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Text File  |  2006-01-31  |  36KB  |  1,267 lines

  1. //------------------------------------------------------------------------------
  2. // 
  3. Object MordorHaradrimArcher
  4.  
  5.     //This is required for garrisoned objects - please put in all objects.
  6.     ButtonImage = WOR_HaradrimArcher
  7.  
  8.     SelectPortrait         = UPMordor_Haradrim
  9.     //SelectPortrait         = SP_Haradrim
  10.  
  11.     // *** ART Parameters ***
  12.     //note all file names are MUHaradim, not MUHaradrim, so as not to exceed character limits
  13.     Draw = W3DHordeModelDraw ModuleTag_01
  14.         StaticModelLODMode        = Yes // Will append M or L to the skin name depending on GameLOD
  15.         OkToChangeModelColor    = Yes
  16.         
  17.         ; specify options for static LODs
  18.         LodOptions                            = LOW
  19.             AllowMultipleModels                = ALLOW_MULTIPLE_MODELS_LOW
  20.             MaxRandomTextures                = MAX_RANDOM_TEXTURES_LOW
  21.             MaxRandomAnimations                = MAX_RANDOM_ANIMATIONS_LOW
  22.             MaxAnimFrameDelta                = MAX_ANIM_FRAME_DELTA_LOW
  23.         End
  24.         
  25.         LodOptions                            = MEDIUM
  26.             AllowMultipleModels                = ALLOW_MULTIPLE_MODELS_MED
  27.             MaxRandomTextures                = MAX_RANDOM_TEXTURES_MED
  28.             MaxRandomAnimations                = MAX_RANDOM_ANIMATIONS_MED
  29.             MaxAnimFrameDelta                = MAX_ANIM_FRAME_DELTA_MED
  30.         End
  31.         
  32.         LodOptions                            = HIGH
  33.             AllowMultipleModels                = ALLOW_MULTIPLE_MODELS_HIGH
  34.             MaxRandomTextures                = MAX_RANDOM_TEXTURES_HIGH
  35.             MaxRandomAnimations                = MAX_RANDOM_ANIMATIONS_HIGH
  36.             MaxAnimFrameDelta                = MAX_ANIM_FRAME_DELTA_HIGH
  37.         End
  38.  
  39.         WadingParticleSys = WaterRipplesTrail  ; used when the unit is wading in shallow water.      
  40.           
  41.         DefaultModelConditionState
  42.             Model = MUHaradim_SKN
  43.             Skeleton = MUHaradim_SKL
  44.             WeaponLaunchBone = PRIMARY ARRROW
  45.             WeaponLaunchBone = TERTIARY ARRROW
  46.             WeaponLaunchBone = QUINARY ARRROW
  47.         End
  48.  
  49.         IdleAnimationState
  50.             Animation = IDLA
  51.                 AnimationName = MUHaradim_IDLA
  52.                 AnimationMode = ONCE
  53.                 AnimationBlendTime = 10
  54.                 AnimationPriority = 25
  55.             End
  56.             Animation = IDLB
  57.                 AnimationName = MUHaradim_IDLB
  58.                 AnimationMode = ONCE
  59.                 AnimationBlendTime = 10
  60.             End
  61.             Animation = IDLC
  62.                 AnimationName = MUHaradim_IDLC
  63.                 AnimationMode = ONCE
  64.                 AnimationBlendTime = 10
  65.             End
  66.             StateName = Idle
  67.             BeginScript
  68.                 CurDrawableShowSubObject("arrrow")
  69.                 Prev = CurDrawablePrevAnimationState()
  70.                 if Prev == "Selected" then CurDrawableSetTransitionAnimState("Selected_to_Idle") end
  71.             EndScript            
  72.         End
  73.      
  74.         AnimationState = THROWN_PROJECTILE
  75.             Animation = Thrown
  76.                 AnimationName = MUHaradim_FLYA
  77.                 AnimationMode = LOOP
  78.             End
  79.             Animation = Thrown
  80.                 AnimationName = MUHaradim_FLYB
  81.                 AnimationMode = LOOP
  82.             End
  83.             Animation = Thrown
  84.                 AnimationName = MUHaradim_FLYC
  85.                 AnimationMode = LOOP
  86.             End
  87.         End
  88.  
  89.         AnimationState = STUNNED_FLAILING
  90.              Animation = Flying
  91.                 AnimationName = MUHaradim_FLYA
  92.                 AnimationMode = LOOP
  93.                 AnimationSpeedFactorRange    = 0.4 0.6
  94.             End
  95.              Animation = Flying
  96.                 AnimationName = MUHaradim_FLYB
  97.                 AnimationMode = LOOP
  98.                 AnimationSpeedFactorRange    = 0.4 0.6
  99.             End
  100.              Animation = Flying
  101.                 AnimationName = MUHaradim_FLYC
  102.                 AnimationMode = LOOP
  103.                 AnimationSpeedFactorRange    = 0.4 0.6
  104.             End
  105.             Flags = RANDOMSTART
  106.         End
  107.  
  108.         AnimationState            = DYING BURNINGDEATH
  109.             Animation
  110.                 AnimationName    = MUHaradim_DIEA
  111.                 AnimationMode    = ONCE
  112.                 AnimationBlendTime = 10
  113.             End
  114.             Animation
  115.                 AnimationName    = MUHaradim_DIEB
  116.                 AnimationMode    = ONCE
  117.                 AnimationBlendTime = 10
  118.             End
  119.             Animation
  120.                 AnimationName    = MUHaradim_DIEC
  121.                 AnimationMode    = ONCE
  122.                 AnimationBlendTime = 10
  123.             End
  124.         End
  125.  
  126.         AnimationState = DYING SPLATTED
  127.                  Animation = Splattered_On_Ground
  128.                     AnimationName = MUHaradim_LNDA
  129.                     AnimationMode = ONCE
  130.                 End
  131.                 EnteringStateFX = FX_HaradrimHitGround
  132.         End
  133.  
  134.         AnimationState = DYING AFLAME
  135.             Animation = Flaming_Death_1
  136.                 AnimationName = MUHaradim_DIEA
  137.                 AnimationMode = ONCE
  138.             End
  139.             Animation = Flaming_Death_2
  140.                 AnimationName = MUHaradim_DIEB
  141.                 AnimationMode = ONCE
  142.             End
  143.             Animation = Flaming_Death_2
  144.                 AnimationName = MUHaradim_DIEC
  145.                 AnimationMode = ONCE
  146.             End
  147.             ParticleSysBone     = BAT_HEAD FireBuildingLargeSmoke FollowBone:yes
  148.             ParticleSysBone     = BAT_HEAD FireSmall FollowBone:yes
  149.             ParticleSysBone     = BAT_SPINE1 FireBuildingLargeSmoke FollowBone:yes
  150.             ParticleSysBone     = BAT_SPINE1 FireSmall FollowBone:yes
  151.             ParticleSysBone     = BAT_SPINE2 FireBuildingLargeSmoke FollowBone:yes
  152.             ParticleSysBone     = BAT_SPINE2 FireSmall FollowBone:yes
  153.         End
  154.  
