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data_ini_object_evilfaction_units_mordor_haradrimarcher.ini
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2006-01-31
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//------------------------------------------------------------------------------
//
Object MordorHaradrimArcher
//This is required for garrisoned objects - please put in all objects.
ButtonImage = WOR_HaradrimArcher
SelectPortrait = UPMordor_Haradrim
//SelectPortrait = SP_Haradrim
// *** ART Parameters ***
//note all file names are MUHaradim, not MUHaradrim, so as not to exceed character limits
Draw = W3DHordeModelDraw ModuleTag_01
StaticModelLODMode = Yes // Will append M or L to the skin name depending on GameLOD
OkToChangeModelColor = Yes
; specify options for static LODs
LodOptions = LOW
AllowMultipleModels = ALLOW_MULTIPLE_MODELS_LOW
MaxRandomTextures = MAX_RANDOM_TEXTURES_LOW
MaxRandomAnimations = MAX_RANDOM_ANIMATIONS_LOW
MaxAnimFrameDelta = MAX_ANIM_FRAME_DELTA_LOW
End
LodOptions = MEDIUM
AllowMultipleModels = ALLOW_MULTIPLE_MODELS_MED
MaxRandomTextures = MAX_RANDOM_TEXTURES_MED
MaxRandomAnimations = MAX_RANDOM_ANIMATIONS_MED
MaxAnimFrameDelta = MAX_ANIM_FRAME_DELTA_MED
End
LodOptions = HIGH
AllowMultipleModels = ALLOW_MULTIPLE_MODELS_HIGH
MaxRandomTextures = MAX_RANDOM_TEXTURES_HIGH
MaxRandomAnimations = MAX_RANDOM_ANIMATIONS_HIGH
MaxAnimFrameDelta = MAX_ANIM_FRAME_DELTA_HIGH
End
WadingParticleSys = WaterRipplesTrail ; used when the unit is wading in shallow water.
DefaultModelConditionState
Model = MUHaradim_SKN
Skeleton = MUHaradim_SKL
WeaponLaunchBone = PRIMARY ARRROW
WeaponLaunchBone = TERTIARY ARRROW
WeaponLaunchBone = QUINARY ARRROW
End
IdleAnimationState
Animation = IDLA
AnimationName = MUHaradim_IDLA
AnimationMode = ONCE
AnimationBlendTime = 10
AnimationPriority = 25
End
Animation = IDLB
AnimationName = MUHaradim_IDLB
AnimationMode = ONCE
AnimationBlendTime = 10
End
Animation = IDLC
AnimationName = MUHaradim_IDLC
AnimationMode = ONCE
AnimationBlendTime = 10
End
StateName = Idle
BeginScript
CurDrawableShowSubObject("arrrow")
Prev = CurDrawablePrevAnimationState()
if Prev == "Selected" then CurDrawableSetTransitionAnimState("Selected_to_Idle") end
EndScript
End
AnimationState = THROWN_PROJECTILE
Animation = Thrown
AnimationName = MUHaradim_FLYA
AnimationMode = LOOP
End
Animation = Thrown
AnimationName = MUHaradim_FLYB
AnimationMode = LOOP
End
Animation = Thrown
AnimationName = MUHaradim_FLYC
AnimationMode = LOOP
End
End
AnimationState = STUNNED_FLAILING
Animation = Flying
AnimationName = MUHaradim_FLYA
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.4 0.6
End
Animation = Flying
AnimationName = MUHaradim_FLYB
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.4 0.6
End
Animation = Flying
AnimationName = MUHaradim_FLYC
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.4 0.6
End
Flags = RANDOMSTART
End
AnimationState = DYING BURNINGDEATH
Animation
AnimationName = MUHaradim_DIEA
AnimationMode = ONCE
AnimationBlendTime = 10
End
Animation
AnimationName = MUHaradim_DIEB
AnimationMode = ONCE
AnimationBlendTime = 10
End
Animation
AnimationName = MUHaradim_DIEC
AnimationMode = ONCE
AnimationBlendTime = 10
End
End
AnimationState = DYING SPLATTED
Animation = Splattered_On_Ground
AnimationName = MUHaradim_LNDA
AnimationMode = ONCE
End
EnteringStateFX = FX_HaradrimHitGround
End
AnimationState = DYING AFLAME
Animation = Flaming_Death_1
AnimationName = MUHaradim_DIEA
AnimationMode = ONCE
End
Animation = Flaming_Death_2
AnimationName = MUHaradim_DIEB
AnimationMode = ONCE
End
Animation = Flaming_Death_2
AnimationName = MUHaradim_DIEC
AnimationMode = ONCE
End
ParticleSysBone = BAT_HEAD FireBuildingLargeSmoke FollowBone:yes
ParticleSysBone = BAT_HEAD FireSmall FollowBone:yes
