armor = NoArmor
DamageFX = NormalDamageFX
End
VisionRange = 121
DisplayName = OBJECT:GondorTownsman
CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
; *** AUDIO Parameters ***;
Behavior = LargeGroupAudioUpdate ModuleTag_LGAU ; Tie into LargeGroupAudio system
Key = Civilian_Male
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE THROWN_OBJECT DOZER CAN_BE_REPULSED
Body = ActiveBody ModuleTag_03
MaxHealth = 10 ;BALANCE Townsman Health
MaxHealthDamaged = 5
RecoveryTime = 5000
End
Behavior = WorkerAIUpdate ModuleTag_10
RepairHealthPercentPerSecond = 2% ; % of max health to repair each second
BoredTime = 5000 ; in milliseconds
BoredRange = 120 ; when bored, we look this far away to do something
SpecialContactPoints = Repair
End
LocomotorSet
Locomotor = GondorCivilianLocomotor
Condition = SET_NORMAL
Speed = 17
End
LocomotorSet
Locomotor = GondorCivilianLocomotor
Condition = SET_PANIC
Speed = 49
End
LocomotorSet
Locomotor = GondorCivilianWanderLocomotor
Condition = SET_WANDER
Speed = 17
End
Behavior = PhysicsBehavior ModuleTag_04
GravityMult = 1.0
End
Behavior = SlowDeathBehavior ModuleTag_05
DeathTypes = ALL -CRUSHED
SinkDelay = 3000
SinkRate = 0.40 ; in Dist/Sec
DestructionDelay = 8000
DeathFlags = DEATH_1
Sound = INITIAL CivilianManVoiceDie
End
Behavior = SlowDeathBehavior ModuleTag_05b
DeathTypes = NONE +CRUSHED
SinkDelay = 3000
SinkRate = 0.40 ; in Dist/Sec
DestructionDelay = 8000
DeathFlags = DEATH_2
Sound = INITIAL CivilianManVoiceDie
End
Behavior = EmotionTrackerUpdate Module_EmotionTracker
TauntAndPointDistance = 350 ; max distance to taunted/pointed objet
TauntAndPointUpdateDelay = 1000 ; how often scan (milliseconds)
TauntAndPointExcluded = NONE
AfraidOf = NONE +MordorBalrog +MordorFellBeast +MordorWitchKingOnFellBeast +MordorCaveTroll +MordorMountainTroll +MordorDrummerTroll +MordorMumakil +MordorFellBeast +MordorWitchKingOnFellBeast;Must be SCARY kindof as well.
PointAt = NONE
FearScanDistance = 250
AddEmotion = Terror_Civilian
End
Behavior = SquishCollide ModuleTag_06
;nothing
End
Behavior = BezierProjectileBehavior ModuleTag_08 ; Module starts asleep, and wakes up when thrown.
;
FirstHeight = 25 ; Height of Bezier control points above highest intervening terrain
SecondHeight = 25
FirstPercentIndent = 30% ; Percentage of shot distance control points are placed
SecondPercentIndent = 70%
TumbleRandomly = Yes
CrushStyle = Yes ; I don't detonate, I just hit
DieOnImpact = Yes
BounceCount = 1 ; When I hit the ground, I'll arc again
BounceDistance = 41 ; this far
BounceFirstHeight = 17 ; Height of Bezier control points above highest intervening terrain
BounceSecondHeight = 17
BounceFirstPercentIndent = 20% ; Percentage of shot distance control points are placed
BounceSecondPercentIndent = 80%
GroundHitFX = FX_ThrownRockGroundHit
GroundBounceFX = FX_ThrownRockBounceHit
End
Geometry = CYLINDER
GeometryMajorRadius = 8.0
GeometryMinorRadius = 8.0
GeometryHeight = 19.2
GeometryIsSmall = Yes
Shadow = SHADOW_DECAL
; Shadow = SHADOW_VOLUME ; for demo purposes
ShadowSizeX = 12;
ShadowSizeY = 12;
ShadowTexture = ShadowI;
End
;------------------------------------------------------------------------------
; aka Townsman, GondorTownsman, WorkerGondor
Object GondorTownsman
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
RandomTexture = GuTownsman.tga 0 GuTownsman.tga
RandomTexture = GuTownsman_A.tga 0 GuTownsman.tga
RandomTexture = GuTownsman_B.tga 0 GuTownsman.tga
RandomTexture = GUTownsman_C.tga 0 GuTownsman.tga
RandomTexture = GUTownsman_D.tga 0 GuTownsman.tga
RandomTexture = GUTownsman_E.tga 0 GuTownsman.tga
RandomTexture = GUTownsman_F.tga 0 GuTownsman.tga
RandomTexture = GUTownsman_G.tga 0 GuTownsman.tga
StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD
DefaultModelConditionState
Model = GUTownsmn_SKN
Skeleton = GUTownsmn_SKL
End
IdleAnimationState
Animation = IDLA
AnimationName = GUTownsmn_IDLA
AnimationMode = ONCE
End
End
AnimationState = DYING DEATH_1 AFLAME
Animation = MFDA
AnimationName = GUTownsmn_MFDA
AnimationMode = ONCE
End
End
AnimationState = DYING DEATH_1
Animation = DIEA
AnimationName = GUTownsmn_DIEA
AnimationMode = ONCE
End
End
AnimationState = DYING DEATH_2
Animation = DIEB
AnimationName = GUTownsmn_DIEB
AnimationMode = ONCE
End
End
AnimationState = DYING SPLATTED
Animation = LNDA
AnimationName = GUTownsmn_LNDA
AnimationMode = ONCE
End
End
AnimationState = STUNNED_FLAILING
Animation = FLYA
AnimationName = GUTownsmn_FLYA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
AnimationState = STUNNED
Animation = LNDA
AnimationName = GUTownsmn_LNDA
AnimationMode = ONCE
End
End
AnimationState = PASSENGER
Animation = FLLA
AnimationName = GUTownsmn_FLLA
AnimationMode = LOOP
End
End
AnimationState = THROWN_PROJECTILE
Animation = FLYA
AnimationName = GUTownsmn_FLYA
AnimationMode = LOOP
End
End
AnimationState = MOVING PANICKING
Animation = RUNA
AnimationName = GUTownsmn_RUNA
AnimationMode = ONCE
End
Animation = RUNB
AnimationName = GUTownsmn_RUNB
AnimationMode = ONCE
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End
AnimationState = MOVING EMOTION_AFRAID
Animation = RUNA
AnimationName = GUTownsmn_RUNA
AnimationMode = LOOP
End
End
AnimationState = MOVING WANDER
Animation = WLKA
AnimationName = GUTownsmn_WLKA
AnimationMode = LOOP
End
; ParticleSysBone = None InfantryDustTrails
End
AnimationState = MOVING DAMAGED
Animation = IWKA
AnimationName = GUTownsmn_IWKA
AnimationMode = LOOP
End
Flags = RANDOMSTART
; ParticleSysBone = None InfantryDustTrails
End
AnimationState = MOVING
Animation = WLKA
AnimationName = GUTownsmn_WLKA
AnimationMode = LOOP
End
Flags = RANDOMSTART
; ParticleSysBone = None InfantryDustTrails
End
AnimationState = USER_1
Animation = TALK1
AnimationName = GUTownsmn_TLKA
AnimationMode = LOOP
End
End
AnimationState = USER_2
Animation = TALK2
AnimationName = GUTownsmn_TLKB
AnimationMode = LOOP
End
End
AnimationState = USER_3
Animation = TALK3
AnimationName = GUTownsmn_TLKC
AnimationMode = LOOP
End
End
AnimationState = USER_4
Animation = REACT
AnimationName = GUTownsmn_RCTA
AnimationMode = LOOP
End
End
End
; ***DESIGN parameters ***
Side = Civilian
IsTrainable = No
EditorSorting = UNIT
ThingClass = HORDE_UNIT
TransportSlotCount = 1
ArmorSet
Conditions = None
Armor = NoArmor
DamageFX = NormalDamageFX
End
VisionRange = 121
DisplayName = OBJECT:GondorTownsman
CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
; *** AUDIO Parameters ***;
; Tie into LargeGroupAudio system
Behavior = LargeGroupAudioUpdate ModuleTag_LGAU
Key = Civilian_Male
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE THROWN_OBJECT DOZER CAN_BE_REPULSED
Body = ActiveBody ModuleTag_02
MaxHealth = 10 ;BALANCE Townsman Health
MaxHealthDamaged = 5
RecoveryTime = 5000
End
Behavior = WorkerAIUpdate ModuleTag_10
RepairHealthPercentPerSecond = 2% ; % of max health to repair each second
BoredTime = 5000 ; in milliseconds
BoredRange = 120 ; when bored, we look this far away to do something
SpecialContactPoints = Repair
End
Behavior = EmotionTrackerUpdate Module_EmotionTracker
TauntAndPointDistance = 350 ; max distance to taunted/pointed objet
TauntAndPointUpdateDelay = 1000 ; how often scan (milliseconds)
TauntAndPointExcluded = NONE
AfraidOf = NONE +MordorBalrog +MordorFellBeast +MordorWitchKingOnFellBeast +MordorCaveTroll +MordorMountainTroll +MordorDrummerTroll +MordorMumakil +MordorFellBeast +MordorWitchKingOnFellBeast;Must be SCARY kindof as well.
