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Text File  |  2006-01-31  |  18KB  |  589 lines

  1. ;;------------------------------------------------------------------------------
  2. ; aka Drummer Troll
  3. Object MordorDrummerTroll
  4.     ; ***ART Parameters ***
  5.     ButtonImage    = WOR_DrummerTroll
  6.     SelectPortrait    = UPMordor_DrummerTroll
  7.  
  8.     DescriptionStrategic = CONTROLBAR:LW_ToolTip_MordorDrummerTroll
  9.     
  10.     Draw = W3DScriptedModelDraw ModuleTag_01  
  11.           
  12.           OkToChangeModelColor = Yes
  13.           
  14.           StaticModelLODMode = Yes
  15.           
  16.         DefaultModelConditionState
  17.             Model               = MuDrmTroll_SKN
  18.             Skeleton            = MuDrmTroll_SKL
  19.         End
  20.         
  21.         IdleAnimationState
  22.             StateName = STATE_Idle
  23.             
  24.             Animation                   = SticksDownBreathe
  25.                 AnimationName         = MuDrmTroll_IDLB
  26.                 AnimationMode         = ONCE
  27.                 AnimationPriority    = 10
  28.             End
  29.             Animation                   = SticksDownBreathe
  30.                 AnimationName         = MuDrmTroll_IDLB
  31.                 AnimationMode         = ONCE
  32.                 AnimationPriority    = 10
  33.             End
  34.             Animation                   = ButtScratch                                            
  35.                 AnimationName         = MuDrmTroll_IDLC
  36.                 AnimationMode         = ONCE
  37.                 AnimationPriority    = 1
  38.             End
  39.             BeginScript
  40.                 Prev = CurDrawablePrevAnimationState()
  41.                 if Prev == "STATE_Selected" then CurDrawableSetTransitionAnimState("TRANS_SelectedToIdle") end
  42.             EndScript
  43.         End
  44.     
  45.     ModelConditionState = DYING BURNINGDEATH
  46.         Model               = MuDrmTroll_SKN        
  47.     End
  48.  
  49.     AnimationState            = DYING BURNINGDEATH
  50.         Animation
  51.             AnimationName    = MuDrmTroll_DTHA
  52.             AnimationMode    = ONCE
  53.             AnimationBlendTime = 10
  54.         End
  55.     End
  56.  
  57.         
  58.     ; Splatted death goes first, independant of death flags
  59.     ModelConditionState    = DYING DECAY SPLATTED
  60.         Model                = MUDrmTroll_DISB
  61.         Skeleton             = MUDrmTroll_DISB 
  62.         RetainSubObjects = Yes
  63.     End;
  64.  
  65.     AnimationState         = DYING DECAY SPLATTED 
  66.         Animation            = dead1
  67.             AnimationName       = MUDrmTroll_DISB
  68.             AnimationMode      = ONCE
  69.         End
  70.     End
  71.  
  72.     ModelConditionState    = DYING DECAY 
  73.         Model                = MUDrmTroll_DISA
  74.         Skeleton             = MUDrmTroll_DISA
  75.         RetainSubObjects = Yes
  76.     End;
  77.  
  78.     AnimationState         = DYING DECAY  
  79.         Animation            = dead1
  80.             AnimationName       = MUDrmTroll_DISA
  81.             AnimationMode      = ONCE
  82.         End
  83.     End
  84.  
  85.         AnimationState            = BURNINGDEATH
  86.             Animation
  87.                 AnimationName    = MuDrmTroll_MFDA
  88.                 AnimationMode    = LOOP
  89.                 Distance        = 100
  90.             End
  91.         End
  92.  
  93.         AnimationState                    = STUNNED_FLAILING
  94.             Animation                   = FLYA
  95.                 AnimationName         = MuDrmTroll_FLYA
  96.                 AnimationMode         = LOOP
  97.             End
  98.         End
  99.         
  100.         AnimationState = DYING SPLATTED
  101.             Animation
  102.                 AnimationName = MuDrmTroll_LNDA
  103.                 AnimationMode = ONCE
  104.             End
  105.         End
  106.  
