home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
GameStar 2006 April
/
Gamestar_83_2006-04_dvd.iso
/
Dema
/
lotrbfme2_demo.exe
/
INI.big
/
data_ini_object_evilfaction_units_isengard_isengardpikeman.ini
< prev
next >
Wrap
Text File
|
2006-01-31
|
24KB
|
857 lines
; Moved from IsengardInfantry.INI Aug 24 2005
;------------------------------------------------------------------------------
; aka Isengard Pike Man UrukPikeman UrukHaiPikeman
Object IsengardPikeman ;BALANCE Isengard Pikeman
; *** ART Parameters ***
; This is required for garrisoned objects - please put in all objects.
ButtonImage = WOR_UrukPikemen
SelectPortrait = UPIsenguard_UrukPikeman
;SelectPortrait = SP_OrcAxe
Draw = W3DHordeModelDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = Yes
; specify options for static LODs
LodOptions = LOW
AllowMultipleModels = ALLOW_MULTIPLE_MODELS_LOW
MaxRandomTextures = MAX_RANDOM_TEXTURES_LOW
MaxRandomAnimations = MAX_RANDOM_ANIMATIONS_LOW
MaxAnimFrameDelta = MAX_ANIM_FRAME_DELTA_LOW
End
LodOptions = MEDIUM
AllowMultipleModels = ALLOW_MULTIPLE_MODELS_MED
MaxRandomTextures = MAX_RANDOM_TEXTURES_MED
MaxRandomAnimations = MAX_RANDOM_ANIMATIONS_MED
MaxAnimFrameDelta = MAX_ANIM_FRAME_DELTA_MED
End
LodOptions = HIGH
AllowMultipleModels = ALLOW_MULTIPLE_MODELS_HIGH
MaxRandomTextures = MAX_RANDOM_TEXTURES_HIGH
MaxRandomAnimations = MAX_RANDOM_ANIMATIONS_HIGH
MaxAnimFrameDelta = MAX_ANIM_FRAME_DELTA_HIGH
End
DefaultModelConditionState
Model = IUPikeman_SKN
Skeleton = IUPikeman_SKL
End
ModelConditionState = COMING_OUT_OF_FACTORY
Model = IUPikeman_SKN
Skeleton = IUPikeman_SKL
End
IdleAnimationState
Animation = IDLA
AnimationName = IUPikeman_IDLA
AnimationMode = ONCE
AnimationPriority = 30
AnimationBlendTime = 15
End
Animation = IDLB
AnimationName = IUPikeman_IDLB
AnimationMode = ONCE
AnimationPriority = 10
AnimationBlendTime = 15
End
Animation = IDLC
AnimationName = IUPikeman_IDLC
AnimationMode = ONCE
AnimationBlendTime = 15
End
StateName = Bored
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Planted" then CurDrawableSetTransitionAnimState("Trans_Down_To_Up") return end
if Prev == "Selected" or Prev == "Trans_Down_To_Up" then CurDrawableSetTransitionAnimState("TRANS_SB_Normal") end
EndScript
End
AnimationState = PASSENGER
Animation = Grabbed
AnimationName = IUPikeman_FLLA
AnimationMode = LOOP
End
End
AnimationState = FREEFALL
StateName = STATE_Falling
Animation = Falling
AnimationName = IUPikeman_FLYD
AnimationMode = LOOP
AnimationBlendTime = 10
End
End
;------special pikeman porcupine formation animations-----------------------------------
AnimationState = ALTERNATE_FORMATION FIRING_OR_PREATTACK_A
Animation = ATKC
AnimationName = IUPikeman_ATKA
AnimationMode = LOOP
UseWeaponTiming = Yes
End
End
AnimationState = ALTERNATE_FORMATION FIRING_OR_PREATTACK_A WEAPONSTATE_CLOSE_RANGE ;TEMP
Animation = ATKC
AnimationName = IUPikeman_ATKA
AnimationMode = ONCE
UseWeaponTiming = Yes
End
StateName = PikeUp
End
AnimationState = ALTERNATE_FORMATION MOVING BACKING_UP
Animation = Moving_Back
AnimationName = IUPikeman_BAKA
AnimationMode = LOOP
End
End
AnimationState = ALTERNATE_FORMATION MOVING
Animation = ATKC
AnimationName = IUPikeman_RUNB
AnimationMode = LOOP
End
End
