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data_ini_object_evilfaction_units_wild_spiderrider.ini
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2006-01-31
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;----------------------------------------------------------------------------------------------------------------------
;
; GoblinSpiderRider
;
;----------------------------------------------------------------------------------------------------------------------
Object GoblinSpiderRider
; ***ART Parameters ***
SelectPortrait = UPWild_SpiderRider
ButtonImage = WOR_SpiderRider
Draw = W3DHordeModelDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD
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
;;====================== MODELS ================================================================
; --------- With Sword ------------
DefaultModelConditionState
Model = MUSpidRdr_SKN
Skeleton = MUSpidRdr_SKL
ParticleSysBone Sword01 SpiderRiderPoison FollowBone:Yes Persist:SPAWN PersistID:100
ParticleSysBone Sword01 SpiderRiderPoison2 FollowBone:Yes Persist:SPAWN PersistID:101
End
; --------- With Bow (including Fire Arrows Upgrade)------------
ModelConditionState = WEAPONSET_TOGGLE_1
WeaponLaunchBone = PRIMARY FIREAROWTIP
ParticleSysBone Sword01 SpiderRiderPoison FollowBone:Yes Persist:HOLD PersistID:100
ParticleSysBone Sword01 SpiderRiderPoison2 FollowBone:Yes Persist:HOLD PersistID:101
End
;;================== ANIMATIONS =================================================================
;//--------------WallScaling---------------
AnimationState = CLIMBING
StateName = STATE_Climbing
Animation = Climbing
AnimationName = MUSpidRdr_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 = MUSpidRdr_WALC
AnimationMode = ONCE
End
End
AnimationState = RAPPELLING
StateName = STATE_Rappelling
Animation = Rapelling
AnimationName = MUSpidRdr_WALD
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 = MUSpidRdr_WALG
AnimationMode = ONCE
End
End
TransitionState = Trans_ClimbingToRunning
Animation = Transition
AnimationName = MUSpidRdr_WALF
AnimationMode = ONCE
End
End
TransitionState = Trans_RappellingToRunning
Animation = Transition
AnimationName = MUSpidRdr_WALE
AnimationMode = ONCE
End
End
; ------ Flying ------- ;
AnimationState = PASSENGER WEAPONSET_TOGGLE_1
StateName = STATE_Grabbed
Animation = Bow
AnimationName = MUSpidRdr_FLYB
AnimationMode = LOOP
End
End
AnimationState = PASSENGER
StateName = STATE_Grabbed
Animation = Sword
AnimationName = MUSpidRdr_FLYA
AnimationMode = LOOP
End
End
AnimationState = FREEFALL WEAPONSET_TOGGLE_1
StateName = STATE_Falling
Animation = Bow
AnimationName = MUSpidRdr_FLYB
AnimationMode = LOOP
AnimationBlendTime = 10
End
End
AnimationState = FREEFALL
StateName = STATE_Falling
Animation = Sword
AnimationName = MUSpidRdr_FLYA
AnimationMode = LOOP
AnimationBlendTime = 10
End
End
AnimationState = STUNNED_FLAILING WEAPONSET_TOGGLE_1
StateName = STATE_Fly
Animation
AnimationName = MUSpidRdr_FLYB
AnimationMode = LOOP
End
Flags = MAINTAIN_FRAME_ACROSS_STATES2
End
AnimationState = STUNNED_FLAILING
StateName = STATE_Fly
Animation = Sword
AnimationName = MUSpidRdr_FLYA
AnimationMode = LOOP
End
Flags = MAINTAIN_FRAME_ACROSS_STATES2
BeginScript
PrevState = CurDrawablePrevAnimationState()
PrevAnim = CurDrawablePrevAnimation()
if PrevState == "Ready_Bow" or PrevState == "Moving_Bow" or PrevState == "Bored_Bow"
then
CurDrawableShowSubObject("arrrow")
return "WantSword"
elseif PrevState == "STATE_Fly"
then
if PrevAnim == "Bow" or PrevAnim == "WantSword"
then
CurDrawableShowSubObject("arrrow")
return "WantSword"
end
end
CurDrawableHideSubObject("arrrow")
return "Sword"
EndScript
End
AnimationState = DYING BURNINGDEATH
Animation = Bow
AnimationName = MUSpidRdr_DIEB
AnimationMode = ONCE
AnimationBlendTime = 10
End
End
AnimationState = DYING SPLATTED WEAPONSET_TOGGLE_1
StateName = STATE_Dead
Animation = Bow
AnimationName = MUSpidRdr_LNDB
AnimationMode = ONCE
End
End
AnimationState = DYING SPLATTED
StateName = STATE_Dead
Animation = Sword
AnimationName = MUSpidRdr_LNDA
AnimationMode = ONCE
End
End
; ------ Dying ------- ;
AnimationState = DYING WEAPONSET_TOGGLE_1
Animation = Bow1
AnimationName = MUSpidRdr_DIEB
AnimationMode = ONCE
End
Animation = Bow2
AnimationName = MUSpidRdr_DIED
AnimationMode = ONCE
End
Animation = WantBow
AnimationName = MUSpidRdr_LNDB
AnimationMode = ONCE
End
BeginScript
PrevState = CurDrawablePrevAnimationState()
PrevAnim = CurDrawablePrevAnimation()
if PrevState == "STATE_Fly"
