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Text File  |  2006-01-31  |  24KB  |  749 lines

  1. ; Moved from MordorInfantry.INI Aug 24 2005
  2.  
  3. ;------------------------------------------------------------------------------
  4. ; aka Easterling, Soldier of Rhun, SoldierOfRhun, SoldiersOfRhun, Soldiers of Rhun
  5. Object MordorEasterling
  6.     ; *** ART Parameters ***
  7.  
  8.     ; This is required for garrisoned objects - please put in all objects.
  9.     ButtonImage        = BMHaradrimPalace_SoldiersRhun
  10.     SelectPortrait    = UPMordor_Eastering
  11.   
  12.     Draw = W3DHordeModelDraw ModuleTag_01
  13.  
  14.         OkToChangeModelColor = Yes
  15.           
  16.         StaticModelLODMode = Yes
  17.         ; specify options for static LODs
  18.         LodOptions    = LOW
  19.             AllowMultipleModels        =    ALLOW_MULTIPLE_MODELS_LOW
  20.             MaxRandomTextures        =    MAX_RANDOM_TEXTURES_LOW
  21.             MaxRandomAnimations        =    MAX_RANDOM_ANIMATIONS_LOW
  22.             MaxAnimFrameDelta        =    MAX_ANIM_FRAME_DELTA_LOW
  23.         End
  24.         
  25.         LodOptions    = MEDIUM
  26.             AllowMultipleModels        =    ALLOW_MULTIPLE_MODELS_MED
  27.             MaxRandomTextures        =    MAX_RANDOM_TEXTURES_MED
  28.             MaxRandomAnimations        =    MAX_RANDOM_ANIMATIONS_MED
  29.             MaxAnimFrameDelta        =    MAX_ANIM_FRAME_DELTA_MED
  30.         End
  31.         
  32.         LodOptions    = HIGH
  33.             AllowMultipleModels        =    ALLOW_MULTIPLE_MODELS_HIGH
  34.             MaxRandomTextures        =    MAX_RANDOM_TEXTURES_HIGH
  35.             MaxRandomAnimations        =    MAX_RANDOM_ANIMATIONS_HIGH
  36.             MaxAnimFrameDelta        =    MAX_ANIM_FRAME_DELTA_HIGH
  37.         End
  38.     
  39.           
  40.         DefaultModelConditionState
  41.             Model = MUEstrlg_SKN 
  42.         End
  43.  
  44. #include "..\..\..\mithlondsentrymordoreasterlinganims.inc"
  45.  
  46. //        ; ---------------------- IDLE ANIMATIONS ------------------------------
  47. //        IdleAnimationState
  48. //            Animation = IDLEA
  49. //                AnimationName            =    MUEastern_SKL.MUEastern_IDLB
  50. //                AnimationMode            =    LOOP
  51. //                AnimationBlendTime        =    10
  52. //                AnimationSpeedFactorRange    = 0.8 1.2
  53. //            End
  54. //            Flags                            =    RANDOMSTART
  55. //            StateName = Idle
  56. //            BeginScript
  57. //                Prev =    CurDrawablePrevAnimationState()
  58. //                if Prev == "STATE_Planted"    then CurDrawableSetTransitionAnimState("Trans_Down_To_Up") return end
  59. //                if Prev == "Selected" then CurDrawableSetTransitionAnimState("TransitionFromAttention") end
  60. //            EndScript            
  61. //        End
  62. //    
  63. //    
  64. //        
  65. //        
  66. //;------special pikeman porcupine formation animations-----------------------------------    
  67. //    
  68. //    AnimationState = ALTERNATE_FORMATION FIRING_OR_PREATTACK_A
  69. //         Animation = ATKC
  70. //            AnimationName        = MUEastern_SKL.MUEastern_ATKA
  71. //            AnimationMode        = LOOP
  72. //            UseWeaponTiming        = Yes    
  73. //        End
  74. //    End
  75. //    
  76. //    AnimationState = ALTERNATE_FORMATION FIRING_OR_PREATTACK_A WEAPONSTATE_CLOSE_RANGE ;TEMP
  77. //        Animation = ATKC
  78. //            AnimationName        = MUEastern_SKL.MUEastern_ATKA
  79. //            AnimationMode        = ONCE
  80. //            UseWeaponTiming        = Yes
  81. //        End
  82. //        StateName = PikeUp
  83. //    End
  84. //    
  85. //    AnimationState = ALTERNATE_FORMATION MOVING BACKING_UP
  86. //        Animation = Moving_Back
  87. //            AnimationName = MUEastern_SKL.MUEastern_BAKA
  88. //            AnimationMode = LOOP
  89. //        End    
  90. //    End
  91. //    
  92. //    AnimationState = ALTERNATE_FORMATION MOVING
  93. //         Animation = ATKC
  94. //            AnimationName        = MUEastern_SKL.MUEastern_RUNA
  95. //            AnimationMode        = LOOP
  96. //        End
  97. //    End
  98. //    
  99. //        AnimationState = ALTERNATE_FORMATION STUNNED_FLAILING
  100. //         Animation = Flying_1
  101. //            AnimationName = MUEastern_SKL.MUEastern_FLYA
  102. //            AnimationMode = LOOP
  103. //        End
  104. //        Flags                            = MAINTAIN_FRAME_ACROSS_STATES2
  105. //    End
  106. //    
  107. //    
  108. //    AnimationState                        = ALTERNATE_FORMATION DYING SPLATTED
  109. //         Animation                        = Splat
  110. //            AnimationName                = MUEastern_SKL.MUEastern_LNDA
  111. //            AnimationMode                = ONCE
  112. //        End
  113. //    End
  114. //
  115. //     AnimationState = ALTERNATE_FORMATION DYING AFLAME
