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data_ini_object_evilfaction_units_wild_mountaingiant.ini
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2006-01-31
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;------------------------------------------------------------------------------;
Object WildMountainGiant
; *** ART Parameters ***
ButtonImage = BWFissure_Giant
SelectPortrait = UPWild_Giant
Draw = W3DScriptedModelDraw ModuleTag_01
WadingParticleSys = EntRipples
WadingParticleSys = EntSplash
OkToChangeModelColor = Yes
StaticModelLODMode = Yes ; Will append M or L to the skin name depending on GameLOD
ExtraPublicBone = B_HANDR
ExtraPublicBone = B_PASSENGER01
DefaultModelConditionState
Model = WUMntGnt_SKN
WeaponLaunchBone = PRIMARY ROCK
WeaponLaunchBone = SECONDARY ROCK
End
IdleAnimationState
StateName = Idle
AllowRepeatInRandomPick = Yes
Flags = RESTART_ANIM_WHEN_COMPLETE
Animation = stand
AnimationName = WUMntGnt_SKL.WUMntGnt_IDLB
AnimationMode = ONCE
AnimationPriority = 60
End
Animation = tugarmour
AnimationName = WUMntGnt_SKL.WUMntGnt_IDLD
AnimationMode = ONCE
AnimationPriority = 10
End
Animation = scratchbutt
AnimationName = WUMntGnt_SKL.WUMntGnt_IDLC
AnimationMode = ONCE
AnimationPriority = 5
End
Animation = bugstep
AnimationName = WUMntGnt_SKL.WUMntGnt_IDLE
AnimationMode = ONCE
AnimationPriority = 5
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Selected"
then CurDrawableSetTransitionAnimState("TRANS_SelectedToBored")
elseif Prev == "STATE_Tied"
then CurDrawableSetTransitionAnimState("TRANS_SelectedFromTied")
end
EndScript
End
AnimationState = STUNNED_STANDING_UP WEAPONSET_TOGGLE_1
StateName = STATE_StandingUpWithRock
Animation
AnimationName = WUMntGnt_SKL.WUMntGnt_RGRBA
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.67 1.67
End
LuaEvent = Frame:20 Data: show_rock
FXEvent = Frame:22 Name: FX_GiantRockGrab
FXEvent = Frame:38 Name: FX_GiantRockYank
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev ~= "STATE_StandingUpWithRock" and Prev ~= "TRANS_GetUpWithRock"
then CurDrawableSetTransitionAnimState("TRANS_GetUpWithRock") end
EndScript
End
AnimationState = STUNNED_STANDING_UP
Animation
AnimationName = WUMntGnt_SKL.WUMntGnt_GTPA
AnimationMode = ONCE
End
End
AnimationState = USER_4 ; This is a special for being tied up.
StateName = STATE_Tied
Animation
AnimationName = WUMntGnt_SKL.WUMntGnt_SPCA
AnimationMode = LOOP
End
; BeginScript
; CurDrawableHideSubObjectPermanently("ROCK")
; EndScript
End
AnimationState = STUNNED_FLAILING
Animation = StunFlail
AnimationName = WUMntGnt_SKL.WUMntGnt_FLYA
AnimationMode = LOOP
End
Flags = MAINTAIN_FRAME_ACROSS_STATES2
End
AnimationState = STUNNED
Animation
AnimationName = WUMntGnt_SKL.WUMntGnt_LNDA
AnimationMode = ONCE
End
End
AnimationState = DYING DEATH_3
Animation
AnimationName = WUMntGnt_SKL.WUMntGnt_IDLA
AnimationMode = LOOP
End
End
ModelConditionState = DYING SPLATTED DECAY DEATH_1
Model = WUMntGnt_DISA
RetainSubObjects = Yes
End
AnimationState = DYING SPLATTED DECAY DEATH_1
Animation
AnimationName = WUMntGnt_DISA.WUMntGnt_DISA
AnimationMode = ONCE
End
BeginScript
CurDrawableHideSubObjectPermanently("ROCK")
EndScript
End
AnimationState = DYING SPLATTED DEATH_1
Animation
AnimationName = WUMntGnt_SKL.WuMntGnt_LNDA
AnimationMode = ONCE
End
BeginScript
CurDrawableHideSubObjectPermanently("ROCK")
EndScript
End
ModelConditionState = DYING DECAY DEATH_1
Model = WUMntGnt_DISA
RetainSubObjects = Yes
End
AnimationState = DYING DECAY DEATH_1 WEAPONSET_TOGGLE_1
Animation = dead1
AnimationName = WUMntGnt_DISA.WUMntGnt_DISA
AnimationMode = ONCE
End
End
AnimationState = DYING DECAY DEATH_1
Animation = dead1
AnimationName = WUMntGnt_DISA.WUMntGnt_DISA
AnimationMode = ONCE
End
BeginScript
CurDrawableHideSubObjectPermanently("ROCK")
EndScript
End
AnimationState = DYING WEAPONSET_TOGGLE_1
Animation
AnimationName = WUMntGnt_SKL.WUMntGnt_RDIEA
AnimationMode = ONCE
End
End
AnimationState = DYING
Animation
AnimationName = WUMntGnt_SKL.WUMntGnt_DIEA
AnimationMode = ONCE
End
// DIEB falls forward and cannot be used until there is an equivalent RDIEB so that the DeathWeapon can match properly
//Animation
// AnimationName = WUMntGnt_SKL.WUMntGnt_DIEB
// AnimationMode = ONCE
//End
End
AnimationState = PARALYZED
Animation
AnimationName = WUMntGnt_SKL.WUMntGnt_IDLB
AnimationMode = LOOP
End
End
AnimationState = SPECIAL_WEAPON_ONE
FrameForPristineBonePositions = 64
Animation
AnimationName = WUMntGnt_SKL.WUMntGnt_UGRBB
AnimationMode = ONCE
End
End
AnimationState = SPECIAL_WEAPON_TWO
Animation
AnimationName = WUMntGnt_SKL.WUMntGnt_ATKF
AnimationMode = ONCE
End
End
AnimationState = RELOADING_A WEAPONSET_TOGGLE_1 ; Pull rock out of the ground.
