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Text File  |  2006-01-31  |  26KB  |  943 lines

  1. ; Moved from MordorInfantry.INI Aug 24 2005
  2.  
  3. ;------------------------------------------------------------------------------
  4. ; aka Mordor Banner Orc
  5. ; Used for Orcs, orc archers, Haradrim, Soldiers of Rhun
  6. Object MordorBannerOrc
  7.   ; *** ART Parameters ***
  8.  
  9.     SelectPortrait         = UPMordor_Banner
  10.   
  11.     ; This is required for garrisoned objects - please put in all objects.
  12.     ButtonImage = BMOrcPit_RedEyeBanner
  13.  
  14.   Draw = W3DScriptedModelDraw ModuleTag_01
  15.  
  16.       OkToChangeModelColor = Yes
  17.       
  18.       StaticModelLODMode = Yes
  19.       
  20.         DefaultModelConditionState
  21.             Model = MUOrcBanr_SKN
  22.             Skeleton = IUBanner_SKL            
  23.         End
  24.  
  25.         ; morph for Haradrim ( see BannerCarrierUpdate below for reference )
  26.         ModelConditionState = USER_2
  27.             Model = MUHaraBanr_SKN
  28.             Skeleton = GUBanner_SKL
  29.         End
  30.                                 
  31.         ; morph for Solders of Rhun ( see BannerCarrierUpdate below for reference )
  32.         ModelConditionState = USER_3
  33.             Model = MUEastBan_SKN
  34.             Skeleton = IUBanner_SKL                
  35.         End
  36.  
  37.         ; ------------------------- Haradrim Anims ------------------------------------
  38.         
  39.         AnimationState                            = PASSENGER USER_2
  40.             Animation                            = ATKA
  41.                 AnimationName                    = GUBanner_FLLA
  42.                 AnimationMode                    = LOOP
  43.             End
  44.         End
  45.         
  46.         AnimationState                            = FREEFALL USER_2
  47.             Animation                            = ATKA
  48.                 AnimationName                    = GUBanner_FLYA
  49.                 AnimationMode                    = LOOP
  50.                 AnimationBlendTime                = 5
  51.                 AnimationSpeedFactorRange        = 0.5    0.5
  52.             End
  53.         End
  54.         
  55.             
  56.         AnimationState = MOVING FIRING_OR_PREATTACK_A USER_2
  57.             Animation = TrotAndFire
  58.                 AnimationName = GUBanner_ATRA
  59.                 AnimationMode = LOOP
  60.             End
  61.             Flags = RANDOMSTART
  62.             ;ParticleSysBone = None InfantryDustTrails
  63.         End
  64.         
  65.                 
  66.         AnimationState        = FIRING_OR_PREATTACK_A USER_2
  67.             Animation           = ATKA
  68.                 AnimationName     = GUBanner_ATKA
  69.                 AnimationMode     = ONCE
  70.                 UseWeaponTiming      = Yes
  71.             End
  72.             StateName           = Attack
  73.         End
  74.         
  75.         AnimationState                =    MOVING BACKING_UP USER_2
  76.             Animation                =    BackingUp
  77.                 AnimationName        = GUBanner_BAKA
  78.                 AnimationMode        =    LOOP
  79.                 AnimationBlendTime  = 15
  80.             End
  81.             Flags                    =    RANDOMSTART
  82.         End
  83.         
  84.         AnimationState        = MOVING USER_2 EMOTION_TERROR
  85.             Animation           = RUNA
  86.                 AnimationName     = GUBanner_RUNB
  87.                 AnimationMode     = LOOP
  88.                                ; AnimationSpeedFactorRange = .8 .8 ;--- JGS
  89.             End
  90.             Flags               = RANDOMSTART
  91.             ;ParticleSysBone     = None InfantryDustTrails
  92.         End
  93.  
  94.         AnimationState        = MOVING USER_2
  95.             Animation           = RUNA
  96.                 AnimationName     = GUBanner_RUNA
  97.                 AnimationMode     = LOOP
  98.                                 AnimationSpeedFactorRange = .8 .8 ;--- JGS
  99.             End
  100.             Flags               = RANDOMSTART
  101.             ;ParticleSysBone     = None InfantryDustTrails
  102.         End
  103.         
  104.         AnimationState        = STUNNED_FLAILING USER_2
  105.             Animation           = StunFlail
  106.                 AnimationName     = GUBanner_FLYA
  107.                 AnimationMode      = LOOP
  108.                 AnimationSpeedFactorRange    = 0.4 0.6
  109.             End
  110.             Flags               = RANDOMSTART
  111.         End
  112.         
  113.         AnimationState                            = SPLATTED USER_2
  114.             Animation                            = ATKA
  115.                 AnimationName                    = GUBanner_LNDA
  116.                 AnimationMode                    = ONCE
  117.             End
  118.         End
  119.  
  120.  
