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data_ini_object_evilfaction_units_mordor_drummertroll.ini
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2006-01-31
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;;------------------------------------------------------------------------------
; aka Drummer Troll
Object MordorDrummerTroll
; ***ART Parameters ***
ButtonImage = WOR_DrummerTroll
SelectPortrait = UPMordor_DrummerTroll
DescriptionStrategic = CONTROLBAR:LW_ToolTip_MordorDrummerTroll
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = Yes
DefaultModelConditionState
Model = MuDrmTroll_SKN
Skeleton = MuDrmTroll_SKL
End
IdleAnimationState
StateName = STATE_Idle
Animation = SticksDownBreathe
AnimationName = MuDrmTroll_IDLB
AnimationMode = ONCE
AnimationPriority = 10
End
Animation = SticksDownBreathe
AnimationName = MuDrmTroll_IDLB
AnimationMode = ONCE
AnimationPriority = 10
End
Animation = ButtScratch
AnimationName = MuDrmTroll_IDLC
AnimationMode = ONCE
AnimationPriority = 1
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Selected" then CurDrawableSetTransitionAnimState("TRANS_SelectedToIdle") end
EndScript
End
ModelConditionState = DYING BURNINGDEATH
Model = MuDrmTroll_SKN
End
AnimationState = DYING BURNINGDEATH
Animation
AnimationName = MuDrmTroll_DTHA
AnimationMode = ONCE
AnimationBlendTime = 10
End
End
; Splatted death goes first, independant of death flags
ModelConditionState = DYING DECAY SPLATTED
Model = MUDrmTroll_DISB
Skeleton = MUDrmTroll_DISB
RetainSubObjects = Yes
End;
AnimationState = DYING DECAY SPLATTED
Animation = dead1
AnimationName = MUDrmTroll_DISB
AnimationMode = ONCE
End
End
ModelConditionState = DYING DECAY
Model = MUDrmTroll_DISA
Skeleton = MUDrmTroll_DISA
RetainSubObjects = Yes
End;
AnimationState = DYING DECAY
Animation = dead1
AnimationName = MUDrmTroll_DISA
AnimationMode = ONCE
End
End
AnimationState = BURNINGDEATH
Animation
AnimationName = MuDrmTroll_MFDA
AnimationMode = LOOP
Distance = 100
End
End
AnimationState = STUNNED_FLAILING
Animation = FLYA
AnimationName = MuDrmTroll_FLYA
AnimationMode = LOOP
End
End
AnimationState = DYING SPLATTED
Animation
AnimationName = MuDrmTroll_LNDA
AnimationMode = ONCE
End
End
ModelConditionState = DYING
Model = MuDrmTroll_SKN
End
AnimationState = DYING
Animation = DIEA
AnimationName = MuDrmTroll_DTHA
AnimationMode = ONCE
End
ParticleSysBone = B_PELVIS TrollDrmSplatDust FollowBone:Yes
ParticleSysBone = BAT_HEAD TrollDrmSplatDust FollowBone:Yes
End
//Turned to Stone
ModelConditionState = STONED
Model = MuDrmTroll_SKN
Texture = MuDrmTroll.tga MUDrmTroll_R.tga
End
AnimationState = STONED
Animation = Stoned
AnimationName = MuDrmTroll_IDLB
AnimationMode = MANUAL
AnimationBlendTime = 10
End
Flags = START_FRAME_LAST
End
AnimationState = STUNNED_STANDING_UP
Animation = GTPA
AnimationName = MuDrmTroll_GTPA
AnimationMode = ONCE
End
End
AnimationState = STUNNED
Animation = LNDA
AnimationName = MuDrmTroll_LNDA
AnimationMode = ONCE
End
ParticleSysBone = B_PELVIS TrollDrmFallDust FollowBone:Yes
ParticleSysBone = BAT_HEAD TrollDrmFallDust FollowBone:Yes
End
AnimationState = PARALYZED
Animation
AnimationName = MuDrmTroll_IDLB
AnimationMode = LOOP
End
End
AnimationState = PACKING_TYPE_1 ; The roar special power.
