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Text File  |  2006-01-31  |  48KB  |  1,430 lines

  1. ;------------------------------------------------------------------------------
  2. ; aka Mountain Troll, MordorMountainTroll, MountainTrollMordor
  3. Object MordorMountainTroll
  4.   ; *** ART Parameters ***
  5.  
  6.     ; This is required for garrisoned objects - please put in all objects.
  7.     ButtonImage    = WOR_MountainTroll
  8.     SelectPortrait    = UPMordor_MountainTroll
  9.  
  10.     DescriptionStrategic = CONTROLBAR:LW_ToolTip_MordorMountainTroll
  11.  
  12.     Draw = W3DScriptedModelDraw ModuleTag_01
  13.  
  14.  
  15.         ; Some conditions and their meaning:
  16.         ;
  17.         ;    WEAPONSTATE_ONE            using tree as club
  18.         ;    WEAPONSET_TOGGLE_1        rock throwing mode
  19.         ;    SPECIAL_WEAPON_ONE        hitting a friendly troll
  20.         ;    USER_2                    set from MordorMtTrollBored weapon, used when hitting a friendly troll
  21.         ;    USER_3                        "                "                    "                    "
  22.  
  23.         WadingParticleSys        = EntRipples
  24.         OkToChangeModelColor    = Yes          
  25.         StaticModelLODMode        = Yes                    ; Will append M or L to the skin name depending on GameLOD
  26.         
  27.         ExtraPublicBone            = Trunk                    ; For the tree to attach to.
  28.  
  29.  
  30.         DefaultModelConditionState
  31.             Model                = MUMntTroll_SKN
  32.             WeaponLaunchBone    = PRIMARY Firepoint
  33.         End
  34.  
  35.         IdleAnimationState
  36.             StateName                = Idle
  37.             AllowRepeatInRandomPick = Yes
  38.             SimilarRestart            = Yes
  39.             
  40.             Animation = IDLA
  41.                 AnimationName        = MUMntTroll_SKL.MUMntTroll_IDLA  ;JUST BREATHING
  42.                 AnimationMode        = ONCE
  43.                 AnimationBlendTime    = 10
  44.                 AnimationPriority    = 40
  45.             End
  46.             Animation = IDLC
  47.                 AnimationName        = MUMntTroll_SKL.MUMntTroll_IDLC  ;BELLY SCRATCH
  48.                 AnimationMode        = ONCE
  49.                 AnimationBlendTime    = 10
  50.                 AnimationPriority    = 10
  51.             End
  52.             Animation = IDLF
  53.                 AnimationName        = MUMntTroll_SKL.MUMntTroll_IDLF  ;BIG ROAR
  54.                 AnimationMode        = ONCE
  55.                 AnimationBlendTime    = 10
  56.                 AnimationPriority    = 3
  57.             End
  58.             Animation = IDLH
  59.                 AnimationName        = MUMntTroll_SKL.MUMntTroll_IDLH  ;SHORT ROAR
  60.                 AnimationMode        = ONCE
  61.                 AnimationBlendTime    = 10
  62.                 AnimationPriority    = 10
  63.             End
  64.             Animation = IDLI
  65.                 AnimationName        = MUMntTroll_SKL.MUMntTroll_IDLI  ;NOSE WIPE
  66.                 AnimationMode        = ONCE
  67.                 AnimationBlendTime    = 10
  68.                 AnimationPriority    = 10
  69.             End
  70.             Flags                    = RESTART_ANIM_WHEN_COMPLETE
  71.             BeginScript
  72.                 CurDrawableHideSubObjectPermanently("ROCK")
  73.             EndScript
  74.         End
  75.  
  76.         ; Splatted death goes first, independant of death flags
  77.         ModelConditionState = DYING DECAY SPLATTED
  78.             Model                = MUMntTroll_DISC
  79.             RetainSubObjects    = Yes
  80.         End;
  81.  
  82.         AnimationState = DYING DECAY SPLATTED 
  83.             Animation = dead1
  84.                 AnimationName    = MUMntTroll_DISC.MUMntTroll_DISC
  85.                 AnimationMode    = ONCE
  86.             End
  87.         End
  88.  
  89.         ModelConditionState = DYING DECAY DEATH_1
  90.             Model                = MUMntTroll_DISA
  91.             RetainSubObjects    = Yes
  92.         End
  93.  
  94.         AnimationState = DYING DECAY DEATH_1 
  95.             Animation = dead1
  96.                 AnimationName    = MUMntTroll_DISA.MUMntTroll_DISA
  97.                 AnimationMode    = ONCE
  98.             End
  99.         End
  100.  
  101.         ModelConditionState = DYING DECAY DEATH_2
  102.             Model                = MUMntTroll_DISB
  103.             RetainSubObjects    = Yes
  104.         End
  105.  
  106.         AnimationState = DYING DECAY DEATH_2 
  107.             Animation = dead1
  108.                 AnimationName    = MUMntTroll_DISB.MUMntTroll_DISB
  109.                 AnimationMode    = ONCE
  110.             End
  111.         End
  112.  
  113.         AnimationState            = CHANT_FOR_GROND    ; used for cine shot in-game.
  114.             Animation            = playingDrums
  115.                 AnimationName    = MUMntTroll_SKL.MUMntTroll_DRMA
  116.                 AnimationMode    = ONCE
  117.             End
  118.         End
  119.  
  120. ; Flailing must go before dying in case we are dead in the air
  121.         AnimationState = STUNNED_FLAILING
  122.             Animation
  123.                 AnimationName = MUMntTroll_SKL.MUMntTroll_FLYA
  124.                 AnimationMode = LOOP
  125.             End
  126.         End
  127.  
  128.         AnimationState = DYING DEATH_3
  129.             Animation
  130.                 AnimationName = MUMntTroll_SKL.MUMntTroll_IDLA
  131.                 AnimationMode = LOOP
  132.             End
  133.         End
  134.         AnimationState = DYING SPLATTED
  135.             Animation
  136.                 AnimationName = MUMntTroll_SKL.MUMntTroll_LNDA
  137.                 AnimationMode = ONCE
  138.             End
  139.         End
  140.  
  141.  
  142.         AnimationState = DYING DEATH_1
  143.             Animation
  144.                 AnimationName = MUMntTroll_SKL.MUMntTroll_DIEA
  145.                 AnimationMode = ONCE
  146.             End
  147.  
  148.             ParticleSysBone = B_PELVIS TrollSplatDust
  149.             ParticleSysBone = BAT_HEAD TrollSplatDust
  150.         End
  151.  
  152.         AnimationState = DYING DEATH_2
  153.             Animation
  154.                 AnimationName = MUMntTroll_SKL.MUMntTroll_DIEB
  155.                 AnimationMode = ONCE
  156.             End
  157.  
  158.             ParticleSysBone = BAT_SPINE1 TrollSplatDust1
  159.             ParticleSysBone = BAT_HEAD TrollSplatDust1
  160.         End
  161.  
  162.         ModelConditionState = DYING
  163.             Model                = MUMntTroll_SKN            
  164.         End
  165.  
  166.         AnimationState = DYING
  167.             Animation
  168.                 AnimationName     =  MUMntTroll_SKL.MUMntTroll_DIEB
  169.                 AnimationMode     = ONCE
  170.             End
  171.         End
  172.  
  173.         //Stoned!
  174.         ModelConditionState = STONED 
  175.             Model            = MUMntTroll_SKN
  176.             Texture            = MUMntTroll.tga MUMntTroll_R.tga
  177.         End             
  178.  
  179.         AnimationState        = STONED
  180.             Animation            = Stoned
  181.                 AnimationName        = MUMntTroll_SKL.MUMntTroll_MFDA
  182.                 AnimationMode        = MANUAL
  183.                 AnimationBlendTime    = 40
  184.             End
  185.             Flags    = RANDOMSTART 
  186.         End
  187.         
  188.         AnimationState = EATING
  189.             Animation
  190.                 AnimationName = MUMntTroll_SKL.MUMntTroll_EATA
  191.                 AnimationMode = ONCE
  192.             End
  193.         End
  194.     
  195. ; Flailing must go before dying in case we are dead in the air
  196.         AnimationState = STUNNED_FLAILING
  197.             Animation
  198.                 AnimationName = MUMntTroll_SKL.MUMntTroll_FLYA
  199.                 AnimationMode = LOOP
  200.             End
  201.         End
  202.  
  203.         AnimationState                = STUNNED_STANDING_UP
  204.             Animation                = MUMntTroll_GTPA
  205.                 AnimationName        = MUMntTroll_SKL.MUMntTroll_GTPA
  206.                 AnimationMode        = ONCE
  207.             End
  208.         End    
  209.  
  210.         AnimationState                = STUNNED
  211.             Animation
  212.                 AnimationName = MUMntTroll_SKL.MUMntTroll_LNDA
  213.                 AnimationMode = ONCE
  214.             End
  215.             ParticleSysBone = B_PELVIS TrollSplatDust2
  216.             ParticleSysBone = BAT_HEAD TrollSplatDust2
  217.         End
  218.  
  219.  
  220.         AnimationState                        = PARALYZED
  221.             Animation
  222.                 AnimationName                = MUMntTroll_SKL.MUMntTroll_IDLA
  223.                 AnimationMode                = LOOP
  224.             End
  225.         End
  226.  
  227.  
  228.         ; --------- Just built ---------------------------------------------------------------------------------------------
  229.     