  107.         ModelConditionState = DYING
  108.             Model               = MuDrmTroll_SKN        
  109.         End
  110.  
  111.         AnimationState                    = DYING
  112.             Animation                   = DIEA
  113.                 AnimationName         = MuDrmTroll_DTHA
  114.                 AnimationMode         = ONCE
  115.             End
  116.             ParticleSysBone = B_PELVIS TrollDrmSplatDust FollowBone:Yes
  117.             ParticleSysBone = BAT_HEAD TrollDrmSplatDust FollowBone:Yes
  118.         End
  119.  
  120.         //Turned to Stone
  121.         ModelConditionState = STONED 
  122.             Model            = MuDrmTroll_SKN
  123.             Texture            = MuDrmTroll.tga MUDrmTroll_R.tga
  124.         End         
  125.  
  126.         AnimationState        = STONED
  127.             Animation            = Stoned
  128.                 AnimationName        = MuDrmTroll_IDLB
  129.                 AnimationMode        = MANUAL
  130.                 AnimationBlendTime    = 10
  131.             End
  132.             Flags    = START_FRAME_LAST
  133.         End
  134.         
  135.         AnimationState                    = STUNNED_STANDING_UP
  136.             Animation                   = GTPA
  137.                 AnimationName         = MuDrmTroll_GTPA
  138.                 AnimationMode         = ONCE
  139.             End
  140.         End
  141.         
  142.         AnimationState                    = STUNNED
  143.             Animation                   = LNDA
  144.                 AnimationName         = MuDrmTroll_LNDA
  145.                 AnimationMode         = ONCE
  146.             End
  147.             ParticleSysBone = B_PELVIS TrollDrmFallDust FollowBone:Yes
  148.             ParticleSysBone = BAT_HEAD TrollDrmFallDust FollowBone:Yes
  149.         End
  150.  
  151.         
  152.         AnimationState                        = PARALYZED
  153.             Animation
  154.                 AnimationName                = MuDrmTroll_IDLB
  155.                 AnimationMode                = LOOP
  156.             End
  157.         End
  158.  
  159.         AnimationState = PACKING_TYPE_1                                        ; The roar special power.
  160.             Animation
  161.                 AnimationName = MuDrmTroll_IDLD 
  162.                 AnimationMode = LOOP
  163.             End
  164.             EnteringStateFX = FX_FearBlast
  165.         End
  166.  
  167.         AnimationState = MOVING FIRING_OR_PREATTACK_A
  168.             Animation = TrotAndFire
  169.                 AnimationName = MuDrmTroll_ATRA
  170.                 AnimationMode = LOOP
  171.             End
  172.             Flags = RANDOMSTART
  173.             ;ParticleSysBone = None InfantryDustTrails
  174.         End
  175.         
  176.         
  177.         AnimationState                 = TURN_LEFT
  178.             Animation = Moving
  179.                 AnimationName         = MuDrmTroll_TRNL
  180.                 AnimationMode         = LOOP
  181.                 AnimationBlendTime     = 10
  182.             End
  183.             ParticleSysBone = None InfantryDustTrails
  184.         End
  185.  
  186.         AnimationState                 = TURN_RIGHT
  187.             Animation = Moving
  188.                 AnimationName         = MuDrmTroll_TRNR
  189.                 AnimationMode         = LOOP
  190.                 AnimationBlendTime     = 10
  191.             End
  192.             ParticleSysBone = None InfantryDustTrails
  193.         End
  194.         
  195.         AnimationState                = MOVING PANICKING
  196.             Animation            = RUNM
  197.                 AnimationName        = MuDrmTroll_MFDA
  198.                 AnimationMode        = LOOP
  199.             End
  200.             Flags                = RANDOMSTART
  201.         End
  202.         
