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Text File  |  2006-01-31  |  19KB  |  617 lines

  1. ;------------------------------------------------------------------------------
  2. ;
  3. ;    FireDrake.ini
  4. ;
  5. ;------------------------------------------------------------------------------
  6. ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
  7.  
  8.  
  9.  
  10. Object FlamethrowerProjectileStream
  11.  
  12.     ; *** ART Parameters ***
  13.  
  14.     
  15.     Draw = W3DProjectileStreamDraw ModuleTag_01
  16.         Texture = EXFireProjectile03.tga
  17.         Width = 1.5
  18.         TileFactor = 3.0 ; put the texture on the line segment this many times
  19.         ScrollRate = 2.0; scroll the texture offset this fast
  20.         MaxSegments = 4 ; only play the first X if there are a ton of them. 0 means play all
  21.     End
  22.  
  23.     ; *** AUDIO Parameters ***
  24.  
  25.     ;SoundAmbient = FireDrakeFireExhale            ;didn't work
  26.  
  27.     ; *** ENGINEERING Parameters ***
  28.     KindOf = INERT
  29.     Behavior = ProjectileStreamUpdate ModuleTag_02
  30.         ;nothing
  31.     End
  32.  
  33. End
  34.  
  35.  
  36.  
  37. ;------------------------------------------------------------------------------
  38. Object WildFireDrake
  39.     ; *** ART Parameters ***
  40.     
  41.     SelectPortrait  =  HPFireDrake
  42.                     ;    BuildingNoArt
  43.  
  44.     ; ButtonImage for Heros is button image on Hero Select UI to select hero. HI = HeroIcon or HeroImage.
  45.     ButtonImage        = HIFireDrake
  46.  
  47.     Draw = W3DScriptedModelDraw ModuleTag_01
  48.         OkToChangeModelColor = Yes
  49.  
  50.         StaticModelLODMode = Yes
  51.         
  52.         ; specify options for static LODs
  53. ;        LodOptions    = LOW
  54. ;            AllowMultipleModels        =    ALLOW_MULTIPLE_MODELS_LOW
  55. ;            MaxRandomTextures        =    MAX_RANDOM_TEXTURES_LOW
  56. ;            MaxRandomAnimations        =    MAX_RANDOM_ANIMATIONS_LOW
  57. ;            MaxAnimFrameDelta        =    MAX_ANIM_FRAME_DELTA_LOW
  58. ;        End
  59. ;        
  60. ;        LodOptions    = MEDIUM
  61. ;            AllowMultipleModels        =    ALLOW_MULTIPLE_MODELS_MED
  62. ;            MaxRandomTextures        =    MAX_RANDOM_TEXTURES_MED
  63. ;            MaxRandomAnimations        =    MAX_RANDOM_ANIMATIONS_MED
  64. ;            MaxAnimFrameDelta        =    MAX_ANIM_FRAME_DELTA_MED
  65. ;        End
  66. ;        
  67. ;        LodOptions    = HIGH
  68. ;            AllowMultipleModels        =    ALLOW_MULTIPLE_MODELS_HIGH
  69. ;            MaxRandomTextures        =    MAX_RANDOM_TEXTURES_HIGH
  70. ;            MaxRandomAnimations        =    MAX_RANDOM_ANIMATIONS_HIGH
  71. ;            MaxAnimFrameDelta        =    MAX_ANIM_FRAME_DELTA_HIGH
  72. ;        End
  73.         
  74.         ParticlesAttachedToAnimatedBones = yes
  75.  
  76.         DefaultModelConditionState
  77.             Model                        =    WUFireDrk_SKN
  78.             Skeleton                    =   WUFireDrk_SKL
  79.             WeaponLaunchBone            =    PRIMARY B_JAW
  80.         End
  81.         
  82.         ; --- Idle Anims
  83.         IdleAnimationState
  84.             Animation                = IDLA
  85.                 AnimationName        = WUFireDrk_IDLA
  86.                 AnimationMode        = ONCE
  87.                 AnimationPriority   = 1
  88.             End
  89.             Flags                =    RESTART_ANIM_WHEN_COMPLETE
  90.         End
  91.  
  92.         AnimationState          = DYING DEATH_2
  93.             Animation
  94.                 AnimationName   = WUFireDrk_IDLA
  95.                 AnimationMode   = LOOP
  96.             End
  97.         End
  98.         