  230.         AnimationState = JUST_BUILT
  231.             Animation
  232.                 AnimationName                = MUMntTroll_SKL.MUMntTroll_WLKC ; temp
  233.                 AnimationMode                = ONCE
  234.                 AnimationBlendTime            = 0
  235.                 AnimationSpeedFactorRange    = 0.9 0.9            
  236.             End
  237.             LuaEvent = Frame:1 Data: show_rock
  238.             FXEvent    = Frame:0 FireWhenSkipped Name:FX_TrollRightFootStep
  239.             FXEvent    = Frame:16 FireWhenSkipped Name:FX_TrollLeftFootStep
  240.             FXEvent    = Frame:30 FireWhenSkipped Name:FX_TrollRightFootStep
  241.             FXEvent    = Frame:44 FireWhenSkipped Name:FX_TrollLeftFootStep
  242.         End    
  243.  
  244.         ;---bop our friends on the head 
  245.         AnimationState = SPECIAL_WEAPON_ONE
  246.             Animation = Punch
  247.                 AnimationName = MUMntTroll_SKL.MUMntTroll_ATKH
  248.                 AnimationMode = ONCE
  249.             End
  250.             Animation = Backhand
  251.                 AnimationName = MUMntTroll_SKL.MUMntTroll_ATKI
  252.                 AnimationMode = ONCE
  253.             End            
  254.         End
  255.             
  256.         ;---drop a tree
  257.         AnimationState = SPECIAL_WEAPON_TWO
  258.             Animation
  259.                 AnimationName = MUMntTroll_SKL.MUMntTroll_IDLE
  260.                 AnimationMode = ONCE
  261.             End
  262.         End
  263.             
  264.         ;--Troll is angry
  265.         AnimationState = WEAPONSET_RAMPAGE
  266.             Animation = GetMad
  267.                 AnimationName = MUMntTroll_SKL.MUMntTroll_RPGC
  268.                 AnimationMode = LOOP
  269.             End
  270.         End
  271.  
  272.     ; --------- With Club ------------
  273.  
  274.         AnimationState = FIRING_OR_PREATTACK_A WEAPONSTATE_ONE
  275. ;            Animation
  276. ;                ; Taking this one out since it doesn't work with the logic of the attack, which is a 180 knockback (this one is vertical clubbing, could be used as anti-monster anim, not anti bunch of inf)
  277. ;                AnimationName = MUMntTroll_SKL.MUMntTroll_ATKB
  278. ;            End
  279.             Animation
  280.                 AnimationName = MUMntTroll_SKL.MUMntTroll_ATKC
  281.                 AnimationMode = ONCE
  282.                 UseWeaponTiming        = Yes
  283.             End
  284.             Animation
  285.                 AnimationName = MUMntTroll_SKL.MUMntTroll_ATKD
  286.                 AnimationMode = ONCE
  287.                 UseWeaponTiming        = Yes
  288.             End
  289.         End
  290.  
  291.         ;Running attack
  292.         AnimationState = FIRING_OR_PREATTACK_B WEAPONSTATE_ONE
  293.             Animation
  294.                 AnimationName = MUMntTroll_SKL.MUMntTroll_ATRA
  295.                 AnimationMode = ONCE
  296.                 UseWeaponTiming        = Yes
  297.             End
  298.         End
  299.             
  300.         AnimationState = TURN_LEFT WEAPONSTATE_ONE
  301.             Animation = Moving
  302.                 AnimationName = MUMntTroll_SKL.MUMntTroll_TRNL
  303.                 AnimationMode = LOOP
  304.                 AnimationBlendTime = 10
  305.             End
  306.             ParticleSysBone = None InfantryDustTrails
  307.             BeginScript ; Here since normal Packing state can be skipped with a fast click.
  308.                 CurDrawableShowSubObjectPermanently("Trunk01")
  309.             EndScript
  310.         End
  311.  
  312.         AnimationState = TURN_RIGHT WEAPONSTATE_ONE
  313.             Animation = Moving
  314.                 AnimationName = MUMntTroll_SKL.MUMntTroll_TRNR
  315.                 AnimationMode = LOOP
  316.                 AnimationBlendTime = 10
  317.             End
  318.             ParticleSysBone = None InfantryDustTrails
  319.             BeginScript ; Here since normal Packing state can be skipped with a fast click.
  320.                 CurDrawableShowSubObjectPermanently("Trunk01")
  321.             EndScript
  322.         End
  323.  
  324.         AnimationState = MOVING WEAPONSTATE_ONE            ; ATTACKING
  325.             Animation
  326.                 AnimationName = MUMntTroll_SKL.MUMntTroll_RUNA  ; Running with club
  327.                 AnimationMode = LOOP
  328.                 ;AnimationSpeedFactorRange = 0.77 0.77
  329.             End
  330.             Flags               = RANDOMSTART
  331.             ParticleSysBone     = None InfantryDustTrails
  332.             FXEvent    = Frame:5 FireWhenSkipped Name:FX_TrollRightFootStep
  333.             FXEvent    = Frame:17 FireWhenSkipped Name:FX_TrollLeftFootStep
  334.         End
  335.  
  336.         ;AnimationState = MOVING WEAPONSTATE_ONE DAMAGED
  337.         ;    Animation
  338.         ;        AnimationName = MUMntTroll_SKL.MUMntTroll_WLKB ; Walking with club
  339.         ;        AnimationMode = LOOP
  340.         ;        AnimationSpeedFactorRange = 1.3 1.3
  341.         ;    End
  342.         ;    Flags               = RANDOMSTART
  343.         ;    ParticleSysBone     = None InfantryDustTrails
  344.         ;    FXEvent    = Frame:22 FireWhenSkipped Name:FX_TrollLeftFootStep
  345.         ;    FXEvent    = Frame:45 FireWhenSkipped Name:FX_TrollRightFootStep
  346.         ;End
  347.  
  348.         ;AnimationState = MOVING WEAPONSTATE_ONE
  349.         ;    Animation
  350.         ;        AnimationName = MUMntTroll_SKL.MUMntTroll_WLKB ; Walking with club 
  351.         ;        AnimationMode = LOOP
  352.         ;        AnimationSpeedFactorRange = 1.36 1.36
  353.         ;    End
  354.           ;    Flags               = RANDOMSTART
  355.           ;    ParticleSysBone     = None InfantryDustTrails
  356.         ;    FXEvent    = Frame:22 FireWhenSkipped Name:FX_TrollLeftFootStep
  357.         ;    FXEvent    = Frame:45 FireWhenSkipped Name:FX_TrollRightFootStep    
  358.         ;
  359.         ;    BeginScript ; Here since normal Packing state can be skipped with a fast click.
  360.         ;        CurDrawableShowSubObjectPermanently("Trunk01")
  361.         ;    EndScript
  362.         ;End
  363.  
  364.         AnimationState = PREPARING                                    ; Smash contained object on ground to remove leaves. note, WEAPONSTATE_ONE has 
  365.             Animation                                                ; not yet been set yet, so assume it's a tree.
  366.                 AnimationName = MUMntTroll_SKL.MUMntTroll_GRBC
  367.                 AnimationMode = ONCE
  368.             End
  369.         End
  370.  
  371.         AnimationState = PACKING WEAPONSTATE_ONE
  372.             Animation
  373.                 AnimationName = MUMntTroll_SKL.MUMntTroll_GRBD
  374.                 AnimationMode = ONCE
  375.             End
  376.             BeginScript
  377.                 CurDrawableShowSubObjectPermanently("Trunk01")
  378.             EndScript
  379.         End
  380.  
  381.         AnimationState = EMOTION_CELEBRATING WEAPONSTATE_ONE
  382.             Animation
  383.                 AnimationName    =    MUMntTroll_SKL.MUMntTroll_IDLF
  384.                 AnimationMode    =    LOOP
  385.             End
  386.         End
  387.  
  388.         AnimationState = USER_2 WEAPONSTATE_ONE
  389.             Animation = ReactToTrollPoke ; The two comes from the special TrollBored weapon
  390.                 AnimationName = MUMntTroll_SKL.MUMntTroll_HITE
  391.                 AnimationMode = ONCE
  392.             End
  393.         End
  394.  
  395.         AnimationState = USER_3 WEAPONSTATE_ONE
  396.             Animation = ExpectAnotherPoke ; The three comes from the special TrollBored weapon, and lasts longer than 2
  397.                 AnimationName = MUMntTroll_SKL.MUMntTroll_IDLJ
  398.                 AnimationMode = LOOP
  399.             End
  400.         End
  401.  
  402.         AnimationState                    = EMOTION_TAUNTING WEAPONSTATE_ONE
  403.             Animation
  404.                 AnimationName            = MUMntTroll_SKL.MUMntTroll_IDLB
  405.                 AnimationMode            = ONCE
  406.                 AnimationPriority        = 20
  407.             End
  408.             Animation                    = Taunting3
  409.                 AnimationName            = MUMntTroll_SKL.MUMntTroll_IDLH
  410.                 AnimationMode            = ONCE
  411.                 AnimationPriority        = 10
  412.             End
  413.             Animation                    = Taunting4
  414.                 AnimationName            = MUMntTroll_SKL.MUMntTroll_IDLE
  415.                 AnimationMode            = ONCE
  416.                 AnimationPriority        = 5
  417.             End
  418.         End
  419.     
  420.         AnimationState = WEAPONSTATE_ONE    ;Idle with club
  421.             AllowRepeatInRandomPick = Yes
  422.             SimilarRestart            = Yes
  423.         