  203.         AnimationState                = MOVING WANDER
  204.             Animation            = WLKA
  205.                 AnimationName        = MuDrmTroll_WLKA
  206.                 AnimationMode        = LOOP
  207.             End
  208.             FXEvent    = Frame:6 FireWhenSkipped Name:FX_TrollRightFootStep
  209.             FXEvent    = Frame:26 FireWhenSkipped Name:FX_TrollLeftFootStep
  210.             FXEvent    = Frame:45 FireWhenSkipped Name:FX_TrollRightFootStep
  211.             FXEvent    = Frame:65 FireWhenSkipped Name:FX_TrollLeftFootStep
  212.         End
  213.  
  214.         AnimationState = MOVING
  215.             Animation = Moving
  216.                 AnimationName         = MuDrmTroll_WLKA
  217.                 AnimationMode         = ONCE
  218.                 AnimationPriority = 20
  219.                 Distance = 55 
  220.             End
  221.             Animation = Moving
  222.                 AnimationName         = MuDrmTroll_WLKA
  223.                 AnimationMode         = ONCE
  224.                 AnimationPriority = 20
  225.                 Distance = 55 
  226.             End
  227.             Animation = DrumCorp
  228.                 AnimationName         = MuDrmTroll_WLKB
  229.                 AnimationMode         = ONCE
  230.                 AnimationPriority = 1
  231.                 Distance = 55 
  232.             End
  233.             Flags = RESTART_ANIM_WHEN_COMPLETE
  234.             FXEvent    = Frame:6 FireWhenSkipped Name:FX_TrollRightFootStep
  235.             FXEvent    = Frame:26 FireWhenSkipped Name:FX_TrollLeftFootStep
  236.             FXEvent    = Frame:45 FireWhenSkipped Name:FX_TrollRightFootStep
  237.             FXEvent    = Frame:65 FireWhenSkipped Name:FX_TrollLeftFootStep
  238.         End
  239.         
  240.         AnimationState                    = FIRING_OR_PREATTACK_A
  241.             Animation                   = StickSwipe
  242.                 AnimationName         = MuDrmTroll_ATKA
  243.                 AnimationMode = ONCE
  244.                 UseWeaponTiming = Yes
  245.             End
  246.             Animation                   = FrontKick
  247.                 AnimationName         = MuDrmTroll_ATKB
  248.                 AnimationMode = ONCE
  249.                 UseWeaponTiming = Yes
  250.             End
  251. ;            ParticleSysBone = B_STICKR TrollDrmAtk  FollowBone:Yes        ;removed because kick has Dust Effect
  252.             BeginScript
  253.                 if CurDrawableIsCurrentTargetKindof("STRUCTURE") or CurDrawableIsCurrentTargetKindof("MONSTER") then
  254.                     return ("FrontKick")
  255.                 else
  256.                     return ("StickSwipe")
  257.                 end
  258.             EndScript
  259.         End
  260.         
  261.         AnimationState                 = HIT_REACTION HIT_LEVEL_1 SELECTED
  262.             Animation             = Hit_Level_1_a
  263.                       AnimationName         = MuDrmTroll_HITB
  264.                     AnimationMode = ONCE
  265.             End
  266.         End
  267.  
  268.         AnimationState                 = HIT_REACTION HIT_LEVEL_1
  269.             Animation             = Hit_Level_1_a
  270.                       AnimationName         = MuDrmTroll_HITA
  271.                     AnimationMode = ONCE
  272.             End
  273.         End
  274.  
  275.         AnimationState = WAR_CHANT
  276.             Animation = Chant
  277.                 AnimationName = MuDrmTroll_IDLD 
  278.                 AnimationMode = LOOP
  279.             End
  280.         End
  281.         
  282.         AnimationState        = SELECTED
  283.             StateName           = STATE_Selected
  284.             Animation           = SticksUpBreathe
  285.                 AnimationName     = MuDrmTroll_ATNB
  286.                 AnimationMode     = ONCE
  287.                 AnimationPriority = 10
  288.             End
  289.             Animation           = SticksUpBreathe
  290.                 AnimationName     = MuDrmTroll_ATNB
  291.                 AnimationMode     = ONCE
  292.                 AnimationPriority = 10
  293.             End
  294.             