then
CurDrawableHideSubObject("arrrow")
return "WantBow"
end
if GetClientRandomNumberReal(0,2) < 1
then
CurDrawableShowSubObject("arrrow")
return "Bow1"
else
CurDrawableShowSubObject("arrrow")
return "Bow2"
end
EndScript
End
AnimationState = DYING
Animation = Sword1
AnimationName = MUSpidRdr_DIEA
AnimationMode = ONCE
End
Animation = WantSword
AnimationName = MUSpidRdr_DIEC
AnimationMode = ONCE
End
BeginScript
PrevState = CurDrawablePrevAnimationState()
PrevAnim = CurDrawablePrevAnimation()
if PrevState == "STATE_Fly"
then
CurDrawableShowSubObject("arrrow")
return "WantSword"
end
CurDrawableHideSubObject("arrrow")
if GetClientRandomNumberReal(0,2) < 1
then
return "Sword1"
else
return "WantSword"
end
EndScript
End
AnimationState = STUNNED_STANDING_UP WEAPONSET_TOGGLE_1
StateName = STATE_GetUp
Animation = Bow
AnimationName = MUSpidRdr_GTPB
AnimationMode = ONCE
End
Animation = WantBow
AnimationName = MUSpidRdr_GTPA
AnimationMode = ONCE
End
Flags = MAINTAIN_FRAME_ACROSS_STATES4
BeginScript
PrevState = CurDrawablePrevAnimationState()
PrevAnim = CurDrawablePrevAnimation()
if PrevState == "STATE_GetUp" or PrevState == "STATE_Land"
then
if PrevAnim == "WantBow" or PrevAnim == "Sword"
then
CurDrawableHideSubObject("arrrow")
return "WantBow"
end
else
CurDrawableShowSubObject("arrrow")
return "Bow"
end
EndScript
End
AnimationState = STUNNED_STANDING_UP
StateName = STATE_GetUp
Animation = Sword
AnimationName = MUSpidRdr_GTPA
AnimationMode = ONCE
End
Animation = WantSword
AnimationName = MUSpidRdr_GTPB
AnimationMode = ONCE
End
Flags = MAINTAIN_FRAME_ACROSS_STATES4
BeginScript
PrevState = CurDrawablePrevAnimationState()
PrevAnim = CurDrawablePrevAnimation()
if PrevState == "STATE_GetUp" or PrevState == "STATE_Land"
then
if PrevAnim == "Bow" or PrevAnim == "WantSword"
then
CurDrawableShowSubObject("arrrow")
return "WantSword"
end
end
CurDrawableHideSubObject("arrrow")
return "Sword"
EndScript
End
AnimationState = STUNNED WEAPONSET_TOGGLE_1
StateName = STATE_Land
Animation = Bow
AnimationName = MUSpidRdr_LNDA
AnimationMode = ONCE
End
Animation = WantBow
AnimationName = MUSpidRdr_LNDB
AnimationMode = ONCE
End
Flags = MAINTAIN_FRAME_ACROSS_STATES3
BeginScript
PrevState = CurDrawablePrevAnimationState()
PrevAnim = CurDrawablePrevAnimation()
if PrevState == "STATE_Fly"
then
if PrevAnim == "WantBow" or PrevAnim == "Sword"
then
CurDrawableHideSubObject("arrrow")
return "WantBow"
end
end
CurDrawableShowSubObject("arrrow")
return "Bow"
EndScript
End
AnimationState = STUNNED
StateName = STATE_Land
Animation = Sword
AnimationName = MUSpidRdr_LNDA
AnimationMode = ONCE
End
Animation = WantSword
AnimationName = MUSpidRdr_LNDB
AnimationMode = ONCE
End
BeginScript
PrevState = CurDrawablePrevAnimationState()
PrevAnim = CurDrawablePrevAnimation()
if PrevState == "STATE_Fly"
then
if PrevAnim == "WantSword" or PrevAnim == "Bow"
then
CurDrawableShowSubObject("arrrow")
return "WantSword"
end
end
Flags = MAINTAIN_FRAME_ACROSS_STATES3
CurDrawableHideSubObject("arrrow")
return "Sword"
EndScript
End
AnimationState = BURNINGDEATH
Animation
AnimationName = MUSpidRdr_MFDA
AnimationMode = LOOP
Distance = 55
End
End
AnimationState = PARALYZED
Animation
AnimationName = MUSpidRdr_IDLA
AnimationMode = LOOP
End
End
AnimationState = ATTACKING TURN_LEFT WEAPONSET_TOGGLE_1
StateName = Moving_Bow
SimilarRestart = Yes
Animation = run_s
AnimationName = MUSpidRdr_TNLBH
AnimationMode = LOOP
End
End
AnimationState = ATTACKING TURN_LEFT
StateName = Moving_Sword
SimilarRestart = Yes
Animation = run_s
AnimationName = MUSpidRdr_TRNLH
AnimationMode = LOOP
End
End
AnimationState = ATTACKING TURN_RIGHT WEAPONSET_TOGGLE_1
StateName = Moving_Bow
SimilarRestart = Yes
Animation = run_s
AnimationName = MUSpidRdr_TNRBH
AnimationMode = LOOP
End
End
AnimationState = ATTACKING TURN_RIGHT
StateName = Moving_Sword
SimilarRestart = Yes
Animation = run_s
AnimationName = MUSpidRdr_TRNRH
AnimationMode = LOOP
End
End
; ------ Attacking ------- ;
// AnimationState = CONTINUOUS_FIRE_MEAN WEAPONSET_TOGGLE_1
// Animation
// AnimationName = MUSpidRdr_ATKB
// AnimationMode = LOOP
// AnimationBlendTime = 20 ; Must be 0 blend time otherwise the arrow will linger for the duration of the blend!
// End
//
// BeginScript
// CurDrawableShowSubObject("arrrow")
// EndScript
// End
AnimationState = FIRING_OR_PREATTACK_A WEAPONSET_TOGGLE_1
Animation
AnimationName = MUSpidRdr_ATKB
AnimationMode = ONCE
AnimationBlendTime = 15 ; Must be 0 blend time otherwise the arrow will linger for the duration of the blend!