  99.         AnimationState                        = DYING
  100.             Animation                        = DIEA
  101.                 AnimationName                = WUFireDrk_DIEA
  102.                 AnimationMode                = ONCE
  103.             End
  104.         End
  105.  
  106.  
  107.  
  108. ;;-------- FALLING & FLYING
  109.  
  110.         AnimationState                        = STUNNED_FLAILING
  111.             Animation                        = Falling
  112.                 AnimationName                = WUFireDrk_FLYA
  113.                 AnimationMode                = LOOP
  114.             End
  115.             Flags                            = RANDOMSTART
  116.         End
  117.         
  118.         AnimationState                        = PASSENGER
  119.             Animation                        = Grabbed
  120.                 AnimationName                = WUFireDrk_FLYA
  121.                 AnimationMode                = LOOP
  122.             End
  123.             Flags                            = RANDOMSTART
  124.         End
  125.         
  126.         AnimationState                        = THROWN_PROJECTILE
  127.             Animation                       = FlyA
  128.                 AnimationName                   = WUFireDrk_FLYA
  129.                 AnimationMode               = LOOP
  130.             End
  131.             Flags                           = RANDOMSTART
  132.         End
  133.         
  134.         AnimationState                        = FREEFALL
  135.             Animation                        = Falling
  136.                 AnimationName                = WUFireDrk_FLYA
  137.                 AnimationMode                = LOOP
  138.                 AnimationBlendTime            = 10
  139.             End
  140.         End
  141.                         
  142.         AnimationState                        = STUNNED_STANDING_UP 
  143.             Animation                        = StandUp
  144.                 AnimationName                = WUFireDrk_GTPA
  145.                 AnimationMode                = ONCE
  146.             End
  147.         End
  148.         
  149.         AnimationState                        = STUNNED
  150.             Animation                        = LNDA
  151.                 AnimationName                = WUFireDrk_LNDA
  152.                 AnimationMode                = ONCE
  153.             End
  154.         End        
  155.  
  156.         AnimationState                        = SPECIAL_WEAPON_ONE
  157.             Animation                        = ATKA
  158.                 AnimationName                = WUFireDrk_ATKA
  159.                 AnimationMode                = ONCE
  160.                 ;UseWeaponTiming                = Yes
  161.             End
  162.             ParticleSysBone = B_HEAD DrakeBreathProxy FOLLOWBONE:YES
  163.             ParticleSysBone = B_HEAD DrakeBreathSlave FOLLOWBONE:YES
  164.             ParticleSysBone = B_HEAD DrakeFireBreathSmoke FOLLOWBONE:YES
  165.             ParticleSysBone = B_HEAD DrakeBreathWarmup FOLLOWBONE:YES
  166.             ParticleSysBone = B_HEAD FireTest
  167.         End
  168.         
  169.                 
  170.         AnimationState                        = MOVING ATTACKING
  171.             Animation                        = ATA1
  172.                 AnimationName                = WUFireDrk_RUNA
  173.                 AnimationMode                = LOOP
  174.                 ;UseWeaponTiming                = Yes
  175.                 AnimationSpeedFactorRange    = 0.87 0.87
  176.             End
  177.         End
  178.  
  179.         AnimationState                        = ATTACKING
  180.             Animation                        = ATKB
  181.                 AnimationName                = WUFireDrk_ATKB
  182.                 AnimationMode                = ONCE
  183.                 ;UseWeaponTiming                = Yes
  184.             End
  185.  
  186.             ; this actually worked but will hook to animation sound instead
  187.             ;BeginScript        
  188.             ;    CurDrawablePlaySound("FireDrakeFireExhale")
  189.             ;EndScript
  190.  
  191.             Flags                            = RESTART_ANIM_WHEN_COMPLETE
  192.             ParticleSysBone = B_HEAD DrakeBreathProxy FOLLOWBONE:YES
  193.             ParticleSysBone = B_HEAD DrakeBreathSlave FOLLOWBONE:YES
  194.             ParticleSysBone = B_HEAD DrakeFireBreathSmoke FOLLOWBONE:YES
  195.             ParticleSysBone = B_HEAD DrakeBreathWarmup FOLLOWBONE:YES
  196.         End
  197.  
