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data_ini_object_evilfaction_units_mordor_mordoreasterling.ini
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; Moved from MordorInfantry.INI Aug 24 2005
;------------------------------------------------------------------------------
; aka Easterling, Soldier of Rhun, SoldierOfRhun, SoldiersOfRhun, Soldiers of Rhun
Object MordorEasterling
; *** ART Parameters ***
; This is required for garrisoned objects - please put in all objects.
ButtonImage = BMHaradrimPalace_SoldiersRhun
SelectPortrait = UPMordor_Eastering
Draw = W3DHordeModelDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = Yes
; specify options for static LODs
LodOptions = LOW
AllowMultipleModels = ALLOW_MULTIPLE_MODELS_LOW
MaxRandomTextures = MAX_RANDOM_TEXTURES_LOW
MaxRandomAnimations = MAX_RANDOM_ANIMATIONS_LOW
MaxAnimFrameDelta = MAX_ANIM_FRAME_DELTA_LOW
End
LodOptions = MEDIUM
AllowMultipleModels = ALLOW_MULTIPLE_MODELS_MED
MaxRandomTextures = MAX_RANDOM_TEXTURES_MED
MaxRandomAnimations = MAX_RANDOM_ANIMATIONS_MED
MaxAnimFrameDelta = MAX_ANIM_FRAME_DELTA_MED
End
LodOptions = HIGH
AllowMultipleModels = ALLOW_MULTIPLE_MODELS_HIGH
MaxRandomTextures = MAX_RANDOM_TEXTURES_HIGH
MaxRandomAnimations = MAX_RANDOM_ANIMATIONS_HIGH
MaxAnimFrameDelta = MAX_ANIM_FRAME_DELTA_HIGH
End
DefaultModelConditionState
Model = MUEstrlg_SKN
End
#include "..\..\..\mithlondsentrymordoreasterlinganims.inc"
// ; ---------------------- IDLE ANIMATIONS ------------------------------
// IdleAnimationState
// Animation = IDLEA
// AnimationName = MUEastern_SKL.MUEastern_IDLB
// AnimationMode = LOOP
// AnimationBlendTime = 10
// AnimationSpeedFactorRange = 0.8 1.2
// End
// Flags = RANDOMSTART
// StateName = Idle
// BeginScript
// Prev = CurDrawablePrevAnimationState()
// if Prev == "STATE_Planted" then CurDrawableSetTransitionAnimState("Trans_Down_To_Up") return end
// if Prev == "Selected" then CurDrawableSetTransitionAnimState("TransitionFromAttention") end
// EndScript
// End
//
//
//
//
//;------special pikeman porcupine formation animations-----------------------------------
//
// AnimationState = ALTERNATE_FORMATION FIRING_OR_PREATTACK_A
// Animation = ATKC
// AnimationName = MUEastern_SKL.MUEastern_ATKA
// AnimationMode = LOOP
// UseWeaponTiming = Yes
// End
// End
//
// AnimationState = ALTERNATE_FORMATION FIRING_OR_PREATTACK_A WEAPONSTATE_CLOSE_RANGE ;TEMP
// Animation = ATKC
// AnimationName = MUEastern_SKL.MUEastern_ATKA
// AnimationMode = ONCE
// UseWeaponTiming = Yes
// End
// StateName = PikeUp
// End
//
// AnimationState = ALTERNATE_FORMATION MOVING BACKING_UP
// Animation = Moving_Back
// AnimationName = MUEastern_SKL.MUEastern_BAKA
// AnimationMode = LOOP
// End
// End
//
// AnimationState = ALTERNATE_FORMATION MOVING
// Animation = ATKC
// AnimationName = MUEastern_SKL.MUEastern_RUNA
// AnimationMode = LOOP
// End
// End
//
// AnimationState = ALTERNATE_FORMATION STUNNED_FLAILING
// Animation = Flying_1
// AnimationName = MUEastern_SKL.MUEastern_FLYA
// AnimationMode = LOOP
// End
// Flags = MAINTAIN_FRAME_ACROSS_STATES2
// End
//
//
// AnimationState = ALTERNATE_FORMATION DYING SPLATTED
// Animation = Splat
// AnimationName = MUEastern_SKL.MUEastern_LNDA
// AnimationMode = ONCE
// End
// End
//
// AnimationState = ALTERNATE_FORMATION DYING AFLAME
// Animation = Flaming_Death