  116. //        Animation = Flaming_Death
  117. //            AnimationName = MUEastern_SKL.MUEastern_MFDA
  118. //            AnimationMode = ONCE
  119. //        End
  120. //    End
  121. //
  122. //    AnimationState =  ALTERNATE_FORMATION DYING 
  123. //        Animation = Dying_1
  124. //            AnimationName = MUEastern_SKL.MUEastern_DIEA
  125. //            AnimationMode = ONCE
  126. //        End
  127. //    End
  128. // 
  129. //    ; --- stunned anims
  130. //    AnimationState = ALTERNATE_FORMATION STUNNED_STANDING_UP
  131. //         Animation = Standing_Back_Up
  132. //            AnimationName = MUEastern_SKL.MUEastern_GTPA
  133. //            AnimationMode = ONCE
  134. //            AnimationSpeedFactorRange = 1.5 1.5
  135. //        End
  136. //    End
  137. //
  138. //
  139. //    AnimationState = ALTERNATE_FORMATION STUNNED
  140. //         Animation = Splattered_On_Ground
  141. //            AnimationName = MUEastern_SKL.MUEastern_LNDA
  142. //            AnimationMode = ONCE
  143. //        End
  144. //    End
  145. //
  146. //     AnimationState = ALTERNATE_FORMATION PORCUPINE
  147. //         Animation = ATKC
  148. //            AnimationName        = MUEastern_SKL.MUEastern_IDLA
  149. //            AnimationMode        = LOOP
  150. //        End
  151. //        StateName = STATE_Planted
  152. //        BeginScript
  153. //            Prev = CurDrawablePrevAnimationState()
  154. //            if Prev ~= "STATE_Planted"    and Prev ~= "Trans_Up_To_Down" then CurDrawableSetTransitionAnimState("Trans_Up_To_Down") return end
  155. //        EndScript
  156. //    End
  157. //    
  158. //    
  159. //     AnimationState = ALTERNATE_FORMATION
  160. //         Animation = ATKC
  161. //            AnimationName        = MUEastern_SKL.MUEastern_IDLA
  162. //            AnimationMode        = LOOP
  163. //        End
  164. //    End
  165. //    
  166. //
  167. // ;--------------------normal animations---------------------------
  168. //        
  169. //        ;---------------------- THROWN ANIMATION -------------------------------
  170. //        
  171. //        AnimationState                    =    THROWN_PROJECTILE
  172. //            Animation                    =    THROWN
  173. //                AnimationName            =    MUEastern_SKL.MUEastern_FLYA
  174. //                AnimationMode            =    LOOP
  175. //            End
  176. //        End
  177. //
  178. //        ;--------------------- Giant Bird Stuff ---------------------------------------        
  179. //        AnimationState                        =    PASSENGER FREEFALL
  180. //            Animation                        =    Grabbed
  181. //                AnimationName                =    MUEastern_SKL.MUEastern_FLLA
  182. //                AnimationMode                =    LOOP
  183. //            End
  184. //        End
  185. //        
  186. //        AnimationState                        =    FREEFALL
  187. //            Animation                        =    Falling
  188. //                AnimationName                =    MUEastern_SKL.MUEastern_FLYA
  189. //                AnimationMode                =    LOOP
  190. //                AnimationBlendTime            =    10
  191. //                AnimationSpeedFactorRange    =    0.5    0.5
  192. //            End
  193. //        End
  194. //        
  195. //        ;------------------------ STUNNED ANIMATIONS ---------------------------
  196. //        AnimationState                        =    STUNNED_FLAILING
  197. //            Animation                        =    StunnedFlailing
  198. //                AnimationName                =    MUEastern_SKL.MUEastern_FLYA
  199. //                AnimationMode                =    LOOP
  200. //            End
  201. //            Flags                            =    RANDOMSTART
  202. //        End
  203. //        
  204. //        ;-------------------------- DYING ANIMS ---------------------------------
  205. //        AnimationState                        =    DYING SPLATTED
  206. //            Animation                        =    Splattered_On_Ground
  207. //                AnimationName                =    MUEastern_SKL.MUEastern_LNDA
  208. //                AnimationMode                =    ONCE
  209. //            End
  210. //            EnteringStateFX                    =    FX_HaradrimHitGround
  211. //        End
  212. //
  213. //        AnimationState                        =    DYING AFLAME
  214. //            Animation                        =    Flaming_Death
  215. //                AnimationName                =    MUEastern_SKL.MUEastern_DIEA
  216. //                AnimationMode                =    ONCE
  217. //            End
  218. //            ParticleSysBone                    =    BAT_HEAD FireBuildingLargeSmoke FollowBone:yes
  219. //            ParticleSysBone                    =    BAT_HEAD FireSmall FollowBone:yes
  220. //            ParticleSysBone                    =    BAT_RIBS FireBuildingLargeSmoke FollowBone:yes
