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data_ini_object_evilfaction_units_wild_goblinfighter.ini
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; Moved from WildInfantry.INI Aug 24 2005
Object GoblinFighter
; *** ART Parameters ***
; This is required for garrisoned objects - please put in all objects.
ButtonImage = WOR_GoblinFighters
SelectPortrait = UPWild_GoblinWarrior
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 = MUGblnSwrd.tga 0 MUGblnSwrd.tga
RandomTexture = MUGblnSwrd2.tga 0 MUGblnSwrd.tga
RandomTexture = MUGblnSwrd3.tga 0 MUGblnSwrd.tga
DefaultModelConditionState
Model = MUGblnSwrd_SKN
Skeleton = MUGblnSwrd_SKL
End
ModelConditionState = WEAPONSET_TOGGLE_1
Model = MUGblnSwrd_SKN
Skeleton = MUGblnSwrd_SKL
ParticleSysBone = FORGED_BLADE GoblinPoisonSword FollowBone:Yes
End
;;==================== ANIMATIONS ================================================================
;;-------------------- FLYING & DYING ------------------------------------------------------------
;;======= FALLING
AnimationState = PASSENGER
Animation = Wiggling
AnimationName = MUGblnSwrd_FLLA
AnimationMode = LOOP
End
End
AnimationState = THROWN_PROJECTILE
StateName = STATE_Flying
Animation = Thrown
AnimationName = MUGblnSwrd_FLYA
AnimationMode = LOOP
End
Animation = Thrown
AnimationName = MUGblnSwrd_FLYB
AnimationMode = LOOP
End
Animation = Thrown
AnimationName = MUGblnSwrd_FLYC
AnimationMode = LOOP
End
End
AnimationState = CLIMBING
StateName = STATE_Climbing
Animation = Climbing
AnimationName = MUGblnSwrd_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 = MUGblnSwrd_WALA
AnimationMode = ONCE
End
End
TransitionState = Trans_RappellingToClimbing
Animation = Transition
AnimationName = MUGblnSwrd_WALG
AnimationMode = ONCE_BACKWARDS
End
End
AnimationState = RAPPELLING
StateName = STATE_Rappelling
Animation = Rapelling
AnimationName = MUGblnSwrd_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 = MUGblnSwrd_WALD
AnimationMode = ONCE
End
End
TransitionState = Trans_ClimbingToRappelling
Animation = Transition
AnimationName = MUGblnSwrd_WALG
AnimationMode = ONCE
End
End
AnimationState = FREEFALL
Animation = Falling
AnimationName = MUGblnSwrd_FLYB
AnimationMode = LOOP
AnimationBlendTime = 10
AnimationSpeedFactorRange = 0.7 0.7
End
End
AnimationState = STUNNED_FLAILING
StateName = STATE_Flying
Animation = ready_for_sweet_landing
AnimationName = MUGblnSwrd_FLYA
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.4 0.6
AnimationBlendTime = 0
End
Animation = flying
AnimationName = MUGblnSwrd_FLYB
AnimationMode = LOOP
AnimationPriority = 10
AnimationSpeedFactorRange = 0.4 0.6
AnimationBlendTime = 0
End
Flags = RANDOMSTART
End
AnimationState = DYING BURNINGDEATH
Animation
AnimationName = MUGblnSwrd_DIEA
AnimationMode = ONCE
AnimationBlendTime = 10
End
Animation
AnimationName = MUGblnSwrd_DIEB
AnimationMode = ONCE
AnimationBlendTime = 10
End
Animation
AnimationName = MUGblnSwrd_DIEC
AnimationMode = ONCE
AnimationBlendTime = 10
End
End
AnimationState = DYING SPLATTED
Animation = splat
AnimationName = MUGblnSwrd_LNDB
AnimationMode = ONCE
End
End
;;======= DYING
AnimationState = DYING AFLAME
StateName = STATE_Dead.
Animation = Flaming_Death
AnimationName = MUGblnSwrd_MFDA
AnimationMode = LOOP
End
End
AnimationState = DYING
StateName = STATE_Dead.
