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data_ini_object_evilfaction_units_wild_goblinarcher.ini
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2006-01-31
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; Moved from WildInfantry.INI Aug 24 2005
;----------------------------------------------------------------------------------------------------------------------
;
; GoblinArcher
;
;----------------------------------------------------------------------------------------------------------------------
Object GoblinArcher
; *** ART Parameters ***
; This is required for garrisoned objects - please put in all objects.
ButtonImage = WOR_GoblinArcher
SelectPortrait = UPWild_GoblinArcher
UpgradeCameo1 = Upgrade_FireArrows
Draw = W3DHordeModelDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = Yes
; specify options for static LODs
LodOptions = LOW
AllowMultipleModels = ALLOW_MULTIPLE_MODELS_LOW
MaxRandomTextures = MAX_RANDOM_TEXTURES_LOW
MaxRandomAnimations = MAX_RANDOM_ANIMATIONS_LOW
MaxAnimFrameDelta = MAX_ANIM_FRAME_DELTA_LOW
End
LodOptions = MEDIUM
AllowMultipleModels = ALLOW_MULTIPLE_MODELS_MED
MaxRandomTextures = MAX_RANDOM_TEXTURES_MED
MaxRandomAnimations = MAX_RANDOM_ANIMATIONS_MED
MaxAnimFrameDelta = MAX_ANIM_FRAME_DELTA_MED
End
LodOptions = HIGH
AllowMultipleModels = ALLOW_MULTIPLE_MODELS_HIGH
MaxRandomTextures = MAX_RANDOM_TEXTURES_HIGH
MaxRandomAnimations = MAX_RANDOM_ANIMATIONS_HIGH
MaxAnimFrameDelta = MAX_ANIM_FRAME_DELTA_HIGH
End
WadingParticleSys = WaterRipplesTrail ; used when the unit is wading in shallow water.
RandomTexture = MUGobArch.tga 0 MUGobArch.tga
RandomTexture = MUGobArch2.tga 0 MUGobArch.tga
RandomTexture = MUGobArch3.tga 0 MUGobArch.tga
DefaultModelConditionState
Model = MUGobArch_SKN
Skeleton = MUGobArch_SKL
WeaponLaunchBone = PRIMARY ARRROW
WeaponLaunchBone = TERTIARY ARRROW
WeaponLaunchBone = QUINARY ARRROW
End
ModelConditionState = PREATTACK_E
Model = MUGobArch_SKN
Skeleton = MUGobArch_SKL
ParticleSysBone = ARRROW GoblinPoisonArrow FollowBone:Yes
End
;;//=================== ANIMATIONS ==================================================================
;//Wall climbing/rapelling
AnimationState = CLIMBING
StateName = STATE_Climbing
Animation = Climbing
AnimationName = MUGobArch_WALB
AnimationMode = LOOP
AnimationBlendTime = 10
End
BeginScript;script to set transition from moving
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Running" then CurDrawableSetTransitionAnimState("Trans_RunningToClimbing") return end
;if Prev == "STATE_Rappelling" then CurDrawableSetTransitionAnimState("Trans_RappellingToClimbing") return end
EndScript
End
TransitionState = Trans_RunningToClimbing
Animation = Transition
AnimationName = MUGobArch_WALA
AnimationMode = ONCE
End
End
;TransitionState = Trans_RappellingToClimbing
; Animation = Transition
; AnimationName = MUGobArch_WALG no anim
; AnimationMode = ONCE_BACKWARDS
; End
;End
AnimationState = RAPPELLING
StateName = STATE_Rappelling
Animation = Rapelling
AnimationName = MUGobArch_WALE
AnimationMode = LOOP
AnimationBlendTime = 10
End