ParticleSysBone = BAT_SPINE1 FireBuildingLargeSmoke FollowBone:yes
ParticleSysBone = BAT_SPINE1 FireSmall FollowBone:yes
ParticleSysBone = BAT_SPINE2 FireBuildingLargeSmoke FollowBone:yes
ParticleSysBone = BAT_SPINE2 FireSmall FollowBone:yes
End
AnimationState = DYING
Animation = Dying_1
AnimationName = MUHaradim_DIEA
AnimationMode = ONCE
End
Animation = Dying_2
AnimationName = MUHaradim_DIEB
AnimationMode = ONCE
End
Animation = Dying_2
AnimationName = MUHaradim_DIEC
AnimationMode = ONCE
End
End
//DOESN'T EXIST
//AnimationState = TRANSPORT_MOVING
// Animation = wobbling_on_transport
// AnimationName = MUHaradim_IDLD
// AnimationMode = LOOP
// AnimationBlendTime = 15
// End
//End
// --- stunned anims
AnimationState = STUNNED_STANDING_UP
Animation = Standing_Back_Up
AnimationName = MUHaradim_GTPA
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 1.5 1.5
End
End
AnimationState = STUNNED
Animation = Splattered_On_Ground
AnimationName = MUHaradim_LNDA
AnimationMode = ONCE
End
EnteringStateFX = FX_HaradrimHitGround
End
AnimationState = BURNINGDEATH
Animation
AnimationName = MUHaradim_MFDA
AnimationMode = LOOP
Distance = 30
End
End
AnimationState = PARALYZED
Animation
AnimationName = MUHaradim_IDLA
AnimationMode = LOOP
End
End
; ladder climbing animations
AnimationState = MOVING CLIMBING BACKING_UP
Animation = Climbing_Down
AnimationName = MUHaradim_CLMA
AnimationMode = LOOP_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0
End
End
AnimationState = MOVING CLIMBING
Animation = Climbing_Up
AnimationName = MUHaradim_CLMA
AnimationMode = LOOP
AnimationSpeedFactorRange = 2.0 2.0
End
End
AnimationState = MOVING DAMAGED AFLAME
Animation = Moving_Damaged
AnimationName = MUHaradim_MFDA
AnimationMode = LOOP
End
Flags = RANDOMSTART
ParticleSysBone = BAT_HEAD FireBuildingLargeSmoke FollowBone:yes
ParticleSysBone = BAT_HEAD FireSmall FollowBone:yes
ParticleSysBone = BAT_SPINE1 FireBuildingLargeSmoke FollowBone:yes
ParticleSysBone = BAT_SPINE1 FireSmall FollowBone:yes
ParticleSysBone = BAT_SPINE2 FireBuildingLargeSmoke FollowBone:yes
ParticleSysBone = BAT_SPINE2 FireSmall FollowBone:yes
End
AnimationState = MOVING AFLAME
Animation = Moving
AnimationName = MUHaradim_MFDA
AnimationMode = LOOP
End
Flags = RANDOMSTART
ParticleSysBone = BAT_HEAD FireBuildingLargeSmoke FollowBone:yes
ParticleSysBone = BAT_HEAD FireSmall FollowBone:yes
ParticleSysBone = BAT_SPINE1 FireBuildingLargeSmoke FollowBone:yes
ParticleSysBone = BAT_SPINE1 FireSmall FollowBone:yes
ParticleSysBone = BAT_SPINE2 FireBuildingLargeSmoke FollowBone:yes
ParticleSysBone = BAT_SPINE2 FireSmall FollowBone:yes
End
// AnimationState = MOVING DAMAGED
// Animation = Moving_Damaged
// AnimationName = MUHaradim_IWKA
// AnimationMode = LOOP
// End
// Flags = RANDOMSTART
// ParticleSysBone = None InfantryDustTrails
// End
AnimationState = MOVING EMOTION_TERROR
Animation = MovingA
AnimationName = MUHaradim_RUNC
AnimationMode = LOOP
End
Flags = RANDOMSTART
ParticleSysBone = None InfantryDustTrails
End
AnimationState = MOVING WANDER
Animation = WLKA
AnimationName = MUHaradim_WLKA
AnimationMode = LOOP
End
Animation = WLKB
AnimationName = MUHaradim_WLKB
AnimationMode = LOOP
End
End
AnimationState = MOVING BACKING_UP
Animation = BackingUp
AnimationName = MUHaradim_BAKA
AnimationMode = LOOP
End
Animation = BackingUp
AnimationName = MUHaradim_BAKB
AnimationMode = LOOP
End
Animation = BackingUp
AnimationName = MUHaradim_BAKC
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
AnimationState = MOVING
Animation = MovingA
AnimationName = MUHaradim_RUNA
AnimationMode = LOOP
End
Animation = MovingB
AnimationName = MUHaradim_RUNB
AnimationMode = LOOP
End
Flags = RANDOMSTART
ParticleSysBone = None InfantryDustTrails
End
AnimationState = FIRING_OR_PREATTACK_E