Animation
AnimationName = WUMntGnt_SKL.WUMntGnt_RGRBA
AnimationMode = ONCE
End
FXEvent = Frame:22 Name: FX_GiantRockGrab
FXEvent = Frame:38 Name: FX_GiantRockYank
End
// Throw rock close range
AnimationState = FIRING_OR_PREATTACK_B WEAPONSET_TOGGLE_1
Animation
AnimationName = WUMntGnt_SKL.WUMntGnt_RTHRC
AnimationMode = ONCE
AnimationBlendTime = 10
End
FrameForPristineBonePositions = 37 ; Just as the rock leaves his hands.
End
// Throw rock
AnimationState = FIRING_OR_PREATTACK_A WEAPONSET_TOGGLE_1
Animation
AnimationName = WUMntGnt_SKL.WUMntGnt_RTHRA
AnimationMode = ONCE
AnimationBlendTime = 10
End
FrameForPristineBonePositions = 37 ; Just as the rock leaves his hands.
End
// ATKA - Left arm swat
AnimationState = FIRING_OR_PREATTACK_A
Animation
AnimationName = WUMntGnt_SKL.WUMntGnt_ATKA
AnimationMode = ONCE
UseWeaponTiming = Yes
AnimationBlendTime = 10
End
End
// ATKB - Right backhand
AnimationState = FIRING_OR_PREATTACK_B
Animation
AnimationName = WUMntGnt_SKL.WUMntGnt_ATKB
AnimationMode = ONCE
UseWeaponTiming = Yes
AnimationBlendTime = 10
End
End
// ATKD - Right football kick
AnimationState = FIRING_OR_PREATTACK_C
Animation
AnimationName = WUMntGnt_SKL.WUMntGnt_ATKD
AnimationMode = ONCE
UseWeaponTiming = Yes
AnimationBlendTime = 10
End
End
// ATKE - Left forward kick
AnimationState = FIRING_OR_PREATTACK_D ; The anti-structure weapon
Animation
AnimationName = WUMntGnt_SKL.WUMntGnt_ATKE
AnimationMode = ONCE
UseWeaponTiming = Yes
AnimationBlendTime = 10
End
End
// ATRA - Right backhand while moving
AnimationState = FIRING_OR_PREATTACK_E
Animation
AnimationName = WUMntGnt_SKL.WUMntGnt_ATRA
AnimationMode = ONCE
UseWeaponTiming = Yes
AnimationBlendTime = 10
End
FXEvent = Frame:3 FireWhenSkipped Name:FX_GiantRightFootStep
FXEvent = Frame:20 FireWhenSkipped Name:FX_GiantLeftFootStep
End
AnimationState = TURN_LEFT WEAPONSET_TOGGLE_1
Animation
AnimationName = WUMntGnt_SKL.WUMntGnt_RTRNL
AnimationMode = LOOP
AnimationBlendTime = 10 ;20
End
End
AnimationState = TURN_RIGHT WEAPONSET_TOGGLE_1
Animation
AnimationName = WUMntGnt_SKL.WUMntGnt_RTRNR
AnimationMode = LOOP
AnimationBlendTime = 10 ;20
End
End
AnimationState = MOVING WEAPONSET_TOGGLE_1
Animation
AnimationName = WUMntGnt_SKL.WUMntGnt_RWLKA
AnimationMode = LOOP
Distance = 175
End
FXEvent = Frame:21 FireWhenSkipped Name:FX_GiantLeftFootStep
FXEvent = Frame:43 FireWhenSkipped Name:FX_GiantRightFootStep
FXEvent = Frame:63 FireWhenSkipped Name:FX_GiantLeftFootStep
FXEvent = Frame:85 FireWhenSkipped Name:FX_GiantRightFootStep
FXEvent = Frame:103 FireWhenSkipped Name:FX_GiantLeftFootStep
FXEvent = Frame:127 FireWhenSkipped Name:FX_GiantRightFootStep
End
AnimationState = ENGAGED WEAPONSET_TOGGLE_1 ; 'Ready' pose with rock. This is to smooth out the reload/attacking anims.