  424.             Animation = BreathWithClub
  425.                 AnimationName = MUMntTroll_SKL.MUMntTroll_IDLB
  426.                 AnimationMode = ONCE
  427.                 AnimationPriority = 30
  428.                 AnimationSpeedFactorRange = 0.8 1.0
  429.             End
  430.             Animation = BreathWithClub
  431.                 AnimationName = MUMntTroll_SKL.MUMntTroll_IDLB
  432.                 AnimationMode = ONCE
  433.                 AnimationPriority = 30
  434.                 AnimationSpeedFactorRange = 0.8 1.0
  435.             End
  436.             Animation = IDLE
  437.                 AnimationName = MUMntTroll_SKL.MUMntTroll_IDLE  ;ROAR THEN HIT GROUND (holding club only)
  438.                 AnimationMode = ONCE
  439.                 AnimationBlendTime = 10
  440.                 AnimationPriority = 5
  441.             End
  442.             Animation = IDLG
  443.                 AnimationName = MUMntTroll_SKL.MUMntTroll_IDLG  ;BUTT SCRATCH THEN BURP
  444.                 AnimationMode = ONCE
  445.                 AnimationBlendTime = 10
  446.                 AnimationPriority = 10
  447.             End
  448.             Flags = RESTART_ANIM_WHEN_COMPLETE
  449.             BeginScript ; Here since normal Packing state can be skipped with a fast click.
  450.                 CurDrawableShowSubObjectPermanently("Trunk01")
  451.             EndScript
  452.         End
  453.  
  454.         ; --------- With rock or infantry ----------------------------------------------------------------------------------
  455.  
  456.         ;AnimationState = MOVING WEAPONSET_TOGGLE_1        ; ATTACKING
  457.         ;    Animation
  458.         ;        AnimationName = MUMntTroll_SKL.MUMntTroll_RUNA 
  459.         ;        AnimationMode = LOOP
  460.         ;        ;AnimationSpeedFactorRange = 0.77 0.77
  461.         ;    End
  462.         ;    Flags = RANDOMSTART
  463.         ;    ParticleSysBone = None InfantryDustTrails
  464.         ;    FXEvent    = Frame:5 FireWhenSkipped Name:FX_TrollRightFootStep
  465.         ;    FXEvent    = Frame:17 FireWhenSkipped Name:FX_TrollLeftFootStep
  466.         ;End
  467.  
  468.         ;AnimationState = MOVING WEAPONSET_TOGGLE_1 DAMAGED
  469.         ;    Animation
  470.         ;        AnimationName = MUMntTroll_SKL.MUMntTroll_WLKB 
  471.         ;        AnimationMode = LOOP
  472.         ;        AnimationSpeedFactorRange = 1.3 1.3
  473.         ;    End
  474.         ;    Flags = RANDOMSTART
  475.         ;    ParticleSysBone = None InfantryDustTrails
  476.         ;    FXEvent    = Frame:22 FireWhenSkipped Name:FX_TrollLeftFootStep
  477.         ;    FXEvent    = Frame:45 FireWhenSkipped Name:FX_TrollRightFootStep
  478.         ;End
  479.  
  480.         ;AnimationState = MOVING WEAPONSET_TOGGLE_1
  481.         ;    Animation
  482.         ;        AnimationName = MUMntTroll_SKL.MUMntTroll_WLKB 
  483.         ;        AnimationMode = LOOP
  484.         ;        AnimationSpeedFactorRange = 1.36 1.36
  485.         ;    End
  486.         ;    Flags = RANDOMSTART
  487.         ;    ParticleSysBone = None InfantryDustTrails
  488.         ;    FXEvent    = Frame:22 FireWhenSkipped Name:FX_TrollLeftFootStep
  489.         ;    FXEvent    = Frame:45 FireWhenSkipped Name:FX_TrollRightFootStep
  490.         ;End
  491.  
  492. ;        AnimationState = FIRING_OR_PREATTACK_A USING_WEAPON_A
  493. ;            Animation
  494. ;                AnimationName        = MUMntTroll_SKL.MUMntTroll_THRW
  495. ;                AnimationMode        = ONCE
  496. ;                AnimationBlendTime    = 0
  497. ;                UseWeaponTiming        = Yes
  498. ;            End
  499. ;            FrameForPristineBonePositions = 16
  500. ;            StateName = Throw
  501. ;        End
  502.     
  503.         AnimationState = FIRING_OR_PREATTACK_A WEAPONSET_TOGGLE_1            ; Throw rock.
  504.             StateName = Throw
  505.             Animation
  506.                 AnimationName        = MUMntTroll_SKL.MUMntTroll_THRA
  507.                 AnimationMode        = ONCE
  508. ;                AnimationBlendTime    = 0
  509.                 UseWeaponTiming        = Yes
  510.             End
  511.             LuaEvent = Frame:23 Data: hide_rock
  512.             FrameForPristineBonePositions = 23
  513.         End
  514.         
  515.         AnimationState = RELOADING_A WEAPONSET_TOGGLE_1                        ; Pickup rock.
  516.             StateName = STATE_Reload
  517.             Animation
  518.                 AnimationName        = MUMntTroll_SKL.MUMntTroll_GRBE ;MUMntTroll_SKL.MUMntTroll_GRBB
  519.                 AnimationMode        = ONCE
  520.             End        
  521.             LuaEvent = Frame:35 Data: show_rock
  522. ;            BeginScript
  523. ;                Prev = CurDrawablePrevAnimationState()
  524. ;                if Prev ~= "STATE_Reload" and Prev ~= "TRANS_SnatchRock"
  525. ;                    then CurDrawableSetTransitionAnimState("TRANS_SnatchRock") end
  526. ;            EndScript
  527.         End
  528.         
  529. ;        TransitionState = TRANS_SnatchRock
  530. ;            Animation
  531. ;                AnimationName = MUMntTroll_SKL.MUMntTroll_GRBE
  532. ;                AnimationMode = ONCE
  533. ;            End
  534. ;        End
  535.     
  536. ;        AnimationState = FIRING_OR_PREATTACK_B WEAPONSTATE_TWO
  537. ;            Animation
  538. ;                AnimationName        = MUMntTroll_SKL.MUMntTroll_THRW
  539. ;                AnimationMode        = ONCE
  540. ;                AnimationBlendTime    = 0
  541. ;                UseWeaponTiming        = Yes
  542. ;            End
  543. ;            FrameForPristineBonePositions = 21
  544. ;            StateName = Throw
  545. ;        End
  546.  
  547. ;        AnimationState = PACKING WEAPONSTATE_TWO
  548. ;            Animation
  549. ;                AnimationName = MUMntTroll_SKL.MUMntTroll_GRBB
  550. ;                AnimationMode = ONCE
  551. ;            End
  552. ;            ParticleSysBone    = BAT_HANDR TrollRockBounceSmall FollowBone:no
  553. ;            ParticleSysBone    = BAT_HANDR TrollRockPickup FollowBone:no
  554. ;        End
  555.  
  556.         ;Building attack, which you can do with a rock in yo hand
  557.         AnimationState = FIRING_OR_PREATTACK_C WEAPONSET_TOGGLE_1
  558.             Animation
  559.                 AnimationName    = MUMntTroll_SKL.MUMntTroll_ATKF
  560.                 AnimationMode    = ONCE
  561.                 UseWeaponTiming    = Yes
  562.             End
  563.         End
  564.  
  565.         AnimationState = TURN_LEFT WEAPONSET_TOGGLE_1
  566.             Animation = Moving
  567.                 AnimationName = MUMntTroll_SKL.MUMntTroll_TRNL
  568.                 AnimationMode = LOOP
  569.                 AnimationBlendTime = 10
  570.             End
  571.             ParticleSysBone = None InfantryDustTrails
  572.         End
  573.  
  574.         AnimationState = TURN_RIGHT WEAPONSET_TOGGLE_1
  575.             Animation = Moving
  576.                 AnimationName = MUMntTroll_SKL.MUMntTroll_TRNR
  577.                 AnimationMode = LOOP
  578.                 AnimationBlendTime = 10
  579.             End
  580.             ParticleSysBone = None InfantryDustTrails
  581.         End
  582.  
  583.         AnimationState = MOVING WEAPONSET_TOGGLE_1
  584.             Animation
  585.                 AnimationName = MUMntTroll_SKL.MUMntTroll_RUNA 
  586.                 AnimationMode = LOOP
  587.                 ;AnimationSpeedFactorRange = 0.77 0.77
  588.             End
  589.             Flags = RANDOMSTART
  590.             ParticleSysBone = None InfantryDustTrails
  591.             FXEvent    = Frame:5 FireWhenSkipped Name:FX_TrollRightFootStep
  592.             FXEvent    = Frame:17 FireWhenSkipped Name:FX_TrollLeftFootStep
  593.         End
  594.         
  595.         ; --------- Click and Hit Reactions with Rock ----------------------------------------------------------------------------------
  596.         
  597.         AnimationState = HIT_REACTION HIT_LEVEL_1 WEAPONSET_TOGGLE_1
  598.             Animation = Hit_Level_1_a
  599.                 AnimationName = MUMntTroll_SKL.MUMntTroll_HITC
  600.                 AnimationMode = ONCE
  601.             End
  602.         End
  603.  
  604.         AnimationState = HIT_REACTION HIT_LEVEL_2 WEAPONSET_TOGGLE_1
  605.             Animation = Hit_Level_2
  606.                 AnimationName = MUMntTroll_SKL.MUMntTroll_HITB
  607.                 AnimationMode = ONCE
  608.             End
  609.         End
  610.  