  121.         AnimationState            = DYING BURNINGDEATH USER_3
  122.             Animation
  123.                 AnimationName    = IUBanner_DIEA
  124.                 AnimationMode    = ONCE
  125.                 AnimationBlendTime = 10
  126.             End
  127.             Animation
  128.                 AnimationName    = IUBanner_DIEB
  129.                 AnimationMode    = ONCE
  130.                 AnimationBlendTime = 10
  131.             End
  132.             Animation
  133.                 AnimationName    = IUBanner_DIEC
  134.                 AnimationMode    = ONCE
  135.                 AnimationBlendTime = 10
  136.             End
  137.             Animation
  138.                 AnimationName    = IUBanner_DIED
  139.                 AnimationMode    = ONCE
  140.                 AnimationBlendTime = 10
  141.             End
  142.         End
  143.  
  144.         AnimationState            = DYING BURNINGDEATH USER_2
  145.             Animation
  146.                 AnimationName    = GUBanner_DIEA
  147.                 AnimationMode    = ONCE
  148.                 AnimationBlendTime = 10
  149.             End
  150.         End
  151.  
  152.         AnimationState            = DYING BURNINGDEATH USER_1
  153.             Animation
  154.                 AnimationName    = IUBanner_DIEA
  155.                 AnimationMode    = ONCE
  156.                 AnimationBlendTime = 10
  157.             End
  158.             Animation
  159.                 AnimationName    = IUBanner_DIEB
  160.                 AnimationMode    = ONCE
  161.                 AnimationBlendTime = 10
  162.             End
  163.             Animation
  164.                 AnimationName    = IUBanner_DIEC
  165.                 AnimationMode    = ONCE
  166.                 AnimationBlendTime = 10
  167.             End
  168.             Animation
  169.                 AnimationName    = IUBanner_DIED
  170.                 AnimationMode    = ONCE
  171.                 AnimationBlendTime = 10
  172.             End
  173.         End
  174.  
  175.         AnimationState = DYING AFLAME USER_2
  176.             Animation = Flaming_Death
  177.             AnimationName = GUBanner_MFDA
  178.                 AnimationMode = ONCE
  179.             End
  180.         End
  181.  
  182.         AnimationState        = DYING USER_2
  183.             Animation           = DIEA
  184.                 AnimationName     = GUBanner_DIEA
  185.                 AnimationMode     = ONCE
  186.             End
  187.         End
  188.         
  189.     AnimationState = DYING SPLATTED
  190.              Animation = Splattered_On_Ground_1
  191.                 AnimationName = IUBanner_LNDA
  192.           AnimationMode = ONCE
  193.             End
  194.     End
  195.  
  196.      AnimationState = DYING AFLAME
  197.             Animation = Flaming_Death
  198.           AnimationName = MUHarOvr_MFDA
  199.             AnimationMode = ONCE
  200.             End
  201.     End
  202.     
  203.     AnimationState = DYING WEAPONSTATE_CLOSE_RANGE
  204.             Animation = Dying_1
  205.           AnimationName = IUBanner_DIEC
  206.             AnimationMode = ONCE
  207.             End
  208.             Animation = Dying_2
  209.           AnimationName = IUBanner_DIED
  210.             AnimationMode = ONCE
  211.             End
  212.     End
  213.  
  214.     AnimationState = DYING
  215.             Animation = Dying_1
  216.           AnimationName = IUBanner_DIEA
  217.             AnimationMode = ONCE
  218.             End
  219.             Animation = Dying_2
  220.           AnimationName = IUBanner_DIEB
  221.             AnimationMode = ONCE
  222.             End
  223.     End
  224.         
  225.         
  226.         AnimationState            = BURNINGDEATH USER_3
  227.             Animation
  228.                 AnimationName    = IUBanner_MFDA
  229.                 AnimationMode    = LOOP
  230.                 Distance        = 40
  231.             End
  232.         End
  233.  
  234.         AnimationState            = BURNINGDEATH USER_2
  235.             Animation
  236.                 AnimationName    = GUBanner_MFDA
  237.                 AnimationMode    = LOOP
  238.                 Distance        = 50
  239.             End
  240.         End
  241.  
  242.         AnimationState            = BURNINGDEATH USER_1
  243.             Animation
  244.                 AnimationName    = IUBanner_MFDA
  245.                 AnimationMode    = LOOP
  246.                 Distance        = 40
  247.             End
  248.         End
  249.  
  250.  
  251.         AnimationState        = STUNNED_STANDING_UP USER_2
  252.             Animation           = GTPA
  253.                 AnimationName     = GUBanner_GTPA
  254.                 AnimationMode     = ONCE
  255.                 AnimationSpeedFactorRange = 1.5 1.5
  256.             End
  257.         End
  258.  
  259.         AnimationState        = STUNNED USER_2
  260.             Animation           = LNDA
  261.                 AnimationName     = GUBanner_LNDA
  262.                 AnimationMode     = ONCE
  263.             End
  264.         End
  265.  
  266.         
  267.         
  268.         AnimationState = MOVING CLIMBING BACKING_UP
  269.             Animation = Climb Up
  270.                 AnimationName = GUBanner_FLLA
  271.                 AnimationMode = LOOP_BACKWARDS
  272.             End
  273.         End
  274.         