  155.         AnimationState = DYING
  156.             Animation = Dying_1
  157.                 AnimationName = MUHaradim_DIEA
  158.                 AnimationMode = ONCE
  159.             End
  160.             Animation = Dying_2
  161.                 AnimationName = MUHaradim_DIEB
  162.                 AnimationMode = ONCE
  163.             End
  164.             Animation = Dying_2
  165.                 AnimationName = MUHaradim_DIEC
  166.                 AnimationMode = ONCE
  167.             End
  168.         End
  169.  
  170.         //DOESN'T EXIST
  171.         //AnimationState = TRANSPORT_MOVING
  172.         //    Animation = wobbling_on_transport
  173.         //        AnimationName = MUHaradim_IDLD
  174.         //        AnimationMode = LOOP
  175.         //      AnimationBlendTime  = 15
  176.         //    End
  177.         //End
  178.         
  179.         // --- stunned anims
  180.         
  181.         AnimationState = STUNNED_STANDING_UP
  182.                  Animation = Standing_Back_Up
  183.                     AnimationName = MUHaradim_GTPA
  184.             AnimationMode = ONCE_BACKWARDS
  185.             AnimationSpeedFactorRange = 1.5 1.5
  186.                 End
  187.         End
  188.         
  189.  
  190.         AnimationState = STUNNED
  191.                  Animation = Splattered_On_Ground
  192.                     AnimationName = MUHaradim_LNDA
  193.                     AnimationMode = ONCE
  194.                 End
  195.                 EnteringStateFX = FX_HaradrimHitGround
  196.         End
  197.  
  198.         AnimationState            = BURNINGDEATH
  199.             Animation
  200.                 AnimationName    = MUHaradim_MFDA
  201.                 AnimationMode    = LOOP
  202.                 Distance        = 30
  203.             End
  204.         End
  205.  
  206.         AnimationState                        = PARALYZED
  207.             Animation
  208.                 AnimationName                = MUHaradim_IDLA
  209.                 AnimationMode                = LOOP
  210.             End
  211.         End
  212.  
  213.     ; ladder climbing animations
  214.     AnimationState = MOVING CLIMBING BACKING_UP
  215.         Animation = Climbing_Down
  216.             AnimationName = MUHaradim_CLMA
  217.             AnimationMode = LOOP_BACKWARDS
  218.             AnimationSpeedFactorRange = 2.0 2.0
  219.         End
  220.     End
  221.  
  222.     AnimationState = MOVING CLIMBING
  223.         Animation = Climbing_Up
  224.             AnimationName = MUHaradim_CLMA
  225.             AnimationMode = LOOP
  226.             AnimationSpeedFactorRange = 2.0 2.0
  227.         End
  228.     End
  229.  
  230.         AnimationState = MOVING DAMAGED AFLAME
  231.             Animation = Moving_Damaged
  232.                 AnimationName = MUHaradim_MFDA
  233.                 AnimationMode = LOOP
  234.             End
  235.             Flags               = RANDOMSTART
  236.             ParticleSysBone     = BAT_HEAD FireBuildingLargeSmoke FollowBone:yes
  237.             ParticleSysBone     = BAT_HEAD FireSmall FollowBone:yes
  238.             ParticleSysBone     = BAT_SPINE1 FireBuildingLargeSmoke FollowBone:yes
  239.             ParticleSysBone     = BAT_SPINE1 FireSmall FollowBone:yes
  240.             ParticleSysBone     = BAT_SPINE2 FireBuildingLargeSmoke FollowBone:yes
  241.             ParticleSysBone     = BAT_SPINE2 FireSmall FollowBone:yes
  242.         End
  243.  
  244.         AnimationState = MOVING AFLAME
  245.             Animation = Moving
  246.                 AnimationName = MUHaradim_MFDA
  247.                 AnimationMode = LOOP
  248.             End
  249.             Flags               = RANDOMSTART
  250.             ParticleSysBone     = BAT_HEAD FireBuildingLargeSmoke FollowBone:yes
  251.             ParticleSysBone     = BAT_HEAD FireSmall FollowBone:yes
  252.             ParticleSysBone     = BAT_SPINE1 FireBuildingLargeSmoke FollowBone:yes
  253.             ParticleSysBone     = BAT_SPINE1 FireSmall FollowBone:yes
  254.             ParticleSysBone     = BAT_SPINE2 FireBuildingLargeSmoke FollowBone:yes
  255.             ParticleSysBone     = BAT_SPINE2 FireSmall FollowBone:yes
  256.         End
  257.  
  258.     //    AnimationState = MOVING DAMAGED
  259.     //        Animation = Moving_Damaged
  260.     //            AnimationName = MUHaradim_IWKA
  261.     //            AnimationMode = LOOP
  262.     //        End
  263.     //        Flags               = RANDOMSTART
  264.     //        ParticleSysBone     = None InfantryDustTrails
  265.     //  End
  266.  
  267.         AnimationState = MOVING EMOTION_TERROR
  268.             Animation = MovingA
  269.                 AnimationName = MUHaradim_RUNC
  270.                 AnimationMode = LOOP
  271.             End
  272.             Flags               = RANDOMSTART
  273.             ParticleSysBone     = None InfantryDustTrails
  274.         End
  275.                 
  276.         AnimationState        = MOVING WANDER
  277.             Animation           = WLKA
  278.                 AnimationName     = MUHaradim_WLKA
  279.                 AnimationMode     = LOOP
  280.             End
  281.             Animation           = WLKB
  282.                 AnimationName     = MUHaradim_WLKB
  283.                 AnimationMode     = LOOP
  284.             End
  285.         End
  286.         
  287.         AnimationState                = MOVING BACKING_UP
  288.             Animation                = BackingUp
  289.                 AnimationName        = MUHaradim_BAKA
  290.                 AnimationMode        = LOOP
  291.             End
  292.             Animation                = BackingUp
  293.                 AnimationName        = MUHaradim_BAKB
  294.                 AnimationMode        = LOOP
  295.             End
  296.             Animation                = BackingUp
  297.                 AnimationName        = MUHaradim_BAKC
  298.                 AnimationMode        = LOOP
  299.             End
  300.             Flags = RANDOMSTART
  301.         End
  302.         
  303.         AnimationState = MOVING
  304.             Animation = MovingA
  305.                 AnimationName = MUHaradim_RUNA
  306.                 AnimationMode = LOOP
  307.             End
  308.             Animation = MovingB
  309.                 AnimationName = MUHaradim_RUNB
  310.                 AnimationMode = LOOP
  311.             End
  312.             Flags               = RANDOMSTART
  313.             ParticleSysBone     = None InfantryDustTrails
  314.         End
  315.         
  316.         
  317.         AnimationState                    =    FIRING_OR_PREATTACK_E
  318.             Animation
  319.                 AnimationName            =    MUHaradim_ATKA
  320.                 AnimationMode            =    ONCE
  321.                 AnimationSpeedFactorRange = 2.3 2.3
  322.             End
  323.         End
  324.  