Animation = Dying_1
AnimationName = MUGblnSwrd_DIEA
AnimationMode = ONCE
End
Animation = Dying_2
AnimationName = MUGblnSwrd_DIEB
AnimationMode = ONCE
End
Animation = Dying_2
AnimationName = MUGblnSwrd_DIEC
AnimationMode = ONCE
End
Animation = landb
AnimationName = MUGblnSwrd_LNDB
AnimationMode = ONCE
End
Animation = landc
AnimationName = MUGblnSwrd_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
StateName = STATE_Ready
Animation = standing_back_up
AnimationName = MUGblnSwrd_GTPA
AnimationMode = ONCE
End
Animation = already_up
AnimationName = MUGblnSwrd_IDLB
AnimationMode = LOOP
AnimationBlendTime = 20
End
BeginScript
if CurDrawablePrevAnimation() == "sweet_landing"
then
return "already_up"
else
return "standing_back_up"
end
EndScript
End
AnimationState = STUNNED
StateName = STATE_Stunned
Animation = splatted_on_ground
AnimationName = MUGblnSwrd_LNDC
AnimationMode = ONCE
End
Animation = sweet_landing
AnimationName = MUGblnSwrd_LNDA
AnimationMode = ONCE
End
BeginScript
if CurDrawablePrevAnimation() == "ready_for_sweet_landing"
then
return "sweet_landing"
else
return "splatted_on_ground"
end
EndScript
End
AnimationState = BURNINGDEATH
Animation
AnimationName = MUGblnSwrd_MFDA
AnimationMode = LOOP
Distance = 30
End
End
AnimationState = PARALYZED
Animation
AnimationName = MUGblnSwrd_IDLA
AnimationMode = LOOP
End
End
;;------------------ MOVING -----------------------------------------------------------------------
AnimationState = MOVING FIRING_OR_PREATTACK_A
Animation = TrotAndFire
AnimationName = MUGblnSwrd_RUNA ; MUGblnSwrd_ATRA doesn't exist..
AnimationMode = LOOP
End
Flags = RANDOMSTART
;ParticleSysBone = None InfantryDustTrails
End
AnimationState = MOVING BACKING_UP
Animation = BackingUp
AnimationName = MUGblnSwrd_BAKA
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.9 1.1
End
Animation = BackingUp
AnimationName = MUGblnSwrd_BAKB
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.9 1.1
End
Animation = BackingUp
AnimationName = MUGblnSwrd_BAKC
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.9 1.1
End
Flags = RANDOMSTART
End
AnimationState = MOVING EMOTION_TERROR
ShareAnimation = Yes
Animation = Moving_1
AnimationName = MUGblnSwrd_RUNA
AnimationMode = LOOP
;AnimationSpeedFactorRange = 0.9 1.1
AnimationSpeedFactorRange = 0.5 0.6
Distance = 20
End
; Animation = Moving_3
; AnimationName = MUGblnSwrd_RUNC
; AnimationMode = LOOP
; AnimationSpeedFactorRange = 0.9 1.1
; End
Flags = RANDOMSTART
ParticleSysBone = None InfantryDustTrails
End
AnimationState = MOVING
StateName = STATE_Running
ShareAnimation = Yes
Animation = Moving_1
AnimationName = MUGblnSwrd_RUNA
AnimationMode = LOOP
;AnimationSpeedFactorRange = 0.9 1.1
AnimationSpeedFactorRange = 0.5 0.6
Distance = 20
End
; Animation = Moving_3
; AnimationName = MUGblnSwrd_RUNC
; AnimationMode = LOOP
; AnimationSpeedFactorRange = 0.9 1.1
; Distance = 10
; 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 = MUGblnSwrd_WALC
AnimationMode = ONCE
End
Animation = Transition
AnimationName = MUGblnSwrd_WALH
AnimationMode = ONCE
End
End
TransitionState = Trans_RappellingToRunning
Animation = Transition
AnimationName = MUGblnSwrd_WALF
AnimationMode = ONCE
End
End
;;------------------ ATTACKING ------------------------------------------------------------
AnimationState = FIRING_OR_PREATTACK_A
StateName = STATE_Ready
Animation = ATKA
AnimationName = MUGblnSwrd_ATKA
AnimationMode = ONCE
UseWeaponTiming = Yes
End
Animation = ATKA
AnimationName = MUGblnSwrd_ATKC
AnimationMode = ONCE
UseWeaponTiming = Yes
End
End
;;------------------ EMOTIONS ------------------------------------------------------------
AnimationState = EMOTION_AFRAID
Animation = FERA
AnimationName = MUGblnSwrd_FERA