Animation
AnimationName = WUMntGnt_SKL.WUMntGnt_RIDLA
AnimationMode = LOOP
AnimationBlendTime = 10
End
Flags = RANDOMSTART
End
AnimationState = ATTACKING WEAPONSET_TOGGLE_1 ; 'Ready' pose with rock. This is to smooth out the reload/attacking anims.
Animation
AnimationName = WUMntGnt_SKL.WUMntGnt_RIDLA
AnimationMode = LOOP
AnimationBlendTime = 10
End
Flags = RANDOMSTART
End
;AnimationState = MOVING ATTACKING
; Animation
; AnimationName = WUMntGnt_SKL.WUMntGnt_RUNA
; AnimationMode = LOOP
; UseWeaponTiming = Yes
; End
;End
AnimationState = TURN_LEFT
Animation
AnimationName = WUMntGnt_SKL.WUMntGnt_TRNL
AnimationMode = LOOP
AnimationBlendTime = 10
End
End
AnimationState = TURN_RIGHT
Animation
AnimationName = WUMntGnt_SKL.WUMntGnt_TRNR
AnimationMode = LOOP
AnimationBlendTime = 10
End
End
AnimationState = MOVING PANICKING
Animation
AnimationName = WUMntGnt_SKL.WUMntGnt_MFDA
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.55 0.55 ; Feet slide a lot, so slow the anim down.
End
Flags = RANDOMSTART
End
AnimationState = MOVING
Animation
AnimationName = WUMntGnt_SKL.WUMntGnt_WLKA
AnimationMode = LOOP
AnimationBlendTime = 10
Distance = 175
End
Flags = RANDOMSTART
FXEvent = Frame:21 FireWhenSkipped Name:FX_GiantLeftFootStep
FXEvent = Frame:43 FireWhenSkipped Name:FX_GiantRightFootStep
FXEvent = Frame:63 FireWhenSkipped Name:FX_GiantLeftFootStep
FXEvent = Frame:85 FireWhenSkipped Name:FX_GiantRightFootStep
FXEvent = Frame:103 FireWhenSkipped Name:FX_GiantLeftFootStep
FXEvent = Frame:127 FireWhenSkipped Name:FX_GiantRightFootStep
End
AnimationState = SWAPPING_TO_WEAPONSET_1 ; This is required so we get a nice pose to blend from when reloading the rock.
Animation ; must be before SELECTED
AnimationName = WUMntGnt_SKL.WUMntGnt_ATNB
End
End
;;------------------ Selected with Rock
AnimationState = SELECTED WEAPONSET_TOGGLE_1
StateName = STATE_SelectedRock
Animation
AnimationName = WUMntGnt_SKL.WUMntGnt_RATNB
AnimationMode = LOOP
End
Flags = RANDOMSTART
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev ~= "STATE_SelectedRock" and Prev ~= "TRANS_IdleToSelectedRock"
then CurDrawableSetTransitionAnimState("TRANS_IdleToSelectedRock") end
EndScript
End
;;------------------ Idle with Rock
AnimationState = WEAPONSET_TOGGLE_1
StateName = STATE_RockIdle
Animation
AnimationName = WUMntGnt_SKL.WUMntGnt_RIDLB
AnimationMode = LOOP
End
Flags = RANDOMSTART
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Tied" then
CurDrawableSetTransitionAnimState("TRANS_SelectedFromTied")
elseif Prev ~= "STATE_RockIdle" and Prev ~= "TRANS_SelectedRockToIdle" then
CurDrawableSetTransitionAnimState("TRANS_SelectedRockToIdle")
end
EndScript
End
;;------------------ Attacking
AnimationState = ATTACKING ; Between attacks we need to go to this idle since it's the base for the attack animations (needs to be before SELECTED)
Animation
AnimationName = WUMntGnt_SKL.WUMntGnt_IDLA
AnimationMode = LOOP
AnimationBlendTime = 10
End
End
;;------------------ Selected
AnimationState = SELECTED
StateName = STATE_Selected
Animation
AnimationName = WUMntGnt_SKL.WUMntGnt_ATNB
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_IdleToSelected") end
EndScript
End
AnimationState = ENGAGED
Animation
AnimationName = WUMntGnt_SKL.WUMntGnt_IDLB
AnimationMode = LOOP
End
End
;;------------------ Hit Reaction
AnimationState = HIT_REACTION
Animation
AnimationName = WUMntGnt_SKL.WUMntGnt_HITA
AnimationMode = ONCE
End
End
;;------------------ Emotions
// Emotions must be beneath WEAPONSET_TOGGLE_1 default idle because there are no
// emotions-with-rock animations
AnimationState = EMOTION_TAUNTING
Animation
AnimationName = WUMntGnt_SKL.WUMntGnt_TNTA
AnimationMode = LOOP
End
End
AnimationState = EMOTION_CELEBRATING
Animation