  198.         AnimationState = MOVING TURN_LEFT_HIGH_SPEED
  199.             Animation = Moving
  200.                 AnimationName                = WUFireDrk_RUNA
  201.                 AnimationMode                = LOOP
  202.                 AnimationBlendTime            = 10
  203.                 AnimationSpeedFactorRange = 1.5 1.5
  204.             End
  205.         End
  206.  
  207.         AnimationState = MOVING TURN_RIGHT_HIGH_SPEED
  208.             Animation = Moving
  209.                 AnimationName                = WUFireDrk_RUNA
  210.                 AnimationMode                = LOOP
  211.                 AnimationBlendTime            = 10
  212.                 AnimationSpeedFactorRange = 1.5 1.5
  213.             End
  214.         End
  215.  
  216.         AnimationState = TURN_LEFT
  217.             Animation = Moving
  218.                 AnimationName                = WUFireDrk_TRNL
  219.                 AnimationMode                = LOOP
  220.                 AnimationBlendTime            = 10
  221.                 AnimationSpeedFactorRange = 2.5 2.5
  222.             End
  223.         End
  224.  
  225.         AnimationState = TURN_RIGHT
  226.             Animation = Moving
  227.                 AnimationName                = WUFireDrk_TRNR
  228.                 AnimationMode                = LOOP
  229.                 AnimationBlendTime            = 10
  230.                 AnimationSpeedFactorRange = 2.5 2.5
  231.             End
  232.         End
  233.                 
  234.  
  235.         AnimationState = MOVING ACCELERATE
  236.             Animation = Moving
  237.                 AnimationName = WUFireDrk_ACCL
  238.                 AnimationMode = LOOP
  239.                 AnimationSpeedFactorRange    =  1.0 1.0
  240.                 AnimationBlendTime            = 10
  241.             End
  242.             ;Flags = RANDOMSTART
  243.             ;ParticleSysBone = None InfantryDustTrails
  244.             FXEvent    = Frame:17 FireWhenSkipped Name:FX_DrakeRightFootStep
  245.             FXEvent    = Frame:6 FireWhenSkipped Name:FX_DrakeLeftFootStep
  246.         End
  247.                     
  248. ;        AnimationState = MOVING DECELERATE
  249. ;            Animation = Moving
  250. ;                AnimationName = WUFireDrk_DECL
  251. ;            AnimationMode = LOOP
  252. ;                AnimationSpeedFactorRange    =  1.0 1.0
  253. ;                AnimationBlendTime            = 1
  254. ;            End
  255. ;            ;Flags = RANDOMSTART
  256. ;            ;ParticleSysBone = None InfantryDustTrails
  257. ;            FXEvent    = Frame:17 FireWhenSkipped Name:FX_DrakeRightFootStep
  258. ;            FXEvent    = Frame:6 FireWhenSkipped Name:FX_DrakeLeftFootStep
  259. ;        End
  260.  
  261.             
  262. ;        AnimationState                        = MOVING PANICKING
  263. ;            Animation
  264. ;                AnimationName                = WUFireDrk_MFDA
  265. ;                AnimationMode                = LOOP
  266. ;            End
  267. ;            Flags                            = RANDOMSTART
  268. ;        End
  269.                 
  270.         AnimationState = MOVING
  271.             Animation = Moving
  272.                 AnimationName = WUFireDrk_RUNA
  273.                 AnimationMode = LOOP
  274.                 AnimationSpeedFactorRange    = 1.0 1.0
  275.             End
  276.             ;Flags = RANDOMSTART
  277.             ;ParticleSysBone = None InfantryDustTrails
  278.             FXEvent    = Frame:17 FireWhenSkipped Name:FX_DrakeRightFootStep
  279.             FXEvent    = Frame:6 FireWhenSkipped Name:FX_DrakeLeftFootStep
  280.         End
  281.  
  282.     
  283. ;        AnimationState = HIT_REACTION HIT_LEVEL_3
  284. ;            Animation = Hit_Level_3_a
  285. ;                AnimationName = WUFireDrk_HITA
  286. ;                AnimationMode = ONCE
  287. ;            End
  288. ;        End
  289.         
  290. ;        AnimationState                        = EMOTION_CELEBRATING
  291. ;            Animation                        = CHRA
  292. ;                AnimationName                = WUFireDrk_CHRA
  293. ;                AnimationMode                = Once
  294. ;            End
  295. ;            Flags                            = RESTART_ANIM_WHEN_COMPLETE
  296. ;        End        
  297.         