AnimationMode = LOOP
End
Animation = FERB
AnimationName = MUGblnSwrd_FERB
AnimationMode = LOOP
End
Animation = FERC
AnimationName = MUGblnSwrd_FERC
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
AnimationState = EMOTION_TAUNTING
Animation = TNTA
AnimationName = MUGblnSwrd_TNTA
AnimationMode = LOOP
End
Animation = TNTB
AnimationName = MUGblnSwrd_TNTB
AnimationMode = LOOP
End
Animation = TNTC
AnimationName = MUGblnSwrd_TNTC
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
AnimationState = EMOTION_POINTING
Animation = Pointing1A
AnimationName = MUGblnSwrd_PNTA
AnimationMode = LOOP
End
Animation = Pointing1B
AnimationName = MUGblnSwrd_PNTB
AnimationMode = LOOP
End
Animation = Pointing1C
AnimationName = MUGblnSwrd_PNTC
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
AnimationState = EMOTION_CELEBRATING
Animation = CHRA
AnimationName = MUGblnSwrd_CHRA
AnimationMode = LOOP
End
Animation = CHRB
AnimationName = MUGblnSwrd_CHRB
AnimationMode = LOOP
End
Animation = CHRC
AnimationName = MUGblnSwrd_CHRC
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
AnimationState = EMOTION_ALERT
Animation = IDLB
AnimationName = MUGblnSwrd_IDLB
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
AnimationState = RAISING_FLAG
Animation = CHRA
AnimationName = MUGblnSwrd_CHRA
AnimationMode = LOOP
End
Animation = CHRB
AnimationName = MUGblnSwrd_CHRB
AnimationMode = LOOP
End
Animation = CHRC
AnimationName = MUGblnSwrd_CHRC
AnimationMode = LOOP
End
End
;;------------------ SELECTED STATE --------------------------------------------------------
AnimationState = SELECTED
Animation = Selected_Loop
AnimationName = MUGblnSwrd_ATNB
AnimationMode = LOOP
AnimationBlendTime = 10
End
StateName = Selected
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "Idle" then CurDrawableSetTransitionAnimState("Trans_Down_To_Up") return end
if Prev == "Selected" then CurDrawableSetTransitionAnimState("Trans_Up_To_Down") end
EndScript
Flags = RESTART_ANIM_WHEN_COMPLETE
End
; --- transition states --- ;
TransitionState = Trans_Down_To_Up
Animation = Transition
AnimationName = MUGblnSwrd_ATNA
AnimationMode = ONCE
End
End
TransitionState = Trans_Up_To_Down
Animation = Transition
AnimationName = MUGblnSwrd_ATNC
AnimationMode = ONCE
End
End
;;------------------ IDLE STATE ------------------------------------------------------------
IdleAnimationState
StateName = Idle
Animation = IDLA
AnimationName = MUGblnSwrd_IDLA
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.9 1.1
AnimationPriority = 10
End
Animation = IDLB
AnimationName = MUGblnSwrd_IDLB
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.9 1.1
AnimationPriority = 10
End
Animation = IDLC
AnimationName = MUGblnSwrd_IDLC
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.9 1.1
AnimationPriority = 5
End
Animation = IDLD
AnimationName = MUGblnSwrd_IDLD
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.9 1.1
AnimationPriority = 5
End
Animation = IDLE
AnimationName = MUGblnSwrd_IDLE
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.9 1.1
AnimationPriority = 5
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Planted" then CurDrawableSetTransitionAnimState("Trans_Down_To_Up") return end
// if Prev == "Selected" or Prev == "Trans_Down_To_Up" then CurDrawableSetTransitionAnimState("TRANS_SB_Normal") end
EndScript
End
;;-------------------- TRANSITIONS ---------------------------------------------------------
;;------------------------------------------------------------------------------------------
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 GoblinFighterSword
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
; weapon for poison and upgraded
; why oh why do I have to make four separate weapons?
