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Text File  |  2006-01-31  |  21KB  |  706 lines

  1. ;------------------------------------------------------------------------------
  2. ; aka Isengard Banner Orc, WhiteHandBanner
  3. ; Used with Uruk Hai, Urik Pikeman, Uruk Crossbowmen
  4. Object MordorCorsairBanner
  5.   ; *** ART Parameters ***
  6.  
  7.   ; This is required for garrisoned objects - please put in all objects.
  8.   ButtonImage = BIArmory_WhiteHandBanner
  9.   
  10.   SelectPortrait         = UPIsengard_banner
  11.  
  12.   Draw = W3DScriptedModelDraw ModuleTag_01
  13.   
  14.         OkToChangeModelColor = Yes  
  15.         StaticModelLODMode = Yes
  16.   
  17.     DefaultModelConditionState
  18.       Model =  MUCorBnr_SKN
  19.       Skeleton = IUBanner_SKL
  20.     End
  21.  
  22.         ModelConditionState COMING_OUT_OF_FACTORY
  23.             Model = MUCorBnr_SKN
  24.           Skeleton = IUBanner_SKL
  25.         End
  26.                                         
  27.         ; these lines allow the adornment hide/show to work correctly
  28.         ; for reasons currently unknown to most
  29.         ExtraPublicBone = Glow
  30.         ExtraPublicBone = Adornment
  31.         ExtraPublicBone = Streamers
  32.  
  33.         IdleAnimationState
  34.             Animation = IDLD
  35.                 AnimationName = IUBanner_IDLD
  36.                 AnimationMode = ONCE
  37.                 AnimationPriority = 5
  38.                 AnimationBlendTime  = 15
  39.             End
  40.             Flags               = RESTART_ANIM_WHEN_COMPLETE
  41.             StateName = Idle
  42.             BeginScript
  43.                 Prev = CurDrawablePrevAnimationState()
  44.                 if Prev == "CloseRange"    then CurDrawableSetTransitionAnimState("Trans_Sword_To_Idle") return end
  45.                 if Prev == "STATE_Selected"    then CurDrawableSetTransitionAnimState("TRANS_Selected_To_Idle") return end
  46.             EndScript
  47.         End
  48.         
  49.         AnimationState                            = PASSENGER
  50.             Animation                            = Grabbed
  51.                 AnimationName                    = IUBanner_FLLA
  52.                 AnimationMode                    = LOOP
  53.             End
  54.         End
  55.         
  56.         AnimationState                            = FREEFALL
  57.             Animation                            = Falling
  58.                 AnimationName                    = IUBanner_FLYB
  59.                 AnimationMode                    = LOOP
  60.                 AnimationBlendTime                = 10
  61.             End
  62.         End
  63.         
  64.         
  65.         
  66.     
  67.         
  68.                     AnimationState                        = CLIMBING
  69.                         StateName                        = STATE_Climbing
  70.                         Animation                        = Climbing
  71.                             AnimationName                = MUCorBnr_WALB
  72.                             AnimationMode                = LOOP
  73.                             AnimationBlendTime            = 10
  74.                         End
  75.                         BeginScript;script to set transition from moving
  76.                             Prev = CurDrawablePrevAnimationState()
  77.                             if Prev == "STATE_Running"  then CurDrawableSetTransitionAnimState("Trans_RunningToClimbing") return end
  78.                             if Prev == "STATE_Rappelling"  then CurDrawableSetTransitionAnimState("Trans_RappellingToClimbing") return end
  79.                         EndScript
  80.                     End
  81.                     TransitionState = Trans_RunningToClimbing
  82.                         Animation = Transition
  83.                             AnimationName = MUCorBnr_WALA
  84.                             AnimationMode = ONCE
  85.                         End
  86.                     End
  87.                     
  88.                     AnimationState                        = RAPPELLING
  89.                         StateName                        = STATE_Rappelling
  90.                         Animation                        = Rapelling
  91.                             AnimationName                = MUCorBnr_WALD
  92.                             AnimationMode                = LOOP
  93.                             AnimationBlendTime            = 10
  94.                         End
  95.                         BeginScript;script to set transition from moving
  96.                             Prev = CurDrawablePrevAnimationState()
  97.                             if Prev == "STATE_Running"  then CurDrawableSetTransitionAnimState("Trans_RunningToRappelling") return end
  98.                             if Prev == "STATE_Climbing"  then CurDrawableSetTransitionAnimState("Trans_ClimbingToRappelling") return end
  99.                         EndScript
  100.                     End
  101.                     TransitionState = Trans_RunningToRappelling
  102.                         Animation = Transition
  103.                             AnimationName = MUCorBnr_WALC
  104.                             AnimationMode = ONCE
  105.                         End
  106.                     End
  107.                     