  275.         AnimationState = MOVING CLIMBING
  276.             Animation = Climb Down
  277.                 AnimationName = GUBanner_FLLA
  278.                 AnimationMode = LOOP
  279.             End
  280.         End
  281.         
  282.         AnimationState = PASSENGER USER_2
  283.             Animation = Wiggle
  284.                 AnimationName = GUBanner_FLLA
  285.                 AnimationMode = LOOP
  286.             End
  287.         End
  288.         
  289.         AnimationState = HIT_REACTION HIT_LEVEL_1 USER_2
  290.             Animation = Hit_Level_1_a
  291.                 AnimationName = GUBanner_HITA
  292.                 AnimationMode = ONCE
  293.             End
  294.         End
  295.         
  296.     AnimationState = WAR_CHANT USER_2
  297.         Animation = Chant
  298.             AnimationName = GUBanner_TNTA
  299.             AnimationMode = LOOP
  300.         End
  301.     End
  302.         
  303. ;---emotion animations
  304.  
  305.         
  306.         AnimationState                    =    EMOTION_ALERT EMOTION_AFRAID USER_2
  307.             Animation                    =    Apprehensive
  308.                 AnimationName            = GUBanner_APPA
  309.                 AnimationMode            =    LOOP    ;Change this to ONCE if adding additional anims
  310.             End
  311.         End    
  312.         AnimationState                    = EMOTION_AFRAID USER_2
  313.             Animation                    = FERA
  314.                 AnimationName            = GUBanner_FERA
  315.                 AnimationMode            = LOOP
  316.             End
  317.         End
  318.                 
  319.  
  320.         
  321.         AnimationState                    = MOVING EMOTION_TERROR EMOTION_LOOK_TO_SKY USER_2
  322.             Animation                    = TerrorFromTheSky
  323.                 AnimationName            = GUBanner_RUNB
  324.                 AnimationMode            = LOOP
  325.             End
  326.         End
  327.  
  328.         AnimationState                            = EMOTION_TAUNTING USER_2
  329.             Animation                            = TNTA
  330.                 AnimationName                    = GUBanner_TNTA
  331.                 AnimationMode                    = LOOP
  332.             End
  333.         End
  334. ; No Pointing Anim
  335. ;        AnimationState                            = EMOTION_POINTING USER_2
  336. ;            Animation                            = Pointing1
  337. ;                AnimationName                    = GUBanner_PNTA
  338. ;                AnimationMode                    = LOOP
  339. ;            End
  340. ;        End
  341.         AnimationState                            = EMOTION_CELEBRATING USER_2
  342.             Animation                           = CHRA
  343.                 AnimationName                    = GUBanner_CHRA
  344.                 AnimationMode                    = LOOP
  345.             End
  346.             ;Flags                                = RESTART_ANIM_WHEN_COMPLETE
  347.         End
  348.         
  349.             
  350.         
  351.         
  352.         AnimationState                            = EMOTION_ALERT USER_2
  353.             Animation                            = ALERT
  354.                 AnimationName                    = GUBanner_IDLA
  355.                 AnimationMode                    = LOOP
  356.             End
  357.             Flags                                = RESTART_ANIM_WHEN_COMPLETE RANDOMSTART
  358.         End
  359.     
  360.     
  361.     
  362.     
  363.         
  364.         AnimationState                            = RAISING_FLAG USER_2
  365.             Animation                           = CHRA
  366.                 AnimationName                    = GUBanner_CHRA
  367.                 AnimationMode                    = LOOP
  368.             End
  369.             ;Flags                                = RESTART_ANIM_WHEN_COMPLETE
  370.         End
  371.  
  372.  
  373.         AnimationState                =    SELECTED USER_2
  374.             StateName                =    STATE_Selected2
  375.             Animation                =    ATNB
  376.                 AnimationName        =    GUBanner_ATNB
  377.                 AnimationMode        =    LOOP
  378.             End
  379.             BeginScript
  380.                 Prev = CurDrawablePrevAnimationState()
  381.                 if Prev == "Idle2"   then CurDrawableSetTransitionAnimState("TRANS_Idle_to_Selected2") return end
  382.             EndScript
  383.         End
  384.     
  385.     
  386.         AnimationState                =    USER_2
  387.             StateName                =    Idle2
  388.             Animation                =    IdleB
  389.                 AnimationName        =    GUBanner_IDLB
  390.                 AnimationMode        =    LOOP
  391.             End
  392.             BeginScript
  393.                 Prev = CurDrawablePrevAnimationState()
  394.                 if Prev == "STATE_Selected2"  then CurDrawableSetTransitionAnimState("TRANS_Selected_to_Idle2") return end
  395.             EndScript        
  396.         End
  397.     
  398.  
  399.     
  400.         
  401.         
  402.         
  403.                 
  404.  
  405.         
  406.         
  407.         
  408.         ; ------------------------- End Haradrim Anims ------------------------------------    
  409.         