End
Flags = MAINTAIN_FRAME_ACROSS_STATES
FrameForPristineBonePositions = 16
BeginScript
CurDrawableShowSubObject("arrrow")
EndScript
End
AnimationState = BETWEEN_FIRING_SHOTS_A WEAPONSET_TOGGLE_1
Animation = BetweenFiringShots
AnimationName = MUSpidRdr_IDLB
AnimationMode = LOOP
AnimationBlendTime = 15
End
End
AnimationState = FIRING_OR_PREATTACK_A MOVING
StateName = Ready_Sword
Animation = AttackWithSwordWhileMoving
AnimationName = MUSpidRdr_ATRA
AnimationMode = ONCE
UseWeaponTiming = Yes
End
BeginScript
CurDrawableHideSubObject("arrrow")
EndScript
End
AnimationState = FIRING_OR_PREATTACK_A
StateName = Ready_Sword
Animation = AttackWithSwordA
AnimationName = MUSpidRdr_ATKA
AnimationMode = ONCE
UseWeaponTiming = Yes
End
Animation = AttackWithSwordB
AnimationName = MUSpidRdr_ATKC
AnimationMode = ONCE
UseWeaponTiming = Yes
End
BeginScript
CurDrawableHideSubObject("arrrow")
EndScript
End
;;------------------------- BACKUP --------------------------------------------------------------------
AnimationState = MOVING BACKING_UP WEAPONSET_TOGGLE_1
StateName = STATE_BackingUp
Animation = Bow
AnimationName = MUSpidRdr_BAKB
AnimationMode = LOOP
End
Animation = WantBow
AnimationName = MUSpidRdr_BAKA
AnimationMode = LOOP
End
Flags = MAINTAIN_FRAME_ACROSS_STATES4
BeginScript
CurDrawableShowSubObject("arrrow")
PrevAnim = CurDrawablePrevAnimation()
PrevState = CurDrawablePrevAnimationState()
if PrevState == "STATE_BackingUp"
then
if PrevAnim == "WantBow" or PrevAnim == "Sword"
then
return "WantBow"
end
end
return "Bow"
EndScript
End
AnimationState = MOVING BACKING_UP
StateName = STATE_BackingUp
Animation = Sword
AnimationName = MUSpidRdr_BAKA
AnimationMode = LOOP
End
Animation = WantSword
AnimationName = MUSpidRdr_BAKB
AnimationMode = LOOP
End
Flags = MAINTAIN_FRAME_ACROSS_STATES4
BeginScript
CurDrawableHideSubObject("arrrow")
PrevAnim = CurDrawablePrevAnimation()
PrevState = CurDrawablePrevAnimationState()
if PrevState == "STATE_BackingUp"
then
if PrevAnim == "Bow" or PrevAnim == "WantSword"
then
return "WantSword"
end
end
return "Sword"
EndScript
End
; -------- Turning -----------------;
AnimationState = TURN_LEFT_HIGH_SPEED WEAPONSET_TOGGLE_1
StateName = Moving_Bow
SimilarRestart = Yes
Animation = run_s
AnimationName = MUSpidRdr_TNLBH
AnimationMode = LOOP
End
End
AnimationState = TURN_LEFT_HIGH_SPEED
StateName = Moving_Sword
SimilarRestart = Yes
Animation = run_s
AnimationName = MUSpidRdr_TRNLH
AnimationMode = LOOP
End
End
AnimationState = TURN_RIGHT_HIGH_SPEED WEAPONSET_TOGGLE_1
StateName = Moving_Bow
SimilarRestart = Yes
Animation = run_s
AnimationName = MUSpidRdr_TNRBH
AnimationMode = LOOP
End
End
AnimationState = TURN_RIGHT_HIGH_SPEED
StateName = Moving_Sword
SimilarRestart = Yes
Animation = run_s
AnimationName = MUSpidRdr_TRNRH
AnimationMode = LOOP
End
End
AnimationState = TURN_LEFT WEAPONSET_TOGGLE_1
StateName = Moving_Bow
SimilarRestart = Yes
Animation = run_s
AnimationName = MUSpidRdr_TNLBH
AnimationMode = LOOP
End
End
AnimationState = TURN_LEFT
StateName = Moving_Sword
SimilarRestart = Yes
Animation = run_s
AnimationName = MUSpidRdr_TRNLH
AnimationMode = LOOP
End
End
AnimationState = TURN_RIGHT WEAPONSET_TOGGLE_1
StateName = Moving_Bow
SimilarRestart = Yes
Animation = run_s
AnimationName = MUSpidRdr_TNRBH
AnimationMode = LOOP
End
End
AnimationState = TURN_RIGHT
StateName = Moving_Sword
SimilarRestart = Yes
Animation = run_s
AnimationName = MUSpidRdr_TRNRH
AnimationMode = LOOP
End
End
; ------------ Moving ------------- ;
AnimationState = MOVING WEAPONSET_TOGGLE_1
StateName = Moving_Bow
SimilarRestart = Yes
Animation = run_b
AnimationName = MUSpidRdr_RUND
AnimationMode = LOOP
End
Animation = finishrun_s
AnimationName = MUSpidRdr_RUNC
AnimationMode = ONCE
AnimationBlendTime = 0
End
Animation = runtrans_sb
AnimationName = MUSpidRdr_RUNC
AnimationMode = ONCE
AnimationBlendTime = 0
End
Animation = runtrans_bs_finish
AnimationName = MUSpidRdr_RUNC
AnimationMode = ONCE
AnimationBlendTime = 0
End
Animation = runnoblend_b
AnimationName = MUSpidRdr_RUND
AnimationMode = LOOP
AnimationBlendTime = 0
End
Flags = MAINTAIN_FRAME_ACROSS_STATES RESTART_ANIM_WHEN_COMPLETE
BeginScript
CurDrawableShowSubObject("arrrow")
PrevAnim = CurDrawablePrevAnimation()
PrevState = CurDrawablePrevAnimationState()
Prev = CurDrawablePrevAnimationState()
if PrevState == "STATE_Climbing"
then
CurDrawableSetTransitionAnimState("Trans_ClimbingToRunning")
return
elseif PrevState == "STATE_Rappelling"
then
CurDrawableSetTransitionAnimState("Trans_RappellingToRunning")
return
elseif PrevState == "Moving_Sword"
then
if PrevAnim == "runtrans_bs"
then
return "runtrans_bs_finish"
elseif PrevAnim == "finishrun_b"
then
return "runnoblend_b"
else
return "finishrun_s"
end
elseif PrevAnim == "finishrun_s" or PrevAnim == "runtrans_bs_finish" or PrevAnim == "WantBow"
then
return "runtrans_sb"
elseif PrevAnim == "runtrans_sb" or PrevAnim == "run_b" or PrevAnim == "runnoblend_b"
then
return "runnoblend_b"
else
return "run_b"
end
EndScript
End
AnimationState = MOVING
StateName = Moving_Sword
SimilarRestart = Yes
Animation = run_s
AnimationName = MUSpidRdr_RUNC
AnimationMode = LOOP
End
Animation = finishrun_b
AnimationName = MUSpidRdr_RUND
AnimationMode = ONCE
AnimationBlendTime = 0
End
Animation = runtrans_bs
AnimationName = MUSpidRdr_RUND
AnimationMode = ONCE
AnimationBlendTime = 0
End
Animation = runtrans_sb_finish
AnimationName = MUSpidRdr_RUND
AnimationMode = ONCE
AnimationBlendTime = 0
End
Animation = runnoblend_s
AnimationName = MUSpidRdr_RUNC
AnimationMode = LOOP
AnimationBlendTime = 0
End
Flags = MAINTAIN_FRAME_ACROSS_STATES RESTART_ANIM_WHEN_COMPLETE
BeginScript
PrevAnim = CurDrawablePrevAnimation()
PrevState = CurDrawablePrevAnimationState()
CurDrawableHideSubObject("arrrow")
if PrevState == "Moving_Bow"
then
if PrevAnim == "runtrans_sb"
then
return "runtrans_sb_finish"
elseif PrevAnim == "finishrun_s"
then
return "runnoblend_s"
else
return "finishrun_b"
end
elseif PrevAnim == "finishrun_b" or PrevAnim == "runtrans_sb_finish" or PrevAnim == "WantSword"
then
return "runtrans_bs"
elseif PrevAnim == "runtrans_bs" or PrevAnim == "run_s" or PrevAnim == "runnoblend_s"
then
return "runnoblend_s"
else
return "run_s"
end
EndScript
End
;;-----------------------------------------------------------------------------------<<<<<<<<<<<<<<<<<<<<<<<<<<<
AnimationState = CONTINUOUS_FIRE_MEAN ;;;;;;;;;HACK TO STOP JITTERS
Animation = HangFrameWhileCoasting
AnimationName = MUSpidRdr_ATKB
AnimationMode = LOOP ;MANUAL
AnimationBlendTime = 0
End
Flags = START_FRAME_LAST
BeginScript
CurDrawableShowSubObject("arrrow")
if CurDrawablePrevAnimationState() == "STATE_Firing" then CurDrawableAllowToContinue() end
EndScript
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;
;;;; VERY IMPORTANT ARCHER INFORMATION
;;;; THIS WILL STOP THE JITTERS, AND BEST
;;;; YET, IT'S A COMPLETE HACK! Just look above.