Animation
AnimationName = MUHaradim_ATKA
AnimationMode = ONCE
AnimationSpeedFactorRange = 2.3 2.3
End
End
AnimationState = FIRING_OR_PREATTACK_A AIM_HIGH
Animation = ATKB
AnimationName = MUHaradim_ATKC
AnimationMode = LOOP
UseWeaponTiming = Yes
End
End
AnimationState = FIRING_OR_PREATTACK_A AIM_HIGH
Animation = ATKB
AnimationName = MUHaradim_ATKC
AnimationMode = LOOP
UseWeaponTiming = Yes
End
End
AnimationState = FIRING_OR_PREATTACK_C
Animation = ATKC
AnimationName = MUHaradim_ATKB
AnimationMode = LOOP
UseWeaponTiming = Yes
End
End
AnimationState = FIRING_OR_PREATTACK_A WEAPONSTATE_CLOSE_RANGE
Animation = ATKD
AnimationName = MUHaradim_ATKD
AnimationMode = ONCE
UseWeaponTiming = Yes
End
End
AnimationState = FIRING_OR_PREATTACK_A
Animation = Attacking
AnimationName = MUHaradim_ATKA
AnimationMode = LOOP
UseWeaponTiming = Yes
End
FrameForPristineBonePositions = 64
End
AnimationState = FIRING_OR_PREATTACK_C
Animation = Attacking
AnimationName = MUHaradim_ATKA
AnimationMode = LOOP
UseWeaponTiming = Yes
End
FrameForPristineBonePositions = 64
End
AnimationState = PASSENGER
Animation = Wiggling
AnimationName = MUHaradim_FLLA
AnimationMode = LOOP
End
End
AnimationState = WAR_CHANT
Animation = Chant
AnimationName = MUHaradim_TNTA
AnimationMode = LOOP
End
Animation = Chant
AnimationName = MUHaradim_TNTB
AnimationMode = LOOP
End
Animation = Chant
AnimationName = MUHaradim_TNTC
AnimationMode = LOOP
End
End
//-emotions--
AnimationState = EMOTION_AFRAID
Animation = FERA
AnimationName = MUHaradim_FERA
AnimationMode = LOOP
End
Animation = FERA
AnimationName = MUHaradim_FERB
AnimationMode = LOOP
End
Animation = FERA
AnimationName = MUHaradim_FERC
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
AnimationState = EMOTION_TAUNTING
Animation = TNTA
AnimationName = MUHaradim_TNTA
AnimationMode = LOOP
End
Animation = TNTA
AnimationName = MUHaradim_TNTB
AnimationMode = LOOP
End
Animation = TNTA
AnimationName = MUHaradim_TNTC
AnimationMode = LOOP
End
End
AnimationState = EMOTION_POINTING
Animation = Pointing1A
AnimationName = MUHaradim_PNTA
AnimationMode = LOOP
End
End
AnimationState = EMOTION_POINTING
Animation = Pointing1B
AnimationName = MUHaradim_PNTB
AnimationMode = LOOP
End
End
AnimationState = EMOTION_POINTING
Animation = Pointing1C
AnimationName = MUHaradim_PNTC
AnimationMode = LOOP
End
End
AnimationState = EMOTION_CELEBRATING
Animation = CHRA
AnimationName = MUHaradim_CHRA
AnimationMode = ONCE
End
Animation = CHRA
AnimationName = MUHaradim_CHRB
AnimationMode = ONCE
End
Animation = CHRA
AnimationName = MUHaradim_CHRC
AnimationMode = ONCE
End
End
AnimationState = SELECTED
SimilarRestart = Yes
Animation = AtAttention
AnimationName = MUHaradim_ATNB
AnimationMode = LOOP
End
StateName = Selected
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "Idle" then CurDrawableSetTransitionAnimState("Idle_to_Selected") end
EndScript
End
;------------ TRANSITION ANIMS ----------------
TransitionState = Selected_to_Idle
Animation = ATNE
AnimationName = MUHaradim_ATNC
AnimationMode = ONCE
AnimationSpeedFactorRange = 2.0 2.0
End
End
TransitionState = Idle_to_Selected
Animation = ATND
AnimationName = MUHaradim_ATNA
AnimationMode = ONCE
AnimationSpeedFactorRange = 2.0 2.0
End
End
End
#include "..\..\..\includes\StunDrawModuleSmall.inc"
// ***DESIGN parameters ***
Side = Mordor
EditorSorting = UNIT
ThreatLevel = 1.0
EmotionRange = EMOTION_CHEER_RADIUS
TransportSlotCount = TRANSPORTSLOTCOUNT_UNIT
WeaponSet
Conditions = None
Weapon = PRIMARY HaradrimBow
Weapon = TERTIARY HaradrimBowBombard
Weapon = QUINARY HaradrimBarbedArrow
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
AutoChooseSources = TERTIARY FROM_PLAYER FROM_SCRIPT ; Not AI.
AutoChooseSources = QUINARY FROM_PLAYER FROM_SCRIPT ; Not AI.