PointAt = NONE
FearScanDistance = 150
AddEmotion = Terror_Civilian
End
LocomotorSet
Locomotor = HumanLocomotorNoBackwards
Condition = SET_NORMAL
Speed = NORMAL_GOOD_INFANTRY_MEMBER_SPEED
End
LocomotorSet
Locomotor = HumanWanderLocomotorNoBackwards
Condition = SET_WANDER
Speed = NORMAL_GOOD_INFANTRY_MEMBER_SPEED
End
Behavior = PhysicsBehavior ModuleTag_04
GravityMult = 1.0
End
Behavior = SlowDeathBehavior ModuleTag_05
DeathTypes = ALL -CRUSHED
SinkDelay = 3000
SinkRate = 0.40 ; in Dist/Sec
DestructionDelay = 8000
DeathFlags = DEATH_1
Sound = INITIAL CivilianManVoiceDie
End
Behavior = SlowDeathBehavior ModuleTag_05b
DeathTypes = NONE +CRUSHED
SinkDelay = 3000
SinkRate = 0.40 ; in Dist/Sec
DestructionDelay = 8000
DeathFlags = DEATH_2
Sound = INITIAL CivilianManVoiceDie
End
Behavior = SquishCollide ModuleTag_06
;nothing
End
Behavior = BezierProjectileBehavior ModuleTag_08 ; Module starts asleep, and wakes up when thrown.
;
FirstHeight = 25 ; Height of Bezier control points above highest intervening terrain
SecondHeight = 25
FirstPercentIndent = 30% ; Percentage of shot distance control points are placed
SecondPercentIndent = 70%
TumbleRandomly = Yes
CrushStyle = Yes ; I don't detonate, I just hit
DieOnImpact = Yes
BounceCount = 1 ; When I hit the ground, I'll arc again
BounceDistance = 41 ; this far
BounceFirstHeight = 17 ; Height of Bezier control points above highest intervening terrain
BounceSecondHeight = 17
BounceFirstPercentIndent = 20% ; Percentage of shot distance control points are placed
BounceSecondPercentIndent = 80%
GroundHitFX = FX_ThrownRockGroundHit
GroundBounceFX = FX_ThrownRockBounceHit
End
Geometry = CYLINDER
GeometryMajorRadius = 8.0
GeometryMinorRadius = 8.0
GeometryHeight = 19.2
GeometryIsSmall = Yes
Shadow = SHADOW_DECAL
; Shadow = SHADOW_VOLUME ; for demo purposes
ShadowSizeX = 12;
ShadowSizeY = 12;
ShadowTexture = ShadowI;
End
;------------------------------------------------------------------------------
; aka Townswoman, GondorTownswoman, WorkerGondor
Object GondorTownsWoman
; ***ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
RandomTexture = GUTownWmn.tga 0 GUTownWmn.tga
RandomTexture = GUTownWmn_A.tga 0 GUTownWmn.tga
RandomTexture = GUTownWmn_B.tga 0 GUTownWmn.tga
RandomTexture = GUTownWmn_C.tga 0 GUTownWmn.tga
RandomTexture = GUTownWmn_D.tga 0 GUTownWmn.tga
RandomTexture = GUTownWmn_E.tga 0 GUTownWmn.tga
RandomTexture = GUTownWmn_F.tga 0 GUTownWmn.tga
DefaultModelConditionState
Model = GUTownWmn_SKN
Skeleton = GUTownWmn_SKL
End
IdleAnimationState
Animation = IDLA
AnimationName = GUTownWmn_IDLA
AnimationMode = ONCE
End
End
AnimationState = ATTACKING PREATTACK_A
Animation = ATKA
AnimationName = GUTownWmn_ATKA
AnimationMode = LOOP
End
End
AnimationState = DYING
Animation = DIEA
AnimationName = GUTownWmn_DIEA
AnimationMode = ONCE
End
Animation = DIEB
AnimationName = GUTownWmn_DIEB
AnimationMode = ONCE
End
End
AnimationState = THROWN_PROJECTILE
Animation = FLYA
AnimationName = GUTownWmn_FLYA
AnimationMode = LOOP
End
End
AnimationState = STUNNED
Animation = LNDA
AnimationName = GUTownWmn_LNDA
AnimationMode = ONCE
End
End
AnimationState = MOVING WANDER
Animation = WLKA
AnimationName = GUTownWmn_WLKA
AnimationMode = LOOP
End
; ParticleSysBone = None InfantryDustTrails
End
AnimationState = MOVING PANICKING
Animation = RUNA
AnimationName = GUTownWmn_RUNB
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
AnimationState = MOVING EMOTION_AFRAID
Animation = RUNA
AnimationName = GUTownWmn_RUNB
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
AnimationState = MOVING
Animation = WLKA
AnimationName = GUTownWmn_WLKA
AnimationMode = LOOP
End
Flags = RANDOMSTART
; ParticleSysBone = None InfantryDustTrails
End
AnimationState = USER_1
Animation = TALK1
AnimationName = GUTownWmn_TLKA
AnimationMode = LOOP
End
End
AnimationState = USER_2
Animation = TALK2
AnimationName = GUTownWmn_TLKB
AnimationMode = LOOP
End
End
AnimationState = USER_3
Animation = TALK3
AnimationName = GUTownWmn_TLKC
AnimationMode = LOOP
End
End
AnimationState = USER_4
Animation = REACT
AnimationName = GUTownWmn_RCTA
AnimationMode = LOOP
End
End
End
; ***DESIGN parameters ***
Side = Civilian
EditorSorting = UNIT
ThingClass = HORDE_UNIT ;???