  108.             
  109.         
  110.         
  111.         
  112.         
  113.         
  114.         
  115.         AnimationState                             = STUNNED_FLAILING
  116.              Animation                             = Flying
  117.                 AnimationName                     = IUBanner_FLYB
  118.                       AnimationMode                     = LOOP
  119.             End
  120.                   Flags = RANDOMSTART
  121.             End
  122.             
  123.             AnimationState            = DYING BURNINGDEATH
  124.                 Animation
  125.                     AnimationName    = IUBanner_DIEA
  126.                     AnimationMode    = ONCE
  127.                     AnimationBlendTime = 10
  128.                 End
  129.                 Animation
  130.                     AnimationName    = IUBanner_DIEB
  131.                     AnimationMode    = ONCE
  132.                     AnimationBlendTime = 10
  133.                 End
  134.                 Animation
  135.                     AnimationName    = IUBanner_DIEC
  136.                     AnimationMode    = ONCE
  137.                     AnimationBlendTime = 10
  138.                 End
  139.             End
  140.  
  141.             AnimationState                            = DYING SPLATTED
  142.              Animation                        = Splattered_On_Ground_1
  143.                 AnimationName                    = IUBanner_LNDA
  144.                 AnimationMode                    = ONCE
  145.             End
  146.             End
  147.         
  148.      AnimationState = DYING AFLAME
  149.             Animation = Flaming_Death
  150.           AnimationName = MUHarOvr_MFDA
  151.             AnimationMode = ONCE
  152.             End
  153.     End
  154.     
  155.     AnimationState = DYING WEAPONSTATE_CLOSE_RANGE
  156.             Animation = Dying_1
  157.           AnimationName = IUBanner_DIEC
  158.             AnimationMode = ONCE
  159.             End
  160.             Animation = Dying_2
  161.           AnimationName = IUBanner_DIED
  162.             AnimationMode = ONCE
  163.             End
  164.     End
  165.  
  166.     AnimationState = DYING
  167.             Animation = Dying_1
  168.           AnimationName = IUBanner_DIEA
  169.             AnimationMode = ONCE
  170.             End
  171.             Animation = Dying_2
  172.           AnimationName = IUBanner_DIEB
  173.             AnimationMode = ONCE
  174.             End
  175.     End
  176.  
  177.     AnimationState            = BURNINGDEATH
  178.         Animation
  179.             AnimationName    = IUBanner_MFDA
  180.             AnimationMode    = LOOP
  181.             Distance        = 40
  182.         End
  183.     End
  184.  
  185.     AnimationState                        = PARALYZED
  186.         Animation
  187.             AnimationName                = IUBanner_IDLA
  188.             AnimationMode                = LOOP
  189.         End
  190.     End
  191.  
  192.     AnimationState  = COMING_OUT_OF_FACTORY
  193.         Animation = Being_Built
  194.             AnimationName        = IUBanner_RUNB
  195.             AnimationMode        = LOOP
  196.             AnimationBlendTime    = 0
  197.         End
  198.     End    
  199.     
  200.     
  201.     
  202.     AnimationState = MOVING FIRING_OR_PREATTACK_A
  203.         Animation = TrotAndFire
  204.             AnimationName = IUBanner_RUNB        ; IUBanner_ATRA does not exist...
  205.             AnimationMode = LOOP
  206.         End
  207.         Flags = RANDOMSTART
  208.         ;ParticleSysBone = None InfantryDustTrails
  209.     End
  210.     
  211.         
  212.     AnimationState = MOVING BACKING_UP
  213.         Animation                = BackingUp
  214.             AnimationName        = IUBanner_BAKA
  215.             AnimationMode        = LOOP
  216.             AnimationSpeedFactorRange 1.5 1.5
  217.         End
  218.         Flags = RANDOMSTART
  219.     End
  220.     
  221.     AnimationState = MOVING EMOTION_TERROR
  222.         Animation = Moving
  223.             AnimationName = IUBanner_RUNA
  224.             AnimationMode = LOOP
  225.         End
  226.         StateName = Moving
  227.         Flags = RANDOMSTART
  228. ;        ParticleSysBone = None InfantryDustTrails
  229.     End
  230.         