WeaponSet
Conditions = WEAPONSET_TOGGLE_1 PLAYER_UPGRADE
Weapon = PRIMARY GoblinFighterSwordPoisonedUpgraded
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
; weapon for poisoned
; why oh why do I have to make four separate weapons?
WeaponSet
Conditions = WEAPONSET_TOGGLE_1
Weapon = PRIMARY GoblinFighterSwordPoisoned
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
; weapon for just upgraded
; why oh why do I have to make four separate weapons?
WeaponSet
Conditions = PLAYER_UPGRADE
Weapon = PRIMARY GoblinFighterSwordUpgraded
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
ArmorSet
Conditions = None
Armor = GoblinFighterArmor
DamageFX = NormalDamageFX
End
ArmorSet
Conditions = PLAYER_UPGRADE
Armor = WildFighterScavengedArmor
DamageFX = NormalDamageFX
End
VisionRange = GOBLIN_FIGHTER_VISION_RANGE
ShroudClearingRange = SHROUD_CLEAR_STANDARD
VisionSide = 35%
VisionRear = 25%
MaxVisionBonusPercent = 300%
VisionBonusTestRadius = 200
VisionBonusPercentPerFoot = 2.0%
DisplayName = OBJECT:GoblinFighter
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
BountyValue = GOBLIN_FIGHTER_BOUNTY_VALUE
CrushRevengeWeapon = BasicInfantryCrushRevenge
CommandSet = GoblinFighterCommandSet
; *** AUDIO Parameters ***;
VoiceAttack = GoblinWarriorVoiceAttack
VoiceAttackCharge = GoblinWarriorVoiceAttackCharge
VoiceAttackMachine = GoblinWarriorVoiceAttack
VoiceAttackStructure = GoblinWarriorVoiceAttackBuilding
VoiceCreated = EVA:GoblinWarriorCreated
VoiceFullyCreated = EVA:GoblinWarriorCreated
VoiceGuard = GoblinWarriorVoiceGuard
VoiceMove = GoblinWarriorVoiceMove
VoiceMoveOverWalls = GoblinWarriorVoiceMoveWalls
VoiceMoveToCamp = GoblinWarriorVoiceMoveCamp
VoiceMoveWhileAttacking = GoblinWarriorVoiceDisengage
VoicePriority = 30
VoiceRetreatToCastle = GoblinWarriorVoiceRetreat
VoiceSelect = GoblinWarriorVoiceSelectMS
VoiceSelectBattle = GoblinWarriorVoiceSelectBattle
VoiceEnterStateAttack = GoblinWarriorVoiceEnterStateAttack
VoiceEnterStateAttackCharge = GoblinWarriorVoiceEnterStateAttackCharge
VoiceEnterStateAttackMachine = GoblinWarriorVoiceEnterStateAttack
VoiceEnterStateAttackStructure = GoblinWarriorVoiceEnterStateAttackBuilding
VoiceEnterStateMove = GoblinWarriorVoiceEnterStateMove
VoiceEnterStateMoveOverWalls = GoblinWarriorVoiceEnterStateMoveWalls
VoiceEnterStateMoveToCamp = GoblinWarriorVoiceEnterStateMoveCamp
VoiceEnterStateMoveWhileAttacking = GoblinWarriorVoiceEnterStateDisengage
VoiceEnterStateRetreatToCastle = GoblinWarriorVoiceEnterStateRetreat
SoundImpact = ImpactHorse
UnitSpecificSounds
VoiceEnterUnitEvilMenTransportShip = GoblinWarriorVoiceMoveShip
VoiceEnterUnitMordorMumakil = GoblinWarriorVoiceMoveGarrison
VoiceEnterUnitSlaughterHouse = GoblinWarriorVoiceMoveGarrison
VoiceGarrison = GoblinWarriorVoiceMoveGarrison
VoiceInitiateCaptureBuilding = GoblinWarriorVoiceCaptureBuilding
End
CrowdResponseKey = Goblin
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:EmotionGoblinCompilationVoxTauntSinglesLoop
End