AnimationName = WUMntGnt_SKL.WUMntGnt_CHRA
AnimationMode = ONCE
End
End
;;------------------ Transitions
TransitionState = TRANS_GetUpWithRock
Animation
AnimationName = WUMntGnt_SKL.WUMntGnt_GTPA
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.5 1.5
End
End
TransitionState = TRANS_IdleToSelectedRock
Animation
AnimationName = WUMntGnt_SKL.WUMntGnt_RATNA
AnimationMode = ONCE
End
End
TransitionState = TRANS_SelectedRockToIdle
Animation
AnimationName = WUMntGnt_SKL.WUMntGnt_RATNC
AnimationMode = ONCE
End
End
TransitionState = TRANS_IdleToSelected
Animation
AnimationName = WUMntGnt_SKL.WUMntGnt_ATNA
AnimationMode = ONCE
End
End
TransitionState = TRANS_SelectedToBored
Animation
AnimationName = WUMntGnt_SKL.WUMntGnt_ATNC
AnimationMode = ONCE
End
End
TransitionState = TRANS_SelectedFromTied
Animation
AnimationName = WUMntGnt_SKL.WUMntGnt_GTPB
AnimationMode = ONCE
End
ParticleSysBone = B_FOOTL GiantRopesBreak
ParticleSysBone = B_FOOTR GiantRopesBreak
ParticleSysBone = B_HANDL GiantRopesBreak
ParticleSysBone = B_HANDR GiantRopesBreak
ParticleSysBone = B_NECK01 GiantRopesBreak
ParticleSysBone = B_FOOTL GiantRopesDust
ParticleSysBone = B_FOOTR GiantRopesDust
ParticleSysBone = B_HANDL GiantRopesDust
ParticleSysBone = B_HANDR GiantRopesDust
ParticleSysBone = B_NECK01 GiantRopesDust
End
End ;Draw Module
;-----------------------------------------------------------------------------------------------------
Draw = W3DScriptedModelDraw ModuleTag_RopesDraw ; Special draw module just for the USER_4 tied up state.
DefaultModelConditionState
Model = None
End
ModelConditionState = USER_4
Model = WUMntGnt_Ropes
End
AnimationState = USER_4
Animation
AnimationName = WUMntGnt_Ropes.WUMntGnt_Ropes
AnimationMode = LOOP
End
End
End
Draw = W3DScriptedModelDraw DustEffects
DefaultModelConditionState
Model = None
End
IdleAnimationState
End
AnimationState = MOVING WADING
ParticleSysBone = None FootstepSlash
End
AnimationState = MOVING ACCELERATE
ParticleSysBone = None GenericSiegeTrailDust
End
AnimationState = MOVING ACCELERATE
ParticleSysBone = None GenericSiegeTrailDust
End
AnimationState = MOUNTED MOVING
End
End
#include "..\..\..\includes\StunDrawModuleLarge.inc"
;-----------------------------------------------------------------------------------------------------
; ***DESIGN parameters ***
Side = Wild
EditorSorting = UNIT
ThreatLevel = MOUNTAIN_GIANT_THREAT_LEVEL
ThreatBreakdown MordorCatapult_DetailedThreat
AIKindOf = SIEGEWEAPON
End
ThingClass = MEDIUM_MONSTER
ShockwaveResistance = SHOCKWAVE_RESISTANCE_STRONG
TransportSlotCount = TRANSPORTSLOTCOUNT_MONSTER
WeaponSet
Conditions = None
DefaultWeaponChoiceCritera = SELECT_AT_RANDOM
ReadyStatusSharedWithinSet = Yes
Weapon = PRIMARY WildMountainGiantPunch1 // ATKA - Left arm swat
Weapon = SECONDARY WildMountainGiantPunch2 // ATKB - Right backhand
Weapon = TERTIARY WildMountainGiantPunch3 // ATKD - Right football kick
Weapon = QUATERNARY GiantBuildingTeardown // ATKE - Left forward kick
OnlyAgainst = QUATERNARY MONSTER STRUCTURE BLOCKING_GATE
Weapon = QUINARY WildMountainGiantMovingPunch // ATRA - Right backhand while moving
OnlyInCondition = QUINARY MOVING
End
WeaponSet
Conditions = WEAPONSET_TOGGLE_1
DefaultWeaponChoiceCritera = PREFER_LEAST_MOVEMENT
Weapon = PRIMARY GiantRockThrow
Weapon = SECONDARY GiantRockThrowCloseRange
End
ArmorSet
Conditions = None
Armor = MountainGiantArmor
DamageFX = EntDamageFX
End
VisionRange = WILD_MOUNTAIN_GIANT_VISION_RADIUS
ShroudClearingRange = WILD_MOUNTAIN_GIANT_SHROUD_RADIUS
VisionSide = 35%
VisionRear = 25%
MaxVisionBonusPercent = 300%
VisionBonusTestRadius = 200
VisionBonusPercentPerFoot = 2.0%
DisplayName = OBJECT:WildMountainGiant
CrusherLevel = 1
UseCrushAttack = No ; Don't attack using crush, just crush when you walk through.