  231.     AnimationState                =    MOVING DAMAGED
  232.         Flags                    =    RANDOMSTART
  233.         Animation                =    IWKA
  234.             AnimationName        =    IUBanner_IWKA
  235.             AnimationMode        =    LOOP
  236.         End
  237.     End
  238.  
  239.     AnimationState = MOVING
  240.             Animation = Moving
  241.           AnimationName = IUBanner_RUNA
  242.             AnimationMode = LOOP
  243.             End
  244.             StateName = Moving
  245.             Flags = RANDOMSTART
  246. ;            ParticleSysBone = None InfantryDustTrails
  247.  
  248.                         BeginScript;script to set transition into moving
  249.                             Prev = CurDrawablePrevAnimationState()
  250.                             if Prev == "STATE_Climbing"  then CurDrawableSetTransitionAnimState("Trans_ClimbingToRunning") return end
  251.                             if Prev == "STATE_Rappelling"  then CurDrawableSetTransitionAnimState("Trans_RappellingToRunning") return end
  252.                         EndScript
  253.  
  254.  
  255.     End
  256.                         TransitionState = Trans_ClimbingToRunning
  257.                             Animation = Transition
  258.                                 AnimationName = MUCorBnr_WALC
  259.                                 AnimationMode = ONCE
  260.                             End
  261.                         End
  262.                         TransitionState = Trans_RappellingToRunning
  263.                             Animation = Transition
  264.                                 AnimationName = MUCorBnr_WALE
  265.                                 AnimationMode = ONCE
  266.                             End
  267.                         End
  268.  
  269.  
  270.  
  271.     ; --- stunned anims
  272.     AnimationState = STUNNED_STANDING_UP
  273.              Animation = Standing_Back_Up
  274.                 AnimationName = IUBanner_GTPA
  275.           AnimationMode = ONCE
  276.           AnimationSpeedFactorRange = 1.5 1.5
  277.             End
  278.     End
  279.  
  280.     AnimationState = STUNNED
  281.              Animation = Splattered_On_Ground_1
  282.                 AnimationName = IUBanner_LNDA
  283.           AnimationMode = ONCE
  284.             End
  285. ;             Animation = Splattered_On_Ground_2
  286. ;                AnimationName = IUBanner_LNDB            This anim does not exist.
  287. ;          AnimationMode = ONCE
  288. ;            End
  289.     End
  290.  
  291.     
  292.  
  293.     TransitionState = Trans_Idle_To_Sword
  294.             Animation = Transition
  295.           AnimationName = IUBanner_STHA
  296.             AnimationMode = ONCE
  297.             End
  298.     End
  299.  
  300.     TransitionState = Trans_Moving_To_Sword
  301.             Animation = Transition
  302.               AnimationName = IUBanner_STHC
  303.                 AnimationMode = ONCE
  304.             End
  305.     End
  306.  
  307.     TransitionState = Trans_Sword_To_Idle
  308.         Animation = Transition
  309.             AnimationName = IUBanner_STHB
  310.             AnimationMode = ONCE
  311.         End
  312.     End
  313.     
  314.     
  315.  
  316. ; --------- With Sword ------------
  317.  
  318.     AnimationState = FIRING_OR_PREATTACK_A WEAPONSTATE_CLOSE_RANGE
  319.         Animation = ATKA1
  320.             AnimationName = IUBanner_ATKA
  321.             AnimationMode = ONCE
  322.             UseWeaponTiming        = Yes
  323.         End
  324.         StateName = CloseRange
  325.     End
  326.  
  327.     AnimationState = WAR_CHANT
  328.         Animation = Chant
  329.             AnimationName = IUBanner_IDLC
  330.             AnimationMode = LOOP
  331.         End
  332.     End
  333.     
  334.     
  335.             
  336.     ;-emotions--
  337.     AnimationState                            = EMOTION_AFRAID
  338.         Animation                            = FERA
  339.             AnimationName                    = IUBanner_FERA
  340.             AnimationMode                    = LOOP
  341.         End
  342.         Flags = RANDOMSTART
  343.     End
  344.     AnimationState                            = EMOTION_TAUNTING
  345.         Animation                            = TNTA
  346.             AnimationName                    = IUBanner_IDLC
  347.             AnimationMode                    = LOOP
  348.         End
  349.     End
  350. ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
  351. ;  Just let the rest of his horde point.