;;;; We say that if we get into this state
;;;; from firing, just continue to fire. DONE.
;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
End
AnimationState = CONTINUOUS_FIRE_SLOW
StateName = Ready_Bow
Animation = PutAwayArrow
AnimationName = MUSpidRdr_ATKB
AnimationMode = ONCE
End
BeginScript
CurDrawableShowSubObject("arrrow")
EndScript
End
;;-----------------------------------------------------------------------------------<<<<<<<<<<<<<<<<<<<<<<<<<<<
AnimationState = ATTACKING WEAPONSET_TOGGLE_1
StateName = Ready_Bow
Animation = IDLB
AnimationName = MUSpidRdr_IDLB
AnimationMode = LOOP
End
BeginScript
CurDrawableShowSubObject("arrrow")
PrevAnim = CurDrawablePrevAnimation()
Prev = CurDrawablePrevAnimationState()
if Prev == "Selected_Sword" or Prev == "Moving_Sword" or Prev == "Ready_Sword" or Prev == "Bored_Sword" or PrevAnim == "WantBow"
then
CurDrawableSetTransitionAnimState("TRANS_SwordToBow_Ready")
end
EndScript
End
;;;--------------------------------------------------------------------------------------<<<<<<<<<<<<<<<<<<<<<<<
AnimationState = EMOTION_UNCONTROLLABLY_AFRAID WEAPONSET_TOGGLE_1
StateName = STATE_Emotion_Bow
Animation = Bow
AnimationName = MUSpidRdr_FERB
AnimationMode = ONCE
AnimationBlendTime = 15
End
Animation = Bow2
AnimationName = MUSpidRdr_FERB
AnimationMode = ONCE
AnimationBlendTime = 15
End
Flags = MAINTAIN_FRAME_ACROSS_STATES RESTART_ANIM_WHEN_COMPLETE
BeginScript
PrevState = CurDrawablePrevAnimationState()
CurDrawableShowSubObject("arrrow")
if PrevState == "STATE_Emotion_Sword"
then
CurDrawableAllowToContinue()
if( CurDrawablePrevAnimFraction() > .89 )
then
CurDrawableSetTransitionAnimState("TRANS_SwordToBow_Ready")
end
end
EndScript
End
AnimationState = EMOTION_UNCONTROLLABLY_AFRAID
StateName = STATE_Emotion_Sword
Animation = Sword
AnimationName = MUSpidRdr_FERA
AnimationMode = ONCE
End
Animation = Sword2
AnimationName = MUSpidRdr_FERB
AnimationMode = ONCE
End
Flags = MAINTAIN_FRAME_ACROSS_STATES RESTART_ANIM_WHEN_COMPLETE
BeginScript
PrevState = CurDrawablePrevAnimationState()
CurDrawableHideSubObject("arrrow")
if PrevState == "STATE_Emotion_Bow"
then
CurDrawableAllowToContinue()
if( CurDrawablePrevAnimFraction() > .89 )
then
CurDrawableSetTransitionAnimState("TRANS_BowToSword_Ready")
end
end
EndScript
End
; -------- Alert ------- ;
AnimationState = EMOTION_ALERT WEAPONSET_TOGGLE_1
StateName = Ready_Bow
Animation = Alert_1
AnimationName = MUSpidRdr_IDLB
AnimationMode = LOOP
End
BeginScript
PrevAnim = CurDrawablePrevAnimation()
Prev = CurDrawablePrevAnimationState()
CurDrawableHideSubObject("arrrow")
if Prev == "Selected_Sword" or Prev == "Moving_Sword" or Prev == "Ready_Sword" or Prev == "Bored_Sword" or PrevAnim == "WantBow"
then
CurDrawableSetTransitionAnimState("TRANS_SwordToBow_Ready")
end
EndScript
End
AnimationState = ENGAGED WEAPONSET_TOGGLE_1
StateName = Ready_Bow
Animation = Alert_1
AnimationName = MUSpidRdr_IDLB
AnimationMode = LOOP
End
BeginScript
PrevAnim = CurDrawablePrevAnimation()
Prev = CurDrawablePrevAnimationState()
CurDrawableHideSubObject("arrrow")
if Prev == "Selected_Sword" or Prev == "Moving_Sword" or Prev == "Ready_Sword" or Prev == "Bored_Sword" or PrevAnim == "WantBow"
then
CurDrawableSetTransitionAnimState("TRANS_SwordToBow_Ready")
end
EndScript
End
AnimationState = EMOTION_ALERT
StateName = Ready_Sword
Animation = Alert_1
AnimationName = MUSpidRdr_IDLA
AnimationMode = LOOP
End
BeginScript
PrevAnim = CurDrawablePrevAnimation()
Prev = CurDrawablePrevAnimationState()
CurDrawableHideSubObject("arrrow")
if Prev == "Selected_Bow" or Prev == "Moving_Bow" or Prev == "Ready_Bow" or Prev == "Bored_Bow" or PrevAnim == "WantSword"
then
CurDrawableSetTransitionAnimState("TRANS_BowToSword_Ready")
end
EndScript
End
AnimationState = ENGAGED
StateName = Ready_Sword
Animation = Alert_1
AnimationName = MUSpidRdr_IDLA
AnimationMode = LOOP
End
BeginScript
PrevAnim = CurDrawablePrevAnimation()
Prev = CurDrawablePrevAnimationState()
CurDrawableHideSubObject("arrrow")
if Prev == "Selected_Bow" or Prev == "Moving_Bow" or Prev == "Ready_Bow" or Prev == "Bored_Bow" or PrevAnim == "WantSword"
then
CurDrawableSetTransitionAnimState("TRANS_BowToSword_Ready")
end
EndScript
End