  325.         AnimationState                    =    FIRING_OR_PREATTACK_A AIM_HIGH
  326.             Animation                    =    ATKB
  327.                 AnimationName            =    MUHaradim_ATKC 
  328.                 AnimationMode            =    LOOP
  329.                 UseWeaponTiming            =    Yes
  330.             End
  331.         End
  332.  
  333.         AnimationState                    =    FIRING_OR_PREATTACK_A AIM_HIGH
  334.             Animation                    =    ATKB
  335.                 AnimationName            =    MUHaradim_ATKC 
  336.                 AnimationMode            =    LOOP
  337.                 UseWeaponTiming            =    Yes
  338.             End
  339.         End
  340.  
  341.  
  342.         AnimationState                    =    FIRING_OR_PREATTACK_C
  343.             Animation                    =    ATKC
  344.                 AnimationName            =    MUHaradim_ATKB 
  345.                 AnimationMode            =    LOOP
  346.                 UseWeaponTiming            =    Yes
  347.             End
  348.         End
  349.         
  350.         AnimationState                    =     FIRING_OR_PREATTACK_A WEAPONSTATE_CLOSE_RANGE
  351.             Animation                    =    ATKD
  352.                 AnimationName            =    MUHaradim_ATKD 
  353.                 AnimationMode            =    ONCE
  354.                 UseWeaponTiming            =    Yes
  355.             End
  356.         End
  357.      
  358.         AnimationState = FIRING_OR_PREATTACK_A
  359.              Animation = Attacking
  360.                 AnimationName = MUHaradim_ATKA
  361.                 AnimationMode = LOOP
  362.                 UseWeaponTiming        = Yes
  363.             End
  364.             FrameForPristineBonePositions = 64
  365.         End
  366.         
  367.         AnimationState = FIRING_OR_PREATTACK_C
  368.              Animation = Attacking
  369.                 AnimationName = MUHaradim_ATKA
  370.                 AnimationMode = LOOP
  371.                 UseWeaponTiming        = Yes
  372.             End
  373.             FrameForPristineBonePositions = 64
  374.         End
  375.         
  376.         AnimationState = PASSENGER
  377.             Animation = Wiggling
  378.                 AnimationName = MUHaradim_FLLA
  379.                 AnimationMode = LOOP
  380.             End
  381.         End
  382.        
  383.  
  384.        
  385.         
  386.         AnimationState = WAR_CHANT
  387.             Animation = Chant
  388.                 AnimationName = MUHaradim_TNTA
  389.                 AnimationMode = LOOP
  390.             End
  391.             Animation = Chant
  392.                 AnimationName = MUHaradim_TNTB
  393.                 AnimationMode = LOOP
  394.             End
  395.             Animation = Chant
  396.                 AnimationName = MUHaradim_TNTC
  397.                 AnimationMode = LOOP
  398.             End
  399.         End
  400.                 
  401.         //-emotions--
  402.         AnimationState                            = EMOTION_AFRAID
  403.             Animation                            = FERA
  404.                 AnimationName                    = MUHaradim_FERA
  405.                 AnimationMode                    = LOOP
  406.             End
  407.             Animation                            = FERA
  408.                 AnimationName                    = MUHaradim_FERB
  409.                 AnimationMode                    = LOOP
  410.             End
  411.             Animation                            = FERA
  412.                 AnimationName                    = MUHaradim_FERC
  413.                 AnimationMode                    = LOOP
  414.             End
  415.             Flags = RANDOMSTART
  416.         End
  417.         
  418.         AnimationState                            = EMOTION_TAUNTING
  419.             Animation                            = TNTA
  420.                 AnimationName                    = MUHaradim_TNTA
  421.                 AnimationMode                    = LOOP
  422.             End
  423.             Animation                            = TNTA
  424.                 AnimationName                    = MUHaradim_TNTB
  425.                 AnimationMode                    = LOOP
  426.             End
  427.             Animation                            = TNTA
  428.                 AnimationName                    = MUHaradim_TNTC
  429.                 AnimationMode                    = LOOP
  430.             End
  431.         End
  432.         
  433.         AnimationState                            = EMOTION_POINTING
  434.             Animation                            = Pointing1A
  435.                 AnimationName                    = MUHaradim_PNTA
  436.                 AnimationMode                    = LOOP
  437.             End
  438.         End
  439.         AnimationState                            = EMOTION_POINTING
  440.             Animation                            = Pointing1B
  441.                 AnimationName                    = MUHaradim_PNTB
  442.                 AnimationMode                    = LOOP
  443.             End
  444.         End
  445.         AnimationState                            = EMOTION_POINTING
  446.             Animation                            = Pointing1C
  447.                 AnimationName                    = MUHaradim_PNTC
  448.                 AnimationMode                    = LOOP
  449.             End
  450.         End
  451.  
  452.         AnimationState                            = EMOTION_CELEBRATING
  453.             Animation                           = CHRA
  454.                 AnimationName                    = MUHaradim_CHRA
  455.                 AnimationMode                    = ONCE
  456.             End
  457.             Animation                           = CHRA
  458.                 AnimationName                    = MUHaradim_CHRB
  459.                 AnimationMode                    = ONCE
  460.             End
  461.             Animation                           = CHRA
  462.                 AnimationName                    = MUHaradim_CHRC
  463.                 AnimationMode                    = ONCE
  464.             End
  465.         End
  466.  
  467.         AnimationState                =    SELECTED
  468.             SimilarRestart            =   Yes
  469.             Animation                =    AtAttention
  470.                 AnimationName        =    MUHaradim_ATNB
  471.                 AnimationMode        =    LOOP
  472.             End
  473.             StateName                = Selected
  474.             BeginScript
  475.                 Prev = CurDrawablePrevAnimationState()
  476.                 if Prev == "Idle" then CurDrawableSetTransitionAnimState("Idle_to_Selected") end
  477.             EndScript
  478.         End        
  479.  
  480.         ;------------ TRANSITION ANIMS ----------------
  481.         
  482.         TransitionState       = Selected_to_Idle
  483.             Animation           = ATNE
  484.                 AnimationName        =    MUHaradim_ATNC
  485.                 AnimationMode        =    ONCE
  486.                 AnimationSpeedFactorRange    = 2.0 2.0
  487.             End
  488.         End
  489.         
  490.         TransitionState       = Idle_to_Selected
  491.             Animation           = ATND
  492.                 AnimationName     = MUHaradim_ATNA
  493.                 AnimationMode   =    ONCE
  494.                 AnimationSpeedFactorRange    = 2.0 2.0
  495.             End
  496.         End
  497.                 
  498.     End
  499.  
  500.     #include "..\..\..\includes\StunDrawModuleSmall.inc"
  501.  
  502.     // ***DESIGN parameters ***
  503.     Side            = Mordor
  504.     EditorSorting    = UNIT
  505.     ThreatLevel        = 1.0
  506.     EmotionRange    = EMOTION_CHEER_RADIUS
  507.  
  508.     TransportSlotCount = TRANSPORTSLOTCOUNT_UNIT
  509.  