TransportSlotCount = 1
ArmorSet
Conditions = None
Armor = NoArmor
DamageFX = NormalDamageFX
End
VisionRange = 121
DisplayName = OBJECT:GondorPeasant
CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
; *** AUDIO Parameters ***;
; Tie into LargeGroupAudio system
Behavior = LargeGroupAudioUpdate ModuleTag_LGAU
Key = Civilian_Female
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE CAN_BE_REPULSED
Body = ActiveBody ModuleTag_02
MaxHealth = 10 ;BALANCE Peasant Health
MaxHealthDamaged = 5
RecoveryTime = 5000
End
Behavior = WorkerAIUpdate ModuleTag_10
RepairHealthPercentPerSecond = 2% ; % of max health to repair each second
BoredTime = 5000 ; in milliseconds
BoredRange = 120 ; when bored, we look this far away to do something
SpecialContactPoints = Repair
End
LocomotorSet
Locomotor = GondorCivilianLocomotor
Condition = SET_NORMAL
Speed = 17
End
LocomotorSet
Locomotor = GondorCivilianLocomotor
Condition = SET_PANIC
Speed = 49
End
LocomotorSet
Locomotor = GondorCivilianWanderLocomotor
Condition = SET_WANDER
Speed = 17
End
Behavior = PhysicsBehavior ModuleTag_04
GravityMult = 1.0
End
Behavior = SlowDeathBehavior ModuleTag_05
DeathTypes = ALL -EXPLODED
SinkDelay = 3000
SinkRate = 0.40 ; in Dist/Sec
DestructionDelay = 8000
Sound = INITIAL CivilianWomanVoiceDie
End
Behavior = SlowDeathBehavior ModuleTag_FF
DeathTypes = NONE +EXPLODED
SinkDelay = 3000
SinkRate = 0.40 ; in Dist/Sec
DestructionDelay = 8000
Sound = INITIAL CivilianWomanVoiceDie
End
Behavior = EmotionTrackerUpdate Module_EmotionTracker
TauntAndPointDistance = 350 ; max distance to taunted/pointed objet
TauntAndPointUpdateDelay = 1000 ; how often scan (milliseconds)
TauntAndPointExcluded = NONE
AfraidOf = NONE +MordorBalrog +MordorFellBeast +MordorWitchKingOnFellBeast +MordorCaveTroll +MordorMountainTroll +MordorDrummerTroll +MordorMumakil +MordorFellBeast +MordorWitchKingOnFellBeast;Must be SCARY kindof as well.
