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Text File  |  2006-01-31  |  26KB  |  853 lines

  1. ; Moved from WildInfantry.INI Aug 24 2005
  2.  
  3. ;----------------------------------------------------------------------------------------------------------------------
  4. ;
  5. ;    GoblinArcher
  6. ;
  7. ;----------------------------------------------------------------------------------------------------------------------
  8. Object GoblinArcher
  9.   ; *** ART Parameters ***
  10.  
  11.     ; This is required for garrisoned objects - please put in all objects.
  12.     ButtonImage = WOR_GoblinArcher
  13.   
  14.   SelectPortrait         =  UPWild_GoblinArcher
  15.  
  16.   UpgradeCameo1         = Upgrade_FireArrows
  17.   Draw = W3DHordeModelDraw ModuleTag_01
  18.  
  19.     OkToChangeModelColor = Yes
  20.         
  21.     StaticModelLODMode = Yes
  22.     ; specify options for static LODs
  23.         LodOptions                            = LOW
  24.             AllowMultipleModels                = ALLOW_MULTIPLE_MODELS_LOW
  25.             MaxRandomTextures                = MAX_RANDOM_TEXTURES_LOW
  26.             MaxRandomAnimations                = MAX_RANDOM_ANIMATIONS_LOW
  27.             MaxAnimFrameDelta                = MAX_ANIM_FRAME_DELTA_LOW
  28.         End
  29.         
  30.         LodOptions                            = MEDIUM
  31.             AllowMultipleModels                = ALLOW_MULTIPLE_MODELS_MED
  32.             MaxRandomTextures                = MAX_RANDOM_TEXTURES_MED
  33.             MaxRandomAnimations                = MAX_RANDOM_ANIMATIONS_MED
  34.             MaxAnimFrameDelta                = MAX_ANIM_FRAME_DELTA_MED
  35.         End
  36.         
  37.         LodOptions                            = HIGH
  38.             AllowMultipleModels                = ALLOW_MULTIPLE_MODELS_HIGH
  39.             MaxRandomTextures                = MAX_RANDOM_TEXTURES_HIGH
  40.             MaxRandomAnimations                = MAX_RANDOM_ANIMATIONS_HIGH
  41.             MaxAnimFrameDelta                = MAX_ANIM_FRAME_DELTA_HIGH
  42.         End
  43.  
  44.         WadingParticleSys = WaterRipplesTrail  ; used when the unit is wading in shallow water.
  45.  
  46.         RandomTexture = MUGobArch.tga 0 MUGobArch.tga
  47.         RandomTexture = MUGobArch2.tga 0 MUGobArch.tga
  48.         RandomTexture = MUGobArch3.tga 0 MUGobArch.tga
  49.  
  50.     DefaultModelConditionState
  51.       Model = MUGobArch_SKN
  52.       Skeleton = MUGobArch_SKL
  53.       WeaponLaunchBone = PRIMARY ARRROW
  54.       WeaponLaunchBone = TERTIARY ARRROW
  55.       WeaponLaunchBone = QUINARY ARRROW
  56.     End
  57.     
  58.      ModelConditionState = PREATTACK_E
  59.             Model               = MUGobArch_SKN
  60.             Skeleton            = MUGobArch_SKL
  61.             ParticleSysBone        = ARRROW GoblinPoisonArrow FollowBone:Yes
  62.         End
  63.  
  64.     ;;//=================== ANIMATIONS ==================================================================
  65.     ;//Wall climbing/rapelling
  66.     AnimationState                        = CLIMBING
  67.         StateName                        = STATE_Climbing
  68.         Animation                        = Climbing
  69.             AnimationName                = MUGobArch_WALB
  70.             AnimationMode                = LOOP
  71.             AnimationBlendTime            = 10
  72.         End
  73.         BeginScript;script to set transition from moving
  74.             Prev = CurDrawablePrevAnimationState()
  75.             if Prev == "STATE_Running"  then CurDrawableSetTransitionAnimState("Trans_RunningToClimbing") return end
  76.             ;if Prev == "STATE_Rappelling"  then CurDrawableSetTransitionAnimState("Trans_RappellingToClimbing") return end
  77.         EndScript
  78.     End
  79.     TransitionState = Trans_RunningToClimbing
  80.         Animation = Transition
  81.             AnimationName = MUGobArch_WALA
  82.             AnimationMode = ONCE
  83.         End
  84.     End
  85.     ;TransitionState = Trans_RappellingToClimbing
  86.     ;    Animation = Transition
  87.     ;        AnimationName = MUGobArch_WALG no anim
  88.     ;        AnimationMode = ONCE_BACKWARDS
  89.     ;    End
  90.     ;End
  91.     AnimationState                        = RAPPELLING
  92.         StateName                        = STATE_Rappelling
  93.         Animation                        = Rapelling
  94.             AnimationName                = MUGobArch_WALE
  95.             AnimationMode                = LOOP
  96.             AnimationBlendTime            = 10
  97.         End
  98.         BeginScript;script to set transition from moving
  99.             Prev = CurDrawablePrevAnimationState()
  100.             if Prev == "STATE_Running"  then CurDrawableSetTransitionAnimState("Trans_RunningToRappelling") return end
  101.             ;if Prev == "STATE_Climbing"  then CurDrawableSetTransitionAnimState("Trans_ClimbingToRappelling") return end
  102.         EndScript
  103.     End
  104.     TransitionState = Trans_RunningToRappelling
  105.         Animation = Transition
  106.             AnimationName = MUGobArch_WALD
  107.             AnimationMode = ONCE
  108.         End
  109.     End
  110.     ;TransitionState = Trans_ClimbingToRappelling
  111.     ;    Animation = Transition
  112.     ;        AnimationName = MUGobArch_WALG no anim
  113.     ;        AnimationMode = ONCE
  114.     ;    End
  115.     ;End
  116.  