CommandSet = WildMountainGiantCommandSet
CommandPoints = 50
; *** AUDIO Parameters ***;
VoiceAttack = MountainGiantVoxAttack
VoiceAttackCharge = MountainGiantVoxAttack
VoiceAttackMachine = MountainGiantVoxAttack
VoiceAttackStructure = MountainGiantVoxAttack
VoiceCreated = EVA:GiantCreated
VoiceCreated = +SOUND:MountainGiantVoxCreated
VoiceFullyCreated = EVA:GiantCreated
VoiceFullyCreated = +SOUND:MountainGiantVoxCreated
VoiceGuard = MountainGiantVoxMove
VoiceMove = MountainGiantVoxMove
VoicePriority = 35
VoiceSelect = MountainGiantVoxSelectMS
VoiceSelectBattle = MountainGiantVoxSelectMS
SoundAmbient = MountainGiantVoxAmbientLoop
SoundImpact = ImpactHorse
UnitSpecificSounds
VoiceEnterUnitEvilMenTransportShip = MountainGiantVoxMove
VoiceEnterUnitMordorMumakil = MountainGiantVoxMove
VoiceEnterUnitSlaughterHouse = MountainGiantVoxMove
VoiceGarrison = MountainGiantVoxMove
VoiceInitiateCaptureBuilding = MountainGiantVoxMove
End
#include "..\..\..\includes\StandardUnitEvaEvents.inc"
;Behavior = LargeGroupAudioUpdate ModuleTag_LGAU ; Tie into LargeGroupAudio system
; Key = Ent Unit Infantry
; UnitWeight = 2 ; Ents count as 2 infantry when computing group size
;End
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
MaxUpdateRangeCap = 800
AnimationSound = Sound:MountainGiantFootstep ExcludedMC:WADING Animation:WUMNTGNT_SKL.WUMNTGNT_ATKF Frames:40
AnimationSound = Sound:MountainGiantFootstep ExcludedMC:WADING Animation:WUMNTGNT_SKL.WUMNTGNT_ATRA Frames:22 43
AnimationSound = Sound:MountainGiantFootstep ExcludedMC:WADING Animation:WUMNTGNT_SKL.WUMNTGNT_MFDA Frames:14 28 39 54 66 79 90 103
AnimationSound = Sound:MountainGiantFootstep ExcludedMC:WADING Animation:WUMNTGNT_SKL.WUMNTGNT_BMBA Frames:38
AnimationSound = Sound:MountainGiantFootstep ExcludedMC:WADING Animation:WUMNTGNT_SKL.WUMNTGNT_RTHRA Frames:42
AnimationSound = Sound:MountainGiantFootstep ExcludedMC:WADING Animation:WUMNTGNT_SKL.WUMNTGNT_RTRNL Frames:14 29
AnimationSound = Sound:MountainGiantFootstep ExcludedMC:WADING Animation:WUMNTGNT_SKL.WUMNTGNT_RTRNR Frames:14 29
AnimationSound = Sound:MountainGiantFootstep ExcludedMC:WADING Animation:WUMntGnt_SKL.WUMntGnt_RUNA Frames:15 30 45 61
AnimationSound = Sound:MountainGiantFootstep ExcludedMC:WADING Animation:WUMNTGNT_SKL.WUMNTGNT_RWLKA Frames:20 42 65 87 108 129
AnimationSound = Sound:MountainGiantFootstep ExcludedMC:WADING Animation:WUMNTGNT_SKL.WUMNTGNT_TRNL Frames:14 29
AnimationSound = Sound:MountainGiantFootstep ExcludedMC:WADING Animation:WUMNTGNT_SKL.WUMNTGNT_TRNR Frames:14 29
AnimationSound = Sound:MountainGiantFootstep ExcludedMC:WADING Animation:WUMNTGNT_SKL.WUMNTGNT_WLKA Frames:20 42 65 87 108 129
AnimationSound = Sound:MountainGiantVoxCheer Animation:WUMntGnt_SKL.WUMntGnt_CHRA Frames:51
AnimationSound = Sound:MountainGiantVoxCheer Animation:WUMntGnt_SKL.WUMntGnt_TNTA Frames:25
AnimationSound = Sound:MountainGiantGenericChestBeatImpact Animation:WUMntGnt_SKL.WUMntGnt_TNTA Frames:44 59 73
AnimationSound = Sound:MountainGiantBodyfall Animation:WUMntGnt_SKL.WUMntGnt_DIEA Frames:104
AnimationSound = Sound:MountainGiantBodyfall Animation:WUMNTGNT_SKL.WUMNTGNT_DIEB Frames:89
AnimationSound = Sound:MountainGiantBodyfall Animation:WUMNTGNT_SKL.WUMNTGNT_LNDA Frames:6