// AnimationName = MUEastern_SKL.MUEastern_MFDA
// AnimationMode = ONCE
// End
// End
//
// AnimationState = ALTERNATE_FORMATION DYING
// Animation = Dying_1
// AnimationName = MUEastern_SKL.MUEastern_DIEA
// AnimationMode = ONCE
// End
// End
//
// ; --- stunned anims
// AnimationState = ALTERNATE_FORMATION STUNNED_STANDING_UP
// Animation = Standing_Back_Up
// AnimationName = MUEastern_SKL.MUEastern_GTPA
// AnimationMode = ONCE
// AnimationSpeedFactorRange = 1.5 1.5
// End
// End
//
//
// AnimationState = ALTERNATE_FORMATION STUNNED
// Animation = Splattered_On_Ground
// AnimationName = MUEastern_SKL.MUEastern_LNDA
// AnimationMode = ONCE
// End
// End
//
// AnimationState = ALTERNATE_FORMATION PORCUPINE
// Animation = ATKC
// AnimationName = MUEastern_SKL.MUEastern_IDLA
// AnimationMode = LOOP
// End
// StateName = STATE_Planted
// BeginScript
// Prev = CurDrawablePrevAnimationState()
// if Prev ~= "STATE_Planted" and Prev ~= "Trans_Up_To_Down" then CurDrawableSetTransitionAnimState("Trans_Up_To_Down") return end
// EndScript
// End
//
//
// AnimationState = ALTERNATE_FORMATION
// Animation = ATKC
// AnimationName = MUEastern_SKL.MUEastern_IDLA
// AnimationMode = LOOP
// End
// End
//
//
// ;--------------------normal animations---------------------------
//
// ;---------------------- THROWN ANIMATION -------------------------------
//
// AnimationState = THROWN_PROJECTILE
// Animation = THROWN
// AnimationName = MUEastern_SKL.MUEastern_FLYA
// AnimationMode = LOOP
// End
// End
//
// ;--------------------- Giant Bird Stuff ---------------------------------------
// AnimationState = PASSENGER FREEFALL
// Animation = Grabbed
// AnimationName = MUEastern_SKL.MUEastern_FLLA
// AnimationMode = LOOP
// End
// End
//
// AnimationState = FREEFALL
// Animation = Falling
// AnimationName = MUEastern_SKL.MUEastern_FLYA
// AnimationMode = LOOP
// AnimationBlendTime = 10
// AnimationSpeedFactorRange = 0.5 0.5
// End
// End
//
// ;------------------------ STUNNED ANIMATIONS ---------------------------
// AnimationState = STUNNED_FLAILING
// Animation = StunnedFlailing
// AnimationName = MUEastern_SKL.MUEastern_FLYA
// AnimationMode = LOOP
// End
// Flags = RANDOMSTART
// End
//
// ;-------------------------- DYING ANIMS ---------------------------------
// AnimationState = DYING SPLATTED
// Animation = Splattered_On_Ground
// AnimationName = MUEastern_SKL.MUEastern_LNDA
// AnimationMode = ONCE
// End
// EnteringStateFX = FX_HaradrimHitGround
// End
//
// AnimationState = DYING AFLAME
// Animation = Flaming_Death
// AnimationName = MUEastern_SKL.MUEastern_DIEA
// AnimationMode = ONCE
// End
// ParticleSysBone = BAT_HEAD FireBuildingLargeSmoke FollowBone:yes
// ParticleSysBone = BAT_HEAD FireSmall FollowBone:yes
// ParticleSysBone = BAT_RIBS FireBuildingLargeSmoke FollowBone:yes
// ParticleSysBone = BAT_RIBS FireSmall FollowBone:yes
// End
//
// AnimationState = DYING
// Animation = Dying
// AnimationName = MUEastern_SKL.MUEastern_DIEA
// AnimationMode = ONCE
// End
// End
//
// AnimationState = PARALYZED
// Animation
// AnimationName = MUEastern_SKL.MUEastern_IDLA
// AnimationMode = LOOP
// End
// End
//
// ;------------------------ STUNNED ANIMATIONS ---------------------------
//
// AnimationState = STUNNED_STANDING_UP
// Animation = Standing_Back_Up
// AnimationName = MUEastern_SKL.MUEastern_GTPA