  510.     WeaponSet
  511.         Conditions = None 
  512.         Weapon = PRIMARY    HaradrimBow
  513.         Weapon = TERTIARY   HaradrimBowBombard
  514.         Weapon = QUINARY    HaradrimBarbedArrow
  515.         AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
  516.         AutoChooseSources = TERTIARY FROM_PLAYER FROM_SCRIPT                ; Not AI.
  517.         AutoChooseSources = QUINARY FROM_PLAYER FROM_SCRIPT                ; Not AI.
  518.     End
  519.       
  520.     WeaponSet
  521.         Conditions = CLOSE_RANGE CONTESTING_BUILDING
  522.         Weapon = PRIMARY    HaradrimBow
  523.         Weapon = SECONDARY   MordorArcherBowMelee  
  524.         Weapon = TERTIARY   HaradrimBowBombard
  525.         Weapon = QUINARY    HaradrimBarbedArrow
  526.          OnlyAgainst = PRIMARY STRUCTURE
  527.         AutoChooseSources = TERTIARY FROM_PLAYER FROM_SCRIPT                ; Not AI.
  528.         AutoChooseSources = QUINARY    FROM_PLAYER FROM_SCRIPT                ; Not AI.
  529.     End
  530.       
  531.     ArmorSet
  532.         Conditions      = None
  533.         Armor           = ArcherArmor
  534.         DamageFX        = NormalDamageFX
  535.     End
  536.     ArmorSet
  537.         Conditions        = PLAYER_UPGRADE
  538.         Armor            = ArcherHeavyArmor
  539.         DamageFX        = NormalDamageFX
  540.     End
  541.   
  542.     
  543.  
  544.     ShroudClearingRange = SHROUD_CLEAR_STANDARD           
  545.     VisionRange = MORDOR_HARADRIM_VISION_RANGE
  546.     VisionSide = 35%
  547.     VisionRear = 25%
  548.     MaxVisionBonusPercent = 300%
  549.     VisionBonusTestRadius = 200
  550.     VisionBonusPercentPerFoot = 2.0%
  551.     
  552.     DisplayName            = OBJECT:MordorHaradrimArcher
  553.     CrushableLevel        = 0        //What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  554.     CrusherLevel        = 0        //What can I crush?: 0 = small animals, 1 = infantry, 2 = trees, 3 = vehicles
  555.     CrushRevengeWeapon    = RangedInfantryCrushRevenge
  556.     CommandSet            = MordorHaradrimArcherCommandSet
  557.     CommandPoints        = 6
  558.  
  559.  
  560.     // *** AUDIO Parameters ***;
  561.  
  562.     VoiceAttack                    = HaradrimVoiceAttack
  563.     VoiceAttackAir                = HaradrimVoiceAttack
  564.     VoiceAttackCharge            = HaradrimVoiceAttackCharge
  565.     VoiceAttackMachine            = HaradrimVoiceAttack
  566.     VoiceAttackStructure        = HaradrimVoiceAttackBuilding
  567.     VoiceCreated                = EVA:HaradrimCreated
  568.     VoiceFullyCreated             = EVA:HaradrimCreated
  569.     VoiceMove                    = HaradrimVoiceMove
  570.     VoiceMoveToCamp                = HaradrimVoiceMoveCamp
  571.     VoicePriority                = 34
  572.     VoiceRetreatToCastle        = HaradrimVoiceRetreat
  573.     VoiceSelect                    = HaradrimVoiceSelectMS
  574.     VoiceSelectBattle             = HaradrimVoiceSelectBattle
  575.     VoiceGuard                    = HaradrimVoiceMove
  576.     
  577.  
  578.     VoiceEnterStateAttack            = HaradrimVoiceEnterStateAttack
  579.     VoiceEnterStateAttackCharge        = HaradrimVoiceEnterStateAttackCharge
  580.     VoiceEnterStateAttackMachine    = HaradrimVoiceEnterStateAttackBuilding
  581.     VoiceEnterStateAttackStructure    = HaradrimVoiceEnterStateAttackBuilding
  582.     VoiceEnterStateMove                = HaradrimVoiceEnterStateMove
  583.     VoiceEnterStateMoveToCamp        = HaradrimVoiceEnterStateMoveCamp
  584.     VoiceEnterStateRetreatToCastle    = HaradrimVoiceEnterStateRetreat
  585.     
  586.     UnitSpecificSounds
  587.         VoiceEnter                            = HaradrimVoiceGarrison
  588.         VoiceEnterHostile                    = HaradrimVoiceGarrison
  589.         VoiceGarrison                        = HaradrimVoiceGarrison
  590.         VoiceEnterUnitSlaughterHouse        = HaradrimVoiceGarrisonSlaughterHouse
  591.         VoiceEnterUnitMordorMumakil            = HaradrimVoiceGarrisonMumakil
  592.         VoiceEnterUnitEvilMenTransportShip    = HaradrimVoiceMove
  593.         VoiceInitiateBarbedArrowAttack        = HaradrimVoiceAttack
  594.         VoiceInitiateCaptureBuilding        = HaradrimVoiceCaptureBuilding
  595.     End
  596.  
  597.     ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
  598.           MaxUpdateRangeCap = 800
  599.             AnimationSound = Sound:ArrowDrawBow            Animation:MUHARADIM_SKL.MUHARADIM_ATKA    Frames:34 
  600.             AnimationSound = Sound:ArrowDrawBow         Animation:MUHARADIM_SKL.MUHARADIM_ATKB    Frames:34
  601.             AnimationSound = Sound:ArrowDrawBow            Animation:MUHARADIM_SKL.MUHARADIM_ATKC    Frames:34
  602.             AnimationSound = Sound:BodyFallSoldier         Animation:MUHaraLnc_SKL.MUHaraLnc_LNDA     Frames:2
  603.             AnimationSound = Sound:BodyFallGeneric1     Animation:MUHaradim_SKL.MUHaradim_DIEA     Frames:57
  604.             AnimationSound = Sound:BodyFallGeneric1     Animation:MUHaradim_SKL.MUHaradim_DIEB     Frames:78
  605.     End
  606.  
  607.     CrowdResponseKey = EvilMen2
  608.  
  609.     ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_foo
  610.         ModelCondition = Required:EMOTION_CELEBRATING    Excluded:DYING ENGAGED    Sound:EmotionHaradrimVoxCheerLoop    ;MOVING ATTACKING 
  611.         ModelCondition = Required:EMOTION_TAUNTING        Excluded:DYING ENGAGED    Sound:EmotionHaradrimVoxTauntLoop    ;MOVING ATTACKING
  612.         ModelCondition = Required:RAISING_FLAG            Excluded:DYING ENGAGED    Sound:EmotionHaradrimVoxTauntLoop
  613.         ;pointing in LGAS
  614.     End
  615.  
  616.     #include "..\..\..\includes\StandardUnitEvaEvents.inc"
  617.     //EvaEventDieOwner                = GroupHaradrimDie        //Eva event to trigger on unit's death. NOTICE THAT this is only for permanent deaths
  618.                                         //For deaths you can respawn from, use the DeathFX
  619.  
  620.     Behavior = LargeGroupAudioUpdate ModuleTag_LGAU              // Tie into LargeGroupAudio system
  621.         Key = Humanoid_Male Man Man_Male Haradrim_Archer
  622.     End    
  623.  