  298.     End
  299.         
  300.     ; ***DESIGN parameters ***
  301.     Side                = Wild
  302.     EditorSorting        = UNIT
  303.     ThreatLevel            = FIRE_DRAKE_THREAT_LEVEL
  304.     ThingClass            = MEDIUM_MONSTER
  305.     CommandPoints        = 25
  306.     BountyValue            = FIREDRAKE_BOUNTY_VALUE
  307.     TransportSlotCount    = TRANSPORTSLOTCOUNT_UNIT
  308.     ShockwaveResistance = 1    
  309.     BuildTime        = WILD_FIREDRAKE_BUILDTIME
  310.     BuildCost        = WILD_FIREDRAKE_BUILDCOST
  311.     
  312.     WeaponSet
  313.         Conditions    = None 
  314.         Weapon        = PRIMARY    FireDrakeFlame
  315.     End
  316.     
  317.     ArmorSet
  318.         Conditions      = None
  319.         Armor           = FireDrakeArmor
  320.         DamageFX        = NormalDamageFX
  321.     End
  322.     
  323.     VisionRange            = VISION_STANDARD_LARGE_ANIMAL
  324.     ShroudClearingRange = SHROUD_CLEAR_HERO
  325.  
  326.     DisplayName            = OBJECT:WildFireDrake
  327.     CrushableLevel        = 2  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  328.     CrusherLevel        = 2
  329.     CrushDecelerationPercent = 50%
  330.     CrushRevengeWeapon    = RangedInfantryCrushRevenge
  331.     CommandSet            = WildFireDrakeCommandSet    
  332.  
  333.     ; *** AUDIO Parameters ***;
  334.  
  335.     VoiceAttack                            = FireDrakeVoxAttack
  336.     VoiceAttackAir                        = FireDrakeVoxAttack
  337.     VoiceAttackCharge                    = FireDrakeVoxAttack
  338.     VoiceAttackMachine                    = FireDrakeVoxAttack    
  339.     VoiceAttackStructure                = FireDrakeVoxAttack
  340.     VoiceCreated                        = EVA:FireDrakeCreated
  341.     VoiceCreated                        = +SOUND:FireDrakeVoxCreated
  342.     VoiceFullyCreated                    = EVA:FireDrakeCreated
  343.     VoiceFullyCreated                    = +SOUND:FireDrakeVoxCreated
  344.     VoiceGuard                            = FireDrakeVoxMove
  345.     VoiceMove                            = FireDrakeVoxMove
  346.     VoiceMoveToCamp                        = FireDrakeVoxMove
  347.     VoiceMoveWhileAttacking                = FireDrakeVoxMove
  348.     VoicePriority                        = 55
  349.     VoiceRetreatToCastle                = FireDrakeVoxMove
  350.     VoiceSelect                            = FireDrakeVoxSelectMS
  351.     VoiceSelectBattle                     = FireDrakeVoxSelectMS
  352.  
  353. ;    VoiceEnterStateAttack            = 
  354. ;    VoiceEnterStateAttackCharge        = 
  355. ;    VoiceEnterStateAttackMachine        = 
  356. ;    VoiceEnterStateAttackStructure    = 
  357. ;    VoiceEnterStateMove            = 
  358. ;    VoiceEnterStateMoveToCamp        = 
  359. ;    VoiceEnterStateMoveWhileAttacking    = 
  360. ;    VoiceEnterStateRetreatToCastle    = 
  361.  
  362.     SoundImpact                    = ImpactHorse
  363.     SoundAmbient                = FireDrakeVoxAmbientLoop
  364.  
  365.     UnitSpecificSounds
  366.         VoiceEnterUnitEvilMenTransportShip    = FireDrakeVoxMove
  367.         VoiceEnterUnitMordorMumakil            = FireDrakeVoxMove
  368.         VoiceEnterUnitSlaughterHouse        = FireDrakeVoxMove
  369.         VoiceGarrison                        = FireDrakeVoxMove
  370.         VoiceInitiateCaptureBuilding        = FireDrakeVoxMove
  371.     End
  372.  
  373.     #include "..\..\..\includes\StandardUnitEvaEvents.inc"
  374.  