AnimationSound = Sound:MountainGiantBodyfall Animation:WUMNTGNT_SKL.WUMNTGNT_RDIEA Frames:104
AnimationSound = Sound:MountainGiantBoulderImpacts Animation:WUMNTGNT_SKL.WUMNTGNT_RDIEA Frames:6
AnimationSound = Sound:MountainGiantBoulderImpacts Animation:WUMNTGNT_SKL.WUMNTGNT_RTHRB Frames:39
;----------- water footsteps below -------------
AnimationSound = Sound:GiantFootstepWater RequiredMC:WADING Animation:WUMNTGNT_SKL.WUMNTGNT_ATKF Frames:40
AnimationSound = Sound:GiantFootstepWater RequiredMC:WADING Animation:WUMNTGNT_SKL.WUMNTGNT_ATRA Frames:22 43
AnimationSound = Sound:GiantFootstepWater RequiredMC:WADING Animation:WUMNTGNT_SKL.WUMNTGNT_MFDA Frames:14 28 39 54 66 79 90 103
AnimationSound = Sound:GiantFootstepWater RequiredMC:WADING Animation:WUMNTGNT_SKL.WUMNTGNT_BMBA Frames:38
AnimationSound = Sound:GiantFootstepWater RequiredMC:WADING Animation:WUMNTGNT_SKL.WUMNTGNT_RTHRA Frames:42
AnimationSound = Sound:GiantFootstepWater RequiredMC:WADING Animation:WUMNTGNT_SKL.WUMNTGNT_RTRNL Frames:14 29
AnimationSound = Sound:GiantFootstepWater RequiredMC:WADING Animation:WUMNTGNT_SKL.WUMNTGNT_RTRNR Frames:14 29
AnimationSound = Sound:GiantFootstepWater RequiredMC:WADING Animation:WUMntGnt_SKL.WUMntGnt_RUNA Frames:15 30 45 61
AnimationSound = Sound:GiantFootstepWater RequiredMC:WADING Animation:WUMNTGNT_SKL.WUMNTGNT_RWLKA Frames:20 42 65 87 108 129
AnimationSound = Sound:GiantFootstepWater RequiredMC:WADING Animation:WUMNTGNT_SKL.WUMNTGNT_TRNL Frames:14 29
AnimationSound = Sound:GiantFootstepWater RequiredMC:WADING Animation:WUMNTGNT_SKL.WUMNTGNT_TRNR Frames:14 29
AnimationSound = Sound:GiantFootstepWater RequiredMC:WADING Animation:WUMNTGNT_SKL.WUMNTGNT_WLKA Frames:20 42 65 87 108 129
; ----- tied up escape -----
AnimationSound = Sound:MountainGiantFreedMS Animation:WUMNTGNT_SKL.WUMNTGNT_GTPB Frames:1
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE HEAVY_MELEE_HITTER CAN_CAST_REFLECTIONS MONSTER SCORE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT PATH_THROUGH_INFANTRY CAN_ATTACK_WALLS SCARY BIG_MONSTER NO_FREEWILL_ENTER
BuildCost = WILD_MOUNTAIN_GIANT_BUILDCOST
BuildTime = WILD_MOUNTAIN_GIANT_BUILDTIME
BountyValue = WILD_MOUNTAIN_GIANT_BOUNTYVALUE
Body = ActiveBody ModuleTag_Body
CheerRadius = EMOTION_CHEER_RADIUS
MaxHealth = WILD_MOUNTAIN_GIANT_HEALTH
MaxHealthDamaged = WILD_MOUNTAIN_GIANT_HEALTH_DAMAGED
End
Behavior = StancesBehavior ModuleTag_StancesBehavior
StanceTemplate = Artillery
End
Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
AILuaEventsList = MountainGiantFunctions
End
Behavior = FireWeaponWhenDeadBehavior FireDeadTag
RequiredStatus = DEATH_1
StartsActive = Yes
DelayTime = 3400
DeathWeapon = MountainGiantDeath
WeaponOffset = X:-68 Y:0 Z:0 ;Fire the death weapon right behind the object.
End
LocomotorSet
Locomotor = RohanTreeBeardLocomotor
Condition = SET_NORMAL
Speed = NORMAL_WILD_INFANTRY_MEMBER_SPEED
End
Behavior = PhysicsBehavior ModuleTag_04
GravityMult = 1.0
ShockStandingTime = 3600 ; tuned to mountain giant's GTPA anim
End
Behavior = SlowDeathBehavior ModuleTag_50
DeathTypes = ALL -FADED
DestructionDelay = 40000
DecayBeginTime = 7000
SinkDelay = 14000
SinkRate = 1.3 ; in Dist/Sec
Sound = INITIAL MountainGiantVoxDie
DeathFlags = DEATH_1 ; Controls animation and weapon choice. Sets BOTH model condition and object status bits.