  117. ;;------------------- FLYING & DYING --------------------------------------------------------------
  118. ;;======= FLYING
  119.  
  120.     AnimationState                        = PASSENGER
  121.         Animation                        = Wiggling
  122.             AnimationName                = MUGobArch_FLLA
  123.             AnimationMode                = LOOP
  124.         End
  125.     End
  126.     
  127.     AnimationState                        = THROWN_PROJECTILE
  128.         Animation                        = Thrown
  129.             AnimationName                = MUGobArch_FLYA
  130.             AnimationMode                = LOOP
  131.         End
  132.         Animation                        = Thrown
  133.             AnimationName                = MUGobArch_FLYB
  134.             AnimationMode                = LOOP
  135.         End
  136.         Animation                        = Thrown
  137.             AnimationName                = MUGobArch_FLYC
  138.             AnimationMode                = LOOP
  139.         End
  140.     End
  141.  
  142.     
  143.     AnimationState                        = FREEFALL
  144.         Animation                        = Falling
  145.             AnimationName                = MUGobArch_FLYA
  146.             AnimationMode                = LOOP
  147.             AnimationSpeedFactorRange    = 0.5    0.5
  148.             AnimationBlendTime            = 10
  149.         End
  150.         Animation                        = Falling
  151.             AnimationName                = MUGobArch_FLYB
  152.             AnimationMode                = LOOP
  153.             AnimationSpeedFactorRange    = 0.5    0.5
  154.             AnimationBlendTime            = 10
  155.         End
  156.         Animation                        = Falling
  157.             AnimationName                = MUGobArch_FLYC
  158.             AnimationMode                = LOOP
  159.             AnimationSpeedFactorRange    = 0.5    0.5
  160.             AnimationBlendTime            = 10
  161.         End
  162.     End
  163.     
  164.     AnimationState                        = STUNNED_FLAILING
  165.          Animation                        = flying
  166.             AnimationName                = MUGobArch_FLYB
  167.             AnimationMode                = LOOP
  168.             AnimationPriority            = 10
  169.             AnimationSpeedFactorRange    = 0.4 0.6
  170.         End
  171.         Animation                        = ready_for_sweet_landing
  172.             AnimationName                = MUGobArch_FLYA
  173.             AnimationMode                = LOOP
  174.             AnimationSpeedFactorRange    = 0.4 0.6
  175.         End
  176.          Animation                        = flying
  177.             AnimationName                = MUGobArch_FLYC
  178.             AnimationMode                = LOOP
  179.             AnimationPriority            = 10
  180.             AnimationSpeedFactorRange    = 0.4 0.6
  181.         End
  182.         Flags                            = RANDOMSTART
  183.     End
  184.     
  185.     AnimationState            = DYING BURNINGDEATH
  186.         Animation
  187.             AnimationName    = MUGobArch_DIEA
  188.             AnimationMode    = ONCE
  189.             AnimationBlendTime = 10
  190.         End
  191.         Animation
  192.             AnimationName    = MUGobArch_DIEB
  193.             AnimationMode    = ONCE
  194.             AnimationBlendTime = 10
  195.         End
  196.         Animation
  197.             AnimationName    = MUGobArch_DIEC
  198.             AnimationMode    = ONCE
  199.             AnimationBlendTime = 10
  200.         End
  201.     End
  202.  
  203.     AnimationState                        = DYING SPLATTED
  204.         Animation                        = splat
  205.             AnimationName                = MUGobArch_LNDB
  206.             AnimationMode                = ONCE
  207.         End
  208.     End
  209.     
  210.     ;;======= DYING
  211.  
  212.     AnimationState                        = DYING AFLAME
  213.         Animation                        = Flaming_Death
  214.             AnimationName                = MUGobArch_MFDA
  215.             AnimationMode                = ONCE
  216.         End
  217.     End
  218.  