Animation
AnimationName = MuDrmTroll_IDLD
AnimationMode = LOOP
End
EnteringStateFX = FX_FearBlast
End
AnimationState = MOVING FIRING_OR_PREATTACK_A
Animation = TrotAndFire
AnimationName = MuDrmTroll_ATRA
AnimationMode = LOOP
End
Flags = RANDOMSTART
;ParticleSysBone = None InfantryDustTrails
End
AnimationState = TURN_LEFT
Animation = Moving
AnimationName = MuDrmTroll_TRNL
AnimationMode = LOOP
AnimationBlendTime = 10
End
ParticleSysBone = None InfantryDustTrails
End
AnimationState = TURN_RIGHT
Animation = Moving
AnimationName = MuDrmTroll_TRNR
AnimationMode = LOOP
AnimationBlendTime = 10
End
ParticleSysBone = None InfantryDustTrails
End
AnimationState = MOVING PANICKING
Animation = RUNM
AnimationName = MuDrmTroll_MFDA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
AnimationState = MOVING WANDER
Animation = WLKA
AnimationName = MuDrmTroll_WLKA
AnimationMode = LOOP
End
FXEvent = Frame:6 FireWhenSkipped Name:FX_TrollRightFootStep
FXEvent = Frame:26 FireWhenSkipped Name:FX_TrollLeftFootStep
FXEvent = Frame:45 FireWhenSkipped Name:FX_TrollRightFootStep
FXEvent = Frame:65 FireWhenSkipped Name:FX_TrollLeftFootStep
End
AnimationState = MOVING
Animation = Moving
AnimationName = MuDrmTroll_WLKA
AnimationMode = ONCE
AnimationPriority = 20
Distance = 55
End
Animation = Moving
AnimationName = MuDrmTroll_WLKA
AnimationMode = ONCE
AnimationPriority = 20
Distance = 55
End
Animation = DrumCorp
AnimationName = MuDrmTroll_WLKB
AnimationMode = ONCE
AnimationPriority = 1
Distance = 55
End
Flags = RESTART_ANIM_WHEN_COMPLETE
FXEvent = Frame:6 FireWhenSkipped Name:FX_TrollRightFootStep
FXEvent = Frame:26 FireWhenSkipped Name:FX_TrollLeftFootStep
FXEvent = Frame:45 FireWhenSkipped Name:FX_TrollRightFootStep
FXEvent = Frame:65 FireWhenSkipped Name:FX_TrollLeftFootStep
End
AnimationState = FIRING_OR_PREATTACK_A
Animation = StickSwipe
AnimationName = MuDrmTroll_ATKA
AnimationMode = ONCE
UseWeaponTiming = Yes
End
Animation = FrontKick
AnimationName = MuDrmTroll_ATKB
AnimationMode = ONCE
UseWeaponTiming = Yes
End
; ParticleSysBone = B_STICKR TrollDrmAtk FollowBone:Yes ;removed because kick has Dust Effect
BeginScript
if CurDrawableIsCurrentTargetKindof("STRUCTURE") or CurDrawableIsCurrentTargetKindof("MONSTER") then
return ("FrontKick")
else
return ("StickSwipe")
end
EndScript
End
AnimationState = HIT_REACTION HIT_LEVEL_1 SELECTED
Animation = Hit_Level_1_a
AnimationName = MuDrmTroll_HITB
AnimationMode = ONCE
End
End
AnimationState = HIT_REACTION HIT_LEVEL_1
Animation = Hit_Level_1_a
AnimationName = MuDrmTroll_HITA
AnimationMode = ONCE
End
End
AnimationState = WAR_CHANT
Animation = Chant
AnimationName = MuDrmTroll_IDLD
AnimationMode = LOOP
End
End
AnimationState = SELECTED
StateName = STATE_Selected
Animation = SticksUpBreathe
AnimationName = MuDrmTroll_ATNB
AnimationMode = ONCE
AnimationPriority = 10
End
Animation = SticksUpBreathe
AnimationName = MuDrmTroll_ATNB
AnimationMode = ONCE
AnimationPriority = 10
End