  611.         AnimationState = HIT_REACTION HIT_LEVEL_3 WEAPONSET_TOGGLE_1
  612.             Animation = Hit_Level_3
  613.                 AnimationName = MUMntTroll_SKL.MUMntTroll_HITA
  614.                 AnimationMode = ONCE
  615.             End
  616.         End
  617.  
  618.         AnimationState = REACT_1 WEAPONSET_TOGGLE_1
  619.             Animation = Click_React_1
  620.                 AnimationName = MUMntTroll_SKL.MUMntTroll_RCTA
  621.                 AnimationMode = ONCE
  622.             End
  623.         End
  624.  
  625.         AnimationState = REACT_2 WEAPONSET_TOGGLE_1
  626.             Animation = Click_React_2
  627.                 AnimationName = MUMntTroll_SKL.MUMntTroll_RCTB
  628.                 AnimationMode = ONCE
  629.             End
  630.         End
  631.  
  632.         AnimationState = REACT_3 WEAPONSET_TOGGLE_1
  633.             Animation = Click_React_3
  634.                 AnimationName = MUMntTroll_SKL.MUMntTroll_RCTC
  635.                 AnimationMode = ONCE
  636.             End
  637.         End
  638.  
  639.         AnimationState = REACT_4 WEAPONSET_TOGGLE_1
  640.             Animation = Click_React_4
  641.                 AnimationName = MUMntTroll_SKL.MUMntTroll_RCTD
  642.                 AnimationMode = ONCE
  643.             End
  644.         End
  645.  
  646.         AnimationState = REACT_5 WEAPONSET_TOGGLE_1
  647.             Animation = Click_React_5
  648.                 AnimationName = MUMntTroll_SKL.MUMntTroll_RCTE
  649.                 AnimationMode = ONCE
  650.             End
  651.         End
  652.         
  653.         AnimationState = USER_2 WEAPONSET_TOGGLE_1
  654.             Animation = ReactToTrollPoke ; The two comes from the special TrollBored weapon
  655.                 AnimationName = MUMntTroll_SKL.MUMntTroll_HITE
  656.                 AnimationMode = ONCE
  657.             End
  658.         End
  659.  
  660.         AnimationState = USER_3 WEAPONSET_TOGGLE_1
  661.             Animation = ExpectAnotherPoke ; The three comes from the special TrollBored weapon, and lasts longer than 2
  662.                 AnimationName = MUMntTroll_SKL.MUMntTroll_IDLJ
  663.                 AnimationMode = LOOP
  664.             End
  665.         End
  666.  
  667.         AnimationState = SWAPPING_TO_WEAPONSET_1 WEAPONSET_TOGGLE_1            ; toggling to rock throwing. This get's the unit into a nice
  668.             Animation                                                        ; pose to blend from, rather than playing an idle for one frame.
  669.                 AnimationName    = MUMntTroll_SKL.MUMntTroll_GRBE
  670.                 AnimationMode    = MANUAL
  671.             End
  672.         End
  673.         
  674.         AnimationState                    = EMOTION_TAUNTING WEAPONSET_TOGGLE_1
  675.             Animation
  676.                 AnimationName            = MUMntTroll_SKL.MUMntTroll_IDLB
  677.                 AnimationMode            = ONCE
  678.                 AnimationPriority        = 20
  679.             End
  680.             Animation                    = Taunting3
  681.                 AnimationName            = MUMntTroll_SKL.MUMntTroll_IDLH
  682.                 AnimationMode            = ONCE
  683.                 AnimationPriority        = 10
  684.             End
  685.         End
  686.     
  687.         AnimationState = WEAPONSET_TOGGLE_1                                                ; Rock throwing
  688.             AllowRepeatInRandomPick = Yes
  689.             SimilarRestart            = Yes
  690.             Animation
  691.                 AnimationName                = MUMntTroll_SKL.MUMntTroll_IDLB            ; sway
  692.                 AnimationMode                = ONCE
  693.                 AnimationPriority            = 10
  694.                 AnimationSpeedFactorRange    = 0.8 1.0
  695.             End
  696. ;            Animation
  697. ;                AnimationName                = MUMntTroll_SKL.MUMntTroll_IDLE            ; roar and pummel ground
  698. ;                AnimationMode                = ONCE
  699. ;                AnimationPriority            = 1
  700. ;                AnimationSpeedFactorRange    = 0.8 1.0
  701. ;            End
  702.             Flags = RESTART_ANIM_WHEN_COMPLETE
  703.             BeginScript
  704.                 CurDrawableShowSubObjectPermanently("ROCK")
  705.             EndScript
  706.         End
  707.  
  708.  
  709.         
  710.         ;// --------- With Bare Hands ------------
  711.  
  712.         AnimationState = UNPACKING                                    ; Reach for a tree.
  713.             Animation
  714.                 AnimationName = MUMntTroll_SKL.MUMntTroll_GRBA
  715.                 AnimationMode = ONCE
  716.             End
  717.         End
  718.  
  719.         AnimationState = TURN_LEFT
  720.             Animation = Moving
  721.                 AnimationName = MUMntTroll_SKL.MUMntTroll_TRNL
  722.                 AnimationMode = LOOP
  723.                 AnimationBlendTime = 10
  724.             End
  725.             ParticleSysBone = None InfantryDustTrails
  726.         End
  727.  
  728.         AnimationState = TURN_RIGHT
  729.             Animation = Moving
  730.                 AnimationName = MUMntTroll_SKL.MUMntTroll_TRNR
  731.                 AnimationMode = LOOP
  732.                 AnimationBlendTime = 10
  733.             End
  734.             ParticleSysBone = None InfantryDustTrails
  735.         End
  736.  
  737.         ;AnimationState = MOVING ATTACKING
  738.         ;    Animation = Charging
  739.         ;        AnimationName = MUMntTroll_SKL.MUMntTroll_RUNB
  740.         ;        AnimationMode = LOOP
  741.         ;        AnimationSpeedFactorRange = 0.8 0.8
  742.         ;    End
  743.         ;    Flags = RANDOMSTART
  744.         ;    ParticleSysBone = None InfantryDustTrails
  745.         ;    FXEvent    = Frame:6 FireWhenSkipped Name:FX_TrollRightFootStep
  746.         ;    FXEvent    = Frame:17 FireWhenSkipped Name:FX_TrollLeftFootStep
  747.         ;End
  748.  
  749.  
  750.  
  751.         ; Normal fist attacks
  752.         AnimationState = FIRING_OR_PREATTACK_A
  753.             Animation
  754.                 AnimationName = MUMntTroll_SKL.MUMntTroll_ATKA
  755.                 AnimationMode = ONCE
  756.                 UseWeaponTiming        = Yes
  757.             End
  758.             Animation
  759.                 AnimationName = MUMntTroll_SKL.MUMntTroll_ATKE
  760.                 AnimationMode = ONCE
  761.                 UseWeaponTiming        = Yes
  762.             End
  763.             Animation
  764.                 AnimationName = MUMntTroll_SKL.MUMntTroll_ATKG
  765.                 AnimationMode = ONCE
  766.                 UseWeaponTiming        = Yes
  767.             End
  768.         End
  769.  
  770.         ;Building attack
  771.         AnimationState = FIRING_OR_PREATTACK_B
  772.             Animation
  773.                 AnimationName = MUMntTroll_SKL.MUMntTroll_ATKF
  774.                 AnimationMode = ONCE
  775.                 UseWeaponTiming        = Yes
  776.             End
  777.         End
  778.  
  779.         ;Running attack
  780.         AnimationState = FIRING_OR_PREATTACK_C
  781.             Animation
  782.                 AnimationName = MUMntTroll_SKL.MUMntTroll_ATRB
  783.                 AnimationMode = ONCE
  784.                 UseWeaponTiming        = Yes
  785.             End
  786.         End
  787.             
  788.         AnimationState                = MOVING PANICKING
  789.             Animation                = RUNM
  790.                 AnimationName        =  MUMntTroll_SKL.MUMntTroll_MFDA
  791.                 AnimationMode        = LOOP
  792.             End
  793.             Flags                    = RANDOMSTART
  794.         End
  795.         
  796.         ;AnimationState = MOVING DAMAGED
  797.         ;    Animation = Moving_Damaged
  798.         ;        AnimationName = MUMntTroll_SKL.MUMntTroll_WLKA
  799.         ;        AnimationMode = LOOP
  800.         ;    End
  801.         ;    Flags = RANDOMSTART
  802.         ;    ParticleSysBone = None InfantryDustTrails
  803.         ;    FXEvent    = Frame:0 FireWhenSkipped Name:FX_TrollRightFootStep
  804.         ;    FXEvent    = Frame:16 FireWhenSkipped Name:FX_TrollLeftFootStep
  805.         ;End
  806.  
  807.         ;AnimationState = MOVING
  808.         ;    Animation = Moving
  809.         ;        AnimationName        = MUMntTroll_SKL.MUMntTroll_WLKA
  810.         ;        AnimationMode        = LOOP
  811.         ;        AnimationBlendTime    = 10
  812.         ;    End
  813.         ;    Flags = RANDOMSTART
  814.         ;    ParticleSysBone = None InfantryDustTrails
  815.         ;    FXEvent    = Frame:16 FireWhenSkipped Name:FX_TrollLeftFootStep
  816.         ;    FXEvent    = Frame:0 FireWhenSkipped Name:FX_TrollRightFootStep
  817.         ;End
  818.  
