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data_ini_object_evilfaction_units_mordor_mordorcorsairbanner.ini
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2006-01-31
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;------------------------------------------------------------------------------
; aka Isengard Banner Orc, WhiteHandBanner
; Used with Uruk Hai, Urik Pikeman, Uruk Crossbowmen
Object MordorCorsairBanner
; *** ART Parameters ***
; This is required for garrisoned objects - please put in all objects.
ButtonImage = BIArmory_WhiteHandBanner
SelectPortrait = UPIsengard_banner
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = Yes
DefaultModelConditionState
Model = MUCorBnr_SKN
Skeleton = IUBanner_SKL
End
ModelConditionState COMING_OUT_OF_FACTORY
Model = MUCorBnr_SKN
Skeleton = IUBanner_SKL
End
; these lines allow the adornment hide/show to work correctly
; for reasons currently unknown to most
ExtraPublicBone = Glow
ExtraPublicBone = Adornment
ExtraPublicBone = Streamers
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 = PASSENGER
Animation = Grabbed
AnimationName = IUBanner_FLLA
AnimationMode = LOOP
End
End
AnimationState = FREEFALL
Animation = Falling
AnimationName = IUBanner_FLYB
AnimationMode = LOOP
AnimationBlendTime = 10
End
End
AnimationState = CLIMBING
StateName = STATE_Climbing
Animation = Climbing
AnimationName = MUCorBnr_WALB
AnimationMode = LOOP
AnimationBlendTime = 10
End
BeginScript;script to set transition from moving
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Running" then CurDrawableSetTransitionAnimState("Trans_RunningToClimbing") return end
if Prev == "STATE_Rappelling" then CurDrawableSetTransitionAnimState("Trans_RappellingToClimbing") return end
EndScript
End
TransitionState = Trans_RunningToClimbing
Animation = Transition
AnimationName = MUCorBnr_WALA
AnimationMode = ONCE
End
End
AnimationState = RAPPELLING
StateName = STATE_Rappelling
Animation = Rapelling
AnimationName = MUCorBnr_WALD
AnimationMode = LOOP
AnimationBlendTime = 10
End
BeginScript;script to set transition from moving
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Running" then CurDrawableSetTransitionAnimState("Trans_RunningToRappelling") return end
if Prev == "STATE_Climbing" then CurDrawableSetTransitionAnimState("Trans_ClimbingToRappelling") return end
EndScript
End
TransitionState = Trans_RunningToRappelling
Animation = Transition
AnimationName = MUCorBnr_WALC
AnimationMode = ONCE
End
End
AnimationState = STUNNED_FLAILING
Animation = Flying
AnimationName = IUBanner_FLYB
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
AnimationState = DYING BURNINGDEATH
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
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
Animation
AnimationName = IUBanner_MFDA
AnimationMode = LOOP
Distance = 40
End
End
AnimationState = PARALYZED
Animation
AnimationName = IUBanner_IDLA
AnimationMode = LOOP
End
End
AnimationState = COMING_OUT_OF_FACTORY
Animation = Being_Built
AnimationName = IUBanner_RUNB
AnimationMode = LOOP
AnimationBlendTime = 0
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
Animation = BackingUp
AnimationName = IUBanner_BAKA
AnimationMode = LOOP
AnimationSpeedFactorRange 1.5 1.5
End
Flags = RANDOMSTART
End
AnimationState = MOVING EMOTION_TERROR
Animation = Moving
AnimationName = IUBanner_RUNA
AnimationMode = LOOP
End
StateName = Moving
Flags = RANDOMSTART
; ParticleSysBone = None InfantryDustTrails
End
AnimationState = MOVING DAMAGED
Flags = RANDOMSTART
Animation = IWKA
AnimationName = IUBanner_IWKA
AnimationMode = LOOP
End
End
AnimationState = MOVING
Animation = Moving
AnimationName = IUBanner_RUNA
AnimationMode = LOOP
End
StateName = Moving
Flags = RANDOMSTART
; ParticleSysBone = None InfantryDustTrails
BeginScript;script to set transition into moving
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Climbing" then CurDrawableSetTransitionAnimState("Trans_ClimbingToRunning") return end
if Prev == "STATE_Rappelling" then CurDrawableSetTransitionAnimState("Trans_RappellingToRunning") return end
EndScript
End
TransitionState = Trans_ClimbingToRunning
Animation = Transition
AnimationName = MUCorBnr_WALC
AnimationMode = ONCE
End
End
TransitionState = Trans_RappellingToRunning
Animation = Transition
AnimationName = MUCorBnr_WALE
AnimationMode = ONCE
End
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
; Animation = Splattered_On_Ground_2
; AnimationName = IUBanner_LNDB This anim does not exist.