;;------------ EMOTIONS ------------------------------------------------------------------
;;======= AFRAID
AnimationState = EMOTION_AFRAID WEAPONSET_TOGGLE_1
StateName = STATE_Emotion_Bow
Animation = Bow
AnimationName = MUSpidRdr_FERB
AnimationMode = ONCE
AnimationBlendTime = 15
End
Animation = Bow2
AnimationName = MUSpidRdr_FERB
AnimationMode = ONCE
AnimationBlendTime = 15
End
Flags = MAINTAIN_FRAME_ACROSS_STATES RESTART_ANIM_WHEN_COMPLETE
BeginScript
PrevState = CurDrawablePrevAnimationState()
CurDrawableShowSubObject("arrrow")
if PrevState == "STATE_Emotion_Sword"
then
CurDrawableAllowToContinue()
if( CurDrawablePrevAnimFraction() > .89 )
then
CurDrawableSetTransitionAnimState("TRANS_SwordToBow_Ready")
end
end
EndScript
End
AnimationState = EMOTION_AFRAID
StateName = STATE_Emotion_Sword
Animation = Sword
AnimationName = MUSpidRdr_FERA
AnimationMode = ONCE
End
Animation = Sword2
AnimationName = MUSpidRdr_FERA
AnimationMode = ONCE
End
Flags = MAINTAIN_FRAME_ACROSS_STATES RESTART_ANIM_WHEN_COMPLETE
BeginScript
PrevState = CurDrawablePrevAnimationState()
CurDrawableHideSubObject("arrrow")
if PrevState == "STATE_Emotion_Bow"
then
CurDrawableAllowToContinue()
if( CurDrawablePrevAnimFraction() > .89 )
then
CurDrawableSetTransitionAnimState("TRANS_BowToSword_Ready")
end
end
EndScript
End
AnimationState = EMOTION_POINTING WEAPONSET_TOGGLE_1
StateName = STATE_Emotion_Bow
Animation = Bow
AnimationName = MUSpidRdr_PNTB
AnimationMode = ONCE
End
Animation = Bow2
AnimationName = MUSpidRdr_PNTB
AnimationMode = ONCE
End
Flags = MAINTAIN_FRAME_ACROSS_STATES RESTART_ANIM_WHEN_COMPLETE
BeginScript
PrevState = CurDrawablePrevAnimationState()
CurDrawableShowSubObject("arrrow")
if PrevState == "STATE_Emotion_Sword"
then
CurDrawableAllowToContinue()
if( CurDrawablePrevAnimFraction() > .89 )
then
CurDrawableSetTransitionAnimState("TRANS_SwordToBow_Ready")
end
elseif PrevState == "STATE_Emotion_Bow"
then
CurDrawableAllowToContinue()
end
EndScript
End
AnimationState = EMOTION_POINTING
StateName = STATE_Emotion_Sword
Animation = Sword
AnimationName = MUSpidRdr_PNTA
AnimationMode = ONCE
End
Animation = Sword2
AnimationName = MUSpidRdr_PNTA
AnimationMode = ONCE
End
Flags = MAINTAIN_FRAME_ACROSS_STATES RESTART_ANIM_WHEN_COMPLETE
BeginScript
PrevState = CurDrawablePrevAnimationState()
CurDrawableHideSubObject("arrrow")
if PrevState == "STATE_Emotion_Bow"
then
CurDrawableAllowToContinue()
if( CurDrawablePrevAnimFraction() > .89 )
then
CurDrawableSetTransitionAnimState("TRANS_BowToSword_Ready")
end
elseif PrevState == "STATE_Emotion_Sword"
then
CurDrawableAllowToContinue()
end
EndScript
End
AnimationState = ATTACKING
StateName = Ready_Sword
Animation = Alert_1
AnimationName = MUSpidRdr_IDLA
AnimationMode = LOOP
End
BeginScript
PrevAnim = CurDrawablePrevAnimation()
Prev = CurDrawablePrevAnimationState()
CurDrawableHideSubObject("arrrow")
if Prev == "Selected_Bow" or Prev == "Moving_Bow" or Prev == "Ready_Bow" or Prev == "Bored_Bow" or PrevAnim == "WantSword"
then
CurDrawableSetTransitionAnimState("TRANS_BowToSword_Ready")
end
EndScript
End
; ------ Selected ------ ;
AnimationState = SELECTED WEAPONSET_TOGGLE_1
StateName = Selected_Bow
Animation = ATNE
AnimationName = MUSpidRdr_ATNF
AnimationMode = LOOP
End
BeginScript
CurDrawableShowSubObject("arrrow")
PrevAnim = CurDrawablePrevAnimation()
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Emotion_Bow" or Prev == "STATE_Emotion_Sword" then CurDrawableAllowToContinue() end
if Prev == "Bored_Bow" then CurDrawableSetTransitionAnimState("TRANS_BS_Bow") end
if Prev == "Selected_Sword" or Prev == "Moving_Sword" or Prev == "Ready_Sword" or Prev == "Bored_Sword" or PrevAnim == "WantBow"
then
CurDrawableSetTransitionAnimState("TRANS_SwordToBow_Selected")
end
EndScript
End
AnimationState = RAISING_FLAG WEAPONSET_TOGGLE_1
StateName = STATE_Emotion_Bow
Animation = Bow
AnimationName = MUSpidRdr_CHRA
AnimationMode = ONCE
End
Flags = MAINTAIN_FRAME_ACROSS_STATES RESTART_ANIM_WHEN_COMPLETE
BeginScript
PrevState = CurDrawablePrevAnimationState()
CurDrawableShowSubObject("arrrow")
if PrevState == "STATE_Emotion_Sword"
then
CurDrawableAllowToContinue()
if( CurDrawablePrevAnimFraction() > .89 )
then
CurDrawableSetTransitionAnimState("TRANS_SwordToBow_Ready")