Flags = RESTART_ANIM_WHEN_COMPLETE
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Idle" then CurDrawableSetTransitionAnimState("TRANS_IdleToSelected") end
EndScript
End
; --------- Just built ------------
AnimationState = JUST_BUILT
Animation
AnimationName = MuDrmTroll_BLDA
AnimationMode = ONCE
AnimationBlendTime = 0
; AnimationSpeedFactorRange = 0.9 0.9
End
End
TransitionState = TRANS_IdleToSelected
Animation = ATNA
AnimationName = MuDrmTroll_ATNA
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.9 1.0
End
End
TransitionState = TRANS_SelectedToIdle
Animation = ATNA
AnimationName = MuDrmTroll_ATNA
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 0.9 1.0
End
Flags = START_FRAME_LAST
End
End
Draw = W3DScriptedModelDraw DustEffects
DefaultModelConditionState
Model = None
End
IdleAnimationState
End
AnimationState = MOVING WADING
ParticleSysBone = None FootstepSlash
End
AnimationState = MOVING ACCELERATE
ParticleSysBone = None GenericSiegeTrailDust
End
AnimationState = MOVING ACCELERATE
ParticleSysBone = None GenericSiegeTrailDust
End
AnimationState = MOUNTED MOVING
End
End
#include "..\..\..\includes\StunDrawModuleLarge.inc"
; ***DESIGN parameters ***
Side = Mordor
EditorSorting = UNIT
ThreatLevel = MORDOR_DRUMMERTROLL_THREAT_LEVEL
ThreatBreakdown MordorDrummerTroll_DetailedThreat
AIKindOf = CAVALRY
End
TransportSlotCount = TRANSPORTSLOTCOUNT_MONSTER
WeaponSet
Conditions = None
Weapon = PRIMARY MordorDrummerTrollPunch
End
ArmorSet
Conditions = None
Armor = CavalryArmor
DamageFX = NormalDamageFX
End
BuildFadeInOnCreateTime = 4.7
VisionRange = VISION_STANDARD_MELEE
ShroudClearingRange = SHROUD_CLEAR_TROLL
ShockwaveResistance = SHOCKWAVE_RESISTANCE_STRONG
BountyValue = MORDOR_DRUMMERTROLL_BOUNTY_VALUE
DisplayName = OBJECT:MordorDrummerTroll
CrushableLevel = 2 ; What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CrusherLevel = 1
UseCrushAttack = No ; Don't attack using crush, just crush when you walk through.
CrushWeapon = TrollCrush
CommandSet = MordorDrummerTrollCommandSet
CommandPoints = 25
; *** AUDIO Parameters ***;
VoiceAttack = TrollVoiceAttack
VoiceCreated = EVA:DrummerTrollCreated
VoiceFullyCreated = EVA:DrummerTrollCreated
VoiceMove = TrollVoiceMove
VoicePriority = 18
VoiceSelect = TrollVoiceSelect
VoiceGuard = TrollVoiceMove
SoundImpact = ImpactHorse
UnitSpecificSounds
VoiceEnterUnitEvilMenTransportShip = TrollVoiceMove
VoiceEnterUnitMordorMumakil = TrollVoiceMove
VoiceEnterUnitSlaughterHouse = TrollVoiceMove
VoiceGarrison = TrollVoiceMove
VoiceInitiateCaptureBuilding = TrollVoiceMove
End
;UnitSpecificSounds
; VoiceGarrison = NoSound
;End
#include "..\..\..\includes\StandardUnitEvaEvents.inc"
Behavior = AttributeModifierAuraUpdate ModuleTag_Leadership
StartsActive = Yes
BonusName = GenericHeroLeadership
RefreshDelay = 2000
Range = 200
AntiCategory = BUFF
ObjectFilter = GENERIC_BUFF_RECIPIENT_OBJECT_FILTER
End
Behavior = LargeGroupAudioUpdate ModuleTag_LGAU ;Tie into LargeGroupAudio system
