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data_ini_object_evilfaction_units_mordor_mordorbannerorc.ini
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; Moved from MordorInfantry.INI Aug 24 2005
;------------------------------------------------------------------------------
; aka Mordor Banner Orc
; Used for Orcs, orc archers, Haradrim, Soldiers of Rhun
Object MordorBannerOrc
; *** ART Parameters ***
SelectPortrait = UPMordor_Banner
; This is required for garrisoned objects - please put in all objects.
ButtonImage = BMOrcPit_RedEyeBanner
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = Yes
DefaultModelConditionState
Model = MUOrcBanr_SKN
Skeleton = IUBanner_SKL
End
; morph for Haradrim ( see BannerCarrierUpdate below for reference )
ModelConditionState = USER_2
Model = MUHaraBanr_SKN
Skeleton = GUBanner_SKL
End
; morph for Solders of Rhun ( see BannerCarrierUpdate below for reference )
ModelConditionState = USER_3
Model = MUEastBan_SKN
Skeleton = IUBanner_SKL
End
; ------------------------- Haradrim Anims ------------------------------------
AnimationState = PASSENGER USER_2
Animation = ATKA
AnimationName = GUBanner_FLLA
AnimationMode = LOOP
End
End
AnimationState = FREEFALL USER_2
Animation = ATKA
AnimationName = GUBanner_FLYA
AnimationMode = LOOP
AnimationBlendTime = 5
AnimationSpeedFactorRange = 0.5 0.5
End
End
AnimationState = MOVING FIRING_OR_PREATTACK_A USER_2
Animation = TrotAndFire
AnimationName = GUBanner_ATRA
AnimationMode = LOOP
End
Flags = RANDOMSTART
;ParticleSysBone = None InfantryDustTrails
End
AnimationState = FIRING_OR_PREATTACK_A USER_2
Animation = ATKA
AnimationName = GUBanner_ATKA
AnimationMode = ONCE
UseWeaponTiming = Yes
End
StateName = Attack
End
AnimationState = MOVING BACKING_UP USER_2
Animation = BackingUp
AnimationName = GUBanner_BAKA
AnimationMode = LOOP
AnimationBlendTime = 15
End
Flags = RANDOMSTART
End
AnimationState = MOVING USER_2 EMOTION_TERROR
Animation = RUNA
AnimationName = GUBanner_RUNB
AnimationMode = LOOP
; AnimationSpeedFactorRange = .8 .8 ;--- JGS
End
Flags = RANDOMSTART
;ParticleSysBone = None InfantryDustTrails
End
AnimationState = MOVING USER_2
Animation = RUNA
AnimationName = GUBanner_RUNA
AnimationMode = LOOP
AnimationSpeedFactorRange = .8 .8 ;--- JGS
End
Flags = RANDOMSTART
;ParticleSysBone = None InfantryDustTrails
End
AnimationState = STUNNED_FLAILING USER_2
Animation = StunFlail
AnimationName = GUBanner_FLYA
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.4 0.6
End
Flags = RANDOMSTART
End
AnimationState = SPLATTED USER_2
Animation = ATKA
AnimationName = GUBanner_LNDA
AnimationMode = ONCE
End
End
AnimationState = DYING BURNINGDEATH USER_3
Animation
AnimationName = IUBanner_DIEA
AnimationMode = ONCE
AnimationBlendTime = 10
End
Animation
AnimationName = IUBanner_DIEB
AnimationMode = ONCE
AnimationBlendTime = 10
End
Animation
AnimationName = IUBanner_DIEC
AnimationMode = ONCE
AnimationBlendTime = 10
End
Animation
AnimationName = IUBanner_DIED
AnimationMode = ONCE
AnimationBlendTime = 10
End
End
AnimationState = DYING BURNINGDEATH USER_2
Animation
AnimationName = GUBanner_DIEA
AnimationMode = ONCE
AnimationBlendTime = 10
End
End
AnimationState = DYING BURNINGDEATH USER_1
Animation
AnimationName = IUBanner_DIEA
AnimationMode = ONCE
AnimationBlendTime = 10
End
Animation
AnimationName = IUBanner_DIEB
AnimationMode = ONCE
AnimationBlendTime = 10
End
Animation
AnimationName = IUBanner_DIEC
AnimationMode = ONCE
AnimationBlendTime = 10
End
Animation
AnimationName = IUBanner_DIED
