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Text File  |  2006-01-31  |  140KB  |  4,296 lines

  1. ; FILE: DemoTest.ini ///////////////////////////////////////////////////
  2. ; Copyright (c) Electronic Arts 2003
  3. ; This file contains Demo and Test units -- basically, anything the game
  4. ; could ship without.
  5. ;//////////////////////////////////////////////////////////////////////////////
  6.  
  7. ;------------------------------------------------------------------------------
  8. Object MordorClouds
  9.  
  10.   ; *** ART Parameters ***
  11.   Draw = W3DScriptedModelDraw ModuleTag_Draw
  12.     DefaultModelConditionState
  13.       Model               = LM_CloudFlashes
  14.       ParticleSysBone     = None MordorCloudLightningFlare No
  15.     End
  16.   End
  17.  
  18.   ; *** AUDIO Parameters ***
  19.  
  20.   ; ***DESIGN parameters ***
  21.   EditorSorting     = SYSTEM
  22.   ArmorSet
  23.     Armor = NoArmor
  24.   End
  25.   VisionRange = 0.0
  26.  
  27.   ; *** ENGINEERING Parameters ***
  28.   KindOf = IMMOBILE
  29.  
  30. ;  Behavior = DeletionUpdate ModuleTag_02
  31. ;    MinLifetime = 2000   ; min lifetime in msec
  32. ;    MaxLifetime = 2000   ; max lifetime in msec
  33. ; End
  34.  
  35. ;  Behavior = DestroyDie ModuleTag_03
  36.     ;nothing
  37. ;  End
  38.     
  39. End
  40.  
  41.  
  42. ;------------------------------------------------------------------------------
  43. Object ShellEye
  44.  
  45.   ; *** ART Parameters ***
  46.   Draw = W3DScriptedModelDraw ModuleTag_Draw
  47.     DefaultModelConditionState
  48.       Model               = Shell03BrdDur
  49. ;      ParticleSysBone     = None MordorCloudLightningFlare No
  50.     End
  51.     IdleAnimationState
  52.       Animation           = Idle
  53.       AnimationName       = Shell03BrdDur.Shell03BrdDur
  54.       AnimationMode       = LOOP
  55.     End
  56.   End
  57. End
  58.  
  59.   ; *** AUDIO Parameters ***
  60.  
  61.   ; ***DESIGN parameters ***
  62.   EditorSorting     = SYSTEM
  63.   ArmorSet
  64.     Armor = NoArmor
  65.   End
  66.   VisionRange = 0.0
  67.  
  68.   ; *** ENGINEERING Parameters ***
  69.   KindOf = IMMOBILE
  70.  
  71. ;  Behavior = DeletionUpdate ModuleTag_02
  72. ;    MinLifetime = 2000   ; min lifetime in msec
  73. ;    MaxLifetime = 2000   ; max lifetime in msec
  74. ; End
  75.  
  76. ;  Behavior = DestroyDie ModuleTag_03
  77.     ;nothing
  78. ;  End
  79.  
  80.  ;Scale = 0.25
  81.     
  82. End
  83.  
  84.  
  85. ;------------------------------------------------------------------------------
  86. Object ShellEye_2
  87.  
  88.   ; *** ART Parameters ***
  89.   Draw = W3DScriptedModelDraw ModuleTag_Draw
  90.     DefaultModelConditionState
  91.       Model               = Shell03BrdDur
  92. ;      ParticleSysBone     = None MordorCloudLightningFlare No
  93.     End
  94.     IdleAnimationState
  95.       Animation           = Idle
  96.       AnimationName       = Shell03BrdDur.Shell03BrdDur
  97.       AnimationMode       = ONCE
  98.     End
  99.    End
  100.     AnimationState = USER_1
  101.         Animation  = Move
  102.             AnimationName     = Shell03BrdDur.Shell03BrdDur
  103.             AnimationMode     = ONCE
  104.         End
  105.  
  106.    
  107.   End
  108. End
  109.  
  110.   ; *** AUDIO Parameters ***
  111.  
  112.   ; ***DESIGN parameters ***
  113.   EditorSorting     = SYSTEM
  114.   ArmorSet
  115.     Armor = NoArmor
  116.   End
  117.   VisionRange = 0.0
  118.  
  119.   ; *** ENGINEERING Parameters ***
  120.   KindOf = IMMOBILE
  121.  
  122. ;  Behavior = DeletionUpdate ModuleTag_02
  123. ;    MinLifetime = 2000   ; min lifetime in msec
  124. ;    MaxLifetime = 2000   ; max lifetime in msec
  125. ; End
  126.  
  127. ;  Behavior = DestroyDie ModuleTag_03
  128.     ;nothing
  129. ;  End
  130.  
  131.  ;Scale = 0.25
  132.     
  133. End
  134.  
  135.  
  136. ;------------------------------------------------------------------------------
  137. Object Shell_Fellbeast
  138.  
  139.   ; *** ART Parameters ***
  140.   Draw = W3DScriptedModelDraw ModuleTag_Draw
  141.     DefaultModelConditionState
  142.       Model               = SHFellbeast
  143. ;      ParticleSysBone     = None MordorCloudLightningFlare No
  144.     End
  145.     IdleAnimationState
  146.       Animation           = Idle
  147.       AnimationName       = SHFellbeast.SHFellbeast
  148.       AnimationMode       = LOOP
  149.     End
  150.   End
  151. End
  152.  
  153.   ; *** AUDIO Parameters ***
  154.  
  155.   ; ***DESIGN parameters ***
  156.   EditorSorting     = SYSTEM
  157.   ArmorSet
  158.     Armor = NoArmor
  159.   End
  160.   VisionRange = 0.0
  161.  
  162.   ; *** ENGINEERING Parameters ***
  163.   KindOf = IMMOBILE
  164.  
  165. ;  Behavior = DeletionUpdate ModuleTag_02
  166. ;    MinLifetime = 2000   ; min lifetime in msec
  167. ;    MaxLifetime = 2000   ; max lifetime in msec
  168. ; End
  169.  
  170. ;  Behavior = DestroyDie ModuleTag_03
  171.     ;nothing
  172. ;  End
  173.  
  174.  ;Scale = 0.25
  175.  
  176.   Geometry              = BOX
  177.   GeometryMajorRadius   = 1200.0
  178.   GeometryMinorRadius   = 1200.0
  179.   GeometryHeight        = 1200.0
  180.   GeometryIsSmall       = No 
  181.    
  182. End
  183.  
  184. ;------------------------------------------------------------------------------
  185. ; Gandalf the White
  186. Object GondorGandalfWhite_H
  187.     ; *** ART Parameters ***
  188.  
  189.     ; SelectPortrait for Heros is portrait behind skill buttons. HP = HeroPortrait.
  190.     SelectPortrait = HPGandalf
  191.     
  192.     ; ButtonImage for Heros is button image on Hero Select UI to select hero. HI = HeroIcon or HeroImage.
  193.     ButtonImage = HIGandalf
  194.  
  195.     Draw = W3DScriptedModelDraw ModuleTag_01
  196.  
  197.         GlowEnabled = No;
  198.         GlowEmissive = No;
  199.  
  200.       StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD
  201.  
  202.         ExtraPublicBone = STAFF
  203.  
  204.         DefaultModelConditionState
  205.             Model               = GUGandalf_H
  206.             WeaponLaunchBone    = PRIMARY STAFF ; Another line to fix after sword comes back post demo
  207.         End
  208.  
  209.         IdleAnimationState
  210.             StateName = Idle
  211.             Animation = IDLA
  212.                 AnimationName       = GUGandalfG_SKL.GUGandalfG_IDLA 0 25
  213.                 AnimationMode       = ONCE
  214.             End
  215.         End
  216.  
  217. ; out for demo
  218. ;        AnimationState        =  FIRING_OR_PREATTACK_A
  219. ;            Animation = Attack1
  220. ;                AnimationName           = GUGandalfG_SKL.GUGandalfG_ATKA ; Staff swing
  221. ;                AnimationMode       = ONCE
  222. ;                UseWeaponTiming        = Yes
  223. ;            End
  224. ;            Animation = Attack2
  225. ;              AnimationName           = GUGandalfG_SKL.GUGandalfG_ATKB    ; sword swing
  226. ;              AnimationMode       = ONCE
  227. ;              UseWeaponTiming        = Yes
  228. ;            End
  229. ;        End
  230.  
  231.         AnimationState        =  FIRING_OR_PREATTACK_A
  232.             StateName = Attacking
  233.             Animation = AttackLaser
  234.                 AnimationName           = GUGandalfG_SKL.GUGandalfG_ATKC    ; staff tip zap 
  235.                 AnimationMode       = ONCE
  236.                 UseWeaponTiming = Yes
  237.             End
  238.         End
  239.  
  240.         AnimationState        =  FIRING_OR_PREATTACK_B
  241.             StateName = Attacking
  242.             Animation = AttackBigBaddaBoom
  243.                 AnimationName           = GUGandalfG_SKL.GUGandalfG_SPLH ;  Lots to pick from.
  244.                 AnimationMode       = ONCE
  245.                 UseWeaponTiming = Yes
  246.             End
  247.         End
  248.  
  249.         ; --- stunned anims  Which must go before deaths in case we are dying in the air.  Plus, DyingSplatted must of course be before Dying
  250.         AnimationState      = STUNNED_FLAILING 
  251.             Animation = StunnedFlail
  252.                 AnimationName         = GUGandalfG_SKL.GUGandalfG_FLYA
  253.                 AnimationMode     = LOOP
  254.             End
  255.         End
  256.  
  257.         AnimationState        = STUNNED_STANDING_UP
  258.             Animation           = GUGandalfG_GTPA
  259.                 AnimationName     = GUGandalfG_SKL.GUGandalfG_GTPA
  260.                 AnimationMode     = ONCE
  261.             End
  262.         End
  263.         
  264.         AnimationState      = STUNNED
  265.             Animation = Stunned
  266.                 AnimationName         = GUGandalfG_SKL.GUGandalfG_LNDA
  267.                 AnimationMode     = ONCE
  268.             End
  269. ;      ;ParticleSysBone   = None GandalfIllumination FollowBone:yes FXTrigger:NONE Persist:KILL PersistID:100
  270.         End
  271.  
  272.         AnimationState      = DYING SPLATTED
  273.             Animation = Stunned
  274.                 AnimationName         = GUGandalfG_SKL.GUGandalfG_LNDA
  275.                 AnimationMode     = ONCE
  276.             End
  277. ;      ;ParticleSysBone   = None GandalfIllumination FollowBone:yes FXTrigger:NONE Persist:KILL PersistID:100
  278.         End
  279.         
  280.         AnimationState        = DYING AFLAME
  281.             Animation = DieAflame
  282.                 AnimationName           = GUGandalfG_SKL.GUGandalfG_MFDA
  283.                 AnimationMode       = LOOP
  284.             End
  285.         End
  286.  
  287.         AnimationState        = DYING
  288.             Animation = Die
  289.                 AnimationName           = GUGandalfG_SKL.GUGandalfG_DIEA
  290.                 AnimationMode       = ONCE
  291.             End
  292. ;      ;ParticleSysBone     = None GandalfIllumination FollowBone:yes FXTrigger:NONE Persist:KILL PersistID:100
  293.         End
  294.  
  295.         AnimationState        = MOVING WANDER
  296.             Animation = Wandering
  297.                 AnimationName           = GUGandalfG_SKL.GUGandalfG_WLK ;32
  298.                 AnimationMode       = LOOP
  299.             End
  300.         End
  301.     
  302.         AnimationState        = MOVING DAMAGED
  303.             Animation = DamagedMove
  304.                 AnimationName           = GUGandalfG_SKL.GUGandalfG_IWKA ;32
  305.                 AnimationMode       = LOOP
  306.             End
  307.             Flags               = RANDOMSTART
  308.         End
  309.  
  310.         AnimationState        = MOVING
  311.             Animation = Moving
  312.                 AnimationName           = GUGandalfG_SKL.GUGandalfG_RUNA ;20
  313.                 AnimationMode       = LOOP
  314.             End
  315.             Flags               = RANDOMSTART
  316.         End
  317.  
  318.         AnimationState        = LEVELED    ; This state clears itself in 3 of your Earth seconds
  319.             Animation = Yippee
  320.                 AnimationName           = GUGandalfG_SKL.GUGandalfG_LVLA
  321.                 AnimationMode       = ONCE
  322.             End
  323.         End
  324.  
  325.     End
  326.     
  327.     Draw = W3DLightDraw ModuleTag_02
  328.         Ambient = R:0 G:0 B:0
  329.         Diffuse = R:128 G:128 B:255
  330.         Radius = 25
  331.         Intensity = 10
  332.         AttachToBoneInAnotherModule = Staff
  333.     End 
  334.  
  335.     ; ***DESIGN parameters ***
  336.     Side = Men
  337.     EditorSorting = UNIT
  338.     ThingClass = CHARACTER_UNIT
  339.  
  340.     LiveCameraOffset = X:-112 Y:81 Z:57
  341.     LiveCameraPitch = 25.0
  342.     
  343.  
  344.     TransportSlotCount = 1
  345. ;    WeaponSet
  346. ;        Conditions = None 
  347. ;        Weapon = PRIMARY GandalfSword
  348. ;        Weapon = SECONDARY   GandalfSpell   
  349. ;        Weapon = TERTIARY   GandalfStaffWeapon   
  350. ;        AutoChooseSources = SECONDARY NONE
  351. ;        PreferredAgainst = TERTIARY INFANTRY
  352. ;        PreferredAgainst = TERTIARY MONSTER
  353. ;    End
  354.  
  355. ; Demo change to not ever use the sword.  When switch back, be sure to rearrange anim connections
  356.     WeaponSet
  357.         Conditions = None
  358.         Weapon = PRIMARY GandalfStaffWeapon
  359.     End
  360.     WeaponSet
  361.         Conditions = PLAYER_UPGRADE
  362.         Weapon = PRIMARY GandalfStaffWeapon
  363.         Weapon = SECONDARY GandalfWizardBlast            ; Make sure this weapon's position lines up with the FireWeaponSlotCommandButton that fires it.
  364.         AutoChooseSources = SECONDARY NONE
  365.     End
  366.  
  367.     ArmorSet
  368.         Conditions      = None
  369.         Armor           = HeroArmor
  370.         DamageFX        = NormalDamageFX
  371.     End
  372.     CommandSet = GondorGandalfCommandSet
  373.     VisionRange = 161
  374.     DisplayName = OBJECT:GandalfTheWhite
  375.     CrushableLevel = 2  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  376.     
  377.     ; *** AUDIO Parameters ***;
  378.     VoiceSelect = GandalfVoiceSelect
  379.     VoiceMove = NoSound
  380.     VoiceAttack = GandalfVoiceAttack
  381.     VoiceFear = NoSound
  382.     VoiceGuard = NoSound
  383. ;  SoundDie = NoSound
  384. ;  SoundDieFire = NoSound
  385.     SoundStealthOn = NoSound
  386.     SoundStealthOff = NoSound
  387.     SoundImpact = ImpactHorse
  388.     
  389.     UnitSpecificSounds
  390.         VoiceGarrison         = NoSound
  391.         VoiceEnter            = NoSound
  392.         VoiceEnterHostile     = NoSound
  393.         VoiceGetHealed        = NoSound
  394.     End
  395.  
  396.     ; *** ENGINEERING Parameters ***
  397.     RadarPriority = UNIT
  398.     KindOf = HERO PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY SCORE ATTACK_NEEDS_LINE_OF_SIGHT
  399.     
  400.     Body = ActiveBody ModuleTag_03
  401.         MaxHealth         = 100000000                  ;BALANCE Gandalf Health
  402.         MaxHealthDamaged  = 5
  403.         RecoveryTime      = 1000
  404.     End
  405.     
  406.     Behavior = AIUpdateInterface ModuleTag_04
  407.         AutoAcquireEnemiesWhenIdle = Yes
  408.     End
  409.  
  410.     LocomotorSet
  411.         Locomotor = HumanLocomotor
  412.         Condition = SET_NORMAL 
  413.         Speed     = 37
  414.     End
  415.  
  416.     LocomotorSet
  417.         Locomotor = HumanWanderLocomotor
  418.         Condition = SET_WANDER 
  419.         Speed     = 17
  420.     End
  421.     
  422.     Behavior = PhysicsBehavior ModuleTag_05
  423.         GravityMult = 1.0
  424.         ShockStandingTime = 16000    ;msec
  425.     End
  426.     
  427.     Behavior = SlowDeathBehavior ModuleTag_06
  428.         DeathTypes = ALL -KNOCKBACK
  429.         SinkDelay = 3000
  430.         SinkRate = 0.40     ; in Dist/Sec
  431.         DestructionDelay = 8000
  432.         Sound = INITIAL GandalfVoiceDie
  433.     End
  434.     
  435.     Behavior = SquishCollide ModuleTag_07
  436.         ;nothing
  437.     End
  438.  
  439.     Behavior = SlowDeathBehavior ModuleTag_08
  440.         ; Same as normal death, but no sound (sound already played by SoundImpact = ... )
  441.         DeathTypes = NONE +KNOCKBACK
  442.         SinkDelay = 3000
  443.         SinkRate = 0.40     ; in Dist/Sec
  444.         DestructionDelay = 8000
  445.     End
  446.  
  447.     Behavior = OCLSpecialPower ModuleTag_09
  448.         SpecialPowerTemplate = SuperweaponPartTheHeavens
  449.         OCL                  = SUPERWEAPON_PartTheHeavens
  450.     End
  451.     
  452.     ; Tie into LargeGroupAudio system
  453.     Behavior = LargeGroupAudioUpdate ModuleTag_LGAU
  454.         Key = Human Unit Infantry
  455.         UnitWeight = 2   ; Gandy counts as 2 infantry
  456.     End
  457.     
  458.     Behavior = WeaponSetUpgrade ModuleTag_ActivateSpell
  459.         TriggeredBy = Upgrade_GandalfBlast
  460.     End
  461.     
  462.     Behavior = AttributeModifierAuraUpdate ModuleTag_Leadership
  463.         StartsActive    = Yes ;If no, requires upgrade to turn on.
  464.         BonusName        = GandalfPassiveLeadership
  465.         RefreshDelay    = 2000
  466.         Range            = 120
  467.     End    
  468.  
  469.     Geometry = CYLINDER
  470.     GeometryMajorRadius = 8.0
  471.     GeometryMinorRadius = 8.0
  472.     GeometryHeight = 19.2
  473.     GeometryIsSmall = Yes
  474.     Shadow = SHADOW_DECAL
  475.     ShadowSizeX = 12;
  476.     ShadowSizeY = 12;
  477.     ShadowTexture = ShadowI;
  478. End
  479.  
  480.  
  481. ;------------------------------------------------------------------------------
  482. ; Gandalf the White
  483. Object GondorGandalfWhite_M
  484.     ; *** ART Parameters ***
  485.  
  486.     ; SelectPortrait for Heros is portrait behind skill buttons. HP = HeroPortrait.
  487.     SelectPortrait = HPGandalf
  488.     
  489.     ; ButtonImage for Heros is button image on Hero Select UI to select hero. HI = HeroIcon or HeroImage.
  490.     ButtonImage = HIGandalf
  491.  
  492.     Draw = W3DScriptedModelDraw ModuleTag_01
  493.  
  494.         GlowEnabled = No;
  495.         GlowEmissive = No;
  496.  
  497.       StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD
  498.  
  499.         ExtraPublicBone = STAFF
  500.  
  501.         DefaultModelConditionState
  502.             Model               = GUGandalf_M
  503.             WeaponLaunchBone    = PRIMARY STAFF ; Another line to fix after sword comes back post demo
  504.         End
  505.  
  506.         IdleAnimationState
  507.             StateName = Idle
  508.             Animation = IDLA
  509.                 AnimationName       = GUGandalfG_SKL.GUGandalfG_IDLA 0 25
  510.                 AnimationMode       = ONCE
  511.             End
  512.         End
  513.  
  514. ; out for demo
  515. ;        AnimationState        =  FIRING_OR_PREATTACK_A
  516. ;            Animation = Attack1
  517. ;                AnimationName           = GUGandalfG_SKL.GUGandalfG_ATKA ; Staff swing
  518. ;                AnimationMode       = ONCE
  519. ;                UseWeaponTiming        = Yes
  520. ;            End
  521. ;            Animation = Attack2
  522. ;              AnimationName           = GUGandalfG_SKL.GUGandalfG_ATKB    ; sword swing
  523. ;              AnimationMode       = ONCE
  524. ;              UseWeaponTiming        = Yes
  525. ;            End
  526. ;        End
  527.  
  528.         AnimationState        =  FIRING_OR_PREATTACK_A
  529.             StateName = Attacking
  530.             Animation = AttackLaser
  531.                 AnimationName           = GUGandalfG_SKL.GUGandalfG_ATKC    ; staff tip zap 
  532.                 AnimationMode       = ONCE
  533.                 UseWeaponTiming = Yes
  534.             End
  535.         End
  536.  
  537.         AnimationState        =  FIRING_OR_PREATTACK_B
  538.             StateName = Attacking
  539.             Animation = AttackBigBaddaBoom
  540.                 AnimationName           = GUGandalfG_SKL.GUGandalfG_SPLH ;  Lots to pick from.
  541.                 AnimationMode       = ONCE
  542.                 UseWeaponTiming = Yes
  543.             End
  544.         End
  545.  
  546.         ; --- stunned anims  Which must go before deaths in case we are dying in the air.  Plus, DyingSplatted must of course be before Dying
  547.         AnimationState      = STUNNED_FLAILING 
  548.             Animation = StunnedFlail
  549.                 AnimationName         = GUGandalfG_SKL.GUGandalfG_FLYA
  550.                 AnimationMode     = LOOP
  551.             End
  552.         End
  553.  
  554.         AnimationState        = STUNNED_STANDING_UP
  555.             Animation           = GUGandalfG_GTPA
  556.                 AnimationName     = GUGandalfG_SKL.GUGandalfG_GTPA
  557.                 AnimationMode     = ONCE
  558.             End
  559.         End
  560.         
  561.         AnimationState      = STUNNED
  562.             Animation = Stunned
  563.                 AnimationName         = GUGandalfG_SKL.GUGandalfG_LNDA
  564.                 AnimationMode     = ONCE
  565.             End
  566. ;      ;ParticleSysBone   = None GandalfIllumination FollowBone:yes FXTrigger:NONE Persist:KILL PersistID:100
  567.         End
  568.  
  569.         AnimationState      = DYING SPLATTED
  570.             Animation = Stunned
  571.                 AnimationName         = GUGandalfG_SKL.GUGandalfG_LNDA
  572.                 AnimationMode     = ONCE
  573.             End
  574. ;      ;ParticleSysBone   = None GandalfIllumination FollowBone:yes FXTrigger:NONE Persist:KILL PersistID:100
  575.         End
  576.         
  577.         AnimationState        = DYING AFLAME
  578.             Animation = DieAflame
  579.                 AnimationName           = GUGandalfG_SKL.GUGandalfG_MFDA
  580.                 AnimationMode       = LOOP
  581.             End
  582.         End
  583.  
  584.         AnimationState        = DYING
  585.             Animation = Die
  586.                 AnimationName           = GUGandalfG_SKL.GUGandalfG_DIEA
  587.                 AnimationMode       = ONCE
  588.             End
  589. ;      ;ParticleSysBone     = None GandalfIllumination FollowBone:yes FXTrigger:NONE Persist:KILL PersistID:100
  590.         End
  591.  
  592.         AnimationState        = MOVING WANDER
  593.             Animation = Wandering
  594.                 AnimationName           = GUGandalfG_SKL.GUGandalfG_WLK ;32
  595.                 AnimationMode       = LOOP
  596.             End
  597.         End
  598.     
  599.         AnimationState        = MOVING DAMAGED
  600.             Animation = DamagedMove
  601.                 AnimationName           = GUGandalfG_SKL.GUGandalfG_IWKA ;32
  602.                 AnimationMode       = LOOP
  603.             End
  604.             Flags               = RANDOMSTART
  605.         End
  606.  
  607.         AnimationState        = MOVING
  608.             Animation = Moving
  609.                 AnimationName           = GUGandalfG_SKL.GUGandalfG_RUNA ;20
  610.                 AnimationMode       = LOOP
  611.             End
  612.             Flags               = RANDOMSTART
  613.         End
  614.  
  615.         AnimationState        = LEVELED    ; This state clears itself in 3 of your Earth seconds
  616.             Animation = Yippee
  617.                 AnimationName           = GUGandalfG_SKL.GUGandalfG_LVLA
  618.                 AnimationMode       = ONCE
  619.             End
  620.         End
  621.  
  622.     End
  623.     
  624.     Draw = W3DLightDraw ModuleTag_02
  625.         Ambient = R:0 G:0 B:0
  626.         Diffuse = R:128 G:128 B:255
  627.         Radius = 25
  628.         Intensity = 10
  629.         AttachToBoneInAnotherModule = Staff
  630.     End 
  631.  
  632.     ; ***DESIGN parameters ***
  633.     Side = Men
  634.     EditorSorting = UNIT
  635.     ThingClass = CHARACTER_UNIT
  636.  
  637.     LiveCameraOffset = X:-112 Y:81 Z:57
  638.     LiveCameraPitch = 25.0
  639.     
  640.  
  641.     TransportSlotCount = 1
  642. ;    WeaponSet
  643. ;        Conditions = None 
  644. ;        Weapon = PRIMARY GandalfSword
  645. ;        Weapon = SECONDARY   GandalfSpell   
  646. ;        Weapon = TERTIARY   GandalfStaffWeapon   
  647. ;        AutoChooseSources = SECONDARY NONE
  648. ;        PreferredAgainst = TERTIARY INFANTRY
  649. ;        PreferredAgainst = TERTIARY MONSTER
  650. ;    End
  651.  