  219.     AnimationState                        = DYING
  220.         Animation                        = Dying_1
  221.             AnimationName                = MUGobArch_DIEA
  222.             AnimationMode                = ONCE
  223.         End
  224.         Animation                        = Dying_2
  225.             AnimationName                = MUGobArch_DIEB
  226.             AnimationMode                = ONCE
  227.         End
  228.         Animation                        = Dying_3
  229.             AnimationName                = MUGobArch_DIEC
  230.             AnimationMode                = ONCE
  231.         End
  232.         Animation                        = landb
  233.             AnimationName                = MUGobArch_LNDB
  234.             AnimationMode                = ONCE
  235.         End
  236.         Animation                        = landc
  237.             AnimationName                = MUGobArch_LNDC
  238.             AnimationMode                = ONCE
  239.         End
  240.         BeginScript
  241.             Preva = CurDrawablePrevAnimation()
  242.             if Preva == "ready_for_sweet_landing" then return "landc" 
  243.             elseif Preva == "flying" then return "landb"
  244.             elseif GetClientRandomNumberReal(0,1) > 0.50 then return "Dying_1"
  245.             else return "Dying_2" end
  246.         EndScript
  247.     End
  248.     
  249.  
  250.     AnimationState                        = STUNNED_STANDING_UP
  251.          Animation                        = standing_back_up
  252.             AnimationName                = MUGobArch_GTPA
  253.             AnimationMode                = ONCE
  254.             AnimationSpeedFactorRange = 1.5 1.5
  255.         End
  256.         Animation                        = already_up
  257.             AnimationName                = MUGobArch_IDLA
  258.             AnimationMode                = ONCE
  259.         End
  260.         BeginScript
  261.             if CurDrawablePrevAnimation() == "sweet_landing" then return "already_up" else return "standing_back_up" end
  262.         EndScript
  263.     End
  264.     
  265.     AnimationState                        = STUNNED
  266.          Animation                        = splattered_on_ground
  267.             AnimationName                = MUGobArch_LNDC
  268.             AnimationMode                = ONCE
  269.         End
  270.         Animation                        = sweet_landing
  271.             AnimationName                = MUGobArch_LNDA
  272.             AnimationMode                = ONCE
  273.         End
  274.         BeginScript
  275.             if CurDrawablePrevAnimation() == "ready_for_sweet_landing" then return "sweet_landing" else return "splattered_on_ground" end
  276.         EndScript
  277.     End
  278.     
  279.     AnimationState            = BURNINGDEATH
  280.         Animation
  281.             AnimationName    = MUGobArch_MFDA
  282.             AnimationMode    = LOOP
  283.             Distance        = 25
  284.         End
  285.     End
  286.  
  287.     AnimationState                        = PARALYZED
  288.         Animation
  289.             AnimationName                = MUGobArch_IDLA
  290.             AnimationMode                = LOOP
  291.         End
  292.     End
  293.  
  294.  
  295.  
  296. ;;------------------------ MOVING --------------------------------------------------------------------
  297.  
  298.     AnimationState                        = MOVING BACKING_UP
  299.         Animation                        = BackingUp
  300.             AnimationName                = MUGobArch_BAKA
  301.             AnimationMode                = LOOP
  302.             AnimationSpeedFactorRange    = 0.9 1.1
  303.         End
  304.         Animation                        = BackingUp2
  305.             AnimationName                = MUGobArch_BAKB
  306.             AnimationMode                = LOOP
  307.             AnimationSpeedFactorRange    = 0.9 1.1
  308.         End
  309.         Animation                        = BackingUp3
  310.             AnimationName                = MUGobArch_BAKC
  311.             AnimationMode                = LOOP
  312.             AnimationSpeedFactorRange    = 0.9 1.1
  313.         End
  314.         Flags                            = RANDOMSTART
  315.     End
  316.     
  317.     AnimationState                        = MOVING EMOTION_TERROR
  318.         ShareAnimation                    = Yes
  319.         Animation                        = Moving_1
  320.             AnimationName                = MUGobArch_RUNA
  321.             AnimationMode                = LOOP
  322.             ;AnimationSpeedFactorRange    = 0.9 1.1
  323.             AnimationSpeedFactorRange    = 0.5 0.6
  324.             Distance                    = 20
  325.         End
  326.         Animation                        = Moving_2
  327.             AnimationName                = MUGobArch_RUNB
  328.             AnimationMode                = LOOP
  329.             ;AnimationSpeedFactorRange    = 0.9 1.1
  330.             AnimationSpeedFactorRange    = 0.5 0.6
  331.             Distance                    = 20
  332.         End
  333.         Flags                            = RANDOMSTART
  334. ;        ParticleSysBone                    = None InfantryDustTrails
  335.     End
  336.  
  337.      AnimationState                        = RAISING_FLAG
  338.         Animation                        = CHRA
  339.             AnimationName                = MUGobArch_CHRA
  340.             AnimationMode                = LOOP
  341.         End
  342.     End
  343.  
  344.  