  352. ;    AnimationState                            = EMOTION_POINTING
  353. ;        Animation                            = Pointing1
  354. ;            AnimationName                    = IUBanner_PNTA
  355. ;            AnimationMode                    = LOOP
  356. ;        End
  357. ;    End
  358. ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
  359.     AnimationState                            = EMOTION_CELEBRATING
  360.         Animation                           = CHRA
  361.             AnimationName                    = IUBanner_CHRA
  362.             AnimationMode                    = ONCE
  363.         End
  364.     End
  365.     
  366.     AnimationState                            = EMOTION_ALERT
  367.         Animation                            = ALERT
  368.             AnimationName                    = IUBanner_IDLB
  369.             AnimationMode                    = LOOP
  370.         End
  371.         Flags                                = RESTART_ANIM_WHEN_COMPLETE RANDOMSTART
  372.     End
  373.  
  374.     AnimationState = WEAPONSTATE_CLOSE_RANGE
  375.          Animation = Close_Range_Idle
  376.                 AnimationName = IUBanner_IDLB
  377.                 AnimationMode = ONCE
  378.         End
  379.         BeginScript
  380.             Prev = CurDrawablePrevAnimationState()
  381.             if Prev == "Moving" then CurDrawableSetTransitionAnimState("Trans_Moving_To_Sword") return end
  382.             if Prev == "Idle"   then CurDrawableSetTransitionAnimState("Trans_Idle_To_Sword") return end
  383.         EndScript
  384.         StateName = CloseRange
  385.     End
  386.    
  387.     AnimationState                            = RAISING_FLAG
  388.         Animation                           = CHRA
  389.             AnimationName                    = IUBanner_CHRA
  390.             AnimationMode                    = LOOP
  391.         End
  392.     End
  393.  
  394.        AnimationState        = SELECTED
  395.         StateName           = STATE_Selected
  396.         Animation = IDLA
  397.             AnimationName = IUBanner_IDLA
  398.             AnimationMode = LOOP
  399.         End
  400.         ;Animation = IDLC
  401.         ;    AnimationName = IUBanner_IDLC
  402.         ;    AnimationMode = ONCE
  403.         ;End
  404.         ;Flags               = RESTART_ANIM_WHEN_COMPLETE
  405.         BeginScript
  406.             Prev = CurDrawablePrevAnimationState()
  407.             if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_Idle_To_Selected") end
  408.             if Prev == "CloseRange"    then CurDrawableSetTransitionAnimState("Trans_Sword_To_Idle") return end
  409.         EndScript
  410.     End
  411.     
  412.     
  413.     
  414.     TransitionState                    =    TRANS_Idle_to_Selected
  415.         Animation                    =    ATNA
  416.             AnimationName            =    IUBanner_ATNA
  417.             AnimationMode            =    ONCE
  418.         End
  419.     End
  420.     
  421.     TransitionState                    =    TRANS_Selected_to_Idle
  422.         Animation                    =    ATNB
  423.             AnimationName            =    IUBanner_ATNB
  424.             AnimationMode            =    ONCE
  425.         End
  426.     End
  427.     
  428.     
  429.     TransitionState                    =    TRANS_Idle_to_Selected2
  430.         Animation                    =    ATNA
  431.             AnimationName            =    IUWargBnr_ATND
  432.             AnimationMode            =    ONCE
  433.         End
  434.     End
  435.     
  436.     TransitionState                    =    TRANS_Selected_to_Idle2
  437.         Animation                    =    ATNA
  438.             AnimationName            =    IUWargBnr_ATNE
  439.             AnimationMode            =    ONCE
  440.         End
  441.     End
  442. End
  443.  
  444.     Draw = W3DScriptedModelDraw DustEffects
  445.         DefaultModelConditionState
  446.           Model = None
  447.         End
  448.         IdleAnimationState
  449.         End
  450.         AnimationState = WADING
  451.             ParticleSysBone = None FootstepSlash
  452.         End
  453.         AnimationState = MOVING ACCELERATE USER_2
  454.             ParticleSysBone = None GenericSiegeTrailDust
  455.         End
  456.         AnimationState = MOVING DECELERATE USER_2
  457.             ParticleSysBone = None GenericSiegeTrailDust
  458.         End
  459.         AnimationState = MOVING ACCELERATE
  460.             ParticleSysBone = None GenericSiegeTrailDust
  461.         End
  462.         AnimationState = MOVING DECELERATE
  463.             ParticleSysBone = None GenericSiegeTrailDust
  464.         End
  465.         AnimationState = MOVING EMOTION_TERROR
  466.         End
  467.         AnimationState = MOVING
  468.         End
  469.     End
  470.  