  375.     ; Warn the player when the enemy gets a unit. Override the normal sighting event from StandardUnitEvaEvents.inc
  376.     ;EvaEnemyObjectSightedEvent = 
  377.  
  378.     ClientUpdate = EvaAnnounceClientCreate ModuleTag_CreateAnnounce
  379.         AnnouncementEventEnemy = DiscoveredEnemyDrake
  380.         AnnouncementEventAlly = None
  381.         AnnouncementEventOwner = None
  382.         
  383.         OnlyIfVisible = Yes                        ; Don't announce if hidden in the shroud
  384.         CountAsFirstSightedAnnoucement = Yes    ; Don't re-annouce if going into shroud & back
  385.         UseObjectsPosition = No                    ; Play from central Fortress, not at unit's position
  386.         CreateFakeRadarEvent = Yes                ; Allow player to jump to unit after hearing annoucement
  387.     End
  388.  
  389.     ;ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_foo                        ;this only played once and way too early
  390.     ;    ModelCondition = Required:ATTACKING            Excluded:DYING    Sound:FireDrakeFireExhale
  391.     ;End
  392.  
  393.     ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
  394.         MaxUpdateRangeCap = 800
  395.         AnimationSound = Sound: FireDrakeInfernoMS        Animation: WUFireDrk_SKL.WUFireDrk_ATKA        Frames: 22
  396.         AnimationSound = Sound: FireDrakeFireExhale        Animation: WUFireDrk_SKL.WUFireDrk_ATKB        Frames: 20
  397.         AnimationSound = Sound: TrollBodyfall            Animation: WUFireDrk_SKL.WUFireDrk_DIEA        Frames: 20
  398.         AnimationSound = Sound: TrollBodyfall            Animation: WUFireDrk_SKL.WUFireDrk_LNDA        Frames: 1
  399.         AnimationSound = Sound: FireDrakeFootstep        Animation: WUFireDrk_SKL.WUFireDrk_GTPA        Frames: 9 16
  400. ;        AnimationSound = Sound: FireDrakeFootstep        Animation: WUFireDrk_SKL.WUFireDrk_RUNA        Frames: 6 16
  401. ;        AnimationSound = Sound: FireDrakeFootstep        Animation: WUFireDrk_SKL.WUFireDrk_TRNL        Frames: 12 26
  402. ;        AnimationSound = Sound: FireDrakeFootstep        Animation: WUFireDrk_SKL.WUFireDrk_TRNR        Frames: 12 26
  403.         AnimationSound = Sound: FireDrakeFootstep        Animation: WUFireDrk_SKL.WUFireDrk_ACCL        Frames: 12
  404.  
  405.         AnimationSound = Sound: FireDrakeFootstep    Animation:WUFIREDRK_SKL.WUFIREDRK_ATRA    Frames:8 11 18 20
  406.         AnimationSound = Sound: FireDrakeFootstep    Animation:WUFIREDRK_SKL.WUFIREDRK_RUNA    Frames:8 11 18 20
  407.         AnimationSound = Sound: FireDrakeFootstep    Animation:WUFIREDRK_SKL.WUFIREDRK_TRNL    Frames:14 29
  408.         AnimationSound = Sound: FireDrakeFootstep    Animation:WUFIREDRK_SKL.WUFIREDRK_TRNR    Frames:14 29 
  409.     End
  410.  
  411.  
  412.     ; *** ENGINEERING Parameters ***
  413.     RadarPriority = UNIT
  414.     KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS MONSTER CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT SCORE
  415.     
  416.     Body = ActiveBody ModuleTag_02
  417.         CheerRadius       = EMOTION_CHEER_RADIUS
  418.         MaxHealth         = FIREDRAKE_HEALTH
  419.         RecoveryTime      = FIREDRAKE_HEALTH_RECOVERY_TIME
  420.     End
  421.     
  422.     Behavior = StancesBehavior ModuleTag_StancesBehavior
  423.         StanceTemplate = Hero
  424.     End
  425.   
  426.       Behavior = BezierProjectileBehavior ModuleTag_08 // Module starts asleep, and wakes up when thrown.
  427.         // To tweak a Bezier path
  428.         FirstHeight = 24  // Height of Bezier control points above highest intervening terrain
  429.         SecondHeight = 24
  430.         FirstPercentIndent = 30% // Percentage of shot distance control points are placed
  431.         SecondPercentIndent = 70%
  432.         TumbleRandomly = Yes
  433.  