  624.     // *** ENGINEERING Parameters ***
  625.     RadarPriority = UNIT
  626.     KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER CAN_USE_SIEGE_TOWER SCORE THROWN_OBJECT ARCHER ATTACK_NEEDS_LINE_OF_SIGHT GRAB_AND_DROP
  627.  
  628.     Body = ActiveBody ModuleTag_02
  629.         MaxHealth         = MORDOR_HARADRIM_HEALTH                  ;BALANCE Orc Archer Health
  630.         MaxHealthDamaged  = MORDOR_HARADRIM_HEALTH_DAMAGED
  631.         BurningDeathBehavior = Yes
  632.         BurningDeathFX       = FX_InfantryBurningFlame
  633.     End
  634.  
  635.     Behavior = AIUpdateInterface ModuleTag_03
  636.         AutoAcquireEnemiesWhenIdle    = Yes ATTACK_BUILDINGS
  637.         CanAttackWhileContained        = Yes
  638.         MaxCowerTime                = 5000
  639.         MinCowerTime                = 3000
  640.         AttackPriority                =     AttackPriority_Archer
  641.         AILuaEventsList                =    HaradrimArcherFunctions        
  642.         BurningDeathTime            =    BURNINGDEATH_DURATION_INFANTRY
  643.     End
  644.  
  645.     LocomotorSet
  646.         Locomotor     = HumanLocomotor
  647.         Condition     = SET_NORMAL
  648.         Speed         = NORMAL_MORDOR_INFANTRY_MEMBER_SPEED
  649.     End
  650.  
  651.     LocomotorSet
  652.         Locomotor = BurningDeathLocomotorInfantry
  653.         Condition = SET_BURNINGDEATH
  654.         Speed      = BURNINGDEATH_WANDERSPEED_INFANTRY
  655.     End
  656.  
  657.     Behavior = PhysicsBehavior ModuleTag_04
  658.         GravityMult = 1.0
  659.     End
  660.   
  661.       Behavior = AimWeaponBehavior AimWeaponModuleTag
  662.         AimLowThreshold  = -0.15
  663.         AimHighThreshold =  0.15
  664.     End
  665.  
  666.     Behavior = SlowDeathBehavior ModuleTag_05
  667.         DeathTypes = ALL -KNOCKBACK
  668.         SinkDelay = 3000
  669.         SinkRate = 0.60     ; in Dist/Sec
  670.         DestructionDelay = 10000
  671.         Sound = INITIAL ManEvilGenericVoiceDie
  672.     End
  673.  
  674.     Behavior = SquishCollide ModuleTag_06
  675.         //nothing
  676.     End
  677.  
  678.     Behavior = FlammableUpdate ModuleTag_03a
  679.         AflameDuration        = 100000    // If I catch fire, I'll burn for this long...
  680.         AflameDamageAmount    = 1            // taking this much damage...
  681.         AflameDamageDelay    = 1000        // this often.
  682.         FlameDamageLimit    = 1
  683.     End
  684.  
  685.     Behavior = SlowDeathBehavior ModuleTag_07
  686.         // Same as normal death, but no sound (sound already played by SoundImpact = ... )
  687.         DeathTypes            = NONE +KNOCKBACK
  688.         SinkDelay            = 3000
  689.         SinkRate            = 0.80     // in Dist/Sec
  690.         DestructionDelay    = 10000
  691.         Sound                = INITIAL ManEvilGenericVoiceDie
  692.     End
  693.  
  694.     Behavior = BezierProjectileBehavior ModuleTag_08 // Module starts asleep, and wakes up when thrown.
  695.         FirstHeight                    = 24    // Height of Bezier control points above highest intervening terrain
  696.         SecondHeight                = 24
  697.         FirstPercentIndent            = 30%    // Percentage of shot distance control points are placed
  698.         SecondPercentIndent            = 70%
  699.         TumbleRandomly                = Yes
  700.  
  701.         CrushStyle                    = Yes    // I don't detonate, I just hit
  702.         DieOnImpact                    = Yes
  703.         BounceCount                    = 1        // When I hit the ground, I'll arc again
  704.         BounceDistance                = 40    // this far
  705.         BounceFirstHeight            = 16    // Height of Bezier control points above highest intervening terrain
  706.         BounceSecondHeight            = 16
  707.         BounceFirstPercentIndent    = 20%    // Percentage of shot distance control points are placed
  708.         BounceSecondPercentIndent    = 80%
  709.  
  710.         GroundHitFX       = FX_ThrownRockGroundHit
  711.         GroundBounceFX    = FX_ThrownRockBounceHit
  712.     End
  713.       
  714.     //;;; UPGRADES ;;;;
  715.     // Fire arrow upgrade
  716.     Behavior = WeaponSetUpgrade ModuleTag_FireArrowParticlesAndLegalityUpgrade
  717.         TriggeredBy        = Upgrade_MordorFireArrows
  718.     End    
  719.     
  720.     // Heavy Armor upgrade
  721.     Behavior = ArmorUpgrade ModuleTag_ArmorUpgrade
  722.         TriggeredBy = Upgrade_MordorHeavyArmor
  723.         ArmorSetFlag            = PLAYER_UPGRADE
  724.     End
  725.  
  726.     // Switch arrows being displayed.
  727.     Behavior = SubObjectsUpgrade ModuleTag_FireArrowSwapUpgrade
  728.         TriggeredBy        = Upgrade_MordorFireArrows
  729.         ShowSubObjects    = ArrowNock FireArowTip
  730.     End    
  731.     
  732.     Behavior = SubObjectsUpgrade ModuleTag_HeavyArmorUpgrade
  733.         TriggeredBy = Upgrade_MordorHeavyArmor
  734.         UpgradeTexture    = MUHaradim.tga 0 MUHaradim_HA.tga
  735.         UpgradeTexture    = MUHaradim_M.tga 0 MUHaradim_M_HA.tga
  736.         RecolorHouse    = Yes
  737.         ExcludeSubobjects = FireArowTip
  738.     End
  739.     
  740.       Behavior = DualWeaponBehavior ModuleTag_09
  741.           SwitchWeaponOnCloseRangeDistance = 40
  742.       End
  743.  
  744.     Geometry            = CYLINDER
  745.     GeometryMajorRadius = 8.0
  746.     GeometryMinorRadius = 8.0
  747.     GeometryHeight        = 19.2
  748.     GeometryIsSmall        = Yes
  749.     
  750.     Shadow            = SHADOW_DECAL
  751.     ShadowSizeX        = 14;
  752.     ShadowSizeY        = 14;
  753.     ShadowTexture    = ShadowI;
  754. End
  755.  
  756.  
  757. ;------------------------------------------------------------------------------
  758. ;//These guys are stuck in the barricade can't move and can't be attacked
  759. ;
  760. ChildObject MordorHaradrimArcherMumakil MordorHaradrimArcher
  761.  
  762.     Draw = W3DHordeModelDraw ModuleTag_01
  763.         StaticModelLODMode        = Yes // Will append M or L to the skin name depending on GameLOD
  764.         OkToChangeModelColor    = Yes
  765.         