  652. ; Demo change to not ever use the sword.  When switch back, be sure to rearrange anim connections
  653.     WeaponSet
  654.         Conditions = None
  655.         Weapon = PRIMARY GandalfStaffWeapon
  656.     End
  657.     WeaponSet
  658.         Conditions = PLAYER_UPGRADE
  659.         Weapon = PRIMARY GandalfStaffWeapon
  660.         Weapon = SECONDARY GandalfWizardBlast            ; Make sure this weapon's position lines up with the FireWeaponSlotCommandButton that fires it.
  661.         AutoChooseSources = SECONDARY NONE
  662.     End
  663.  
  664.     ArmorSet
  665.         Conditions      = None
  666.         Armor           = HeroArmor
  667.         DamageFX        = NormalDamageFX
  668.     End
  669.     CommandSet = GondorGandalfCommandSet
  670.     VisionRange = 161
  671.     DisplayName = OBJECT:GandalfTheWhite
  672.     CrushableLevel = 2  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  673.     
  674.     ; *** AUDIO Parameters ***;
  675.     VoiceSelect = GandalfVoiceSelect
  676.     VoiceMove = NoSound
  677.     VoiceAttack = GandalfVoiceAttack
  678.     VoiceFear = NoSound
  679.     VoiceGuard = NoSound
  680. ;  SoundDie = NoSound
  681. ;  SoundDieFire = NoSound
  682.     SoundStealthOn = NoSound
  683.     SoundStealthOff = NoSound
  684.     SoundImpact = ImpactHorse
  685.     
  686.     UnitSpecificSounds
  687.         VoiceGarrison         = NoSound
  688.         VoiceEnter            = NoSound
  689.         VoiceEnterHostile     = NoSound
  690.         VoiceGetHealed        = NoSound
  691.     End
  692.  
  693.     ; *** ENGINEERING Parameters ***
  694.     RadarPriority = UNIT
  695.     KindOf = HERO PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY SCORE ATTACK_NEEDS_LINE_OF_SIGHT
  696.     
  697.     Body = ActiveBody ModuleTag_03
  698.         MaxHealth         = 100000000                  ;BALANCE Gandalf Health
  699.         MaxHealthDamaged  = 5
  700.         RecoveryTime      = 1000
  701.     End
  702.     
  703.     Behavior = AIUpdateInterface ModuleTag_04
  704.         AutoAcquireEnemiesWhenIdle = Yes
  705.     End
  706.  
  707.     LocomotorSet
  708.         Locomotor = HumanLocomotor
  709.         Condition = SET_NORMAL 
  710.         Speed     = 37
  711.     End
  712.  
  713.     LocomotorSet
  714.         Locomotor = HumanWanderLocomotor
  715.         Condition = SET_WANDER 
  716.         Speed     = 17
  717.     End
  718.     
  719.     Behavior = PhysicsBehavior ModuleTag_05
  720.         GravityMult = 1.0
  721.         ShockStandingTime = 16000    ;msec
  722.     End
  723.     
  724.     Behavior = SlowDeathBehavior ModuleTag_06
  725.         DeathTypes = ALL -KNOCKBACK
  726.         SinkDelay = 3000
  727.         SinkRate = 0.40     ; in Dist/Sec
  728.         DestructionDelay = 8000
  729.         Sound = INITIAL GandalfVoiceDie
  730.     End
  731.     
  732.     Behavior = SquishCollide ModuleTag_07
  733.         ;nothing
  734.     End
  735.  
  736.     Behavior = SlowDeathBehavior ModuleTag_08
  737.         ; Same as normal death, but no sound (sound already played by SoundImpact = ... )
  738.         DeathTypes = NONE +KNOCKBACK
  739.         SinkDelay = 3000
  740.         SinkRate = 0.40     ; in Dist/Sec
  741.         DestructionDelay = 8000
  742.     End
  743.  
  744.     Behavior = OCLSpecialPower ModuleTag_09
  745.         SpecialPowerTemplate = SuperweaponPartTheHeavens
  746.         OCL                  = SUPERWEAPON_PartTheHeavens
  747.     End
  748.     
  749.     ; Tie into LargeGroupAudio system
  750.     Behavior = LargeGroupAudioUpdate ModuleTag_LGAU
  751.         Key = Human Unit Infantry
  752.         UnitWeight = 2   ; Gandy counts as 2 infantry
  753.     End
  754.     
  755.     Behavior = WeaponSetUpgrade ModuleTag_ActivateSpell
  756.         TriggeredBy = Upgrade_GandalfBlast
  757.     End
  758.     
  759.     Behavior = AttributeModifierAuraUpdate ModuleTag_Leadership
  760.         StartsActive    = Yes ;If no, requires upgrade to turn on.
  761.         BonusName        = GandalfPassiveLeadership
  762.         RefreshDelay    = 2000
  763.         Range            = 120
  764.     End    
  765.  
  766.     Geometry = CYLINDER
  767.     GeometryMajorRadius = 8.0
  768.     GeometryMinorRadius = 8.0
  769.     GeometryHeight = 19.2
  770.     GeometryIsSmall = Yes
  771.     Shadow = SHADOW_DECAL
  772.     ShadowSizeX = 12;
  773.     ShadowSizeY = 12;
  774.     ShadowTexture = ShadowI;
  775. End
  776.  
  777.  
  778. ;------------------------------------------------------------------------------
  779. ; Gandalf the White
  780. Object GondorGandalfWhite_L
  781.     ; *** ART Parameters ***
  782.  
  783.     ; SelectPortrait for Heros is portrait behind skill buttons. HP = HeroPortrait.
  784.     SelectPortrait = HPGandalf
  785.     
  786.     ; ButtonImage for Heros is button image on Hero Select UI to select hero. HI = HeroIcon or HeroImage.
  787.     ButtonImage = HIGandalf
  788.  
  789.     Draw = W3DScriptedModelDraw ModuleTag_01
  790.  
  791.         GlowEnabled = No;
  792.         GlowEmissive = No;
  793.  
  794.       StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD
  795.  
  796.         ExtraPublicBone = STAFF
  797.  
  798.         DefaultModelConditionState
  799.             Model               = GUGandalf_L
  800.             WeaponLaunchBone    = PRIMARY STAFF ; Another line to fix after sword comes back post demo
  801.         End
  802.  
  803.         IdleAnimationState
  804.             StateName = Idle
  805.             Animation = IDLA
  806.                 AnimationName       = GUGandalfG_SKL.GUGandalfG_IDLA 0 25
  807.                 AnimationMode       = ONCE
  808.             End
  809.         End
  810.  
  811. ; out for demo
  812. ;        AnimationState        =  FIRING_OR_PREATTACK_A
  813. ;            Animation = Attack1
  814. ;                AnimationName           = GUGandalfG_SKL.GUGandalfG_ATKA ; Staff swing
  815. ;                AnimationMode       = ONCE
  816. ;                UseWeaponTiming        = Yes
  817. ;            End
  818. ;            Animation = Attack2
  819. ;              AnimationName           = GUGandalfG_SKL.GUGandalfG_ATKB    ; sword swing
  820. ;              AnimationMode       = ONCE
  821. ;              UseWeaponTiming        = Yes
  822. ;            End
  823. ;        End
  824.  
  825.         AnimationState        =  FIRING_OR_PREATTACK_A
  826.             StateName = Attacking
  827.             Animation = AttackLaser
  828.                 AnimationName           = GUGandalfG_SKL.GUGandalfG_ATKC    ; staff tip zap 
  829.                 AnimationMode       = ONCE
  830.                 UseWeaponTiming = Yes
  831.             End
  832.         End
  833.  
  834.         AnimationState        =  FIRING_OR_PREATTACK_B
  835.             StateName = Attacking
  836.             Animation = AttackBigBaddaBoom
  837.                 AnimationName           = GUGandalfG_SKL.GUGandalfG_SPLH ;  Lots to pick from.
  838.                 AnimationMode       = ONCE
  839.                 UseWeaponTiming = Yes
  840.             End
  841.         End
  842.  
  843.         ; --- stunned anims  Which must go before deaths in case we are dying in the air.  Plus, DyingSplatted must of course be before Dying
  844.         AnimationState      = STUNNED_FLAILING 
  845.             Animation = StunnedFlail
  846.                 AnimationName         = GUGandalfG_SKL.GUGandalfG_FLYA
  847.                 AnimationMode     = LOOP
  848.             End
  849.         End
  850.  
  851.         AnimationState        = STUNNED_STANDING_UP
  852.             Animation           = GUGandalfG_GTPA
  853.                 AnimationName     = GUGandalfG_SKL.GUGandalfG_GTPA
  854.                 AnimationMode     = ONCE
  855.             End
  856.         End
  857.         
  858.         AnimationState      = STUNNED
  859.             Animation = Stunned
  860.                 AnimationName         = GUGandalfG_SKL.GUGandalfG_LNDA
  861.                 AnimationMode     = ONCE
  862.             End
  863. ;      ;ParticleSysBone   = None GandalfIllumination FollowBone:yes FXTrigger:NONE Persist:KILL PersistID:100
  864.         End
  865.  
  866.         AnimationState      = DYING SPLATTED
  867.             Animation = Stunned
  868.                 AnimationName         = GUGandalfG_SKL.GUGandalfG_LNDA
  869.                 AnimationMode     = ONCE
  870.             End
  871. ;      ;ParticleSysBone   = None GandalfIllumination FollowBone:yes FXTrigger:NONE Persist:KILL PersistID:100
  872.         End
  873.         
  874.         AnimationState        = DYING AFLAME
  875.             Animation = DieAflame
  876.                 AnimationName           = GUGandalfG_SKL.GUGandalfG_MFDA
  877.                 AnimationMode       = LOOP
  878.             End
  879.         End
  880.  
  881.         AnimationState        = DYING
  882.             Animation = Die
  883.                 AnimationName           = GUGandalfG_SKL.GUGandalfG_DIEA
  884.                 AnimationMode       = ONCE
  885.             End
  886. ;      ;ParticleSysBone     = None GandalfIllumination FollowBone:yes FXTrigger:NONE Persist:KILL PersistID:100
  887.         End
  888.  
  889.         AnimationState        = MOVING WANDER
  890.             Animation = Wandering
  891.                 AnimationName           = GUGandalfG_SKL.GUGandalfG_WLK ;32
  892.                 AnimationMode       = LOOP
  893.             End
  894.         End
  895.     
  896.         AnimationState        = MOVING DAMAGED
  897.             Animation = DamagedMove
  898.                 AnimationName           = GUGandalfG_SKL.GUGandalfG_IWKA ;32
  899.                 AnimationMode       = LOOP
  900.             End
  901.             Flags               = RANDOMSTART
  902.         End
  903.  
  904.         AnimationState        = MOVING
  905.             Animation = Moving
  906.                 AnimationName           = GUGandalfG_SKL.GUGandalfG_RUNA ;20
  907.                 AnimationMode       = LOOP
  908.             End
  909.             Flags               = RANDOMSTART
  910.         End
  911.  
  912.         AnimationState        = LEVELED    ; This state clears itself in 3 of your Earth seconds
  913.             Animation = Yippee
  914.                 AnimationName           = GUGandalfG_SKL.GUGandalfG_LVLA
  915.                 AnimationMode       = ONCE
  916.             End
  917.         End
  918.  
  919.     End
  920.     
  921.     Draw = W3DLightDraw ModuleTag_02
  922.         Ambient = R:0 G:0 B:0
  923.         Diffuse = R:128 G:128 B:255
  924.         Radius = 25
  925.         Intensity = 10
  926.         AttachToBoneInAnotherModule = Staff
  927.     End 
  928.  
  929.     ; ***DESIGN parameters ***
  930.     Side = Men
  931.     EditorSorting = UNIT
  932.     ThingClass = CHARACTER_UNIT
  933.  
  934.     LiveCameraOffset = X:-112 Y:81 Z:57
  935.     LiveCameraPitch = 25.0
  936.     
  937.  
  938.     TransportSlotCount = 1
  939. ;    WeaponSet
  940. ;        Conditions = None 
  941. ;        Weapon = PRIMARY GandalfSword
  942. ;        Weapon = SECONDARY   GandalfSpell   
  943. ;        Weapon = TERTIARY   GandalfStaffWeapon   
  944. ;        AutoChooseSources = SECONDARY NONE
  945. ;        PreferredAgainst = TERTIARY INFANTRY
  946. ;        PreferredAgainst = TERTIARY MONSTER
  947. ;    End
  948.  
  949. ; Demo change to not ever use the sword.  When switch back, be sure to rearrange anim connections
  950.     WeaponSet
  951.         Conditions = None
  952.         Weapon = PRIMARY GandalfStaffWeapon
  953.     End
  954.     WeaponSet
  955.         Conditions = PLAYER_UPGRADE
  956.         Weapon = PRIMARY GandalfStaffWeapon
  957.         Weapon = SECONDARY GandalfWizardBlast            ; Make sure this weapon's position lines up with the FireWeaponSlotCommandButton that fires it.
  958.         AutoChooseSources = SECONDARY NONE
  959.     End
  960.  
  961.     ArmorSet
  962.         Conditions      = None
  963.         Armor           = HeroArmor
  964.         DamageFX        = NormalDamageFX
  965.     End
  966.     CommandSet = GondorGandalfCommandSet
  967.     VisionRange = 161
  968.     DisplayName = OBJECT:GandalfTheWhite
  969.     CrushableLevel = 2  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  970.     
  971.     ; *** AUDIO Parameters ***;
  972.     VoiceSelect = GandalfVoiceSelect
  973.     VoiceMove = NoSound
  974.     VoiceAttack = GandalfVoiceAttack
  975.     VoiceFear = NoSound
  976.     VoiceGuard = NoSound
  977. ;  SoundDie = NoSound
  978. ;  SoundDieFire = NoSound
  979.     SoundStealthOn = NoSound
  980.     SoundStealthOff = NoSound
  981.     SoundImpact = ImpactHorse
  982.     
  983.     UnitSpecificSounds
  984.         VoiceGarrison         = NoSound
  985.         VoiceEnter            = NoSound
  986.         VoiceEnterHostile     = NoSound
  987.         VoiceGetHealed        = NoSound
  988.     End
  989.  
  990.     ; *** ENGINEERING Parameters ***
  991.     RadarPriority = UNIT
  992.     KindOf = HERO PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY SCORE ATTACK_NEEDS_LINE_OF_SIGHT
  993.     
  994.     Body = ActiveBody ModuleTag_03
  995.         MaxHealth         = 100000000                  ;BALANCE Gandalf Health
  996.         MaxHealthDamaged  = 5
  997.         RecoveryTime      = 1000
  998.     End
  999.     
  1000.     Behavior = AIUpdateInterface ModuleTag_04
  1001.         AutoAcquireEnemiesWhenIdle = Yes
  1002.     End
  1003.  
  1004.     LocomotorSet
  1005.         Locomotor = HumanLocomotor
  1006.         Condition = SET_NORMAL 
  1007.         Speed     = 37
  1008.     End
  1009.  
  1010.     LocomotorSet
  1011.         Locomotor = HumanWanderLocomotor
  1012.         Condition = SET_WANDER 
  1013.         Speed     = 17
  1014.     End
  1015.     
  1016.     Behavior = PhysicsBehavior ModuleTag_05
  1017.         GravityMult = 1.0
  1018.         ShockStandingTime = 16000    ;msec
  1019.     End
  1020.     
  1021.     Behavior = SlowDeathBehavior ModuleTag_06
  1022.         DeathTypes = ALL -KNOCKBACK
  1023.         SinkDelay = 3000
  1024.         SinkRate = 0.40     ; in Dist/Sec
  1025.         DestructionDelay = 8000
  1026.         Sound = INITIAL GandalfVoiceDie
  1027.     End
  1028.     
  1029.     Behavior = SquishCollide ModuleTag_07
  1030.         ;nothing
  1031.     End
  1032.  
  1033.     Behavior = SlowDeathBehavior ModuleTag_08
  1034.         ; Same as normal death, but no sound (sound already played by SoundImpact = ... )
  1035.         DeathTypes = NONE +KNOCKBACK
  1036.         SinkDelay = 3000
  1037.         SinkRate = 0.40     ; in Dist/Sec
  1038.         DestructionDelay = 8000
  1039.     End
  1040.  
  1041.     Behavior = OCLSpecialPower ModuleTag_09
  1042.         SpecialPowerTemplate = SuperweaponPartTheHeavens
  1043.         OCL                  = SUPERWEAPON_PartTheHeavens
  1044.     End
  1045.     
  1046.     ; Tie into LargeGroupAudio system
  1047.     Behavior = LargeGroupAudioUpdate ModuleTag_LGAU
  1048.         Key = Human Unit Infantry
  1049.         UnitWeight = 2   ; Gandy counts as 2 infantry
  1050.     End
  1051.     
  1052.     Behavior = WeaponSetUpgrade ModuleTag_ActivateSpell
  1053.         TriggeredBy = Upgrade_GandalfBlast
  1054.     End
  1055.     
  1056.     Behavior = AttributeModifierAuraUpdate ModuleTag_Leadership
  1057.         StartsActive    = Yes ;If no, requires upgrade to turn on.
  1058.         BonusName        = GandalfPassiveLeadership
  1059.         RefreshDelay    = 2000
  1060.         Range            = 120
  1061.     End    
  1062.  
  1063.     Geometry = CYLINDER
  1064.     GeometryMajorRadius = 8.0
  1065.     GeometryMinorRadius = 8.0
  1066.     GeometryHeight = 19.2
  1067.     GeometryIsSmall = Yes
  1068.     Shadow = SHADOW_DECAL
  1069.     ShadowSizeX = 12;
  1070.     ShadowSizeY = 12;
  1071.     ShadowTexture = ShadowI;
  1072. End
  1073.  
  1074. ;------------------------------------------------------------------------------
  1075. ; aka Balrog without Fire
  1076. Object MordorBalrog_NOFIRE 
  1077.     ; *** ART Parameters ***
  1078.     Draw = W3DScriptedModelDraw ModuleTag_01
  1079.     
  1080. ;   StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD
  1081.  
  1082.     DefaultModelConditionState
  1083.       Model = MUBalrog_SKN
  1084.     End
  1085.  
  1086.     IdleAnimationState
  1087.         StateName = Idle
  1088.         Animation = MUBalrog_IDLA 
  1089.             AnimationName = MUBalrog_SKL.MUBalrog_IDLA
  1090.             AnimationMode = ONCE
  1091.         End
  1092.         Animation = MUBalrog_RORA 
  1093.             AnimationName = MUBalrog_SKL.MUBalrog_RORA
  1094.             AnimationMode = ONCE
  1095.         End
  1096.        End 
  1097.        
  1098.            AnimationState            = HIT_REACTION
  1099.             Animation           = MUBalrog_HITA
  1100.                 AnimationName     = MUBalrog_HITA
  1101.                 AnimationMode     = ONCE
  1102.             End
  1103.         End
  1104.         
  1105.         AnimationState            = MOVING WANDER
  1106.             Animation            = MUBalrog_WLKA 
  1107.                 AnimationName    = MUBalrog_WLKA
  1108.                 AnimationMode   = LOOP
  1109.             End
  1110.         End
  1111.         
  1112.         
  1113.         AnimationState            = MOVING 
  1114.             Animation            = MUBalrog_WLKA 
  1115.                 AnimationName    = MUBalrog_SKL.MUBalrog_WLKA
  1116.                 AnimationMode   = LOOP
  1117.             End
  1118.         End
  1119.       
  1120.         
  1121.         AnimationState            = FIRING_OR_PREATTACK_A
  1122.             Animation            = MUBalrog_ATKA 
  1123.                 AnimationName    = MUBalrog_SKL.MUBalrog_ATKA
  1124.                 AnimationMode    = ONCE
  1125.                 UseWeaponTiming    = Yes
  1126.             End
  1127.         End
  1128.         
  1129.         AnimationState                    =    DYING
  1130.             Animation                    =    MUBalrog_DIEA 
  1131.                 AnimationName            =    MUBalrog_SKL.MUBalrog_DIEA 
  1132.                 AnimationMode            =    ONCE
  1133.             End
  1134.         End
  1135.         
  1136.   End
  1137.  
  1138.   ; ***DESIGN parameters ***
  1139.   DisplayName      = OBJECT:Balrog
  1140.   Side = Mordor
  1141.   EditorSorting = UNIT
  1142.     ThreatLevel = 1.0
  1143.   ThingClass = CHARACTER_UNIT
  1144.   
  1145. TransportSlotCount = 1
  1146.   WeaponSet
  1147.     Conditions = None 
  1148.     Weapon = PRIMARY    MordorWarriorAxe
  1149.     AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
  1150.   End
  1151.   ArmorSet
  1152.     Conditions      = None
  1153.     Armor           = NoArmor
  1154.     DamageFX        = NormalDamageFX
  1155.   End
  1156.   VisionRange = 121
  1157.   DisplayName = OBJECT:Balrog
  1158.   CrushableLevel = 0  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  1159.    
  1160.   ; *** AUDIO Parameters ***;
  1161.   VoiceSelect = NoSound
  1162.   VoiceMove = NoSound
  1163.   VoiceAttack = NoSound
  1164.   VoiceFear = NoSound
  1165.   VoiceGuard = NoSound
  1166. ;  SoundDie = NoSound
  1167. ;  SoundDieFire = NoSound
  1168.   SoundStealthOn = NoSound
  1169.   SoundStealthOff = NoSound
  1170.   SoundImpact = NoSound
  1171.   
  1172.   UnitSpecificSounds
  1173.     VoiceGarrison         = NoSound
  1174.     VoiceEnter            = NoSound
  1175.     VoiceEnterHostile     = NoSound
  1176.     VoiceGetHealed        = NoSound
  1177.   End
  1178.  
  1179.   ; *** ENGINEERING Parameters ***  
  1180.   KindOf          = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS MACHINE SCORE CAN_ATTACK  
  1181.   Shadow          = SHADOW_VOLUME
  1182.   Body            = ActiveBody ModuleTag_02
  1183.     MaxHealth         = 10000                  ;BALANCE Balrog Health
  1184.     MaxHealthDamaged  = 5
  1185.     RecoveryTime      = 5000
  1186.   End
  1187.  
  1188.   Behavior = AIUpdateInterface ModuleTag_03
  1189.     AutoAcquireEnemiesWhenIdle = Yes
  1190.     MoodAttackCheckRate        = 500
  1191.   End
  1192.  
  1193.   LocomotorSet
  1194.     Locomotor     = HumanLocomotor
  1195.     Condition     = SET_NORMAL
  1196.     Speed         = 37
  1197.   End
  1198.  
  1199.   LocomotorSet
  1200.     Locomotor     = HumanWanderLocomotor
  1201.     Condition     = SET_WANDER
  1202.     Speed         = 17
  1203.   End
  1204.  
  1205.   Behavior = PhysicsBehavior ModuleTag_04
  1206.     GravityMult = 1.0
  1207.   End
  1208.   
  1209.       Behavior = SlowDeathBehavior ModuleTag_05
  1210.         DeathTypes = ALL 
  1211.         SinkDelay = 3000
  1212.         SinkRate = 0.40     ; in Dist/Sec
  1213.         DestructionDelay = 8000
  1214.     End
  1215.  
  1216.   ; Tie into LargeGroupAudio system
  1217.   Behavior = LargeGroupAudioUpdate ModuleTag_LGAU
  1218.     Key = Monster Unit Infantry
  1219.     UnitWeight = 4 ; Balgy counts as 4 infantry
  1220.   End
  1221.  
  1222.   Geometry = CYLINDER
  1223.   GeometryMajorRadius = 2.4
  1224.   GeometryMinorRadius = 2.4
  1225.   GeometryHeight = 49
  1226.   GeometryIsSmall = Yes
  1227. End
  1228.  
  1229. ;------------------------------------------------------------------------------
  1230. ; Boromir
  1231. Object GondorBoromir_H
  1232.     ; *** ART Parameters ***
  1233.     ; SelectPortrait for Heros is portrait behind skill buttons. HP = HeroPortrait.
  1234.     SelectPortrait = HPBorimir
  1235.     
  1236.     ; ButtonImage for Heros is button image on Hero Select UI to select hero. HI = HeroIcon or HeroImage.
  1237.     ButtonImage = HIBorimir
  1238.  
  1239.     Draw = W3DScriptedModelDraw ModuleTag_DRAW
  1240.  
  1241.    StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD
  1242.  
  1243.  
  1244.         DefaultModelConditionState
  1245.             Model               = GUBoromir_H
  1246.         End
  1247.         ; --- Idle Anims
  1248.         IdleAnimationState
  1249.             Animation           = IDLA
  1250.                 AnimationName     = GUBoromir_SKL.GUBoromir_IDLA 0 15
  1251.                 AnimationMode     = ONCE
  1252.             End
  1253.         End
  1254.  
  1255.         TransitionState       = Trans_None_To_Sword
  1256.             Animation           = GUBoromir_STHA
  1257.                 AnimationName     = GUBoromir_SKL.GUBoromir_STHA ;
  1258.                 AnimationMode     = ONCE
  1259.             End
  1260.         End
  1261.         TransitionState       = Trans_Sword_To_None
  1262.             Animation           = GUBoromir_STHB
  1263.                 AnimationName     = GUBoromir_SKL.GUBoromir_STHB ;
  1264.                 AnimationMode     = ONCE
  1265.             End
  1266.         End
  1267.  
  1268.         ; -- Horn anims
  1269.         AnimationState        = UNPACKING
  1270.             Animation           
  1271.                 AnimationName     = GUBoromir_SKL.GUBoromir_HRNA
  1272.                 AnimationMode     = ONCE
  1273.             End
  1274.         End
  1275.         AnimationState        = PREPARING
  1276.             Animation           
  1277.                 AnimationName     = GUBoromir_SKL.GUBoromir_HRNB
  1278.                 AnimationMode     = ONCE
  1279.             End
  1280.         End
  1281.         AnimationState        = SPECIAL_POWER_1
  1282.             Animation           
  1283.                 AnimationName     = GUBoromir_SKL.GUBoromir_HRNB
  1284.                 AnimationMode     = LOOP
  1285.             End
  1286.         End
  1287.         AnimationState        = PACKING
  1288.             Animation           
  1289.                 AnimationName     = GUBoromir_SKL.GUBoromir_HRNC
  1290.                 AnimationMode     = ONCE
  1291.             End
  1292.         End
  1293.  