End
Behavior = SquishCollide ModuleTag_06
;nothing
End
Behavior = NotifyTargetsOfImminentProbableCrushingUpdate ModuleTag_NotifyCrushScan
End
Behavior = EmotionTrackerUpdate Module_EmotionTracker ; required for faramir's wounding arrow
TauntAndPointDistance = 500
TauntAndPointUpdateDelay = 1000
AddEmotion = Terror_Base
AddEmotion = Doom_Base
// AddEmotion = BraceForBeingCrushed_Base
// AddEmotion = UncontrollableFear_Base
// AddEmotion = FearIdle_Base
// AddEmotion = FearBusy_Base
AddEmotion = Point_Base
AddEmotion = Taunt_Base
AddEmotion = CheerIdle_Base
AddEmotion = CheerBusy_Base
AddEmotion = HeroCheerIdle_Base
AddEmotion = HeroCheerBusy_Base
AddEmotion = Alert_Base
AddEmotion = CheerForAboutToCrush_Base
End
;----------------------------------------
Behavior = HitReactionBehavior HitReactionBehaviorModuleTag
HitReactionLifeTimer1 = 2500
HitReactionThreshold1 = 50.0
End
Behavior = AimWeaponBehavior AimWeaponModuleTag
AimNearDistance = 40.0 ; If target closer than this, give Near flag. This and IsAimingWeapon combine to give extra model condition flags
End
;;; STOMP SPECIAL ABILITY ;;;
Behavior = SpecialPowerModule ModuleTag_StompStarter
SpecialPowerTemplate = SpecialAbilityWildMountainGiantStomp
UpdateModuleStartsAttack = Yes
StartsPaused = No
End
Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_StompWeaponFireUpdate
SpecialPowerTemplate = SpecialAbilityWildMountainGiantStomp
WhichSpecialWeapon = 2 ; SPECIAL_WEAPON_TWO
SkipContinue = Yes
UnpackTime = 1367 //Frames 1-41 (of 97)
PackTime = 1867 //Remaining frames 41-97
;FreezeAfterTriggerDuration = 2500 ; Hold AI for this long after we fire.
AwardXPForTriggering = 0
StartAbilityRange = 80.0
SpecialWeapon = WildMountainGiantStomp
End
Behavior = AutoAbilityBehavior ModuleTag_AutoAbilityBehavior
End
//Toggle CommandSet Based on Weaponset condition flags
Behavior = MonitorConditionUpdate ModuleTag_CommandSetSwapper
ModelConditionFlags = ATTACKING_POSITION
ModelConditionCommandSet = WildMountainGiantRockCommandSetStopBombard
WeaponSetFlags = WEAPONSET_TOGGLE_1
WeaponToggleCommandSet = WildMountainGiantRockCommandSet
End
// When created, automatically switch to rock-throwing
Behavior = DoCommandUpgrade Module_DoCommandUpgrade
TriggeredBy = Upgrade_SwitchToRockThrowing
GetUpgradeCommandButtonName = Command_ToggleMountainGiantRockThrow
End
;///////////////////
; AISpecialPowers
;///////////////////
Behavior = AISpecialPowerUpdate ToggleSiegeModeAI
CommandButtonName = Command_ToggleMountainGiantRockThrow
SpecialPowerAIType = AI_SPECIAL_POWER_TOGGLE_SIEGE
End
Geometry = CYLINDER
GeometryMajorRadius = 15
GeometryHeight = 56.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME_NON_SELF_2; volumetric shadow that doesn't cast onto all objects using SHADOW_VOLUME_NON_SELF_2
ShadowSizeX = 36; clamp the angle so shadow isn't as long.