  221. //            ParticleSysBone                    =    BAT_RIBS FireSmall FollowBone:yes
  222. //        End
  223. //        
  224. //        AnimationState                        =    DYING
  225. //            Animation                        =    Dying
  226. //                AnimationName                =    MUEastern_SKL.MUEastern_DIEA
  227. //                AnimationMode                =    ONCE
  228. //            End
  229. //        End
  230. //        
  231. //        AnimationState                        = PARALYZED
  232. //            Animation
  233. //                AnimationName                = MUEastern_SKL.MUEastern_IDLA
  234. //                AnimationMode                = LOOP
  235. //            End
  236. //        End
  237. //
  238. //        ;------------------------ STUNNED ANIMATIONS ---------------------------
  239. //
  240. //        AnimationState                        =    STUNNED_STANDING_UP
  241. //            Animation                        =    Standing_Back_Up
  242. //                AnimationName                =    MUEastern_SKL.MUEastern_GTPA
  243. //                AnimationMode                =    ONCE
  244. //                AnimationSpeedFactorRange = 1.5 1.5
  245. //            End
  246. //        End
  247. //
  248. //        AnimationState                        =    STUNNED
  249. //            Animation                        =    Stunned
  250. //                AnimationName                =    MUEastern_SKL.MUEastern_LNDA
  251. //                AnimationMode                =    ONCE
  252. //            End
  253. //            EnteringStateFX                    =    FX_HaradrimHitGround
  254. //        End
  255. //        
  256. //        ;---------------------- PASSENGER ANIMATION -----------------------------
  257. //        AnimationState                    =    PASSENGER
  258. //            Animation                    =    Grabbed
  259. //                AnimationName            =    MUEastern_SKL.MUEastern_FLLA
  260. //                AnimationMode            =    LOOP
  261. //            End
  262. //        End
  263. //                
  264. //        ;--------------------- MOVING ANIMATIONS -----------------------------------
  265. //        
  266. //        AnimationState = MOVING FIRING_OR_PREATTACK_A
  267. //            Animation = TrotAndFire
  268. //                AnimationName = MUEastern_SKL.MUEastern_ATRA
  269. //                AnimationMode = LOOP
  270. //            End
  271. //            Flags = RANDOMSTART
  272. //            ;ParticleSysBone = None InfantryDustTrails
  273. //        End
  274. //        
  275. //        
  276. //        AnimationState                    = MOVING CLIMBING BACKING_UP
  277. //            Animation                    = ClimbingBackwards
  278. //                AnimationName            = MUEastern_SKL.MUEastern_CLMA
  279. //                AnimationMode            = LOOP_BACKWARDS
  280. //            End
  281. //        End
  282. //        
  283. //        AnimationState                    = MOVING CLIMBING
  284. //            Animation                    = Climbing
  285. //                AnimationName            = MUEastern_SKL.MUEastern_CLMA
  286. //                AnimationMode            = LOOP
  287. //            End
  288. //        End
  289. //        
  290. //        AnimationState                    =    MOVING PANICKING
  291. //            ShareAnimation                =    Yes
  292. //            Animation                    =    PANICKING
  293. //                AnimationName            =    MUEastern_SKL.MUEastern_MFDA
  294. //                AnimationMode            =    LOOP
  295. //            End
  296. //            Flags                        =    RANDOMSTART
  297. //        End
  298. //        
  299. //        AnimationState                    =    MOVING BACKING_UP
  300. //            ShareAnimation                =    Yes
  301. //            Animation                    =    BACKINUP
  302. //                AnimationName            =    MUEastern_SKL.MUEastern_BAKA
  303. //                AnimationMode            =    LOOP
  304. //            End
  305. //            ;Flags                        =    RANDOMSTART
  306. //        End
  307. //        
  308. //        AnimationState                    =    MOVING AFLAME
  309. //            ShareAnimation                =    Yes
  310. //            Animation                    =    MovingOnFire
  311. //                AnimationName            =    MUEastern_SKL.MUEastern_RUNA
  312. //                AnimationMode            =    LOOP
  313. //            End
  314. //            
  315. //            ParticleSysBone                =    BAT_HEAD FireBuildingLargeSmoke FollowBone:yes
  316. //            ParticleSysBone                =    BAT_HEAD FireSmall FollowBone:yes
  317. //            ParticleSysBone                =    BAT_RIBS FireBuildingLargeSmoke FollowBone:yes
  318. //            ParticleSysBone                =    BAT_RIBS FireSmall FollowBone:yes
  319. //        End
  320. //        
  321. //        AnimationState                    =    MOVING EMOTION_TERROR