  819.         AnimationState = MOVING
  820.             Animation
  821.                 AnimationName = MUMntTroll_SKL.MUMntTroll_RUNB
  822.                 AnimationMode = LOOP
  823.                 ;AnimationSpeedFactorRange = 0.8 0.8
  824.             End
  825.             Flags = RANDOMSTART
  826.             ParticleSysBone = None InfantryDustTrails
  827.             FXEvent    = Frame:6 FireWhenSkipped Name:FX_TrollRightFootStep
  828.             FXEvent    = Frame:17 FireWhenSkipped Name:FX_TrollLeftFootStep
  829.         End
  830.  
  831.         AnimationState = ENGAGED
  832.             Animation
  833.                 AnimationName = MUMntTroll_SKL.MUMntTroll_IDLA
  834.                 AnimationMode = LOOP
  835.             End
  836.             ;BeginScript
  837.             ;    Prev = CurDrawablePrevAnimationState()
  838.             ;    if Prev == "Throw"    then CurDrawableSetTransitionAnimState("Trans_Throwing_To_Ready") return end    
  839.             ;EndScript
  840.         End
  841.     
  842. ;        AnimationState = DESTROYED_WEAPON    this is no longer coded
  843. ;            Animation
  844. ;                AnimationName = MUMntTroll_SKL.MUMntTroll_ATKA
  845. ;                AnimationMode = ONCE
  846. ;            End
  847. ;        End
  848.         
  849.         ; --------- Click and Hit Reactions ----------------------------------------------------------------------------------
  850.         
  851.         AnimationState = HIT_REACTION HIT_LEVEL_1
  852.             Animation = Hit_Level_1_a
  853.                 AnimationName = MUMntTroll_SKL.MUMntTroll_HITC
  854.                 AnimationMode = ONCE
  855.             End
  856.         End
  857.  
  858.         AnimationState = HIT_REACTION HIT_LEVEL_2
  859.             Animation = Hit_Level_2
  860.                 AnimationName = MUMntTroll_SKL.MUMntTroll_HITB
  861.                 AnimationMode = ONCE
  862.             End
  863.         End
  864.  
  865.         AnimationState = HIT_REACTION HIT_LEVEL_3
  866.             Animation = Hit_Level_3
  867.                 AnimationName = MUMntTroll_SKL.MUMntTroll_HITA
  868.                 AnimationMode = ONCE
  869.             End
  870.         End
  871.  
  872.         AnimationState = REACT_1
  873.             Animation = Click_React_1
  874.                 AnimationName = MUMntTroll_SKL.MUMntTroll_RCTA
  875.                 AnimationMode = ONCE
  876.             End
  877.         End
  878.  
  879.         AnimationState = REACT_2
  880.             Animation = Click_React_2
  881.                 AnimationName = MUMntTroll_SKL.MUMntTroll_RCTB
  882.                 AnimationMode = ONCE
  883.             End
  884.         End
  885.  
  886.         AnimationState = REACT_3
  887.             Animation = Click_React_3
  888.                 AnimationName = MUMntTroll_SKL.MUMntTroll_RCTC
  889.                 AnimationMode = ONCE
  890.             End
  891.         End
  892.  
  893.         AnimationState = REACT_4
  894.             Animation = Click_React_4
  895.                 AnimationName = MUMntTroll_SKL.MUMntTroll_RCTD
  896.                 AnimationMode = ONCE
  897.             End
  898.         End
  899.  
  900.         AnimationState = REACT_5
  901.             Animation = Click_React_5
  902.                 AnimationName = MUMntTroll_SKL.MUMntTroll_RCTE
  903.                 AnimationMode = ONCE
  904.             End
  905.         End
  906.         
  907.         AnimationState = USER_2
  908.             Animation = ReactToTrollPoke ; The two comes from the special TrollBored weapon
  909.                 AnimationName = MUMntTroll_SKL.MUMntTroll_HITE
  910.                 AnimationMode = ONCE
  911.             End
  912.         End
  913.  
  914.         AnimationState = USER_3 
  915.             Animation = ExpectAnotherPoke ; The three comes from the special TrollBored weapon, and lasts longer than 2
  916.                 AnimationName = MUMntTroll_SKL.MUMntTroll_IDLJ
  917.                 AnimationMode = LOOP
  918.             End
  919.         End
  920.  
  921.         ;--------------------------------------------------------------------------------------------------------------------------------------------
  922.         ;Emotions
  923.  
  924.         AnimationState = EMOTION_CELEBRATING
  925.             Animation
  926.                 AnimationName    =    MUMntTroll_SKL.MUMntTroll_IDLF
  927.                 AnimationMode    =    LOOP
  928.             End
  929.         End
  930.     
  931.         AnimationState                    = EMOTION_TAUNTING
  932.             Animation
  933.                 AnimationName            = MUMntTroll_SKL.MUMntTroll_IDLB
  934.                 AnimationMode            = ONCE
  935.                 AnimationPriority        = 20
  936.             End
  937.             Animation                    = Taunting3
  938.                 AnimationName            = MUMntTroll_SKL.MUMntTroll_IDLH
  939.                 AnimationMode            = ONCE
  940.                 AnimationPriority        = 10
  941.             End
  942.         End
  943.  
  944.     End    ; draw
  945.     
  946.     Draw = W3DScriptedModelDraw DustEffects
  947.         DefaultModelConditionState
  948.           Model = None
  949.         End
  950.         IdleAnimationState
  951.         End
  952.         AnimationState =  MOVING WADING
  953.             ParticleSysBone = None FootstepSlash
  954.         End
  955.         AnimationState = MOVING ACCELERATE
  956.             ParticleSysBone = None GenericSiegeTrailDust
  957.         End
  958.         AnimationState =  MOVING ACCELERATE
  959.             ParticleSysBone = None GenericSiegeTrailDust
  960.         End
  961.         AnimationState = MOUNTED MOVING
  962.         End
  963.     End
  964.     
  965.     
  966.     
  967.  
  968.     #include "..\..\..\includes\StunDrawModuleLarge.inc"
  969.  
  970.     ; ***DESIGN parameters ***
  971.     Side                        = Mordor
  972.     EditorSorting                = UNIT
  973.     
  974.     ThreatLevel                    = MORDOR_MOUNTAINTROLL_THREAT_LEVEL
  975.     ThreatBreakdown MordorMountainTroll_DetailedThreat
  976.         AIKindOf = SIEGEWEAPON
  977.     End
  978.     
  979.     TransportSlotCount            = TRANSPORTSLOTCOUNT_MONSTER
  980.     ShowHealthInSelectionDecal    = Yes
  981.  
  982.     WeaponSet
  983.         Conditions          = None
  984.         Weapon              = PRIMARY    MordorCaveTrollPunch
  985.         Weapon              = SECONDARY    MordorCaveTrollBash
  986.         OnlyAgainst         = SECONDARY    STRUCTURE BLOCKING_GATE
  987.         Weapon                = TERTIARY    MordorCaveTrollPunch
  988.         OnlyInCondition        = TERTIARY    MOVING
  989.     End
  990.  
  991.     WeaponSet
  992.         Conditions            = WEAPONSET_TOGGLE_1
  993.         Weapon                = PRIMARY    TrollRockThrow
  994.     End
  995.  
  996.     WeaponSet
  997.         Conditions          = RAMPAGE
  998.         Weapon              = PRIMARY    MordorCaveTrollRampage
  999.     End
  1000.  
  1001.     WeaponSet
  1002.         Conditions          = RAMPAGE PASSENGER_TYPE_ONE
  1003.         Weapon              = PRIMARY    MordorCaveTrollTreeRampage
  1004.     End
  1005.  
  1006.     WeaponSet
  1007.         Conditions          = PASSENGER_TYPE_ONE 
  1008.         Weapon              = PRIMARY    MordorCaveTrollClubSwing
  1009.         Weapon                = SECONDARY    MordorCaveTrollClubSwing
  1010.         OnlyInCondition        = SECONDARY    MOVING
  1011.     End
  1012.     
  1013.     ArmorSet
  1014.         Conditions      = None
  1015.         Armor           = TrollArmor
  1016.         DamageFX        = NormalDamageFX
  1017.     End
  1018.  
  1019.     ArmorSet
  1020.         Conditions      = PLAYER_UPGRADE
  1021.         Armor           = TrollHeavyArmor
  1022.         DamageFX        = NormalDamageFX
  1023.     End
  1024.  
  1025.     BuildFadeInOnCreateTime = 4.4
  1026.     
  1027.       VisionRange                = VISION_STANDARD_MELEE
  1028.       ShroudClearingRange        = SHROUD_CLEAR_TROLL
  1029.  
  1030.     BountyValue                = MORDOR_TROLL_BOUNTY_VALUE
  1031.     DisplayName                = OBJECT:MordorMountainTroll
  1032.     CrushableLevel            = 2                                ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  1033.  
  1034.     CommandSet                = MordorMountainTrollCommandSet
  1035.     CommandPoints            = 50
  1036.  
  1037.     CrusherLevel            = 2
  1038.     UseCrushAttack            = No                            ; Don't attack using crush, just crush when you walk through. 
  1039.     CrushWeapon                = TrollCrush
  1040.  
  1041.     RamPower                = 20
  1042.     RamZMult                = 0.5
  1043.     CrushKnockback            = 30
  1044.     CrushZFactor            = 1.0
  1045.  
  1046.  
  1047.     ; *** AUDIO Parameters ***;
  1048.  