PointAt = NONE
FearScanDistance = 200
AddEmotion = Terror_Civilian
End
Behavior = SquishCollide ModuleTag_06
;nothing
End
Geometry = CYLINDER
GeometryMajorRadius = 8.0
GeometryMinorRadius = 8.0
GeometryHeight = 19.2
GeometryIsSmall = Yes
Shadow = SHADOW_DECAL
ShadowSizeX = 12;
ShadowSizeY = 12;
ShadowTexture = ShadowI;
End
;------------------------------------------------------------------------------
; aka
Object GondorTownsPair
; ***ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
RandomTexture = GUTownWmn_B.tga 0 GUTownWmn_B.tga
RandomTexture = GUTownWmn.tga 0 GUTownWmn_B.tga
RandomTexture = GUTownWmn_A.tga 0 GUTownWmn_B.tga
RandomTexture = GUTownWmn_C.tga 0 GUTownWmn_B.tga
RandomTexture = GUTownWmn_D.tga 0 GUTownWmn_B.tga
RandomTexture = GUTownWmn_E.tga 0 GUTownWmn_B.tga
RandomTexture = GUTownWmn_F.tga 0 GUTownWmn_B.tga
DefaultModelConditionState
Model = GUTownPair_SKN
Skeleton = GUTownPair_SKL
End
IdleAnimationState
StateName = STATE_IDLA
Animation = IDLA
AnimationName = GUTownPair_IDLA
AnimationMode = ONCE
End
BeginScript
PrevState = CurDrawablePrevAnimationState()
if PrevState == "STATE_RUNNING"
then
CurDrawableSetTransitionAnimState("TRANS_Putdown")
end
EndScript
End
AnimationState = DYING
Animation = DIEA
AnimationName = GUTownPair_DIEA
AnimationMode = ONCE
End
Animation = DIEB
AnimationName = GUTownPair_DIEB
AnimationMode = ONCE
End
BeginScript
PrevState = CurDrawableTransitionAnimState()
if PrevState == "STATE_Running" or PrevState == "TRANS_Pickup"
then
return "DIEB"
else
return "DIEA"
end
EndScript
End
AnimationState = THROWN_PROJECTILE
Animation = FLYA
AnimationName = GUTownPair_FLYA
AnimationMode = LOOP
End
End
AnimationState = STUNNED
Animation = LNDA
AnimationName = GUTownPair_LNDA
AnimationMode = ONCE
End
End
AnimationState = MOVING PANICKING
StateName = STATE_Running
Animation = RUNA
AnimationName = GUTownPair_RUNA
AnimationMode = LOOP
End
BeginScript
PrevState = CurDrawablePrevAnimationState()
if PrevState == "STATE_IDLA" or PrevState == "STATE_WALKING"
then
CurDrawableSetTransitionAnimState("TRANS_Pickup")
end
EndScript
End
AnimationState = MOVING EMOTION_AFRAID
StateName = STATE_Running
Animation = RUNA
AnimationName = GUTownPair_RUNA
AnimationMode = LOOP
End
BeginScript
PrevState = CurDrawablePrevAnimationState()
if PrevState == "STATE_IDLA" or PrevState == "STATE_WALKING"
then
CurDrawableSetTransitionAnimState("TRANS_Pickup")
end
EndScript
End
AnimationState = MOVING
StateName = STATE_WALKING
Animation = WLKA
AnimationName = GUTownPair_WLKA
AnimationMode = LOOP
End
BeginScript
PrevState = CurDrawablePrevAnimationState()
if PrevState == "STATE_RUNNING"
then
CurDrawableSetTransitionAnimState("TRANS_Putdown")
end
EndScript
End
TransitionState = TRANS_Pickup
Animation = PKPA
AnimationName = GUTownPair_PKPA
AnimationMode = ONCE
End
End
TransitionState = TRANS_Putdown
Animation = STPA
AnimationName = GUTownPair_STPA
AnimationMode = ONCE
End
End
End
; ***DESIGN parameters ***
Side = Civilian
EditorSorting = UNIT
ThingClass = HORDE_UNIT ;???
TransportSlotCount = 1
ArmorSet
Conditions = None
Armor = NoArmor
DamageFX = NormalDamageFX
End
VisionRange = 121
DisplayName = OBJECT:GondorPeasant
CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
; *** AUDIO Parameters ***;
; Tie into LargeGroupAudio system
Behavior = LargeGroupAudioUpdate ModuleTag_LGAU
Key = Civilian_Female
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE CAN_BE_REPULSED
Body = ActiveBody ModuleTag_02
MaxHealth = 10 ;BALANCE Peasant Health
MaxHealthDamaged = 5
RecoveryTime = 5000
End
Behavior = AIUpdateInterface ModuleTag_03
End
LocomotorSet
Locomotor = GondorCivilianLocomotor
Condition = SET_NORMAL
Speed = 17
End
LocomotorSet
Locomotor = GondorCivilianLocomotor
Condition = SET_PANIC
Speed = 49
End
LocomotorSet
Locomotor = GondorCivilianWanderLocomotor
Condition = SET_WANDER
Speed = 17
End
Behavior = PhysicsBehavior ModuleTag_04
GravityMult = 1.0
End
Behavior = SlowDeathBehavior ModuleTag_05
DeathTypes = ALL -EXPLODED
SinkDelay = 3000
SinkRate = 0.40 ; in Dist/Sec
DestructionDelay = 8000
Sound = INITIAL CivilianWomanVoiceDie
End
Behavior = SlowDeathBehavior ModuleTag_FF
DeathTypes = NONE +EXPLODED
SinkDelay = 3000
SinkRate = 0.40 ; in Dist/Sec
DestructionDelay = 8000
Sound = INITIAL CivilianWomanVoiceDie
End
Behavior = EmotionTrackerUpdate Module_EmotionTracker
TauntAndPointDistance = 350 ; max distance to taunted/pointed objet
TauntAndPointUpdateDelay = 1000 ; how often scan (milliseconds)
TauntAndPointExcluded = NONE
AfraidOf = NONE +MordorBalrog +MordorFellBeast +MordorWitchKingOnFellBeast +MordorCaveTroll +MordorMountainTroll +MordorDrummerTroll +MordorMumakil +MordorFellBeast +MordorWitchKingOnFellBeast;Must be SCARY kindof as well.