BeginScript;script to set transition from moving
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Running" then CurDrawableSetTransitionAnimState("Trans_RunningToRappelling") return end
;if Prev == "STATE_Climbing" then CurDrawableSetTransitionAnimState("Trans_ClimbingToRappelling") return end
EndScript
End
TransitionState = Trans_RunningToRappelling
Animation = Transition
AnimationName = MUGobArch_WALD
AnimationMode = ONCE
End
End
;TransitionState = Trans_ClimbingToRappelling
; Animation = Transition
; AnimationName = MUGobArch_WALG no anim
; AnimationMode = ONCE
; End
;End
;;------------------- FLYING & DYING --------------------------------------------------------------
;;======= FLYING
AnimationState = PASSENGER
Animation = Wiggling
AnimationName = MUGobArch_FLLA
AnimationMode = LOOP
End
End
AnimationState = THROWN_PROJECTILE
Animation = Thrown
AnimationName = MUGobArch_FLYA
AnimationMode = LOOP
End
Animation = Thrown
AnimationName = MUGobArch_FLYB
AnimationMode = LOOP
End
Animation = Thrown
AnimationName = MUGobArch_FLYC
AnimationMode = LOOP
End
End
AnimationState = FREEFALL
Animation = Falling
AnimationName = MUGobArch_FLYA
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.5 0.5
AnimationBlendTime = 10
End
Animation = Falling
AnimationName = MUGobArch_FLYB
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.5 0.5
AnimationBlendTime = 10
End
Animation = Falling
AnimationName = MUGobArch_FLYC
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.5 0.5
AnimationBlendTime = 10
End
End
AnimationState = STUNNED_FLAILING
Animation = flying
AnimationName = MUGobArch_FLYB
AnimationMode = LOOP
AnimationPriority = 10
AnimationSpeedFactorRange = 0.4 0.6
End
Animation = ready_for_sweet_landing
AnimationName = MUGobArch_FLYA
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.4 0.6
End
Animation = flying
AnimationName = MUGobArch_FLYC
AnimationMode = LOOP
AnimationPriority = 10
AnimationSpeedFactorRange = 0.4 0.6
End
Flags = RANDOMSTART
End
AnimationState = DYING BURNINGDEATH
Animation
AnimationName = MUGobArch_DIEA
AnimationMode = ONCE
AnimationBlendTime = 10
End
Animation
AnimationName = MUGobArch_DIEB
AnimationMode = ONCE
AnimationBlendTime = 10
End
Animation
AnimationName = MUGobArch_DIEC
AnimationMode = ONCE
AnimationBlendTime = 10
End
End
AnimationState = DYING SPLATTED
Animation = splat
AnimationName = MUGobArch_LNDB
AnimationMode = ONCE
End
End
;;======= DYING
AnimationState = DYING AFLAME
Animation = Flaming_Death
AnimationName = MUGobArch_MFDA
AnimationMode = ONCE
End
End
AnimationState = DYING
Animation = Dying_1
AnimationName = MUGobArch_DIEA
AnimationMode = ONCE
End
Animation = Dying_2
AnimationName = MUGobArch_DIEB
AnimationMode = ONCE
End
Animation = Dying_3
AnimationName = MUGobArch_DIEC
AnimationMode = ONCE
End
Animation = landb
AnimationName = MUGobArch_LNDB
AnimationMode = ONCE
End
Animation = landc
AnimationName = MUGobArch_LNDC
AnimationMode = ONCE
End
BeginScript
Preva = CurDrawablePrevAnimation()
if Preva == "ready_for_sweet_landing" then return "landc"
elseif Preva == "flying" then return "landb"