AnimationState = ALTERNATE_FORMATION STUNNED_FLAILING
Animation = Flying_1
AnimationName = IUPikeman_FLYD
AnimationMode = LOOP
End
Flags = MAINTAIN_FRAME_ACROSS_STATES2
End
AnimationState = DYING BURNINGDEATH
Animation
AnimationName = IUPikeman_DIEC
AnimationMode = ONCE
AnimationBlendTime = 10
End
End
AnimationState = ALTERNATE_FORMATION DYING SPLATTED
Animation = Splat
AnimationName = IUPikeman_LNDD
AnimationMode = ONCE
End
End
AnimationState = ALTERNATE_FORMATION DYING AFLAME
Animation = Flaming_Death
AnimationName = IUPikeman_MFDA
AnimationMode = ONCE
End
End
AnimationState = ALTERNATE_FORMATION DYING
Animation = Dying_1
AnimationName = IUPikeman_DIEC
AnimationMode = ONCE
End
End
; --- stunned anims
AnimationState = ALTERNATE_FORMATION STUNNED_STANDING_UP
Animation = Standing_Back_Up
AnimationName = IUPikeman_GTPA
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.5 1.5
End
End
AnimationState = ALTERNATE_FORMATION STUNNED
Animation = Splattered_On_Ground
AnimationName = IUPikeman_LNDD
AnimationMode = ONCE
End
End
AnimationState = ALTERNATE_FORMATION PORCUPINE
Animation = ATKC
AnimationName = IUPikeman_IDLD
AnimationMode = LOOP
End
StateName = STATE_Planted
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev ~= "STATE_Planted" and Prev ~= "Trans_Up_To_Down" then CurDrawableSetTransitionAnimState("Trans_Up_To_Down") return end
EndScript
End
AnimationState = ALTERNATE_FORMATION
Animation = ATKC
AnimationName = IUPikeman_IDLD
AnimationMode = LOOP
End
End
;--------------------normal animations---------------------------
; --- stunned anims --- ;
AnimationState = STUNNED_FLAILING
Animation = Flying_1
AnimationName = IUPikeman_FLYD
AnimationMode = LOOP
End
Flags = MAINTAIN_FRAME_ACROSS_STATES2
End
AnimationState = DYING SPLATTED
Animation = Splat
AnimationName = IUPikeman_LNDD
AnimationMode = ONCE
End
End
; --- death anims --- ;
AnimationState = DYING AFLAME
Animation = Flaming_Death
AnimationName = IUPikeman_MFDA
AnimationMode = ONCE
End
End
AnimationState = DYING EMOTION_ALERT
Animation = Dying_2
AnimationName = IUPikeman_DIEC
AnimationMode = ONCE
End
End
AnimationState = DYING
Animation = Dying_2
AnimationName = IUPikeman_DTHA
AnimationMode = ONCE
End
Animation = Dying_2
AnimationName = IUPikeman_DTHB
AnimationMode = ONCE
End
End
AnimationState = BURNINGDEATH
Animation
AnimationName = IUPikeman_MFDA
AnimationMode = LOOP
Distance = 40
End
End
AnimationState = PARALYZED
Animation
AnimationName = IUPikeman_IDLA
AnimationMode = LOOP
End
End
AnimationState = STUNNED_STANDING_UP
Animation = Standing_Back_Up
AnimationName = IUPikeman_GTPA
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.5 1.5
End
End
AnimationState = STUNNED
StateName = STATE_Stunned
Animation = Splattered_On_Ground
AnimationName = IUPikeman_LNDD
AnimationMode = ONCE
End
End
AnimationState = COMING_OUT_OF_FACTORY
Animation = Being_Built
AnimationName = IUPikeman_RUNB
AnimationMode = LOOP
AnimationBlendTime = 0
End
End
AnimationState = MOVING FIRING_OR_PREATTACK_A
Animation = TrotAndFire
AnimationName = IUPikeman_ATRA
AnimationMode = LOOP
End
Flags = RANDOMSTART
;ParticleSysBone = None InfantryDustTrails
End
AnimationState = MOVING BACKING_UP
Animation = Moving_Back
AnimationName = IUPikeman_BAKA
AnimationMode = LOOP