End
;---------------------------------------------------------------------------------------------------------------
;---------------------------------------------------------------------------------------------------------------
ChildObject WildMountainGiantSentry WildMountainGiant
Draw = W3DScriptedModelDraw ModuleTag_01
StaticModelLODMode = Yes
OkToChangeModelColor = Yes
ExtraPublicBone = IMPACT
ExtraPublicBone = ROCK
StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD
DefaultModelConditionState
Model = WUMntGnt_SKN
Skeleton = WUMntGnt_SKL
WeaponLaunchBone = PRIMARY ROCK
WeaponLaunchBone = SECONDARY ROCK
End
IdleAnimationState
StateName = Idle
Animation = Breathe
AnimationName = WUMntGnt_FIDLA
AnimationMode = ONCE
AnimationBlendTime = 10
AnimationPriority = 40
End
Animation = BellyScratch
AnimationName = WUMntGnt_FIDLB
AnimationMode = ONCE
AnimationBlendTime = 10
AnimationPriority = 10
End
Flags = RESTART_ANIM_WHEN_COMPLETE
BeginScript
CurDrawableHideSubObjectPermanently("ROCK")
EndScript
End
AnimationState = DYING
Animation
AnimationName = WUMntGnt_FDIEA
AnimationMode = ONCE
End
End
AnimationState = FIRING_OR_PREATTACK_A
Animation
AnimationName = WUMntGnt_FATKA
AnimationMode = ONCE
UseWeaponTiming = Yes
AnimationBlendTime = 0
End
BeginScript
CurDrawableShowSubObjectPermanently("ROCK")
EndScript
FrameForPristineBonePositions = 99
StateName = Throw
End
AnimationState = TURN_LEFT
Animation
AnimationName = WUMntGnt_FTNL
AnimationMode = LOOP
AnimationBlendTime = 10
End
BeginScript
CurDrawableHideSubObjectPermanently("ROCK")
EndScript
End
AnimationState = TURN_RIGHT
Animation
AnimationName = WUMntGnt_FTNR
AnimationMode = LOOP
AnimationBlendTime = 10
End
BeginScript
CurDrawableHideSubObjectPermanently("ROCK")
EndScript
End
End ;//Draw Module
;// No command points for this as it's free.
CommandPoints = 0
ShockwaveResistance = SHOCKWAVE_RESISTANCE_ALWAYS
;//Should be the same kindof as the Wild Mountain Giant except with IGNORE_SELECT_ALL
KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS MONSTER SCORE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT PATH_THROUGH_INFANTRY CAN_ATTACK_WALLS SCARY BIG_MONSTER IGNORES_SELECT_ALL NO_FREEWILL_ENTER
;// Needs a specialised command set without move based commands.
CommandSet = WildMountainGiantSentryCommandSet
Behavior = MonitorConditionUpdate ModuleTag_CommandSetSwapper
ModelConditionFlags = ATTACKING_POSITION
ModelConditionCommandSet = WildMountainGiantSentryCommandSetStopBombard
End
WeaponSet
Conditions = None
Weapon = PRIMARY WildMountainGiantSentryRockThrow
;Weapon = PRIMARY GondorArcherBow
End
LocomotorSet
Locomotor = FloatingCatapultLocomotor
Condition = SET_NORMAL
Speed = 0
End
; *** AUDIO Parameters ***;
#include "..\..\..\includes\StandardUnitEvaEvents.inc"
VoiceAttack = MountainGiantVoxAttack
VoiceAttackCharge = MountainGiantVoxAttack
VoiceAttackMachine = MountainGiantVoxAttack
VoiceAttackStructure = MountainGiantVoxAttack
VoiceCreated = NoSound
VoiceCreated = +SOUND:MountainGiantVoxCreated
VoiceFullyCreated = NoSound
VoiceFullyCreated = +SOUND:MountainGiantVoxCreated
VoiceGuard = MountainGiantVoxMove
VoiceMove = MountainGiantVoxMove
VoicePriority = 30
VoiceSelect = MountainGiantVoxSelectMS
VoiceSelectBattle = MountainGiantVoxSelectMS
SoundAmbient = MountainGiantVoxAmbientLoop
SoundImpact = ImpactHorse
UnitSpecificSounds
VoiceEnterUnitEvilMenTransportShip = NoSound
VoiceEnterUnitMordorMumakil = NoSound
VoiceEnterUnitSlaughterHouse = NoSound
VoiceGarrison = NoSound
VoiceInitiateCaptureBuilding = NoSound
End
;------------------------------
Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = No
End
//We should die when the expansion does!
Behavior = SlavedUpdate ModuleTag_Slave
DieOnMastersDeath = Yes
MarkUnselectable = No
End
Behavior = SlowDeathBehavior ModuleTag_50
DeathTypes = ALL ;-KNOCKBACK -FADED
DestructionDelay = 1800
SinkDelay = 0
SinkRate = 10.0 ; in Dist/Sec
Sound = INITIAL MountainGiantVoxDie
DeathFlags = DEATH_1 ; Controls animation and weapon choice. Sets BOTH model condition and object status bits.
End
Scale = .80
Shadow = SHADOW_VOLUME
End
;-----------------------------
ChildObject WildMountainGiant_Summoned WildMountainGiant
IsTrainable = No
CommandPoints = 0
CommandSet = WildMountainGiantCommandSet
EquivalentTo = WildMountainGiant
Behavior = LifetimeUpdate ModuleTag_LifetimeUpdate
// This one displays the timer, but the one in the uint does the work
MinLifetime = CREATE_A_HERO_REINFORCEMENT_LIFETIME
MaxLifetime = CREATE_A_HERO_REINFORCEMENT_LIFETIME
DeathType = FADED
End
Behavior = SlowDeathBehavior ModuleTag_FadeDeath
DeathTypes = NONE +FADED
FadeDelay = 0
FadeTime = 5000
DestructionDelay = 5000
DeathFlags = DEATH_3
Sound = INITIAL SpellGenericUnsummonFasterMS
End
End