  295.             Flags = RESTART_ANIM_WHEN_COMPLETE
  296.             BeginScript
  297.                 Prev = CurDrawablePrevAnimationState()
  298.                 if Prev == "STATE_Idle" then CurDrawableSetTransitionAnimState("TRANS_IdleToSelected") end
  299.             EndScript
  300.         End
  301.  
  302. ; --------- Just built ------------
  303.         
  304.     AnimationState = JUST_BUILT
  305.         Animation
  306.             AnimationName = MuDrmTroll_BLDA
  307.             AnimationMode = ONCE
  308.             AnimationBlendTime = 0
  309. ;            AnimationSpeedFactorRange = 0.9 0.9            
  310.         End    
  311.     End    
  312.             
  313.         TransitionState       = TRANS_IdleToSelected
  314.             Animation           = ATNA
  315.                 AnimationName     = MuDrmTroll_ATNA
  316.                 AnimationMode     = ONCE
  317.                 AnimationSpeedFactorRange = 0.9 1.0
  318.             End
  319.         End
  320.         TransitionState       = TRANS_SelectedToIdle
  321.             Animation           = ATNA
  322.                 AnimationName     = MuDrmTroll_ATNA
  323.                 AnimationMode     = ONCE_BACKWARDS 
  324.                 AnimationSpeedFactorRange = 0.9 1.0
  325.             End
  326.             Flags = START_FRAME_LAST
  327.         End
  328.  
  329.     End
  330.     
  331.     
  332.     Draw = W3DScriptedModelDraw DustEffects
  333.         DefaultModelConditionState
  334.           Model = None
  335.         End
  336.         IdleAnimationState
  337.         End
  338.         AnimationState =  MOVING WADING
  339.             ParticleSysBone = None FootstepSlash
  340.         End
  341.         AnimationState = MOVING ACCELERATE
  342.             ParticleSysBone = None GenericSiegeTrailDust
  343.         End
  344.         AnimationState =  MOVING ACCELERATE
  345.             ParticleSysBone = None GenericSiegeTrailDust
  346.         End
  347.         AnimationState = MOUNTED MOVING
  348.         End
  349.     End
  350.         
  351.     #include "..\..\..\includes\StunDrawModuleLarge.inc"
  352.  
  353. ; ***DESIGN parameters ***
  354.     Side                = Mordor
  355.     EditorSorting        = UNIT
  356.     
  357.     ThreatLevel            = MORDOR_DRUMMERTROLL_THREAT_LEVEL
  358.     ThreatBreakdown MordorDrummerTroll_DetailedThreat
  359.         AIKindOf = CAVALRY
  360.     End
  361.     
  362.     TransportSlotCount    = TRANSPORTSLOTCOUNT_MONSTER
  363.  
  364.     WeaponSet
  365.         Conditions          =  None
  366.         Weapon              =  PRIMARY    MordorDrummerTrollPunch
  367.     End
  368.  
  369.     ArmorSet
  370.         Conditions      = None
  371.         Armor           = CavalryArmor
  372.         DamageFX        = NormalDamageFX
  373.     End
  374.  
  375.     BuildFadeInOnCreateTime = 4.7
  376.     
  377.       VisionRange = VISION_STANDARD_MELEE
  378.       ShroudClearingRange = SHROUD_CLEAR_TROLL
  379.     ShockwaveResistance = SHOCKWAVE_RESISTANCE_STRONG
  380.     BountyValue        = MORDOR_DRUMMERTROLL_BOUNTY_VALUE
  381.     DisplayName        = OBJECT:MordorDrummerTroll
  382.  
  383.     CrushableLevel    = 2                                    ; What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  384.     CrusherLevel    = 1    
  385.     UseCrushAttack    = No                                ; Don't attack using crush, just crush when you walk through.  
  386.     CrushWeapon        = TrollCrush
  387.     
  388.     CommandSet        = MordorDrummerTrollCommandSet
  389.     CommandPoints    = 25
  390.  
  391.  
  392. ; *** AUDIO Parameters ***;
  393.  