End
End
AnimationState = MOVING EMOTION_AFRAID
Animation = Moving_1
AnimationName = IUPikeman_RUNB
AnimationMode = LOOP
End
Flags = MAINTAIN_FRAME_ACROSS_STATES
ParticleSysBone = None InfantryDustTrails
End
AnimationState = MOVING EMOTION_ALERT
Animation = Moving_1
AnimationName = IUPikeman_RUNB
AnimationMode = LOOP
End
Flags = MAINTAIN_FRAME_ACROSS_STATES
ParticleSysBone = None InfantryDustTrails
End
AnimationState = MOVING ATTACKING
Animation = Moving_1
AnimationName = IUPikeman_RUNB
AnimationMode = LOOP
End
Flags = MAINTAIN_FRAME_ACROSS_STATES
ParticleSysBone = None InfantryDustTrails
End
AnimationState = MOVING ENGAGED
Animation = Moving_1
AnimationName = IUPikeman_RUNB
AnimationMode = LOOP
End
Flags = MAINTAIN_FRAME_ACROSS_STATES
ParticleSysBone = None InfantryDustTrails
End
AnimationState = MOVING
Animation = Moving_1
AnimationName = IUPikeman_RUNA
AnimationMode = LOOP
End
ParticleSysBone = None InfantryDustTrails
End
; --- Attacking --- ;
AnimationState = FIRING_OR_PREATTACK_A
Animation = KickSinceWeAreMelee
AnimationName = IUPikeman_ATKC
AnimationMode = ONCE
UseWeaponTiming = Yes
End
End
; --- emotions --- ;
AnimationState = WAR_CHANT
Animation = Chant
AnimationName = IUPikeman_IDLC
AnimationMode = LOOP
End
End
AnimationState = EMOTION_AFRAID
Animation = FERA
AnimationName = IUPikeman_FERA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
AnimationState = EMOTION_CELEBRATING
Animation = CHRA
AnimationName = IUPikeman_CHRA
AnimationMode = ONCE
AnimationBlendTime = 10
End
Animation = CHRB
AnimationName = IUPikeman_CHRB
AnimationMode = ONCE
AnimationBlendTime = 10
End
Animation = TNTA
AnimationName = IUPikeman_TNTA
AnimationMode = ONCE
AnimationBlendTime = 10
End
Flags = RESTART_ANIM_WHEN_COMPLETE
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Planted" then CurDrawableSetTransitionAnimState("Trans_Down_To_Up") return end
EndScript
End
AnimationState = EMOTION_TAUNTING
Animation = TNTA
AnimationName = IUPikeman_TNTA
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.8 1.2
End
Animation = TNTB
AnimationName = IUPikeman_TNTB
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.8 1.2
End
Flags = RANDOMSTART RESTART_ANIM_WHEN_COMPLETE
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Planted" then CurDrawableSetTransitionAnimState("Trans_Down_To_Up") return end
EndScript
End
AnimationState = EMOTION_POINTING
Animation = Pointing1
AnimationName = IUPikeman_PNTA
AnimationMode = LOOP
End
Flags = RANDOMSTART
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Planted" then CurDrawableSetTransitionAnimState("Trans_Down_To_Up") return end
EndScript
End
AnimationState = EMOTION_ALERT
Animation = ALERT
AnimationName = IUPikeman_IDLE
AnimationMode = LOOP
End
Flags = RESTART_ANIM_WHEN_COMPLETE MAINTAIN_FRAME_ACROSS_STATES2
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Planted" then CurDrawableSetTransitionAnimState("Trans_Down_To_Up") return end
EndScript
End
AnimationState = ATTACKING
Animation = ALERT
AnimationName = IUPikeman_IDLE
AnimationMode = LOOP
End
Flags = RESTART_ANIM_WHEN_COMPLETE MAINTAIN_FRAME_ACROSS_STATES2
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Planted" then CurDrawableSetTransitionAnimState("Trans_Down_To_Up") return end