end
elseif PrevState == "STATE_Emotion_Bow"
then
CurDrawableAllowToContinue()
end
EndScript
End
AnimationState = RAISING_FLAG
StateName = STATE_Emotion_Sword
Animation = Sword
AnimationName = MUSpidRdr_CHRB
AnimationMode = ONCE
End
Flags = MAINTAIN_FRAME_ACROSS_STATES RESTART_ANIM_WHEN_COMPLETE
BeginScript
PrevState = CurDrawablePrevAnimationState()
CurDrawableHideSubObject("arrrow")
if PrevState == "STATE_Emotion_Bow"
then
CurDrawableAllowToContinue()
if( CurDrawablePrevAnimFraction() > .89 )
then
CurDrawableSetTransitionAnimState("TRANS_BowToSword_Ready")
end
elseif PrevState == "STATE_Emotion_Sword"
then
CurDrawableAllowToContinue()
end
EndScript
End
AnimationState = SELECTED
StateName = Selected_Sword
Animation = ATNA
AnimationName = MUSpidRdr_ATNB
AnimationMode = LOOP
End
BeginScript
CurDrawableHideSubObject("arrrow")
PrevAnim = CurDrawablePrevAnimation()
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Emotion_Bow" or Prev == "STATE_Emotion_Sword" then CurDrawableAllowToContinue() end
if Prev == "Bored_Sword" then CurDrawableSetTransitionAnimState("TRANS_BS_Sword") end
if Prev == "Selected_Bow" or Prev == "Moving_Bow" or Prev == "Ready_Bow" or Prev == "Bored_Bow" or PrevAnim == "WantSword"
then
CurDrawableSetTransitionAnimState("TRANS_BowToSword_Selected")
end
EndScript
End
; --------- Hit Reactions ---------- ;
AnimationState = HIT_REACTION HIT_LEVEL_1 WEAPONSET_TOGGLE_1
StateName = Bored_Bow
Animation = Hit_Level_1_a
AnimationName = MUSpidRdr_HITB
AnimationMode = ONCE
End
End
AnimationState = HIT_REACTION HIT_LEVEL_1
StateName = Bored_Sword
Animation = Hit_Level_1_a
AnimationName = MUSpidRdr_HITA
AnimationMode = ONCE
End
End
; --------- TAUNTING ---------- ;
AnimationState = EMOTION_TAUNTING WEAPONSET_TOGGLE_1
StateName = STATE_Emotion_Bow
Animation = Bow
AnimationName = MUSpidRdr_TNTB
AnimationMode = ONCE
End
Flags = MAINTAIN_FRAME_ACROSS_STATES RESTART_ANIM_WHEN_COMPLETE
BeginScript
PrevState = CurDrawablePrevAnimationState()
CurDrawableShowSubObject("arrrow")
if PrevState == "STATE_Emotion_Sword"
then
CurDrawableAllowToContinue()
if( CurDrawablePrevAnimFraction() > .89 )
then
CurDrawableSetTransitionAnimState("TRANS_SwordToBow_Ready")
end
elseif PrevState == "STATE_Emotion_Bow"
then
CurDrawableAllowToContinue()
end
EndScript
End
AnimationState = EMOTION_TAUNTING
StateName = STATE_Emotion_Sword
Animation = Sword
AnimationName = MUSpidRdr_TNTA
AnimationMode = ONCE
End
Flags = MAINTAIN_FRAME_ACROSS_STATES RESTART_ANIM_WHEN_COMPLETE
BeginScript
PrevState = CurDrawablePrevAnimationState()
CurDrawableHideSubObject("arrrow")
if PrevState == "STATE_Emotion_Bow"
then
CurDrawableAllowToContinue()
if( CurDrawablePrevAnimFraction() > .89 )
then
CurDrawableSetTransitionAnimState("TRANS_BowToSword_Ready")
end
elseif PrevState == "STATE_Emotion_Sword"
then
CurDrawableAllowToContinue()
end
EndScript
End
; --------- CELEBRATING ---------- ;
AnimationState = EMOTION_CELEBRATING WEAPONSET_TOGGLE_1
StateName = STATE_Emotion_Bow
Animation = Bow
AnimationName = MUSpidRdr_CHRA
AnimationMode = ONCE
End
Flags = MAINTAIN_FRAME_ACROSS_STATES RESTART_ANIM_WHEN_COMPLETE
BeginScript
PrevState = CurDrawablePrevAnimationState()
CurDrawableShowSubObject("arrrow")
if PrevState == "STATE_Emotion_Sword"
then
CurDrawableAllowToContinue()
if( CurDrawablePrevAnimFraction() > .89 )
then
CurDrawableSetTransitionAnimState("TRANS_SwordToBow_Ready")
end
elseif PrevState == "STATE_Emotion_Bow"
then
CurDrawableAllowToContinue()
end
EndScript
End
AnimationState = EMOTION_CELEBRATING
StateName = STATE_Emotion_Sword
Animation = Sword
AnimationName = MUSpidRdr_CHRB
AnimationMode = ONCE
End
Flags = MAINTAIN_FRAME_ACROSS_STATES RESTART_ANIM_WHEN_COMPLETE
BeginScript
PrevState = CurDrawablePrevAnimationState()
CurDrawableHideSubObject("arrrow")
if PrevState == "STATE_Emotion_Bow"
then
CurDrawableAllowToContinue()
if( CurDrawablePrevAnimFraction() > .89 )
then
CurDrawableSetTransitionAnimState("TRANS_BowToSword_Ready")
end
elseif PrevState == "STATE_Emotion_Sword"
then
CurDrawableAllowToContinue()
end
EndScript
End
; ------- Bored -------- ;
IdleAnimationState
StateName = Bored_Sword
Animation = Idle_Sword1
AnimationName = MUSpidRdr_IDLA