  1049.     VoiceAttack                = TrollVoiceAttack
  1050.     VoiceAttackCharge        = TrollVoiceAttack
  1051.     VoiceAttackMachine        = TrollVoiceAttack
  1052.     VoiceAttackStructure    = TrollVoiceAttack
  1053.     VoiceCreated            = EVA:MountainTrollCreated
  1054.     VoiceFullyCreated         = EVA:MountainTrollCreated
  1055.     VoiceGuard                = TrollVoiceMove
  1056.     VoiceMove                = TrollVoiceMove
  1057.     VoiceMoveToCamp            = TrollVoiceMove
  1058.     VoiceMoveWhileAttacking    = TrollVoiceMove
  1059.     VoicePriority            = 19
  1060.     VoiceSelect                = TrollVoiceSelect
  1061.     VoiceSelectBattle         = TrollVoiceSelect
  1062.  
  1063.     SoundImpact                = ImpactHorse        ;TrollDie
  1064.  
  1065.     UnitSpecificSounds
  1066.         VoiceEnterUnitEvilMenTransportShip    = TrollVoiceMove
  1067.         VoiceEnterUnitMordorMumakil            = TrollVoiceMove
  1068.         VoiceEnterUnitSlaughterHouse        = TrollVoiceMove
  1069.         VoiceGarrison                        = TrollVoiceMove
  1070.         VoiceInitiateCaptureBuilding        = TrollVoiceMove
  1071.     End
  1072.  
  1073.     #include "..\..\..\includes\StandardUnitEvaEvents.inc"
  1074.  
  1075.     ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
  1076.         MaxUpdateRangeCap = 800
  1077.         AnimationSound = Sound:ImpactTrollGrabsOrc         Animation:MUMntTroll_SKL.MUMntTroll_GRBA    Frames:6
  1078.         ;AnimationSound = Sound:OrcEatenVox             Animation:MUMntTroll_SKL.MUMntTroll_GRBB    Frames:0
  1079.         AnimationSound = Sound:OrcEatenVox                 Animation:MUMntTroll_SKL.MUMntTroll_EATA    Frames:0
  1080.         AnimationSound = Sound:TrollChomp                 Animation:MUMntTroll_SKL.MUMntTroll_EATA    Frames:20
  1081.         AnimationSound = Sound:TrollSwallow             Animation:MUMntTroll_SKL.MUMntTroll_EATA    Frames:72
  1082.         AnimationSound = Sound:MordorTrollCreated         Animation:MUMntTroll_SKL.MUMntTroll_WLKC    Frames:66 
  1083.         AnimationSound = Sound:TrollBodyfall             Animation:MUMntTroll_SKL.MUMntTroll_LNDA    Frames:3 21 
  1084.         AnimationSound = Sound:TrollBodyfall             Animation:MUMntTroll_SKL.MUMntTroll_DIEA    Frames:31 
  1085.         AnimationSound = Sound:TrollBodyfall             Animation:MUMntTroll_SKL.MUMntTroll_DIEB    Frames:85
  1086.         AnimationSound = Sound:MordorGrondTrollAttack     Animation:MUGRNDTRL_SKL.MUGRNDTRL_GAA2    Frames:78 
  1087.         AnimationSound = Sound:MordorGrondTrollAttack     Animation:MUGRNDTRL_SKL.MUGRNDTRL_GAB2    Frames:80 
  1088.         AnimationSound = Sound:MordorGrondTrollAttack     Animation:MUGRNDTRL_SKL.MUGRNDTRL_GATA    Frames:137 
  1089.         AnimationSound = Sound:MordorTrollIdleA         Animation:MUMntTroll_SKL.MUMntTroll_IDLA    Frames:13 
  1090.         AnimationSound = Sound:TrollTreeShakeYell         Animation:MUMntTroll_SKL.MUMntTroll_GRBC    Frames:26 
  1091.         AnimationSound = Sound:TrollTreeShakeYell         Animation:MUMntTroll_SKL.MUMntTroll_GRBD    Frames:28 
  1092.         ;AnimationSound = Sound:TrollTreeShakeYell         Animation:MUMntTroll_SKL.MUMntTroll_GRBA    Frames:14 
  1093.         ;AnimationSound = Sound:TrollTreeShakeYell         Animation:MUMntTroll_SKL.MUMntTroll_GRBB    Frames:12 
  1094.         AnimationSound = Sound:MordorGrondTrollPush     Animation:MUGRNDTRL_SKL.MUGRNDTRL_GWKA    Frames:41 
  1095.         AnimationSound = Sound:MordorTrollIdleB         Animation:MUMntTroll_SKL.MUMntTroll_IDLB    Frames:7 
  1096.         ;AnimationSound = Sound:MordorTrollIdleVox         Animation:MUMntTroll_SKL.MUMntTroll_IDLE    Frames:8 
  1097.         ;AnimationSound = Sound:MordorTrollIdleVox         Animation:MUMntTroll_SKL.MUMntTroll_IDLF    Frames:31 
  1098.         ;AnimationSound = Sound:MordorTrollIdleVox         Animation:MUMntTroll_SKL.MUMntTroll_IDLG    Frames:76 
  1099.         ;AnimationSound = Sound:MordorTrollIdleVox         Animation:MUMntTroll_SKL.MUMntTroll_IDLH    Frames:0 
  1100.         ;AnimationSound = Sound:MordorTrollIdleVox         Animation:MUMntTroll_SKL.MUMntTroll_IDLI    Frames:102 
  1101.         AnimationSound = Sound:MordorTrollIdleE         Animation:MUMntTroll_SKL.MUMntTroll_IDLE    Frames:6 
  1102.         AnimationSound = Sound:MordorTrollIdleF         Animation:MUMntTroll_SKL.MUMntTroll_IDLF    Frames:31 
  1103.         AnimationSound = Sound:MordorTrollIdleG         Animation:MUMntTroll_SKL.MUMntTroll_IDLG    Frames:76
  1104.         AnimationSound = Sound:MordorTrollIdleH         Animation:MUMntTroll_SKL.MUMntTroll_IDLH    Frames:0
  1105.         AnimationSound = Sound:MordorTrollIdleI         Animation:MUMntTroll_SKL.MUMntTroll_IDLI    Frames:102 
  1106.         AnimationSound = Sound:TrollFootstep             Animation:MUMntTroll_SKL.MUMntTroll_RUNA    Frames:4 17 
  1107.         AnimationSound = Sound:TrollFootstep             Animation:MUMntTroll_SKL.MUMntTroll_RUNB    Frames:4 17
  1108.         AnimationSound = Sound:TrollFootstep             Animation:MUMntTroll_SKL.MUMntTroll_WLKA    Frames:0 15
  1109.         AnimationSound = Sound:TrollFootstep             Animation:MUMntTroll_SKL.MUMntTroll_WLKB    Frames:0 22
  1110.         AnimationSound = Sound:TrollFootstep             Animation:MUMntTroll_SKL.MUMntTroll_WLKC    Frames:14 29 44 59
  1111.         AnimationSound = Sound:TrollFootstep             Animation:MUMntTroll_SKL.MUMntTroll_TRNL    Frames:15 29
  1112.         AnimationSound = Sound:TrollFootstep             Animation:MUMntTroll_SKL.MUMntTroll_TRNR    Frames:15 29
  1113.         AnimationSound = Sound:TrollFootstep             Animation:MUMntTroll_SKL.MUMntTroll_GTPA    Frames:12 80 97
  1114.         AnimationSound = Sound:TrollFootstepRampage     Animation:MUMntTroll_SKL.MUMntTroll_MFDA    Frames:4 17 29 42
  1115.         AnimationSound = Sound:TrollFootstepRampage     Animation:MUMntTroll_SKL.MUMntTroll_RCTD    Frames:6 66
  1116.         AnimationSound = Sound:TrollFootstepRampage     Animation:MUMntTroll_SKL.MUMntTroll_RPGC    Frames:37 43 61 77 93 100 116 123 139 149
  1117.         AnimationSound = Sound:TrollFootstepRampage     Animation:MUMntTroll_SKL.MUMntTroll_THRW    Frames:18
  1118.         AnimationSound = Sound:TrollTreeSwingLight         Animation:MUMntTroll_SKL.MUMntTroll_IDLE    Frames:51
  1119.         AnimationSound = Sound:TrollTreeSwingLight         Animation:MUMntTroll_SKL.MUMntTroll_RCTB    Frames:16
  1120.         AnimationSound = Sound:TrollTreeSwingLight         Animation:MUMntTroll_SKL.MUMntTroll_MFDA    Frames:5 22
  1121.         AnimationSound = Sound:TrollTreeSwingLight         Animation:MUMntTroll_SKL.MUMntTroll_RPGC    Frames:28 54 89 114
  1122.         AnimationSound = Sound:TrollTreeSwingLight         Animation:MUMntTroll_SKL.MUMntTroll_RCTC    Frames:5
  1123.         AnimationSound = Sound:TrollTreeSwingLight         Animation:MUMntTroll_SKL.MUMntTroll_RCTD    Frames:29
  1124.         AnimationSound = Sound:TrollTreeSwingLight         Animation:MUMntTroll_SKL.MUMntTroll_RCTE    Frames:72
  1125.         AnimationSound = Sound:TrollTreeSwingLight         Animation:MUMntTroll_SKL.MUMntTroll_THRW    Frames:17
  1126.         AnimationSound = Sound:TrollTreeSwingLight         Animation:MUMntTroll_SKL.MUMntTroll_GRBA    Frames:6
  1127.         AnimationSound = Sound:TrollIdleRubHeadVox         Animation:MUMntTroll_SKL.MUMntTroll_RCTB    Frames:3
  1128.         AnimationSound = Sound:TrollGetupShakeHeadVox     Animation:MUMntTroll_SKL.MUMntTroll_GTPA    Frames:31
  1129.         AnimationSound = Sound:ImpactTrollTreeLight     Animation:MUMntTroll_SKL.MUMntTroll_IDLE    Frames:53
  1130.         AnimationSound = Sound:TrollGrabRock             Animation:MUMntTroll_SKL.MUMntTroll_GRBB    Frames:0
  1131.         AnimationSound = Sound:TrollRoar                 Animation:MUMntTroll_SKL.MUMntTroll_EATA    Frames:3
  1132.         AnimationSound = Sound:TrollRoar                 Animation:MUMntTroll_SKL.MUMntTroll_GTPA    Frames:105
  1133.         AnimationSound = Sound:TrollRoar                 Animation:MUMntTroll_SKL.MUMntTroll_HITA    Frames:21
  1134.         AnimationSound = Sound:TrollRoar                 Animation:MUMntTroll_SKL.MUMntTroll_HITB    Frames:10
  1135.         AnimationSound = Sound:TrollRoar                 Animation:MUMntTroll_SKL.MUMntTroll_HITC    Frames:13
  1136.         AnimationSound = Sound:TrollRoar                 Animation:MUMntTroll_SKL.MUMntTroll_HITE    Frames:10
  1137.         AnimationSound = Sound:TrollRoar                 Animation:MUMntTroll_SKL.MUMntTroll_RCTC    Frames:6
  1138.         AnimationSound = Sound:TrollRoar                 Animation:MUMntTroll_SKL.MUMntTroll_RCTD    Frames:30
  1139.         AnimationSound = Sound:TrollRoar                 Animation:MUMntTroll_SKL.MUMntTroll_RCTE    Frames:53
  1140.         AnimationSound = Sound:TrollRoar                 Animation:MUMntTroll_SKL.MUMntTroll_RPGC    Frames:1 33 58 92 117
  1141.         AnimationSound = Sound:TrollRoar                 Animation:MUMntTroll_SKL.MUMntTroll_EATA    Frames:1
  1142.         AnimationSound = Sound:TrollRoar                 Animation:MUMntTroll_SKL.MUMntTroll_DRMA    Frames:100
  1143.         AnimationSound = Sound:DrumHitSingleToSummonMountainGiants    Animation:MUMntTroll_SKL.MUMntTroll_DRMA    Frames:27 58 88 90
  1144.     End
  1145.  