AnimationMode = ONCE
AnimationBlendTime = 10
End
End
AnimationState = DYING AFLAME USER_2
Animation = Flaming_Death
AnimationName = GUBanner_MFDA
AnimationMode = ONCE
End
End
AnimationState = DYING USER_2
Animation = DIEA
AnimationName = GUBanner_DIEA
AnimationMode = ONCE
End
End
AnimationState = DYING SPLATTED
Animation = Splattered_On_Ground_1
AnimationName = IUBanner_LNDA
AnimationMode = ONCE
End
End
AnimationState = DYING AFLAME
Animation = Flaming_Death
AnimationName = MUHarOvr_MFDA
AnimationMode = ONCE
End
End
AnimationState = DYING WEAPONSTATE_CLOSE_RANGE
Animation = Dying_1
AnimationName = IUBanner_DIEC
AnimationMode = ONCE
End
Animation = Dying_2
AnimationName = IUBanner_DIED
AnimationMode = ONCE
End
End
AnimationState = DYING
Animation = Dying_1
AnimationName = IUBanner_DIEA
AnimationMode = ONCE
End
Animation = Dying_2
AnimationName = IUBanner_DIEB
AnimationMode = ONCE
End
End
AnimationState = BURNINGDEATH USER_3
Animation
AnimationName = IUBanner_MFDA
AnimationMode = LOOP
Distance = 40
End
End
AnimationState = BURNINGDEATH USER_2
Animation
AnimationName = GUBanner_MFDA
AnimationMode = LOOP
Distance = 50
End
End
AnimationState = BURNINGDEATH USER_1
Animation
AnimationName = IUBanner_MFDA
AnimationMode = LOOP
Distance = 40
End
End
AnimationState = STUNNED_STANDING_UP USER_2
Animation = GTPA
AnimationName = GUBanner_GTPA
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.5 1.5
End
End
AnimationState = STUNNED USER_2
Animation = LNDA
AnimationName = GUBanner_LNDA
AnimationMode = ONCE
End
End
AnimationState = MOVING CLIMBING BACKING_UP
Animation = Climb Up
AnimationName = GUBanner_FLLA
AnimationMode = LOOP_BACKWARDS
End
End
AnimationState = MOVING CLIMBING
Animation = Climb Down
AnimationName = GUBanner_FLLA
AnimationMode = LOOP
End
End
AnimationState = PASSENGER USER_2
Animation = Wiggle
AnimationName = GUBanner_FLLA
AnimationMode = LOOP
End
End
AnimationState = HIT_REACTION HIT_LEVEL_1 USER_2
Animation = Hit_Level_1_a
AnimationName = GUBanner_HITA
AnimationMode = ONCE
End
End
AnimationState = WAR_CHANT USER_2
Animation = Chant
AnimationName = GUBanner_TNTA
AnimationMode = LOOP
End
End
;---emotion animations
AnimationState = EMOTION_ALERT EMOTION_AFRAID USER_2
Animation = Apprehensive
AnimationName = GUBanner_APPA
AnimationMode = LOOP ;Change this to ONCE if adding additional anims
End
End
AnimationState = EMOTION_AFRAID USER_2
Animation = FERA
AnimationName = GUBanner_FERA
AnimationMode = LOOP
End
End
AnimationState = MOVING EMOTION_TERROR EMOTION_LOOK_TO_SKY USER_2
Animation = TerrorFromTheSky
AnimationName = GUBanner_RUNB
AnimationMode = LOOP
End
End
AnimationState = EMOTION_TAUNTING USER_2
Animation = TNTA
AnimationName = GUBanner_TNTA
AnimationMode = LOOP
End
End
; No Pointing Anim
; AnimationState = EMOTION_POINTING USER_2
; Animation = Pointing1
; AnimationName = GUBanner_PNTA
; AnimationMode = LOOP
; End
; End
AnimationState = EMOTION_CELEBRATING USER_2
Animation = CHRA
AnimationName = GUBanner_CHRA
AnimationMode = LOOP
End
;Flags = RESTART_ANIM_WHEN_COMPLETE
End
AnimationState = EMOTION_ALERT USER_2
Animation = ALERT
AnimationName = GUBanner_IDLA
AnimationMode = LOOP
End
Flags = RESTART_ANIM_WHEN_COMPLETE RANDOMSTART
End
AnimationState = RAISING_FLAG USER_2
Animation = CHRA
AnimationName = GUBanner_CHRA
AnimationMode = LOOP
End
;Flags = RESTART_ANIM_WHEN_COMPLETE
End
AnimationState = SELECTED USER_2
StateName = STATE_Selected2
Animation = ATNB
AnimationName = GUBanner_ATNB
AnimationMode = LOOP