  471.     #include "..\..\..\includes\StunDrawModuleSmall.inc"
  472.  
  473.     ; ***DESIGN parameters ***
  474.     Side = Mordor
  475.     EditorSorting = UNIT
  476.     ThreatLevel = 1.0
  477.     BountyValue = GONDOR_SOLDIER_BOUNTY_VALUE
  478.     TransportSlotCount = TRANSPORTSLOTCOUNT_UNIT
  479.     
  480.     ;;; WEAPON SETS ;;;
  481.     WeaponSet
  482.         Conditions            = None 
  483.         Weapon                = PRIMARY    CorsairSword
  484.         AutoChooseSources    = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
  485.     End
  486.     
  487.     WeaponSet
  488.         Conditions            = WEAPONSET_TOGGLE_1
  489.         Weapon                = PRIMARY    CorsairFireBomb
  490.     End
  491.  
  492.     ;;; ARMOUR SETS ;;;
  493.     ArmorSet
  494.         Conditions      = None
  495.         Armor           = SoldierArmor
  496.         DamageFX        = NormalDamageFX
  497.     End
  498.  
  499.  
  500.  
  501.     VisionRange = VISION_STANDARD_MELEE
  502.     ShroudClearingRange = SHROUD_CLEAR_STANDARD                
  503.  
  504.     DisplayName = OBJECT:CorsairBanner
  505.     
  506.     CrusherLevel = 0            ;Can I crush anything?
  507.     CrushableLevel = 0            ;What am I?:        0 = for infantry, 1 = for trees, 2 = cavalry/heroes
  508.     MountedCrusherLevel = 1        ;Crush level when mounted.
  509.     MountedCrushableLevel = 3    ;Crusable level when mounted.
  510.      CrushRevengeWeapon = BasicInfantryCrushRevenge
  511.     CrushWeapon = WargCrush
  512.  
  513. ;   CommandSet = MordorCorsairsOfUmbarHordeCommandSet
  514.  
  515.   ;CommandSet = IsengardBannerOrcCommandSet does not exist
  516.   CommandPoints = 0
  517.  
  518.     ; *** AUDIO Parameters ***;
  519.  
  520.     VoiceAttack                                = CorsairVoiceAttack
  521.     VoiceAttackCharge                        = CorsairVoiceAttackCharge
  522.     VoiceAttackMachine                        = CorsairVoiceAttack
  523.     VoiceAttackStructure                    = CorsairVoiceAttackBuilding
  524.     VoiceCreated                            = EVA:CorsairsCreated
  525.     VoiceFullyCreated                        = EVA:CorsairsCreated
  526.     VoiceGuard                                = CorsairVoiceMove
  527.     VoiceMove                                = CorsairVoiceMove
  528.     VoiceMoveOverWalls                        = CorsairVoiceMoveWalls
  529.     VoiceMoveToCamp                            = CorsairVoiceMoveCamp
  530.     VoiceMoveWhileAttacking                    = CorsairVoiceDisengage
  531.     VoicePriority                            = 15
  532.     VoiceRetreatToCastle                    = CorsairVoiceRetreat
  533.     VoiceSelect                                = CorsairVoiceSelectMS
  534.     VoiceSelectBattle                         = CorsairVoiceSelectBattle
  535.  
  536.     SoundImpact                                = ImpactHorse
  537.  
  538.     UnitSpecificSounds
  539.         VoiceCreatedFromInn                    = EVA:CorsairsCreated-Inn
  540.         VoiceEnterUnitEvilMenTransportShip    = CorsairVoiceMoveShip
  541.         VoiceEnterUnitMordorMumakil            = CorsairVoiceMoveGarrison
  542.         VoiceEnterUnitSlaughterHouse        = CorsairVoiceMoveGarrison
  543.         VoiceFullyCreatedFromInn            = EVA:CorsairsCreated-Inn
  544.         VoiceGarrison                        = CorsairVoiceMoveGarrison
  545.         VoiceInitiateCaptureBuilding        = CorsairVoiceCaptureBuilding
  546.     End
  547.  
  548.     SoundImpact             = ImpactHorse
  549.  