elseif GetClientRandomNumberReal(0,1) > 0.50 then return "Dying_1"
else return "Dying_2" end
EndScript
End
AnimationState = STUNNED_STANDING_UP
Animation = standing_back_up
AnimationName = MUGobArch_GTPA
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.5 1.5
End
Animation = already_up
AnimationName = MUGobArch_IDLA
AnimationMode = ONCE
End
BeginScript
if CurDrawablePrevAnimation() == "sweet_landing" then return "already_up" else return "standing_back_up" end
EndScript
End
AnimationState = STUNNED
Animation = splattered_on_ground
AnimationName = MUGobArch_LNDC
AnimationMode = ONCE
End
Animation = sweet_landing
AnimationName = MUGobArch_LNDA
AnimationMode = ONCE
End
BeginScript
if CurDrawablePrevAnimation() == "ready_for_sweet_landing" then return "sweet_landing" else return "splattered_on_ground" end
EndScript
End
AnimationState = BURNINGDEATH
Animation
AnimationName = MUGobArch_MFDA
AnimationMode = LOOP
Distance = 25
End
End
AnimationState = PARALYZED
Animation
AnimationName = MUGobArch_IDLA
AnimationMode = LOOP
End
End
;;------------------------ MOVING --------------------------------------------------------------------
AnimationState = MOVING BACKING_UP
Animation = BackingUp
AnimationName = MUGobArch_BAKA
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.9 1.1
End
Animation = BackingUp2
AnimationName = MUGobArch_BAKB
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.9 1.1
End
Animation = BackingUp3
AnimationName = MUGobArch_BAKC
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.9 1.1
End
Flags = RANDOMSTART
End
AnimationState = MOVING EMOTION_TERROR
ShareAnimation = Yes
Animation = Moving_1
AnimationName = MUGobArch_RUNA
AnimationMode = LOOP
;AnimationSpeedFactorRange = 0.9 1.1
AnimationSpeedFactorRange = 0.5 0.6
Distance = 20
End
Animation = Moving_2
AnimationName = MUGobArch_RUNB
AnimationMode = LOOP
;AnimationSpeedFactorRange = 0.9 1.1
AnimationSpeedFactorRange = 0.5 0.6
Distance = 20
End
Flags = RANDOMSTART
; ParticleSysBone = None InfantryDustTrails
End
AnimationState = RAISING_FLAG
Animation = CHRA
AnimationName = MUGobArch_CHRA
AnimationMode = LOOP
End
End
AnimationState = MOVING
ShareAnimation = Yes
Animation = Moving_1
AnimationName = MUGobArch_RUNA
AnimationMode = LOOP
;AnimationSpeedFactorRange = 0.9 1.1
AnimationSpeedFactorRange = 0.5 0.6
Distance = 20
End
Animation = Moving_2
AnimationName = MUGobArch_RUNB
AnimationMode = LOOP
;AnimationSpeedFactorRange = 0.9 1.1
AnimationSpeedFactorRange = 0.5 0.6
Distance = 20
End
Flags = RANDOMSTART
; ParticleSysBone = None InfantryDustTrails
BeginScript ;script to set transition into moving
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Climbing" then CurDrawableSetTransitionAnimState("Trans_ClimbingToRunning") return end
if Prev == "STATE_Rappelling" then CurDrawableSetTransitionAnimState("Trans_RappellingToRunning") return end
EndScript
End
TransitionState = Trans_ClimbingToRunning
Animation = Transition
AnimationName = MUGobArch_WALC
AnimationMode = ONCE
End
End
TransitionState = Trans_RappellingToRunning
Animation = Transition
AnimationName = MUGobArch_WALF
AnimationMode = ONCE
End
End