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "Idle2" then CurDrawableSetTransitionAnimState("TRANS_Idle_to_Selected2") return end
EndScript
End
AnimationState = USER_2
StateName = Idle2
Animation = IdleB
AnimationName = GUBanner_IDLB
AnimationMode = LOOP
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Selected2" then CurDrawableSetTransitionAnimState("TRANS_Selected_to_Idle2") return end
EndScript
End
; ------------------------- End Haradrim Anims ------------------------------------
AnimationState = PASSENGER
Animation = FLLA
AnimationName = IUBanner_FLLA
AnimationMode = LOOP
End
End
AnimationState = FREEFALL
Animation = FLYA
AnimationName = IUBanner_FLYA
AnimationMode = LOOP
AnimationBlendTime = 10
AnimationSpeedFactorRange = 0.5 0.5
End
End
IdleAnimationState
Animation = IDLD
AnimationName = IUBanner_IDLD
AnimationMode = ONCE
AnimationPriority = 5
AnimationBlendTime = 15
End
Flags = RESTART_ANIM_WHEN_COMPLETE
StateName = Idle
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "CloseRange" then CurDrawableSetTransitionAnimState("Trans_Sword_To_Idle") return end
if Prev == "STATE_Selected" then CurDrawableSetTransitionAnimState("TRANS_Selected_to_Idle") return end
EndScript
End
; AnimationState = MOVING BACKING_UP
; Animation = BackingUp
; AnimationName = IUBanner_BAKA
; AnimationMode = LOOP
; End
; Flags = RANDOMSTART
; End
AnimationState = STUNNED_FLAILING
Animation = Flying
AnimationName = IUBanner_FLYB
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.4 0.6
End
Flags = RANDOMSTART
End
AnimationState = PARALYZED
Animation
AnimationName = GUBanner_IDLA
AnimationMode = LOOP
End
End
AnimationState = MOVING FIRING_OR_PREATTACK_A
Animation = TrotAndFire
AnimationName = IUBanner_RUNB ; IUBanner_ATRA does not exist...
AnimationMode = LOOP
End
Flags = RANDOMSTART
;ParticleSysBone = None InfantryDustTrails
End
AnimationState = MOVING BACKING_UP EMOTION_TERROR
Animation = Moving
AnimationName = IUBanner_BAKA
AnimationMode = LOOP
AnimationSpeedFactorRange 1.4 1.4
End
StateName = Moving
Flags = RANDOMSTART
; ParticleSysBone = None InfantryDustTrails
End
AnimationState = MOVING EMOTION_TERROR
Animation = Moving
AnimationName = IUBanner_RUNA
AnimationMode = LOOP
End
StateName = Moving
Flags = RANDOMSTART
; ParticleSysBone = None InfantryDustTrails
End
AnimationState = MOVING USER_3 ALTERNATE_FORMATION
Animation = MovingSlowInPorcupine
AnimationName = IUBanner_RUNA
AnimationMode = LOOP
AnimationSpeedFactorRange = .5 .5
End
StateName = Moving
Flags = RANDOMSTART
; ParticleSysBone = None InfantryDustTrails
End
AnimationState = MOVING
Animation = Moving
AnimationName = IUBanner_RUNA
AnimationMode = LOOP
End
StateName = Moving
Flags = RANDOMSTART
; ParticleSysBone = None InfantryDustTrails
End
; --- stunned anims
AnimationState = STUNNED_STANDING_UP
Animation = Standing_Back_Up
AnimationName = IUBanner_GTPA
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.5 1.5
End
End
AnimationState = STUNNED
Animation = Splattered_On_Ground_1
AnimationName = IUBanner_LNDA
AnimationMode = ONCE
End
End
TransitionState = Trans_Idle_To_Sword
Animation = Transition
AnimationName = IUBanner_STHA
AnimationMode = ONCE
End
End
TransitionState = Trans_Moving_To_Sword
Animation = Transition
AnimationName = IUBanner_STHC
AnimationMode = ONCE
End
End
TransitionState = Trans_Sword_To_Idle
Animation = Transition
AnimationName = IUBanner_STHB
AnimationMode = ONCE
End
End
; --------- With Sword ------------
AnimationState = FIRING_OR_PREATTACK_A ; standard attack, we only have one weapon.