  766.         ; specify options for static LODs
  767.         LodOptions                            = LOW
  768.             AllowMultipleModels                = ALLOW_MULTIPLE_MODELS_LOW
  769.             MaxRandomTextures                = MAX_RANDOM_TEXTURES_LOW
  770.             MaxRandomAnimations                = MAX_RANDOM_ANIMATIONS_LOW
  771.             MaxAnimFrameDelta                = MAX_ANIM_FRAME_DELTA_LOW
  772.         End
  773.         
  774.         LodOptions                            = MEDIUM
  775.             AllowMultipleModels                = ALLOW_MULTIPLE_MODELS_MED
  776.             MaxRandomTextures                = MAX_RANDOM_TEXTURES_MED
  777.             MaxRandomAnimations                = MAX_RANDOM_ANIMATIONS_MED
  778.             MaxAnimFrameDelta                = MAX_ANIM_FRAME_DELTA_MED
  779.         End
  780.         
  781.         LodOptions                            = HIGH
  782.             AllowMultipleModels                = ALLOW_MULTIPLE_MODELS_HIGH
  783.             MaxRandomTextures                = MAX_RANDOM_TEXTURES_HIGH
  784.             MaxRandomAnimations                = MAX_RANDOM_ANIMATIONS_HIGH
  785.             MaxAnimFrameDelta                = MAX_ANIM_FRAME_DELTA_HIGH
  786.         End
  787.  
  788.         WadingParticleSys = WaterRipplesTrail  ; used when the unit is wading in shallow water.      
  789.           
  790.         DefaultModelConditionState
  791.             Model = MUHaradim_SKN
  792.             Skeleton = MUHaradim_SKL
  793.             WeaponLaunchBone = PRIMARY ARRROW
  794.             WeaponLaunchBone = TERTIARY ARRROW
  795.             WeaponLaunchBone = QUINARY ARRROW
  796.         End
  797.  
  798.         IdleAnimationState
  799.             Animation = IDLA
  800.                 AnimationName = MUHaradim_IDLA
  801.                 AnimationMode = ONCE
  802.                 AnimationBlendTime = 10
  803.                 AnimationPriority = 25
  804.             End
  805.             Animation = IDLB
  806.                 AnimationName = MUHaradim_IDLB
  807.                 AnimationMode = ONCE
  808.                 AnimationBlendTime = 10
  809.             End
  810.             Animation = IDLC
  811.                 AnimationName = MUHaradim_IDLC
  812.                 AnimationMode = ONCE
  813.                 AnimationBlendTime = 10
  814.             End
  815.             StateName = Idle
  816.             BeginScript
  817.                 CurDrawableShowSubObject("arrrow")
  818.                 Prev = CurDrawablePrevAnimationState()
  819.                 if Prev == "Selected" then CurDrawableSetTransitionAnimState("Selected_to_Idle") end
  820.             EndScript            
  821.         End
  822.      
  823.         AnimationState = THROWN_PROJECTILE
  824.             Animation = Thrown
  825.                 AnimationName = MUHaradim_FLYA
  826.                 AnimationMode = LOOP
  827.             End
  828.             Animation = Thrown
  829.                 AnimationName = MUHaradim_FLYB
  830.                 AnimationMode = LOOP
  831.             End
  832.             Animation = Thrown
  833.                 AnimationName = MUHaradim_FLYC
  834.                 AnimationMode = LOOP
  835.             End
  836.         End
  837.  
  838.         AnimationState = STUNNED_FLAILING
  839.              Animation = Flying
  840.                 AnimationName = MUHaradim_FLYA
  841.                 AnimationMode = LOOP
  842.                 AnimationSpeedFactorRange    = 0.4 0.6
  843.             End
  844.              Animation = Flying
  845.                 AnimationName = MUHaradim_FLYB
  846.                 AnimationMode = LOOP
  847.                 AnimationSpeedFactorRange    = 0.4 0.6
  848.             End
  849.              Animation = Flying
  850.                 AnimationName = MUHaradim_FLYC
  851.                 AnimationMode = LOOP
  852.                 AnimationSpeedFactorRange    = 0.4 0.6
  853.             End
  854.             Flags = RANDOMSTART
  855.         End
  856.  
  857.         AnimationState            = DYING BURNINGDEATH
  858.             Animation
  859.                 AnimationName    = MUHaradim_DIEA
  860.                 AnimationMode    = ONCE
  861.                 AnimationBlendTime = 10
  862.             End
  863.             Animation
  864.                 AnimationName    = MUHaradim_DIEB
  865.                 AnimationMode    = ONCE
  866.                 AnimationBlendTime = 10
  867.             End
  868.             Animation
  869.                 AnimationName    = MUHaradim_DIEC
  870.                 AnimationMode    = ONCE
  871.                 AnimationBlendTime = 10
  872.             End
  873.         End
  874.  
  875.         AnimationState = DYING SPLATTED
  876.                  Animation = Splattered_On_Ground
  877.                     AnimationName = MUHaradim_LNDA
  878.                     AnimationMode = ONCE
  879.                 End
  880.                 EnteringStateFX = FX_HaradrimHitGround
  881.         End
  882.  
  883.         AnimationState = DYING AFLAME
  884.             Animation = Flaming_Death_1
  885.                 AnimationName = MUHaradim_DIEA
  886.                 AnimationMode = ONCE
  887.             End
  888.             Animation = Flaming_Death_2
  889.                 AnimationName = MUHaradim_DIEB
  890.                 AnimationMode = ONCE
  891.             End
  892.             Animation = Flaming_Death_2
  893.                 AnimationName = MUHaradim_DIEC
  894.                 AnimationMode = ONCE
  895.             End
  896.             ParticleSysBone     = BAT_HEAD FireBuildingLargeSmoke FollowBone:yes
  897.             ParticleSysBone     = BAT_HEAD FireSmall FollowBone:yes
  898.             ParticleSysBone     = BAT_SPINE1 FireBuildingLargeSmoke FollowBone:yes
  899.             ParticleSysBone     = BAT_SPINE1 FireSmall FollowBone:yes
  900.             ParticleSysBone     = BAT_SPINE2 FireBuildingLargeSmoke FollowBone:yes
  901.             ParticleSysBone     = BAT_SPINE2 FireSmall FollowBone:yes
  902.         End
  903.  
  904.         AnimationState = DYING
  905.             Animation = Dying_1
  906.                 AnimationName = MUHaradim_DIEA
  907.                 AnimationMode = ONCE
  908.             End
  909.             Animation = Dying_2
  910.                 AnimationName = MUHaradim_DIEB
  911.                 AnimationMode = ONCE
  912.             End
  913.             Animation = Dying_2
  914.                 AnimationName = MUHaradim_DIEC
  915.                 AnimationMode = ONCE
  916.             End
  917.         End
  918.  
  919.         //DOESN'T EXIST
  920.         //AnimationState = TRANSPORT_MOVING
  921.         //    Animation = wobbling_on_transport
  922.         //        AnimationName = MUHaradim_IDLD
  923.         //        AnimationMode = LOOP
  924.         //      AnimationBlendTime  = 15
  925.         //    End
  926.         //End
  927.         