;;------------------- ATTACKING --------------------------------------------------------------------
AnimationState = FIRING_OR_PREATTACK_B WEAPONSTATE_CLOSE_RANGE
Animation = ATKB
AnimationName = MUGobArch_ATKB
AnimationMode = ONCE
UseWeaponTiming = Yes
End
; FrameForPristineBonePositions = 21
End
; AnimationState = FIRING_OR_PREATTACK_A
; Animation = ATKA
; AnimationName = MUGobArch_ATKA
; AnimationMode = LOOP
; UseWeaponTiming = Yes
; End
; FrameForPristineBonePositions = 21
; End
; AnimationState = PREATTACK_E
; Animation = ReadyToDrawn
; AnimationName = MUGobArch_ATKF1
; AnimationMode = ONCE
; AnimationSpeedFactorRange = 0.9 1.1
;; UseWeaponTiming = Yes
; AnimationBlendTime = 0
; End
; End
; AnimationState = FIRING_OR_RELOADING_E
; Animation = LooseReloadDraw
; AnimationName = MUGobArch_ATKF2
; AnimationMode = ONCE
;; UseWeaponTiming = Yes
; AnimationBlendTime = 0
; End
; End
AnimationState = PREATTACK_A
Animation = ReadyToDrawn
AnimationName = MUGobArch_ATKF1
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.9 1.1
; UseWeaponTiming = Yes
AnimationBlendTime = 0
End
End
AnimationState = FIRING_OR_RELOADING_A
Animation = LooseReloadDraw
AnimationName = MUGobArch_ATKF2
AnimationMode = ONCE
; UseWeaponTiming = Yes
AnimationBlendTime = 0
End
End
AnimationState = PREATTACK_C
Animation = ReadyToDrawn
AnimationName = MUGobArch_ATKF1
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.9 1.1
; UseWeaponTiming = Yes
AnimationBlendTime = 0
End
End
AnimationState = FIRING_OR_RELOADING_C
Animation = LooseReloadDraw
AnimationName = MUGobArch_ATKF2
AnimationMode = ONCE
; UseWeaponTiming = Yes
AnimationBlendTime = 0
End
End
AnimationState = SPECIAL_WEAPON_ONE
Animation = ATKA
AnimationName = MUGobArch_ATKA
AnimationMode = ONCE
End
FrameForPristineBonePositions = 17
End
;-------- Persistant firing (keep bow drawn ) ------------
AnimationState = CONTINUOUS_FIRE_MEAN
Animation = HangFrameWhileCoasting
AnimationName = MUGobArch_ATKF2
AnimationMode = MANUAL
End
End
AnimationState = CONTINUOUS_FIRE_SLOW
Animation = put_bow_away
AnimationName = MUGobArch_ATKF3
AnimationMode = Once
End
End
; --------- Click and Hit Reactions ------------
AnimationState = HIT_REACTION HIT_LEVEL_1
Animation = Hit_Level_1_a
AnimationName = MUGobArch_HITA
AnimationMode = ONCE
End
End
;;------------------------ EMOTIONS ----------------------------------------------------
AnimationState = WAR_CHANT
Animation = Chant
AnimationName = MUGobArch_IDLA
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.9 1.1
End
Flags = RANDOMSTART RESTART_ANIM_WHEN_COMPLETE
End
AnimationState = EMOTION_AFRAID
Animation = FERA
AnimationName = MUGobArch_FERA
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.9 1.1
End
Animation = FERA
AnimationName = MUGobArch_FERB
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.9 1.1
End
Animation = FERA
AnimationName = MUGobArch_FERC
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.9 1.1
End
Flags = RANDOMSTART
End
AnimationState = EMOTION_TAUNTING
Animation = TNTA
AnimationName = MUGobArch_TNTA
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.9 1.1