PointAt = NONE
FearScanDistance = 250
AddEmotion = Terror_Civilian
End
Behavior = SquishCollide ModuleTag_06
;nothing
End
Geometry = CYLINDER
GeometryMajorRadius = 8.0
GeometryMinorRadius = 8.0
GeometryHeight = 19.2
GeometryIsSmall = Yes
Shadow = SHADOW_DECAL
ShadowSizeX = 12;
ShadowSizeY = 12;
ShadowTexture = ShadowI;
End
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; this is for evil minas tirith only ;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
Object GondorCivilianMaleHorde
; This is required for garrisoned objects - please put in all objects.
; ButtonImage = BIUrukPit_Warriors
; SelectPortrait = UPIsenguard_UrukHai
Draw = W3DScriptedModelDraw ModuleTag_W3DModelDraw
DependencySharedModelFlags = EMOTION_ALERT EMOTION_MORALE_HIGH EMOTION_MORALE_LOW EMOTION_AFRAID EMOTION_COWER SELECTED EMOTION_TERROR EMOTION_LOOK_TO_SKY
DefaultModelConditionState
Model = None ;InvisHrdeTmp
End
ModelConditionState = HORDE_EMPTY
Model = None
End
ModelConditionState = WORLD_BUILDER
Model = HordeMarkIUHai
End
End
Side = Isengard
EditorSorting = UNIT
EmotionRange = 240
DisplayName = OBJECT:HordeIsengardFighter
WeaponSet
Conditions = None
Weapon = PRIMARY NormalMeleeHordeRangefinder
End
BuildCost = ISENGARD_URUKFIGHTER_BUILDCOST
BuildTime = ISENGARD_URUKFIGHTER_BUILDTIME
VisionRange = VISION_STANDARD_MELEE
CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CrusherLevel = 0 ;What can I crush?: 0 = small animals, 1 = infantry, 2 = trees, 3 = vehicles
CommandPoints = 20
CommandSet = IsengardFighterHordeCommandSet
FormationWidth = 2 ; Width it occupies in formations. Current choices are 1 or 2.
FormationDepth = 2 ; Depth it occupies in formations. Current choices are 1 or 2.
TransportSlotCount = 1
KindOf = SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_USE_SIEGE_TOWER INFANTRY HORDE MELEE_HORDE URUK ;UNATTACKABLE
Body = ImmortalBody ModuleTag_ImmortalBody
MaxHealth = 1
End
Behavior = SiegeDeployHordeSpecialPower SiegeDeployHordeSpecialPowerModuleTag
SpecialPowerTemplate = SpecialAbilitySiegeDeploy
End
Behavior = HordeAIUpdate ModuleTag_HordeAIUpdate
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
MoodAttackCheckRate = 500
AILuaEventsList = InfantryFunctions
MaxCowerTime = 5000
MinCowerTime = 3000
AILuaEventsList = InfantryFunctions
AttackPriority = AttackPriority_Infantry
End
Behavior = HordeContain ModuleTag_HordeContain
ObjectStatusOfContained =
InitialPayload = GondorTownsman 1
Slots = 1
PassengerFilter = NONE +INFANTRY
ShowPips = No
ThisFormationIsTheMainFormation = Yes ;Used to determine which armorset to use (and anything else we want!)
AlternateFormation = IsengardFighterHordeBlock
; Banner Carrier info
;BannerCarriersAllowed = IsengardBannerOrc ; types of units that are allowed as banner carriers
;BannerCarrierPosition = UnitType:IsengardFighter Pos:X:30.0 Y:0.0 ; (DEFAULT) position of banner carrier for fighter horde
RandomOffset=X:0 Y:0
RankInfo = RankNumber:1 UnitType:GondorTownsman Position:X:0 Y:0
;RankInfo = RankNumber:1 UnitType:IsengardFighter Position:X:25 Y:-25 Position:X:25 Y:0 Position:X:25 Y:25
;RankInfo = RankNumber:2 UnitType:IsengardFighter Position:X:0 Y:-35 Position:X:5 Y:-7 Position:X:-5 Y:8 Position:X:0 Y:35
;RankInfo = RankNumber:3 UnitType:IsengardFighter Position:X:-25 Y:-25 Position:X:-25 Y:0 Position:X:-25 Y:25
RanksToReleaseWhenAttacking = 1 ;2 3
;MachineAllowed = Yes
;MachineType = IsengardSiegeLadder
UseSlowHordeMovement = Yes
MeleeAttackLeashDistance = 1;25; How far the hordes can move from the center of the horde when melee attacking.