// AnimationMode = ONCE
// AnimationSpeedFactorRange = 1.5 1.5
// End
// End
//
// AnimationState = STUNNED
// Animation = Stunned
// AnimationName = MUEastern_SKL.MUEastern_LNDA
// AnimationMode = ONCE
// End
// EnteringStateFX = FX_HaradrimHitGround
// End
//
// ;---------------------- PASSENGER ANIMATION -----------------------------
// AnimationState = PASSENGER
// Animation = Grabbed
// AnimationName = MUEastern_SKL.MUEastern_FLLA
// AnimationMode = LOOP
// End
// End
//
// ;--------------------- MOVING ANIMATIONS -----------------------------------
//
// AnimationState = MOVING FIRING_OR_PREATTACK_A
// Animation = TrotAndFire
// AnimationName = MUEastern_SKL.MUEastern_ATRA
// AnimationMode = LOOP
// End
// Flags = RANDOMSTART
// ;ParticleSysBone = None InfantryDustTrails
// End
//
//
// AnimationState = MOVING CLIMBING BACKING_UP
// Animation = ClimbingBackwards
// AnimationName = MUEastern_SKL.MUEastern_CLMA
// AnimationMode = LOOP_BACKWARDS
// End
// End
//
// AnimationState = MOVING CLIMBING
// Animation = Climbing
// AnimationName = MUEastern_SKL.MUEastern_CLMA
// AnimationMode = LOOP
// End
// End
//
// AnimationState = MOVING PANICKING
// ShareAnimation = Yes
// Animation = PANICKING
// AnimationName = MUEastern_SKL.MUEastern_MFDA
// AnimationMode = LOOP
// End
// Flags = RANDOMSTART
// End
//
// AnimationState = MOVING BACKING_UP
// ShareAnimation = Yes
// Animation = BACKINUP
// AnimationName = MUEastern_SKL.MUEastern_BAKA
// AnimationMode = LOOP
// End
// ;Flags = RANDOMSTART
// End
//
// AnimationState = MOVING AFLAME
// ShareAnimation = Yes
// Animation = MovingOnFire
// AnimationName = MUEastern_SKL.MUEastern_RUNA
// AnimationMode = LOOP
// End
//
// ParticleSysBone = BAT_HEAD FireBuildingLargeSmoke FollowBone:yes
// ParticleSysBone = BAT_HEAD FireSmall FollowBone:yes
// ParticleSysBone = BAT_RIBS FireBuildingLargeSmoke FollowBone:yes
// ParticleSysBone = BAT_RIBS FireSmall FollowBone:yes
// End
//
// AnimationState = MOVING EMOTION_TERROR
// ShareAnimation = Yes
// Animation = Moving
// AnimationName = MUEastern_SKL.MUEastern_RUNA
// AnimationMode = LOOP
// End
// ParticleSysBone = None InfantryDustTrails
// ;Flags = RANDOMSTART
// End
//
// AnimationState = MOVING
// ShareAnimation = Yes
// Animation = Moving
// AnimationName = MUEastern_SKL.MUEastern_RUNA
// AnimationMode = LOOP
// Distance = 50
// End
// ParticleSysBone = None InfantryDustTrails
// ;Flags = RANDOMSTART
// End
//
// ;---------------------- ATTACKING ANIMATIONS ---------------------------
// AnimationState = FIRING_OR_PREATTACK_A
// Animation = ATTACKA
// AnimationName = MUEastern_SKL.MUEastern_ATKA
// AnimationMode = ONCE
// End
// End
//
// AnimationState = EMOTION_UNCONTROLLABLY_AFRAID
// ShareAnimation = Yes
// Animation = Cower
// AnimationName = MUEastern_SKL.MUEastern_FERA
// AnimationMode = LOOP
// End
// End
//
// ;---------------------- EMOTION ANIMATIONS ---------------------------
// AnimationState = EMOTION_ALERT EMOTION_AFRAID
// ShareAnimation = Yes
// Animation = Apprehensive
// AnimationName = MUEastern_SKL.MUEastern_APPA
// AnimationMode = LOOP ;Change this to ONCE if adding additional anims
// End
// Flags = RANDOMSTART
// End
//
// AnimationState = EMOTION_AFRAID
// ShareAnimation = Yes
// Animation = Cower
// AnimationName = MUEastern_SKL.MUEastern_FERA
// AnimationMode = LOOP
// End