EndScript
End
AnimationState = ENGAGED
Animation = ALERT
AnimationName = IUPikeman_IDLE
AnimationMode = LOOP
End
Flags = RESTART_ANIM_WHEN_COMPLETE MAINTAIN_FRAME_ACROSS_STATES2
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Planted" then CurDrawableSetTransitionAnimState("Trans_Down_To_Up") return end
EndScript
End
AnimationState = JUST_BUILT
Animation = Being_Built
AnimationName = IUPikeman_BLDA
AnimationMode = ONCE
AnimationBlendTime = 0
End
End
AnimationState = RAISING_FLAG
Animation
AnimationName = IUPikeman_CHRA
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.9 1.1
End
Animation
AnimationName = IUPikeman_CHRB
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.9 1.1
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End
AnimationState = SELECTED
Animation = Selected_Loop
AnimationName = IUPikeman_IDLA
AnimationMode = LOOP
AnimationBlendTime = 10
End
StateName = Selected
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Planted" then CurDrawableSetTransitionAnimState("Trans_Down_To_Up") return end
if Prev == "Bored" then CurDrawableSetTransitionAnimState("TRANS_BS_Normal") end
EndScript
Flags = RESTART_ANIM_WHEN_COMPLETE
End
; --- transition states --- ;
TransitionState = Trans_Down_To_Up
Animation = Transition
AnimationName = IUPikeman_PLTB
AnimationMode = ONCE
End
End
TransitionState = Trans_Up_To_Down
Animation = Transition
AnimationName = IUPikeman_PLTA
AnimationMode = ONCE
End
End
TransitionState = TRANS_MovingToDown_Alt
Animation = Transition
AnimationName = IUPikeman_PLTC
AnimationMode = ONCE
End
End
TransitionState = TRANS_SR_Normal
Animation = Transition
AnimationName = IUPikeman_IDLF
AnimationMode = ONCE
End
End
TransitionState = TRANS_RS_Normal
Animation = Transition
AnimationName = IUPikeman_IDLF
AnimationMode = ONCE_BACKWARDS
End
Flags = START_FRAME_LAST
End
TransitionState = TRANS_BS_Normal
Animation = Transition
AnimationName = IUPikeman_IDLC
AnimationMode = ONCE
AnimationBlendTime = 20
AnimationMustCompleteBlend = yes
End
End
TransitionState = TRANS_SB_Normal
Animation = Transition
AnimationName = IUPikeman_IDLA
AnimationMode = ONCE
AnimationBlendTime = 10
AnimationMustCompleteBlend = yes
End
End
TransitionState = TRANS_BR_Normal
Animation = Transition
AnimationName = IUPikeman_IDLF
AnimationMode = ONCE
End
End
TransitionState = TRANS_RB_Normal
Animation = Transition
AnimationName = IUPikeman_IDLF
AnimationMode = ONCE_BACKWARDS
End
Flags = START_FRAME_LAST
End
TransitionState = TRANS_SR_Alt
End
TransitionState = TRANS_RS_Alt
End
TransitionState = TRANS_BS_Alt
End
TransitionState = TRANS_SB_Alt
End
TransitionState = TRANS_BR_Alt
End
TransitionState = TRANS_RB_Alt
End
End
#include "..\..\..\includes\StunDrawModuleSmall.inc"
; ***DESIGN parameters ***
Side = Isengard
EditorSorting = UNIT
ThreatLevel = 1.0
ThingClass = HORDE_UNIT
CommandPoints = 4
TransportSlotCount = TRANSPORTSLOTCOUNT_UNIT
WeaponSet
Conditions = None
Weapon = PRIMARY IsengardPikemanPike ;BALANCE Isengard Pikeman Weapon
End
ArmorSet
Conditions = None
Armor = PikemenArmor
DamageFX = NormalDamageFX
End
ArmorSet
Conditions = PLAYER_UPGRADE
Armor = PikemenHeavyArmor
DamageFX = NormalDamageFX
End
; This is required so that the build phase lasts as long as the anim.