AnimationMode = ONCE
End
Animation = Idle_Sword2
AnimationName = MUSpidRdr_IDLA
AnimationMode = ONCE
End
Animation = Idle_Sword3
AnimationName = MUSpidRdr_IDLA
AnimationMode = ONCE
End
Animation = IdleNoFidget
AnimationName = MUSpidRdr_IDLA
AnimationMode = ONCE
AnimationPriority = 20
End
Animation = IdleNoFidget2
AnimationName = MUSpidRdr_IDLA
AnimationMode = ONCE
AnimationPriority = 0
End
Flags = RESTART_ANIM_WHEN_COMPLETE
BeginScript
CurDrawableHideSubObject("arrrow")
PrevAnim = CurDrawablePrevAnimation()
Prev = CurDrawablePrevAnimationState()
if Prev == "TRANS_SB_Sword" then return "IdleNoFidget" end
if Prev == "Selected_Sword" then CurDrawableSetTransitionAnimState("TRANS_SB_Sword") end
if Prev == "Selected_Bow" or Prev == "Moving_Bow" or Prev == "Ready_Bow" or Prev == "Bored_Bow" or PrevAnim == "WantSword"
then
CurDrawableSetTransitionAnimState("TRANS_BowToSword_Selected")
end
EndScript
End
AnimationState = WEAPONSET_TOGGLE_1
StateName = Bored_Bow
Animation = IdleBowB
AnimationName = MUSpidRdr_IDLB
AnimationMode = ONCE
End
Animation = IdleBowD
AnimationName = MUSpidRdr_IDLB
AnimationMode = ONCE
End
Animation = IdleNoFidget
AnimationName = MUSpidRdr_IDLB
AnimationMode = ONCE
AnimationPriority = 20
End
Animation = IdleNoFidget2
AnimationName = MUSpidRdr_IDLB
AnimationMode = ONCE
AnimationPriority = 10
End
Flags = RESTART_ANIM_WHEN_COMPLETE
BeginScript
CurDrawableShowSubObject("arrrow")
PrevAnim = CurDrawablePrevAnimation()
Prev = CurDrawablePrevAnimationState()
if Prev == "TRANS_SB_Bow" then return "IdleNoFidget" end
if Prev == "Selected_Bow" then CurDrawableSetTransitionAnimState("TRANS_SB_Bow") end
if Prev == "Selected_Sword" or Prev == "Moving_Sword" or Prev == "Ready_Sword" or Prev == "Bored_Sword" or PrevAnim == "WantBow"
then
CurDrawableSetTransitionAnimState("TRANS_SwordToBow_Selected")
end
EndScript
End
;----------------- Bow Transitions -------------------------;
TransitionState = TRANS_BS_Bow
Animation = ATND
AnimationName = MUSpidRdr_ATNG
AnimationMode = ONCE_BACKWARDS
AnimationBlendTime = 10
End
Flags = START_FRAME_LAST
End
TransitionState = TRANS_SB_Bow
Animation = ATND
AnimationName = MUSpidRdr_ATNG
AnimationMode = ONCE
End
End
;----------------- Sword Transitions -------------------------;
TransitionState = TRANS_BS_Sword
Animation
AnimationName = MUSpidRdr_ATNC
AnimationMode = ONCE_BACKWARDS
End
Flags = START_FRAME_LAST
End
TransitionState = TRANS_SB_Sword
Animation = ATNA
AnimationName = MUSpidRdr_ATNC
AnimationMode = ONCE
End
End
;-------------- Weapon Change Transitions --------------------------;
TransitionState = TRANS_BowToSword_Ready
Animation = DrawSwords
AnimationName = MUSpidRdr_TGLB
AnimationMode = ONCE
End
End
TransitionState = TRANS_SwordToBow_Ready
Animation = DrawBow
AnimationName = MUSpidRdr_TGLA
AnimationMode = ONCE
End
End
TransitionState = TRANS_BowToSword_Selected
Animation = DrawSwords
AnimationName = MUSpidRdr_TGLB
AnimationMode = ONCE
End
End
TransitionState = TRANS_SwordToBow_Selected
Animation = DrawBow
AnimationName = MUSpidRdr_TGLA
AnimationMode = ONCE
End
End
End
#include "..\..\..\includes\StunDrawModuleMedium.inc"
; ***DESIGN parameters ***
Side = Wild
IsTrainable = Yes
EditorSorting = UNIT
ThreatLevel = 1.0
ThingClass = HORDE_UNIT
CommandPoints = 10
TransportSlotCount = TRANSPORTSLOTCOUNT_UNIT
WeaponSet
Conditions = None
Weapon = PRIMARY WildSpiderRiderSword
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
WeaponSet
Conditions = WEAPONSET_TOGGLE_1
Weapon = PRIMARY WildSpiderRiderBow
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
ArmorSet
Conditions = None
Armor = WildSpiderRiderArmor
DamageFX = NormalDamageFX
End
ShroudClearingRange = SHROUD_CLEAR_STANDARD
VisionRange = WILD_SPIDERRIDER_VISION_RANGE
VisionSide = 35%
VisionRear = 25%
MaxVisionBonusPercent = 300%
VisionBonusTestRadius = 200
VisionBonusPercentPerFoot = 2.0%
DisplayName = OBJECT:WildSpiderRider
BountyValue = WILD_SPIDERRIDER_BOUNTTY_VALUE
CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CrusherLevel = 1
CrushWeapon = SpiderRiderCrush
MinCrushVelocityPercent = 40 ; Has to be moving at at least 35% of full speed.
CrushDecelerationPercent = 20 ; Lose 20 percent of max velocity when crushing.