// Flags = RANDOMSTART
// End
//
// AnimationState = BETWEEN_FIRING_SHOTS_A
// Animation = between
// AnimationName = MUEastern_SKL.MUEastern_IDLA
// AnimationMode = LOOP
// End
// End
//
// AnimationState = ATTACKING
// Animation = AttackingReady
// AnimationName = MUEastern_SKL.MUEastern_IDLA
// AnimationMode = LOOP
// End
// End
//
// AnimationState = EMOTION_TAUNTING
// Animation = TNTA
// AnimationName = MUEastern_SKL.MUEastern_TNTA
// AnimationMode = ONCE
// AnimationBlendTime = 15
// AnimationSpeedFactorRange = 0.8 1.2
// End
// Animation = TNTB
// AnimationName = MUEastern_SKL.MUEastern_TNTB
// AnimationMode = ONCE
// AnimationBlendTime = 15
// AnimationSpeedFactorRange = 0.8 1.2
// End
// Flags = RANDOMSTART RESTART_ANIM_WHEN_COMPLETE
// End
//
// AnimationState = EMOTION_POINTING
// Animation = Pointing1
// AnimationName = MUEastern_SKL.MUEastern_PNTA
// AnimationMode = LOOP
// End
// Flags = RANDOMSTART
// End
//
// AnimationState = EMOTION_CELEBRATING
// Animation = Celebrating
// AnimationName = MUEastern_SKL.MUEastern_CHRA
// AnimationMode = ONCE
// End
//
// Animation = CelebratingB
// AnimationName = MUEastern_SKL.MUEastern_CHRB
// AnimationMode = ONCE
// End
//
// Flags = RESTART_ANIM_WHEN_COMPLETE
// End
//
// AnimationState = EMOTION_ALERT
// Animation = ALERT
// AnimationName = MUEastern_SKL.MUEastern_IDLA
// AnimationMode = LOOP
// End
// Flags = RANDOMSTART
// End
//
// AnimationState = WAR_CHANT
// Animation = Chant
// AnimationName = MUEastern_SKL.MUEastern_CHRB
// AnimationMode = LOOP
// End
// End
//
// ;--------------------- HIT REACTIONS -----------------------------------
// AnimationState = HIT_REACTION HIT_LEVEL_1
// Animation = HitReaction1
// AnimationName = MUEastern_SKL.MUEastern_HITA
// AnimationMode = ONCE
// End
// End
//
// AnimationState = HIT_REACTION HIT_LEVEL_2
// Animation = HitReaction2
// AnimationName = MUEastern_SKL.MUEastern_HITA
// AnimationMode = ONCE
// End
// End
//
// AnimationState = HIT_REACTION HIT_LEVEL_3
// Animation = HitReaction3
// AnimationName = MUEastern_SKL.MUEastern_HITA
// AnimationMode = ONCE
// End
// End
//
// AnimationState = SELECTED
// ShareAnimation = Yes
// Animation = AtAttention
// AnimationName = MUEastern_SKL.MUEastern_ATNB
// AnimationMode = LOOP
// End
//
// StateName = Selected
//
// BeginScript
// Prev = CurDrawablePrevAnimationState()
// if Prev == "STATE_Planted" then CurDrawableSetTransitionAnimState("Trans_Down_To_Up") return end
// if Prev == "Idle" then CurDrawableSetTransitionAnimState("TransitionToAttention") end
// EndScript
// End
//
// ;-------------------------------------- TRANSITIONS ----------------------------------------------
//
// TransitionState = Trans_Down_To_Up
// Animation = Transition
// AnimationName = MUEastern_SKL.MUEastern_PLTB
// AnimationMode = ONCE
// End
// End
//
// TransitionState = Trans_Up_To_Down
// Animation = Transition
// AnimationName = MUEastern_SKL.MUEastern_PLTA
// AnimationMode = ONCE
// End
// End
//
// TransitionState = TransitionToAttention
// Animation = ToAttentionTransition
// AnimationName = MUEastern_SKL.MUEastern_ATNA
// AnimationMode = ONCE
// AnimationSpeedFactorRange = 1.0 1.4
// AnimationBlendTime = 10
// End
// End
//
// TransitionState = TransitionFromAttention
// Animation = FromAttentionTransition
// AnimationName = MUEastern_SKL.MUEastern_ATNC