End
WeaponSet
Conditions = CLOSE_RANGE CONTESTING_BUILDING
Weapon = PRIMARY HaradrimBow
Weapon = SECONDARY MordorArcherBowMelee
Weapon = TERTIARY HaradrimBowBombard
Weapon = QUINARY HaradrimBarbedArrow
OnlyAgainst = PRIMARY STRUCTURE
AutoChooseSources = TERTIARY FROM_PLAYER FROM_SCRIPT ; Not AI.
AutoChooseSources = QUINARY FROM_PLAYER FROM_SCRIPT ; Not AI.
End
ArmorSet
Conditions = None
Armor = ArcherArmor
DamageFX = NormalDamageFX
End
ArmorSet
Conditions = PLAYER_UPGRADE
Armor = ArcherHeavyArmor
DamageFX = NormalDamageFX
End
ShroudClearingRange = SHROUD_CLEAR_STANDARD
VisionRange = MORDOR_HARADRIM_VISION_RANGE
VisionSide = 35%
VisionRear = 25%
MaxVisionBonusPercent = 300%
VisionBonusTestRadius = 200
VisionBonusPercentPerFoot = 2.0%
DisplayName = OBJECT:MordorHaradrimArcher
CrushableLevel = 0 //What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CrusherLevel = 0 //What can I crush?: 0 = small animals, 1 = infantry, 2 = trees, 3 = vehicles
CrushRevengeWeapon = RangedInfantryCrushRevenge
CommandSet = MordorHaradrimArcherCommandSet
CommandPoints = 6
// *** AUDIO Parameters ***;
VoiceAttack = HaradrimVoiceAttack
VoiceAttackAir = HaradrimVoiceAttack
VoiceAttackCharge = HaradrimVoiceAttackCharge
VoiceAttackMachine = HaradrimVoiceAttack
VoiceAttackStructure = HaradrimVoiceAttackBuilding
VoiceCreated = EVA:HaradrimCreated
VoiceFullyCreated = EVA:HaradrimCreated
VoiceMove = HaradrimVoiceMove
VoiceMoveToCamp = HaradrimVoiceMoveCamp
VoicePriority = 34
VoiceRetreatToCastle = HaradrimVoiceRetreat
VoiceSelect = HaradrimVoiceSelectMS
VoiceSelectBattle = HaradrimVoiceSelectBattle
VoiceGuard = HaradrimVoiceMove
VoiceEnterStateAttack = HaradrimVoiceEnterStateAttack
VoiceEnterStateAttackCharge = HaradrimVoiceEnterStateAttackCharge
VoiceEnterStateAttackMachine = HaradrimVoiceEnterStateAttackBuilding
VoiceEnterStateAttackStructure = HaradrimVoiceEnterStateAttackBuilding
VoiceEnterStateMove = HaradrimVoiceEnterStateMove
VoiceEnterStateMoveToCamp = HaradrimVoiceEnterStateMoveCamp
VoiceEnterStateRetreatToCastle = HaradrimVoiceEnterStateRetreat
UnitSpecificSounds
VoiceEnter = HaradrimVoiceGarrison
VoiceEnterHostile = HaradrimVoiceGarrison
VoiceGarrison = HaradrimVoiceGarrison
VoiceEnterUnitSlaughterHouse = HaradrimVoiceGarrisonSlaughterHouse
VoiceEnterUnitMordorMumakil = HaradrimVoiceGarrisonMumakil
VoiceEnterUnitEvilMenTransportShip = HaradrimVoiceMove
VoiceInitiateBarbedArrowAttack = HaradrimVoiceAttack
VoiceInitiateCaptureBuilding = HaradrimVoiceCaptureBuilding
End
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
MaxUpdateRangeCap = 800
AnimationSound = Sound:ArrowDrawBow Animation:MUHARADIM_SKL.MUHARADIM_ATKA Frames:34
AnimationSound = Sound:ArrowDrawBow Animation:MUHARADIM_SKL.MUHARADIM_ATKB Frames:34
AnimationSound = Sound:ArrowDrawBow Animation:MUHARADIM_SKL.MUHARADIM_ATKC Frames:34
AnimationSound = Sound:BodyFallSoldier Animation:MUHaraLnc_SKL.MUHaraLnc_LNDA Frames:2
AnimationSound = Sound:BodyFallGeneric1 Animation:MUHaradim_SKL.MUHaradim_DIEA Frames:57
AnimationSound = Sound:BodyFallGeneric1 Animation:MUHaradim_SKL.MUHaradim_DIEB Frames:78
End
CrowdResponseKey = EvilMen2
ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_foo
ModelCondition = Required:EMOTION_CELEBRATING Excluded:DYING ENGAGED Sound:EmotionHaradrimVoxCheerLoop ;MOVING ATTACKING
ModelCondition = Required:EMOTION_TAUNTING Excluded:DYING ENGAGED Sound:EmotionHaradrimVoxTauntLoop ;MOVING ATTACKING