  345.     AnimationState                        = MOVING
  346.         ShareAnimation                    = Yes
  347.         Animation                        = Moving_1
  348.             AnimationName                = MUGobArch_RUNA
  349.             AnimationMode                = LOOP
  350.             ;AnimationSpeedFactorRange    = 0.9 1.1
  351.             AnimationSpeedFactorRange    = 0.5 0.6
  352.             Distance                    = 20
  353.         End
  354.         Animation                        = Moving_2
  355.             AnimationName                = MUGobArch_RUNB
  356.             AnimationMode                = LOOP
  357.             ;AnimationSpeedFactorRange    = 0.9 1.1
  358.             AnimationSpeedFactorRange    = 0.5 0.6
  359.             Distance                    = 20
  360.         End
  361.         Flags                            = RANDOMSTART
  362. ;        ParticleSysBone                    = None InfantryDustTrails
  363.         BeginScript                                                    ;script to set transition into moving
  364.             Prev = CurDrawablePrevAnimationState()
  365.             if Prev == "STATE_Climbing"  then CurDrawableSetTransitionAnimState("Trans_ClimbingToRunning") return end
  366.             if Prev == "STATE_Rappelling"  then CurDrawableSetTransitionAnimState("Trans_RappellingToRunning") return end
  367.         EndScript
  368.     End
  369.  
  370.     TransitionState = Trans_ClimbingToRunning
  371.         Animation = Transition
  372.             AnimationName = MUGobArch_WALC
  373.             AnimationMode = ONCE
  374.         End
  375.     End
  376.     TransitionState = Trans_RappellingToRunning
  377.         Animation = Transition
  378.             AnimationName = MUGobArch_WALF
  379.             AnimationMode = ONCE
  380.         End
  381.     End
  382.     
  383. ;;------------------- ATTACKING --------------------------------------------------------------------
  384.  
  385.     AnimationState                        = FIRING_OR_PREATTACK_B WEAPONSTATE_CLOSE_RANGE
  386.         Animation                        = ATKB
  387.             AnimationName                = MUGobArch_ATKB
  388.             AnimationMode                = ONCE
  389.             UseWeaponTiming                = Yes
  390.         End
  391. ;        FrameForPristineBonePositions    = 21
  392.     End
  393.     
  394. ;    AnimationState                        = FIRING_OR_PREATTACK_A
  395. ;        Animation                        = ATKA
  396. ;            AnimationName                = MUGobArch_ATKA
  397. ;            AnimationMode                = LOOP
  398. ;            UseWeaponTiming                = Yes
  399. ;        End
  400. ;        FrameForPristineBonePositions    = 21
  401. ;    End
  402.  
  403. ;    AnimationState                        = PREATTACK_E
  404. ;        Animation                        = ReadyToDrawn
  405. ;            AnimationName                = MUGobArch_ATKF1
  406. ;            AnimationMode                = ONCE
  407. ;            AnimationSpeedFactorRange    = 0.9 1.1
  408. ;;            UseWeaponTiming                = Yes
  409. ;            AnimationBlendTime            = 0
  410. ;        End
  411. ;    End
  412.  
  413. ;    AnimationState                        = FIRING_OR_RELOADING_E
  414. ;        Animation                        = LooseReloadDraw
  415. ;            AnimationName                = MUGobArch_ATKF2
  416. ;            AnimationMode                = ONCE
  417. ;;            UseWeaponTiming                = Yes
  418. ;            AnimationBlendTime            = 0
  419. ;        End
  420. ;    End
  421.  
  422.     AnimationState                        = PREATTACK_A 
  423.         Animation                        = ReadyToDrawn
  424.             AnimationName                = MUGobArch_ATKF1
  425.             AnimationMode                = ONCE
  426.             AnimationSpeedFactorRange    = 0.9 1.1
  427. ;            UseWeaponTiming                = Yes
  428.             AnimationBlendTime            = 0
  429.         End
  430.     End
  431.  
  432.     AnimationState                        = FIRING_OR_RELOADING_A 
  433.         Animation                        = LooseReloadDraw
  434.             AnimationName                = MUGobArch_ATKF2
  435.             AnimationMode                = ONCE
  436. ;            UseWeaponTiming                = Yes
  437.             AnimationBlendTime            = 0
  438.         End
  439.     End
  440.     
  441.     AnimationState                        = PREATTACK_C
  442.         Animation                        = ReadyToDrawn
  443.             AnimationName                = MUGobArch_ATKF1
  444.             AnimationMode                = ONCE
  445.             AnimationSpeedFactorRange    = 0.9 1.1
  446. ;            UseWeaponTiming                = Yes
  447.             AnimationBlendTime            = 0
  448.         End
  449.     End
  450.  
  451.     AnimationState                        = FIRING_OR_RELOADING_C
  452.         Animation                        = LooseReloadDraw
  453.             AnimationName                = MUGobArch_ATKF2
  454.             AnimationMode                = ONCE
  455. ;            UseWeaponTiming                = Yes
  456.             AnimationBlendTime            = 0
  457.         End
  458.     End
  459.     
  460.     