// AnimationMode = ONCE
// AnimationSpeedFactorRange = 1.0 1.4
// AnimationBlendTime = 10
// End
// End
End
;;--@END
#include "..\..\..\includes\StunDrawModuleSmall.inc"
;----------------------------------- DESIGN parameters ----------------------------------------------------
Side = Mordor
EditorSorting = UNIT
ThreatLevel = 1.0
ThingClass = HORDE_UNIT
CommandPoints = 4
TransportSlotCount = TRANSPORTSLOTCOUNT_UNIT
ArmorSet
Conditions = None
Armor = RhunArmor
DamageFX = NormalDamageFX
End
ArmorSet
Conditions = PLAYER_UPGRADE
Armor = RhunHeavyArmor
DamageFX = NormalDamageFX
End
WeaponSet
Conditions = None
Weapon = PRIMARY MordorEasterlingPike
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
VisionRange = MORDOR_SOLDIERRHUN_VISION_RANGE
ShroudClearingRange = SHROUD_CLEAR_STANDARD
VisionSide = 35%
VisionRear = 25%
MaxVisionBonusPercent = 300%
VisionBonusTestRadius = 200
VisionBonusPercentPerFoot = 2.0%
BountyValue = MORDOR_SOLDIERRHUN_BOUNTY_VALUE
DisplayName = OBJECT:MordorEasterling
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 = AntiCavalryInfantryCrushRevenge
CommandSet = MordorEasterlingCommandSet
; *** AUDIO Parameters ***;
VoiceAttack = EasterlingVoiceAttack
VoiceAttackCharge = EasterlingVoiceAttackCharge
VoiceAttackMachine = EasterlingVoiceAttack
VoiceAttackStructure = EasterlingVoiceAttackBuilding
VoiceCreated = EVA:EasterlingCreated
VoiceFullyCreated = EVA:EasterlingCreated
VoiceGuard = EasterlingVoiceMove
VoiceMove = EasterlingVoiceMove
VoiceMoveToCamp = EasterlingVoiceMoveCamp
VoiceMoveWhileAttacking = EasterlingVoiceDisengage
VoicePriority = 52
VoiceRetreatToCastle = EasterlingVoiceRetreat
VoiceSelect = EasterlingVoiceSelectMS
VoiceSelectBattle = EasterlingVoiceSelectBattle
VoiceEnterStateAttack = EasterlingVoiceEnterStateAttack
VoiceEnterStateAttackCharge = EasterlingVoiceEnterStateAttackCharge
VoiceEnterStateAttackMachine = EasterlingVoiceEnterStateAttack
VoiceEnterStateAttackStructure = EasterlingVoiceEnterStateAttackBuilding
VoiceEnterStateMove = EasterlingVoiceEnterStateMove
VoiceEnterStateMoveToCamp = EasterlingVoiceEnterStateMoveCamp
VoiceEnterStateMoveWhileAttacking = EasterlingVoiceEnterStateDisengage
VoiceEnterStateRetreatToCastle = EasterlingVoiceEnterStateRetreat
SoundImpact = ImpactHorse
UnitSpecificSounds
VoiceEnterUnitEvilMenTransportShip = EasterlingVoiceMoveShip
VoiceEnterUnitMordorMumakil = EasterlingVoiceMoveGarrison
VoiceEnterUnitSlaughterHouse = EasterlingVoiceMoveGarrison
VoiceGarrison = EasterlingVoiceMoveGarrison
VoiceInitiateCaptureBuilding = EasterlingVoiceCaptureBuilding
End
CrowdResponseKey = EvilMen1
ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_foo
ModelCondition = Required:EMOTION_CELEBRATING Excluded:DYING ENGAGED Sound:EmotionEasterlingVoxCheerLoop ;MOVING ATTACKING
ModelCondition = Required:EMOTION_TAUNTING Excluded:DYING ENGAGED Sound:EmotionEasterlingVoxTauntLoop ;MOVING ATTACKING
;pointing in LGAS
;ModelCondition = Required:EMOTION_POINTING Excluded:DYING ENGAGED Sound:EmotionEasterlingVoxTauntLoop
ModelCondition = Required:RAISING_FLAG Excluded:DYING ENGAGED Sound:EmotionEasterlingVoxTauntLoop
End
#include "..\..\..\includes\StandardUnitEvaEvents.inc"
;EvaEventDieOwner = GroupSoldiersOfRhunDie ;Eva event to trigger on unit's death. NOTICE THAT this is only for permanent deaths
;For deaths you can respawn from, use the DeathFX