  322. //            ShareAnimation                =    Yes
  323. //            Animation                    =    Moving
  324. //                AnimationName            =    MUEastern_SKL.MUEastern_RUNA
  325. //                AnimationMode            =    LOOP
  326. //            End
  327. //            ParticleSysBone                =    None InfantryDustTrails
  328. //            ;Flags                        =    RANDOMSTART
  329. //        End    
  330. //
  331. //        AnimationState                    =    MOVING
  332. //            ShareAnimation                =    Yes
  333. //            Animation                    =    Moving
  334. //                AnimationName            =    MUEastern_SKL.MUEastern_RUNA
  335. //                AnimationMode            =    LOOP
  336. //                Distance                =   50
  337. //            End
  338. //            ParticleSysBone                =    None InfantryDustTrails
  339. //            ;Flags                        =    RANDOMSTART
  340. //        End    
  341. //        
  342. //        ;---------------------- ATTACKING ANIMATIONS ---------------------------
  343. //        AnimationState                    =    FIRING_OR_PREATTACK_A
  344. //            Animation                    =    ATTACKA
  345. //                AnimationName            =    MUEastern_SKL.MUEastern_ATKA
  346. //                AnimationMode            =    ONCE
  347. //            End
  348. //        End
  349. //
  350. //        AnimationState                        =    EMOTION_UNCONTROLLABLY_AFRAID
  351. //            ShareAnimation                    =    Yes
  352. //            Animation                        =    Cower
  353. //                AnimationName                =    MUEastern_SKL.MUEastern_FERA
  354. //                AnimationMode                =    LOOP
  355. //            End
  356. //        End        
  357. //        
  358. //        ;---------------------- EMOTION ANIMATIONS ---------------------------
  359. //        AnimationState                        =    EMOTION_ALERT EMOTION_AFRAID
  360. //            ShareAnimation                    =    Yes
  361. //            Animation                        =    Apprehensive
  362. //                AnimationName                =    MUEastern_SKL.MUEastern_APPA
  363. //                AnimationMode                =    LOOP    ;Change this to ONCE if adding additional anims
  364. //            End
  365. //            Flags                            = RANDOMSTART
  366. //        End
  367. //            
  368. //        AnimationState                        =    EMOTION_AFRAID
  369. //            ShareAnimation                    =    Yes
  370. //            Animation                        =    Cower
  371. //                AnimationName                =    MUEastern_SKL.MUEastern_FERA
  372. //                AnimationMode                =    LOOP
  373. //            End
  374. //            Flags                            = RANDOMSTART
  375. //        End        
  376. //        
  377. //        AnimationState                    =    BETWEEN_FIRING_SHOTS_A
  378. //            Animation                    =    between
  379. //                AnimationName            =    MUEastern_SKL.MUEastern_IDLA
  380. //                AnimationMode            =    LOOP
  381. //            End
  382. //        End
  383. //                
  384. //        AnimationState                    =    ATTACKING
  385. //            Animation                    =    AttackingReady
  386. //                AnimationName            =    MUEastern_SKL.MUEastern_IDLA
  387. //                AnimationMode            =    LOOP
  388. //            End
  389. //        End
  390. //                
  391. //        AnimationState                        = EMOTION_TAUNTING
  392. //            Animation                        = TNTA
  393. //                AnimationName                = MUEastern_SKL.MUEastern_TNTA
  394. //                AnimationMode                = ONCE
  395. //                AnimationBlendTime            = 15
  396. //                AnimationSpeedFactorRange    = 0.8 1.2
  397. //            End
  398. //            Animation                        = TNTB
  399. //                AnimationName                = MUEastern_SKL.MUEastern_TNTB
  400. //                AnimationMode                = ONCE
  401. //                AnimationBlendTime            = 15
  402. //                AnimationSpeedFactorRange    = 0.8 1.2
  403. //            End
  404. //            Flags                            = RANDOMSTART RESTART_ANIM_WHEN_COMPLETE
  405. //        End
  406. //        
  407. //        AnimationState                        = EMOTION_POINTING
  408. //            Animation                        = Pointing1
  409. //                AnimationName                = MUEastern_SKL.MUEastern_PNTA
  410. //                AnimationMode                = LOOP
  411. //            End
  412. //            Flags                            = RANDOMSTART
  413. //        End
  414. //        
  415. //        AnimationState                        =    EMOTION_CELEBRATING