  461.     AnimationState    = SPECIAL_WEAPON_ONE
  462.         Animation            = ATKA
  463.             AnimationName    = MUGobArch_ATKA
  464.             AnimationMode    = ONCE
  465.         End
  466.         FrameForPristineBonePositions    = 17
  467.     End
  468.  
  469.  
  470. ;-------- Persistant firing (keep bow drawn ) ------------
  471.     AnimationState                        = CONTINUOUS_FIRE_MEAN
  472.         Animation                        = HangFrameWhileCoasting
  473.             AnimationName                = MUGobArch_ATKF2
  474.             AnimationMode                = MANUAL
  475.         End
  476.     End
  477.  
  478.     AnimationState                        = CONTINUOUS_FIRE_SLOW
  479.         Animation                        = put_bow_away
  480.             AnimationName                = MUGobArch_ATKF3
  481.             AnimationMode                = Once
  482.         End
  483.     End
  484.     
  485.     
  486.      ; --------- Click and Hit Reactions ------------
  487.     AnimationState = HIT_REACTION HIT_LEVEL_1
  488.         Animation = Hit_Level_1_a
  489.             AnimationName = MUGobArch_HITA
  490.             AnimationMode = ONCE
  491.         End
  492.     End
  493.      
  494. ;;------------------------ EMOTIONS ----------------------------------------------------
  495.  
  496.     AnimationState                        = WAR_CHANT
  497.         Animation                        = Chant
  498.             AnimationName                = MUGobArch_IDLA
  499.             AnimationMode                = LOOP
  500.             AnimationSpeedFactorRange    = 0.9 1.1
  501.         End
  502.         Flags                            = RANDOMSTART RESTART_ANIM_WHEN_COMPLETE
  503.     End
  504.  
  505.     AnimationState                        = EMOTION_AFRAID
  506.         Animation                        = FERA
  507.             AnimationName                = MUGobArch_FERA
  508.             AnimationMode                = LOOP
  509.             AnimationSpeedFactorRange    = 0.9 1.1
  510.         End
  511.         Animation                        = FERA
  512.             AnimationName                = MUGobArch_FERB
  513.             AnimationMode                = LOOP
  514.             AnimationSpeedFactorRange    = 0.9 1.1
  515.         End
  516.         Animation                        = FERA
  517.             AnimationName                = MUGobArch_FERC
  518.             AnimationMode                = LOOP
  519.             AnimationSpeedFactorRange    = 0.9 1.1
  520.         End
  521.         Flags                            = RANDOMSTART
  522.     End
  523.     AnimationState                        = EMOTION_TAUNTING
  524.         Animation                        = TNTA
  525.             AnimationName                = MUGobArch_TNTA
  526.             AnimationMode                = LOOP
  527.             AnimationSpeedFactorRange    = 0.9 1.1
  528.         End
  529.         Animation                        = TNTB
  530.             AnimationName                = MUGobArch_TNTB
  531.             AnimationMode                = LOOP
  532.             AnimationSpeedFactorRange    = 0.9 1.1
  533.         End
  534.         Animation                        = TNTC
  535.             AnimationName                = MUGobArch_TNTC
  536.             AnimationMode                = LOOP
  537.             AnimationSpeedFactorRange    = 0.9 1.1
  538.         End
  539.     End
  540.     AnimationState                        = EMOTION_POINTING
  541.         Animation                        = Pointing1
  542.             AnimationName                = MUGobArch_PNTA
  543.             AnimationMode                = LOOP
  544.             AnimationSpeedFactorRange    = 0.9 1.1
  545.         End
  546.     End
  547.     AnimationState                        = EMOTION_CELEBRATING
  548.         Animation                        = CHRA
  549.             AnimationName                = MUGobArch_CHRA
  550.             AnimationMode                = LOOP
  551.             AnimationSpeedFactorRange    = 0.9 1.1
  552.         End
  553.     End
  554.     AnimationState                        = EMOTION_ALERT
  555.         Animation                        = Alert
  556.             AnimationName                = MUGobArch_IDLA
  557.             AnimationMode                = LOOP
  558.         End
  559.     End
  560.     
  561.  
  562.  
  563.     IdleAnimationState
  564.         StateName                        = STATE_Idle
  565.         Animation                        = IDLA
  566.             AnimationName                = MUGobArch_IDLA
  567.             AnimationMode                = ONCE
  568.             AnimationSpeedFactorRange    = 0.9 1.1
  569.             AnimationPriority            = 10
  570.         End
  571.         Animation                        = IDLB
  572.             AnimationName                = MUGobArch_IDLB
  573.             AnimationMode                = ONCE
  574.             AnimationSpeedFactorRange    = 0.9 1.1
  575.             AnimationPriority            = 15
  576.         End
  577.         Animation                        = IDLC
  578.             AnimationName                = MUGobArch_IDLC
  579.             AnimationMode                = ONCE
  580.             AnimationSpeedFactorRange    = 0.9 1.1
  581.             AnimationPriority            = 5
  582.         End
  583.         Animation                        = IDLD
  584.             AnimationName                = MUGobArch_IDLD
  585.             AnimationMode                = ONCE
  586.             AnimationSpeedFactorRange    = 0.9 1.1
  587.             AnimationPriority            = 5
  588.         End
  589.         Animation                        = IDLE
  590.             AnimationName                = MUGobArch_IDLE
  591.             AnimationMode                = ONCE
  592.             AnimationSpeedFactorRange    = 0.9 1.1
  593.             AnimationPriority            = 5
  594.         End
  595.         Animation                        = IDLF
  596.             AnimationName                = MUGobArch_IDLF
  597.             AnimationMode                = ONCE
  598.             AnimationSpeedFactorRange    = 0.9 1.1
  599.             AnimationPriority            = 10
  600.         End
  601.     End
  602.   End
  603.  