ModelCondition = Required:RAISING_FLAG Excluded:DYING ENGAGED Sound:EmotionHaradrimVoxTauntLoop
;pointing in LGAS
End
#include "..\..\..\includes\StandardUnitEvaEvents.inc"
//EvaEventDieOwner = GroupHaradrimDie //Eva event to trigger on unit's death. NOTICE THAT this is only for permanent deaths
//For deaths you can respawn from, use the DeathFX
Behavior = LargeGroupAudioUpdate ModuleTag_LGAU // Tie into LargeGroupAudio system
Key = Humanoid_Male Man Man_Male Haradrim_Archer
End
// *** ENGINEERING Parameters ***
RadarPriority = UNIT
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
Body = ActiveBody ModuleTag_02
MaxHealth = MORDOR_HARADRIM_HEALTH ;BALANCE Orc Archer Health
MaxHealthDamaged = MORDOR_HARADRIM_HEALTH_DAMAGED
BurningDeathBehavior = Yes
BurningDeathFX = FX_InfantryBurningFlame
End
Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
CanAttackWhileContained = Yes
MaxCowerTime = 5000
MinCowerTime = 3000
AttackPriority = AttackPriority_Archer
AILuaEventsList = HaradrimArcherFunctions
BurningDeathTime = BURNINGDEATH_DURATION_INFANTRY
End
LocomotorSet
Locomotor = HumanLocomotor
Condition = SET_NORMAL
Speed = NORMAL_MORDOR_INFANTRY_MEMBER_SPEED
End
LocomotorSet
Locomotor = BurningDeathLocomotorInfantry
Condition = SET_BURNINGDEATH
Speed = BURNINGDEATH_WANDERSPEED_INFANTRY
End
Behavior = PhysicsBehavior ModuleTag_04
GravityMult = 1.0
End
Behavior = AimWeaponBehavior AimWeaponModuleTag
AimLowThreshold = -0.15
AimHighThreshold = 0.15
End
Behavior = SlowDeathBehavior ModuleTag_05
DeathTypes = ALL -KNOCKBACK
SinkDelay = 3000
SinkRate = 0.60 ; in Dist/Sec
DestructionDelay = 10000
Sound = INITIAL ManEvilGenericVoiceDie
End
Behavior = SquishCollide ModuleTag_06
//nothing
End
Behavior = FlammableUpdate ModuleTag_03a
AflameDuration = 100000 // If I catch fire, I'll burn for this long...
AflameDamageAmount = 1 // taking this much damage...
AflameDamageDelay = 1000 // this often.
FlameDamageLimit = 1
End
Behavior = SlowDeathBehavior ModuleTag_07
// Same as normal death, but no sound (sound already played by SoundImpact = ... )
DeathTypes = NONE +KNOCKBACK
SinkDelay = 3000
SinkRate = 0.80 // in Dist/Sec
DestructionDelay = 10000
Sound = INITIAL ManEvilGenericVoiceDie
End
Behavior = BezierProjectileBehavior ModuleTag_08 // Module starts asleep, and wakes up when thrown.
FirstHeight = 24 // Height of Bezier control points above highest intervening terrain
SecondHeight = 24
FirstPercentIndent = 30% // Percentage of shot distance control points are placed
SecondPercentIndent = 70%
TumbleRandomly = Yes
CrushStyle = Yes // I don't detonate, I just hit
DieOnImpact = Yes
BounceCount = 1 // When I hit the ground, I'll arc again
BounceDistance = 40 // this far
BounceFirstHeight = 16 // Height of Bezier control points above highest intervening terrain
BounceSecondHeight = 16
BounceFirstPercentIndent = 20% // Percentage of shot distance control points are placed
BounceSecondPercentIndent = 80%
GroundHitFX = FX_ThrownRockGroundHit
GroundBounceFX = FX_ThrownRockBounceHit
End
//;;; UPGRADES ;;;;
// Fire arrow upgrade
Behavior = WeaponSetUpgrade ModuleTag_FireArrowParticlesAndLegalityUpgrade
TriggeredBy = Upgrade_MordorFireArrows
End
// Heavy Armor upgrade
Behavior = ArmorUpgrade ModuleTag_ArmorUpgrade
TriggeredBy = Upgrade_MordorHeavyArmor
ArmorSetFlag = PLAYER_UPGRADE
End
// Switch arrows being displayed.