  394.     VoiceAttack            = TrollVoiceAttack
  395.     VoiceCreated        = EVA:DrummerTrollCreated
  396.     VoiceFullyCreated     = EVA:DrummerTrollCreated
  397.     VoiceMove            = TrollVoiceMove
  398.     VoicePriority        = 18
  399.     VoiceSelect            = TrollVoiceSelect
  400.     VoiceGuard            = TrollVoiceMove
  401.     SoundImpact            = ImpactHorse
  402.     
  403.     UnitSpecificSounds
  404.         VoiceEnterUnitEvilMenTransportShip    = TrollVoiceMove
  405.         VoiceEnterUnitMordorMumakil            = TrollVoiceMove
  406.         VoiceEnterUnitSlaughterHouse        = TrollVoiceMove
  407.         VoiceGarrison                        = TrollVoiceMove
  408.         VoiceInitiateCaptureBuilding        = TrollVoiceMove
  409.     End
  410.  
  411.     ;UnitSpecificSounds
  412.     ;    VoiceGarrison        = NoSound
  413.     ;End
  414.  
  415.     #include "..\..\..\includes\StandardUnitEvaEvents.inc"
  416.  
  417.     Behavior = AttributeModifierAuraUpdate ModuleTag_Leadership
  418.         StartsActive    = Yes
  419.         BonusName        = GenericHeroLeadership
  420.         RefreshDelay    = 2000
  421.         Range            = 200
  422.         AntiCategory    = BUFF
  423.         ObjectFilter    = GENERIC_BUFF_RECIPIENT_OBJECT_FILTER
  424.     End
  425.  
  426.     Behavior = LargeGroupAudioUpdate ModuleTag_LGAU            ;Tie into LargeGroupAudio system
  427.           Key = Troll
  428.     End
  429.  
  430.     ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
  431.         MaxUpdateRangeCap = 800
  432.         AnimationSound = Sound:DrummerTrollWalkingVox                Animation:MUDRMTROLL_SKL.MUDRMTROLL_WLKA Frames:33 75
  433.         AnimationSound = Sound:DrummerTrollWalkingVox                Animation:MUDRMTROLL_SKL.MUDRMTROLL_WLKB Frames:33 75
  434.         AnimationSound = Sound:TrollRoar                        Animation:MUDRMTROLL_SKL.MUDRMTROLL_IDLD Frames:0    
  435.         AnimationSound = Sound:TrollRoar                        Animation:MuDrmTroll_SKL.MuDrmTroll_MFDA Frames:30 
  436.         AnimationSound = Sound:DrummerTrollCreatedRoar                Animation:MUDRMTROLL_SKL.MUDRMTROLL_BLDA Frames:85 
  437.         ;AnimationSound = Sound:TrollRoar    ExcludedMC:Selected        Animation:MuDrmTroll_SKL.MuDrmTroll_ATNA Frames:15
  438.         AnimationSound = Sound:TrollRoar    ExcludedMC:Selected        Animation:MuDrmTroll_SKL.MuDrmTroll_ATNA Frames:28
  439.         ;note:  "ExcludedMC:Selected" in the above syntax prevents backwards and forwards animationsound issue
  440.         AnimationSound = Sound:DrumHit                        Animation:MUDRMTROLL_SKL.MUDRMTROLL_IDLD Frames:4 14 21 32 38 48 
  441.         AnimationSound = Sound:DrumHit                        Animation:MUDRMTROLL_SKL.MUDRMTROLL_WLKA Frames:38 41 80
  442.         AnimationSound = Sound:DrumHit                        Animation:MUDRMTROLL_SKL.MUDRMTROLL_WLKB Frames:36 40 53 67 80
  443.         AnimationSound = Sound:DrumHit                        Animation:MUDRMTROLL_SKL.MUDRMTROLL_BLDA Frames:100 104
  444.         AnimationSound = Sound:TrollBodyfall                    Animation:MUDRMTROLL_SKL.MUDRMTROLL_DTHA Frames:40
  445.         AnimationSound = Sound:TrollBodyfall                    Animation:MUDRMTROLL_SKL.MUDRMTROLL_LNDA Frames:3 21
  446.         AnimationSound = Sound:TrollFootstep                    Animation:MUDRMTROLL_SKL.MUDRMTROLL_BLDA Frames:35 49 68 80 91