  550.     CrowdResponseKey = EvilMen1
  551.  
  552.     ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
  553.         MaxUpdateRangeCap = 800
  554.         AnimationSound = Sound:BodyFallOrc        Animation:IUBanner_SKL.IUBanner_DIEA        Frames:51 78
  555.         AnimationSound = Sound:BodyFallOrc        Animation:IUBanner_SKL.IUBanner_DIEB        Frames:29
  556.         AnimationSound = Sound:BodyFallOrc        Animation:IUBanner_SKL.IUBanner_DIEC        Frames:49
  557.         AnimationSound = Sound:BodyFallOrc        Animation:IUBanner_SKL.IUBanner_LNDA        Frames:4
  558.     End
  559.  
  560.     ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_foo
  561.         ModelCondition = Required:EMOTION_CELEBRATING    Excluded:DYING ENGAGED    Sound:EmotionCorsairVoxCheerLoop    ;MOVING ATTACKING 
  562.         ModelCondition = Required:EMOTION_TAUNTING        Excluded:DYING ENGAGED    Sound:EmotionCorsairVoxTauntLoop    ;MOVING ATTACKING
  563.         ;ModelCondition = Required:EMOTION_POINTING        Excluded:DYING ENGAGED    Sound:EmotionCorsairVoxTauntLoop
  564.         ModelCondition = Required:RAISING_FLAG            Excluded:DYING ENGAGED    Sound:EmotionCorsairVoxTauntLoop
  565.     End
  566.  
  567.     #include "..\..\..\includes\StandardUnitEvaEvents.inc"
  568.  
  569.     Behavior = LargeGroupAudioUpdate ModuleTag_LGAU            ;Tie into LargeGroupAudio system
  570.         Key = Humanoid_Male Man Man_Male Corsair
  571.     End
  572.  
  573.   ; *** ENGINEERING Parameters ***
  574.  
  575.   RadarPriority = UNIT
  576.   KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE THROWN_OBJECT BANNER GRAB_AND_DROP IGNORES_SELECT_ALL CAN_CLIMB_WALLS
  577.  
  578.     BuildCost           = ISENGARD_BANNER_BUILDCOST
  579.     BuildTime           = ISENGARD_BANNER_BUILDTIME
  580.  
  581.   Body = ActiveBody ModuleTag_02
  582.     MaxHealth         = ISENGARD_BANNER_HEALTH                ;BALANCE Ranger Health
  583.     MaxHealthDamaged  = ISENGARD_BANNER_HEALTH_DAMAGED            
  584.     BurningDeathBehavior = Yes
  585.     BurningDeathFX       = FX_InfantryBurningFlame
  586.   End
  587.      
  588.   Behavior = AIUpdateInterface ModuleTag_03
  589.     AutoAcquireEnemiesWhenIdle = No 
  590.     MoodAttackCheckRate        = 500
  591.     HoldGroundCloseRangeDistance = 40
  592.     AttackPriority                =     AttackPriority_Infantry
  593.     AILuaEventsList                =    GondorFighterFunctions
  594.     BurningDeathTime            =    BURNINGDEATH_DURATION_INFANTRY
  595.   End
  596.  
  597.        Behavior = EmotionTrackerUpdate    Module_EmotionTracker
  598.         AddEmotion    =   BraceForBeingCrushed_Base
  599.     End
  600.  
  601.     LocomotorSet
  602.         Locomotor     = HumanLocomotor
  603.         Condition     = SET_NORMAL
  604.         Speed         = NORMAL_MORDOR_FAST_MEMBER_SPEED
  605.     End
  606.   
  607.     LocomotorSet
  608.         Locomotor = WallScalingMeleeHordeLocomotor
  609.         Condition = SET_NORMAL 
  610.         Speed     = NORMAL_MORDOR_FAST_MEMBER_SPEED
  611.     End
  612.  
  613.     LocomotorSet
  614.         Locomotor = BurningDeathLocomotorInfantry
  615.         Condition = SET_BURNINGDEATH
  616.         Speed      = BURNINGDEATH_WANDERSPEED_INFANTRY
  617.     End
  618.  
  619.   Behavior = DualWeaponBehavior ModuleTag_13
  620.     SwitchWeaponOnCloseRangeDistance = 76
  621.   End
  622.  