Animation = ATKA1
AnimationName = IUBanner_ATKA
AnimationMode = ONCE
UseWeaponTiming = Yes
End
StateName = CloseRange
End
AnimationState = RAISING_FLAG
Animation = CHRA
AnimationName = IUBanner_CHRA
AnimationMode = LOOP
End
End
AnimationState = SELECTED
StateName = STATE_Selected
Animation = ATNB
AnimationName = IUBanner_IDLA
AnimationMode = LOOP
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_Idle_to_Selected") return end
EndScript
End
TransitionState = TRANS_Idle_to_Selected
Animation = ATNA
AnimationName = IUBanner_ATNA
AnimationMode = ONCE
End
End
TransitionState = TRANS_Selected_to_Idle2
Animation = ATNB
AnimationName = GUBanner_ATNB
AnimationMode = ONCE
End
End
TransitionState = TRANS_Selected_to_Idle
Animation = ATNB
AnimationName = IUBanner_ATNB
AnimationMode = ONCE
End
End
AnimationState = WAR_CHANT
Animation = Chant
AnimationName = IUBanner_IDLC ;maybe TNTA
AnimationMode = LOOP
End
End
;-emotions--
AnimationState = EMOTION_AFRAID
Animation = FERA
AnimationName = IUBanner_FERA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
AnimationState = EMOTION_TAUNTING
Animation = TNTA
AnimationName = IUBanner_IDLC
AnimationMode = LOOP
End
End
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Just let the rest of his horde point
; AnimationState = EMOTION_POINTING
; Animation = Pointing1
; AnimationName = IUBanner_PNTA
; AnimationMode = LOOP
; End
; End
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
AnimationState = EMOTION_CELEBRATING
Animation = CHRA
AnimationName = IUBanner_CHRA
AnimationMode = LOOP
End
End
AnimationState = EMOTION_ALERT
Animation = ALERT
AnimationName = IUBanner_IDLB
AnimationMode = LOOP
End
Flags = RESTART_ANIM_WHEN_COMPLETE RANDOMSTART
End
AnimationState = WEAPONSTATE_CLOSE_RANGE
Animation = Close_Range_Idle
AnimationName = IUBanner_IDLB
AnimationMode = ONCE
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "Moving" then CurDrawableSetTransitionAnimState("Trans_Moving_To_Sword") return end
if Prev == "Idle" then CurDrawableSetTransitionAnimState("Trans_Idle_To_Sword") return end
EndScript
StateName = CloseRange
End
; AnimationState = SELECTED
; StateName = STATE_Selected
; Animation = IDLA
; AnimationName = IUBanner_IDLA
; AnimationMode = ONCE
; End
; Animation = IDLC
; AnimationName = IUBanner_IDLC
; AnimationMode = ONCE
; End
; Flags = RESTART_ANIM_WHEN_COMPLETE
; BeginScript
; Prev = CurDrawablePrevAnimationState()
; if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_Idle_To_Selected") end
; if Prev == "CloseRange" then CurDrawableSetTransitionAnimState("Trans_Sword_To_Idle") return end
; EndScript
; End
End
#include "..\..\..\includes\StunDrawModuleSmall.inc"
; ***DESIGN parameters ***
Side = Mordor
EditorSorting = UNIT
ThreatLevel = 1.0
TransportSlotCount = TRANSPORTSLOTCOUNT_UNIT
WeaponSet
Conditions = None
Weapon = PRIMARY MordorWarriorAxe
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
ArmorSet
Conditions = None
Armor = SoldierArmor
DamageFX = NormalDamageFX
End
BuildCost = MORDOR_BANNER_BUILDCOST
BuildTime = MORDOR_BANNER_BUILDTIME
VisionRange = VISION_STANDARD_MELEE
VisionSide = 35%
VisionRear = 25%
ShroudClearingRange = SHROUD_CLEAR_STANDARD
BountyValue = MORDOR_BANNER_BOUNTY_VALUE
DisplayName = OBJECT:MordorBanner
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 = BasicInfantryCrushRevenge
; CommandSet = GondorFighterCommandSet