  447.         AnimationSound = Sound:TrollFootstep                    Animation:MUDRMTROLL_SKL.MUDRMTROLL_WLKA Frames:2 22 42 62 
  448.         AnimationSound = Sound:TrollFootstep                    Animation:MUDRMTROLL_SKL.MUDRMTROLL_WLKB Frames:2 22 42 62 
  449.         AnimationSound = Sound:TrollFootstep                    Animation:MuDrmTroll_SKL.MuDrmTroll_GTPA Frames:19 44 78
  450.         AnimationSound = Sound:TrollFootstep                    Animation:MuDrmTroll_SKL.MuDrmTroll_MFDA Frames:10 22 35 47 
  451.         AnimationSound = Sound:TrollFootstep                    Animation:MuDrmTroll_SKL.MuDrmTroll_TRNL Frames:15 24
  452.         AnimationSound = Sound:TrollFootstep                    Animation:MuDrmTroll_SKL.MuDrmTroll_TRNR Frames:15 24 
  453.         AnimationSound = Sound:TrollFootstep                    Animation:MuDrmTroll_SKL.MuDrmTroll_DTHA Frames:11 18
  454.         AnimationSound = Sound:TrollFootstep                    Animation:MuDrmTroll_SKL.MuDrmTroll_RUNA Frames:10 22
  455.     End
  456.     
  457.  
  458. ; *** ENGINEERING Parameters ***
  459.  
  460.       RadarPriority = UNIT
  461.       KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS TROLL_BUFF_NUGGET MONSTER SCORE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT NO_FREEWILL_ENTER PATH_THROUGH_INFANTRY ARMY_SUMMARY SCARY HEAVY_MELEE_HITTER
  462.  
  463.     BuildCost = MORDOR_DRUMMERTROLL_BUILDCOST
  464.     BuildTime = MORDOR_DRUMMERTROLL_BUILDTIME    
  465.  
  466.       Body = ActiveBody ModuleTag_Body
  467.         CheerRadius         = EMOTION_CHEER_RADIUS
  468.            MaxHealth             = MORDOR_DRUMMERTROLL_HEALTH
  469.            MaxHealthDamaged      = MORDOR_DRUMMERTROLL_HEALTH_DAMAGED
  470.         BurningDeathBehavior = Yes
  471.         BurningDeathFX       = FX_CavalryBurningFlame
  472.       End
  473.    
  474.     Behavior = StancesBehavior ModuleTag_StancesBehavior
  475.         StanceTemplate = Hero
  476.     End
  477.  
  478.     Behavior = AIUpdateInterface ModuleTag_AIUpdateInterface
  479.         AutoAcquireEnemiesWhenIdle    = Yes ATTACK_BUILDINGS
  480.         AILuaEventsList                = DrummerTrollFunctions                ; for scary functions.
  481.         AttackPriority                = AttackPriority_Cavalry
  482.         BurningDeathTime            = BURNINGDEATH_DURATION_CAVALRY
  483.       End
  484.  
  485.     Behavior = AutoHealBehavior ModuleTag_MountainTrollHealing
  486.         StartsActive = No
  487.         TriggeredBy = Upgrade_MountainTrollVeterancy
  488.         HealingAmount = MONSTER_HEAL_AMOUNT
  489.         HealingDelay = 1000
  490.         StartHealingDelay = MONSTER_HEAL_DELAY
  491.         HealOnlyIfNotInCombat = Yes
  492.     End
  493.       
  494.        Behavior = EmotionTrackerUpdate    Module_EmotionTracker
  495.         AddEmotion            =    Terror_Base
  496.         AddEmotion            =    Doom_Base
  497.         AddEmotion            =   BraceForBeingCrushed_Base
  498.         AddEmotion            =    UncontrollableFear_Base
  499.         //    AddEmotion            =    FearIdle_Base
  500.         //    AddEmotion            =    FearBusy_Base
  501.         AddEmotion            =    Point_Base
  502.         AddEmotion            =    Taunt_Base
  503.          AddEmotion            =    CheerIdle_Base
  504.         AddEmotion            =    CheerBusy_Base
  505.         AddEmotion            =    HeroCheerIdle_Base
  506.         AddEmotion            =    HeroCheerBusy_Base
  507.         AddEmotion            =    Alert_Base
  508.     End        
  509.  