  928.         // --- stunned anims
  929.         
  930.         AnimationState = STUNNED_STANDING_UP
  931.                  Animation = Standing_Back_Up
  932.                     AnimationName = MUHaradim_GTPA
  933.             AnimationMode = ONCE_BACKWARDS
  934.             AnimationSpeedFactorRange = 1.5 1.5
  935.                 End
  936.         End
  937.         
  938.  
  939.         AnimationState = STUNNED
  940.                  Animation = Splattered_On_Ground
  941.                     AnimationName = MUHaradim_LNDA
  942.                     AnimationMode = ONCE
  943.                 End
  944.                 EnteringStateFX = FX_HaradrimHitGround
  945.         End
  946.  
  947.         AnimationState            = BURNINGDEATH
  948.             Animation
  949.                 AnimationName    = MUHaradim_MFDA
  950.                 AnimationMode    = LOOP
  951.                 Distance        = 30
  952.             End
  953.         End
  954.  
  955.         AnimationState                        = PARALYZED
  956.             Animation
  957.                 AnimationName                = MUHaradim_IDLA
  958.                 AnimationMode                = LOOP
  959.             End
  960.         End
  961.  
  962.     ; ladder climbing animations
  963.     AnimationState = MOVING CLIMBING BACKING_UP
  964.         Animation = Climbing_Down
  965.             AnimationName = MUHaradim_CLMA
  966.             AnimationMode = LOOP_BACKWARDS
  967.             AnimationSpeedFactorRange = 2.0 2.0
  968.         End
  969.     End
  970.  
  971.     AnimationState = MOVING CLIMBING
  972.         Animation = Climbing_Up
  973.             AnimationName = MUHaradim_CLMA
  974.             AnimationMode = LOOP
  975.             AnimationSpeedFactorRange = 2.0 2.0
  976.         End
  977.     End
  978.  
  979.         AnimationState = MOVING DAMAGED AFLAME
  980.             Animation = Moving_Damaged
  981.                 AnimationName = MUHaradim_MFDA
  982.                 AnimationMode = LOOP
  983.             End
  984.             Flags               = RANDOMSTART
  985.             ParticleSysBone     = BAT_HEAD FireBuildingLargeSmoke FollowBone:yes
  986.             ParticleSysBone     = BAT_HEAD FireSmall FollowBone:yes
  987.             ParticleSysBone     = BAT_SPINE1 FireBuildingLargeSmoke FollowBone:yes
  988.             ParticleSysBone     = BAT_SPINE1 FireSmall FollowBone:yes
  989.             ParticleSysBone     = BAT_SPINE2 FireBuildingLargeSmoke FollowBone:yes
  990.             ParticleSysBone     = BAT_SPINE2 FireSmall FollowBone:yes
  991.         End
  992.  
  993.         AnimationState = MOVING AFLAME
  994.             Animation = Moving
  995.                 AnimationName = MUHaradim_MFDA
  996.                 AnimationMode = LOOP
  997.             End
  998.             Flags               = RANDOMSTART
  999.             ParticleSysBone     = BAT_HEAD FireBuildingLargeSmoke FollowBone:yes
  1000.             ParticleSysBone     = BAT_HEAD FireSmall FollowBone:yes
  1001.             ParticleSysBone     = BAT_SPINE1 FireBuildingLargeSmoke FollowBone:yes
  1002.             ParticleSysBone     = BAT_SPINE1 FireSmall FollowBone:yes
  1003.             ParticleSysBone     = BAT_SPINE2 FireBuildingLargeSmoke FollowBone:yes
  1004.             ParticleSysBone     = BAT_SPINE2 FireSmall FollowBone:yes
  1005.         End
  1006.  
  1007.     //    AnimationState = MOVING DAMAGED
  1008.     //        Animation = Moving_Damaged
  1009.     //            AnimationName = MUHaradim_IWKA
  1010.     //            AnimationMode = LOOP
  1011.     //        End
  1012.     //        Flags               = RANDOMSTART
  1013.     //        ParticleSysBone     = None InfantryDustTrails
  1014.     //  End
  1015.  
  1016. ;These units are on the mumakil and cannot run anywhere
  1017. ;
  1018. ;        AnimationState = MOVING EMOTION_TERROR
  1019. ;            Animation = MovingA
  1020. ;                AnimationName = MUHaradim_RUNC
  1021. ;                AnimationMode = LOOP
  1022. ;            End
  1023. ;            Flags               = RANDOMSTART
  1024. ;            ParticleSysBone     = None InfantryDustTrails
  1025. ;        End
  1026.                 
  1027.         AnimationState        = MOVING WANDER
  1028.             Animation           = WLKA
  1029.                 AnimationName     = MUHaradim_WLKA
  1030.                 AnimationMode     = LOOP
  1031.             End
  1032.             Animation           = WLKB
  1033.                 AnimationName     = MUHaradim_WLKB
  1034.                 AnimationMode     = LOOP
  1035.             End
  1036.         End
  1037.         
  1038.         AnimationState                = MOVING BACKING_UP
  1039.             Animation                = BackingUp
  1040.                 AnimationName        = MUHaradim_BAKA
  1041.                 AnimationMode        = LOOP
  1042.             End
  1043.             Animation                = BackingUp
  1044.                 AnimationName        = MUHaradim_BAKB
  1045.                 AnimationMode        = LOOP
  1046.             End
  1047.             Animation                = BackingUp
  1048.                 AnimationName        = MUHaradim_BAKC
  1049.                 AnimationMode        = LOOP
  1050.             End
  1051.             Flags = RANDOMSTART
  1052.         End
  1053.  
  1054. ; These units are on a mumakil and cannot run anywhere
  1055. ;        
  1056. ;        AnimationState = MOVING
  1057. ;            Animation = MovingA
  1058. ;                AnimationName = MUHaradim_RUNA
  1059. ;                AnimationMode = LOOP
  1060. ;            End
  1061. ;            Animation = MovingB
  1062. ;                AnimationName = MUHaradim_RUNB
  1063. ;                AnimationMode = LOOP
  1064. ;            End
  1065. ;            Flags               = RANDOMSTART
  1066. ;            ParticleSysBone     = None InfantryDustTrails
  1067. ;        End
  1068.         
  1069.         
  1070.         AnimationState                    =    FIRING_OR_PREATTACK_E
  1071.             Animation
  1072.                 AnimationName            =    MUHaradim_ATKA
  1073.                 AnimationMode            =    ONCE
  1074.                 AnimationSpeedFactorRange = 2.3 2.3
  1075.             End
  1076.         End
  1077.  
  1078.         AnimationState                    =    FIRING_OR_PREATTACK_A AIM_HIGH
  1079.             Animation                    =    ATKB
  1080.                 AnimationName            =    MUHaradim_ATKC 
  1081.                 AnimationMode            =    LOOP
  1082.                 UseWeaponTiming            =    Yes
  1083.             End
  1084.         End
  1085.  
  1086.         AnimationState                    =    FIRING_OR_PREATTACK_A AIM_HIGH
  1087.             Animation                    =    ATKB
  1088.                 AnimationName            =    MUHaradim_ATKC 
  1089.                 AnimationMode            =    LOOP
  1090.                 UseWeaponTiming            =    Yes
  1091.             End
  1092.         End
  1093.  