  1294.         ; --- Moving Anims
  1295.         AnimationState        = MOVING DAMAGED WEAPONSTATE_CLOSE_RANGE
  1296.             StateName           = WithSword
  1297.             Flags               = RANDOMSTART
  1298.             ;ParticleSysBone     = None InfantryDustTrails
  1299.             Animation           = GUBoromir_IWKA
  1300.                 AnimationName     = GUBoromir_SKL.GUBoromir_IWKA
  1301.                 AnimationMode     = LOOP
  1302.             End
  1303.         End
  1304.         AnimationState        = MOVING WANDER WEAPONSTATE_CLOSE_RANGE
  1305.             StateName           = WithSword
  1306.             ;ParticleSysBone     = None InfantryDustTrails
  1307.             Animation           = GUBoromir_WLKA
  1308.                 AnimationName     = GUBoromir_SKL.GUBoromir_WLKA
  1309.                 AnimationMode     = LOOP
  1310.             End
  1311.         End
  1312.         AnimationState        = MOVING WEAPONSTATE_CLOSE_RANGE
  1313.             StateName           = WithSword
  1314.             Flags               = RANDOMSTART
  1315.             ;ParticleSysBone     = None InfantryDustTrails
  1316.             Animation           = GUBoromir_RUNB
  1317.                 AnimationName     = GUBoromir_SKL.GUBoromir_RUNB
  1318.                 AnimationMode     = LOOP
  1319.             End
  1320.         End
  1321.         AnimationState        = MOVING DAMAGED
  1322.             Flags               = RANDOMSTART
  1323.             ;ParticleSysBone     = None InfantryDustTrails
  1324.             Animation           = GUBoromir_IWKA
  1325.                 AnimationName     = GUBoromir_SKL.GUBoromir_IWKA
  1326.                 AnimationMode     = LOOP
  1327.             End
  1328.         End
  1329.         AnimationState        = MOVING WANDER
  1330.             ;ParticleSysBone     = None InfantryDustTrails
  1331.             Animation           = GUBoromir_WLKA
  1332.                 AnimationName     = GUBoromir_SKL.GUBoromir_WLKA
  1333.                 AnimationMode     = LOOP
  1334.             End
  1335.         End
  1336.         AnimationState        = MOVING
  1337.             ;ParticleSysBone     = None InfantryDustTrails
  1338.             Flags               = RANDOMSTART
  1339.             Animation           = GUBoromir_RUNB
  1340.                 AnimationName     = GUBoromir_SKL.GUBoromir_RUNA
  1341.                 AnimationMode     = LOOP
  1342.             End
  1343.         End
  1344.  
  1345.         ; Attacking Anims [Weapon_A]
  1346.         AnimationState        = FIRING_OR_PREATTACK_A WEAPONSTATE_CLOSE_RANGE
  1347.             StateName           = WithSword
  1348.             Animation           = ATKA
  1349.                 AnimationName     = GUBoromir_SKL.GUBoromir_ATKA
  1350.                 AnimationMode     = ONCE
  1351.                 UseWeaponTiming        = Yes
  1352.             End
  1353.             Animation           = ATKB
  1354.                 AnimationName    = GUBoromir_SKL.GUBoromir_ATKB
  1355.                 AnimationMode     = ONCE
  1356.                 UseWeaponTiming        = Yes
  1357.             End
  1358.         End
  1359.  
  1360.         AnimationState        = FIRING_OR_PREATTACK_A
  1361.             Animation           = GUBoromir_ATD1
  1362.                 AnimationName     = GUBoromir_SKL.GUBoromir_ATKB 
  1363.                 AnimationMode     = ONCE
  1364.                 UseWeaponTiming        = Yes
  1365.             End
  1366.         End
  1367.  
  1368.         ; --- Dying anims
  1369.         AnimationState        = DYING SPLATTED
  1370.             Animation           = GUBoromir_LNDA
  1371.                 AnimationName     = GUBoromir_SKL.GUBoromir_LNDA
  1372.                 AnimationMode     = ONCE
  1373.             End
  1374.         End
  1375.         AnimationState        = DYING
  1376.             Animation           = GUBoromir_DIEB
  1377.                 AnimationName     = GUBoromir_SKL.GUBoromir_DIEB
  1378.                 AnimationMode     = ONCE
  1379.             End
  1380.         End
  1381.  
  1382.  
  1383.  
  1384.         ; --- Stunned anims
  1385.         AnimationState        = STUNNED_FLAILING 
  1386.             Flags               = RANDOMSTART
  1387.             Animation           = GUBoromir_FLYA
  1388.                 AnimationName     = GUBoromir_SKL.GUBoromir_FLYA
  1389.                 AnimationMode     = LOOP
  1390.             End
  1391.         End
  1392.         AnimationState        = STUNNED_STANDING_UP
  1393.             Animation           = GUBoromir_GTPA
  1394.                 AnimationName     = GUBoromir_SKL.GUBoromir_GTPA
  1395.                 AnimationMode     = ONCE
  1396.             End
  1397.         End
  1398.         AnimationState        = STUNNED 
  1399.             Animation           = GUBoromir_LNDA
  1400.                 AnimationName     = GUBoromir_SKL.GUBoromir_LNDA
  1401.                 AnimationMode     = ONCE
  1402.             End
  1403.         End
  1404.  
  1405.  
  1406.         ; --------- Idle Anims
  1407.         AnimationState        = WEAPONSTATE_CLOSE_RANGE
  1408.             StateName           = WithSword
  1409.             Animation           = GUBoromir_IDLC
  1410.                 AnimationName     = GUBoromir_SKL.GUBoromir_IDLC
  1411.                 AnimationMode     = ONCE
  1412.             End
  1413.         End
  1414.         
  1415.         ; --------- Click and Hit Reactions ------------
  1416.         AnimationState = HIT_REACTION HIT_LEVEL_1
  1417.             Animation = Hit_Level_1_a
  1418.                 AnimationName = GUBoromir_SKL.GUBoromir_HITA
  1419.                 AnimationMode = ONCE
  1420.             End
  1421.     End
  1422.         
  1423.         
  1424.  
  1425.     End
  1426.  
  1427.  
  1428.  
  1429.     ; ***DESIGN parameters ***
  1430.     Side = Men
  1431.     EditorSorting = UNIT
  1432.     ThreatLevel = 1.0
  1433.     ThingClass = CHARACTER_UNIT
  1434.  
  1435.     TransportSlotCount = 1
  1436.     WeaponSet
  1437.         Conditions = None 
  1438.         Weapon = PRIMARY    HobbitPunch
  1439.         AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
  1440.     End
  1441.     WeaponSet
  1442.         Conditions = CLOSE_RANGE CONTESTING_BUILDING
  1443.         Weapon = PRIMARY    BoromirSword
  1444.         AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
  1445.     End
  1446.     ArmorSet
  1447.         Conditions      = None
  1448.         Armor           = NoArmor
  1449.         DamageFX        = NormalDamageFX
  1450.     End
  1451.     VisionRange = 121
  1452.     DisplayName = OBJECT:GondorBoromir
  1453.     CrushableLevel = 0  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  1454.  
  1455.     CommandSet = BoromirCommandSet 
  1456.  
  1457.     ; *** AUDIO Parameters ***;
  1458.     VoiceSelect = NoSound
  1459.     VoiceMove = NoSound
  1460.     VoiceAttack = NoSound
  1461.     VoiceFear = NoSound
  1462.     VoiceGuard = NoSound
  1463. ;  SoundDie = NoSound
  1464. ;  SoundDieFire = NoSound
  1465.     SoundStealthOn = NoSound
  1466.     SoundStealthOff = NoSound
  1467.       SoundImpact = ImpactHorse
  1468.     
  1469.     UnitSpecificSounds
  1470.         VoiceGarrison         = NoSound
  1471.         VoiceEnter            = NoSound
  1472.         VoiceEnterHostile     = NoSound
  1473.         VoiceGetHealed        = NoSound
  1474.     End
  1475.  
  1476.     ; *** ENGINEERING Parameters ***
  1477.     RadarPriority = UNIT
  1478.     KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE 
  1479.  
  1480.     Body = ActiveBody ModuleTag_02
  1481.         MaxHealth         = 10                  ;BALANCE Man at Arms Health
  1482.         MaxHealthDamaged  = 5
  1483.         RecoveryTime      = 5000
  1484.     End
  1485.     
  1486.     Behavior = AIUpdateInterface ModuleTag_03
  1487.         AutoAcquireEnemiesWhenIdle = Yes
  1488.         MoodAttackCheckRate        = 500
  1489.         AILuaEventsList                =    BoromirFunctions
  1490. ;    HoldGroundCloseRangeDistance = 50
  1491.     End
  1492.  
  1493.     LocomotorSet
  1494.         Locomotor = HumanLocomotor
  1495.         Condition = SET_NORMAL 
  1496.         Speed     = 57
  1497.     End
  1498.     
  1499.     LocomotorSet
  1500.         Locomotor = HumanWanderLocomotor
  1501.         Condition = SET_WANDER 
  1502.         Speed     = 17
  1503.     End
  1504.     
  1505.     Behavior = DualWeaponBehavior ModuleTag_13
  1506.         SwitchWeaponOnCloseRangeDistance = 161
  1507.     End
  1508.  
  1509.     Behavior = PhysicsBehavior ModuleTag_04
  1510.         GravityMult = 1.0
  1511.     End
  1512.     
  1513.     Behavior = SlowDeathBehavior ModuleTag_05
  1514.         DeathTypes = ALL 
  1515.         SinkDelay = 3000
  1516.         SinkRate = 0.40     ; in Dist/Sec
  1517.         DestructionDelay = 8000
  1518.     End
  1519.     
  1520.     Behavior = SquishCollide ModuleTag_06
  1521.         ;nothing
  1522.     End
  1523.     
  1524.     ; Tie into LargeGroupAudio system
  1525.     Behavior = LargeGroupAudioUpdate ModuleTag_LGAU
  1526.         Key = Human Unit Infantry
  1527.         UnitWeight = 2   ; Boromir counts as 2 infantry
  1528.     End
  1529.     
  1530.     Behavior = HitReactionBehavior HitReactionBehaviorModuleTag
  1531.         HitReactionLifeTimer1 = 45 ; level 1 (light  damage)  hit reaction animations in frames (30 per sec)
  1532.         HitReactionLifeTimer2 = 90 ; level 2 (medium damage)  hit reaction animations in frames (30 per sec)
  1533.         HitReactionLifeTimer3 = 60 ; level 3 (heavy  damage)  hit reaction animations in frames (30 per sec)
  1534.  
  1535.         HitReactionThreshold1 = 0.0   ; level 1 (light  damage) threshold trigger
  1536.         HitReactionThreshold2 = 25.0  ; level 2 (medium damage) threshold trigger
  1537.         HitReactionThreshold3 = 50.0  ; level 3 (heavy  damage) threshold trigger
  1538.     End
  1539.     
  1540.     Behavior = SpecialPowerModule ModuleTag_HornStarter                      
  1541.         SpecialPowerTemplate      = SpecialAbilityHornOfGondor
  1542.         UpdateModuleStartsAttack  = Yes
  1543.         ;InitiateSound           = 
  1544.     End
  1545.     Behavior = ModelConditionSpecialAbilityUpdate ModuleTag_HornUpdate   
  1546.         SpecialPowerTemplate    = SpecialAbilityHornOfGondor
  1547. ;        StartAbilityRange       = 2.0
  1548.  
  1549.         UnpackTime              = 1700 ; Drawing the horn
  1550.         PreparationTime         = 1   ; nothing
  1551.         PersistentPrepTime      = 1600 ; Blowing
  1552.         PackTime                = 1666 ; Putting horn away
  1553.  
  1554. ;    PackSound               = 
  1555. ;    UnpackSound             = 
  1556. ;    TriggerSound            = 
  1557. ;    PrepSoundLoop           = 
  1558.         AwardXPForTriggering    = 0
  1559.     End
  1560.  
  1561.     Geometry = CYLINDER
  1562.     GeometryMajorRadius = 8.0
  1563.     GeometryMinorRadius = 8.0
  1564.     GeometryHeight = 19.2
  1565.     GeometryIsSmall = Yes
  1566.     Shadow = SHADOW_DECAL
  1567.     ShadowSizeX = 12;
  1568.     ShadowSizeY = 12;
  1569.     ShadowTexture = ShadowI;
  1570. End
  1571.  
  1572.  
  1573. ;------------------------------------------------------------------------------
  1574. ; Boromir
  1575. Object GondorBoromir_M
  1576.     ; *** ART Parameters ***
  1577.  
  1578.     ; SelectPortrait for Heros is portrait behind skill buttons. HP = HeroPortrait.
  1579.     SelectPortrait = HPBorimir
  1580.     
  1581.     ; ButtonImage for Heros is button image on Hero Select UI to select hero. HI = HeroIcon or HeroImage.
  1582.     ButtonImage = HIBorimir
  1583.     
  1584.     Draw = W3DScriptedModelDraw ModuleTag_DRAW
  1585.  
  1586.    StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD
  1587.  
  1588.  
  1589.         DefaultModelConditionState
  1590.             Model               = GUBoromir_M
  1591.         End
  1592.         ; --- Idle Anims
  1593.         IdleAnimationState
  1594.             Animation           = IDLA
  1595.                 AnimationName     = GUBoromir_SKL.GUBoromir_IDLA 0 15
  1596.                 AnimationMode     = ONCE
  1597.             End
  1598.         End
  1599.  
  1600.         TransitionState       = Trans_None_To_Sword
  1601.             Animation           = GUBoromir_STHA
  1602.                 AnimationName     = GUBoromir_SKL.GUBoromir_STHA ;
  1603.                 AnimationMode     = ONCE
  1604.             End
  1605.         End
  1606.         TransitionState       = Trans_Sword_To_None
  1607.             Animation           = GUBoromir_STHB
  1608.                 AnimationName     = GUBoromir_SKL.GUBoromir_STHB ;
  1609.                 AnimationMode     = ONCE
  1610.             End
  1611.         End
  1612.  
  1613.         ; -- Horn anims
  1614.         AnimationState        = UNPACKING
  1615.             Animation           
  1616.                 AnimationName     = GUBoromir_SKL.GUBoromir_HRNA
  1617.                 AnimationMode     = ONCE
  1618.             End
  1619.         End
  1620.         AnimationState        = PREPARING
  1621.             Animation           
  1622.                 AnimationName     = GUBoromir_SKL.GUBoromir_HRNB
  1623.                 AnimationMode     = ONCE
  1624.             End
  1625.         End
  1626.         AnimationState        = SPECIAL_POWER_1
  1627.             Animation           
  1628.                 AnimationName     = GUBoromir_SKL.GUBoromir_HRNB
  1629.                 AnimationMode     = LOOP
  1630.             End
  1631.         End
  1632.         AnimationState        = PACKING
  1633.             Animation           
  1634.                 AnimationName     = GUBoromir_SKL.GUBoromir_HRNC
  1635.                 AnimationMode     = ONCE
  1636.             End
  1637.         End
  1638.  
  1639.         ; --- Moving Anims
  1640.         AnimationState        = MOVING DAMAGED WEAPONSTATE_CLOSE_RANGE
  1641.             StateName           = WithSword
  1642.             Flags               = RANDOMSTART
  1643.             ;ParticleSysBone     = None InfantryDustTrails
  1644.             Animation           = GUBoromir_IWKA
  1645.                 AnimationName     = GUBoromir_SKL.GUBoromir_IWKA
  1646.                 AnimationMode     = LOOP
  1647.             End
  1648.         End
  1649.         AnimationState        = MOVING WANDER WEAPONSTATE_CLOSE_RANGE
  1650.             StateName           = WithSword
  1651.             ;ParticleSysBone     = None InfantryDustTrails
  1652.             Animation           = GUBoromir_WLKA
  1653.                 AnimationName     = GUBoromir_SKL.GUBoromir_WLKA
  1654.                 AnimationMode     = LOOP
  1655.             End
  1656.         End
  1657.         AnimationState        = MOVING WEAPONSTATE_CLOSE_RANGE
  1658.             StateName           = WithSword
  1659.             Flags               = RANDOMSTART
  1660.             ;ParticleSysBone     = None InfantryDustTrails
  1661.             Animation           = GUBoromir_RUNB
  1662.                 AnimationName     = GUBoromir_SKL.GUBoromir_RUNB
  1663.                 AnimationMode     = LOOP
  1664.             End
  1665.         End
  1666.         AnimationState        = MOVING DAMAGED
  1667.             Flags               = RANDOMSTART
  1668.             ;ParticleSysBone     = None InfantryDustTrails
  1669.             Animation           = GUBoromir_IWKA
  1670.                 AnimationName     = GUBoromir_SKL.GUBoromir_IWKA
  1671.                 AnimationMode     = LOOP
  1672.             End
  1673.         End
  1674.         AnimationState        = MOVING WANDER
  1675.             ;ParticleSysBone     = None InfantryDustTrails
  1676.             Animation           = GUBoromir_WLKA
  1677.                 AnimationName     = GUBoromir_SKL.GUBoromir_WLKA
  1678.                 AnimationMode     = LOOP
  1679.             End
  1680.         End
  1681.         AnimationState        = MOVING
  1682.             ;ParticleSysBone     = None InfantryDustTrails
  1683.             Flags               = RANDOMSTART
  1684.             Animation           = GUBoromir_RUNB
  1685.                 AnimationName     = GUBoromir_SKL.GUBoromir_RUNA
  1686.                 AnimationMode     = LOOP
  1687.             End
  1688.         End
  1689.  
  1690.         ; Attacking Anims [Weapon_A]
  1691.         AnimationState        = FIRING_OR_PREATTACK_A WEAPONSTATE_CLOSE_RANGE
  1692.             StateName           = WithSword
  1693.             Animation           = ATKA
  1694.                 AnimationName     = GUBoromir_SKL.GUBoromir_ATKA
  1695.                 AnimationMode     = ONCE
  1696.                 UseWeaponTiming        = Yes
  1697.             End
  1698.             Animation           = ATKB
  1699.                 AnimationName    = GUBoromir_SKL.GUBoromir_ATKB
  1700.                 AnimationMode     = ONCE
  1701.                 UseWeaponTiming        = Yes
  1702.             End
  1703.         End
  1704.  
  1705.         AnimationState        = FIRING_OR_PREATTACK_A
  1706.             Animation           = GUBoromir_ATD1
  1707.                 AnimationName     = GUBoromir_SKL.GUBoromir_ATKB 
  1708.                 AnimationMode     = ONCE
  1709.                 UseWeaponTiming        = Yes
  1710.             End
  1711.         End
  1712.  
  1713.         ; --- Dying anims
  1714.         AnimationState        = DYING SPLATTED
  1715.             Animation           = GUBoromir_LNDA
  1716.                 AnimationName     = GUBoromir_SKL.GUBoromir_LNDA
  1717.                 AnimationMode     = ONCE
  1718.             End
  1719.         End
  1720.         AnimationState        = DYING
  1721.             Animation           = GUBoromir_DIEB
  1722.                 AnimationName     = GUBoromir_SKL.GUBoromir_DIEB
  1723.                 AnimationMode     = ONCE
  1724.             End
  1725.         End
  1726.  
  1727.  
  1728.  
  1729.         ; --- Stunned anims
  1730.         AnimationState        = STUNNED_FLAILING 
  1731.             Flags               = RANDOMSTART
  1732.             Animation           = GUBoromir_FLYA
  1733.                 AnimationName     = GUBoromir_SKL.GUBoromir_FLYA
  1734.                 AnimationMode     = LOOP
  1735.             End
  1736.         End
  1737.         AnimationState        = STUNNED_STANDING_UP
  1738.             Animation           = GUBoromir_GTPA
  1739.                 AnimationName     = GUBoromir_SKL.GUBoromir_GTPA
  1740.                 AnimationMode     = ONCE
  1741.             End
  1742.         End
  1743.         AnimationState        = STUNNED 
  1744.             Animation           = GUBoromir_LNDA
  1745.                 AnimationName     = GUBoromir_SKL.GUBoromir_LNDA
  1746.                 AnimationMode     = ONCE
  1747.             End
  1748.         End
  1749.  
  1750.  
  1751.         ; --------- Idle Anims
  1752.         AnimationState        = WEAPONSTATE_CLOSE_RANGE
  1753.             StateName           = WithSword
  1754.             Animation           = GUBoromir_IDLC
  1755.                 AnimationName     = GUBoromir_SKL.GUBoromir_IDLC
  1756.                 AnimationMode     = ONCE
  1757.             End
  1758.         End
  1759.         
  1760.         ; --------- Click and Hit Reactions ------------
  1761.         AnimationState = HIT_REACTION HIT_LEVEL_1
  1762.             Animation = Hit_Level_1_a
  1763.                 AnimationName = GUBoromir_SKL.GUBoromir_HITA
  1764.                 AnimationMode = ONCE
  1765.             End
  1766.     End
  1767.         
  1768.         
  1769.  
  1770.     End
  1771.  
  1772.  
  1773.  
  1774.     ; ***DESIGN parameters ***
  1775.     Side = Men
  1776.     EditorSorting = UNIT
  1777.     ThreatLevel = 1.0
  1778.     ThingClass = CHARACTER_UNIT
  1779.  
  1780.     TransportSlotCount = 1
  1781.     WeaponSet
  1782.         Conditions = None 
  1783.         Weapon = PRIMARY    HobbitPunch
  1784.         AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
  1785.     End
  1786.     WeaponSet
  1787.         Conditions = CLOSE_RANGE CONTESTING_BUILDING
  1788.         Weapon = PRIMARY    BoromirSword
  1789.         AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
  1790.     End
  1791.     ArmorSet
  1792.         Conditions      = None
  1793.         Armor           = NoArmor
  1794.         DamageFX        = NormalDamageFX
  1795.     End
  1796.     VisionRange = 121
  1797.     DisplayName = OBJECT:GondorBoromir
  1798.     CrushableLevel = 0  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  1799.  
  1800.     CommandSet = BoromirCommandSet 
  1801.  
  1802.     ; *** AUDIO Parameters ***;
  1803.     VoiceSelect = NoSound
  1804.     VoiceMove = NoSound
  1805.     VoiceAttack = NoSound
  1806.     VoiceFear = NoSound
  1807.     VoiceGuard = NoSound
  1808. ;  SoundDie = NoSound
  1809. ;  SoundDieFire = NoSound
  1810.     SoundStealthOn = NoSound
  1811.     SoundStealthOff = NoSound
  1812.       SoundImpact = ImpactHorse
  1813.     
  1814.     UnitSpecificSounds
  1815.         VoiceGarrison         = NoSound
  1816.         VoiceEnter            = NoSound
  1817.         VoiceEnterHostile     = NoSound
  1818.         VoiceGetHealed        = NoSound
  1819.     End
  1820.  
  1821.     ; *** ENGINEERING Parameters ***
  1822.     RadarPriority = UNIT
  1823.     KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE 
  1824.  
  1825.     Body = ActiveBody ModuleTag_02
  1826.         MaxHealth         = 10                  ;BALANCE Man at Arms Health
  1827.         MaxHealthDamaged  = 5
  1828.         RecoveryTime      = 5000
  1829.     End
  1830.     
  1831.     Behavior = AIUpdateInterface ModuleTag_03
  1832.         AutoAcquireEnemiesWhenIdle = Yes
  1833.         MoodAttackCheckRate        = 500
  1834.         AILuaEventsList                =    BoromirFunctions
  1835. ;    HoldGroundCloseRangeDistance = 50
  1836.     End
  1837.  
  1838.     LocomotorSet
  1839.         Locomotor = HumanLocomotor
  1840.         Condition = SET_NORMAL 
  1841.         Speed     = 57
  1842.     End
  1843.     
  1844.     LocomotorSet
  1845.         Locomotor = HumanWanderLocomotor
  1846.         Condition = SET_WANDER 
  1847.         Speed     = 17
  1848.     End
  1849.     
  1850.     Behavior = DualWeaponBehavior ModuleTag_13
  1851.         SwitchWeaponOnCloseRangeDistance = 161
  1852.     End
  1853.  
  1854.     Behavior = PhysicsBehavior ModuleTag_04
  1855.         GravityMult = 1.0
  1856.     End
  1857.     
  1858.     Behavior = SlowDeathBehavior ModuleTag_05
  1859.         DeathTypes = ALL 
  1860.         SinkDelay = 3000
  1861.         SinkRate = 0.40     ; in Dist/Sec
  1862.         DestructionDelay = 8000
  1863.     End
  1864.     
  1865.     Behavior = SquishCollide ModuleTag_06
  1866.         ;nothing
  1867.     End
  1868.     
  1869.     ; Tie into LargeGroupAudio system
  1870.     Behavior = LargeGroupAudioUpdate ModuleTag_LGAU
  1871.         Key = Human Unit Infantry
  1872.         UnitWeight = 2   ; Boromir counts as 2 infantry
  1873.     End
  1874.     
  1875.     Behavior = HitReactionBehavior HitReactionBehaviorModuleTag
  1876.         HitReactionLifeTimer1 = 45 ; level 1 (light  damage)  hit reaction animations in frames (30 per sec)
  1877.         HitReactionLifeTimer2 = 90 ; level 2 (medium damage)  hit reaction animations in frames (30 per sec)
  1878.         HitReactionLifeTimer3 = 60 ; level 3 (heavy  damage)  hit reaction animations in frames (30 per sec)
  1879.  
  1880.         HitReactionThreshold1 = 0.0   ; level 1 (light  damage) threshold trigger
  1881.         HitReactionThreshold2 = 25.0  ; level 2 (medium damage) threshold trigger
  1882.         HitReactionThreshold3 = 50.0  ; level 3 (heavy  damage) threshold trigger
  1883.     End
  1884.     