BuildFadeInOnCreateTime = 0 ; 2.0 ;temporarily set to 0
VisionRange = ISENGARD_URUKPIKEMAN_VISION_RANGE
ShroudClearingRange = SHROUD_CLEAR_STANDARD
VisionSide = 35%
VisionRear = 25%
MaxVisionBonusPercent = 300%
VisionBonusTestRadius = 200
VisionBonusPercentPerFoot = 2.0%
BountyValue = ISENGARD_URUKPIKEMAN_BOUNTY_VALUE
DisplayName = OBJECT:IsengardPikeman
CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CrusherLevel = 0 ;What can I crush?: 0 = small animals, 1 = infantry, 2 = trees, 3 = vehicles
CrushRevengeWeapon = AntiCavalryInfantryCrushRevenge
CommandSet = IsengardPikemanCommandSet
; *** AUDIO Parameters ***;
;VoiceAmbushed = UrukWarriorVoiceAmbushed OBSOLETE VOICE
VoiceAttack = UrukPikemanVoiceAttackMS
VoiceAttackCharge = UrukPikemanVoiceAttackCharge
VoiceAttackStructure = UrukPikemanVoiceAttackBuilding
VoiceAttackMachine = UrukPikemanVoiceAttack
VoiceCreated = EVA:UrukPikemanCreated
VoiceFullyCreated = EVA:UrukPikemanCreated
VoiceMove = UrukPikemanVoiceMoveMS
VoiceMoveToCamp = UrukPikemanVoiceMoveCamp
VoiceMoveWhileAttacking = UrukPikemanVoiceDisengage
VoicePriority = 52
VoiceRetreatToCastle = UrukPikemanVoiceRetreat
VoiceSelect = UrukPikemanVoiceSelectMS
VoiceSelectBattle = UrukPikemanVoiceSelectBattle
VoiceGuard = UrukPikemanVoiceMove
VoiceEnterStateAttack = UrukPikemanVoiceEnterStateAttack
VoiceEnterStateAttackCharge = UrukPikemanVoiceEnterStateAttackCharge
VoiceEnterStateAttackStructure = UrukPikemanVoiceEnterStateAttackBuilding
VoiceEnterStateAttackMachine = UrukPikemanVoiceEnterStateAttackBuilding
VoiceEnterStateMove = UrukPikemanVoiceEnterStateMove
VoiceEnterStateMoveToCamp = UrukPikemanVoiceEnterStateMoveCamp
VoiceEnterStateMoveWhileAttacking = UrukPikemanVoiceEnterStateDisengage
VoiceEnterStateRetreatToCastle = UrukPikemanVoiceEnterStateRetreat
UnitSpecificSounds
VoiceGarrison = UrukPikemanVoiceGarrison
VoiceEnterUnitSlaughterHouse = UrukPikemanVoiceGarrisonSlaughterHouse
VoiceEnterUnitEvilMenTransportShip = UrukPikemanVoiceMoveMS
VoiceEnterUnitMordorMumakil = UrukPikemanVoiceMoveMS
VoiceInitiateCaptureBuilding = UrukPikemanVoiceMoveMS
End
CrowdResponseKey = Uruk
#include "..\..\..\includes\StandardUnitEvaEvents.inc"
;EvaEventDieOwner = GroupPikemanDie ;Eva event to trigger on unit's death. NOTICE THAT this is only for permanent deaths
;For deaths you can respawn from, use the DeathFX
ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_foo
ModelCondition = Required:RAISING_FLAG Excluded:DYING ENGAGED Sound:EmotionUrukCompilationVoxTauntSinglesLoop
End
Behavior = LargeGroupAudioUpdate ModuleTag_LGAU ;Tie into LargeGroupAudio system
Key = Orc_Infantry UrukHai_Pikeman
End
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
MaxUpdateRangeCap = 800
AnimationSound = Sound:BodyFallOrc Animation:IUPikeman_SKL.IUPikeman_DIEC Frames:56
AnimationSound = Sound:BodyFallOrc Animation:IUPikeman_SKL.IUPikeman_DTHA Frames:23
AnimationSound = Sound:BodyFallOrc Animation:IUPikeman_SKL.IUPikeman_DTHB Frames:34
AnimationSound = Sound:BodyFallOrc Animation:IUPikeman_SKL.IUPikeman_LNDD Frames:2
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE THROWN_OBJECT GRAB_AND_DROP URUK ATTACK_NEEDS_LINE_OF_SIGHT CAN_USE_SIEGE_TOWER
Body = PorcupineFormationBodyModule ModuleTag_porcupineFormation
CheerRadius = EMOTION_CHEER_RADIUS
MaxHealth = ISENGARD_URUKPIKEMAN_HEALTH ;BALANCE Isengard Pikeman Health
MaxHealthDamaged = ISENGARD_URUKPIKEMAN_HEALTH_DAMAGED
;RecoveryTime = ISENGARD_URUKPIKEMAN_HEALTH_RECOVERY_TIME