End
Animation = TNTB
AnimationName = MUGobArch_TNTB
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.9 1.1
End
Animation = TNTC
AnimationName = MUGobArch_TNTC
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.9 1.1
End
End
AnimationState = EMOTION_POINTING
Animation = Pointing1
AnimationName = MUGobArch_PNTA
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.9 1.1
End
End
AnimationState = EMOTION_CELEBRATING
Animation = CHRA
AnimationName = MUGobArch_CHRA
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.9 1.1
End
End
AnimationState = EMOTION_ALERT
Animation = Alert
AnimationName = MUGobArch_IDLA
AnimationMode = LOOP
End
End
IdleAnimationState
StateName = STATE_Idle
Animation = IDLA
AnimationName = MUGobArch_IDLA
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.9 1.1
AnimationPriority = 10
End
Animation = IDLB
AnimationName = MUGobArch_IDLB
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.9 1.1
AnimationPriority = 15
End
Animation = IDLC
AnimationName = MUGobArch_IDLC
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.9 1.1
AnimationPriority = 5
End
Animation = IDLD
AnimationName = MUGobArch_IDLD
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.9 1.1
AnimationPriority = 5
End
Animation = IDLE
AnimationName = MUGobArch_IDLE
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.9 1.1
AnimationPriority = 5
End
Animation = IDLF
AnimationName = MUGobArch_IDLF
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.9 1.1
AnimationPriority = 10
End
End
End
#include "..\..\..\includes\StunDrawModuleSmall.inc"
; ***DESIGN parameters ***
Side = Wild
IsTrainable = Yes
EditorSorting = UNIT
ThreatLevel = 1.0
ThingClass = HORDE_UNIT
CommandPoints = 3
TransportSlotCount = TRANSPORTSLOTCOUNT_UNIT
WeaponSet
Conditions = None
Weapon = PRIMARY GoblinArcherBow
Weapon = TERTIARY GoblinArcherBowBombard
Weapon = QUINARY GoblinArcherPoisonArrows
AutoChooseSources = TERTIARY FROM_PLAYER FROM_SCRIPT ; Not AI.
AutoChooseSources = QUINARY FROM_PLAYER FROM_SCRIPT ; Not AI.
End
WeaponSet
Conditions = CLOSE_RANGE CONTESTING_BUILDING
Weapon = PRIMARY GoblinArcherBow
Weapon = SECONDARY GoblinArcherBowMelee
Weapon = TERTIARY GoblinArcherBowBombard
OnlyAgainst = PRIMARY STRUCTURE
AutoChooseSources = TERTIARY FROM_PLAYER FROM_SCRIPT ; Not AI.
End
ArmorSet
Conditions = None
Armor = GoblinArcherArmor
DamageFX = NormalDamageFX
End
ArmorSet
Conditions = PLAYER_UPGRADE
Armor = WildArcherScavengedArmor
DamageFX = NormalDamageFX
End
VisionRange = GOBLIN_ARCHER_VISION_RANGE
ShroudClearingRange = SHROUD_CLEAR_STANDARD
VisionSide = 35%
VisionRear = 25%
MaxVisionBonusPercent = 300%
VisionBonusTestRadius = 200
VisionBonusPercentPerFoot = 2.0%
DisplayName = OBJECT:GoblinArcher
CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CrusherLevel = 0 ;What can I crush?: 0 = small animals, 1 = infantry, 2 = trees, 3 = vehicles
CrushRevengeWeapon = RangedInfantryCrushRevenge
BountyValue = GOBLIN_ARCHER_BOUNTY_VALUE
CommandSet = GoblinArcherCommandSet
; *** AUDIO Parameters ***;
VoiceAttack = GoblinArcherVoiceAttack
VoiceAttackCharge = GoblinArcherVoiceAttackCharge