  604.     #include "..\..\..\includes\StunDrawModuleSmall.inc"
  605.  
  606.   ; ***DESIGN parameters ***
  607.     Side            = Wild
  608.     IsTrainable        = Yes
  609.     EditorSorting    = UNIT
  610.     ThreatLevel        = 1.0
  611.     ThingClass        = HORDE_UNIT
  612.     CommandPoints    = 3
  613.     TransportSlotCount = TRANSPORTSLOTCOUNT_UNIT
  614.     
  615.     WeaponSet
  616.         Conditions = None 
  617.         Weapon = PRIMARY    GoblinArcherBow
  618.         Weapon = TERTIARY   GoblinArcherBowBombard
  619.         Weapon = QUINARY    GoblinArcherPoisonArrows
  620.         AutoChooseSources = TERTIARY FROM_PLAYER FROM_SCRIPT                ; Not AI.
  621.         AutoChooseSources = QUINARY FROM_PLAYER FROM_SCRIPT                    ; Not AI.
  622.     End
  623.   
  624.     WeaponSet
  625.         Conditions    = CLOSE_RANGE CONTESTING_BUILDING
  626.         Weapon        = PRIMARY    GoblinArcherBow
  627.         Weapon        = SECONDARY    GoblinArcherBowMelee
  628.         Weapon        = TERTIARY  GoblinArcherBowBombard
  629.         OnlyAgainst = PRIMARY STRUCTURE
  630.         AutoChooseSources = TERTIARY FROM_PLAYER FROM_SCRIPT                ; Not AI.
  631.     End
  632.     
  633.     ArmorSet
  634.         Conditions      = None
  635.         Armor           = GoblinArcherArmor
  636.         DamageFX        = NormalDamageFX
  637.     End
  638.     
  639.     ArmorSet
  640.         Conditions        = PLAYER_UPGRADE
  641.         Armor            = WildArcherScavengedArmor
  642.         DamageFX        = NormalDamageFX
  643.     End
  644.     
  645.     VisionRange            = GOBLIN_ARCHER_VISION_RANGE
  646.     ShroudClearingRange        = SHROUD_CLEAR_STANDARD
  647.     
  648.     VisionSide = 35%
  649.     VisionRear = 25%
  650.     
  651.     MaxVisionBonusPercent = 300%
  652.     VisionBonusTestRadius = 200
  653.     VisionBonusPercentPerFoot = 2.0%
  654.     
  655.     DisplayName            = OBJECT:GoblinArcher
  656.     CrushableLevel        = 0  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  657.     CrusherLevel        = 0 ;What can I crush?: 0 = small animals, 1 = infantry, 2 = trees, 3 = vehicles
  658.     CrushRevengeWeapon    = RangedInfantryCrushRevenge
  659.     BountyValue            = GOBLIN_ARCHER_BOUNTY_VALUE
  660.     CommandSet            = GoblinArcherCommandSet
  661.  
  662.     ; *** AUDIO Parameters ***;
  663.  
  664.     VoiceAttack                            = GoblinArcherVoiceAttack
  665.     VoiceAttackCharge                    = GoblinArcherVoiceAttackCharge
  666.     VoiceAttackMachine                    = GoblinArcherVoiceAttack
  667.     VoiceAttackStructure                = GoblinArcherVoiceAttackBuilding
  668.     VoiceCreated                        = EVA:GoblinArcherCreated
  669.     VoiceFullyCreated                    = EVA:GoblinArcherCreated
  670.     VoiceGuard                            = GoblinArcherVoiceGuard
  671.     VoiceMove                            = GoblinArcherVoiceMove
  672.     VoiceMoveOverWalls                    = GoblinArcherVoiceMoveWalls
  673.     VoiceMoveToCamp                        = GoblinArcherVoiceMoveCamp
  674.     VoiceMoveToHigherGround                = GoblinArcherVoiceMoveHighGround
  675.     VoiceMoveWhileAttacking                = GoblinArcherVoiceDisengage
  676.     VoicePriority                        = 35
  677.     VoiceRetreatToCastle                = GoblinArcherVoiceRetreat
  678.     VoiceSelect                            = GoblinArcherVoiceSelectMS
  679.     VoiceSelectBattle                     = GoblinArcherVoiceSelectBattle
  680.  