DamageWeaponTemplate = PikemenPorcupineDamage
CrushDamageWeaponTemplate = PikemenPorcupineCrushDamage
CrusherLevelResisted = 1; ;What crusher level can I resist?: 1 = infantry, 2 = trees, 3 = vehicles
BurningDeathBehavior = Yes
BurningDeathFX = FX_InfantryBurningFlame
CheerRadius = EMOTION_CHEER_RADIUS
End
;Heavy Armor
Behavior = ArmorUpgrade ArmorUpgradeModuleTag
TriggeredBy = Upgrade_IsengardHeavyArmor
ArmorSetFlag = PLAYER_UPGRADE
End
Behavior = SubObjectsUpgrade Armor_Upgrade
TriggeredBy = Upgrade_IsengardHeavyArmor
UpgradeTexture = IUUrukahi.tga 0 IUUrukahi_HA.tga
UpgradeTexture = IUUrukahi_L.tga 0 IUUrukahi_HA.tga
UpgradeTexture = IUUrukahi_M.tga 0 IUUrukahi_HA.tga
RecolorHouse = Yes
ExcludeSubobjects = Forged_Blade
End
Behavior = SubObjectsUpgrade ForgedBlades_Upgrade
TriggeredBy = Upgrade_IsengardForgedBlades
ShowSubObjects = Forged_Blade
End
Behavior = StatusBitsUpgrade ForgedBlades_UpgradeDetection
TriggeredBy = Upgrade_IsengardForgedBlades
End
Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
AILuaEventsList = IsengardFighterFunctions
MoodAttackCheckRate = 500
HoldGroundCloseRangeDistance = 80
AttackPriority = AttackPriority_Spearman
BurningDeathTime = BURNINGDEATH_DURATION_INFANTRY
End
LocomotorSet
Locomotor = HumanLocomotor
Condition = SET_NORMAL
Speed = NORMAL_EVIL_FAST_MEMBER_SPEED
End
LocomotorSet
Locomotor = BurningDeathLocomotorInfantry
Condition = SET_BURNINGDEATH
Speed = BURNINGDEATH_WANDERSPEED_INFANTRY
End
Behavior = PhysicsBehavior ModuleTag_04
GravityMult = 1.0
ShockStunnedTimeLow = 1400 ;msec
ShockStunnedTimeHigh = 2400 ;msec
ShockStandingTime = 2133 ;msec
End
; Doesn't work. We are a melee horde now. So we are just gonna have one weapon
; Behavior = AimWeaponBehavior AimWeaponModuleTag
; AimHighThreshold = 0.15
; End
Behavior = SlowDeathBehavior ModuleTag_05
DeathTypes = ALL -KNOCKBACK
SinkDelay = 3000
SinkRate = 0.40 ; in Dist/Sec
DestructionDelay = 8000
Sound = INITIAL UrukVoiceDie ;UrukWarriorVoiceDie
End
Behavior = SquishCollide ModuleTag_06
;nothing
End
Behavior = SlowDeathBehavior ModuleTag_07
; Same as normal death, but no sound (sound already played by SoundImpact = ... )
DeathTypes = NONE +KNOCKBACK
SinkDelay = 3000
SinkRate = 0.40 ; in Dist/Sec
DestructionDelay = 8000
Sound = INITIAL UrukVoiceDie
End
Behavior = BezierProjectileBehavior ModuleTag_08 ; Module starts asleep, and wakes up when thrown.
;
FirstHeight = 24 ; Height of Bezier control points above highest intervening terrain
SecondHeight = 24
FirstPercentIndent = 30% ; Percentage of shot distance control points are placed
SecondPercentIndent = 70%
TumbleRandomly = Yes
CrushStyle = Yes ; I don't detonate, I just hit
DieOnImpact = Yes
BounceCount = 1 ; When I hit the ground, I'll arc again
BounceDistance = 40 ; this far
BounceFirstHeight = 24 ; Height of Bezier control points above highest intervening terrain
BounceSecondHeight = 24
BounceFirstPercentIndent = 20% ; Percentage of shot distance control points are placed
BounceSecondPercentIndent = 80%
GroundHitFX = FX_ThrownRockGroundHit
GroundBounceFX = FX_ThrownRockBounceHit
End
Behavior = HordeMemberCollide ModuleTag_HMC
;nothing
End
; Doesn't work. We are a melee horde now. So we are just gonna have one weapon
; Behavior = DualWeaponBehavior ModuleTag_09
; SwitchWeaponOnCloseRangeDistance = 40
;End
Geometry = CYLINDER
GeometryMajorRadius = 8.0
GeometryMinorRadius = 8.0
GeometryHeight = 19.2
GeometryIsSmall = Yes
Shadow = SHADOW_DECAL
ShadowSizeX = 21;
ShadowSizeY = 21;
ShadowTexture = ShadowI;
End