End
;Behavior = BloodthirstyUpdate ModuleTag_Bloodthirsty
; ;In order to sacrifice or be sacrificed, you must have a BloodthirstyUpdate
; SacrificeFilter = ALL ;Hordes with BloodthirstyUpdates I can sacrifice (hint: use template names)
; NumToSacrifice = 5 ;Must sacrifice this number of units in the same horde in order to gain veterancy.
; InitiateVoice = UrukWarriorVoiceJoinOrcsMS
;End
Behavior = PhysicsBehavior ModuleTag_PhysicsBehavior
GravityMult = 1.0
End
Behavior = EmotionTrackerUpdate Module_EmotionTracker
TauntAndPointDistance = INFANTRY_TAUNT_POINT_RADIUS ; max distance to taunted/pointed objet
TauntAndPointUpdateDelay = 1000 ; how often scan (milliseconds)
TauntAndPointExcluded = NONE
AfraidOf = NONE +RohanOathbreakerHordeSmall +GondorGwaihir +RohanTreeBerd +RohanEntFir +RohanEntAsh +RohanEntBirch +MordorFellBeast +MordorWitchKingOnFellBeast +MordorBalrog +MordorCaveTroll +MordorMountainTroll +MordorDrummerTroll +MordorMumakil ;Must be SCARY kindof as well.
AlwaysAfraidOf = NONE +MordorBalrog +RohanOathbreaker; +MordorWitchKing +MordorWitchKingOnFellBeast
PointAt = NONE +GondorGwaihir
HeroScanDistance = 150
FearScanDistance = INFANTRY_FEAR_SCAN_RADIUS
AddEmotion = Terror_Base
AddEmotion = Doom_Base
AddEmotion = BraceForBeingCrushed_Base
AddEmotion = UncontrollableFear_Base_Evil
AddEmotion = FearIdle_Base
AddEmotion = FearBusy_Base
AddEmotion = Point_Base
AddEmotion = OVERRIDE Taunt_Base
; AttributeModifier = GondorFighterTaunt
End
AddEmotion = CheerIdle_Base
AddEmotion = CheerBusy_Base
AddEmotion = HeroCheerIdle_Base
AddEmotion = HeroCheerBusy_Base
End
LocomotorSet
Locomotor = NormalMeleeHordeLocomotor
Condition = SET_NORMAL
Speed = 30
End
Geometry = BOX
GeometryMajorRadius = 5 ;30.4
GeometryMinorRadius = 5 ;30.4
GeometryHeight = 8.0
GeometryIsSmall = No
End
;--------------------------------------------------------
Object GondorCivilianFemaleHorde
; This is required for garrisoned objects - please put in all objects.
; ButtonImage = BIUrukPit_Warriors
; SelectPortrait = UPIsenguard_UrukHai
Draw = W3DScriptedModelDraw ModuleTag_W3DModelDraw
DependencySharedModelFlags = EMOTION_ALERT EMOTION_MORALE_HIGH EMOTION_MORALE_LOW EMOTION_AFRAID EMOTION_COWER SELECTED EMOTION_TERROR EMOTION_LOOK_TO_SKY
DefaultModelConditionState
Model = None ;InvisHrdeTmp
End
ModelConditionState = HORDE_EMPTY
Model = None
End
ModelConditionState = WORLD_BUILDER
Model = HordeMarkIUHai
End
End
Side = Isengard
EditorSorting = UNIT
EmotionRange = 240
DisplayName = OBJECT:HordeIsengardFighter
WeaponSet
Conditions = None
Weapon = PRIMARY NormalMeleeHordeRangefinder
End
BuildCost = ISENGARD_URUKFIGHTER_BUILDCOST
BuildTime = ISENGARD_URUKFIGHTER_BUILDTIME
VisionRange = VISION_STANDARD_MELEE
CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CrusherLevel = 0 ;What can I crush?: 0 = small animals, 1 = infantry, 2 = trees, 3 = vehicles
CommandPoints = 20
CommandSet = IsengardFighterHordeCommandSet
FormationWidth = 2 ; Width it occupies in formations. Current choices are 1 or 2.
FormationDepth = 2 ; Depth it occupies in formations. Current choices are 1 or 2.