Behavior = LargeGroupAudioUpdate ModuleTag_LGAU ; Tie into LargeGroupAudio system
Key = Humanoid_Male Man Man_Male Easterling_Infantry
End
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
MaxUpdateRangeCap = 800
AnimationSound = Sound:BodyFallSoldier Animation:MUEastern_SKL.MUEastern_LNDA Frames:2
AnimationSound = Sound:BodyFallGeneric1 Animation:MUEastern_SKL.MUEastern_DIEA Frames:52
End
;----------------------------------- ENGINEERING parameters ----------------------------------------------------
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER CAN_USE_SIEGE_TOWER SCORE GRAB_AND_DROP
Body = PorcupineFormationBodyModule ModuleTag_porcupineFormation
CheerRadius = EMOTION_CHEER_RADIUS
MaxHealth = MORDOR_SOLDIERRHUN_HEALTH
MaxHealthDamaged = MORDOR_SOLDIERRHUN_HEALTH_DAMAGED
;RecoveryTime = MORDOR_SOLDIERRHUN_HEALTH_RECOVERY_TIME
DamageWeaponTemplate = EasterlingPorcupineDamage
CrushDamageWeaponTemplate = EasterlingPorcupineCrushDamage
CrusherLevelResisted = 1; ;What crusher level can I resist?: 1 = infantry, 2 = trees, 3 = vehicles
BurningDeathBehavior = Yes
BurningDeathFX = FX_InfantryBurningFlame
End
Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
CanAttackWhileContained = Yes
HoldGroundCloseRangeDistance= 80
AILuaEventsList = IsengardFighterFunctions
AttackPriority = AttackPriority_Spearman
BurningDeathTime = BURNINGDEATH_DURATION_INFANTRY
End
LocomotorSet
Locomotor = HumanLocomotor
Condition = SET_NORMAL
Speed = NORMAL_MORDOR_INFANTRY_MEMBER_SPEED
End
LocomotorSet
Locomotor = BurningDeathLocomotorInfantry
Condition = SET_BURNINGDEATH
Speed = BURNINGDEATH_WANDERSPEED_INFANTRY
End
Behavior = PhysicsBehavior ModuleTag_04
GravityMult = 1.0
ShockStandingTime = 1333 ;msec
End
Behavior = SlowDeathBehavior ModuleTag_05
DeathTypes = ALL
SinkDelay = 3000
SinkRate = 1.20 ; in Dist/Sec
DestructionDelay = 10000
Sound = INITIAL ManEvilGenericVoiceDie
End
Behavior = BezierProjectileBehavior ModuleTag_08 ;// Module starts asleep, and wakes up when thrown.
;// To tweak a Bezier path
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
; Behavior = HitReactionBehavior HitReactionBehaviorModuleTag
; HitReactionLifeTimer1 = 1000 ; level 1
; HitReactionLifeTimer2 = 1000 ; level 2
; HitReactionLifeTimer3 = 1000 ; level 3
; HitReactionThreshold1 = 0.0 ; level 1 (light damage) threshold trigger
; HitReactionThreshold2 = 25.0 ; level 2 (medium damage) threshold trigger
; HitReactionThreshold3 = 50.0 ; level 3 (heavy damage) threshold trigger
; End
Behavior = SquishCollide ModuleTag_06
;nothing
End
Behavior = HordeMemberCollide ModuleTag_HMC
;nothing
End
;Heavy Armor
Behavior = ArmorUpgrade ArmorUpgradeModuleTag
TriggeredBy = Upgrade_MordorHeavyArmor
ArmorSetFlag = PLAYER_UPGRADE
End
Behavior = SubObjectsUpgrade Armor_Upgrade
TriggeredBy = Upgrade_MordorHeavyArmor
UpgradeTexture = MUEastern.tga 0 MUEastern_HA.tga
RecolorHouse = Yes
ExcludeSubobjects = Forged_Blade
End
Behavior = SubObjectsUpgrade ForgedBlades_Upgrade
TriggeredBy = Upgrade_MordorForgedBlades
ShowSubObjects = Forged_Blade
End
Behavior = StatusBitsUpgrade ForgedBlades_UpgradeDetection
TriggeredBy = Upgrade_MordorForgedBlades
End
Geometry = CYLINDER
GeometryMajorRadius = 8.0
GeometryMinorRadius = 8.0
GeometryHeight = 19.2
GeometryIsSmall = Yes
Shadow = SHADOW_DECAL
ShadowSizeX = 21;
ShadowSizeY = 21;
ShadowTexture = ShadowI;
End