CrushKnockback = 40;
CrushZFactor = 1.0;
CommandSet = WildSpiderRiderCommandSet
; *** AUDIO Parameters ***;
VoiceAttack = SpiderRiderVoiceAttack
VoiceAttackCharge = SpiderRiderVoiceAttackCharge
VoiceAttackMachine = SpiderRiderVoiceAttack
VoiceAttackStructure = SpiderRiderVoiceAttackBuilding
VoiceCreated = EVA:SpiderRidersCreated
VoiceFullyCreated = EVA:SpiderRidersCreated
VoiceGuard = SpiderRiderVoiceGuard
VoiceMove = SpiderRiderVoiceMove
VoiceMoveOverWalls = SpiderRiderVoiceMoveWalls
VoiceMoveToCamp = SpiderRiderVoiceMoveCamp
VoiceMoveToHigherGround = SpiderRiderVoiceMoveHighGround
VoiceMoveWhileAttacking = SpiderRiderVoiceDisengage
VoicePriority = 45
VoiceRetreatToCastle = SpiderRiderVoiceRetreat
VoiceSelect = SpiderRiderVoiceSelectMS
VoiceSelectBattle = SpiderRiderVoiceSelectBattleMS
VoiceEnterStateAttack = SpiderRiderVoiceEnterStateAttack
VoiceEnterStateAttackCharge = SpiderRiderVoiceEnterStateAttackCharge
VoiceEnterStateAttackMachine = SpiderRiderVoiceEnterStateAttack
VoiceEnterStateAttackStructure = SpiderRiderVoiceEnterStateAttackBuilding
VoiceEnterStateMove = SpiderRiderVoiceEnterStateMove
VoiceEnterStateMoveOverWalls = SpiderRiderVoiceEnterStateMoveWalls
VoiceEnterStateMoveToCamp = SpiderRiderVoiceEnterStateMoveCamp
VoiceEnterStateMoveToHigherGround = SpiderRiderVoiceEnterStateMoveHighGround
VoiceEnterStateMoveWhileAttacking = SpiderRiderVoiceEnterStateDisengage
VoiceEnterStateRetreatToCastle = SpiderRiderVoiceEnterStateRetreat
SoundAmbient = WildSpiderRiderAmbientLoopMS
SoundImpact = ImpactHorse
; SoundMoveLoop = WildSpiderRiderMoveLoop Sorry, doesn't work on horde members. Use LGAS instead
UnitSpecificSounds
VoiceEnterUnitEvilMenTransportShip = SpiderRiderVoiceMoveShip
VoiceEnterUnitMordorMumakil = SpiderRiderVoiceMove
VoiceEnterUnitSlaughterHouse = SpiderRiderVoiceMove
VoiceGarrison = SpiderRiderVoiceMove
VoiceInitiateCaptureBuilding = SpiderRiderVoiceCaptureBuilding
End
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
MaxUpdateRangeCap = 800
AnimationSound = Sound:WeaponSwitchToSpearSpiderRiderMS Animation:MUSpidRdr_SKL.MUSpidRdr_TGLB Frames:1
AnimationSound = Sound:WeaponSwitchToBowSpiderRiderMS Animation:MUSpidRdr_SKL.MUSpidRdr_TGLA Frames:1
AnimationSound = Sound:BodyFallOrc Animation:MUSPIDRDR_SKL.MUSPIDRDR_DIEA Frames:29
AnimationSound = Sound:BodyFallOrc Animation:MUSPIDRDR_SKL.MUSPIDRDR_DIEB Frames:29
AnimationSound = Sound:BodyFallOrc Animation:MUSPIDRDR_SKL.MUSPIDRDR_DIEC Frames:25
AnimationSound = Sound:BodyFallOrc Animation:MUSPIDRDR_SKL.MUSPIDRDR_DIED Frames:25
AnimationSound = Sound:BodyFallOrc Animation:MUSPIDRDR_SKL.MUSPIDRDR_LNDA Frames:7
AnimationSound = Sound:BodyFallOrc Animation:MUSPIDRDR_SKL.MUSPIDRDR_LNDB Frames:7
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:MOVING Sound:WildSpiderRiderMoveLoop
ModelCondition = Required:RAISING_FLAG Excluded:DYING ENGAGED Sound:EmotionGoblinCompilationVoxTauntSinglesLoop
End
Behavior = LargeGroupAudioUpdate ModuleTag_LGAU ;Tie into LargeGroupAudio system
Key = SpiderRider
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS CAVALRY SCORE THROWN_OBJECT ARCHER ATTACK_NEEDS_LINE_OF_SIGHT GRAB_AND_DROP ;PATH_THROUGH_EACH_OTHER
Body = ActiveBody ModuleTag_02
MaxHealth = WILD_SPIDERRIDER_HEALTH
MaxHealthDamaged = WILD_SPIDERRIDER_HEALTH_DAMAGED
BurningDeathBehavior = Yes
BurningDeathFX = FX_CavalryBurningFlame
End
;-------------------------Units Upgrades-------------------
; Fire arrow upgrade
Behavior = WeaponSetUpgrade Weapon_Upgrade1
TriggeredBy = Upgrade_WildFireArrows
End
; Switch arrows being displayed.
Behavior = SubObjectsUpgrade Weapon_UpgradeSwap1
TriggeredBy = Upgrade_WildFireArrows
ShowSubObjects = FireArowTip ArrowNock
End
Behavior = WeaponSetUpgrade Weapon_Upgrade2
TriggeredBy = Upgrade_WildForgedBlades
End
Behavior = SubObjectsUpgrade ForgedBlades_Upgrade
TriggeredBy = Upgrade_WildForgedBlades
ShowSubObjects = Forged_Blade
End
// Behavior = EmotionTrackerUpdate Module_EmotionTracker
// TauntAndPointDistance = INFANTRY_TAUNT_POINT_RADIUS ; max distance to taunted/pointed objet
// TauntAndPointUpdateDelay = 1000 ; how often scan (milliseconds)
// TauntAndPointExcluded = NONE
// AfraidOf = EMOTION_AFRAIDOF_OBJECTFILTER
// AlwaysAfraidOf = EMOTION_ALWAYS_AFRAIDOF_OBJECTFILTER +CloudBreakSunbeam +SunflareSunbeam
// PointAt = EMOTION_POINTAT_OBJECTFILTER
// HeroScanDistance = 150
// FearScanDistance = ARCHER_FEAR_SCAN_RADIUS ;250
//
// AddEmotion = Terror_Base
// AddEmotion = Doom_Base
// AddEmotion = BraceForBeingCrushed_Base
// AddEmotion = UncontrollableFear_Base_Evil
// 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
// End
Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
MoodAttackCheckRate = 500
AILuaEventsList = WildSpiderFunctions
AttackPriority = AttackPriority_Cavalry
BurningDeathTime = BURNINGDEATH_DURATION_CAVALRY
End
LocomotorSet
Locomotor = NormalHorseHordeMemberLocomotor
Condition = SET_NORMAL
Speed = NORMAL_WILD_CAVALRY_MEMBER_SPEED
End
LocomotorSet
Locomotor = NormalHorseHordeMemberLocomotor
Condition = SET_COMBO
Speed = NORMAL_WILD_CAVALRY_MEMBER_SPEED
End
LocomotorSet
Locomotor = BurningDeathLocomotorCavalry
Condition = SET_BURNINGDEATH
Speed = BURNINGDEATH_WANDERSPEED_CAVALRY
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 = 4.0 ; in Dist/Sec
DestructionDelay = 8000
Sound = INITIAL SpiderRiderDieMS
End
Behavior = SquishCollide ModuleTag_06
;nothing
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
;-----------------
Geometry = CYLINDER
GeometryMajorRadius = 8.0
GeometryMinorRadius = 8.0CA
GeometryHeight = 19.2
GeometryIsSmall = Yes
; Shadow = SHADOW_VOLUME_OR_DECAL
Shadow = SHADOW_VOLUME
ShadowSizeX = 40;
ShadowSizeY = 40;
ShadowTexture = ShadowI;
End