Behavior = SubObjectsUpgrade ModuleTag_FireArrowSwapUpgrade
TriggeredBy = Upgrade_MordorFireArrows
ShowSubObjects = ArrowNock FireArowTip
End
Behavior = SubObjectsUpgrade ModuleTag_HeavyArmorUpgrade
TriggeredBy = Upgrade_MordorHeavyArmor
UpgradeTexture = MUHaradim.tga 0 MUHaradim_HA.tga
UpgradeTexture = MUHaradim_M.tga 0 MUHaradim_M_HA.tga
RecolorHouse = Yes
ExcludeSubobjects = FireArowTip
End
Behavior = DualWeaponBehavior ModuleTag_09
SwitchWeaponOnCloseRangeDistance = 40
End
Geometry = CYLINDER
GeometryMajorRadius = 8.0
GeometryMinorRadius = 8.0
GeometryHeight = 19.2
GeometryIsSmall = Yes
Shadow = SHADOW_DECAL
ShadowSizeX = 14;
ShadowSizeY = 14;
ShadowTexture = ShadowI;
End
;------------------------------------------------------------------------------
;
;//These guys are stuck in the barricade can't move and can't be attacked
;
ChildObject MordorHaradrimArcherMumakil MordorHaradrimArcher
Draw = W3DHordeModelDraw ModuleTag_01
StaticModelLODMode = Yes // Will append M or L to the skin name depending on GameLOD
OkToChangeModelColor = Yes
; specify options for static LODs
LodOptions = LOW
AllowMultipleModels = ALLOW_MULTIPLE_MODELS_LOW
MaxRandomTextures = MAX_RANDOM_TEXTURES_LOW
MaxRandomAnimations = MAX_RANDOM_ANIMATIONS_LOW
MaxAnimFrameDelta = MAX_ANIM_FRAME_DELTA_LOW
End
LodOptions = MEDIUM
AllowMultipleModels = ALLOW_MULTIPLE_MODELS_MED
MaxRandomTextures = MAX_RANDOM_TEXTURES_MED
MaxRandomAnimations = MAX_RANDOM_ANIMATIONS_MED
MaxAnimFrameDelta = MAX_ANIM_FRAME_DELTA_MED
End
LodOptions = HIGH
AllowMultipleModels = ALLOW_MULTIPLE_MODELS_HIGH
MaxRandomTextures = MAX_RANDOM_TEXTURES_HIGH
MaxRandomAnimations = MAX_RANDOM_ANIMATIONS_HIGH
MaxAnimFrameDelta = MAX_ANIM_FRAME_DELTA_HIGH
End
WadingParticleSys = WaterRipplesTrail ; used when the unit is wading in shallow water.
DefaultModelConditionState
Model = MUHaradim_SKN
Skeleton = MUHaradim_SKL
WeaponLaunchBone = PRIMARY ARRROW
WeaponLaunchBone = TERTIARY ARRROW
WeaponLaunchBone = QUINARY ARRROW
End
IdleAnimationState
Animation = IDLA
AnimationName = MUHaradim_IDLA
AnimationMode = ONCE
AnimationBlendTime = 10
AnimationPriority = 25
End
Animation = IDLB
AnimationName = MUHaradim_IDLB
AnimationMode = ONCE
AnimationBlendTime = 10
End
Animation = IDLC
AnimationName = MUHaradim_IDLC
AnimationMode = ONCE
AnimationBlendTime = 10
End
StateName = Idle
BeginScript
CurDrawableShowSubObject("arrrow")
Prev = CurDrawablePrevAnimationState()
if Prev == "Selected" then CurDrawableSetTransitionAnimState("Selected_to_Idle") end
EndScript
End
AnimationState = THROWN_PROJECTILE
Animation = Thrown
AnimationName = MUHaradim_FLYA
AnimationMode = LOOP
End
Animation = Thrown
AnimationName = MUHaradim_FLYB
AnimationMode = LOOP
End
Animation = Thrown
AnimationName = MUHaradim_FLYC
AnimationMode = LOOP
End
End
AnimationState = STUNNED_FLAILING
Animation = Flying
AnimationName = MUHaradim_FLYA
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.4 0.6
End
Animation = Flying
AnimationName = MUHaradim_FLYB
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.4 0.6
End
Animation = Flying
AnimationName = MUHaradim_FLYC
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.4 0.6
End
Flags = RANDOMSTART
End
AnimationState = DYING BURNINGDEATH
Animation
AnimationName = MUHaradim_DIEA
AnimationMode = ONCE
AnimationBlendTime = 10
End
Animation
AnimationName = MUHaradim_DIEB
AnimationMode = ONCE
AnimationBlendTime = 10
End
Animation
AnimationName = MUHaradim_DIEC
AnimationMode = ONCE
AnimationBlendTime = 10
End
End
AnimationState = DYING SPLATTED
Animation = Splattered_On_Ground
AnimationName = MUHaradim_LNDA
AnimationMode = ONCE
End
EnteringStateFX = FX_HaradrimHitGround
End
AnimationState = DYING AFLAME
Animation = Flaming_Death_1
AnimationName = MUHaradim_DIEA
AnimationMode = ONCE
End
Animation = Flaming_Death_2
AnimationName = MUHaradim_DIEB