  510.     LocomotorSet
  511.         Locomotor = HumanLocomotor
  512.         Condition = SET_NORMAL 
  513.         Speed     = 32
  514.     End
  515.  
  516.     LocomotorSet
  517.         Locomotor = BurningDeathLocomotorCavalry
  518.         Condition = SET_BURNINGDEATH
  519.         Speed      = BURNINGDEATH_WANDERSPEED_CAVALRY
  520.     End
  521.  
  522.     Behavior = SlowDeathBehavior ModuleTag_SlowDeathBehavior
  523.         DeathTypes            = ALL
  524.         DestructionDelay    = 35000
  525.         DecayBeginTime        = 3000
  526.         SinkDelay            = 13000
  527.         SinkRate            = 0.64                             ; in Dist/Sec
  528.         Sound                = INITIAL TrollDie
  529.     End
  530.  
  531.     ;------------ ROAR SPECIAL POWER --------------------------------------------------------------------------
  532.     Behavior = SpecialPowerModule ModuleTag_Roar
  533.         SpecialPowerTemplate        = SpecialAbilityRoar
  534.         UpdateModuleStartsAttack    = Yes
  535.     End
  536.     Behavior = SpecialAbilityUpdate ModuleTag_RoarUpdate
  537.         SpecialPowerTemplate        = SpecialAbilityRoar
  538.         UnpackTime                    = 0
  539.         ;PackTime                    = 10000
  540.         PreparationTime                = 1
  541.         PersistentPrepTime            = 2000
  542.         PersistentCount                = 5                ; 5 * 2000 = 10 secs.
  543.         AwardXPForTriggering        = 0
  544.         TriggerSound                = TrollRoar
  545.         EffectRange                    = 100
  546.         UnpackingVariation            = 1
  547.     End
  548.  
  549.       Behavior = PhysicsBehavior ModuleTag_PhysicsBehavior
  550.         GravityMult = 1.0
  551.         ShockStandingTime = 3000    ;msec
  552.       End
  553.  
  554.     Behavior = SquishCollide ModuleTag_SquishCollide
  555.         ;nothing
  556.     End
  557.     
  558.     Behavior = NotifyTargetsOfImminentProbableCrushingUpdate ModuleTag_NotifyCrushScan
  559.     End
  560.  
  561.     
  562.   Behavior = HitReactionBehavior HitReactionBehaviorModuleTag
  563.     HitReactionLifeTimer1 = 1200 ; level 1 (light  damage)  hit reaction animations in frames (5 per sec)
  564.  
  565.     HitReactionThreshold1 = 50.0   ; level 1 (light  damage) threshold trigger
  566.   End
  567.     
  568.     Geometry = CYLINDER
  569.     GeometryMajorRadius = 17.6
  570.     GeometryHeight = 32.0
  571.     GeometryIsSmall = No
  572.     Shadow = SHADOW_VOLUME_NON_SELF_2; volumetric shadow that doesn't cast onto all objects using SHADOW_VOLUME_NON_SELF_2
  573. ;    Shadow                = SHADOW_VOLUME
  574.  
  575.  
  576.     // *** AUTO RESOLVE DATA *** 
  577.     AutoResolveUnitType = AutoResolveUnit_Cavalry
  578.     AutoResolveCombatChain = AutoResolve_CavalryCombatChain
  579.  
  580.     AutoResolveBody = AutoResolve_MordorDrummerTrollBody
  581.  
  582.     AutoResolveArmor
  583.         Armor = AutoResolve_MordorDrummerTrollArmor
  584.     End
  585.  
  586.     AutoResolveWeapon
  587.         Weapon = AutoResolve_MordorDrummerTrollWeapon
  588.     End
  589. End