; 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 WEAPONSTATE_CLOSE_RANGE
Animation = ATKA1
AnimationName = IUBanner_ATKA
AnimationMode = ONCE
UseWeaponTiming = Yes
End
StateName = CloseRange
End
AnimationState = WAR_CHANT
Animation = Chant
AnimationName = IUBanner_IDLC
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 = ONCE
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 = RAISING_FLAG
Animation = CHRA
AnimationName = IUBanner_CHRA
AnimationMode = LOOP
End
End
AnimationState = SELECTED
StateName = STATE_Selected
Animation = IDLA
AnimationName = IUBanner_IDLA
AnimationMode = LOOP
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
TransitionState = TRANS_Idle_to_Selected
Animation = ATNA
AnimationName = IUBanner_ATNA
AnimationMode = ONCE
End
End
TransitionState = TRANS_Selected_to_Idle
Animation = ATNB
AnimationName = IUBanner_ATNB
AnimationMode = ONCE
End
End
TransitionState = TRANS_Idle_to_Selected2
Animation = ATNA
AnimationName = IUWargBnr_ATND
AnimationMode = ONCE
End
End
TransitionState = TRANS_Selected_to_Idle2
Animation = ATNA
AnimationName = IUWargBnr_ATNE
AnimationMode = ONCE
End
End
End
Draw = W3DScriptedModelDraw DustEffects
DefaultModelConditionState
Model = None
End
IdleAnimationState
End
AnimationState = WADING
ParticleSysBone = None FootstepSlash
End
AnimationState = MOVING ACCELERATE USER_2
ParticleSysBone = None GenericSiegeTrailDust
End
AnimationState = MOVING DECELERATE USER_2
ParticleSysBone = None GenericSiegeTrailDust
End
AnimationState = MOVING ACCELERATE
ParticleSysBone = None GenericSiegeTrailDust
End
AnimationState = MOVING DECELERATE
ParticleSysBone = None GenericSiegeTrailDust
End
AnimationState = MOVING EMOTION_TERROR
End
AnimationState = MOVING
End
End
#include "..\..\..\includes\StunDrawModuleSmall.inc"
; ***DESIGN parameters ***
Side = Mordor
EditorSorting = UNIT
ThreatLevel = 1.0
BountyValue = GONDOR_SOLDIER_BOUNTY_VALUE
TransportSlotCount = TRANSPORTSLOTCOUNT_UNIT
;;; WEAPON SETS ;;;
WeaponSet
Conditions = None
Weapon = PRIMARY CorsairSword
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
WeaponSet
Conditions = WEAPONSET_TOGGLE_1
Weapon = PRIMARY CorsairFireBomb
End
;;; ARMOUR SETS ;;;
ArmorSet
Conditions = None
Armor = SoldierArmor
DamageFX = NormalDamageFX
End
VisionRange = VISION_STANDARD_MELEE
ShroudClearingRange = SHROUD_CLEAR_STANDARD
DisplayName = OBJECT:CorsairBanner
CrusherLevel = 0 ;Can I crush anything?
CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = cavalry/heroes
MountedCrusherLevel = 1 ;Crush level when mounted.
MountedCrushableLevel = 3 ;Crusable level when mounted.