  434.         CrushStyle = Yes // I don't detonate, I just hit
  435.         DieOnImpact = Yes
  436.         BounceCount = 1   // When I hit the ground, I'll arc again
  437.         BounceDistance = 40 // this far
  438.         BounceFirstHeight = 24  // Height of Bezier control points above highest intervening terrain
  439.         BounceSecondHeight = 24
  440.         BounceFirstPercentIndent = 20% // Percentage of shot distance control points are placed
  441.         BounceSecondPercentIndent = 80%
  442.  
  443.         GroundHitFX       = FX_ThrownRockGroundHit
  444.         GroundBounceFX    = FX_ThrownRockBounceHit
  445.     End
  446.   
  447.     Behavior = AIUpdateInterface ModuleTag_03
  448.         AutoAcquireEnemiesWhenIdle    = Yes ATTACK_BUILDINGS
  449.         StopChaseDistance            = 642
  450.         CanAttackWhileContained        = Yes
  451.         ;AILuaEventsList                = GondorArcherFunctions         ;; temp, Archers not afraid of trolls
  452.         MinCowerTime                = 8000
  453.         MaxCowerTime                = 10000
  454.         ;AttackPriority                =     AttackPriority_Archer
  455.     End
  456.     
  457.     LocomotorSet
  458.         Locomotor = FiredrakeLocomotor
  459.         Condition = SET_NORMAL
  460.         Speed     = 120
  461.     End
  462.  
  463.     LocomotorSet
  464.         Locomotor = HumanWanderLocomotor
  465.         Condition = SET_WANDER 
  466.         Speed     = 120
  467.     End
  468.  
  469.     Behavior = PhysicsBehavior ModuleTag_04
  470.         GravityMult = 1.0
  471.     End
  472.  
  473.     Behavior = SlowDeathBehavior ModuleTag_05
  474.         DeathTypes = ALL -FADED
  475.         SinkDelay = 3000
  476.         SinkRate = 0.600     ; in Dist/Sec
  477.         DestructionDelay = 12000
  478.         Sound = INITIAL FireDrakeVoxDieMS
  479.     End
  480.     
  481.     Behavior = SlowDeathBehavior ModuleTag_ConstructionDeath
  482.         DeathTypes            = NONE +FADED
  483.         DeathFlags            = DEATH_2
  484.         FadeDelay            = 500
  485.         FadeTime            = 3500
  486.         DestructionDelay    = 4000
  487.         Sound = INITIAL SpellGenericUnsummonFasterMS
  488.     End
  489.     
  490.     Behavior = SquishCollide ModuleTag_06
  491.         ;nothing
  492.     End
  493.     
  494.     Behavior = HitReactionBehavior HitReactionBehaviorModuleTag
  495.         HitReactionLifeTimer1 = 1993 ; level 1 (light  damage)  hit reaction animations in ms
  496.         HitReactionLifeTimer2 = 1993 ; level 2 (medium damage)  hit reaction animations in ms
  497.         HitReactionLifeTimer3 = 1993 ; level 3 (heavy  damage)  hit reaction animations in ms
  498.  
  499.         HitReactionThreshold1 = 0.0   ; level 1 (light  damage) threshold trigger
  500.         HitReactionThreshold2 = 25.0  ; level 2 (medium damage) threshold trigger
  501.         HitReactionThreshold3 = 50.0  ; level 3 (heavy  damage) threshold trigger
  502.  
  503.         FastHitsResetReaction = No    ;If set -- when hits occur faster than the reaction animations, it will reset the animation. (like getting riddled with machine gun bullets)
  504.     End
  505.     
  506.     Behavior = EmotionTrackerUpdate    Module_EmotionTracker            ; required for faramir's wounding arrow
  507.         AddEmotion            =    Terror_Base
  508.         //    AddEmotion            =    Doom_Base
  509.         //    AddEmotion            =   BraceForBeingCrushed_Base
  510.         //    AddEmotion            =    UncontrollableFear_Base
  511.         //    AddEmotion            =    FearIdle_Base
  512.         //    AddEmotion            =    FearBusy_Base
  513.         AddEmotion            =    Point_Base
  514.         AddEmotion            =    Taunt_Base
  515.          AddEmotion            =    CheerIdle_Base
  516.         AddEmotion            =    CheerBusy_Base
  517.         AddEmotion            =    HeroCheerIdle_Base
  518.         AddEmotion            =    HeroCheerBusy_Base
  519.         AddEmotion            =    Alert_Base
  520.     End        
  521.  