  410.         AnimationState                            = PASSENGER
  411.             Animation                            = FLLA
  412.                 AnimationName                    = IUBanner_FLLA
  413.                 AnimationMode                    = LOOP
  414.             End
  415.         End
  416.         
  417.         AnimationState                            = FREEFALL
  418.             Animation                            = FLYA
  419.                 AnimationName                    = IUBanner_FLYA
  420.                 AnimationMode                    = LOOP
  421.                 AnimationBlendTime                = 10
  422.                 AnimationSpeedFactorRange        = 0.5    0.5
  423.             End
  424.         End
  425.         
  426.         IdleAnimationState
  427.             Animation = IDLD
  428.                 AnimationName = IUBanner_IDLD
  429.                 AnimationMode = ONCE
  430.                 AnimationPriority = 5
  431.                 AnimationBlendTime  = 15
  432.             End
  433.             Flags               = RESTART_ANIM_WHEN_COMPLETE
  434.             StateName = Idle
  435.             BeginScript
  436.                 Prev = CurDrawablePrevAnimationState()
  437.                 if Prev == "CloseRange"    then CurDrawableSetTransitionAnimState("Trans_Sword_To_Idle") return end
  438.                 if Prev == "STATE_Selected"   then CurDrawableSetTransitionAnimState("TRANS_Selected_to_Idle") return end
  439.             EndScript
  440.         End
  441.         
  442. ;        AnimationState                =    MOVING BACKING_UP
  443. ;            Animation                =    BackingUp
  444. ;                AnimationName        = IUBanner_BAKA
  445. ;                AnimationMode        =    LOOP
  446. ;            End
  447. ;            Flags = RANDOMSTART
  448. ;        End
  449.  
  450.  
  451.     AnimationState = STUNNED_FLAILING
  452.              Animation = Flying
  453.                 AnimationName = IUBanner_FLYB
  454.                       AnimationMode = LOOP
  455.                       AnimationSpeedFactorRange    = 0.4 0.6
  456.             End
  457.       Flags = RANDOMSTART
  458.     End
  459.  
  460.  
  461.  
  462.     AnimationState                        = PARALYZED
  463.         Animation
  464.             AnimationName                = GUBanner_IDLA
  465.             AnimationMode                = LOOP
  466.         End
  467.     End
  468.  
  469.         AnimationState = MOVING FIRING_OR_PREATTACK_A
  470.             Animation = TrotAndFire
  471.                 AnimationName = IUBanner_RUNB        ; IUBanner_ATRA does not exist...
  472.                 AnimationMode = LOOP
  473.             End
  474.             Flags = RANDOMSTART
  475.             ;ParticleSysBone = None InfantryDustTrails
  476.         End
  477.         
  478.         AnimationState = MOVING BACKING_UP EMOTION_TERROR
  479.             Animation = Moving
  480.                 AnimationName = IUBanner_BAKA
  481.                 AnimationMode = LOOP
  482.                 AnimationSpeedFactorRange 1.4 1.4
  483.             End
  484.             StateName = Moving
  485.             Flags = RANDOMSTART
  486. ;            ParticleSysBone = None InfantryDustTrails
  487.         End
  488.  
  489.         AnimationState = MOVING EMOTION_TERROR
  490.             Animation = Moving
  491.                 AnimationName = IUBanner_RUNA
  492.                 AnimationMode = LOOP
  493.             End
  494.             StateName = Moving
  495.             Flags = RANDOMSTART
  496. ;            ParticleSysBone = None InfantryDustTrails
  497.         End
  498.         
  499.         AnimationState = MOVING USER_3 ALTERNATE_FORMATION
  500.             Animation = MovingSlowInPorcupine
  501.                 AnimationName = IUBanner_RUNA
  502.                 AnimationMode = LOOP
  503.                 AnimationSpeedFactorRange = .5 .5
  504.             End
  505.             StateName = Moving
  506.             Flags = RANDOMSTART
  507. ;            ParticleSysBone = None InfantryDustTrails
  508.         End
  509.         
  510.         AnimationState = MOVING
  511.             Animation = Moving
  512.                 AnimationName = IUBanner_RUNA
  513.                 AnimationMode = LOOP
  514.             End
  515.             StateName = Moving
  516.             Flags = RANDOMSTART
  517. ;            ParticleSysBone = None InfantryDustTrails
  518.         End
  519.         
  520.  
  521.     ; --- stunned anims
  522.     AnimationState = STUNNED_STANDING_UP
  523.              Animation = Standing_Back_Up
  524.                 AnimationName = IUBanner_GTPA
  525.           AnimationMode = ONCE
  526.           AnimationSpeedFactorRange = 1.5 1.5
  527.             End
  528.     End
  529.     AnimationState = STUNNED
  530.              Animation = Splattered_On_Ground_1
  531.                 AnimationName = IUBanner_LNDA
  532.           AnimationMode = ONCE
  533.             End
  534.     End
  535.  