  1146.     Behavior = LargeGroupAudioUpdate ModuleTag_LGAU              ; Tie into LargeGroupAudio system
  1147.           Key = Troll
  1148.          ;UnitWeight = 2 ; Trollsie counts as 2 infantry when computing group size
  1149.     End
  1150.  
  1151.  
  1152.     ; *** ENGINEERING Parameters ***
  1153.  
  1154.     RadarPriority    = UNIT
  1155.     KindOf            = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS TROLL_BUFF_NUGGET MONSTER SCORE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT NO_FREEWILL_ENTER PATH_THROUGH_INFANTRY SCARY CAN_ATTACK_WALLS HEAVY_MELEE_HITTER ARMY_SUMMARY
  1156.     BuildCost        = MORDOR_TROLL_BUILDCOST
  1157.     BuildTime        = MORDOR_TROLL_BUILDTIME
  1158.     ShockwaveResistance = SHOCKWAVE_RESISTANCE_STRONG
  1159.     Body = DelayedDeathBody ModuleTag_02
  1160.         CheerRadius                 = EMOTION_CHEER_RADIUS
  1161.         MaxHealth                    = MORDOR_TROLL_HEALTH                  
  1162.         MaxHealthDamaged            = MORDOR_TROLL_HEALTH_DAMAGED
  1163.         MaxHealthReallyDamaged        = MORDOR_TROLL_HEALTH_RAMPAGE_DAMAGED
  1164.         DoHealthCheck                = No            ; Don't want to get the delayed death behaviour when we die normally.
  1165.         DelayedDeathTime            = 5000
  1166.         CanRespawn                    = No            ; Unit can't get revived.
  1167.       End
  1168.  
  1169.      Behavior LifetimeUpdate LifetimeTag
  1170.         WaitForWakeUp    = Yes
  1171.     End
  1172.  
  1173.     Behavior = StancesBehavior ModuleTag_StancesBehavior
  1174.         StanceTemplate = Artillery
  1175.     End
  1176.  
  1177.     Behavior = AIUpdateInterface ModuleTag_03
  1178.         AutoAcquireEnemiesWhenIdle    = Yes ATTACK_BUILDINGS
  1179.         AILuaEventsList                = TrollFunctions
  1180.         RampageTime                    = 4470
  1181.         AttackPriority                = AttackPriority_Cavalry
  1182.     End
  1183.  
  1184.     Behavior = BoredUpdate BoredModuleTagOne
  1185.         ScanDelayTime    = 40000
  1186.         ScanDistance    = 70                ; default value is 300 units 
  1187.         BoredFilter        = NONE +MordorMountainTroll +MordorCaveTroll
  1188.         SpecialPowerTemplate = SpecialAbilityMountainTrollBored
  1189.     End
  1190.     
  1191.     Behavior = AutoPickUpUpdate AutoPickUpForTrees
  1192.         ScanDelayTime        = 0
  1193.         ScanDistance        = 600        ; default value is 300 units    
  1194.         PickUpFilter        = NONE +TREE        ; Slightly tricky since trees don't exist.  This will trigger the special stuff you have to do to grab a tree.
  1195.         RunFromButton        = Yes        ; No natural scanning, wakes up to run exactly once when hit with a WakeAutoPickup button
  1196.         RunFromButtonNumber = 2            ; In case of multiples, this lines up with the OPTION_(ONE) field in the waking button
  1197.     End
  1198.  
  1199.     Behavior = AutoPickUpUpdate AutoPickUpForTastyOrcs ; There is a seperate AutoPickUp that runs without a button
  1200.         ScanDelayTime        = 40000
  1201.         ScanDistance        = 200        ; default value is 300 units 
  1202.         EatObjectEntry        = MyHealth:99% TargetHealth:100% Filter:NONE +ORC        ;When I'm below x% of my max health, I will look for an object to eat.
  1203.         RunFromButton        = Yes        ; No natural scanning, wakes up to run exactly once when hit with a WakeAutoPickup button
  1204.         RunFromButtonNumber = 3            ; In case of multiples, this lines up with the OPTION_(ONE) field in the waking button
  1205.     End
  1206.  
  1207.     // When created, automatically switch to rock-throwing
  1208.     Behavior = DoCommandUpgrade Module_DoCommandUpgrade    
  1209.         TriggeredBy = Upgrade_SwitchToRockThrowing
  1210.         GetUpgradeCommandButtonName = Command_ToggleMountainTrollRockThrow
  1211.     End
  1212.     
  1213.        Behavior = EmotionTrackerUpdate    Module_EmotionTracker
  1214.         AddEmotion            =    Terror_Base
  1215.         AddEmotion            =    Doom_Base
  1216.         AddEmotion            =   BraceForBeingCrushed_Base
  1217.         AddEmotion            =    UncontrollableFear_Base
  1218.         //    AddEmotion            =    FearIdle_Base
  1219.         //    AddEmotion            =    FearBusy_Base
  1220.         AddEmotion            =    Point_Base
  1221.         AddEmotion            =    Taunt_Base
  1222.          AddEmotion            =    CheerIdle_Base
  1223.         AddEmotion            =    CheerBusy_Base
  1224.         AddEmotion            =    HeroCheerIdle_Base
  1225.         AddEmotion            =    HeroCheerBusy_Base
  1226.         AddEmotion            =    Alert_Base
  1227.     End        
  1228.  
  1229.     LocomotorSet
  1230.         Locomotor = TrollLocomotor
  1231.         Condition = SET_NORMAL 
  1232.         Speed     = TROLL_SPEED
  1233.     End
  1234.  
  1235.     Behavior = HitReactionBehavior HitReactionBehaviorModuleTag
  1236.         HitReactionLifeTimer1 = 1500 ; level 1 (light  damage)  hit reaction animations in frames (5 per sec)
  1237.         HitReactionLifeTimer2 = 1500 ; level 2 (medium damage)  hit reaction animations in frames (5 per sec)
  1238.         HitReactionLifeTimer3 = 3000 ; level 3 (heavy  damage)  hit reaction animations in frames (5 per sec)
  1239.  
  1240.         HitReactionThreshold1 = 0.0   ; level 1 (light  damage) threshold trigger
  1241.         HitReactionThreshold2 = 50.0  ; level 2 (medium damage) threshold trigger
  1242.         HitReactionThreshold3 = 200.0  ; level 3 (heavy  damage) threshold trigger
  1243.     End
  1244.  
  1245.     Behavior = ClickReactionBehavior ClickBehaviorModuleTag
  1246.         ClickReactionTimer = 600    ; 10 seconds in ticks
  1247.         ReactionFrames1 = 15        ; in frames (5 per sec)
  1248.         ReactionFrames2 = 7            ; in frames (5 per sec)
  1249.         ReactionFrames3 = 7            ; in frames (5 per sec)
  1250.         ReactionFrames4 = 15        ; in frames (5 per sec)
  1251.         ReactionFrames5 = 18        ; in frames (5 per sec)
  1252.     End
  1253.  