  1885.     Behavior = SpecialPowerModule ModuleTag_HornStarter                      
  1886.         SpecialPowerTemplate      = SpecialAbilityHornOfGondor
  1887.         UpdateModuleStartsAttack  = Yes
  1888.         ;InitiateSound           = 
  1889.     End
  1890.     Behavior = ModelConditionSpecialAbilityUpdate ModuleTag_HornUpdate   
  1891.         SpecialPowerTemplate    = SpecialAbilityHornOfGondor
  1892. ;        StartAbilityRange       = 2.0
  1893.  
  1894.         UnpackTime              = 1700 ; Drawing the horn
  1895.         PreparationTime         = 1   ; nothing
  1896.         PersistentPrepTime      = 1600 ; Blowing
  1897.         PackTime                = 1666 ; Putting horn away
  1898.  
  1899. ;    PackSound               = 
  1900. ;    UnpackSound             = 
  1901. ;    TriggerSound            = 
  1902. ;    PrepSoundLoop           = 
  1903.         AwardXPForTriggering    = 0
  1904.     End
  1905.  
  1906.     Geometry = CYLINDER
  1907.     GeometryMajorRadius = 8.0
  1908.     GeometryMinorRadius = 8.0
  1909.     GeometryHeight = 19.2
  1910.     GeometryIsSmall = Yes
  1911.     Shadow = SHADOW_DECAL
  1912.     ShadowSizeX = 12;
  1913.     ShadowSizeY = 12;
  1914.     ShadowTexture = ShadowI;
  1915. End
  1916.  
  1917.  
  1918. ;------------------------------------------------------------------------------
  1919. ; Boromir
  1920. Object GondorBoromir_L
  1921.     ; *** ART Parameters ***
  1922.  
  1923.     ; SelectPortrait for Heros is portrait behind skill buttons. HP = HeroPortrait.
  1924.     SelectPortrait = HPBorimir
  1925.     
  1926.     ; ButtonImage for Heros is button image on Hero Select UI to select hero. HI = HeroIcon or HeroImage.
  1927.     ButtonImage = HIBorimir
  1928.  
  1929.     Draw = W3DScriptedModelDraw ModuleTag_DRAW
  1930.  
  1931.    StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD
  1932.  
  1933.  
  1934.         DefaultModelConditionState
  1935.             Model               = GUBoromir_L
  1936.         End
  1937.         ; --- Idle Anims
  1938.         IdleAnimationState
  1939.             Animation           = IDLA
  1940.                 AnimationName     = GUBoromir_SKL.GUBoromir_IDLA 0 15
  1941.                 AnimationMode     = ONCE
  1942.             End
  1943.         End
  1944.  
  1945.         TransitionState       = Trans_None_To_Sword
  1946.             Animation           = GUBoromir_STHA
  1947.                 AnimationName     = GUBoromir_SKL.GUBoromir_STHA ;
  1948.                 AnimationMode     = ONCE
  1949.             End
  1950.         End
  1951.         TransitionState       = Trans_Sword_To_None
  1952.             Animation           = GUBoromir_STHB
  1953.                 AnimationName     = GUBoromir_SKL.GUBoromir_STHB ;
  1954.                 AnimationMode     = ONCE
  1955.             End
  1956.         End
  1957.  
  1958.         ; -- Horn anims
  1959.         AnimationState        = UNPACKING
  1960.             Animation           
  1961.                 AnimationName     = GUBoromir_SKL.GUBoromir_HRNA
  1962.                 AnimationMode     = ONCE
  1963.             End
  1964.         End
  1965.         AnimationState        = PREPARING
  1966.             Animation           
  1967.                 AnimationName     = GUBoromir_SKL.GUBoromir_HRNB
  1968.                 AnimationMode     = ONCE
  1969.             End
  1970.         End
  1971.         AnimationState        = SPECIAL_POWER_1
  1972.             Animation           
  1973.                 AnimationName     = GUBoromir_SKL.GUBoromir_HRNB
  1974.                 AnimationMode     = LOOP
  1975.             End
  1976.         End
  1977.         AnimationState        = PACKING
  1978.             Animation           
  1979.                 AnimationName     = GUBoromir_SKL.GUBoromir_HRNC
  1980.                 AnimationMode     = ONCE
  1981.             End
  1982.         End
  1983.  
  1984.         ; --- Moving Anims
  1985.         AnimationState        = MOVING DAMAGED WEAPONSTATE_CLOSE_RANGE
  1986.             StateName           = WithSword
  1987.             Flags               = RANDOMSTART
  1988.             ;ParticleSysBone     = None InfantryDustTrails
  1989.             Animation           = GUBoromir_IWKA
  1990.                 AnimationName     = GUBoromir_SKL.GUBoromir_IWKA
  1991.                 AnimationMode     = LOOP
  1992.             End
  1993.         End
  1994.         AnimationState        = MOVING WANDER WEAPONSTATE_CLOSE_RANGE
  1995.             StateName           = WithSword
  1996.             ;ParticleSysBone     = None InfantryDustTrails
  1997.             Animation           = GUBoromir_WLKA
  1998.                 AnimationName     = GUBoromir_SKL.GUBoromir_WLKA
  1999.                 AnimationMode     = LOOP
  2000.             End
  2001.         End
  2002.         AnimationState        = MOVING WEAPONSTATE_CLOSE_RANGE
  2003.             StateName           = WithSword
  2004.             Flags               = RANDOMSTART
  2005.             ;ParticleSysBone     = None InfantryDustTrails
  2006.             Animation           = GUBoromir_RUNB
  2007.                 AnimationName     = GUBoromir_SKL.GUBoromir_RUNB
  2008.                 AnimationMode     = LOOP
  2009.             End
  2010.         End
  2011.         AnimationState        = MOVING DAMAGED
  2012.             Flags               = RANDOMSTART
  2013.             ;ParticleSysBone     = None InfantryDustTrails
  2014.             Animation           = GUBoromir_IWKA
  2015.                 AnimationName     = GUBoromir_SKL.GUBoromir_IWKA
  2016.                 AnimationMode     = LOOP
  2017.             End
  2018.         End
  2019.         AnimationState        = MOVING WANDER
  2020.             ;ParticleSysBone     = None InfantryDustTrails
  2021.             Animation           = GUBoromir_WLKA
  2022.                 AnimationName     = GUBoromir_SKL.GUBoromir_WLKA
  2023.                 AnimationMode     = LOOP
  2024.             End
  2025.         End
  2026.         AnimationState        = MOVING
  2027.             ;ParticleSysBone     = None InfantryDustTrails
  2028.             Flags               = RANDOMSTART
  2029.             Animation           = GUBoromir_RUNB
  2030.                 AnimationName     = GUBoromir_SKL.GUBoromir_RUNA
  2031.                 AnimationMode     = LOOP
  2032.             End
  2033.         End
  2034.  
  2035.         ; Attacking Anims [Weapon_A]
  2036.         AnimationState        = FIRING_OR_PREATTACK_A WEAPONSTATE_CLOSE_RANGE
  2037.             StateName           = WithSword
  2038.             Animation           = ATKA
  2039.                 AnimationName     = GUBoromir_SKL.GUBoromir_ATKA
  2040.                 AnimationMode     = ONCE
  2041.                 UseWeaponTiming        = Yes
  2042.             End
  2043.             Animation           = ATKB
  2044.                 AnimationName    = GUBoromir_SKL.GUBoromir_ATKB
  2045.                 AnimationMode     = ONCE
  2046.                 UseWeaponTiming        = Yes
  2047.             End
  2048.         End
  2049.  
  2050.         AnimationState        = FIRING_OR_PREATTACK_A
  2051.             Animation           = GUBoromir_ATD1
  2052.                 AnimationName     = GUBoromir_SKL.GUBoromir_ATKB 
  2053.                 AnimationMode     = ONCE
  2054.                 UseWeaponTiming        = Yes
  2055.             End
  2056.         End
  2057.  
  2058.         ; --- Dying anims
  2059.         AnimationState        = DYING SPLATTED
  2060.             Animation           = GUBoromir_LNDA
  2061.                 AnimationName     = GUBoromir_SKL.GUBoromir_LNDA
  2062.                 AnimationMode     = ONCE
  2063.             End
  2064.         End
  2065.         AnimationState        = DYING
  2066.             Animation           = GUBoromir_DIEB
  2067.                 AnimationName     = GUBoromir_SKL.GUBoromir_DIEB
  2068.                 AnimationMode     = ONCE
  2069.             End
  2070.         End
  2071.  
  2072.  
  2073.  
  2074.         ; --- Stunned anims
  2075.         AnimationState        = STUNNED_FLAILING 
  2076.             Flags               = RANDOMSTART
  2077.             Animation           = GUBoromir_FLYA
  2078.                 AnimationName     = GUBoromir_SKL.GUBoromir_FLYA
  2079.                 AnimationMode     = LOOP
  2080.             End
  2081.         End
  2082.         AnimationState        = STUNNED_STANDING_UP
  2083.             Animation           = GUBoromir_GTPA
  2084.                 AnimationName     = GUBoromir_SKL.GUBoromir_GTPA
  2085.                 AnimationMode     = ONCE
  2086.             End
  2087.         End
  2088.         AnimationState        = STUNNED 
  2089.             Animation           = GUBoromir_LNDA
  2090.                 AnimationName     = GUBoromir_SKL.GUBoromir_LNDA
  2091.                 AnimationMode     = ONCE
  2092.             End
  2093.         End
  2094.  
  2095.  
  2096.         ; --------- Idle Anims
  2097.         AnimationState        = WEAPONSTATE_CLOSE_RANGE
  2098.             StateName           = WithSword
  2099.             Animation           = GUBoromir_IDLC
  2100.                 AnimationName     = GUBoromir_SKL.GUBoromir_IDLC
  2101.                 AnimationMode     = ONCE
  2102.             End
  2103.         End
  2104.         
  2105.         ; --------- Click and Hit Reactions ------------
  2106.         AnimationState = HIT_REACTION HIT_LEVEL_1
  2107.             Animation = Hit_Level_1_a
  2108.                 AnimationName = GUBoromir_SKL.GUBoromir_HITA
  2109.                 AnimationMode = ONCE
  2110.             End
  2111.     End
  2112.         
  2113.         
  2114.  
  2115.     End
  2116.  
  2117.  
  2118.  
  2119.     ; ***DESIGN parameters ***
  2120.     Side = Men
  2121.     EditorSorting = UNIT
  2122.     ThreatLevel = 1.0
  2123.     ThingClass = CHARACTER_UNIT
  2124.  
  2125.     TransportSlotCount = 1
  2126.     WeaponSet
  2127.         Conditions = None 
  2128.         Weapon = PRIMARY    HobbitPunch
  2129.         AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
  2130.     End
  2131.     WeaponSet
  2132.         Conditions = CLOSE_RANGE CONTESTING_BUILDING
  2133.         Weapon = PRIMARY    BoromirSword
  2134.         AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
  2135.     End
  2136.     ArmorSet
  2137.         Conditions      = None
  2138.         Armor           = NoArmor
  2139.         DamageFX        = NormalDamageFX
  2140.     End
  2141.     VisionRange = 121
  2142.     DisplayName = OBJECT:GondorBoromir
  2143.     CrushableLevel = 0  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  2144.  
  2145.     CommandSet = BoromirCommandSet 
  2146.  
  2147.     ; *** AUDIO Parameters ***;
  2148.     VoiceSelect = NoSound
  2149.     VoiceMove = NoSound
  2150.     VoiceAttack = NoSound
  2151.     VoiceFear = NoSound
  2152.     VoiceGuard = NoSound
  2153. ;  SoundDie = NoSound
  2154. ;  SoundDieFire = NoSound
  2155.     SoundStealthOn = NoSound
  2156.     SoundStealthOff = NoSound
  2157.       SoundImpact = ImpactHorse
  2158.     
  2159.     UnitSpecificSounds
  2160.         VoiceGarrison         = NoSound
  2161.         VoiceEnter            = NoSound
  2162.         VoiceEnterHostile     = NoSound
  2163.         VoiceGetHealed        = NoSound
  2164.     End
  2165.  
  2166.     ; *** ENGINEERING Parameters ***
  2167.     RadarPriority = UNIT
  2168.     KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE 
  2169.  
  2170.     Body = ActiveBody ModuleTag_02
  2171.         MaxHealth         = 10                  ;BALANCE Man at Arms Health
  2172.         MaxHealthDamaged  = 5
  2173.         RecoveryTime      = 5000
  2174.     End
  2175.     
  2176.     Behavior = AIUpdateInterface ModuleTag_03
  2177.         AutoAcquireEnemiesWhenIdle = Yes
  2178.         MoodAttackCheckRate        = 500
  2179.         AILuaEventsList                =    BoromirFunctions
  2180. ;    HoldGroundCloseRangeDistance = 50
  2181.     End
  2182.  
  2183.     LocomotorSet
  2184.         Locomotor = HumanLocomotor
  2185.         Condition = SET_NORMAL 
  2186.         Speed     = 57
  2187.     End
  2188.     
  2189.     LocomotorSet
  2190.         Locomotor = HumanWanderLocomotor
  2191.         Condition = SET_WANDER 
  2192.         Speed     = 17
  2193.     End
  2194.     
  2195.     Behavior = DualWeaponBehavior ModuleTag_13
  2196.         SwitchWeaponOnCloseRangeDistance = 161
  2197.     End
  2198.  
  2199.     Behavior = PhysicsBehavior ModuleTag_04
  2200.         GravityMult = 1.0
  2201.     End
  2202.     
  2203.     Behavior = SlowDeathBehavior ModuleTag_05
  2204.         DeathTypes = ALL 
  2205.         SinkDelay = 3000
  2206.         SinkRate = 0.40     ; in Dist/Sec
  2207.         DestructionDelay = 8000
  2208.     End
  2209.     
  2210.     Behavior = SquishCollide ModuleTag_06
  2211.         ;nothing
  2212.     End
  2213.     
  2214.     ; Tie into LargeGroupAudio system
  2215.     Behavior = LargeGroupAudioUpdate ModuleTag_LGAU
  2216.         Key = Human Unit Infantry
  2217.         UnitWeight = 2   ; Boromir counts as 2 infantry
  2218.     End
  2219.     
  2220.     Behavior = HitReactionBehavior HitReactionBehaviorModuleTag
  2221.         HitReactionLifeTimer1 = 45 ; level 1 (light  damage)  hit reaction animations in frames (30 per sec)
  2222.         HitReactionLifeTimer2 = 90 ; level 2 (medium damage)  hit reaction animations in frames (30 per sec)
  2223.         HitReactionLifeTimer3 = 60 ; level 3 (heavy  damage)  hit reaction animations in frames (30 per sec)
  2224.  
  2225.         HitReactionThreshold1 = 0.0   ; level 1 (light  damage) threshold trigger
  2226.         HitReactionThreshold2 = 25.0  ; level 2 (medium damage) threshold trigger
  2227.         HitReactionThreshold3 = 50.0  ; level 3 (heavy  damage) threshold trigger
  2228.     End
  2229.     
  2230.     Behavior = SpecialPowerModule ModuleTag_HornStarter                      
  2231.         SpecialPowerTemplate      = SpecialAbilityHornOfGondor
  2232.         UpdateModuleStartsAttack  = Yes
  2233.         ;InitiateSound           = 
  2234.     End
  2235.     Behavior = ModelConditionSpecialAbilityUpdate ModuleTag_HornUpdate   
  2236.         SpecialPowerTemplate    = SpecialAbilityHornOfGondor
  2237. ;        StartAbilityRange       = 2.0
  2238.  
  2239.         UnpackTime              = 1700 ; Drawing the horn
  2240.         PreparationTime         = 1   ; nothing
  2241.         PersistentPrepTime      = 1600 ; Blowing
  2242.         PackTime                = 1666 ; Putting horn away
  2243.  
  2244. ;    PackSound               = 
  2245. ;    UnpackSound             = 
  2246. ;    TriggerSound            = 
  2247. ;    PrepSoundLoop           = 
  2248.         AwardXPForTriggering    = 0
  2249.     End
  2250.  
  2251.     Geometry = CYLINDER
  2252.     GeometryMajorRadius = 8.0
  2253.     GeometryMinorRadius = 8.0
  2254.     GeometryHeight = 19.2
  2255.     GeometryIsSmall = Yes
  2256.     Shadow = SHADOW_DECAL
  2257.     ShadowSizeX = 12;
  2258.     ShadowSizeY = 12;
  2259.     ShadowTexture = ShadowI;
  2260. End
  2261.  
  2262.  
  2263.  
  2264. Object BalrogOPT
  2265.  
  2266.   ; *** ART Parameters ***
  2267.   Draw = W3DScriptedModelDraw ModuleTag_Draw
  2268.     DefaultModelConditionState
  2269.       Model               = Temp3
  2270.       ParticleSysBone     = SWORDBONE BalrogSwordFlare FollowBone:yes
  2271.       ParticleSysBone     = SWORDBONE BalrogSwordEmbers FollowBone:yes
  2272.       ParticleSysBone     = MANEBONE BalrogManeEmbers FollowBone:yes
  2273.       ParticleSysBone     = RTWINGBONE BalrogWingSmoke FollowBone:yes
  2274.       ParticleSysBone     = LFWINGBONE BalrogWingSmoke FollowBone:yes
  2275.       ParticleSysBone     = RTWINGBONE BalrogWingEmbers FollowBone:yes
  2276.       ParticleSysBone     = LFWINGBONE BalrogWingEmbers FollowBone:yes
  2277.       ParticleSysBone     = MANEBONELOW BalrogBodyEmbers FollowBone:yes
  2278.       ParticleSysBone     = BAT_JAW BalrogScreamEffect FollowBone:yes
  2279.     End
  2280.     AnimationState            = MOVING 
  2281.     End
  2282.   End
  2283.  
  2284.   ; *** AUDIO Parameters ***
  2285.  
  2286.   ; ***DESIGN parameters ***
  2287.     DisplayName      = OBJECT:BalrogOPT
  2288.     Side = Mordor
  2289.     EditorSorting = UNIT
  2290.     ThreatLevel = 1.0
  2291.     ThingClass = CHARACTER_UNIT
  2292.     ArmorSet
  2293.       Armor = NoArmor
  2294.     End
  2295.     VisionRange = 0.0
  2296.  
  2297.   ; *** ENGINEERING Parameters ***
  2298.   KindOf          = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS MACHINE SCORE CAN_ATTACK  
  2299.   Shadow          = SHADOW_VOLUME
  2300.   Body            = ActiveBody ModuleTag_02
  2301.     MaxHealth         = 10000                  ;BALANCE Balrog Health
  2302.     MaxHealthDamaged  = 5
  2303.     RecoveryTime      = 5000
  2304.   End
  2305.  
  2306.   Behavior = AIUpdateInterface ModuleTag_03
  2307.     AutoAcquireEnemiesWhenIdle = Yes
  2308.     MoodAttackCheckRate        = 500
  2309.   End
  2310.  
  2311.   LocomotorSet
  2312.     Locomotor     = HorseLocomotor
  2313.     Condition     = SET_NORMAL
  2314.     Speed         = 37
  2315.   End
  2316.  
  2317.   LocomotorSet
  2318.     Locomotor     = HumanWanderLocomotor
  2319.     Condition     = SET_WANDER
  2320.     Speed         = 17
  2321.   End
  2322.     
  2323. End
  2324.  
  2325. ;------------------------------------------------------------------------------
  2326. ; aka Oliphant, MordorOliphant, OliphantMordor, Mumakil, MordorMumakil, MumakilMordor
  2327. Object DEMOMordorMumakil                         ;BALANCE Mumakil 
  2328.   ; *** ART Parameters ***
  2329.   
  2330.   ; This is required for garrisoned objects - please put in all objects.
  2331.   ButtonImage = BMMumakilPen_Mumakil
  2332.  
  2333.   SelectPortrait         = SP_Oliphant
  2334.  
  2335.   Draw = W3DQuadrupedDraw ModuleTag_01
  2336.     StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD
  2337.     ExtraPublicBone            = e_FrontLeft
  2338.     ExtraPublicBone            = e_FrontRight
  2339.     ExtraPublicBone            = e_BackLeft
  2340.     ExtraPublicBone            = e_BackRight
  2341.     ExtraPublicBone            = B_CARGO0
  2342.     ExtraPublicBone            = B_LLLID
  2343.  
  2344.     DefaultModelConditionState
  2345.       Model               = MUMumakil_SKN
  2346.     End
  2347.     
  2348.     ; THE VETERAN/UPGRADED MODEL IS DEFINED BELOW ALL THE ANIMATIONS... DON'T MOVE IT !
  2349.  
  2350.     IdleAnimationState
  2351.       Animation = IDLA ; 
  2352.         AnimationName = MUMumakil_SKL.MUMumakil_IDLA ; 
  2353.         AnimationPriority = 5 ; // will be chosen 5 times more often than a default (1) priority animation.
  2354.         ;AnimationBlendTime  = 10
  2355.       End
  2356.       Animation = IDLB 
  2357.         AnimationName = MUMumakil_SKL.MUMumakil_IDLB ; 
  2358.         ;AnimationBlendTime  = 10
  2359.       End
  2360.       ;Animation = IDLC
  2361.       ;  AnimationName = MUMumakil_SKL.MUMumakil_IDLC ; 
  2362.       ;  AnimationBlendTime  = 10
  2363.       ;End
  2364.       BeginScript
  2365.         Prev = CurDrawablePrevAnimationState()
  2366.         if Prev == "Charging" then CurDrawableSetTransitionAnimState("TRANS_StopCharge") return end
  2367.         if Prev == "Moving" and CurDrawablePrevAnimFraction()>0.66 then CurDrawableSetTransitionAnimState("TRANS_Stop66") return end
  2368.         if Prev == "Moving" and CurDrawablePrevAnimFraction()>0.33 then CurDrawableSetTransitionAnimState("TRANS_Stop33") return end
  2369.         if Prev == "Moving" then CurDrawableSetTransitionAnimState("TRANS_Stop00") return end
  2370.       EndScript
  2371.       StateName = Idle
  2372.     End
  2373.  
  2374.  
  2375.     ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
  2376.     ; BEING MUMAKIL AFALME REALLYDAMAGED ANIMATION STATES ;
  2377.     ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
  2378.     
  2379.     AnimationState        = MOVING TURN_LEFT_HIGH_SPEED AFLAME
  2380.       Animation = Turn
  2381.         AnimationName = MUMumakil_SKL.MUMumakil_TRNLA
  2382.         AnimationMode       = LOOP
  2383.       End
  2384.       ParticleSysBone     = BN_TENT_01 OliphantFire1 FollowBone:yes
  2385.       ParticleSysBone     = BN_TENT_01 OliphantSmoke1 FollowBone:yes
  2386.       ParticleSysBone     = BN_TENT_01 OliphantEmbers FollowBone:yes
  2387.       ParticleSysBone     = BN_TENT_02 OliphantFire2 FollowBone:yes
  2388.       ParticleSysBone     = BN_TENT_02 OliphantSmoke2 FollowBone:yes
  2389.       ParticleSysBone     = BN_TENT_02 OliphantEmbers FollowBone:yes
  2390.       ParticleSysBone     = B_CARGO001 FireBuildingLargeSmoke FollowBone:yes
  2391.       ParticleSysBone     = B_CARGO001 FireSmall FollowBone:yes
  2392.       ParticleSysBone     = B_CARGO002 FireBuildingLargeSmoke FollowBone:yes
  2393.       ParticleSysBone     = B_CARGO002 FireSmall FollowBone:yes
  2394.  
  2395.       FXEvent    = Frame:1 Name: FX_MUMLeftRearFootStep
  2396.       FXEvent    = Frame:8 Name: FX_MUMLeftFrontFootStep
  2397.       FXEvent    = Frame:13 Name: FX_MUMRightRearFootStep      
  2398.       FXEvent    = Frame:20 Name: FX_MUMRightFrontFootStep
  2399.  
  2400. ;      StateName           = Turn_Left_High_Speed_Damaged
  2401. ;      BeginScript
  2402. ;        Prev = CurDrawablePrevAnimationState()
  2403. ;        if Prev == "Moving" or Prev == "Turn_Right_High_Speed_Damaged" then CurDrawableAllowToContinue() return end
  2404. ;      EndScript
  2405.     End
  2406.  
  2407.     AnimationState        = MOVING TURN_RIGHT_HIGH_SPEED AFLAME
  2408.       Animation = Turn
  2409.         AnimationName = MUMumakil_SKL.MUMumakil_TRNRA
  2410.         AnimationMode       = LOOP
  2411.       End
  2412.       ParticleSysBone     = BN_TENT_01 OliphantFire1 FollowBone:yes
  2413.       ParticleSysBone     = BN_TENT_01 OliphantSmoke1 FollowBone:yes
  2414.       ParticleSysBone     = BN_TENT_01 OliphantEmbers FollowBone:yes
  2415.       ParticleSysBone     = BN_TENT_02 OliphantFire2 FollowBone:yes
  2416.       ParticleSysBone     = BN_TENT_02 OliphantSmoke2 FollowBone:yes
  2417.       ParticleSysBone     = BN_TENT_02 OliphantEmbers FollowBone:yes
  2418.       ParticleSysBone     = B_CARGO001 FireBuildingLargeSmoke FollowBone:yes
  2419.       ParticleSysBone     = B_CARGO001 FireSmall FollowBone:yes
  2420.       ParticleSysBone     = B_CARGO002 FireBuildingLargeSmoke FollowBone:yes
  2421.       ParticleSysBone     = B_CARGO002 FireSmall FollowBone:yes
  2422.  
  2423.       FXEvent    = Frame:7 Name: FX_MUMLeftRearFootStep
  2424.       FXEvent    = Frame:28 Name: FX_MUMLeftFrontFootStep      
  2425.       FXEvent    = Frame:44 Name: FX_MUMRightRearFootStep
  2426.       FXEvent    = Frame:50 Name: FX_MUMRightFrontFootStep
  2427.  