  536.     TransitionState = Trans_Idle_To_Sword
  537.             Animation = Transition
  538.           AnimationName = IUBanner_STHA
  539.             AnimationMode = ONCE
  540.             End
  541.     End
  542.  
  543.     TransitionState = Trans_Moving_To_Sword
  544.             Animation = Transition
  545.               AnimationName = IUBanner_STHC
  546.                 AnimationMode = ONCE
  547.             End
  548.     End
  549.  
  550.     TransitionState = Trans_Sword_To_Idle
  551.         Animation = Transition
  552.             AnimationName = IUBanner_STHB
  553.             AnimationMode = ONCE
  554.         End
  555.     End
  556.     
  557.     
  558.     
  559.     
  560.  
  561. ; --------- With Sword ------------
  562.  
  563.     AnimationState = FIRING_OR_PREATTACK_A        ; standard attack, we only have one weapon.
  564.         Animation = ATKA1
  565.             AnimationName = IUBanner_ATKA
  566.             AnimationMode = ONCE
  567.             UseWeaponTiming        = Yes
  568.         End
  569.         StateName = CloseRange
  570.     End
  571.     
  572.     AnimationState                            = RAISING_FLAG
  573.         Animation                           = CHRA
  574.             AnimationName                    = IUBanner_CHRA
  575.             AnimationMode                    = LOOP
  576.         End
  577.     End
  578.  
  579.     AnimationState                =    SELECTED
  580.         StateName                =    STATE_Selected
  581.         Animation                =    ATNB
  582.             AnimationName        =    IUBanner_IDLA
  583.             AnimationMode        =    LOOP
  584.         End
  585.         BeginScript
  586.             Prev = CurDrawablePrevAnimationState()
  587.             if Prev == "Idle"   then CurDrawableSetTransitionAnimState("TRANS_Idle_to_Selected") return end
  588.         EndScript
  589.     End
  590.  
  591.     
  592.     
  593.     TransitionState                    =    TRANS_Idle_to_Selected
  594.         Animation                    =    ATNA
  595.             AnimationName            =    IUBanner_ATNA
  596.             AnimationMode            =    ONCE
  597.         End
  598.     End
  599.     
  600.     
  601.     TransitionState                    =    TRANS_Selected_to_Idle2
  602.         Animation                    =    ATNB
  603.             AnimationName            =    GUBanner_ATNB
  604.             AnimationMode            =    ONCE
  605.         End
  606.     End
  607.     
  608.     TransitionState                    =    TRANS_Selected_to_Idle
  609.         Animation                    =    ATNB
  610.             AnimationName            =    IUBanner_ATNB
  611.             AnimationMode            =    ONCE
  612.         End
  613.     End
  614.     
  615.     AnimationState = WAR_CHANT
  616.         Animation = Chant
  617.             AnimationName = IUBanner_IDLC ;maybe TNTA
  618.             AnimationMode = LOOP
  619.         End
  620.     End
  621.     
  622.     ;-emotions--
  623.     AnimationState                            = EMOTION_AFRAID
  624.         Animation                            = FERA
  625.             AnimationName                    = IUBanner_FERA
  626.             AnimationMode                    = LOOP
  627.         End
  628.         Flags = RANDOMSTART
  629.     End
  630.  
  631.     AnimationState                            = EMOTION_TAUNTING
  632.         Animation                            = TNTA
  633.             AnimationName                    = IUBanner_IDLC
  634.             AnimationMode                    = LOOP
  635.         End
  636.     End
  637.     
  638. ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
  639. ; Just let the rest of his horde point
  640. ;    AnimationState                            = EMOTION_POINTING
  641. ;        Animation                            = Pointing1
  642. ;            AnimationName                    = IUBanner_PNTA
  643. ;            AnimationMode                    = LOOP
  644. ;        End
  645. ;    End
  646. ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
  647.  
  648.     AnimationState                            = EMOTION_CELEBRATING
  649.         Animation                           = CHRA
  650.             AnimationName                    = IUBanner_CHRA
  651.             AnimationMode                    = LOOP
  652.         End
  653.     End
  654.     
  655.     AnimationState                            = EMOTION_ALERT
  656.         Animation                            = ALERT
  657.             AnimationName                    = IUBanner_IDLB
  658.             AnimationMode                    = LOOP
  659.         End
  660.         Flags                                = RESTART_ANIM_WHEN_COMPLETE RANDOMSTART
  661.     End
  662.     
  663.     AnimationState = WEAPONSTATE_CLOSE_RANGE
  664.          Animation = Close_Range_Idle
  665.                 AnimationName = IUBanner_IDLB
  666.                 AnimationMode = ONCE
  667.         End
  668.         BeginScript
  669.             Prev = CurDrawablePrevAnimationState()
  670.             if Prev == "Moving" then CurDrawableSetTransitionAnimState("Trans_Moving_To_Sword") return end
  671.             if Prev == "Idle"   then CurDrawableSetTransitionAnimState("Trans_Idle_To_Sword") return end
  672.         EndScript
  673.         StateName = CloseRange
  674.     End
  675.    