  416. //            Animation                        =    Celebrating
  417. //                AnimationName                =    MUEastern_SKL.MUEastern_CHRA
  418. //                AnimationMode                =    ONCE
  419. //            End
  420. //            
  421. //            Animation                        =    CelebratingB
  422. //                AnimationName                =    MUEastern_SKL.MUEastern_CHRB
  423. //                AnimationMode                =    ONCE
  424. //            End
  425. //            
  426. //            Flags                            =    RESTART_ANIM_WHEN_COMPLETE    
  427. //        End
  428. //        
  429. //        AnimationState                        =    EMOTION_ALERT
  430. //            Animation                        =    ALERT
  431. //                AnimationName                =    MUEastern_SKL.MUEastern_IDLA
  432. //                AnimationMode                =    LOOP
  433. //            End
  434. //            Flags                            =    RANDOMSTART
  435. //        End
  436. //
  437. //        AnimationState = WAR_CHANT
  438. //            Animation = Chant
  439. //                AnimationName = MUEastern_SKL.MUEastern_CHRB
  440. //                AnimationMode = LOOP
  441. //            End
  442. //        End
  443. //
  444. //        ;--------------------- HIT REACTIONS -----------------------------------
  445. //        AnimationState                        =    HIT_REACTION HIT_LEVEL_1
  446. //            Animation                        =    HitReaction1
  447. //                AnimationName                =    MUEastern_SKL.MUEastern_HITA
  448. //                AnimationMode                =    ONCE
  449. //            End
  450. //        End    
  451. //
  452. //        AnimationState                        =    HIT_REACTION HIT_LEVEL_2
  453. //            Animation                        =    HitReaction2
  454. //                AnimationName                =    MUEastern_SKL.MUEastern_HITA
  455. //                AnimationMode                =    ONCE
  456. //            End
  457. //        End
  458. //
  459. //        AnimationState                        =    HIT_REACTION HIT_LEVEL_3
  460. //            Animation                        =    HitReaction3
  461. //                AnimationName                =    MUEastern_SKL.MUEastern_HITA
  462. //                AnimationMode                =    ONCE
  463. //            End
  464. //        End
  465. //                    
  466. //        AnimationState                        =    SELECTED
  467. //            ShareAnimation                    =    Yes
  468. //            Animation                        =    AtAttention
  469. //                AnimationName                =    MUEastern_SKL.MUEastern_ATNB
  470. //                AnimationMode                =    LOOP
  471. //            End
  472. //                    
  473. //            StateName                        =    Selected
  474. //            
  475. //            BeginScript
  476. //                Prev =    CurDrawablePrevAnimationState()
  477. //                if Prev == "STATE_Planted"    then CurDrawableSetTransitionAnimState("Trans_Down_To_Up") return end
  478. //                if Prev == "Idle" then CurDrawableSetTransitionAnimState("TransitionToAttention") end
  479. //            EndScript
  480. //        End
  481. //
  482. //        ;-------------------------------------- TRANSITIONS ----------------------------------------------
  483. //    
  484. //        TransitionState = Trans_Down_To_Up
  485. //            Animation = Transition
  486. //                AnimationName = MUEastern_SKL.MUEastern_PLTB
  487. //                AnimationMode = ONCE
  488. //            End
  489. //        End
  490. //        
  491. //        TransitionState = Trans_Up_To_Down
  492. //            Animation = Transition
  493. //                AnimationName = MUEastern_SKL.MUEastern_PLTA
  494. //                AnimationMode = ONCE
  495. //            End
  496. //        End
  497. //
  498. //        TransitionState                        =    TransitionToAttention
  499. //            Animation                        =    ToAttentionTransition
  500. //                AnimationName                =    MUEastern_SKL.MUEastern_ATNA
  501. //                AnimationMode                =    ONCE
  502. //                AnimationSpeedFactorRange    =    1.0 1.4
  503. //                AnimationBlendTime            =    10
  504. //            End
  505. //        End
  506. //        
  507. //        TransitionState                        =    TransitionFromAttention
  508. //            Animation                        =    FromAttentionTransition
  509. //                AnimationName                =    MUEastern_SKL.MUEastern_ATNC
  510. //                AnimationMode                =    ONCE
  511. //                AnimationSpeedFactorRange    =    1.0 1.4
  512. //                AnimationBlendTime            =    10
  513. //            End
  514. //        End
  515.     End
  516. ;;--@END
  517.  