  2428. ;      StateName           = Turn_Right_High_Speed_Damaged
  2429. ;      BeginScript
  2430. ;        Prev = CurDrawablePrevAnimationState()
  2431. ;        if Prev == "Moving" or Prev == "Turn_Left_High_Speed_Damaged" then CurDrawableAllowToContinue() return end
  2432. ;      EndScript
  2433.     End
  2434.     
  2435.     AnimationState                    = MOVING TURN_LEFT AFLAME CHARGING
  2436.       Animation                        = Turn
  2437.         AnimationName                = MUMumakil_SKL.MUMumakil_TRNL
  2438.         AnimationMode                = LOOP
  2439.         AnimationBlendTime            = 20
  2440.         AnimationSpeedFactorRange    = 2.3 2.3
  2441.       End
  2442.       ParticleSysBone     = BN_TENT_01 OliphantFire1 FollowBone:yes
  2443.       ParticleSysBone     = BN_TENT_01 OliphantSmoke1 FollowBone:yes
  2444.       ParticleSysBone     = BN_TENT_01 OliphantEmbers FollowBone:yes
  2445.       ParticleSysBone     = BN_TENT_02 OliphantFire2 FollowBone:yes
  2446.       ParticleSysBone     = BN_TENT_02 OliphantSmoke2 FollowBone:yes
  2447.       ParticleSysBone     = BN_TENT_02 OliphantEmbers FollowBone:yes
  2448.       ParticleSysBone     = B_CARGO001 FireBuildingLargeSmoke FollowBone:yes
  2449.       ParticleSysBone     = B_CARGO001 FireSmall FollowBone:yes
  2450.       ParticleSysBone     = B_CARGO002 FireBuildingLargeSmoke FollowBone:yes
  2451.       ParticleSysBone     = B_CARGO002 FireSmall FollowBone:yes 
  2452.       
  2453.       FXEvent    = Frame:01 Name: FX_MUMRightRearFootStep
  2454.       FXEvent    = Frame:40 Name: FX_MUMRightFrontFootStep
  2455.       FXEvent    = Frame:42 Name: FX_MUMLeftRearFootStep
  2456.       FXEvent    = Frame:44 Name: FX_MUMLeftFrontFootStep
  2457.       FXEvent    = Frame:45 Name: FX_MUMRightRearFootStep
  2458.       FXEvent    = Frame:85 Name: FX_MUMLeftRearFootStep
  2459.       FXEvent    = Frame:88 Name: FX_MUMRightFrontFootStep
  2460.       FXEvent    = Frame:89 Name: FX_MUMLeftFrontFootStep      
  2461.                  
  2462.       StateName           = Turn_Left_High_Speed
  2463.       BeginScript
  2464.         Prev = CurDrawablePrevAnimationState()
  2465.         if Prev == "Moving" or Prev == "Turn_Right_High_Speed" then CurDrawableAllowToContinue() return end
  2466.       EndScript
  2467.     End
  2468.     
  2469.      AnimationState                    = MOVING TURN_RIGHT AFLAME CHARGING
  2470.       Animation                        = Turn
  2471.         AnimationName                = MUMumakil_SKL.MUMumakil_TRNR
  2472.         AnimationMode                = LOOP
  2473.         AnimationBlendTime            = 20
  2474.         AnimationSpeedFactorRange    = 2.3 2.3
  2475.       End
  2476.       ParticleSysBone     = BN_TENT_01 OliphantFire1 FollowBone:yes
  2477.       ParticleSysBone     = BN_TENT_01 OliphantSmoke1 FollowBone:yes
  2478.       ParticleSysBone     = BN_TENT_01 OliphantEmbers FollowBone:yes
  2479.       ParticleSysBone     = BN_TENT_02 OliphantFire2 FollowBone:yes
  2480.       ParticleSysBone     = BN_TENT_02 OliphantSmoke2 FollowBone:yes
  2481.       ParticleSysBone     = BN_TENT_02 OliphantEmbers FollowBone:yes
  2482.       ParticleSysBone     = B_CARGO001 FireBuildingLargeSmoke FollowBone:yes
  2483.       ParticleSysBone     = B_CARGO001 FireSmall FollowBone:yes
  2484.       ParticleSysBone     = B_CARGO002 FireBuildingLargeSmoke FollowBone:yes
  2485.       ParticleSysBone     = B_CARGO002 FireSmall FollowBone:yes  
  2486.       
  2487.       FXEvent    = Frame:01 Name: FX_MUMRightRearFootStep
  2488.       FXEvent    = Frame:40 Name: FX_MUMRightFrontFootStep
  2489.       FXEvent    = Frame:42 Name: FX_MUMLeftRearFootStep
  2490.       FXEvent    = Frame:44 Name: FX_MUMLeftFrontFootStep
  2491.       FXEvent    = Frame:45 Name: FX_MUMRightRearFootStep
  2492.       FXEvent    = Frame:85 Name: FX_MUMLeftRearFootStep
  2493.       FXEvent    = Frame:88 Name: FX_MUMRightFrontFootStep
  2494.       FXEvent    = Frame:89 Name: FX_MUMLeftFrontFootStep      
  2495.                 
  2496.       StateName           = Turn_Left_High_Speed
  2497.       BeginScript
  2498.         Prev = CurDrawablePrevAnimationState()
  2499.         if Prev == "Moving" or Prev == "Turn_Right_High_Speed" then CurDrawableAllowToContinue() return end
  2500.       EndScript
  2501.     End        
  2502.     
  2503.     
  2504.     AnimationState            = MOVING TURN_LEFT AFLAME
  2505.        Animation            = Turn
  2506.         AnimationName        = MUMumakil_SKL.MUMumakil_TRNL
  2507.         AnimationMode       = LOOP
  2508.         AnimationBlendTime  = 20
  2509.       End
  2510.       ParticleSysBone     = BN_TENT_01 OliphantFire1 FollowBone:yes
  2511.       ParticleSysBone     = BN_TENT_01 OliphantSmoke1 FollowBone:yes
  2512.       ParticleSysBone     = BN_TENT_01 OliphantEmbers FollowBone:yes
  2513.       ParticleSysBone     = BN_TENT_02 OliphantFire2 FollowBone:yes
  2514.       ParticleSysBone     = BN_TENT_02 OliphantSmoke2 FollowBone:yes
  2515.       ParticleSysBone     = BN_TENT_02 OliphantEmbers FollowBone:yes
  2516.       ParticleSysBone     = B_CARGO001 FireBuildingLargeSmoke FollowBone:yes
  2517.       ParticleSysBone     = B_CARGO001 FireSmall FollowBone:yes
  2518.       ParticleSysBone     = B_CARGO002 FireBuildingLargeSmoke FollowBone:yes
  2519.       ParticleSysBone     = B_CARGO002 FireSmall FollowBone:yes
  2520.  
  2521.       FXEvent    = Frame:01 Name: FX_MUMRightRearFootStep
  2522.       FXEvent    = Frame:40 Name: FX_MUMRightFrontFootStep
  2523.       FXEvent    = Frame:42 Name: FX_MUMLeftRearFootStep
  2524.       FXEvent    = Frame:44 Name: FX_MUMLeftFrontFootStep
  2525.       FXEvent    = Frame:45 Name: FX_MUMRightRearFootStep
  2526.       FXEvent    = Frame:85 Name: FX_MUMLeftRearFootStep
  2527.       FXEvent    = Frame:88 Name: FX_MUMRightFrontFootStep
  2528.       FXEvent    = Frame:89 Name: FX_MUMLeftFrontFootStep
  2529.  
  2530.     End
  2531.  
  2532.     AnimationState        = MOVING TURN_RIGHT AFLAME
  2533.       Animation           = Turn
  2534.         AnimationName = MUMumakil_SKL.MUMumakil_TRNR
  2535.         AnimationMode       = LOOP
  2536.         AnimationBlendTime  = 20
  2537.       End
  2538.       ParticleSysBone     = BN_TENT_01 OliphantFire1 FollowBone:yes
  2539.       ParticleSysBone     = BN_TENT_01 OliphantSmoke1 FollowBone:yes
  2540.       ParticleSysBone     = BN_TENT_01 OliphantEmbers FollowBone:yes
  2541.       ParticleSysBone     = BN_TENT_02 OliphantFire2 FollowBone:yes
  2542.       ParticleSysBone     = BN_TENT_02 OliphantSmoke2 FollowBone:yes
  2543.       ParticleSysBone     = BN_TENT_02 OliphantEmbers FollowBone:yes
  2544.       ParticleSysBone     = B_CARGO001 FireBuildingLargeSmoke FollowBone:yes
  2545.       ParticleSysBone     = B_CARGO001 FireSmall FollowBone:yes
  2546.       ParticleSysBone     = B_CARGO002 FireBuildingLargeSmoke FollowBone:yes
  2547.       ParticleSysBone     = B_CARGO002 FireSmall FollowBone:yes
  2548.  
  2549.       FXEvent    = Frame:01 Name: FX_MUMRightRearFootStep
  2550.       FXEvent    = Frame:40 Name: FX_MUMRightFrontFootStep
  2551.       FXEvent    = Frame:42 Name: FX_MUMLeftRearFootStep
  2552.       FXEvent    = Frame:44 Name: FX_MUMLeftFrontFootStep
  2553.       FXEvent    = Frame:45 Name: FX_MUMRightRearFootStep
  2554.       FXEvent    = Frame:85 Name: FX_MUMLeftRearFootStep
  2555.       FXEvent    = Frame:88 Name: FX_MUMRightFrontFootStep
  2556.       FXEvent    = Frame:89 Name: FX_MUMLeftFrontFootStep
  2557.  
  2558.     End
  2559.  
  2560.  
  2561.     AnimationState            = MOVING AFLAME CHARGING DECELERATE
  2562.       Animation                = Turn
  2563.         AnimationName        = MUMumakil_SKL.MUMumakil_DECL4
  2564.         AnimationMode       = ONCE
  2565.       End
  2566.  
  2567.       StateName                = Decelerate
  2568.  
  2569.       FXEvent    = Frame:1 Name: FX_MUMRightFrontFootStep
  2570.       FXEvent    = Frame:1 Name: FX_MUMLeftRearFootStep
  2571.       FXEvent    = Frame:11 Name: FX_MUMLeftFrontFootStep
  2572.       FXEvent    = Frame:18 Name: FX_MUMRightRearFootStep    
  2573.       FXEvent    = Frame:59 Name: FX_MUMRightFrontFootStep
  2574.       FXEvent    = Frame:59 Name: FX_MUMRightRearFootStep
  2575.       FXEvent    = Frame:68 Name: FX_MUMLeftFrontFootStep
  2576.       FXEvent    = Frame:75 Name: FX_MUMLeftRearFootStep      
  2577.  
  2578.       ParticleSysBone     = BN_TENT_01 OliphantFire1 FollowBone:yes
  2579.       ParticleSysBone     = BN_TENT_01 OliphantSmoke1 FollowBone:yes
  2580.       ParticleSysBone     = BN_TENT_01 OliphantEmbers FollowBone:yes
  2581.       ParticleSysBone     = BN_TENT_02 OliphantFire2 FollowBone:yes
  2582.       ParticleSysBone     = BN_TENT_02 OliphantSmoke2 FollowBone:yes
  2583.       ParticleSysBone     = BN_TENT_02 OliphantEmbers FollowBone:yes
  2584.       ParticleSysBone     = B_CARGO001 FireBuildingLargeSmoke FollowBone:yes
  2585.       ParticleSysBone     = B_CARGO001 FireSmall FollowBone:yes
  2586.       ParticleSysBone     = B_CARGO002 FireBuildingLargeSmoke FollowBone:yes
  2587.       ParticleSysBone     = B_CARGO002 FireSmall FollowBone:yes
  2588.     End
  2589.      
  2590.      
  2591.     AnimationState            = MOVING AFLAME CHARGING
  2592.       Animation                = Turn
  2593.         AnimationName        = MUMumakil_SKL.MUMumakil_MFDA
  2594.         AnimationMode       = LOOP
  2595.         AnimationBlendTime    = 15
  2596.       End
  2597.  
  2598.       FXEvent    = Frame:2 Name: FX_MUMLeftRearFootStep
  2599.       FXEvent    = Frame:7 Name: FX_MUMLeftFrontFootStep
  2600.       FXEvent    = Frame:14 Name: FX_MUMRightRearFootStep
  2601.       FXEvent    = Frame:20 Name: FX_MUMRightFrontFootStep
  2602.       
  2603.       StateName            = Charging
  2604.       
  2605.       ParticleSysBone     = BN_TENT_01 OliphantFire1 FollowBone:yes
  2606.       ParticleSysBone     = BN_TENT_01 OliphantSmoke1 FollowBone:yes
  2607.       ParticleSysBone     = BN_TENT_01 OliphantEmbers FollowBone:yes
  2608.       ParticleSysBone     = BN_TENT_02 OliphantFire2 FollowBone:yes
  2609.       ParticleSysBone     = BN_TENT_02 OliphantSmoke2 FollowBone:yes
  2610.       ParticleSysBone     = BN_TENT_02 OliphantEmbers FollowBone:yes
  2611.       ParticleSysBone     = B_CARGO001 FireBuildingLargeSmoke FollowBone:yes
  2612.       ParticleSysBone     = B_CARGO001 FireSmall FollowBone:yes
  2613.       ParticleSysBone     = B_CARGO002 FireBuildingLargeSmoke FollowBone:yes
  2614.       ParticleSysBone     = B_CARGO002 FireSmall FollowBone:yes
  2615.      End
  2616.     
  2617.     
  2618.    AnimationState        = MOVING WEAPONSET_RAMPAGE AFLAME
  2619.       Animation = Walk
  2620.         AnimationName = MUMumakil_SKL.MUMumakil_RPGB
  2621.         AnimationMode       = LOOP
  2622.         AnimationBlendTime  = 15
  2623.       End
  2624.       ParticleSysBone     = BN_TENT_01 OliphantFire1 FollowBone:yes
  2625.       ParticleSysBone     = BN_TENT_01 OliphantSmoke1 FollowBone:yes
  2626.       ParticleSysBone     = BN_TENT_01 OliphantEmbers FollowBone:yes
  2627.       ParticleSysBone     = BN_TENT_02 OliphantFire2 FollowBone:yes
  2628.       ParticleSysBone     = BN_TENT_02 OliphantSmoke2 FollowBone:yes
  2629.       ParticleSysBone     = BN_TENT_02 OliphantEmbers FollowBone:yes
  2630.       ParticleSysBone     = B_CARGO001 FireBuildingLargeSmoke FollowBone:yes
  2631.       ParticleSysBone     = B_CARGO001 FireSmall FollowBone:yes
  2632.       ParticleSysBone     = B_CARGO002 FireBuildingLargeSmoke FollowBone:yes
  2633.       ParticleSysBone     = B_CARGO002 FireSmall FollowBone:yes            
  2634.       StateName           = Moving
  2635.     End
  2636.  
  2637.     AnimationState            = WEAPONSET_RAMPAGE AFLAME
  2638.       Animation                = Rampage
  2639.         AnimationName        = MUMumakil_SKL.MUMumakil_RPGB
  2640.         AnimationMode       = LOOP
  2641.         AnimationBlendTime  = 15
  2642.       End
  2643.  
  2644.       ParticleSysBone     = BN_TENT_01 OliphantFire1 FollowBone:yes
  2645.       ParticleSysBone     = BN_TENT_01 OliphantSmoke1 FollowBone:yes
  2646.       ParticleSysBone     = BN_TENT_01 OliphantEmbers FollowBone:yes
  2647.       ParticleSysBone     = BN_TENT_02 OliphantFire2 FollowBone:yes
  2648.       ParticleSysBone     = BN_TENT_02 OliphantSmoke2 FollowBone:yes
  2649.       ParticleSysBone     = BN_TENT_02 OliphantEmbers FollowBone:yes
  2650.       ParticleSysBone     = B_CARGO001 FireBuildingLargeSmoke FollowBone:yes
  2651.       ParticleSysBone     = B_CARGO001 FireSmall FollowBone:yes
  2652.       ParticleSysBone     = B_CARGO002 FireBuildingLargeSmoke FollowBone:yes
  2653.       ParticleSysBone     = B_CARGO002 FireSmall FollowBone:yes
  2654.  
  2655.       FXEvent    = Frame:36 Name: FX_MUMLeftFrontFootStep
  2656.       FXEvent    = Frame:34 Name: FX_MUMRightFrontFootStep
  2657.       FXEvent    = Frame:209 Name: FX_MUMLeftFrontFootStep
  2658.       FXEvent    = Frame:212 Name: FX_MUMRightFrontFootStep
  2659.  
  2660.     End
  2661.     
  2662.     ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
  2663.     ; END MUMAKIL AFALME REALLYDAMAGED ANIMATION STATES ;
  2664.     ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
  2665.     
  2666.     ; moving off map  - potentially E3 HACK
  2667.     AnimationState        = MOVING AFLAME RUNNING_OFF_MAP
  2668.       Animation           = MoveIt
  2669.         AnimationName        = MUMumakil_SKL.MUMumakil_RUNA
  2670.         AnimationMode       = LOOP
  2671.         AnimationBlendTime  = 15
  2672.       End
  2673.       ParticleSysBone     = BN_TENT_01 OliphantFire1 FollowBone:yes
  2674.       ParticleSysBone     = BN_TENT_01 OliphantSmoke1 FollowBone:yes
  2675.       ParticleSysBone     = BN_TENT_01 OliphantEmbers FollowBone:yes
  2676.       ParticleSysBone     = BN_TENT_02 OliphantFire2 FollowBone:yes
  2677.       ParticleSysBone     = BN_TENT_02 OliphantSmoke2 FollowBone:yes
  2678.       ParticleSysBone     = BN_TENT_02 OliphantEmbers FollowBone:yes
  2679.       ParticleSysBone     = B_CARGO001 FireBuildingLargeSmoke FollowBone:yes
  2680.       ParticleSysBone     = B_CARGO001 FireSmall FollowBone:yes
  2681.       ParticleSysBone     = B_CARGO002 FireBuildingLargeSmoke FollowBone:yes
  2682.       ParticleSysBone     = B_CARGO002 FireSmall FollowBone:yes  
  2683.  
  2684.       FXEvent    = Frame:1 Name: FX_MUMLeftRearFootStep
  2685.       FXEvent    = Frame:8 Name: FX_MUMLeftFrontFootStep
  2686.       FXEvent    = Frame:11 Name: FX_MUMRightRearFootStep
  2687.       FXEvent    = Frame:20 Name: FX_MUMRightFrontFootStep
  2688.  
  2689.     End
  2690.  
  2691.  
  2692. ;;;;;;;;;;;;;;;;;;;;;;;;;;
  2693. ; Attacking Animations
  2694. ;;;;;;;;;;;;;;;;;;;;;;;;;;
  2695.     AnimationState                = TURN_LEFT ATTACKING
  2696.         Animation                = Turn
  2697.             AnimationName        = MUMumakil_SKL.MUMumakil_TRNLB
  2698.             AnimationMode       = LOOP
  2699.             AnimationBlendTime  = 5
  2700.         End
  2701.  
  2702.       FXEvent    = Frame:7 Name: FX_MUMLeftRearFootStep
  2703.       FXEvent    = Frame:28 Name: FX_MUMLeftFrontFootStep      
  2704.       FXEvent    = Frame:44 Name: FX_MUMRightRearFootStep
  2705.       FXEvent    = Frame:50 Name: FX_MUMRightFrontFootStep
  2706.  
  2707.     End
  2708.     
  2709.     AnimationState            = TURN_RIGHT ATTACKING
  2710.       Animation                = Turn
  2711.         AnimationName        = MUMumakil_SKL.MUMumakil_TRNRB
  2712.         AnimationMode       = LOOP
  2713.         AnimationBlendTime  = 5
  2714.       End
  2715.  
  2716.       FXEvent    = Frame:7 Name: FX_MUMLeftRearFootStep
  2717.       FXEvent    = Frame:28 Name: FX_MUMLeftFrontFootStep      
  2718.       FXEvent    = Frame:44 Name: FX_MUMRightRearFootStep
  2719.       FXEvent    = Frame:50 Name: FX_MUMRightFrontFootStep
  2720.  
  2721.     End    
  2722.  
  2723. ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
  2724. ; Charging animations
  2725. ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
  2726.      AnimationState        = MOVING TURN_LEFT_HIGH_SPEED CHARGING
  2727.       Animation = Turn
  2728.         AnimationName = MUMumakil_SKL.MUMumakil_WLKB1
  2729.         AnimationMode       = LOOP
  2730.         AnimationBlendTime  = 15
  2731.       End
  2732.  
  2733.       FXEvent    = Frame:2 Name: FX_MUMLeftRearFootStep
  2734.       FXEvent    = Frame:27 Name: FX_MUMLeftFrontFootStep      
  2735.       FXEvent    = Frame:43 Name: FX_MUMRightRearFootStep
  2736.       FXEvent    = Frame:68 Name: FX_MUMRightFrontFootStep
  2737.  
  2738.       StateName           = Turn_Left_High_Speed
  2739.       BeginScript
  2740.         Prev = CurDrawablePrevAnimationState()
  2741.         if Prev == "Moving" or Prev == "Turn_Right_High_Speed" then CurDrawableAllowToContinue() return end
  2742.       EndScript
  2743.     End
  2744.  
  2745.     AnimationState        = MOVING TURN_RIGHT_HIGH_SPEED CHARGING
  2746.       Animation = Turn
  2747.         AnimationName = MUMumakil_SKL.MUMumakil_WLKB2
  2748.         AnimationMode       = LOOP
  2749.         AnimationBlendTime  = 15
  2750.       End
  2751.  
  2752.       FXEvent    = Frame:2 Name: FX_MUMLeftRearFootStep
  2753.       FXEvent    = Frame:27 Name: FX_MUMLeftFrontFootStep      
  2754.       FXEvent    = Frame:43 Name: FX_MUMRightRearFootStep
  2755.       FXEvent    = Frame:68 Name: FX_MUMRightFrontFootStep
  2756.  
  2757.       StateName           = Turn_Right_High_Speed
  2758.       BeginScript
  2759.         Prev = CurDrawablePrevAnimationState()
  2760.         if Prev == "Moving" or Prev == "Turn_Left_High_Speed" then CurDrawableAllowToContinue() return end
  2761.       EndScript
  2762.     End
  2763.         
  2764.     AnimationState            = MOVING TURN_LEFT CHARGING
  2765.         Animation            = Turn
  2766.             AnimationName        = MUMumakil_SKL.MUMumakil_TRNLB
  2767.             AnimationMode       = LOOP
  2768.             AnimationBlendTime  = 5
  2769.         End
  2770.  
  2771.       FXEvent    = Frame:2 Name: FX_MUMLeftRearFootStep
  2772.       FXEvent    = Frame:30 Name: FX_MUMLeftFrontFootStep
  2773.       FXEvent    = Frame:42 Name: FX_MUMRightRearFootStep
  2774.       FXEvent    = Frame:50 Name: FX_MUMRightFrontFootStep
  2775.  
  2776.     End
  2777.     
  2778.     AnimationState        = MOVING TURN_RIGHT CHARGING
  2779.       Animation = Turn
  2780.         AnimationName = MUMumakil_SKL.MUMumakil_TRNRB
  2781.         AnimationMode       = LOOP
  2782.         AnimationBlendTime  = 5
  2783.       End
  2784.  
  2785.       FXEvent    = Frame:2 Name: FX_MUMLeftRearFootStep
  2786.       FXEvent    = Frame:30 Name: FX_MUMLeftFrontFootStep
  2787.       FXEvent    = Frame:42 Name: FX_MUMRightRearFootStep
  2788.       FXEvent    = Frame:50 Name: FX_MUMRightFrontFootStep
  2789.  
  2790.     End    
  2791.  
  2792.     AnimationState        = MOVING CHARGING
  2793.       Animation = Charge
  2794.         AnimationName = MUMumakil_SKL.MUMumakil_MFDA
  2795.         AnimationMode       = LOOP
  2796.         AnimationBlendTime  = 15
  2797. ;       AnimationSpeedFactorRange = 0.5 0.5
  2798.       End
  2799.  
  2800.       FXEvent    = Frame:2 Name: FX_MUMLeftRearFootStep
  2801.       FXEvent    = Frame:7 Name: FX_MUMLeftFrontFootStep
  2802.       FXEvent    = Frame:14 Name: FX_MUMRightRearFootStep
  2803.       FXEvent    = Frame:20 Name: FX_MUMRightFrontFootStep
  2804.  
  2805.       StateName           = Charging
  2806.       BeginScript
  2807.         Prev = CurDrawablePrevAnimationState()
  2808.         if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_Accelerate2") end
  2809.       EndScript
  2810.     End
  2811.  
  2812.    AnimationState                =    FIRING_OR_PREATTACK_B
  2813.         Animation                =    ATKA
  2814.                 AnimationName    = MUMumakil_SKL.MUMumakil_ATKA
  2815.                 AnimationMode   = ONCE
  2816.                 UseWeaponTiming    = Yes
  2817.         End
  2818.         Animation                =    ATKB
  2819.                 AnimationName    = MUMumakil_SKL.MUMumakil_ATKB
  2820.                 AnimationMode   = ONCE
  2821.                 UseWeaponTiming    = Yes
  2822.         End
  2823.         Animation                =    ATKC
  2824.                 AnimationName    = MUMumakil_SKL.MUMumakil_ATKC
  2825.                 AnimationMode   = ONCE
  2826.                 UseWeaponTiming    = Yes
  2827.         End
  2828.         Animation                =    ATKD
  2829.                 AnimationName    = MUMumakil_SKL.MUMumakil_ATKD
  2830.                 AnimationMode   = ONCE
  2831.                 UseWeaponTiming    = Yes
  2832.         End
  2833.         Flags                    =    RESTART_ANIM_WHEN_COMPLETE
  2834.     End
  2835.  
  2836.     AnimationState        = MOVING TURN_LEFT_HIGH_SPEED REALLYDAMAGED
  2837.       Animation = Turn
  2838.         AnimationName = MUMumakil_SKL.MUMumakil_TRNLB
  2839.         AnimationMode       = LOOP
  2840.         AnimationBlendTime  = 5
  2841.       End
  2842.  