;Waiting to see if the emotion system is going to be improved first before hooking up emotional audio
;
;ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_ModelConditionAudioLoop
; ModelCondition = Required:EMOTION_POINTING Sound:GoblinWarriorVoicePointLoop
; ModelCondition = Required:EMOTION_AFRAID Sound:GoblinWarriorVoiceFearLoop
; ModelCondition = Required:EMOTION_TAUNTING Sound:GoblinWarriorVoiceTauntLoop
; ModelCondition = Required:EMOTION_CELEBRATING Sound:GoblinWarriorVoiceCheerLoop
;End
#include "..\..\..\includes\StandardUnitEvaEvents.inc"
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
MaxUpdateRangeCap = 800
AnimationSound = Sound:BodyFallGeneric2 Animation:MUGblnSwrd_SKL.MUGblnSwrd_DIEA Frames:10
AnimationSound = Sound:BodyFallGeneric2 Animation:MUGblnSwrd_SKL.MUGblnSwrd_DIEB Frames:7
AnimationSound = Sound:BodyFallOrc Animation:MUGblnSwrd_SKL.MUGblnSwrd_LNDB Frames:6
AnimationSound = Sound:BodyFallOrc Animation:MUGblnSwrd_SKL.MUGblnSwrd_LNDC Frames:3
End
Behavior = LargeGroupAudioUpdate ModuleTag_LGAU ;Tie into LargeGroupAudio system
Key = Goblin
End
; *** ENGINEERING Parameters ***
Behavior = SpecialPowerModule ModuleTag_PoisonedBladeSpecialPower
SpecialPowerTemplate = SpecialAbilityGoblinFighterPoisonedBlades
StartsPaused = No
End
Behavior = WeaponModeSpecialPowerUpdate ModuleTag_PoisonedBladeUpdate
SpecialPowerTemplate = SpecialAbilityGoblinFighterPoisonedBlades
Duration = 20000
WeaponSetFlags = WEAPONSET_TOGGLE_1
StartsPaused = No
End
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE THROWN_OBJECT GRAB_AND_DROP CAN_CLIMB_WALLS
Body = ActiveBody ModuleTag_02
MaxHealth = GOBLIN_FIGHTER_HEALTH
MaxHealthDamaged = GOBLIN_FIGHTER_HEALTH_DAMAGED
BurningDeathBehavior = Yes
BurningDeathFX = FX_InfantryBurningFlame
End
Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
MoodAttackCheckRate = 500
AILuaEventsList = IsengardFighterFunctions
AttackPriority = AttackPriority_Infantry
BurningDeathTime = BURNINGDEATH_DURATION_INFANTRY
End
LocomotorSet
Locomotor = TestWallScalingHordeLocomotor
Condition = SET_NORMAL
Speed = NORMAL_WILD_FAST_MEMBER_SPEED
End
LocomotorSet
Locomotor = HumanWanderLocomotor
Condition = SET_WANDER
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
ShockStunnedTimeLow = 800 ;msec
ShockStunnedTimeHigh = 1000 ;msec
ShockStandingTime = 2133 ;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 = MUGblnSwrd.tga 0 MUGblnSwrd_HA.tga
UpgradeTexture = MUGblnSwrd2.tga 0 MUGblnSwrd2_HA.tga
UpgradeTexture = MUGblnSwrd3.tga 0 MUGblnSwrd3_HA.tga
RecolorHouse = Yes
ExcludeSubobjects = Forged_Blade
End
; Forged Blades
Behavior = WeaponSetUpgrade WeaponSetUpgradeModuleTag
TriggeredBy = Upgrade_WildForgedBlades
End
Behavior = SubObjectsUpgrade Sword_Upgrade
TriggeredBy = Upgrade_WildForgedBlades
ShowSubObjects = Forged_Blade
END
Geometry = CYLINDER
GeometryMajorRadius = 8.0
GeometryMinorRadius = 8.0
GeometryHeight = 19.2
GeometryIsSmall = Yes
Shadow = SHADOW_DECAL
ShadowSizeX = 11
ShadowSizeY = 11
ShadowTexture = ShadowI
End