  518.     #include "..\..\..\includes\StunDrawModuleSmall.inc"
  519.  
  520.     ;----------------------------------- DESIGN parameters ----------------------------------------------------
  521.     Side                            =    Mordor
  522.     EditorSorting                    =    UNIT
  523.     ThreatLevel                        =    1.0
  524.     ThingClass                        =    HORDE_UNIT
  525.     CommandPoints                    =    4
  526.     TransportSlotCount                =    TRANSPORTSLOTCOUNT_UNIT
  527.  
  528.     ArmorSet
  529.         Conditions                    =    None
  530.         Armor                        =    RhunArmor
  531.         DamageFX                    =    NormalDamageFX
  532.     End
  533.     ArmorSet
  534.         Conditions                    =    PLAYER_UPGRADE
  535.         Armor                        =    RhunHeavyArmor
  536.         DamageFX                    =    NormalDamageFX
  537.     End
  538.  
  539.     WeaponSet
  540.         Conditions                    =    None 
  541.         Weapon                        =    PRIMARY MordorEasterlingPike
  542.         AutoChooseSources            =    PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
  543.     End
  544.  
  545.       VisionRange                 =     MORDOR_SOLDIERRHUN_VISION_RANGE
  546.       ShroudClearingRange             =     SHROUD_CLEAR_STANDARD
  547.       
  548.     VisionSide = 35%
  549.     VisionRear = 25%
  550.     
  551.     MaxVisionBonusPercent = 300%
  552.     VisionBonusTestRadius = 200
  553.     VisionBonusPercentPerFoot = 2.0%
  554.  
  555.     BountyValue                        =   MORDOR_SOLDIERRHUN_BOUNTY_VALUE
  556.     DisplayName                        =    OBJECT:MordorEasterling
  557.     CrushableLevel                    =    0  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  558.     CrusherLevel = 0 ;What can I crush?: 0 = small animals, 1 = infantry, 2 = trees, 3 = vehicles
  559.     CrushRevengeWeapon = AntiCavalryInfantryCrushRevenge
  560.     
  561.     CommandSet = MordorEasterlingCommandSet
  562.  
  563.  
  564.     ; *** AUDIO Parameters ***;
  565.  
  566.     VoiceAttack                                = EasterlingVoiceAttack
  567.     VoiceAttackCharge                        = EasterlingVoiceAttackCharge
  568.     VoiceAttackMachine                        = EasterlingVoiceAttack
  569.     VoiceAttackStructure                    = EasterlingVoiceAttackBuilding
  570.     VoiceCreated                            = EVA:EasterlingCreated
  571.     VoiceFullyCreated                        = EVA:EasterlingCreated
  572.     VoiceGuard                                = EasterlingVoiceMove
  573.     VoiceMove                                = EasterlingVoiceMove
  574.     VoiceMoveToCamp                            = EasterlingVoiceMoveCamp
  575.     VoiceMoveWhileAttacking                    = EasterlingVoiceDisengage
  576.     VoicePriority                            = 52
  577.     VoiceRetreatToCastle                    = EasterlingVoiceRetreat
  578.     VoiceSelect                                = EasterlingVoiceSelectMS
  579.     VoiceSelectBattle                         = EasterlingVoiceSelectBattle
  580.  
  581.     VoiceEnterStateAttack                    = EasterlingVoiceEnterStateAttack
  582.     VoiceEnterStateAttackCharge                = EasterlingVoiceEnterStateAttackCharge
  583.     VoiceEnterStateAttackMachine            = EasterlingVoiceEnterStateAttack
  584.     VoiceEnterStateAttackStructure            = EasterlingVoiceEnterStateAttackBuilding
  585.     VoiceEnterStateMove                        = EasterlingVoiceEnterStateMove
  586.     VoiceEnterStateMoveToCamp                = EasterlingVoiceEnterStateMoveCamp
  587.     VoiceEnterStateMoveWhileAttacking        = EasterlingVoiceEnterStateDisengage
  588.     VoiceEnterStateRetreatToCastle            = EasterlingVoiceEnterStateRetreat
  589.  