  1094.  
  1095.         AnimationState                    =    FIRING_OR_PREATTACK_C
  1096.             Animation                    =    ATKC
  1097.                 AnimationName            =    MUHaradim_ATKB 
  1098.                 AnimationMode            =    LOOP
  1099.                 UseWeaponTiming            =    Yes
  1100.             End
  1101.         End
  1102.         
  1103.         AnimationState                    =     FIRING_OR_PREATTACK_A WEAPONSTATE_CLOSE_RANGE
  1104.             Animation                    =    ATKD
  1105.                 AnimationName            =    MUHaradim_ATKD 
  1106.                 AnimationMode            =    ONCE
  1107.                 UseWeaponTiming            =    Yes
  1108.             End
  1109.         End
  1110.      
  1111.         AnimationState = FIRING_OR_PREATTACK_A
  1112.              Animation = Attacking
  1113.                 AnimationName = MUHaradim_ATKA
  1114.                 AnimationMode = LOOP
  1115.                 UseWeaponTiming        = Yes
  1116.             End
  1117.             FrameForPristineBonePositions = 64
  1118.         End
  1119.         
  1120.         AnimationState = FIRING_OR_PREATTACK_C
  1121.              Animation = Attacking
  1122.                 AnimationName = MUHaradim_ATKA
  1123.                 AnimationMode = LOOP
  1124.                 UseWeaponTiming        = Yes
  1125.             End
  1126.             FrameForPristineBonePositions = 64
  1127.         End
  1128.         
  1129.         AnimationState = PASSENGER
  1130.             Animation = Wiggling
  1131.                 AnimationName = MUHaradim_FLLA
  1132.                 AnimationMode = LOOP
  1133.             End
  1134.         End
  1135.        
  1136.  
  1137.        
  1138.         
  1139.         AnimationState = WAR_CHANT
  1140.             Animation = Chant
  1141.                 AnimationName = MUHaradim_TNTA
  1142.                 AnimationMode = LOOP
  1143.             End
  1144.             Animation = Chant
  1145.                 AnimationName = MUHaradim_TNTB
  1146.                 AnimationMode = LOOP
  1147.             End
  1148.             Animation = Chant
  1149.                 AnimationName = MUHaradim_TNTC
  1150.                 AnimationMode = LOOP
  1151.             End
  1152.         End
  1153.                 
  1154.         //-emotions--
  1155.         AnimationState                            = EMOTION_AFRAID
  1156.             Animation                            = FERA
  1157.                 AnimationName                    = MUHaradim_FERA
  1158.                 AnimationMode                    = LOOP
  1159.             End
  1160.             Animation                            = FERA
  1161.                 AnimationName                    = MUHaradim_FERB
  1162.                 AnimationMode                    = LOOP
  1163.             End
  1164.             Animation                            = FERA
  1165.                 AnimationName                    = MUHaradim_FERC
  1166.                 AnimationMode                    = LOOP
  1167.             End
  1168.             Flags = RANDOMSTART
  1169.         End
  1170.         
  1171.         AnimationState                            = EMOTION_TAUNTING
  1172.             Animation                            = TNTA
  1173.                 AnimationName                    = MUHaradim_TNTA
  1174.                 AnimationMode                    = LOOP
  1175.             End
  1176.             Animation                            = TNTA
  1177.                 AnimationName                    = MUHaradim_TNTB
  1178.                 AnimationMode                    = LOOP
  1179.             End
  1180.             Animation                            = TNTA
  1181.                 AnimationName                    = MUHaradim_TNTC
  1182.                 AnimationMode                    = LOOP
  1183.             End
  1184.         End
  1185.         
  1186.         AnimationState                            = EMOTION_POINTING
  1187.             Animation                            = Pointing1A
  1188.                 AnimationName                    = MUHaradim_PNTA
  1189.                 AnimationMode                    = LOOP
  1190.             End
  1191.         End
  1192.         AnimationState                            = EMOTION_POINTING
  1193.             Animation                            = Pointing1B
  1194.                 AnimationName                    = MUHaradim_PNTB
  1195.                 AnimationMode                    = LOOP
  1196.             End
  1197.         End
  1198.         AnimationState                            = EMOTION_POINTING
  1199.             Animation                            = Pointing1C
  1200.                 AnimationName                    = MUHaradim_PNTC
  1201.                 AnimationMode                    = LOOP
  1202.             End
  1203.         End
  1204.  
  1205.         AnimationState                            = EMOTION_CELEBRATING
  1206.             Animation                           = CHRA
  1207.                 AnimationName                    = MUHaradim_CHRA
  1208.                 AnimationMode                    = ONCE
  1209.             End
  1210.             Animation                           = CHRA
  1211.                 AnimationName                    = MUHaradim_CHRB
  1212.                 AnimationMode                    = ONCE
  1213.             End
  1214.             Animation                           = CHRA
  1215.                 AnimationName                    = MUHaradim_CHRC
  1216.                 AnimationMode                    = ONCE
  1217.             End
  1218.         End
  1219.  
  1220.         AnimationState                =    SELECTED
  1221.             SimilarRestart            =   Yes
  1222.             Animation                =    AtAttention
  1223.                 AnimationName        =    MUHaradim_ATNB
  1224.                 AnimationMode        =    LOOP
  1225.             End
  1226.             StateName                = Selected
  1227.             BeginScript
  1228.                 Prev = CurDrawablePrevAnimationState()
  1229.                 if Prev == "Idle" then CurDrawableSetTransitionAnimState("Idle_to_Selected") end
  1230.             EndScript
  1231.         End        
  1232.  
  1233.         ;------------ TRANSITION ANIMS ----------------
  1234.         
  1235.         TransitionState       = Selected_to_Idle
  1236.             Animation           = ATNE
  1237.                 AnimationName        =    MUHaradim_ATNC
  1238.                 AnimationMode        =    ONCE
  1239.                 AnimationSpeedFactorRange    = 2.0 2.0
  1240.             End
  1241.         End
  1242.         
  1243.         TransitionState       = Idle_to_Selected
  1244.             Animation           = ATND
  1245.                 AnimationName     = MUHaradim_ATNA
  1246.                 AnimationMode   =    ONCE
  1247.                 AnimationSpeedFactorRange    = 2.0 2.0
  1248.             End
  1249.         End
  1250.                 
  1251.     End
  1252.     
  1253.     VisionSide    = 100%
  1254.     VisionRear    = 100%
  1255.  
  1256.     ; No SCORE
  1257.     KindOf = PRELOAD IMMOBILE UNATTACKABLE CAN_CAST_REFLECTIONS NOT_AUTOACQUIRABLE INFANTRY ARCHER ATTACK_NEEDS_LINE_OF_SIGHT HIDE_IF_FOGGED
  1258.  
  1259.     LocomotorSet
  1260.         Locomotor = FloatingCatapultLocomotor
  1261.         Condition = SET_NORMAL
  1262.         Speed     = 0
  1263.     End
  1264.  
  1265. End
  1266.