TransportSlotCount = 1
KindOf = SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_USE_SIEGE_TOWER INFANTRY HORDE MELEE_HORDE URUK ;UNATTACKABLE
Body = ImmortalBody ModuleTag_ImmortalBody
MaxHealth = 1
End
Behavior = SiegeDeployHordeSpecialPower SiegeDeployHordeSpecialPowerModuleTag
SpecialPowerTemplate = SpecialAbilitySiegeDeploy
End
Behavior = HordeAIUpdate ModuleTag_HordeAIUpdate
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
MoodAttackCheckRate = 500
AILuaEventsList = InfantryFunctions
MaxCowerTime = 5000
MinCowerTime = 3000
AILuaEventsList = InfantryFunctions
AttackPriority = AttackPriority_Infantry
End
Behavior = HordeContain ModuleTag_HordeContain
ObjectStatusOfContained =
InitialPayload = GondorTownsWoman 1
Slots = 1
PassengerFilter = NONE +INFANTRY
ShowPips = No
ThisFormationIsTheMainFormation = Yes ;Used to determine which armorset to use (and anything else we want!)
AlternateFormation = IsengardFighterHordeBlock
; Banner Carrier info
;BannerCarriersAllowed = IsengardBannerOrc ; types of units that are allowed as banner carriers
;BannerCarrierPosition = UnitType:IsengardFighter Pos:X:30.0 Y:0.0 ; (DEFAULT) position of banner carrier for fighter horde
RandomOffset=X:0 Y:0
RankInfo = RankNumber:1 UnitType:GondorTownsWoman Position:X:0 Y:0
;RankInfo = RankNumber:1 UnitType:IsengardFighter Position:X:25 Y:-25 Position:X:25 Y:0 Position:X:25 Y:25
;RankInfo = RankNumber:2 UnitType:IsengardFighter Position:X:0 Y:-35 Position:X:5 Y:-7 Position:X:-5 Y:8 Position:X:0 Y:35
;RankInfo = RankNumber:3 UnitType:IsengardFighter Position:X:-25 Y:-25 Position:X:-25 Y:0 Position:X:-25 Y:25
RanksToReleaseWhenAttacking = 1 ;2 3
;MachineAllowed = Yes
;MachineType = IsengardSiegeLadder
UseSlowHordeMovement = Yes
MeleeAttackLeashDistance = 1;25; How far the hordes can move from the center of the horde when melee attacking.
End
;Behavior = BloodthirstyUpdate ModuleTag_Bloodthirsty
; ;In order to sacrifice or be sacrificed, you must have a BloodthirstyUpdate
; SacrificeFilter = ALL ;Hordes with BloodthirstyUpdates I can sacrifice (hint: use template names)
; NumToSacrifice = 5 ;Must sacrifice this number of units in the same horde in order to gain veterancy.
; InitiateVoice = UrukWarriorVoiceJoinOrcsMS
;End
Behavior = PhysicsBehavior ModuleTag_PhysicsBehavior
GravityMult = 1.0
End
Behavior = EmotionTrackerUpdate Module_EmotionTracker
TauntAndPointDistance = INFANTRY_TAUNT_POINT_RADIUS ; max distance to taunted/pointed objet
TauntAndPointUpdateDelay = 1000 ; how often scan (milliseconds)
TauntAndPointExcluded = NONE
AfraidOf = NONE +RohanOathbreakerHordeSmall +GondorGwaihir +RohanTreeBerd +RohanEntFir +RohanEntAsh +RohanEntBirch +MordorFellBeast +MordorWitchKingOnFellBeast +MordorBalrog +MordorCaveTroll +MordorMountainTroll +MordorDrummerTroll +MordorMumakil ;Must be SCARY kindof as well.
AlwaysAfraidOf = NONE +MordorBalrog +RohanOathbreaker; +MordorWitchKing +MordorWitchKingOnFellBeast
PointAt = NONE +GondorGwaihir
HeroScanDistance = 150
FearScanDistance = INFANTRY_FEAR_SCAN_RADIUS
AddEmotion = Terror_Base
AddEmotion = Doom_Base
AddEmotion = BraceForBeingCrushed_Base
AddEmotion = UncontrollableFear_Base_Evil
AddEmotion = FearIdle_Base
AddEmotion = FearBusy_Base
AddEmotion = Point_Base
AddEmotion = OVERRIDE Taunt_Base
; AttributeModifier = GondorFighterTaunt
End
AddEmotion = CheerIdle_Base
AddEmotion = CheerBusy_Base
AddEmotion = HeroCheerIdle_Base
AddEmotion = HeroCheerBusy_Base
End
LocomotorSet
Locomotor = NormalMeleeHordeLocomotor
Condition = SET_NORMAL
Speed = 30
End
Geometry = BOX
GeometryMajorRadius = 5 ;30.4
GeometryMinorRadius = 5 ;30.4
GeometryHeight = 8.0
GeometryIsSmall = No
End