VoiceAttackMachine = GoblinArcherVoiceAttack
VoiceAttackStructure = GoblinArcherVoiceAttackBuilding
VoiceCreated = EVA:GoblinArcherCreated
VoiceFullyCreated = EVA:GoblinArcherCreated
VoiceGuard = GoblinArcherVoiceGuard
VoiceMove = GoblinArcherVoiceMove
VoiceMoveOverWalls = GoblinArcherVoiceMoveWalls
VoiceMoveToCamp = GoblinArcherVoiceMoveCamp
VoiceMoveToHigherGround = GoblinArcherVoiceMoveHighGround
VoiceMoveWhileAttacking = GoblinArcherVoiceDisengage
VoicePriority = 35
VoiceRetreatToCastle = GoblinArcherVoiceRetreat
VoiceSelect = GoblinArcherVoiceSelectMS
VoiceSelectBattle = GoblinArcherVoiceSelectBattle
VoiceEnterStateAttack = GoblinArcherVoiceEnterStateAttack
VoiceEnterStateAttackCharge = GoblinArcherVoiceEnterStateAttackCharge
VoiceEnterStateAttackMachine = GoblinArcherVoiceEnterStateAttack
VoiceEnterStateAttackStructure = GoblinArcherVoiceEnterStateAttackBuilding
VoiceEnterStateMove = GoblinArcherVoiceEnterStateMove
VoiceEnterStateMoveOverWalls = GoblinArcherVoiceEnterStateMoveWalls
VoiceEnterStateMoveToCamp = GoblinArcherVoiceEnterStateMoveCamp
VoiceEnterStateMoveToHigherGround = GoblinArcherVoiceEnterStateMoveHighGround
VoiceEnterStateMoveWhileAttacking = GoblinArcherVoiceEnterStateDisengage
SoundImpact = ImpactHorse
UnitSpecificSounds
VoiceEnterUnitEvilMenTransportShip = GoblinArcherVoiceMoveShip
VoiceEnterUnitMordorMumakil = GoblinArcherVoiceMoveGarrison
VoiceEnterUnitSlaughterHouse = GoblinArcherVoiceMoveGarrison
VoiceGarrison = GoblinArcherVoiceMoveGarrison
VoiceInitiateCaptureBuilding = GoblinArcherVoiceCaptureBuilding
VoiceInitiatePoisonArrowAttack = GoblinArcherVoiceAttack
End
CrowdResponseKey = Goblin
#include "..\..\..\includes\StandardUnitEvaEvents.inc"
ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_foo
;ModelCondition = Required:EMOTION_CELEBRATING Excluded:DYING ENGAGED Sound:EmotionGoblinCompilationVoxCheerSinglesLoop ;MOVING ATTACKING
;ModelCondition = Required:EMOTION_TAUNTING Excluded:DYING ENGAGED Sound:EmotionGoblinCompilationVoxTauntSinglesLoop ;MOVING ATTACKING
ModelCondition = Required:RAISING_FLAG Excluded:DYING ENGAGED Sound:EmotionGoblinCompilationVoxCheerSinglesLoop
End
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
MaxUpdateRangeCap = 800
AnimationSound = Sound:ArrowDrawBow Animation:MUGobArch_SKL.MUGobArch_ATKF2 Frames:29
AnimationSound = Sound:BodyFallGeneric2 Animation:MUGobArch_SKL.MUGobArch_DIEA Frames:10
AnimationSound = Sound:BodyFallGeneric2 Animation:MUGobArch_SKL.MUGobArch_DIEB Frames:7
AnimationSound = Sound:BodyFallGeneric2 Animation:MUGOBARCH_SKL.MUGOBARCH_DIEC Frames:10
AnimationSound = Sound:BodyFallGeneric2 Animation:MUGobArch_SKL.MUGobArch_LNDB Frames:5
AnimationSound = Sound:BodyFallGeneric2 Animation:MUGobArch_SKL.MUGobArch_LNDC Frames:2
End
Behavior = LargeGroupAudioUpdate ModuleTag_LGAU ;Tie into LargeGroupAudio system
Key = Goblin_Archer
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE THROWN_OBJECT ARCHER GRAB_AND_DROP ATTACK_NEEDS_LINE_OF_SIGHT CAN_CLIMB_WALLS
Body = ActiveBody ModuleTag_02
MaxHealth = GOBLIN_ARCHER_HEALTH