  2843.       FXEvent    = Frame:2 Name: FX_MUMLeftRearFootStep
  2844.       FXEvent    = Frame:30 Name: FX_MUMLeftFrontFootStep
  2845.       FXEvent    = Frame:42 Name: FX_MUMRightRearFootStep
  2846.       FXEvent    = Frame:50 Name: FX_MUMRightFrontFootStep
  2847.  
  2848.       StateName           = Turn_Left_High_Speed_Damaged
  2849.       BeginScript
  2850.         Prev = CurDrawablePrevAnimationState()
  2851.         if Prev == "Moving" or Prev == "Turn_Right_High_Speed_Damaged" then CurDrawableAllowToContinue() return end
  2852.       EndScript
  2853.     End
  2854.  
  2855.     AnimationState        = MOVING TURN_RIGHT_HIGH_SPEED REALLYDAMAGED
  2856.       Animation = Turn
  2857.         AnimationName = MUMumakil_SKL.MUMumakil_TRNRB
  2858.         AnimationMode       = LOOP
  2859.         AnimationBlendTime  = 5
  2860.       End
  2861.  
  2862.       FXEvent    = Frame:2 Name: FX_MUMLeftRearFootStep
  2863.       FXEvent    = Frame:30 Name: FX_MUMLeftFrontFootStep
  2864.       FXEvent    = Frame:42 Name: FX_MUMRightRearFootStep
  2865.       FXEvent    = Frame:50 Name: FX_MUMRightFrontFootStep
  2866.  
  2867.       StateName           = Turn_Right_High_Speed_Damaged
  2868.       BeginScript
  2869.         Prev = CurDrawablePrevAnimationState()
  2870.         if Prev == "Moving" or Prev == "Turn_Left_High_Speed_Damaged" then CurDrawableAllowToContinue() return end
  2871.       EndScript
  2872.     End
  2873.  
  2874.     ; Decay when dead flat for the VETERAN UPGRADED VERSION
  2875.     ModelConditionState    = WEAPONSET_PLAYER_UPGRADE DYING DECAY DEATH_1 AFLAME
  2876.       Model                = MUMumakilVDIEBF
  2877.     End;
  2878.  
  2879.     AnimationState         = WEAPONSET_PLAYER_UPGRADE DYING DECAY DEATH_1 AFLAME 
  2880.       Animation            = dead1
  2881.         AnimationName       = MUMumakilVDIEBF.MUMumakilVDIEBF
  2882.         AnimationMode      = ONCE
  2883.       End
  2884.     End
  2885.     
  2886.     ; Decay when dead on the right side for the VETERAN UPGRADED VERSION
  2887.     ModelConditionState    = WEAPONSET_PLAYER_UPGRADE DYING DECAY DEATH_2 AFLAME 
  2888.       Model                = MUMumakilVDIEAF
  2889.     End;
  2890.  
  2891.     AnimationState         = WEAPONSET_PLAYER_UPGRADE DYING DECAY DEATH_2 AFLAME 
  2892.       Animation            = dead2
  2893.         AnimationName      = MUMumakilVDIEAF.MUMumakilVDIEAF
  2894.         AnimationMode      = ONCE
  2895.       End
  2896.     End
  2897.  
  2898.     ; Decay when dead on the left side for the VETERAN UPGRADED VERSION
  2899.     ModelConditionState    = WEAPONSET_PLAYER_UPGRADE DYING DECAY DEATH_3 AFLAME 
  2900.       Model                = MUMumakilVDIECF
  2901.     End;
  2902.  
  2903.     AnimationState         = WEAPONSET_PLAYER_UPGRADE DYING DECAY DEATH_3 AFLAME 
  2904.       Animation            = dead3
  2905.         AnimationName      = MUMumakilVDIECF.MUMumakilVDIECF
  2906.         AnimationMode      = ONCE
  2907.       End
  2908.     End
  2909.  
  2910.  
  2911.     ; Decay when dead on the left side for the VETERAN UPGRADED VERSION
  2912.     ModelConditionState    = WEAPONSET_PLAYER_UPGRADE DYING DECAY DEATH_4 AFLAME 
  2913.       Model                = MUMumakilVDIECF
  2914.     End;
  2915.  
  2916.     AnimationState         = WEAPONSET_PLAYER_UPGRADE DYING DECAY DEATH_4 AFLAME 
  2917.       Animation            = dead3
  2918.         AnimationName      = MUMumakilVDIEBF.MUMumakilVDIECF
  2919.         AnimationMode      = ONCE
  2920.       End
  2921.     End
  2922.     
  2923.     
  2924.        ; Decay when dead flat 
  2925.     ModelConditionState    = DYING DECAY DEATH_1 AFLAME
  2926.       Model                = MUMumakil_DIEBF
  2927.     End;
  2928.  
  2929.     AnimationState         = DYING DECAY DEATH_1 AFLAME
  2930.       Animation            = dead1
  2931.         AnimationName       = MUMumakil_DIEBF.MUMumakil_DIEBF
  2932.         AnimationMode      = ONCE
  2933.       End
  2934.     End
  2935.     
  2936.     ; Decay when dead on the right side
  2937.     ModelConditionState    = DYING DECAY DEATH_2 AFLAME
  2938.       Model                = MUMumakil_DIEAF
  2939.     End;
  2940.  
  2941.     AnimationState         = DYING DECAY DEATH_2 AFLAME
  2942.       Animation            = dead2
  2943.         AnimationName      = MUMumakil_DIEAF.MUMumakil_DIEAF
  2944.         AnimationMode      = ONCE
  2945.       End
  2946.     End
  2947.  
  2948.     ; Decay when dead on the left side
  2949.     ModelConditionState    = DYING DECAY DEATH_3 AFLAME
  2950.       Model                = MUMumakil_DIECF
  2951.     End;
  2952.     
  2953.     AnimationState         = DYING DECAY DEATH_3 AFLAME
  2954.       Animation            = dead3
  2955.         AnimationName      = MUMumakil_DIECF.MUMumakil_DIECF
  2956.         AnimationMode      = ONCE
  2957.       End
  2958.     End
  2959.  
  2960.     ; Decay when dead from running off map    
  2961.     ModelConditionState    = DYING DECAY DEATH_4 AFLAME
  2962.       Model                = MUMumakil_DIECF
  2963.     End;
  2964.  
  2965.     AnimationState         = DYING DECAY DEATH_4 AFLAME
  2966.       Animation            = dead1
  2967.         AnimationName       = MUMumakil_DIECF.MUMumakil_DIECF
  2968.         AnimationMode      = ONCE
  2969.       End
  2970.     End
  2971.     
  2972.         
  2973.     ; Die - Fall flat
  2974.     AnimationState         = DYING DEATH_1 AFLAME
  2975.       Animation            = Die1
  2976.         AnimationName      = MUMumakil_SKL.MUMumakil_DIEB
  2977.         AnimationMode      = ONCE
  2978.       End
  2979.       ParticleSysBone     = BN_TENT_01 OliphantFire1 FollowBone:yes
  2980.       ParticleSysBone     = BN_TENT_01 OliphantSmoke1 FollowBone:yes
  2981.       ParticleSysBone     = BN_TENT_01 OliphantEmbers FollowBone:yes
  2982.       ParticleSysBone     = BN_TENT_02 OliphantFire2 FollowBone:yes
  2983.       ParticleSysBone     = BN_TENT_02 OliphantSmoke2 FollowBone:yes
  2984.       ParticleSysBone     = BN_TENT_02 OliphantEmbers FollowBone:yes
  2985.       ParticleSysBone     = B_CARGO001 FireBuildingLargeSmoke FollowBone:yes
  2986.       ParticleSysBone     = B_CARGO001 FireSmall FollowBone:yes
  2987.       ParticleSysBone     = B_CARGO002 FireBuildingLargeSmoke FollowBone:yes
  2988.       ParticleSysBone     = B_CARGO002 FireSmall FollowBone:yes            
  2989.     End
  2990.     
  2991.     ; Fall to right side aflame
  2992.     AnimationState         = DYING DEATH_2 AFLAME
  2993.       Animation            = Die1
  2994.         AnimationName      = MUMumakil_SKL.MUMumakil_DIEA
  2995.         AnimationMode      = ONCE
  2996.       End
  2997.       ParticleSysBone     = BN_TENT_01 OliphantFire1 FollowBone:yes
  2998.       ParticleSysBone     = BN_TENT_01 OliphantSmoke1 FollowBone:yes
  2999.       ParticleSysBone     = BN_TENT_01 OliphantEmbers FollowBone:yes
  3000.       ParticleSysBone     = BN_TENT_02 OliphantFire2 FollowBone:yes
  3001.       ParticleSysBone     = BN_TENT_02 OliphantSmoke2 FollowBone:yes
  3002.       ParticleSysBone     = BN_TENT_02 OliphantEmbers FollowBone:yes
  3003.       ParticleSysBone     = B_CARGO001 FireBuildingLargeSmoke FollowBone:yes
  3004.       ParticleSysBone     = B_CARGO001 FireSmall FollowBone:yes
  3005.       ParticleSysBone     = B_CARGO002 FireBuildingLargeSmoke FollowBone:yes
  3006.       ParticleSysBone     = B_CARGO002 FireSmall FollowBone:yes            
  3007.     End
  3008.  
  3009.     ; Fall to left side aflame
  3010.     AnimationState         = DYING DEATH_3 AFLAME
  3011.       Animation            = Die2
  3012.         AnimationName      = MUMumakil_SKL.MUMumakil_DIEC
  3013.         AnimationMode      = ONCE
  3014.       End
  3015.       ParticleSysBone     = BN_TENT_01 OliphantFire1 FollowBone:yes
  3016.       ParticleSysBone     = BN_TENT_01 OliphantSmoke1 FollowBone:yes
  3017.       ParticleSysBone     = BN_TENT_01 OliphantEmbers FollowBone:yes
  3018.       ParticleSysBone     = BN_TENT_02 OliphantFire2 FollowBone:yes
  3019.       ParticleSysBone     = BN_TENT_02 OliphantSmoke2 FollowBone:yes
  3020.       ParticleSysBone     = BN_TENT_02 OliphantEmbers FollowBone:yes
  3021.       ParticleSysBone     = B_CARGO001 FireBuildingLargeSmoke FollowBone:yes
  3022.       ParticleSysBone     = B_CARGO001 FireSmall FollowBone:yes
  3023.       ParticleSysBone     = B_CARGO002 FireBuildingLargeSmoke FollowBone:yes
  3024.       ParticleSysBone     = B_CARGO002 FireSmall FollowBone:yes            
  3025.     End
  3026.     
  3027.     AnimationState         = DYING DEATH_4 AFLAME
  3028.       Animation            = Die4
  3029.         AnimationName      = MUMumakil_SKL.MUMumakil_DIEF
  3030.         AnimationMode      = ONCE
  3031.       End
  3032.       ParticleSysBone     = BN_TENT_01 OliphantFire1 FollowBone:yes
  3033.       ParticleSysBone     = BN_TENT_01 OliphantSmoke1 FollowBone:yes
  3034.       ParticleSysBone     = BN_TENT_01 OliphantEmbers FollowBone:yes
  3035.       ParticleSysBone     = BN_TENT_02 OliphantFire2 FollowBone:yes
  3036.       ParticleSysBone     = BN_TENT_02 OliphantSmoke2 FollowBone:yes
  3037.       ParticleSysBone     = BN_TENT_02 OliphantEmbers FollowBone:yes
  3038.       ParticleSysBone     = B_CARGO001 FireBuildingLargeSmoke FollowBone:yes
  3039.       ParticleSysBone     = B_CARGO001 FireSmall FollowBone:yes
  3040.       ParticleSysBone     = B_CARGO002 FireBuildingLargeSmoke FollowBone:yes
  3041.       ParticleSysBone     = B_CARGO002 FireSmall FollowBone:yes
  3042.       ParticleSysBone     = BN_TENT_01 OliphantSplatDustDieF FollowBone:yes
  3043.       ParticleSysBone     = BN_TENT_01 OliphantSplatDebrisDieF FollowBone:yes
  3044.         
  3045.     End
  3046.     
  3047.     TransitionState = TRANS_Accelerate1_aflame
  3048.       Animation = Transition
  3049.         ; TRANS_Stand TRANS_Moving00     ; transition from the standing into the moving animation
  3050.         ;TRANS_Turn_Slow TRANS_Moving00 ; transition from the slow turn into the moving animation
  3051.         AnimationName = MUMumakil_SKL.MUMumakil_ACCL1
  3052.         AnimationMode       = ONCE
  3053.         ;AnimationBlendTime  = 10
  3054.       End
  3055.       ParticleSysBone     = BN_TENT_01 OliphantFire1 FollowBone:yes
  3056.       ParticleSysBone     = BN_TENT_01 OliphantSmoke1 FollowBone:yes
  3057.       ParticleSysBone     = BN_TENT_01 OliphantEmbers FollowBone:yes
  3058.       ParticleSysBone     = BN_TENT_02 OliphantFire2 FollowBone:yes
  3059.       ParticleSysBone     = BN_TENT_02 OliphantSmoke2 FollowBone:yes
  3060.       ParticleSysBone     = BN_TENT_02 OliphantEmbers FollowBone:yes
  3061.       ParticleSysBone     = B_CARGO001 FireBuildingLargeSmoke FollowBone:yes
  3062.       ParticleSysBone     = B_CARGO001 FireSmall FollowBone:yes
  3063.       ParticleSysBone     = B_CARGO002 FireBuildingLargeSmoke FollowBone:yes
  3064.       ParticleSysBone     = B_CARGO002 FireSmall FollowBone:yes      
  3065.     End
  3066.  
  3067.     TransitionState = TRANS_Accelerate2_aflame
  3068.       Animation = Transition
  3069.         AnimationName = MUMumakil_SKL.MUMumakil_ACCL2
  3070.         AnimationMode       = ONCE
  3071.         ;AnimationBlendTime  = 10
  3072.       End
  3073.       
  3074.       ParticleSysBone     = BN_TENT_01 OliphantFire1 FollowBone:yes
  3075.       ParticleSysBone     = BN_TENT_01 OliphantSmoke1 FollowBone:yes
  3076.       ParticleSysBone     = BN_TENT_01 OliphantEmbers FollowBone:yes
  3077.       ParticleSysBone     = BN_TENT_02 OliphantFire2 FollowBone:yes
  3078.       ParticleSysBone     = BN_TENT_02 OliphantSmoke2 FollowBone:yes
  3079.       ParticleSysBone     = BN_TENT_02 OliphantEmbers FollowBone:yes
  3080.       ParticleSysBone     = B_CARGO001 FireBuildingLargeSmoke FollowBone:yes
  3081.       ParticleSysBone     = B_CARGO001 FireSmall FollowBone:yes
  3082.       ParticleSysBone     = B_CARGO002 FireBuildingLargeSmoke FollowBone:yes
  3083.       ParticleSysBone     = B_CARGO002 FireSmall FollowBone:yes      
  3084.     End
  3085.  
  3086.     TransitionState = TRANS_StopCharge_aflame
  3087.       Animation = Transition
  3088.         ;TRANS_Charging TRANS_Stand     ; transition from charging anim to the stop anim
  3089.         AnimationName = MUMumakil_SKL.MUMumakil_DECL4
  3090.         AnimationMode       = ONCE
  3091.         ;AnimationBlendTime  = 10
  3092.       End
  3093.       ParticleSysBone     = BN_TENT_01 OliphantFire1 FollowBone:yes
  3094.       ParticleSysBone     = BN_TENT_01 OliphantSmoke1 FollowBone:yes
  3095.       ParticleSysBone     = BN_TENT_01 OliphantEmbers FollowBone:yes
  3096.       ParticleSysBone     = BN_TENT_02 OliphantFire2 FollowBone:yes
  3097.       ParticleSysBone     = BN_TENT_02 OliphantSmoke2 FollowBone:yes
  3098.       ParticleSysBone     = BN_TENT_02 OliphantEmbers FollowBone:yes
  3099.       ParticleSysBone     = B_CARGO001 FireBuildingLargeSmoke FollowBone:yes
  3100.       ParticleSysBone     = B_CARGO001 FireSmall FollowBone:yes
  3101.       ParticleSysBone     = B_CARGO002 FireBuildingLargeSmoke FollowBone:yes
  3102.       ParticleSysBone     = B_CARGO002 FireSmall FollowBone:yes      
  3103.     End
  3104.  
  3105.     TransitionState = TRANS_Stop66_aflame
  3106.       Animation = Transition
  3107.         ;TRANS_Moving66 TRANS_Stand     ; transition from between 66% - 100% of the moving animation
  3108.         AnimationName           = MUMumakil_SKL.MUMumakil_DECL3
  3109.         AnimationMode       = ONCE
  3110.         AnimationBlendTime  = 10
  3111.       End
  3112.       ParticleSysBone     = BN_TENT_01 OliphantFire1 FollowBone:yes
  3113.       ParticleSysBone     = BN_TENT_01 OliphantSmoke1 FollowBone:yes
  3114.       ParticleSysBone     = BN_TENT_01 OliphantEmbers FollowBone:yes
  3115.       ParticleSysBone     = BN_TENT_02 OliphantFire2 FollowBone:yes
  3116.       ParticleSysBone     = BN_TENT_02 OliphantSmoke2 FollowBone:yes
  3117.       ParticleSysBone     = BN_TENT_02 OliphantEmbers FollowBone:yes
  3118.       ParticleSysBone     = B_CARGO001 FireBuildingLargeSmoke FollowBone:yes
  3119.       ParticleSysBone     = B_CARGO001 FireSmall FollowBone:yes
  3120.       ParticleSysBone     = B_CARGO002 FireBuildingLargeSmoke FollowBone:yes
  3121.       ParticleSysBone     = B_CARGO002 FireSmall FollowBone:yes      
  3122.     End
  3123.  
  3124.     TransitionState = TRANS_Stop33_aflame
  3125.       Animation = Transition
  3126.         ;TRANS_Moving33 TRANS_Stand     ; transition from between 33% - 66% of the moving animation
  3127.         AnimationName = MUMumakil_SKL.MUMumakil_DECL2
  3128.         AnimationMode       = ONCE
  3129.         ;AnimationBlendTime  = 10
  3130.       End
  3131.       ParticleSysBone     = BN_TENT_01 OliphantFire1 FollowBone:yes
  3132.       ParticleSysBone     = BN_TENT_01 OliphantSmoke1 FollowBone:yes
  3133.       ParticleSysBone     = BN_TENT_01 OliphantEmbers FollowBone:yes
  3134.       ParticleSysBone     = BN_TENT_02 OliphantFire2 FollowBone:yes
  3135.       ParticleSysBone     = BN_TENT_02 OliphantSmoke2 FollowBone:yes
  3136.       ParticleSysBone     = BN_TENT_02 OliphantEmbers FollowBone:yes
  3137.       ParticleSysBone     = B_CARGO001 FireBuildingLargeSmoke FollowBone:yes
  3138.       ParticleSysBone     = B_CARGO001 FireSmall FollowBone:yes
  3139.       ParticleSysBone     = B_CARGO002 FireBuildingLargeSmoke FollowBone:yes
  3140.       ParticleSysBone     = B_CARGO002 FireSmall FollowBone:yes      
  3141.     End
  3142.  
  3143.     TransitionState = TRANS_Stop00_aflame
  3144.       Animation = Transition
  3145.         ;TRANS_Moving33 TRANS_Stand     ; transition from between 33% - 66% of the moving animation
  3146.         AnimationName = MUMumakil_SKL.MUMumakil_DECL1
  3147.         AnimationMode       = ONCE
  3148.         ;AnimationBlendTime  = 10
  3149.       End
  3150.       ParticleSysBone     = BN_TENT_01 OliphantFire1 FollowBone:yes
  3151.       ParticleSysBone     = BN_TENT_01 OliphantSmoke1 FollowBone:yes
  3152.       ParticleSysBone     = BN_TENT_01 OliphantEmbers FollowBone:yes
  3153.       ParticleSysBone     = BN_TENT_02 OliphantFire2 FollowBone:yes
  3154.       ParticleSysBone     = BN_TENT_02 OliphantSmoke2 FollowBone:yes
  3155.       ParticleSysBone     = BN_TENT_02 OliphantEmbers FollowBone:yes
  3156.       ParticleSysBone     = B_CARGO001 FireBuildingLargeSmoke FollowBone:yes
  3157.       ParticleSysBone     = B_CARGO001 FireSmall FollowBone:yes
  3158.       ParticleSysBone     = B_CARGO002 FireBuildingLargeSmoke FollowBone:yes
  3159.       ParticleSysBone     = B_CARGO002 FireSmall FollowBone:yes      
  3160.     End    
  3161.     
  3162.     
  3163.     ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
  3164.     ; END MUMAKIL AFALME ANIMATION STATES ;
  3165.     ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
  3166.  
  3167.  
  3168.      AnimationState        = MOVING TURN_LEFT_HIGH_SPEED
  3169.       Animation = Turn
  3170.         AnimationName = MUMumakil_SKL.MUMumakil_WLKB1
  3171.         AnimationMode       = LOOP
  3172.         AnimationBlendTime  = 15
  3173.       End
  3174.  
  3175.       FXEvent    = Frame:2 Name: FX_MUMLeftRearFootStep
  3176.       FXEvent    = Frame:27 Name: FX_MUMLeftFrontFootStep      
  3177.       FXEvent    = Frame:43 Name: FX_MUMRightRearFootStep
  3178.       FXEvent    = Frame:68 Name: FX_MUMRightFrontFootStep
  3179.  
  3180.       StateName           = Turn_Left_High_Speed
  3181.       BeginScript
  3182.         Prev = CurDrawablePrevAnimationState()
  3183.         if Prev == "Moving" or Prev == "Turn_Right_High_Speed" then CurDrawableAllowToContinue() return end
  3184.       EndScript
  3185.     End
  3186.  
  3187.     AnimationState        = MOVING TURN_RIGHT_HIGH_SPEED
  3188.       Animation = Turn
  3189.         AnimationName = MUMumakil_SKL.MUMumakil_WLKB2
  3190.         AnimationMode       = LOOP
  3191.         AnimationBlendTime  = 15
  3192.       End
  3193.  
  3194.       FXEvent    = Frame:2 Name: FX_MUMLeftRearFootStep
  3195.       FXEvent    = Frame:27 Name: FX_MUMLeftFrontFootStep      
  3196.       FXEvent    = Frame:43 Name: FX_MUMRightRearFootStep
  3197.       FXEvent    = Frame:68 Name: FX_MUMRightFrontFootStep
  3198.  
  3199.       StateName           = Turn_Right_High_Speed
  3200.       BeginScript
  3201.         Prev = CurDrawablePrevAnimationState()
  3202.         if Prev == "Moving" or Prev == "Turn_Left_High_Speed" then CurDrawableAllowToContinue() return end
  3203.       EndScript
  3204.     End
  3205.     
  3206.     AnimationState                =    MOVING BACKING_UP
  3207.         Animation                =    BackingUp
  3208.             AnimationName        =    MUMumakil_SKL.MUMumakil_BAKA
  3209.             AnimationMode        =    LOOP
  3210.         End
  3211.  
  3212.       FXEvent    = Frame:39 Name: FX_MUMLeftRearFootStep
  3213.       FXEvent    = Frame:0  Name: FX_MUMLeftFrontFootStep      
  3214.       FXEvent    = Frame:0  Name: FX_MUMRightRearFootStep
  3215.       FXEvent    = Frame:39 Name: FX_MUMRightFrontFootStep
  3216.  
  3217.         Flags                    =    RANDOMSTART
  3218.     End
  3219.  
  3220.     AnimationState        = MOVING TURN_LEFT
  3221.       Animation           = Turn
  3222.         AnimationName = MUMumakil_SKL.MUMumakil_TRNL
  3223.         AnimationMode       = LOOP
  3224.         AnimationBlendTime  = 30
  3225.       End
  3226.  
  3227.       FXEvent    = Frame:01 Name: FX_MUMRightRearFootStep
  3228.       FXEvent    = Frame:40 Name: FX_MUMRightFrontFootStep
  3229.       FXEvent    = Frame:42 Name: FX_MUMLeftRearFootStep
  3230.       FXEvent    = Frame:44 Name: FX_MUMLeftFrontFootStep
  3231.       FXEvent    = Frame:45 Name: FX_MUMRightRearFootStep
  3232.       FXEvent    = Frame:85 Name: FX_MUMLeftRearFootStep
  3233.       FXEvent    = Frame:88 Name: FX_MUMRightFrontFootStep
  3234.       FXEvent    = Frame:89 Name: FX_MUMLeftFrontFootStep
  3235.  
  3236.       StateName       = Turn_Slow
  3237.     End
  3238.  
  3239.     AnimationState        = MOVING TURN_RIGHT
  3240.       Animation           = Turn
  3241.         AnimationName = MUMumakil_SKL.MUMumakil_TRNR
  3242.         AnimationMode       = LOOP
  3243.         AnimationBlendTime  = 30
  3244.       End
  3245.  
  3246.       FXEvent    = Frame:01 Name: FX_MUMRightRearFootStep
  3247.       FXEvent    = Frame:40 Name: FX_MUMRightFrontFootStep
  3248.       FXEvent    = Frame:42 Name: FX_MUMLeftRearFootStep
  3249.       FXEvent    = Frame:44 Name: FX_MUMLeftFrontFootStep
  3250.       FXEvent    = Frame:45 Name: FX_MUMRightRearFootStep
  3251.       FXEvent    = Frame:85 Name: FX_MUMLeftRearFootStep
  3252.       FXEvent    = Frame:88 Name: FX_MUMRightFrontFootStep
  3253.       FXEvent    = Frame:89 Name: FX_MUMLeftFrontFootStep
  3254.  
  3255.       StateName       = Turn_Slow
  3256.     End
  3257.  
  3258.  