  681.     VoiceEnterStateAttack                = GoblinArcherVoiceEnterStateAttack
  682.     VoiceEnterStateAttackCharge            = GoblinArcherVoiceEnterStateAttackCharge
  683.     VoiceEnterStateAttackMachine        = GoblinArcherVoiceEnterStateAttack
  684.     VoiceEnterStateAttackStructure        = GoblinArcherVoiceEnterStateAttackBuilding
  685.     VoiceEnterStateMove                    = GoblinArcherVoiceEnterStateMove
  686.     VoiceEnterStateMoveOverWalls        = GoblinArcherVoiceEnterStateMoveWalls
  687.     VoiceEnterStateMoveToCamp            = GoblinArcherVoiceEnterStateMoveCamp
  688.     VoiceEnterStateMoveToHigherGround    = GoblinArcherVoiceEnterStateMoveHighGround
  689.     VoiceEnterStateMoveWhileAttacking    = GoblinArcherVoiceEnterStateDisengage
  690.     
  691.     
  692.     SoundImpact                            = ImpactHorse
  693.  
  694.     UnitSpecificSounds
  695.         VoiceEnterUnitEvilMenTransportShip    = GoblinArcherVoiceMoveShip
  696.         VoiceEnterUnitMordorMumakil            = GoblinArcherVoiceMoveGarrison
  697.         VoiceEnterUnitSlaughterHouse        = GoblinArcherVoiceMoveGarrison
  698.         VoiceGarrison                        = GoblinArcherVoiceMoveGarrison
  699.         VoiceInitiateCaptureBuilding        = GoblinArcherVoiceCaptureBuilding
  700.         VoiceInitiatePoisonArrowAttack        = GoblinArcherVoiceAttack
  701.     End
  702.  
  703.     CrowdResponseKey = Goblin
  704.  
  705.     #include "..\..\..\includes\StandardUnitEvaEvents.inc"
  706.  
  707.     ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_foo
  708.         ;ModelCondition = Required:EMOTION_CELEBRATING    Excluded:DYING ENGAGED    Sound:EmotionGoblinCompilationVoxCheerSinglesLoop    ;MOVING ATTACKING 
  709.         ;ModelCondition = Required:EMOTION_TAUNTING        Excluded:DYING ENGAGED    Sound:EmotionGoblinCompilationVoxTauntSinglesLoop    ;MOVING ATTACKING
  710.         ModelCondition = Required:RAISING_FLAG            Excluded:DYING ENGAGED    Sound:EmotionGoblinCompilationVoxCheerSinglesLoop
  711.     End
  712.  
  713.     ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
  714.           MaxUpdateRangeCap = 800
  715.             AnimationSound = Sound:ArrowDrawBow         Animation:MUGobArch_SKL.MUGobArch_ATKF2     Frames:29 
  716.             AnimationSound = Sound:BodyFallGeneric2        Animation:MUGobArch_SKL.MUGobArch_DIEA        Frames:10
  717.             AnimationSound = Sound:BodyFallGeneric2        Animation:MUGobArch_SKL.MUGobArch_DIEB        Frames:7
  718.             AnimationSound = Sound:BodyFallGeneric2        Animation:MUGOBARCH_SKL.MUGOBARCH_DIEC        Frames:10
  719.             AnimationSound = Sound:BodyFallGeneric2        Animation:MUGobArch_SKL.MUGobArch_LNDB        Frames:5
  720.             AnimationSound = Sound:BodyFallGeneric2        Animation:MUGobArch_SKL.MUGobArch_LNDC        Frames:2
  721.     End
  722.  
  723.     Behavior = LargeGroupAudioUpdate ModuleTag_LGAU                ;Tie into LargeGroupAudio system
  724.         Key = Goblin_Archer
  725.     End
  726.  
  727.   ; *** ENGINEERING Parameters ***
  728.     
  729.  
  730.   RadarPriority = UNIT
  731.   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
  732.  
  733.     Body = ActiveBody ModuleTag_02
  734.         MaxHealth         = GOBLIN_ARCHER_HEALTH
  735.         MaxHealthDamaged  = GOBLIN_ARCHER_HEALTH_DAMAGED
  736.         BurningDeathBehavior = Yes
  737.         BurningDeathFX       = FX_InfantryBurningFlame
  738.     End
  739.     
  740.   Behavior = AIUpdateInterface ModuleTag_03
  741.     AutoAcquireEnemiesWhenIdle    = Yes ATTACK_BUILDINGS
  742.     CanAttackWhileContained        = Yes
  743.     AILuaEventsList                = WildGoblinArcherFunctions ;MordorFighterFunctions    
  744.     AttackPriority                = AttackPriority_Archer
  745.     BurningDeathTime            = BURNINGDEATH_DURATION_INFANTRY
  746.   End
  747.  