AnimationMode = ONCE
End
Animation = Flaming_Death_2
AnimationName = MUHaradim_DIEC
AnimationMode = ONCE
End
ParticleSysBone = BAT_HEAD FireBuildingLargeSmoke FollowBone:yes
ParticleSysBone = BAT_HEAD FireSmall FollowBone:yes
ParticleSysBone = BAT_SPINE1 FireBuildingLargeSmoke FollowBone:yes
ParticleSysBone = BAT_SPINE1 FireSmall FollowBone:yes
ParticleSysBone = BAT_SPINE2 FireBuildingLargeSmoke FollowBone:yes
ParticleSysBone = BAT_SPINE2 FireSmall FollowBone:yes
End
AnimationState = DYING
Animation = Dying_1
AnimationName = MUHaradim_DIEA
AnimationMode = ONCE
End
Animation = Dying_2
AnimationName = MUHaradim_DIEB
AnimationMode = ONCE
End
Animation = Dying_2
AnimationName = MUHaradim_DIEC
AnimationMode = ONCE
End
End
//DOESN'T EXIST
//AnimationState = TRANSPORT_MOVING
// Animation = wobbling_on_transport
// AnimationName = MUHaradim_IDLD
// AnimationMode = LOOP
// AnimationBlendTime = 15
// End
//End
// --- stunned anims
AnimationState = STUNNED_STANDING_UP
Animation = Standing_Back_Up
AnimationName = MUHaradim_GTPA
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 1.5 1.5
End
End
AnimationState = STUNNED
Animation = Splattered_On_Ground
AnimationName = MUHaradim_LNDA
AnimationMode = ONCE
End
EnteringStateFX = FX_HaradrimHitGround
End
AnimationState = BURNINGDEATH
Animation
AnimationName = MUHaradim_MFDA
AnimationMode = LOOP
Distance = 30
End
End
AnimationState = PARALYZED
Animation
AnimationName = MUHaradim_IDLA
AnimationMode = LOOP
End
End
; ladder climbing animations
AnimationState = MOVING CLIMBING BACKING_UP
Animation = Climbing_Down
AnimationName = MUHaradim_CLMA
AnimationMode = LOOP_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0
End
End
AnimationState = MOVING CLIMBING
Animation = Climbing_Up
AnimationName = MUHaradim_CLMA
AnimationMode = LOOP
AnimationSpeedFactorRange = 2.0 2.0
End
End
AnimationState = MOVING DAMAGED AFLAME
Animation = Moving_Damaged
AnimationName = MUHaradim_MFDA
AnimationMode = LOOP
End
Flags = RANDOMSTART
ParticleSysBone = BAT_HEAD FireBuildingLargeSmoke FollowBone:yes
ParticleSysBone = BAT_HEAD FireSmall FollowBone:yes
ParticleSysBone = BAT_SPINE1 FireBuildingLargeSmoke FollowBone:yes
ParticleSysBone = BAT_SPINE1 FireSmall FollowBone:yes
ParticleSysBone = BAT_SPINE2 FireBuildingLargeSmoke FollowBone:yes
ParticleSysBone = BAT_SPINE2 FireSmall FollowBone:yes
End
AnimationState = MOVING AFLAME
Animation = Moving
AnimationName = MUHaradim_MFDA
AnimationMode = LOOP
End
Flags = RANDOMSTART
ParticleSysBone = BAT_HEAD FireBuildingLargeSmoke FollowBone:yes
ParticleSysBone = BAT_HEAD FireSmall FollowBone:yes
ParticleSysBone = BAT_SPINE1 FireBuildingLargeSmoke FollowBone:yes
ParticleSysBone = BAT_SPINE1 FireSmall FollowBone:yes
ParticleSysBone = BAT_SPINE2 FireBuildingLargeSmoke FollowBone:yes
ParticleSysBone = BAT_SPINE2 FireSmall FollowBone:yes
End
// AnimationState = MOVING DAMAGED
// Animation = Moving_Damaged
// AnimationName = MUHaradim_IWKA
// AnimationMode = LOOP
// End
// Flags = RANDOMSTART
// ParticleSysBone = None InfantryDustTrails
// End
;These units are on the mumakil and cannot run anywhere
;
; AnimationState = MOVING EMOTION_TERROR
; Animation = MovingA
; AnimationName = MUHaradim_RUNC
; AnimationMode = LOOP
; End
; Flags = RANDOMSTART
; ParticleSysBone = None InfantryDustTrails
; End
AnimationState = MOVING WANDER
Animation = WLKA
AnimationName = MUHaradim_WLKA
AnimationMode = LOOP
End
Animation = WLKB
AnimationName = MUHaradim_WLKB
AnimationMode = LOOP
End
End
AnimationState = MOVING BACKING_UP
Animation = BackingUp
AnimationName = MUHaradim_BAKA
AnimationMode = LOOP
End
Animation = BackingUp
AnimationName = MUHaradim_BAKB
AnimationMode = LOOP
End
Animation = BackingUp
AnimationName = MUHaradim_BAKC
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
; These units are on a mumakil and cannot run anywhere