  522.     
  523.     ;;; Inferno ;;;
  524.     Behavior = SpecialPowerModule ModuleTag_InfernoStarter
  525.         SpecialPowerTemplate        = SpecialAbilityFireDrakeInferno
  526.         UpdateModuleStartsAttack    = Yes
  527.         InitiateSound            = FireDrakeVoxInferno
  528.     End
  529.  
  530.     Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_InfernoUpdate
  531.         SpecialPowerTemplate    = SpecialAbilityFireDrakeInferno
  532.  
  533.         UnpackTime              = 1300 ; Drawing the horn
  534. ;        PreparationTime         = 1   ; nothing
  535. ;        PersistentPrepTime      = 1600 ; Blowing
  536.         PackTime                = 3700 ; Putting horn away
  537.  
  538.         ;TriggerSound                = FireDrakeInfernoMS        ;too much delay
  539.         ;UnpackSound                = FireDrakeInfernoMS    ;didn't play at all
  540.         ;PackSound                    = FireDrakeInfernoMS        ;too much delay
  541. ;    PrepSoundLoop           = 
  542.         AwardXPForTriggering    = 0
  543.         
  544.         StartAbilityRange = 90.0
  545.         
  546.         SpecialWeapon = FireDrakeInferno
  547.         WhichSpecialWeapon = 1
  548.     End
  549.     
  550.     
  551.     Geometry = CYLINDER
  552.     GeometryMajorRadius = 12.0
  553.     GeometryMinorRadius = 12.0
  554.     GeometryHeight = 19.2
  555.     GeometryIsSmall = Yes
  556.  
  557.     Shadow = SHADOW_VOLUME
  558. ;    ShadowSizeX = 19;
  559. ;    ShadowSizeY = 19;
  560. ;    ShadowTexture = ShadowI;
  561. End
  562. ;------------------------------------------------------------------------------
  563.  
  564. ChildObject WildFireDrake_Summoned WildFireDrake
  565.     
  566.     IsTrainable        = No
  567.     CommandPoints    = 0    
  568.     EquivalentTo    = WildFireDrake
  569.  
  570.     Behavior = LifetimeUpdate ModuleTag_LifetimeUpdate
  571.         ; This one displays the timer, but the one in the uint does the work 
  572.         MinLifetime        = 60000
  573.         MaxLifetime        = 60000
  574.         DeathType        = FADED
  575.     End
  576. End
  577.  
  578.  
  579.  
  580. ;------------------------------------------------------------------------------
  581. ;
  582. ;    These child objects are used in the fire drake lair.
  583. ;
  584. ChildObject FireDrake_Slaved WildFireDrake
  585.  
  586.       EvaEnemyObjectSightedEvent = DiscoveredEnemyDrake 
  587.       EvaEnemyObjectSightedAfterRespawnEvent = DiscoveredEnemyDrake ; Event to run after the Fire Drake Lair is respawned. WARNING: This INI field only works for "SlavedUpdate.UseSlaverAsControlForEvaObjectSightedEvents = Yes" units
  588.  
  589.     ; Should be the same as WildFireDrake except with CREEP.
  590.     KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS MONSTER CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT SCORE CREEP
  591.  
  592.     VisionRange = CREEP_VISION
  593.     DisplayName = OBJECT:GenericFireDrake
  594.     Behavior = SlavedUpdate ModuleTag_Slave
  595.         GuardMaxRange        = 350
  596.         GuardWanderRange    = 80
  597.         UseSlaverAsControlForEvaObjectSightedEvents = Yes
  598.     End
  599.  
  600. End
  601.  
  602. //------------------------------------------------------------------------------
  603. //    Fortress Drake
  604. ChildObject WildFortressFireDrake WildFireDrake
  605.     
  606.     CommandPoints    = 0
  607.  
  608.     //    Adding HERO kindof
  609.     KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS MONSTER CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT SCORE HERO
  610.  
  611.     BuildTime        = 0
  612.  
  613.     ; this unit should cost 0 because the user is charged for the upgrade that creates it
  614.     BuildCost = 0 
  615. End
  616.  
  617.