CrushRevengeWeapon = BasicInfantryCrushRevenge
CrushWeapon = WargCrush
; CommandSet = MordorCorsairsOfUmbarHordeCommandSet
;CommandSet = IsengardBannerOrcCommandSet does not exist
CommandPoints = 0
; *** AUDIO Parameters ***;
VoiceAttack = CorsairVoiceAttack
VoiceAttackCharge = CorsairVoiceAttackCharge
VoiceAttackMachine = CorsairVoiceAttack
VoiceAttackStructure = CorsairVoiceAttackBuilding
VoiceCreated = EVA:CorsairsCreated
VoiceFullyCreated = EVA:CorsairsCreated
VoiceGuard = CorsairVoiceMove
VoiceMove = CorsairVoiceMove
VoiceMoveOverWalls = CorsairVoiceMoveWalls
VoiceMoveToCamp = CorsairVoiceMoveCamp
VoiceMoveWhileAttacking = CorsairVoiceDisengage
VoicePriority = 15
VoiceRetreatToCastle = CorsairVoiceRetreat
VoiceSelect = CorsairVoiceSelectMS
VoiceSelectBattle = CorsairVoiceSelectBattle
SoundImpact = ImpactHorse
UnitSpecificSounds
VoiceCreatedFromInn = EVA:CorsairsCreated-Inn
VoiceEnterUnitEvilMenTransportShip = CorsairVoiceMoveShip
VoiceEnterUnitMordorMumakil = CorsairVoiceMoveGarrison
VoiceEnterUnitSlaughterHouse = CorsairVoiceMoveGarrison
VoiceFullyCreatedFromInn = EVA:CorsairsCreated-Inn
VoiceGarrison = CorsairVoiceMoveGarrison
VoiceInitiateCaptureBuilding = CorsairVoiceCaptureBuilding
End
SoundImpact = ImpactHorse
CrowdResponseKey = EvilMen1
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
MaxUpdateRangeCap = 800
AnimationSound = Sound:BodyFallOrc Animation:IUBanner_SKL.IUBanner_DIEA Frames:51 78
AnimationSound = Sound:BodyFallOrc Animation:IUBanner_SKL.IUBanner_DIEB Frames:29
AnimationSound = Sound:BodyFallOrc Animation:IUBanner_SKL.IUBanner_DIEC Frames:49
AnimationSound = Sound:BodyFallOrc Animation:IUBanner_SKL.IUBanner_LNDA Frames:4
End
ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_foo
ModelCondition = Required:EMOTION_CELEBRATING Excluded:DYING ENGAGED Sound:EmotionCorsairVoxCheerLoop ;MOVING ATTACKING
ModelCondition = Required:EMOTION_TAUNTING Excluded:DYING ENGAGED Sound:EmotionCorsairVoxTauntLoop ;MOVING ATTACKING
;ModelCondition = Required:EMOTION_POINTING Excluded:DYING ENGAGED Sound:EmotionCorsairVoxTauntLoop
ModelCondition = Required:RAISING_FLAG Excluded:DYING ENGAGED Sound:EmotionCorsairVoxTauntLoop
End
#include "..\..\..\includes\StandardUnitEvaEvents.inc"
Behavior = LargeGroupAudioUpdate ModuleTag_LGAU ;Tie into LargeGroupAudio system
Key = Humanoid_Male Man Man_Male Corsair
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE THROWN_OBJECT BANNER GRAB_AND_DROP IGNORES_SELECT_ALL CAN_CLIMB_WALLS
BuildCost = ISENGARD_BANNER_BUILDCOST
BuildTime = ISENGARD_BANNER_BUILDTIME
Body = ActiveBody ModuleTag_02
MaxHealth = ISENGARD_BANNER_HEALTH ;BALANCE Ranger Health
MaxHealthDamaged = ISENGARD_BANNER_HEALTH_DAMAGED
BurningDeathBehavior = Yes
BurningDeathFX = FX_InfantryBurningFlame
End
Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = No
MoodAttackCheckRate = 500
HoldGroundCloseRangeDistance = 40
AttackPriority = AttackPriority_Infantry
AILuaEventsList = GondorFighterFunctions
BurningDeathTime = BURNINGDEATH_DURATION_INFANTRY
End
Behavior = EmotionTrackerUpdate Module_EmotionTracker
AddEmotion = BraceForBeingCrushed_Base
End
LocomotorSet
Locomotor = HumanLocomotor
Condition = SET_NORMAL
Speed = NORMAL_MORDOR_FAST_MEMBER_SPEED
End
LocomotorSet
Locomotor = WallScalingMeleeHordeLocomotor
Condition = SET_NORMAL
Speed = NORMAL_MORDOR_FAST_MEMBER_SPEED
End
LocomotorSet
Locomotor = BurningDeathLocomotorInfantry
Condition = SET_BURNINGDEATH
Speed = BURNINGDEATH_WANDERSPEED_INFANTRY
End
Behavior = DualWeaponBehavior ModuleTag_13
SwitchWeaponOnCloseRangeDistance = 76
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
SinkDelay = 3000
SinkRate = 0.40 ; in Dist/Sec
DestructionDelay = 8000
Sound = INITIAL ManEvilGenericVoiceDie
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 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 = 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
MorphCondition = UnitType:IsengardWargRider Locomotor:SET_MOUNTED ModelState:"USER_2 MOUNTED"
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