; CommandSet = MordorBannerOrcCommandSet
CommandSet = EmptyCommandSet
CommandPoints = 0
; *** AUDIO Parameters ***;
VoiceAttack = MordorBannerOrcVoiceAttackMS
VoiceAttackStructure = MordorBannerOrcVoiceAttackMS
VoiceAttackMachine = MordorBannerOrcVoiceAttackMS
VoiceAttackCharge = MordorBannerOrcVoiceAttackMS
VoiceCombineWithHorde = IsengardBannerVoiceJoin
VoiceCreated = EVA:BannerCreated
VoiceFullyCreated = EVA:BannerCreated
VoiceGuard = MordorBannerOrcVoiceMoveMS
VoiceMove = MordorBannerOrcVoiceMoveMS
VoiceMoveWhileAttacking = MordorBannerOrcVoiceMoveMS
VoiceMoveToCamp = MordorBannerOrcVoiceMoveMS
VoicePriority = 9
VoiceSelect = MordorBannerOrcVoiceSelectMS
SoundImpact = ImpactHorse
UnitSpecificSounds
VoiceGarrison = MordorBannerOrcVoiceMoveMS
VoiceEnterUnitMordorMumakil = MordorBannerOrcVoiceMoveMS
VoiceEnterUnitSlaughterHouse = MordorBannerOrcVoiceMoveMS
VoiceEnterUnitEvilMenTransportShip = MordorBannerOrcVoiceMoveMS
VoiceInitiateCaptureBuilding = OrcHordeVoiceCaptureBuilding
End
CrowdResponseKey = Orc
#include "..\..\..\includes\StandardUnitEvaEvents.inc"
ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_foo
ModelCondition = Required:RAISING_FLAG Excluded:DYING ENGAGED Sound:EmotionOrcCompilationVoxTauntSinglesLoop
End
Behavior = LargeGroupAudioUpdate ModuleTag_LGAU ; Tie into LargeGroupAudio system
Key = Orc_Infantry Mordor_Banner
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
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
Body = ActiveBody ModuleTag_02
MaxHealth = MORDOR_BANNER_HEALTH
MaxHealthDamaged = MORDOR_BANNER_HEALTH_DAMAGED
BurningDeathBehavior = Yes
BurningDeathFX = FX_InfantryBurningFlame
End
Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = No
MoodAttackCheckRate = 500
HoldGroundCloseRangeDistance = 40
AttackPriority = AttackPriority_Infantry
AILuaEventsList = MordorInfantryBannerFunctions
BurningDeathTime = BURNINGDEATH_DURATION_INFANTRY
End
Behavior = EmotionTrackerUpdate Module_EmotionTracker
TauntAndPointDistance = 350 ; max distance to taunted/pointed objet
TauntAndPointUpdateDelay = 1000 ; how often scan (milliseconds)
TauntAndPointExcluded = NONE
AfraidOf = EMOTION_AFRAIDOF_OBJECTFILTER
AlwaysAfraidOf = EMOTION_ALWAYS_AFRAIDOF_OBJECTFILTER
PointAt = EMOTION_POINTAT_OBJECTFILTER
HeroScanDistance = 150
FearScanDistance = 250
AddEmotion = Terror_Base
AddEmotion = Doom_Base
AddEmotion = BraceForBeingCrushed_Base
AddEmotion = UncontrollableFear_Base_Evil
AddEmotion = FearIdle_Base
AddEmotion = FearBusy_Base
AddEmotion = Point_Base
AddEmotion = Taunt_Base
AddEmotion = CheerIdle_Base
AddEmotion = CheerBusy_Base
AddEmotion = HeroCheerIdle_Base
AddEmotion = HeroCheerBusy_Base
AddEmotion = Alert_Base
End
LocomotorSet
Locomotor = HumanLocomotor
Condition = SET_NORMAL
Speed = NORMAL_MORDOR_INFANTRY_MEMBER_SPEED
End
LocomotorSet
Locomotor = BurningDeathLocomotorInfantry
Condition = SET_BURNINGDEATH
Speed = BURNINGDEATH_WANDERSPEED_INFANTRY
End
Behavior = PhysicsBehavior ModuleTag_04
GravityMult = 1.0
ShockStunnedTimeLow = 1400 ;msec
ShockStunnedTimeHigh = 2400 ;msec
ShockStandingTime = 2133 ;msec
End
Behavior = SlowDeathBehavior ModuleTag_05
DeathTypes = ALL -KNOCKBACK -FADED
SinkDelay = 3000
SinkRate = 0.40 ; in Dist/Sec
DestructionDelay = 8000
Sound = INITIAL OrcVoiceDie ;MordorBannerOrcVoiceDie
End
Behavior = SlowDeathBehavior ModuleTag_FadeDeath
DeathTypes = ALL -FADED