  590.     SoundImpact                                = ImpactHorse
  591.  
  592.     UnitSpecificSounds
  593.         VoiceEnterUnitEvilMenTransportShip    = EasterlingVoiceMoveShip
  594.         VoiceEnterUnitMordorMumakil            = EasterlingVoiceMoveGarrison
  595.         VoiceEnterUnitSlaughterHouse        = EasterlingVoiceMoveGarrison
  596.         VoiceGarrison                        = EasterlingVoiceMoveGarrison
  597.         VoiceInitiateCaptureBuilding        = EasterlingVoiceCaptureBuilding
  598.     End
  599.  
  600.     CrowdResponseKey = EvilMen1
  601.  
  602.     ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_foo
  603.         ModelCondition = Required:EMOTION_CELEBRATING    Excluded:DYING ENGAGED    Sound:EmotionEasterlingVoxCheerLoop    ;MOVING ATTACKING 
  604.         ModelCondition = Required:EMOTION_TAUNTING        Excluded:DYING ENGAGED    Sound:EmotionEasterlingVoxTauntLoop    ;MOVING ATTACKING
  605.         ;pointing in LGAS
  606.         ;ModelCondition = Required:EMOTION_POINTING        Excluded:DYING ENGAGED    Sound:EmotionEasterlingVoxTauntLoop
  607.         ModelCondition = Required:RAISING_FLAG            Excluded:DYING ENGAGED    Sound:EmotionEasterlingVoxTauntLoop
  608.     End
  609.  
  610.     #include "..\..\..\includes\StandardUnitEvaEvents.inc"
  611.     ;EvaEventDieOwner            = GroupSoldiersOfRhunDie    ;Eva event to trigger on unit's death. NOTICE THAT this is only for permanent deaths
  612.                                         ;For deaths you can respawn from, use the DeathFX
  613.  
  614.     Behavior = LargeGroupAudioUpdate ModuleTag_LGAU        ; Tie into LargeGroupAudio system
  615.         Key    = Humanoid_Male Man Man_Male Easterling_Infantry
  616.     End
  617.  
  618.     ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
  619.           MaxUpdateRangeCap = 800
  620.             AnimationSound = Sound:BodyFallSoldier         Animation:MUEastern_SKL.MUEastern_LNDA     Frames:2
  621.             AnimationSound = Sound:BodyFallGeneric1         Animation:MUEastern_SKL.MUEastern_DIEA     Frames:52
  622.     End
  623.  
  624.  
  625.     ;----------------------------------- ENGINEERING parameters ----------------------------------------------------
  626.     RadarPriority                =    UNIT
  627.     KindOf                    =    PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER CAN_USE_SIEGE_TOWER SCORE GRAB_AND_DROP
  628.  
  629.     Body                    =    PorcupineFormationBodyModule ModuleTag_porcupineFormation
  630.         CheerRadius             =     EMOTION_CHEER_RADIUS    
  631.         MaxHealth            =    MORDOR_SOLDIERRHUN_HEALTH
  632.         MaxHealthDamaged        =    MORDOR_SOLDIERRHUN_HEALTH_DAMAGED
  633.         ;RecoveryTime            =    MORDOR_SOLDIERRHUN_HEALTH_RECOVERY_TIME
  634.         DamageWeaponTemplate        =    EasterlingPorcupineDamage
  635.         CrushDamageWeaponTemplate    =    EasterlingPorcupineCrushDamage
  636.         CrusherLevelResisted        =    1;    ;What crusher level can I resist?: 1 = infantry, 2 = trees, 3 = vehicles
  637.         BurningDeathBehavior        =    Yes
  638.         BurningDeathFX                =    FX_InfantryBurningFlame
  639.     End
  640.  
  641.     Behavior                        =    AIUpdateInterface ModuleTag_03
  642.         AutoAcquireEnemiesWhenIdle    =    Yes ATTACK_BUILDINGS
  643.         CanAttackWhileContained        =    Yes
  644.         HoldGroundCloseRangeDistance=    80
  645.         AILuaEventsList               = IsengardFighterFunctions
  646.         AttackPriority            =     AttackPriority_Spearman
  647.         BurningDeathTime        =    BURNINGDEATH_DURATION_INFANTRY
  648.     End
  649.  
  650.     LocomotorSet
  651.         Locomotor            =    HumanLocomotor
  652.         Condition            =    SET_NORMAL 
  653.         Speed                =    NORMAL_MORDOR_INFANTRY_MEMBER_SPEED
  654.     End
  655.  