  3259.    AnimationState        = MOVING REALLYDAMAGED
  3260.       Animation = Walk
  3261.         AnimationName = MUMumakil_SKL.MUMumakil_WLKC
  3262.         AnimationMode       = LOOP
  3263.         AnimationBlendTime  = 15
  3264.       End
  3265.  
  3266.       FXEvent    = Frame:46 Name: FX_MUMRightRearFootStep
  3267.       FXEvent    = Frame:8 Name: FX_MUMLeftRearFootStep
  3268.       FXEvent    = Frame:55 Name: FX_MUMRightFrontFootStep
  3269.       FXEvent    = Frame:31 Name: FX_MUMLeftFrontFootStep
  3270.  
  3271.       StateName           = Moving
  3272.       BeginScript
  3273.         Prev = CurDrawablePrevAnimationState()
  3274.         ;if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_Accelerate1") end
  3275.       EndScript
  3276.     End
  3277.  
  3278.     AnimationState        = MOVING
  3279.       Animation = Walk
  3280.         ;AnimationName       = MUMumakil_SKL.MUMumakil_RUNB
  3281.         AnimationName       = MUMumakil_SKL.MUMumakil_WLKA
  3282.         AnimationMode       = LOOP
  3283.         AnimationBlendTime  = 10
  3284.       End
  3285.  
  3286.       FXEvent    = Frame:44 Name: FX_MUMRightRearFootStep
  3287.       FXEvent    = Frame:9 Name: FX_MUMLeftRearFootStep
  3288.       FXEvent    = Frame:74 Name: FX_MUMRightFrontFootStep
  3289.       FXEvent    = Frame:31 Name: FX_MUMLeftFrontFootStep
  3290.  
  3291.       StateName           = Moving
  3292.       BeginScript
  3293.         Prev = CurDrawablePrevAnimationState()
  3294.         ;if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_Accelerate1") end
  3295.       EndScript
  3296.     End
  3297.  
  3298.     TransitionState = TRANS_Accelerate1
  3299.       Animation = Transition
  3300.         AnimationName        = MUMumakil_SKL.MUMumakil_ACCL1
  3301.         AnimationMode       = ONCE
  3302.         AnimationBlendTime    = 10
  3303.       End
  3304.     End
  3305.  
  3306.     TransitionState = TRANS_Accelerate2
  3307.       Animation = Transition
  3308.         AnimationName        = MUMumakil_SKL.MUMumakil_ACCL2
  3309.         AnimationMode       = ONCE
  3310.         AnimationBlendTime  = 10
  3311.       End
  3312.     End
  3313.  
  3314.     TransitionState = TRANS_StopCharge
  3315.       Animation = Transition
  3316.         ;TRANS_Charging TRANS_Stand     ; transition from charging anim to the stop anim
  3317.         AnimationName = MUMumakil_SKL.MUMumakil_DECL4
  3318.         AnimationMode       = ONCE
  3319.         ;AnimationBlendTime  = 10
  3320.       End
  3321.     End
  3322.  
  3323.     TransitionState = TRANS_Stop66
  3324.       Animation = Transition
  3325.         ;TRANS_Moving66 TRANS_Stand     ; transition from between 66% - 100% of the moving animation
  3326.         AnimationName           = MUMumakil_SKL.MUMumakil_DECL3
  3327.         AnimationMode       = ONCE
  3328.         ;AnimationBlendTime  = 10
  3329.       End
  3330.     End
  3331.  
  3332.     TransitionState = TRANS_Stop33
  3333.       Animation = Transition
  3334.         ;TRANS_Moving33 TRANS_Stand     ; transition from between 33% - 66% of the moving animation
  3335.         AnimationName = MUMumakil_SKL.MUMumakil_DECL2
  3336.         AnimationMode       = ONCE
  3337.         ;AnimationBlendTime  = 10
  3338.       End
  3339.     End
  3340.  
  3341.     TransitionState = TRANS_Stop00
  3342.       Animation = Transition
  3343.         ;TRANS_Moving33 TRANS_Stand     ; transition from between 33% - 66% of the moving animation
  3344.         AnimationName = MUMumakil_SKL.MUMumakil_DECL1
  3345.         AnimationMode       = ONCE
  3346.         ;AnimationBlendTime  = 10
  3347.       End
  3348.     End
  3349.  
  3350.  
  3351. ;-----------veteran
  3352.        ; Decay when dead flat for VETERAN UPGRADED UNITS
  3353.     ModelConditionState    = WEAPONSET_PLAYER_UPGRADE DYING DEATH_1 DECAY 
  3354.       Model                = MUMumakilVDIEBF
  3355.     End
  3356.  
  3357.     AnimationState         = WEAPONSET_PLAYER_UPGRADE DYING DEATH_1 DECAY 
  3358.       Animation            = dead1
  3359.         AnimationName       = MUMumakilVDIEBF.MUMUMAKILVDIEBF
  3360.         AnimationMode      = ONCE
  3361.         AnimationBlendTime  = 0
  3362.       End
  3363.     End
  3364.  
  3365.     
  3366. ;    AnimationState         = WEAPONSET_PLAYER_UPGRADE DYING DEATH_1
  3367. ;      Animation            = Die1
  3368. ;        AnimationName      = MUMumakilVSKL.MUMumakilVDIEB
  3369. ;        AnimationMode      = ONCE
  3370. ;      End
  3371. ;    End
  3372.  
  3373.     ; Decay when dead on the right side for VETERAN UPGRADED UNITS
  3374.     ModelConditionState    = WEAPONSET_PLAYER_UPGRADE DYING DEATH_2 DECAY
  3375.       Model                = MUMumakilVDIEAF
  3376.     End;
  3377.  
  3378.     AnimationState         = WEAPONSET_PLAYER_UPGRADE DYING DEATH_2 DECAY
  3379.       Animation            = dead2
  3380.         AnimationName      = MUMumakilVDIEAF.MUMUMAKILVDIEAF
  3381.         AnimationMode      = ONCE
  3382.         AnimationBlendTime  = 0
  3383.       End
  3384.     End
  3385.  
  3386.     ; Decay when dead on the left side for VETERAN UPGRADED UNITS
  3387.     ModelConditionState    = WEAPONSET_PLAYER_UPGRADE DYING DEATH_3 DECAY
  3388.       Model                = MUMumakilVDIECF
  3389.     End;
  3390.  
  3391.     AnimationState         = WEAPONSET_PLAYER_UPGRADE DYING DEATH_3 DECAY
  3392.       Animation            = dead3
  3393.         AnimationName      = MUMumakilVDIECF.MUMUMAKILVDIECF
  3394.         AnimationMode      = ONCE
  3395.         AnimationBlendTime  = 0
  3396.       End
  3397.     End
  3398.     
  3399.     ; Decay when dead on the left side for VETERAN UPGRADED UNITS
  3400.     ModelConditionState    = WEAPONSET_PLAYER_UPGRADE DYING DEATH_4 DECAY
  3401.       Model                = MUMumakilVDIECF
  3402.     End;
  3403.  
  3404.     AnimationState         = WEAPONSET_PLAYER_UPGRADE DYING DEATH_4 DECAY
  3405.       Animation            = dead3
  3406.         AnimationName      = MUMumakilVDIECF.MUMUMAKILVDIECF
  3407.         AnimationMode      = ONCE
  3408.         AnimationBlendTime  = 0
  3409.       End
  3410.     End
  3411. ;-----------veteran
  3412.  
  3413.  
  3414.  
  3415.        ; Decay when dead flat 
  3416.     ModelConditionState    = DYING DECAY DEATH_1
  3417.       Model                = MUMumakil_DIEBF
  3418.     End;
  3419.  
  3420.     AnimationState         = DYING DECAY DEATH_1
  3421.       Animation            = dead1
  3422.         AnimationName       = MUMumakil_DIEBF.MUMumakil_DIEBF
  3423.         AnimationMode      = ONCE
  3424.         AnimationBlendTime  = 0
  3425.       End
  3426.     End
  3427.    
  3428.     AnimationState         = DYING DEATH_1
  3429.       Animation            = Die1
  3430.         AnimationName      = MUMumakil_SKL.MUMumakil_DIEB
  3431.         AnimationMode      = ONCE
  3432.         AnimationBlendTime  = 0
  3433.       End
  3434.     End
  3435.  
  3436.     ; Decay when dead on the right side
  3437.     ModelConditionState    = DYING DECAY DEATH_2
  3438.       Model                = MUMumakil_DIEAF
  3439.     End;
  3440.  
  3441.     AnimationState         = DYING DECAY DEATH_2
  3442.       Animation            = dead2
  3443.         AnimationName      = MUMumakil_DIEAF.MUMumakil_DIEAF
  3444.         AnimationMode      = ONCE
  3445.         AnimationBlendTime  = 0
  3446.       End
  3447.     End
  3448.  
  3449.     ; Decay when dead on the left side
  3450.     ModelConditionState    = DYING DECAY DEATH_3
  3451.       Model                = MUMumakil_DIECF
  3452.     End;
  3453.  
  3454.     AnimationState         = DYING DECAY DEATH_3
  3455.       Animation            = dead3
  3456.         AnimationName      = MUMumakil_DIECF.MUMumakil_DIECF
  3457.         AnimationMode      = ONCE
  3458.         AnimationBlendTime  = 0
  3459.       End
  3460.     End
  3461.     
  3462.     ModelConditionState    = DYING DECAY DEATH_4
  3463.       Model                = MUMumakil_DIECF
  3464.     End;
  3465.  
  3466.     AnimationState         = DYING DECAY DEATH_4
  3467.       Animation            = dead3
  3468.         AnimationName      = MUMumakil_DIECF.MUMumakil_DIECF
  3469.         AnimationMode      = ONCE
  3470.         AnimationBlendTime  = 0
  3471.       End
  3472.     End
  3473.  
  3474.     ModelConditionState WEAPONSET_PLAYER_UPGRADE
  3475.         Model                        = MUMumakilUP
  3476.     End
  3477.  
  3478.     ; Fall to right side
  3479.     AnimationState         = DYING DEATH_2
  3480.       Animation            = Die1
  3481.         AnimationName      = MUMumakil_SKL.MUMumakil_DIEA
  3482.         AnimationMode      = ONCE
  3483.         
  3484.       End
  3485.         ParticleSysBone     = NONE NazgulSplatDust FollowBone:yes
  3486.         ParticleSysBone     = NONE TrebuchetImpactDebris FollowBone:yes
  3487.         ParticleSysBone     = BN_TENT_01 OliphantSplatDust FollowBone:yes
  3488.         ParticleSysBone     = BN_TENT_01 OliphantSplatDebris FollowBone:yes
  3489.     End
  3490.  
  3491.     ; Fall to left side
  3492.     AnimationState         = DYING DEATH_3
  3493.       Animation            = Die2
  3494.         AnimationName      = MUMumakil_SKL.MUMumakil_DIEC
  3495.         AnimationMode      = ONCE
  3496.       End
  3497.         ParticleSysBone     = NONE NazgulSplatDust FollowBone:yes
  3498.         ParticleSysBone     = NONE TrebuchetImpactDebris FollowBone:yes
  3499.         ParticleSysBone     = BN_TENT_01 OliphantSplatDust FollowBone:yes
  3500.         ParticleSysBone     = BN_TENT_01 OliphantSplatDebris FollowBone:yes
  3501.     End
  3502.     
  3503.  
  3504.     AnimationState         = DYING DEATH_4
  3505.       Animation            = Die4
  3506.         AnimationName      = MUMumakil_SKL.MUMumakil_DIEF
  3507.         AnimationMode      = ONCE
  3508.       End
  3509.         ParticleSysBone     = NONE NazgulSplatDust FollowBone:yes
  3510.         ParticleSysBone     = NONE TrebuchetImpactDebris FollowBone:yes
  3511.         ParticleSysBone     = BN_TENT_01 OliphantSplatDust FollowBone:yes
  3512.         ParticleSysBone     = BN_TENT_01 OliphantSplatDebris FollowBone:yes
  3513.         ParticleSysBone     = BN_TENT_01 OliphantSplatDustDieF FollowBone:yes
  3514.         ParticleSysBone     = BN_TENT_01 OliphantSplatDebrisDieF FollowBone:yes
  3515.     End
  3516.  
  3517.     AnimationState            = AFLAME RUNNING_OFF_MAP
  3518.       Animation = IDLA ; 
  3519.         AnimationName = MUMumakil_SKL.MUMumakil_IDLA ; 
  3520.         AnimationPriority = 5 ; // will be chosen 5 times more often than a default (1) priority animation.
  3521.         AnimationBlendTime  = 10
  3522.       End
  3523.       Animation = IDLB 
  3524.         AnimationName = MUMumakil_SKL.MUMumakil_IDLB ; 
  3525.         AnimationBlendTime  = 10
  3526.       End
  3527.       ParticleSysBone     = BN_TENT_01 OliphantFire1 FollowBone:yes
  3528.       ParticleSysBone     = BN_TENT_01 OliphantSmoke1 FollowBone:yes
  3529.       ParticleSysBone     = BN_TENT_01 OliphantEmbers FollowBone:yes
  3530.       ParticleSysBone     = BN_TENT_02 OliphantFire2 FollowBone:yes
  3531.       ParticleSysBone     = BN_TENT_02 OliphantSmoke2 FollowBone:yes
  3532.       ParticleSysBone     = BN_TENT_02 OliphantEmbers FollowBone:yes
  3533.       ParticleSysBone     = B_CARGO001 FireBuildingLargeSmoke FollowBone:yes
  3534.       ParticleSysBone     = B_CARGO001 FireSmall FollowBone:yes
  3535.       ParticleSysBone     = B_CARGO002 FireBuildingLargeSmoke FollowBone:yes
  3536.       ParticleSysBone     = B_CARGO002 FireSmall FollowBone:yes
  3537.       BeginScript
  3538.         Prev = CurDrawablePrevAnimationState()
  3539.        ; if Prev == "Charging" then CurDrawableSetTransitionAnimState("TRANS_StopCharge_aflame") return end
  3540.         if Prev == "Moving" and CurDrawablePrevAnimFraction()>0.66 then CurDrawableSetTransitionAnimState("TRANS_Stop66_aflame") return end
  3541.         if Prev == "Moving" and CurDrawablePrevAnimFraction()>0.33 then CurDrawableSetTransitionAnimState("TRANS_Stop33_aflame") return end
  3542.         if Prev == "Moving" then CurDrawableSetTransitionAnimState("TRANS_Stop00_aflame") return end
  3543.         if Prev == "Decelerate" then CurDrawableAllowToContinue() return end
  3544.       EndScript
  3545.       StateName = Idle
  3546.     End
  3547.     
  3548.     
  3549.     ModelConditionState =JUST_BUILT
  3550.         Model    =  MBMumkPen_BLDA
  3551.     End
  3552.     
  3553.     AnimationState  = JUST_BUILT
  3554.       Animation = Being_Built
  3555.         AnimationName     = MBMumkPen_BLDA.MBMumkPen_BLDA
  3556.         AnimationMode =ONCE
  3557.       End
  3558.     End
  3559.     
  3560.     ; Used by FOUR_LEGS_HUGE locomotor type to balance on the ground
  3561.     LeftFrontFootBone           = e_FrontLeft
  3562.     RightFrontFootBone          = e_FrontRight
  3563.     LeftRearFootBone            = e_BackLeft
  3564.     RightRearFootBone           = e_BackRight
  3565.  
  3566.   End
  3567.  
  3568.   ; ***DESIGN parameters ***
  3569.   Side = Mordor
  3570.   EditorSorting = UNIT
  3571.     ThreatLevel = 3.0
  3572.   ThingClass = LARGE_MONSTER
  3573.  
  3574.   ShowHealthInSelectionDecal = Yes
  3575.  
  3576.     ShroudClearingRange = 280
  3577.     TransportSlotCount = 10
  3578.     ShockwaveResistance = SHOCKWAVE_RESISTANCE_IMMUNE
  3579.     
  3580.     WeaponSet
  3581.         Conditions          = None 
  3582.         Weapon                = PRIMARY      MordorMumakilCharge
  3583.         Weapon              = SECONDARY   MordorMumakilKnockback
  3584.     End
  3585.       
  3586.     WeaponSet
  3587.         Conditions          = CLOSE_RANGE CONTESTING_BUILDING
  3588.         Weapon              = PRIMARY     MordorMumakilKnockback
  3589.     End
  3590.       
  3591.     WeaponSet
  3592.         Conditions          = RAMPAGE
  3593.         Weapon              = PRIMARY     MumakilRampageTemp
  3594.     End
  3595.   
  3596.       WeaponSet
  3597.         Conditions = PLAYER_UPGRADE
  3598.         Weapon                = PRIMARY      MordorMumakilCharge
  3599.         Weapon              = SECONDARY   MordorMumakilKnockback
  3600.     End
  3601.  
  3602.       WeaponSet
  3603.         Conditions = SPECIAL_UPGRADE
  3604.         Weapon                = PRIMARY      MordorMumakilChargeSpecial
  3605.         Weapon              = SECONDARY   MordorMumakilKnockback
  3606.     End
  3607.   
  3608.   ArmorSet
  3609.     Conditions      = None
  3610.     Armor           = MumakilArmor
  3611.     DamageFX        = None
  3612.   End
  3613.     VisionRange = 320.0
  3614.     DisplayName = OBJECT:MordorMumakil
  3615.     CrusherLevel           = 3  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  3616.     CrushableLevel         = 3  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  3617.     CommandSet = MordorMumakilCommandSet
  3618.     CommandPoints = 1
  3619.  
  3620.     ; *** AUDIO Parameters ***;
  3621.  
  3622.  
  3623.     ; *** ENGINEERING Parameters ***
  3624.     RadarPriority = UNIT
  3625.     KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS MONSTER SCORE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT PATH_THROUGH_INFANTRY
  3626.  
  3627.     BuildCost = 2000
  3628.     BuildTime = 3
  3629.     BuildFadeInOnCreateList = MumakilHowda
  3630.     BuildFadeInOnCreateTime = 30
  3631.  
  3632.     Body = DelayedDeathBody ModuleTag_02
  3633.         MaxHealth                    = 3000                 ;BALANCE Mumakil Health
  3634.         DelayedDeathTime            = 1700
  3635.         CanRespawn                    = No            ; Unit can't get revived.
  3636.     End
  3637.  
  3638.     ;Mumakil Upgrade
  3639.     Behavior = WeaponSetUpgrade ModuleTag_WeaponsetUpgrade
  3640.         TriggeredBy = Upgrade_MumakilLevel2
  3641.     End
  3642.  
  3643.     Behavior = AIUpdateInterface ModuleTag_03
  3644.         AILuaEventsList    =    DemoMumakilFunctions
  3645.         RampageTime        =    13600
  3646.         TimeToEjectPassengersOnRampage = 8600
  3647.     End
  3648.  
  3649.     Behavior = FireWeaponUpdate FireWeaponUpdateModuleTag
  3650.         FireWeaponNugget
  3651.             WeaponName = MordorMumakilHeroEffect
  3652.             FireDelay = 0
  3653.             OneShot = No
  3654.         End
  3655.         ChargingModeTrigger = Yes        ; this will happen when in enraged mode
  3656.         AliveOnly = Yes                    ; this will only fire when the mumakil is alive
  3657.     End
  3658.  
  3659.     Behavior = FlammableUpdate ModuleTag_03a
  3660.         AflameDuration        = 999999;If I catch fire, I'll burn for this long...
  3661.         AflameDamageAmount    = 10    ; taking this much damage...
  3662.         AflameDamageDelay    = 1000  ; this often.
  3663.         FlameDamageLimit    = 0
  3664.         BurnContained       = Yes
  3665.             FireFXList = FX:FX_FireStartWoosh
  3666.  
  3667.     End
  3668.  
  3669.     Behavior LifetimeUpdate LifetimeTag
  3670.         WaitForWakeUp    =    Yes
  3671.     End
  3672.    
  3673.     ;Only triggered after a rampage takes place.    
  3674.     Behavior = RunOffMapBehavior ModuleTag_RunOff
  3675.         RequiresSpecificTrigger = Yes ;Triggers when DetachableRiderUpdate says so!
  3676.         RunOffMapWaypointName    = MumakilExit
  3677.         DieOnMap        = Yes
  3678.     End
  3679.  
  3680.  
  3681.     ; Death weapons for fall flat
  3682.     Behavior = FireWeaponWhenDeadBehavior ModuleTag_07
  3683.       RequiredStatus = DEATH_1
  3684.       StartsActive = Yes
  3685.       DelayTime = 250 
  3686.       DeathWeapon = MordorOliphantDeathStraightInitial
  3687.     End
  3688.  
  3689.     ; Death weapons for fall to right
  3690.     Behavior = FireWeaponWhenDeadBehavior ModuleTag_09
  3691.         RequiredStatus    = DEATH_2
  3692.         StartsActive    = Yes
  3693.         DelayTime        = 3300 
  3694.         DeathWeapon        = MordorOliphantToppleFinal
  3695.         WeaponOffset    = X:0 Y:-42 Z:0
  3696.     End
  3697.  
  3698.     ; Death weapons for fall to left
  3699.     Behavior = FireWeaponWhenDeadBehavior ModuleTag_11
  3700.         RequiredStatus    = DEATH_3
  3701.         StartsActive    = Yes
  3702.         DelayTime        =  3300
  3703.         DeathWeapon        = MordorOliphantToppleFinal 
  3704.         WeaponOffset    = X:0 Y:42 Z:0
  3705.     End
  3706.  
  3707.     ; Death weapon for falling death     
  3708.     Behavior = FireWeaponWhenDeadBehavior ModuleTag_08
  3709.         RequiredStatus    = DEATH_4
  3710.         StartsActive    = Yes
  3711.         DelayTime        = 2466 
  3712.         DeathWeapon        = MordorOliphantE3Death
  3713.         WeaponOffset    = X:30 Y:42 Z:0
  3714.     End
  3715.  
  3716.     Behavior = NotifyTargetsOfImminentProbableCrushingUpdate ModuleTag_NotifyCrushScan
  3717.     End
  3718.  
  3719.     Behavior = HordeTransportContain  ModuleTag_12
  3720.         ObjectStatusOfContained                = UNSELECTABLE CAN_ATTACK
  3721.         ;PassengersTestCollisionHeight        = 80
  3722.         Slots                                = 1
  3723.         EnterSound                            = GarrisonEnter
  3724.         ExitSound                            = GarrisonExit
  3725.         DamagePercentToUnits                = 0%
  3726.         PassengerFilter                        = ANY +INFANTRY +CAVALRY
  3727.         AllowEnemiesInside                    = No
  3728.         AllowNeutralInside                    = No
  3729.         ExitDelay                            = 250
  3730.         NumberOfExitPaths                    = 2 ; Defaults to 1.  Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn
  3731.         ForceOrientationContainer            = No  ; otherwise contained units can't orient themselves towards their targets...
  3732.         PassengerBonePrefix                    = PassengerBone:B_CARGO0 KindOf:INFANTRY
  3733.         EjectPassengersOnDeath                = Yes
  3734.     End
  3735.  
  3736.     Behavior = SpecialPowerModule ModuleTag_13                      
  3737.         SpecialPowerTemplate      = SpecialAbilityChargeAttack
  3738.         UpdateModuleStartsAttack  = Yes
  3739.     End
  3740.     Behavior = SpecialAbilityUpdate ModuleTag_14                
  3741.         SpecialPowerTemplate    = SpecialAbilityChargeAttack
  3742.         ChargeAttackSpeedBoost  = Yes
  3743.         PackTime                = 30000 ; 30 sec ability max life
  3744.         IgnoreFacingCheck        = Yes
  3745.     End
  3746.  
  3747.     ; Tie into LargeGroupAudio system
  3748.     Behavior = LargeGroupAudioUpdate ModuleTag_LGAU
  3749.         Key = Monster Unit
  3750.         UnitWeight = 5 ; Olie counts as 5 infantry when computing group size
  3751.     End
  3752.  
  3753.     LocomotorSet
  3754.         Locomotor = MumakilLocomotor
  3755.         Condition = SET_NORMAL 
  3756.         Speed     = 20
  3757.     End
  3758.   
  3759.     LocomotorSet
  3760.         Locomotor    =    MumakilPanicLocomotor
  3761.         Condition    =    SET_PANIC
  3762.         Speed        =    40
  3763.     End
  3764.  
  3765.  
  3766.     LocomotorSet
  3767.         Locomotor    =    MumakilEnragedLocomotor
  3768.         Condition    =    SET_ENRAGED
  3769.         Speed        =    80
  3770.     End
  3771.     
  3772.   Behavior = PhysicsBehavior ModuleTag_04
  3773.   End
  3774.  
  3775.   Behavior = SlowDeathBehavior ModuleTag_05
  3776.     DeathTypes            = ALL
  3777.     SinkDelay            = 25000
  3778.     SinkRate            = 2.4     ; in Dist/Sec
  3779.     DestructionDelay    = 60000
  3780.     DecayBeginTime        = 4000
  3781.     ProbabilityModifier = 10  ; Very, very unlikely unless clearance test fails
  3782.     DeathFlags            = DEATH_4      ; Controls animation and weapon choice. Sets BOTH model condition and object status bits.
  3783.     FX                    = INITIAL FX_OliphantDie
  3784.     ShadowWhenDead        = Yes      ; Volumetric shadows don't look so bad when sinking into ground
  3785.   End
  3786.  
  3787.  
  3788.   Behavior = ClearanceTestingSlowDeathBehavior ModuleTag_05a
  3789.     DeathTypes            = ALL -NORMAL
  3790.     SinkDelay            = 25000
  3791.     SinkRate            = 2.4     ; in Dist/Sec
  3792.     DestructionDelay    = 60000
  3793.     DecayBeginTime        = 6000
  3794.     ProbabilityModifier = 490  ; Very, very likely unless clearance test fails
  3795.     DeathFlags            = DEATH_2       ; Controls animation and weapon choice. Sets BOTH model condition and object status bits.
  3796.     FX                    = INITIAL FX_OliphantDie
  3797.     ShadowWhenDead        = Yes      ; Volumetric shadows don't look so bad when sinking into ground
  3798.  