  623.   Behavior = PhysicsBehavior ModuleTag_04
  624.     GravityMult = 1.0
  625.     ShockStunnedTimeLow        = 1400    ;msec
  626.     ShockStunnedTimeHigh    = 2400    ;msec
  627.     ShockStandingTime        = 2133    ;msec
  628.   End
  629.  
  630.   Behavior = SlowDeathBehavior ModuleTag_05
  631.     DeathTypes = ALL -KNOCKBACK
  632.     SinkDelay = 3000
  633.     SinkRate = 0.40     ; in Dist/Sec
  634.     DestructionDelay = 8000
  635.     Sound = INITIAL ManEvilGenericVoiceDie
  636.   End
  637.  
  638.   Behavior = SquishCollide ModuleTag_06
  639.     ;nothing
  640.   End
  641.  
  642.   Behavior = SlowDeathBehavior ModuleTag_07
  643.     ; Same as normal death, but no sound (sound already played by SoundImpact = ... )
  644.     DeathTypes = NONE +KNOCKBACK
  645.     SinkDelay = 3000
  646.     SinkRate = 0.40     ; in Dist/Sec
  647.     DestructionDelay = 8000
  648.     Sound = INITIAL ManEvilGenericVoiceDie
  649.   End
  650.  
  651.   Behavior = BezierProjectileBehavior ModuleTag_08 ; Module starts asleep, and wakes up when thrown.
  652.     ; 
  653.     FirstHeight = 24  ; Height of Bezier control points above highest intervening terrain
  654.     SecondHeight = 24
  655.     FirstPercentIndent = 30% ; Percentage of shot distance control points are placed
  656.     SecondPercentIndent = 70%
  657.     TumbleRandomly = Yes
  658.  
  659.     CrushStyle = Yes ; I don't detonate, I just hit
  660.     DieOnImpact = Yes
  661.     BounceCount = 1   ; When I hit the ground, I'll arc again
  662.     BounceDistance = 40 ; this far
  663.     BounceFirstHeight = 24  ; Height of Bezier control points above highest intervening terrain
  664.     BounceSecondHeight = 24
  665.     BounceFirstPercentIndent = 20% ; Percentage of shot distance control points are placed
  666.     BounceSecondPercentIndent = 80%
  667.  
  668.     GroundHitFX       = FX_ThrownRockGroundHit
  669.     GroundBounceFX    = FX_ThrownRockBounceHit
  670.   End
  671.  
  672.     ;/////////////////////////////////////////////////////////
  673.     ;// BannerCarrierUpdate module
  674.     ;/////////////////////////////////////////////////////////
  675.     Behavior = BannerCarrierUpdate BannerCarrierUpdateModuleTag
  676.         IdleSpawnRate            = 10000                            ; spawn a new member every n seconds when idle (in miliseconds)
  677.         MeleeFreeUnitSpawnTime        = 20000                            ; n miliseconds units must not have been fighting to be able to spawn units when idle (in miliseconds)
  678.         DiedRespawnTime            = 10000                            ; how much time must pass after Banner Carrier dies before horde can spawn another
  679.         MeleeFreeBannerReSpawnTime    = 20000                            ; how much time since horde has been fighting before a new Banner Carrier can be respawned
  680.         
  681.         BannerMorphFX        = FX_BannerCarrierMorph                    ; name of particle FX to use when the BannerCarrier morphs into the dest unit type
  682.         UnitSpawnFX            = FX_BannerCarrierSpawnUnit                ; name of particle FX to use when the BannerCarrier spawns a new unit
  683.         
  684.         ; Depending on the unit type selected, we will morph into one of the following 
  685.         ; unitTypes by setting the appropriate model condition state
  686.         MorphCondition        = UnitType:IsengardWargRider        Locomotor:SET_MOUNTED    ModelState:"USER_2 MOUNTED"        
  687.     End
  688.  
  689.     Behavior = SubObjectsUpgrade Show_Topper
  690.         TriggeredBy        = Upgrade_AllFactionUpgrade
  691.         ShowSubObjects    = Glow
  692.     End    
  693.         
  694.   Geometry = CYLINDER
  695.   GeometryMajorRadius = 8.0
  696.   GeometryMinorRadius = 8.0
  697.   GeometryHeight = 19.2
  698.   GeometryIsSmall = Yes
  699.   Shadow = SHADOW_DECAL
  700.   ShadowSizeX = 19;
  701.   ShadowSizeY = 19;
  702.   ShadowTexture = ShadowI;
  703. End
  704.  
  705.  
  706.