  656.     LocomotorSet
  657.         Locomotor = BurningDeathLocomotorInfantry
  658.         Condition = SET_BURNINGDEATH
  659.         Speed      = BURNINGDEATH_WANDERSPEED_INFANTRY
  660.     End
  661.  
  662.     Behavior                =    PhysicsBehavior ModuleTag_04
  663.         GravityMult            =    1.0
  664.         ShockStandingTime        =    1333    ;msec
  665.     End
  666.  
  667.     Behavior                =    SlowDeathBehavior ModuleTag_05
  668.         DeathTypes            =    ALL
  669.         SinkDelay            =    3000
  670.         SinkRate            =    1.20     ; in Dist/Sec
  671.         DestructionDelay        =    10000
  672.         Sound                =    INITIAL ManEvilGenericVoiceDie
  673.     End
  674.     
  675.     Behavior = BezierProjectileBehavior ModuleTag_08 ;// Module starts asleep, and wakes up when thrown.
  676.     ;// To tweak a Bezier path
  677.         FirstHeight                    = 24  ;// Height of Bezier control points above highest intervening terrain
  678.         SecondHeight                = 24
  679.         FirstPercentIndent            = 30% ;// Percentage of shot distance control points are placed
  680.         SecondPercentIndent            = 70%
  681.         TumbleRandomly                = Yes
  682.  
  683.         CrushStyle                    = Yes ;// I don't detonate, I just hit
  684.         DieOnImpact                    = Yes
  685.         BounceCount                    = 1   ;// When I hit the ground, I'll arc again
  686.         BounceDistance                = 40  ;// this far
  687.         BounceFirstHeight            = 24  ;// Height of Bezier control points above highest intervening terrain
  688.         BounceSecondHeight            = 24
  689.         BounceFirstPercentIndent    = 20% ;// Percentage of shot distance control points are placed
  690.         BounceSecondPercentIndent    = 80%
  691.  
  692.         GroundHitFX       = FX_ThrownRockGroundHit
  693.         GroundBounceFX    = FX_ThrownRockBounceHit
  694.     End
  695.  
  696.  ;     Behavior                        =    HitReactionBehavior HitReactionBehaviorModuleTag
  697. ;        HitReactionLifeTimer1        =    1000 ; level 1
  698. ;        HitReactionLifeTimer2        =    1000 ; level 2
  699. ;        HitReactionLifeTimer3        =    1000 ; level 3
  700.  
  701. ;        HitReactionThreshold1        =    0.0   ; level 1 (light  damage) threshold trigger
  702. ;        HitReactionThreshold2        =    25.0  ; level 2 (medium damage) threshold trigger
  703. ;        HitReactionThreshold3        =    50.0  ; level 3 (heavy  damage) threshold trigger
  704. ;    End    
  705.     
  706.     Behavior                        =    SquishCollide ModuleTag_06
  707.         ;nothing
  708.     End
  709.      
  710.     Behavior                        =    HordeMemberCollide ModuleTag_HMC
  711.         ;nothing
  712.     End
  713.  
  714.       ;Heavy Armor
  715.     Behavior = ArmorUpgrade ArmorUpgradeModuleTag
  716.         TriggeredBy = Upgrade_MordorHeavyArmor
  717.         ArmorSetFlag            = PLAYER_UPGRADE
  718.     End
  719.  
  720.     Behavior = SubObjectsUpgrade Armor_Upgrade
  721.         TriggeredBy        = Upgrade_MordorHeavyArmor
  722.         UpgradeTexture    = MUEastern.tga 0 MUEastern_HA.tga
  723.         RecolorHouse            = Yes
  724.         ExcludeSubobjects        = Forged_Blade
  725.     End
  726.         
  727.     Behavior = SubObjectsUpgrade ForgedBlades_Upgrade
  728.         TriggeredBy        = Upgrade_MordorForgedBlades
  729.         ShowSubObjects    = Forged_Blade
  730.     End
  731.     
  732.     Behavior = StatusBitsUpgrade ForgedBlades_UpgradeDetection
  733.         TriggeredBy        = Upgrade_MordorForgedBlades
  734.     End
  735.         
  736.      
  737.     Geometry                        =    CYLINDER
  738.     GeometryMajorRadius                =    8.0
  739.     GeometryMinorRadius                =    8.0
  740.     GeometryHeight                    =    19.2
  741.     GeometryIsSmall                    =    Yes
  742.  
  743.     Shadow                            =    SHADOW_DECAL
  744.     ShadowSizeX                        =    21;
  745.     ShadowSizeY                        =    21;
  746.     ShadowTexture                    =    ShadowI;
  747. End
  748.  
  749.