Key = Troll
End
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
MaxUpdateRangeCap = 800
AnimationSound = Sound:DrummerTrollWalkingVox Animation:MUDRMTROLL_SKL.MUDRMTROLL_WLKA Frames:33 75
AnimationSound = Sound:DrummerTrollWalkingVox Animation:MUDRMTROLL_SKL.MUDRMTROLL_WLKB Frames:33 75
AnimationSound = Sound:TrollRoar Animation:MUDRMTROLL_SKL.MUDRMTROLL_IDLD Frames:0
AnimationSound = Sound:TrollRoar Animation:MuDrmTroll_SKL.MuDrmTroll_MFDA Frames:30
AnimationSound = Sound:DrummerTrollCreatedRoar Animation:MUDRMTROLL_SKL.MUDRMTROLL_BLDA Frames:85
;AnimationSound = Sound:TrollRoar ExcludedMC:Selected Animation:MuDrmTroll_SKL.MuDrmTroll_ATNA Frames:15
AnimationSound = Sound:TrollRoar ExcludedMC:Selected Animation:MuDrmTroll_SKL.MuDrmTroll_ATNA Frames:28
;note: "ExcludedMC:Selected" in the above syntax prevents backwards and forwards animationsound issue
AnimationSound = Sound:DrumHit Animation:MUDRMTROLL_SKL.MUDRMTROLL_IDLD Frames:4 14 21 32 38 48
AnimationSound = Sound:DrumHit Animation:MUDRMTROLL_SKL.MUDRMTROLL_WLKA Frames:38 41 80
AnimationSound = Sound:DrumHit Animation:MUDRMTROLL_SKL.MUDRMTROLL_WLKB Frames:36 40 53 67 80
AnimationSound = Sound:DrumHit Animation:MUDRMTROLL_SKL.MUDRMTROLL_BLDA Frames:100 104
AnimationSound = Sound:TrollBodyfall Animation:MUDRMTROLL_SKL.MUDRMTROLL_DTHA Frames:40
AnimationSound = Sound:TrollBodyfall Animation:MUDRMTROLL_SKL.MUDRMTROLL_LNDA Frames:3 21
AnimationSound = Sound:TrollFootstep Animation:MUDRMTROLL_SKL.MUDRMTROLL_BLDA Frames:35 49 68 80 91
AnimationSound = Sound:TrollFootstep Animation:MUDRMTROLL_SKL.MUDRMTROLL_WLKA Frames:2 22 42 62
AnimationSound = Sound:TrollFootstep Animation:MUDRMTROLL_SKL.MUDRMTROLL_WLKB Frames:2 22 42 62
AnimationSound = Sound:TrollFootstep Animation:MuDrmTroll_SKL.MuDrmTroll_GTPA Frames:19 44 78
AnimationSound = Sound:TrollFootstep Animation:MuDrmTroll_SKL.MuDrmTroll_MFDA Frames:10 22 35 47
AnimationSound = Sound:TrollFootstep Animation:MuDrmTroll_SKL.MuDrmTroll_TRNL Frames:15 24
AnimationSound = Sound:TrollFootstep Animation:MuDrmTroll_SKL.MuDrmTroll_TRNR Frames:15 24
AnimationSound = Sound:TrollFootstep Animation:MuDrmTroll_SKL.MuDrmTroll_DTHA Frames:11 18
AnimationSound = Sound:TrollFootstep Animation:MuDrmTroll_SKL.MuDrmTroll_RUNA Frames:10 22
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
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
BuildCost = MORDOR_DRUMMERTROLL_BUILDCOST
BuildTime = MORDOR_DRUMMERTROLL_BUILDTIME
Body = ActiveBody ModuleTag_Body
CheerRadius = EMOTION_CHEER_RADIUS
MaxHealth = MORDOR_DRUMMERTROLL_HEALTH
MaxHealthDamaged = MORDOR_DRUMMERTROLL_HEALTH_DAMAGED
BurningDeathBehavior = Yes
BurningDeathFX = FX_CavalryBurningFlame
End
Behavior = StancesBehavior ModuleTag_StancesBehavior
StanceTemplate = Hero
End
Behavior = AIUpdateInterface ModuleTag_AIUpdateInterface
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
AILuaEventsList = DrummerTrollFunctions ; for scary functions.