  748.     LocomotorSet
  749.         Locomotor     = TestWallScalingHordeLocomotor
  750.         Condition     = SET_NORMAL
  751.         Speed         = NORMAL_WILD_FAST_MEMBER_SPEED
  752.     End
  753.  
  754.     LocomotorSet
  755.         Locomotor = BurningDeathLocomotorInfantry
  756.         Condition = SET_BURNINGDEATH
  757.         Speed      = BURNINGDEATH_WANDERSPEED_INFANTRY
  758.     End
  759.  
  760.   Behavior = PhysicsBehavior ModuleTag_04
  761.     GravityMult = 1.0
  762.     ShockStandingTime = 2000    ;msec
  763.   End
  764.  
  765.   Behavior = SlowDeathBehavior ModuleTag_05
  766.     DeathTypes            = ALL -KNOCKBACK
  767.     SinkDelay            = 3000
  768.     SinkRate            = 0.40     ; in Dist/Sec
  769.     DestructionDelay    = 8000
  770.     Sound                = INITIAL GoblinVoxDieMS
  771.   End
  772.  
  773.   Behavior = SquishCollide ModuleTag_06
  774.     ;nothing
  775.   End
  776.   
  777.   Behavior = HordeMemberCollide ModuleTag_HMC
  778.     ;nothing
  779.   End
  780.  
  781.   Behavior = SlowDeathBehavior ModuleTag_07
  782.     ; Same as normal death, but no sound (sound already played by SoundImpact = ... )
  783.     DeathTypes            = NONE +KNOCKBACK
  784.     SinkDelay            = 3000
  785.     SinkRate            = 0.40     ; in Dist/Sec
  786.     DestructionDelay    = 8000
  787.     Sound                = INITIAL GoblinVoxDieMS
  788.   End
  789.  
  790.   Behavior = BezierProjectileBehavior ModuleTag_08 ; Module starts asleep, and wakes up when thrown.
  791.     FirstHeight            = 24  ; Height of Bezier control points above highest intervening terrain
  792.     SecondHeight        = 24
  793.     FirstPercentIndent    = 30% ; Percentage of shot distance control points are placed
  794.     SecondPercentIndent = 70%
  795.     TumbleRandomly        = Yes
  796.  
  797.     CrushStyle            = Yes ; I don't detonate, I just hit
  798.     DieOnImpact            = Yes
  799.     BounceCount            = 1   ; When I hit the ground, I'll arc again
  800.     BounceDistance        = 40 ; this far
  801.     BounceFirstHeight    = 24  ; Height of Bezier control points above highest intervening terrain
  802.     BounceSecondHeight    = 24
  803.     BounceFirstPercentIndent = 20% ; Percentage of shot distance control points are placed
  804.     BounceSecondPercentIndent = 80%
  805.  
  806.     GroundHitFX       = FX_ThrownRockGroundHit
  807.     GroundBounceFX    = FX_ThrownRockBounceHit
  808.   End
  809.     ;-------------------------Units Upgrades----------------------------------
  810.     ; Scavenged Armor upgrade
  811.     Behavior = ArmorUpgrade WildModuleArmorUpgrade
  812.         TriggeredBy        =    Upgrade_WildHeavyArmor
  813.         ;ArmorSetFlag    =    PLAYER_UPGRADE
  814.     End
  815.     
  816.     Behavior = SubObjectsUpgrade Armor_Upgrade
  817.         TriggeredBy        =    Upgrade_WildHeavyArmor
  818.         UpgradeTexture  =   MUGobArch.tga 0 MUGobArch_HA.tga
  819.         UpgradeTexture  =   MUGobArch2.tga 0 MUGobArch2_HA.tga
  820.         UpgradeTexture  =   MUGobArch3.tga 0 MUGobArch3_HA.tga
  821.         RecolorHouse    =   Yes
  822.         ExcludeSubobjects = FireArowTip
  823.     End
  824.     
  825.     ; Fire arrow upgrade
  826.     Behavior = WeaponSetUpgrade ModuleTag_FireArrows
  827.           TriggeredBy = Upgrade_WildFireArrows
  828.     End
  829.   
  830.       ; Switch arrows being displayed.
  831.     Behavior = SubObjectsUpgrade ModuleTag_FireArrowSwapUpgrade
  832.         TriggeredBy        = Upgrade_WildFireArrows
  833.         ShowSubObjects    = FireArowTip
  834.     End    
  835.  
  836.     Behavior = DualWeaponBehavior ModuleTag_10
  837.         SwitchWeaponOnCloseRangeDistance = 20
  838.     End
  839.     
  840.     
  841.     
  842.   Geometry                = CYLINDER
  843.   GeometryMajorRadius    = 8.0
  844.   GeometryMinorRadius    = 8.0
  845.   GeometryHeight        = 19.2
  846.   GeometryIsSmall        = Yes
  847.  
  848.   Shadow                = SHADOW_DECAL
  849.   ShadowSizeX            = 11
  850.   ShadowSizeY            = 11
  851.   ShadowTexture            = ShadowI
  852. End
  853.