  3799.     ; This is the area which must be clear for this slow death to go off
  3800.     ; Use Control-Shift-Alt-E in game to display this area
  3801.     ; Use debug.add l + clearancetestingslowdeathbehavior to get feedback on why test fails
  3802.     ClearanceGeometry                = Box
  3803.     ClearanceGeometryMajorRadius    = 64.0
  3804.     ClearanceGeometryMinorRadius    = 32.0
  3805.     ClearanceGeometryHeight            = 32.0
  3806.     ClearanceGeometryIsSmall        = No
  3807.     ClearanceGeometryOffset            = X:0 Y:-52 Z:0
  3808.  
  3809.     ClearanceMaxHeight                = 32
  3810.     ClearanceMaxHeightFraction        = 0.04 ; If more than 5% of the cells in the clearance geometry are more than 40 units above the Oliphant's base, don't fall (don't fall into cliffs)
  3811.     ClearanceMinHeight                = -32
  3812.     ClearanceMinHeightFraction        = 0.40 ; If more than 40% of the cells in the clearance geometry are more than 40 units below the Oliphant's base, don't fall (don't get left hanging over a cliff)
  3813.   End
  3814.  
  3815.   Behavior = ClearanceTestingSlowDeathBehavior ModuleTag_05b
  3816.     DeathTypes                        = ALL -NORMAL
  3817.     SinkDelay                        = 25000
  3818.     SinkRate                        = 2.4     ; in Dist/Sec
  3819.     DestructionDelay                = 60000
  3820.     DecayBeginTime                    = 6000
  3821.     ProbabilityModifier                = 490  ; Very, very likely unless clearance test fails
  3822.     DeathFlags                        = DEATH_3       ; Controls animation and weapon choice. Sets BOTH model condition and object status bits.
  3823.     FX                                = INITIAL FX_OliphantDie
  3824.     ShadowWhenDead                    = Yes      ; Volumetric shadows don't look so bad when sinking into ground
  3825.  
  3826.     ; This is the area which must be clear for this slow death to go off
  3827.     ; Use Control-Shift-Alt-E in game to display this area
  3828.     ; Use debug.add l + clearancetestingslowdeathbehavior to get feedback on why test fails
  3829.     ClearanceGeometry                = Box
  3830.     ClearanceGeometryMajorRadius    = 64.0
  3831.     ClearanceGeometryMinorRadius    = 32.0
  3832.     ClearanceGeometryHeight            = 32.0
  3833.     ClearanceGeometryIsSmall        = No
  3834.     ClearanceGeometryOffset            = X:0 Y:52 Z:0
  3835.  
  3836.     ClearanceMaxHeight                = 32
  3837.     ClearanceMinHeightFraction        = 0.40 ; If more than 40% of the cells in the clearance geometry are more than 40 units below the Oliphant's base, don't fall (don't get left hanging over a cliff)
  3838.     ClearanceMinHeight                = -32
  3839.     ClearanceMinHeightFraction        = 0.40 ; If more than 40% of the cells in the clearance geometry are more than 40 units below the Oliphant's base, don't fall (don't get left hanging over a cliff)
  3840.   End
  3841.  
  3842.   Behavior = SquishCollide ModuleTag_06
  3843.   End
  3844.  
  3845.  
  3846.   ; Extra secondary geometry to be used for crushing/squishing detection purposes
  3847.   GeometryOther = GeomType:BOX IsSmall:No Height:20 MajorRadius:25 MinorRadius:20 OffsetX:32   ; front 2 legs
  3848.   GeometryOther = GeomType:BOX IsSmall:No Height:20 MajorRadius:15 MinorRadius:20 OffsetX:-35  ; back 2 legs
  3849.   
  3850.   ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
  3851.         MaxUpdateRangeCap = 800
  3852.         AnimationSound = Sound: OliphantFall Animation:MUMumakil_SKL.MUMumakil_DIEF Frames: 50 64  Animation:MUMumakil_SKL.MUMumakil_DIEA Frames: 90 
  3853.         AnimationSound = Sound: OliphantFall Animation:MUMumakil_SKL.MUMumakil_DIEB Frames: 85  Animation:MUMumakil_SKL.MUMumakil_DIEC Frames: 85 66 
  3854.         AnimationSound = Sound: MumakilRampageWhoosh1 Animation:MUMumakil_SKL.MUMumakil_RPGA Frames: 86  Animation:MUMumakil_SKL.MUMumakil_RPGB Frames: 262 
  3855.         AnimationSound = Sound: MumakilRampageWhoosh2 Animation:MUMumakil_SKL.MUMumakil_RPGA Frames: 139  Animation:MUMumakil_SKL.MUMumakil_RPGB Frames: 352 
  3856.         AnimationSound = Sound: MumakilRampageVox1 Animation:MUMumakil_SKL.MUMumakil_RPGA Frames: 1  Animation:MUMumakil_SKL.MUMumakil_RPGB Frames: 206 
  3857.         AnimationSound = Sound: OliphantFootStep Animation:MUMumakil_SKL.MUMumakil_HITA Frames: 4 11 23  Animation:MUMumakil_SKL.MUMumakil_RUNA Frames: 4 9 14 19 
  3858.         AnimationSound = Sound: OliphantFootStep Animation:MUMumakil_SKL.MUMumakil_RUNB Frames: 1 8 19 37  Animation:MUMumakil_SKL.MUMumakil_RPGA Frames: 89 100 127 185 208 
  3859.         AnimationSound = Sound: OliphantFootStep Animation:MUMumakil_SKL.MUMumakil_RPGB Frames: 259 270 297 355 378  Animation:MUMumakil_SKL.MUMumakil_TRNLA Frames: 7 15 20 24 
  3860.         AnimationSound = Sound: OliphantFootStep Animation:MUMumakil_SKL.MUMumakil_TRNLB Frames: 7 22 44 50  Animation:MUMumakil_SKL.MUMumakil_MFDA Frames: 4 10 15 20 
  3861.         AnimationSound = Sound: OliphantFootStep Animation:MUMumakil_SKL.MUMumakil_TRNL Frames: 45 80  Animation:MUMumakil_SKL.MUMumakil_WLKB1 Frames: 0 40 
  3862.         AnimationSound = Sound: OliphantFootStep Animation:MUMumakil_SKL.MUMumakil_TRNR Frames: 40 83  Animation:MUMumakil_SKL.MUMumakil_WLKB2 Frames: 0 40 
  3863.         AnimationSound = Sound: OliphantFootStep Animation:MUMumakil_SKL.MUMumakil_DECL1 Frames: 60  Animation:MUMumakil_SKL.MUMumakil_ATKA Frames: 103 
  3864.         AnimationSound = Sound: OliphantFootStep Animation:MUMumakil_SKL.MUMumakil_DECL2 Frames: 24  Animation:MUMumakil_SKL.MUMumakil_WLKA Frames: 7 30 48 72 
  3865.         AnimationSound = Sound: OliphantFootStep Animation:MUMumakil_SKL.MUMumakil_ATKB Frames: 115  Animation:MUMumakil_SKL.MUMumakil_DECL3 Frames: 25 
  3866.         AnimationSound = Sound: OliphantFootStep Animation:MUMumakil_SKL.MUMumakil_ATKC Frames: 36  Animation:MUMumakil_SKL.MUMumakil_DECL4 Frames: 59 68 
  3867.         AnimationSound = Sound: OliphantFootStep Animation:MUMumakil_SKL.MUMumakil_TRNRB Frames: 7 22 44 50  Animation:MUMumakil_SKL.MUMumakil_ATKD Frames: 55 63 
  3868.         AnimationSound = Sound: OliphantFootStep Animation:MUMumakil_SKL.MUMumakil_ACCL1 Frames: 29 51 59  Animation:MUMumakil_SKL.MUMumakil_ACCL2 Frames: 24 41 
  3869.         AnimationSound = Sound: OliphantIdleTrumpet Animation:MUMumakil_SKL.MUMumakil_IDLB Frames: 18 
  3870.         AnimationSound = Sound: MumakilRampageVox2 Animation:MUMumakil_SKL.MUMumakil_RPGA Frames: 103  Animation:MUMumakil_SKL.MUMumakil_RPGB Frames: 360 
  3871.         AnimationSound = Sound: MumakilRampageVox3 Animation:MUMumakil_SKL.MUMumakil_RPGB Frames: 6 
  3872.         AnimationSound = Sound: MumakilRampageStomp Animation:MUMumakil_SKL.MUMumakil_ATKA Frames: 39  Animation:MUMumakil_SKL.MUMumakil_RPGA Frames: 42 
  3873.         AnimationSound = Sound: MumakilRampageStomp Animation:MUMumakil_SKL.MUMumakil_RPGB Frames: 205  Animation:MUMumakil_SKL.MUMumakil_DIED Frames: 117 
  3874.   End
  3875.  
  3876.   Geometry = Box
  3877.   GeometryMajorRadius = 48.0
  3878.   GeometryMinorRadius = 24.0
  3879.   GeometryHeight = 88.8
  3880.   GeometryIsSmall = No
  3881.   
  3882.   DeadCollideSize = LARGE ; How big does the AOD consider this unit for damage fx & behavior.
  3883.  
  3884.   Shadow = SHADOW_VOLUME_NON_SELF_2; volumetric shadow that doesn't cast onto all objects using SHADOW_VOLUME_NON_SELF_1
  3885.   ShadowSizeX = 36; clamp the angle so shadow isn't as long.
  3886. ;  ShadowSizeX = 60;
  3887. ;  ShadowSizeY = 60;
  3888. ;  ShadowTexture = ShadowI;
  3889. End
  3890.  
  3891. ;;------------------------------------------------------------------------------
  3892. ; aka Drummer Troll Temp
  3893. Object MordorDrummerTroll_Temp
  3894.     ; ***ART Parameters ***
  3895.     ButtonImage = BMTrollCages_DrummerTroll
  3896.     
  3897.     Draw = W3DScriptedModelDraw ModuleTag_01  
  3898.     
  3899.         DefaultModelConditionState
  3900.             Model               = MuDrmTroll_SKN
  3901.         End
  3902.         
  3903.         IdleAnimationState
  3904.             Animation                   = IDLA
  3905.                 AnimationName         = MuDrmTroll_SKL.MuDrmTroll_IDLA
  3906.                 AnimationMode         = ONCE
  3907.                 AnimationBlendTime     = 10
  3908.             End
  3909.             Animation                   = IDLB
  3910.                 AnimationName         = MuDrmTroll_SKL.MuDrmTroll_IDLB
  3911.                 AnimationMode         = ONCE
  3912.                 AnimationBlendTime     = 10
  3913.                 AnimationPriority = 10
  3914.             End
  3915.             Animation                   = IDLC
  3916.                 AnimationName         = MuDrmTroll_SKL.MuDrmTroll_IDLC
  3917.                 AnimationMode         = ONCE
  3918.                 AnimationBlendTime     = 10
  3919.             End
  3920.             Animation                   = IDLD
  3921.                 AnimationName         = MuDrmTroll_SKL.MuDrmTroll_IDLD
  3922.                 AnimationMode         = ONCE
  3923.                 AnimationBlendTime     = 10
  3924.             End
  3925.         End
  3926.         
  3927.         AnimationState                = MOVING PANICKING
  3928.             Animation            = RUNM
  3929.                 AnimationName        = MuDrmTroll_SKL.MuDrmTroll_MFDA
  3930.                 AnimationMode        = LOOP
  3931.             End
  3932.             Flags                = RANDOMSTART
  3933.         End
  3934.         
  3935.         AnimationState                = MOVING WANDER
  3936.             Animation            = WLKA
  3937.                 AnimationName        = MuDrmTroll_SKL.MuDrmTroll_WLKA
  3938.                 AnimationMode        = LOOP
  3939.             End
  3940.         End
  3941.  
  3942.         AnimationState = MOVING
  3943.             Animation = Moving
  3944.                 AnimationName         = MuDrmTroll_SKL.MuDrmTroll_WLKA
  3945.                 AnimationMode         = LOOP
  3946.             End
  3947.             Flags = RANDOMSTART
  3948.             ;ParticleSysBone = None InfantryDustTrails
  3949.         End
  3950.         
  3951.         AnimationState                = MOVING
  3952.             Animation            = RUNA
  3953.                 AnimationName        = MuDrmTroll_SKL.MuDrmTroll_RUNA
  3954.                 AnimationMode        = LOOP
  3955.             End
  3956.             Flags                = RANDOMSTART
  3957.         End
  3958.         
  3959.         
  3960.         AnimationState                    = FIRING_OR_PREATTACK_A
  3961.             Animation                   = ATKA
  3962.                 AnimationName         = MuDrmTroll_SKL.MuDrmTroll_ATKA
  3963.                 AnimationMode         = LOOP
  3964.             End
  3965.         End
  3966.         
  3967.         AnimationState                = DYING AFLAME
  3968.             Animation            = Fire
  3969.                 AnimationName         = MuDrmTroll_SKL.MuDrmTroll_MFDA
  3970.                 AnimationMode         = LOOP
  3971.             End
  3972.         End    
  3973.         
  3974.         AnimationState                    = DYING
  3975.             Animation                   = DIEA
  3976.                 AnimationName         = MuDrmTroll_SKL.MuDrmTroll_DTHA
  3977.                 AnimationMode         = ONCE
  3978.             End
  3979.         End
  3980.         
  3981.         AnimationState                    = THROWN_PROJECTILE
  3982.             Animation                   = FLYA
  3983.                 AnimationName         = MuDrmTroll_SKL.MuDrmTroll_FLYA
  3984.                 AnimationMode         = LOOP
  3985.             End
  3986.         End
  3987.         
  3988.         AnimationState                    = STUNNED_STANDING_UP
  3989.             Animation                   = GTPA
  3990.                 AnimationName         = MuDrmTroll_SKL.MuDrmTroll_GTPA
  3991.                 AnimationMode         = ONCE
  3992.             End
  3993.         End
  3994.         
  3995.         AnimationState                    = STUNNED
  3996.             Animation                   = LNDA
  3997.                 AnimationName         = MuDrmTroll_SKL.MuDrmTroll_LNDA
  3998.                 AnimationMode         = ONCE
  3999.             End
  4000.         End
  4001.  
  4002.             AnimationState                 = HIT_REACTION HIT_LEVEL_1
  4003.             Animation             = Hit_Level_1_a
  4004.                       AnimationName         = MuDrmTroll_SKL.MuDrmTroll_HITA
  4005.                     AnimationMode = ONCE
  4006.             End
  4007.             End
  4008.  
  4009.             AnimationState                 = REACT_1
  4010.             Animation             = Click_React_1
  4011.                       AnimationName         = MuDrmTroll_SKL.MuDrmTroll_ATNB
  4012.                     AnimationMode = ONCE
  4013.             End
  4014.             End
  4015.     End
  4016.         
  4017. ; ***DESIGN parameters ***
  4018.     Side = Mordor
  4019.     EditorSorting = UNIT
  4020.     ThreatLevel = 1.0
  4021.     TransportSlotCount = 1
  4022.  
  4023.   WeaponSet
  4024.     Conditions          =  None
  4025.     Weapon              =  PRIMARY    MordorDrummerTrollPunch
  4026.   End
  4027.  
  4028.     ArmorSet
  4029.         Conditions      = None
  4030.         Armor           = NoArmor
  4031.         DamageFX        = NormalDamageFX
  4032.     End
  4033.  
  4034.  
  4035.  
  4036.   VisionRange = 40.0
  4037.   ShroudClearingRange = 120
  4038.   DisplayName = OBJECT:MordorDrummerTroll
  4039.   CrushableLevel = 0  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  4040. ;  CommandSet = MordorCaveTrollCommandSet
  4041.   CommandPoints = 1
  4042.     
  4043.  
  4044. ; *** AUDIO Parameters ***;
  4045.  
  4046.  
  4047.  
  4048. ; *** ENGINEERING Parameters ***
  4049.  
  4050.       RadarPriority = UNIT
  4051.       KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS MONSTER SCORE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT WORKING_PASSENGER NO_FREEWILL_ENTER PATH_THROUGH_INFANTRY
  4052.      
  4053.       Body = DelayedDeathBody ModuleTag_02
  4054.         MaxHealth         = 100                  ;BALANCE CaveTroll Health
  4055.         MaxHealthDamaged  = 50
  4056.         RecoveryTime      = 5000
  4057.         DoHealthCheck                = No            ; Don't want to get the delayed death behaviour when we die normally.
  4058.         DelayedDeathTime            = 5000
  4059.         CanRespawn                    = No            ; Unit can't get revived.
  4060.       End
  4061.   
  4062.     Behavior LifetimeUpdate LifetimeTag
  4063.         WaitForWakeUp    =    Yes
  4064.     End
  4065.    
  4066.     Behavior = AIUpdateInterface ModuleTag_03
  4067.             AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
  4068.              AILuaEventsList = TrollFunctions
  4069.              AttackPriority                =     AttackPriority_Cavalry
  4070.       End
  4071.  
  4072.     LocomotorSet
  4073.         Locomotor = HumanLocomotor
  4074.         Condition = SET_NORMAL 
  4075.         Speed     = 32
  4076.     End
  4077.  
  4078.     LocomotorSet
  4079.         Locomotor = HumanWanderLocomotor
  4080.         Condition = SET_WANDER
  4081.         Speed     = 32
  4082.     End 
  4083.  
  4084.   Behavior = HitReactionBehavior HitReactionBehaviorModuleTag
  4085.     HitReactionLifeTimer1 = 7 ; level 1 (light  damage)  hit reaction animations in frames (5 per sec)
  4086.     HitReactionLifeTimer2 = 15 ; level 2 (medium damage)  hit reaction animations in frames (5 per sec)
  4087.     HitReactionLifeTimer3 = 10 ; level 3 (heavy  damage)  hit reaction animations in frames (5 per sec)
  4088.  
  4089.     HitReactionThreshold1 = 0.0   ; level 1 (light  damage) threshold trigger
  4090.     HitReactionThreshold2 = 25.0  ; level 2 (medium damage) threshold trigger
  4091.     HitReactionThreshold3 = 50.0  ; level 3 (heavy  damage) threshold trigger
  4092.   End
  4093.  
  4094.   Behavior = ClickReactionBehavior ClickBehaviorModuleTag
  4095.     ClickReactionTimer = 600 ; 10 seconds in ticks
  4096.     ReactionFrames1 = 15  ; in frames (5 per sec)
  4097.     ReactionFrames2 = 7  ; in frames (5 per sec)
  4098.     ReactionFrames3 = 7  ; in frames (5 per sec)
  4099.     ReactionFrames4 = 15  ; in frames (5 per sec)
  4100.     ReactionFrames5 = 18 ; in frames (5 per sec)
  4101.   End
  4102.  
  4103.   Behavior = SlowDeathBehavior ModuleTag_50
  4104.     DeathTypes = ALL
  4105.     DestructionDelay = 35000
  4106.     DecayBeginTime = 5000
  4107.     SinkDelay = 18000
  4108.     SinkRate = 0.64     ; in Dist/Sec
  4109.     Sound = INITIAL TrollDie
  4110.     ProbabilityModifier = 50
  4111. ;   DeathFlags   = DYING; Tell model which death animation to play. Sets BOTH model condition and object status bits.
  4112.   End
  4113.  
  4114.       Behavior = PhysicsBehavior ModuleTag_04
  4115.             GravityMult = 1.0
  4116.             ShockStandingTime = 3000    ;msec
  4117.       End
  4118.  
  4119.  
  4120.     Behavior = SquishCollide ModuleTag_06
  4121.         ;nothing
  4122.     End
  4123.     
  4124.  
  4125.   Geometry = CYLINDER
  4126.   GeometryMajorRadius = 17.6
  4127.   GeometryHeight = 32.0
  4128.   GeometryIsSmall = No
  4129.   Shadow                = SHADOW_VOLUME
  4130.  
  4131. End
  4132.  
  4133.  
  4134. ;------------------------------------------------------------------------------
  4135. Object Water Plane
  4136.  
  4137.   ; *** ART Parameters ***
  4138.   Draw = W3DScriptedModelDraw ModuleTag_Draw
  4139.     DefaultModelConditionState
  4140.       Model               = WaterPlane
  4141.     End
  4142. End
  4143.  
  4144.   ; *** AUDIO Parameters ***
  4145.  
  4146.   ; ***DESIGN parameters ***
  4147.   EditorSorting     = SYSTEM
  4148.   ArmorSet
  4149.     Armor = NoArmor
  4150.   End
  4151.   VisionRange = 0.0
  4152.  
  4153.   ; *** ENGINEERING Parameters ***
  4154.   KindOf = IMMOBILE
  4155.  
  4156.     
  4157. End
  4158.  
  4159. Object MordorBase_DEMO
  4160.  
  4161.   ; *** ART Parameters ***
  4162.   Draw = W3DScriptedModelDraw ModuleTag_01
  4163.   OkToChangeModelColor = Yes
  4164.   
  4165.     DefaultModelConditionState
  4166.       Model = MBBlkGate
  4167.     End
  4168.     
  4169.   End
  4170.   
  4171.   BuildCost           = 500           ; BALANCE
  4172.   BuildTime           = 5.0           ; BALANCE
  4173.  
  4174.   ; *** AUDIO Parameters ***
  4175.   ; SoundAmbient = MordorBaseAmbientLoop
  4176.  
  4177.   ; ***DESIGN parameters ***
  4178.   DisplayName      = OBJECT:MordorBase
  4179.   Side = Mordor
  4180.   EditorSorting   = STRUCTURE
  4181.   ThreatLevel = 1.0
  4182.   ArmorSet
  4183.     Conditions        = None
  4184.     Armor             = NoArmor
  4185.     DamageFX          = None
  4186.   End
  4187.  
  4188.   ; *** ENGINEERING Parameters ***  
  4189.   KindOf                = STRUCTURE SELECTABLE IMMOBILE MADE_OF_WOOD
  4190.   RadarPriority = STRUCTURE
  4191.  
  4192.   Body                  = ActiveBody ModuleTag_02
  4193.     MaxHealth       = 2000.0
  4194.   End
  4195.  
  4196.   ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  4197.   ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  4198.   ; buildings automatically stick around because GarrisonContain has it's own DieModule
  4199.   Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
  4200.       DestructionDelay  = 2100
  4201.   End
  4202.  
  4203.   RemoveTerrainRadius = 105.0 ; Remove terrain around this structure for subterranean cracks effect. 
  4204.   
  4205.   Geometry              = BOX
  4206.   GeometryMajorRadius   = 8.0
  4207.   GeometryMinorRadius   = 8.0
  4208.   GeometryHeight        = 8.0
  4209.   GeometryIsSmall       = No
  4210.   Shadow                = SHADOW_VOLUME
  4211. End
  4212.  
  4213.  
  4214.  
  4215. ;------------------------------------------------------------------------------
  4216. ;------------------------------------------------------------------------------
  4217. ;------------------------------------------------------------------------------
  4218. ;------------------------------------------------------------------------------
  4219. ;
  4220. ;  Temp and Testing
  4221. ;
  4222. ;------------------------------------------------------------------------------
  4223. ;------------------------------------------------------------------------------
  4224. ;------------------------------------------------------------------------------
  4225.  
  4226. ;---------------------------------------------------------------------------
  4227. ;Mordor Fire Object
  4228. Object MordorFire
  4229.  
  4230.   ; *** ART Parameters ***
  4231.   Draw = W3DScriptedModelDraw ModuleTag_01
  4232.     DefaultModelConditionState
  4233.       Model = NONE ;MBfireStretch ;particle system only
  4234.      
  4235.   ;embers and smoke particle elements
  4236.       ParticleSysBone = emberBone VolcanoEmbers
  4237.       ParticleSysBone = emberBone MordorFire
  4238.       ParticleSysBone = fireBone SmokeShift
  4239.     End
  4240.   End
  4241.  
  4242.   ; *** AUDIO Parameters ***
  4243.     SoundAmbient = Campfire1AmbientLoop
  4244.  
  4245.   ; ***DESIGN parameters ***
  4246.   DisplayName     = OBJECT:Fire
  4247.   Side            = Mordor
  4248.   EditorSorting   = STRUCTURE
  4249.   ThreatLevel = 1.0
  4250.  
  4251.   ; *** ENGINEERING Parameters ***  
  4252.   KindOf          = SELECTABLE IMMOBILE
  4253.   Shadow          = SHADOW_VOLUME
  4254.   Body            = ActiveBody ModuleTag_03
  4255.     MaxHealth       = 99999.0
  4256.   End
  4257.  
  4258.   Geometry = CYLINDER
  4259.   GeometryMajorRadius = 2.4
  4260.   GeometryMinorRadius = 2.4
  4261.   GeometryHeight = 4.8
  4262.   GeometryIsSmall = Yes
  4263. End
  4264.  
  4265. ;------------------------------------------------------------------
  4266. ;Mordor AshFall
  4267. Object MordorAshFall
  4268.  
  4269.   ; *** ART Parameters ***
  4270.   Draw = W3DScriptedModelDraw ModuleTag_01
  4271.     DefaultModelConditionState
  4272.       Model = MBAshFall
  4273.   End
  4274. End
  4275.  
  4276.   ; *** AUDIO Parameters ***
  4277.  
  4278.   ; ***DESIGN parameters ***
  4279.   DisplayName     = OBJECT:Ashfall
  4280.   Side            = Mordor
  4281.   EditorSorting   = STRUCTURE
  4282.   ThreatLevel = 1.0
  4283.  
  4284.   ; *** ENGINEERING Parameters ***  
  4285.   KindOf          = SELECTABLE IMMOBILE
  4286.   Shadow          = SHADOW_VOLUME
  4287.   Body            = ActiveBody ModuleTag_03
  4288.     MaxHealth       = 99999.0
  4289.   End
  4290.  
  4291.   Geometry = CYLINDER
  4292.   GeometryMajorRadius = 2.4
  4293.   GeometryMinorRadius = 2.4
  4294.   GeometryHeight = 4.8
  4295.   GeometryIsSmall = Yes
  4296. End