AttackPriority = AttackPriority_Cavalry
BurningDeathTime = BURNINGDEATH_DURATION_CAVALRY
End
Behavior = AutoHealBehavior ModuleTag_MountainTrollHealing
StartsActive = No
TriggeredBy = Upgrade_MountainTrollVeterancy
HealingAmount = MONSTER_HEAL_AMOUNT
HealingDelay = 1000
StartHealingDelay = MONSTER_HEAL_DELAY
HealOnlyIfNotInCombat = Yes
End
Behavior = EmotionTrackerUpdate Module_EmotionTracker
AddEmotion = Terror_Base
AddEmotion = Doom_Base
AddEmotion = BraceForBeingCrushed_Base
AddEmotion = UncontrollableFear_Base
// AddEmotion = FearIdle_Base
// AddEmotion = FearBusy_Base
AddEmotion = Point_Base
AddEmotion = Taunt_Base
AddEmotion = CheerIdle_Base
AddEmotion = CheerBusy_Base
AddEmotion = HeroCheerIdle_Base
AddEmotion = HeroCheerBusy_Base
AddEmotion = Alert_Base
End
LocomotorSet
Locomotor = HumanLocomotor
Condition = SET_NORMAL
Speed = 32
End
LocomotorSet
Locomotor = BurningDeathLocomotorCavalry
Condition = SET_BURNINGDEATH
Speed = BURNINGDEATH_WANDERSPEED_CAVALRY
End
Behavior = SlowDeathBehavior ModuleTag_SlowDeathBehavior
DeathTypes = ALL
DestructionDelay = 35000
DecayBeginTime = 3000
SinkDelay = 13000
SinkRate = 0.64 ; in Dist/Sec
Sound = INITIAL TrollDie
End
;------------ ROAR SPECIAL POWER --------------------------------------------------------------------------
Behavior = SpecialPowerModule ModuleTag_Roar
SpecialPowerTemplate = SpecialAbilityRoar
UpdateModuleStartsAttack = Yes
End
Behavior = SpecialAbilityUpdate ModuleTag_RoarUpdate
SpecialPowerTemplate = SpecialAbilityRoar
UnpackTime = 0
;PackTime = 10000
PreparationTime = 1
PersistentPrepTime = 2000
PersistentCount = 5 ; 5 * 2000 = 10 secs.
AwardXPForTriggering = 0
TriggerSound = TrollRoar
EffectRange = 100
UnpackingVariation = 1
End
Behavior = PhysicsBehavior ModuleTag_PhysicsBehavior
GravityMult = 1.0
ShockStandingTime = 3000 ;msec
End
Behavior = SquishCollide ModuleTag_SquishCollide
;nothing
End
Behavior = NotifyTargetsOfImminentProbableCrushingUpdate ModuleTag_NotifyCrushScan
End
Behavior = HitReactionBehavior HitReactionBehaviorModuleTag
HitReactionLifeTimer1 = 1200 ; level 1 (light damage) hit reaction animations in frames (5 per sec)
HitReactionThreshold1 = 50.0 ; level 1 (light damage) threshold trigger
End
Geometry = CYLINDER
GeometryMajorRadius = 17.6
GeometryHeight = 32.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME_NON_SELF_2; volumetric shadow that doesn't cast onto all objects using SHADOW_VOLUME_NON_SELF_2
; Shadow = SHADOW_VOLUME
// *** AUTO RESOLVE DATA ***
AutoResolveUnitType = AutoResolveUnit_Cavalry
AutoResolveCombatChain = AutoResolve_CavalryCombatChain
AutoResolveBody = AutoResolve_MordorDrummerTrollBody
AutoResolveArmor
Armor = AutoResolve_MordorDrummerTrollArmor
End
AutoResolveWeapon
Weapon = AutoResolve_MordorDrummerTrollWeapon
End
End