MaxHealthDamaged = GOBLIN_ARCHER_HEALTH_DAMAGED
BurningDeathBehavior = Yes
BurningDeathFX = FX_InfantryBurningFlame
End
Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
CanAttackWhileContained = Yes
AILuaEventsList = WildGoblinArcherFunctions ;MordorFighterFunctions
AttackPriority = AttackPriority_Archer
BurningDeathTime = BURNINGDEATH_DURATION_INFANTRY
End
LocomotorSet
Locomotor = TestWallScalingHordeLocomotor
Condition = SET_NORMAL
Speed = NORMAL_WILD_FAST_MEMBER_SPEED
End
LocomotorSet
Locomotor = BurningDeathLocomotorInfantry
Condition = SET_BURNINGDEATH
Speed = BURNINGDEATH_WANDERSPEED_INFANTRY
End
Behavior = PhysicsBehavior ModuleTag_04
GravityMult = 1.0
ShockStandingTime = 2000 ;msec
End
Behavior = SlowDeathBehavior ModuleTag_05
DeathTypes = ALL -KNOCKBACK
SinkDelay = 3000
SinkRate = 0.40 ; in Dist/Sec
DestructionDelay = 8000
Sound = INITIAL GoblinVoxDieMS
End
Behavior = SquishCollide ModuleTag_06
;nothing
End
Behavior = HordeMemberCollide ModuleTag_HMC
;nothing
End
Behavior = SlowDeathBehavior ModuleTag_07
; Same as normal death, but no sound (sound already played by SoundImpact = ... )
DeathTypes = NONE +KNOCKBACK
SinkDelay = 3000
SinkRate = 0.40 ; in Dist/Sec
DestructionDelay = 8000
Sound = INITIAL GoblinVoxDieMS
End
Behavior = BezierProjectileBehavior ModuleTag_08 ; Module starts asleep, and wakes up when thrown.
FirstHeight = 24 ; Height of Bezier control points above highest intervening terrain
SecondHeight = 24
FirstPercentIndent = 30% ; Percentage of shot distance control points are placed
SecondPercentIndent = 70%
TumbleRandomly = Yes
CrushStyle = Yes ; I don't detonate, I just hit
DieOnImpact = Yes
BounceCount = 1 ; When I hit the ground, I'll arc again
BounceDistance = 40 ; this far
BounceFirstHeight = 24 ; Height of Bezier control points above highest intervening terrain
BounceSecondHeight = 24
BounceFirstPercentIndent = 20% ; Percentage of shot distance control points are placed
BounceSecondPercentIndent = 80%
GroundHitFX = FX_ThrownRockGroundHit
GroundBounceFX = FX_ThrownRockBounceHit
End
;-------------------------Units Upgrades----------------------------------
; Scavenged Armor upgrade
Behavior = ArmorUpgrade WildModuleArmorUpgrade
TriggeredBy = Upgrade_WildHeavyArmor
;ArmorSetFlag = PLAYER_UPGRADE
End
Behavior = SubObjectsUpgrade Armor_Upgrade
TriggeredBy = Upgrade_WildHeavyArmor
UpgradeTexture = MUGobArch.tga 0 MUGobArch_HA.tga
UpgradeTexture = MUGobArch2.tga 0 MUGobArch2_HA.tga
UpgradeTexture = MUGobArch3.tga 0 MUGobArch3_HA.tga
RecolorHouse = Yes
ExcludeSubobjects = FireArowTip
End
; Fire arrow upgrade
Behavior = WeaponSetUpgrade ModuleTag_FireArrows
TriggeredBy = Upgrade_WildFireArrows
End
; Switch arrows being displayed.
Behavior = SubObjectsUpgrade ModuleTag_FireArrowSwapUpgrade
TriggeredBy = Upgrade_WildFireArrows
ShowSubObjects = FireArowTip
End
Behavior = DualWeaponBehavior ModuleTag_10
SwitchWeaponOnCloseRangeDistance = 20
End
Geometry = CYLINDER
GeometryMajorRadius = 8.0
GeometryMinorRadius = 8.0
GeometryHeight = 19.2
GeometryIsSmall = Yes
Shadow = SHADOW_DECAL
ShadowSizeX = 11
ShadowSizeY = 11
ShadowTexture = ShadowI
End