;
; AnimationState = MOVING
; Animation = MovingA
; AnimationName = MUHaradim_RUNA
; AnimationMode = LOOP
; End
; Animation = MovingB
; AnimationName = MUHaradim_RUNB
; AnimationMode = LOOP
; End
; Flags = RANDOMSTART
; ParticleSysBone = None InfantryDustTrails
; End
AnimationState = FIRING_OR_PREATTACK_E
Animation
AnimationName = MUHaradim_ATKA
AnimationMode = ONCE
AnimationSpeedFactorRange = 2.3 2.3
End
End
AnimationState = FIRING_OR_PREATTACK_A AIM_HIGH
Animation = ATKB
AnimationName = MUHaradim_ATKC
AnimationMode = LOOP
UseWeaponTiming = Yes
End
End
AnimationState = FIRING_OR_PREATTACK_A AIM_HIGH
Animation = ATKB
AnimationName = MUHaradim_ATKC
AnimationMode = LOOP
UseWeaponTiming = Yes
End
End
AnimationState = FIRING_OR_PREATTACK_C
Animation = ATKC
AnimationName = MUHaradim_ATKB
AnimationMode = LOOP
UseWeaponTiming = Yes
End
End
AnimationState = FIRING_OR_PREATTACK_A WEAPONSTATE_CLOSE_RANGE
Animation = ATKD
AnimationName = MUHaradim_ATKD
AnimationMode = ONCE
UseWeaponTiming = Yes
End
End
AnimationState = FIRING_OR_PREATTACK_A
Animation = Attacking
AnimationName = MUHaradim_ATKA
AnimationMode = LOOP
UseWeaponTiming = Yes
End
FrameForPristineBonePositions = 64
End
AnimationState = FIRING_OR_PREATTACK_C
Animation = Attacking
AnimationName = MUHaradim_ATKA
AnimationMode = LOOP
UseWeaponTiming = Yes
End
FrameForPristineBonePositions = 64
End
AnimationState = PASSENGER
Animation = Wiggling
AnimationName = MUHaradim_FLLA
AnimationMode = LOOP
End
End
AnimationState = WAR_CHANT
Animation = Chant
AnimationName = MUHaradim_TNTA
AnimationMode = LOOP
End
Animation = Chant
AnimationName = MUHaradim_TNTB
AnimationMode = LOOP
End
Animation = Chant
AnimationName = MUHaradim_TNTC
AnimationMode = LOOP
End
End
//-emotions--
AnimationState = EMOTION_AFRAID
Animation = FERA
AnimationName = MUHaradim_FERA
AnimationMode = LOOP
End
Animation = FERA
AnimationName = MUHaradim_FERB
AnimationMode = LOOP
End
Animation = FERA
AnimationName = MUHaradim_FERC
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
AnimationState = EMOTION_TAUNTING
Animation = TNTA
AnimationName = MUHaradim_TNTA
AnimationMode = LOOP
End
Animation = TNTA
AnimationName = MUHaradim_TNTB
AnimationMode = LOOP
End
Animation = TNTA
AnimationName = MUHaradim_TNTC
AnimationMode = LOOP
End
End
AnimationState = EMOTION_POINTING
Animation = Pointing1A
AnimationName = MUHaradim_PNTA
AnimationMode = LOOP
End
End
AnimationState = EMOTION_POINTING
Animation = Pointing1B
AnimationName = MUHaradim_PNTB
AnimationMode = LOOP
End
End
AnimationState = EMOTION_POINTING
Animation = Pointing1C
AnimationName = MUHaradim_PNTC
AnimationMode = LOOP
End
End
AnimationState = EMOTION_CELEBRATING
Animation = CHRA
AnimationName = MUHaradim_CHRA
AnimationMode = ONCE
End
Animation = CHRA
AnimationName = MUHaradim_CHRB
AnimationMode = ONCE
End
Animation = CHRA
AnimationName = MUHaradim_CHRC
AnimationMode = ONCE
End
End
AnimationState = SELECTED
SimilarRestart = Yes
Animation = AtAttention
AnimationName = MUHaradim_ATNB
AnimationMode = LOOP
End
StateName = Selected
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "Idle" then CurDrawableSetTransitionAnimState("Idle_to_Selected") end
EndScript
End
;------------ TRANSITION ANIMS ----------------
TransitionState = Selected_to_Idle
Animation = ATNE
AnimationName = MUHaradim_ATNC
AnimationMode = ONCE
AnimationSpeedFactorRange = 2.0 2.0
End
End
TransitionState = Idle_to_Selected
Animation = ATND
AnimationName = MUHaradim_ATNA
AnimationMode = ONCE
AnimationSpeedFactorRange = 2.0 2.0
End
End
End
VisionSide = 100%
VisionRear = 100%
; No SCORE
KindOf = PRELOAD IMMOBILE UNATTACKABLE CAN_CAST_REFLECTIONS NOT_AUTOACQUIRABLE INFANTRY ARCHER ATTACK_NEEDS_LINE_OF_SIGHT HIDE_IF_FOGGED
LocomotorSet
Locomotor = FloatingCatapultLocomotor
Condition = SET_NORMAL
Speed = 0
End
End