  676.        ;    AnimationState        = SELECTED
  677.     ;        StateName           = STATE_Selected
  678.     ;        Animation = IDLA
  679.     ;            AnimationName = IUBanner_IDLA
  680.     ;            AnimationMode = ONCE
  681.     ;        End
  682.     ;        Animation = IDLC
  683.     ;            AnimationName = IUBanner_IDLC
  684.     ;            AnimationMode = ONCE
  685.     ;        End
  686.     ;        Flags               = RESTART_ANIM_WHEN_COMPLETE
  687.     ;        BeginScript
  688.     ;            Prev = CurDrawablePrevAnimationState()
  689.     ;            if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_Idle_To_Selected") end
  690.     ;            if Prev == "CloseRange"    then CurDrawableSetTransitionAnimState("Trans_Sword_To_Idle") return end
  691.     ;        EndScript
  692.     ;    End
  693.     
  694.     
  695.  
  696.     
  697.     
  698.   End
  699.  
  700.     #include "..\..\..\includes\StunDrawModuleSmall.inc"
  701.  
  702.   ; ***DESIGN parameters ***
  703.   Side = Mordor
  704.   EditorSorting = UNIT
  705.     ThreatLevel = 1.0
  706.   TransportSlotCount = TRANSPORTSLOTCOUNT_UNIT
  707.   WeaponSet
  708.     Conditions = None 
  709.     Weapon = PRIMARY    MordorWarriorAxe
  710.     AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
  711.   End
  712.  
  713.   ArmorSet
  714.     Conditions      = None
  715.     Armor           = SoldierArmor
  716.     DamageFX        = NormalDamageFX
  717.   End
  718.   BuildCost         = MORDOR_BANNER_BUILDCOST
  719.   BuildTime            = MORDOR_BANNER_BUILDTIME
  720.   
  721.   VisionRange = VISION_STANDARD_MELEE
  722.         VisionSide = 35%
  723.     VisionRear = 25%
  724.   ShroudClearingRange = SHROUD_CLEAR_STANDARD
  725.   
  726.   BountyValue       = MORDOR_BANNER_BOUNTY_VALUE
  727.   DisplayName = OBJECT:MordorBanner
  728.   CrushableLevel = 0  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  729.   CrusherLevel = 0 ;What can I crush?: 0 = small animals, 1 = infantry, 2 = trees, 3 = vehicles
  730.      CrushRevengeWeapon = BasicInfantryCrushRevenge
  731.  
  732. ;  CommandSet = GondorFighterCommandSet
  733. ;  CommandSet = MordorBannerOrcCommandSet
  734.   CommandSet = EmptyCommandSet
  735.   CommandPoints = 0
  736.  
  737.  
  738.     ; *** AUDIO Parameters ***;
  739.  
  740.     VoiceAttack                            = MordorBannerOrcVoiceAttackMS
  741.     VoiceAttackStructure                = MordorBannerOrcVoiceAttackMS
  742.     VoiceAttackMachine                    = MordorBannerOrcVoiceAttackMS
  743.     VoiceAttackCharge                    = MordorBannerOrcVoiceAttackMS
  744.     VoiceCombineWithHorde                 = IsengardBannerVoiceJoin
  745.     VoiceCreated                        = EVA:BannerCreated
  746.     VoiceFullyCreated                     = EVA:BannerCreated
  747.     VoiceGuard                            = MordorBannerOrcVoiceMoveMS
  748.     VoiceMove                            = MordorBannerOrcVoiceMoveMS
  749.     VoiceMoveWhileAttacking                = MordorBannerOrcVoiceMoveMS
  750.     VoiceMoveToCamp                        = MordorBannerOrcVoiceMoveMS
  751.     VoicePriority                        = 9
  752.     VoiceSelect                            = MordorBannerOrcVoiceSelectMS
  753.     
  754.     SoundImpact                            = ImpactHorse
  755.  
  756.     UnitSpecificSounds
  757.         VoiceGarrison                        = MordorBannerOrcVoiceMoveMS
  758.         VoiceEnterUnitMordorMumakil            = MordorBannerOrcVoiceMoveMS
  759.         VoiceEnterUnitSlaughterHouse        = MordorBannerOrcVoiceMoveMS
  760.         VoiceEnterUnitEvilMenTransportShip    = MordorBannerOrcVoiceMoveMS
  761.         VoiceInitiateCaptureBuilding        = OrcHordeVoiceCaptureBuilding
  762.     End
  763.  
  764.     CrowdResponseKey = Orc
  765.  
  766.     #include "..\..\..\includes\StandardUnitEvaEvents.inc"
  767.  
  768.     ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_foo
  769.         ModelCondition = Required:RAISING_FLAG            Excluded:DYING ENGAGED    Sound:EmotionOrcCompilationVoxTauntSinglesLoop
  770.     End
  771.  
  772.     Behavior = LargeGroupAudioUpdate ModuleTag_LGAU                ; Tie into LargeGroupAudio system
  773.         Key = Orc_Infantry Mordor_Banner
  774.     End
  775.  