  1254.     Behavior = PhysicsBehavior ModuleTag_04
  1255.         GravityMult            = 0.0        ; 1.0
  1256.         ShockStandingTime    = 4600        ; 27800 ;msec
  1257.         FirstHeight            = 0 
  1258.         SecondHeight        = 0
  1259.     End
  1260.    
  1261.     Behavior = SlowDeathBehavior ModuleTag_50
  1262.         DeathTypes            = ALL -FADED
  1263.         DestructionDelay    = 35000
  1264.         DecayBeginTime        = 3000
  1265.         SinkDelay            = 10000
  1266.         SinkRate            = 0.64                ; in Dist/Sec
  1267.         Sound                = INITIAL TrollDie
  1268.         ProbabilityModifier = 50
  1269.         DeathFlags            = DEATH_1            ; Tell model which death animation to play. Sets BOTH model condition and object status bits.
  1270.     End
  1271.  
  1272.     Behavior = SlowDeathBehavior ModuleTag_51
  1273.         DeathTypes            = ALL -FADED
  1274.         DestructionDelay    = 35000
  1275.         DecayBeginTime        = 4000
  1276.         SinkDelay            = 11000
  1277.         SinkRate            = 0.64                ; in Dist/Sec
  1278.         Sound                = INITIAL TrollDie
  1279.         ProbabilityModifier = 50
  1280.         DeathFlags            = DEATH_2            ; Tell model which death animation to play. Sets BOTH model condition and object status bits.
  1281.     End
  1282.  
  1283.     Behavior = SquishCollide ModuleTag_06
  1284.         ;nothing
  1285.     End
  1286.  
  1287.     Behavior = NotifyTargetsOfImminentProbableCrushingUpdate ModuleTag_NotifyCrushScan
  1288.     End
  1289.  
  1290.     ;--------- GRABBING A TREE -------------------------------------------------------------------
  1291.     Behavior = GrabPassengerSpecialPower ModuleTag_07                      
  1292.         SpecialPowerTemplate        = SpecialAbilityGrabPassenger
  1293.         UpdateModuleStartsAttack    = Yes
  1294.         AllowTree                    = Yes
  1295.         InitiateFX                    = FX_TrollGrabInitiate   ; Evil hack so we can different voices for grab tree or grab rock
  1296.     End
  1297.  
  1298.     Behavior = SpecialAbilityUpdate ModuleTag_08                
  1299.         SpecialPowerTemplate    = SpecialAbilityGrabPassenger
  1300.         StartAbilityRange       = 8.0
  1301.                                             ; Note that the timings here are not exactly right, but they are catered to fit
  1302.                                             ; the anims, so the grabs are a bit 'snatchy'.
  1303.  
  1304.         UnpackTime              = 300        ; This does not match the animation, but looks good.
  1305.         PreparationTime         = 1            ; touching it to grabbing it
  1306.         PersistentPrepTime      = 630        ; grabbing it to whacking it on the ground (if shrubbery)
  1307.         PackTime                = 1000        ; whacking it to holding it nice
  1308.     
  1309.         GrabPassengerAnimAndDuration   = AnimState:EATING AnimTime:3000 TriggerTime:1400
  1310.  
  1311.         AwardXPForTriggering    = 0
  1312.         
  1313.         RejectedConditions        = WEAPON_TOGGLE        ; Cannot pick things up when already holding a rock to throw
  1314.     End
  1315.  
  1316.     ;--------- DROPPING A TREE -------------------------------------------------------------------
  1317.     Behavior = SpecialPowerModule ModuleTag_SpecialPowerModuleDropTreeStarter
  1318.         SpecialPowerTemplate        = SpecialAbilityTrollDropTree
  1319.         UpdateModuleStartsAttack    = Yes
  1320.         StartsPaused                = No
  1321.     End
  1322.     Behavior = FlingPassengerSpecialAbilityUpdate ModuleTag_FlingPassengerSpecialAbilityUpdate
  1323.         SpecialPowerTemplate        = SpecialAbilityTrollDropTree
  1324.         UnpackTime                    = 1900
  1325.         PackTime                    = 1000
  1326.         CustomAnimAndDuration        = AnimState:SPECIAL_WEAPON_TWO AnimTime:2967
  1327.     End
  1328.     
  1329.     Behavior = TransportContain ModuleTag_09
  1330.         ObjectStatusOfContained = UNSELECTABLE
  1331.         PassengerFilter            = ANY +CLUB +ORC
  1332.         ManualPickUpFilter        = ANY +CLUB -ORC    ; we do not want the user to be able to manually pick up an orc with a troll.
  1333.         Slots                    = 1
  1334.         ShowPips                = No
  1335.         AllowEnemiesInside        = Yes
  1336.         AllowNeutralInside        = Yes
  1337.         AllowAlliesInside        = Yes
  1338.         DamagePercentToUnits    = 0%
  1339.  
  1340.         TypeOneForWeaponSet        = CLUB                ; sets WEAPONSET_PASSENGER_TYPE_ONE
  1341.         TypeOneForWeaponState    = CLUB
  1342.  
  1343.         PassengerBonePrefix = PassengerBone:Trunk       KindOf:CLUB
  1344.         PassengerBonePrefix = PassengerBone:Trunk        KindOf:INFANTRY
  1345.  
  1346.         EjectPassengersOnDeath = No
  1347.     End 
  1348.  
  1349.     ;--------- BOPPING ANOTHER TROLL ---------------------------------------------------------------
  1350.      Behavior = SpecialPowerModule ModuleTag_MordorMtTrollBoredAbility                     
  1351.         SpecialPowerTemplate      = SpecialAbilityMountainTrollBored
  1352.         UpdateModuleStartsAttack  = Yes
  1353.     End
  1354.   
  1355.     Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_MordorMtTrollBored   
  1356.         SpecialPowerTemplate    = SpecialAbilityMountainTrollBored
  1357.  
  1358.         UnpackTime              = 800 ; hit the guy
  1359.         PackTime                = 1200
  1360.         AwardXPForTriggering    = 0
  1361.         
  1362.         StartAbilityRange        = 12.0
  1363.         
  1364.         SpecialWeapon            = MordorMtTrollBored
  1365.         WhichSpecialWeapon        = 1                            ; sets SPECIAL_WEAPON_ONE
  1366.         RejectedConditions        = WEAPON_TOGGLE        ; Can't clock your buddy troll when holding a rock because there's no anim for it
  1367.     End
  1368.      
  1369.     //Toggle CommandSet Based on Weaponset condition flags
  1370.     Behavior = MonitorConditionUpdate ModuleTag_CommandSetSwapper
  1371.         ModelConditionFlags            = ATTACKING_POSITION
  1372.         ModelConditionCommandSet    = MordorMountainTrollRockCommandSetStopBombard
  1373.         WeaponSetFlags                = WEAPONSET_TOGGLE_1
  1374.         WeaponToggleCommandSet        = MordorMountainTrollRockCommandSet
  1375.     End
  1376.     
  1377.     ;///////////////////
  1378.     ; AISpecialPowers
  1379.     ;///////////////////
  1380.     
  1381.     Behavior = AISpecialPowerUpdate ToggleSiegeModeAI
  1382.         CommandButtonName = Command_ToggleMountainTrollRockThrow
  1383.         SpecialPowerAIType = AI_SPECIAL_POWER_TOGGLE_SIEGE
  1384.     End
  1385.      
  1386.     Geometry            = CYLINDER
  1387.     GeometryMajorRadius    = 17.6
  1388.     GeometryHeight        = 32.0
  1389.     GeometryIsSmall        = No
  1390.     Shadow                = SHADOW_VOLUME_NON_SELF_2; volumetric shadow that doesn't cast onto all objects using SHADOW_VOLUME_NON_SELF_2
  1391.     
  1392.     
  1393.     // *** AUTO RESOLVE DATA *** 
  1394.     AutoResolveUnitType = AutoResolveUnit_Cavalry
  1395.     AutoResolveCombatChain = AutoResolve_CavalryCombatChain
  1396.  
  1397.     AutoResolveBody = AutoResolve_MordorMountainTrollBody
  1398.  
  1399.     AutoResolveArmor
  1400.         Armor = AutoResolve_MordorMountainTrollArmor
  1401.     End
  1402.  
  1403.     AutoResolveWeapon
  1404.         Weapon = AutoResolve_MordorMountainTrollWeapon
  1405.     End
  1406. End
  1407.  
  1408.  
  1409.  
  1410. ChildObject MordorCaveTroll_Summoned MordorMountainTroll
  1411.     IsTrainable      =    No
  1412.     CommandPoints =    0
  1413.     CommandSet      =    MordorMountainTrollCommandSet
  1414.     EquivalentTo  =    MordorMountainTroll
  1415.  
  1416.     Behavior = LifetimeUpdate ModuleTag_LifetimeUpdate // This one displays the timer, but the one in the uint does the work 
  1417.         MinLifetime        = CREATE_A_HERO_REINFORCEMENT_LIFETIME
  1418.         MaxLifetime        = CREATE_A_HERO_REINFORCEMENT_LIFETIME
  1419.         DeathType        = FADED
  1420.     End    
  1421.  
  1422.     Behavior = SlowDeathBehavior ModuleTag_FadeDeath
  1423.         DeathTypes            = NONE +FADED
  1424.         FadeDelay            = 0
  1425.         FadeTime            = 5000
  1426.         DestructionDelay    = 5000
  1427.         DeathFlags            = DEATH_3
  1428.     End    
  1429. End
  1430.