SinkDelay = 3000
SinkRate = 0.40 ; in Dist/Sec
DestructionDelay = 8000
Sound = INITIAL SpellGenericUnsummonFasterMS
End
Behavior = SquishCollide ModuleTag_06
;nothing
End
Behavior = SlowDeathBehavior ModuleTag_07
; Same as normal death, but no sound (sound already played by SoundImpact = ... )
DeathTypes = NONE +KNOCKBACK
SinkDelay = 3000
SinkRate = 0.40 ; in Dist/Sec
DestructionDelay = 8000
Sound = INITIAL OrcVoiceDie ;MordorBannerOrcVoiceDie
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 = 24 ; Height of Bezier control points above highest intervening terrain
BounceSecondHeight = 24
BounceFirstPercentIndent = 20% ; Percentage of shot distance control points are placed
BounceSecondPercentIndent = 80%
GroundHitFX = FX_ThrownRockGroundHit
GroundBounceFX = FX_ThrownRockBounceHit
End
;/////////////////////////////////////////////////////////
;// BannerCarrierUpdate module
;/////////////////////////////////////////////////////////
Behavior = BannerCarrierUpdate BannerCarrierUpdateModuleTag
IdleSpawnRate = 10000 ; spawn a new member every n seconds when idle (in miliseconds)
MeleeFreeUnitSpawnTime = 20000 ; n miliseconds units must not have been fighting to be able to spawn units when idle (in miliseconds)
DiedRespawnTime = 10000 ; how much time must pass after Banner Carrier dies before horde can spawn another
MeleeFreeBannerReSpawnTime = 20000 ; how much time since horde has been fighting before a new Banner Carrier can be respawned
BannerMorphFX = FX_BannerCarrierMorph ; name of particle FX to use when the BannerCarrier morphs into the dest unit type
UnitSpawnFX = FX_BannerCarrierSpawnUnit ; name of particle FX to use when the BannerCarrier spawns a new unit
; Depending on the unit type selected, we will morph into one of the following
; unitTypes by setting the appropriate model condition state
; Harad Banner
MorphCondition = UnitType:MordorHaradrimArcher ModelState:"USER_2"
MorphCondition = UnitType:MordorHaradrim ModelState:"USER_2"
; Rhun Banner
MorphCondition = UnitType:MordorEasterling ModelState:"USER_3"
; show/hide subobjects based on various experience levels
;ExpLevelDraw = Level:1 SubObject:Hide:Adornment SubObject:Hide:Streamers SubObject:Hide:Glow
;ExpLevelDraw = Level:2 SubObject:Hide:Adornment SubObject:Hide:Streamers SubObject:Hide:Glow
;ExpLevelDraw = Level:3 SubObject:Hide:Adornment SubObject:Hide:Streamers SubObject:Hide:Glow
;ExpLevelDraw = Level:4 SubObject:Hide:Adornment SubObject:Hide:Streamers SubObject:Hide:Glow
;ExpLevelDraw = Level:5 SubObject:Show:Adornment SubObject:Show:Streamers SubObject:Hide:Glow
;ExpLevelDraw = Level:6 SubObject:Show:Adornment SubObject:Show:Streamers SubObject:Hide:Glow
;ExpLevelDraw = Level:7 SubObject:Show:Adornment SubObject:Show:Streamers SubObject:Hide:Glow
;ExpLevelDraw = Level:8 SubObject:Show:Adornment SubObject:Show:Streamers SubObject:Hide:Glow
;ExpLevelDraw = Level:9 SubObject:Show:Adornment SubObject:Show:Streamers SubObject:Hide:Glow
;ExpLevelDraw = Level:10 SubObject:Show:Adornment SubObject:Show:Streamers SubObject:Show:Glow
End
Behavior = SubObjectsUpgrade Show_Topper
TriggeredBy = Upgrade_AllFactionUpgrade
ShowSubObjects = Glow
End
Geometry = CYLINDER
GeometryMajorRadius = 8.0
GeometryMinorRadius = 8.0
GeometryHeight = 19.2
GeometryIsSmall = Yes
Shadow = SHADOW_DECAL
ShadowSizeX = 19;
ShadowSizeY = 19;
ShadowTexture = ShadowI;
End