  776.   ; *** ENGINEERING Parameters ***
  777.  
  778.   RadarPriority = UNIT
  779.   KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER CAN_USE_SIEGE_TOWER SCORE THROWN_OBJECT BANNER GRAB_AND_DROP IGNORES_SELECT_ALL
  780.  
  781.   Body = ActiveBody ModuleTag_02
  782.     MaxHealth         = MORDOR_BANNER_HEALTH
  783.     MaxHealthDamaged  = MORDOR_BANNER_HEALTH_DAMAGED
  784.     BurningDeathBehavior = Yes
  785.     BurningDeathFX       = FX_InfantryBurningFlame
  786.   End
  787.  
  788.   Behavior = AIUpdateInterface ModuleTag_03
  789.     AutoAcquireEnemiesWhenIdle = No
  790.     MoodAttackCheckRate        = 500
  791.     HoldGroundCloseRangeDistance = 40
  792.     AttackPriority                =     AttackPriority_Infantry
  793.     AILuaEventsList                =    MordorInfantryBannerFunctions
  794.     BurningDeathTime            =    BURNINGDEATH_DURATION_INFANTRY
  795.   End
  796.  
  797.     Behavior = EmotionTrackerUpdate    Module_EmotionTracker
  798.         TauntAndPointDistance        =    350        ; max distance to taunted/pointed objet
  799.         TauntAndPointUpdateDelay    =    1000    ; how often scan (milliseconds)
  800.         TauntAndPointExcluded        =    NONE
  801.         AfraidOf                    =    EMOTION_AFRAIDOF_OBJECTFILTER
  802.         AlwaysAfraidOf                =    EMOTION_ALWAYS_AFRAIDOF_OBJECTFILTER
  803.         PointAt                        =    EMOTION_POINTAT_OBJECTFILTER
  804.  
  805.         HeroScanDistance            =    150
  806.         FearScanDistance            =    250
  807.  
  808.         AddEmotion    =    Terror_Base
  809.         AddEmotion    =    Doom_Base
  810.         AddEmotion    =   BraceForBeingCrushed_Base
  811.         AddEmotion    =    UncontrollableFear_Base_Evil
  812.         AddEmotion    =    FearIdle_Base
  813.         AddEmotion    =    FearBusy_Base
  814.         AddEmotion    =    Point_Base
  815.         AddEmotion    =    Taunt_Base    
  816.         AddEmotion    =    CheerIdle_Base
  817.         AddEmotion    =    CheerBusy_Base
  818.         AddEmotion    =    HeroCheerIdle_Base
  819.         AddEmotion    =    HeroCheerBusy_Base
  820.         AddEmotion    =    Alert_Base
  821.     End    
  822.   
  823.   LocomotorSet
  824.     Locomotor = HumanLocomotor
  825.     Condition = SET_NORMAL
  826.     Speed     = NORMAL_MORDOR_INFANTRY_MEMBER_SPEED
  827.   End
  828.  
  829.     LocomotorSet
  830.         Locomotor = BurningDeathLocomotorInfantry
  831.         Condition = SET_BURNINGDEATH
  832.         Speed      = BURNINGDEATH_WANDERSPEED_INFANTRY
  833.     End
  834.  
  835.   Behavior = PhysicsBehavior ModuleTag_04
  836.     GravityMult = 1.0
  837.     ShockStunnedTimeLow        = 1400    ;msec
  838.     ShockStunnedTimeHigh    = 2400    ;msec
  839.     ShockStandingTime        = 2133    ;msec
  840.   End
  841.  
  842.   Behavior = SlowDeathBehavior ModuleTag_05
  843.     DeathTypes = ALL -KNOCKBACK -FADED
  844.     SinkDelay = 3000
  845.     SinkRate = 0.40     ; in Dist/Sec
  846.     DestructionDelay = 8000
  847.     Sound = INITIAL OrcVoiceDie                ;MordorBannerOrcVoiceDie
  848.   End
  849.  
  850.   Behavior = SlowDeathBehavior ModuleTag_FadeDeath
  851.     DeathTypes = ALL -FADED
  852.     SinkDelay = 3000
  853.     SinkRate = 0.40     ; in Dist/Sec
  854.     DestructionDelay = 8000
  855.     Sound = INITIAL SpellGenericUnsummonFasterMS
  856.   End
  857.  
  858.   Behavior = SquishCollide ModuleTag_06
  859.     ;nothing
  860.   End
  861.  
  862.   Behavior = SlowDeathBehavior ModuleTag_07
  863.     ; Same as normal death, but no sound (sound already played by SoundImpact = ... )
  864.     DeathTypes = NONE +KNOCKBACK
  865.     SinkDelay = 3000
  866.     SinkRate = 0.40     ; in Dist/Sec
  867.     DestructionDelay = 8000
  868.     Sound = INITIAL OrcVoiceDie                ;MordorBannerOrcVoiceDie
  869.   End
  870.   
  871.   Behavior = BezierProjectileBehavior ModuleTag_08 ; Module starts asleep, and wakes up when thrown.
  872.     FirstHeight = 24  ; Height of Bezier control points above highest intervening terrain
  873.     SecondHeight = 24
  874.     FirstPercentIndent = 30% ; Percentage of shot distance control points are placed
  875.     SecondPercentIndent = 70%
  876.     TumbleRandomly = Yes
  877.  
  878.     CrushStyle = Yes ; I don't detonate, I just hit
  879.     DieOnImpact = Yes
  880.     BounceCount = 1   ; When I hit the ground, I'll arc again
  881.     BounceDistance = 40 ; this far
  882.     BounceFirstHeight = 24  ; Height of Bezier control points above highest intervening terrain
  883.     BounceSecondHeight = 24
  884.     BounceFirstPercentIndent = 20% ; Percentage of shot distance control points are placed
  885.     BounceSecondPercentIndent = 80%
  886.  
  887.     GroundHitFX       = FX_ThrownRockGroundHit
  888.     GroundBounceFX    = FX_ThrownRockBounceHit
  889.   End
  890.  
  891.     ;/////////////////////////////////////////////////////////
  892.     ;// BannerCarrierUpdate module
  893.     ;/////////////////////////////////////////////////////////
  894.     Behavior = BannerCarrierUpdate BannerCarrierUpdateModuleTag
  895.         IdleSpawnRate            = 10000                            ; spawn a new member every n seconds when idle (in miliseconds)
  896.         MeleeFreeUnitSpawnTime        = 20000                            ; n miliseconds units must not have been fighting to be able to spawn units when idle (in miliseconds)
  897.         DiedRespawnTime            = 10000                            ; how much time must pass after Banner Carrier dies before horde can spawn another
  898.         MeleeFreeBannerReSpawnTime    = 20000                            ; how much time since horde has been fighting before a new Banner Carrier can be respawned
  899.         
  900.         BannerMorphFX        = FX_BannerCarrierMorph                    ; name of particle FX to use when the BannerCarrier morphs into the dest unit type
  901.         UnitSpawnFX            = FX_BannerCarrierSpawnUnit                ; name of particle FX to use when the BannerCarrier spawns a new unit
  902.         
  903.         ; Depending on the unit type selected, we will morph into one of the following 
  904.         ; unitTypes by setting the appropriate model condition state
  905.         
  906.         ; Harad Banner
  907.         MorphCondition        = UnitType:MordorHaradrimArcher            ModelState:"USER_2"
  908.         MorphCondition        = UnitType:MordorHaradrim                ModelState:"USER_2"
  909.  
  910.         ; Rhun Banner
  911.         MorphCondition        = UnitType:MordorEasterling                ModelState:"USER_3"
  912.         
  913.         ; show/hide subobjects based on various experience levels
  914.         ;ExpLevelDraw        = Level:1        SubObject:Hide:Adornment        SubObject:Hide:Streamers            SubObject:Hide:Glow
  915.         ;ExpLevelDraw        = Level:2        SubObject:Hide:Adornment        SubObject:Hide:Streamers            SubObject:Hide:Glow
  916.         ;ExpLevelDraw        = Level:3        SubObject:Hide:Adornment        SubObject:Hide:Streamers            SubObject:Hide:Glow
  917.         ;ExpLevelDraw        = Level:4        SubObject:Hide:Adornment        SubObject:Hide:Streamers            SubObject:Hide:Glow
  918.         
  919.         ;ExpLevelDraw        = Level:5        SubObject:Show:Adornment        SubObject:Show:Streamers            SubObject:Hide:Glow
  920.         ;ExpLevelDraw        = Level:6        SubObject:Show:Adornment        SubObject:Show:Streamers            SubObject:Hide:Glow    
  921.         ;ExpLevelDraw        = Level:7        SubObject:Show:Adornment        SubObject:Show:Streamers            SubObject:Hide:Glow    
  922.         ;ExpLevelDraw        = Level:8        SubObject:Show:Adornment        SubObject:Show:Streamers            SubObject:Hide:Glow    
  923.         ;ExpLevelDraw        = Level:9        SubObject:Show:Adornment        SubObject:Show:Streamers            SubObject:Hide:Glow
  924.         
  925.         ;ExpLevelDraw        = Level:10        SubObject:Show:Adornment        SubObject:Show:Streamers            SubObject:Show:Glow
  926.     End
  927.  
  928.     Behavior = SubObjectsUpgrade Show_Topper
  929.         TriggeredBy        = Upgrade_AllFactionUpgrade
  930.         ShowSubObjects    = Glow
  931.     End    
  932.         
  933.   Geometry = CYLINDER
  934.   GeometryMajorRadius = 8.0
  935.   GeometryMinorRadius = 8.0
  936.   GeometryHeight = 19.2
  937.   GeometryIsSmall = Yes
  938.   Shadow = SHADOW_DECAL
  939.   ShadowSizeX = 19;
  940.   ShadowSizeY = 19;
  941.   ShadowTexture = ShadowI;
  942. End
  943.