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Text File  |  2006-01-31  |  19KB  |  640 lines

  1. ; Moved from WildInfantry.INI Aug 24 2005
  2.  
  3.  
  4. ;------------------------------------------------------------------------------
  5. ; aka Wild Banner Goblin
  6. ; i just replaced the name of the old mordor banner orc, this needs a proper hookup
  7. Object WildBannerGoblin
  8.   ; *** ART Parameters ***
  9.  
  10.     SelectPortrait         = UPMordor_Banner
  11.   
  12.     ; This is required for garrisoned objects - please put in all objects.
  13.     ButtonImage = BMOrcPit_RedEyeBanner
  14.  
  15.   Draw = W3DScriptedModelDraw ModuleTag_01
  16.  
  17.       OkToChangeModelColor = Yes
  18.       
  19.       StaticModelLODMode = Yes
  20.       
  21.         DefaultModelConditionState
  22.             Model = WUGobBnr_SKN
  23.             Skeleton = WUGobBnr_SKL            
  24.         End
  25.  
  26.         ; ------------------------- Haradrim Anims ------------------------------------
  27.         
  28.         
  29.     AnimationState = STUNNED_FLAILING
  30.              Animation = Flying
  31.                 AnimationName = WUGobBnr_FLYA
  32.           AnimationMode = LOOP
  33.             End
  34.       Flags = RANDOMSTART
  35.     End
  36.  
  37.  
  38.     AnimationState            = DYING BURNINGDEATH
  39.         Animation
  40.             AnimationName    = WUGobBnr_DIEA
  41.             AnimationMode    = ONCE
  42.             AnimationBlendTime = 10
  43.         End
  44.     End
  45.  
  46.     AnimationState = DYING SPLATTED
  47.              Animation = Splattered_On_Ground_1
  48.                 AnimationName = WUGobBnr_LNDA
  49.           AnimationMode = ONCE
  50.             End
  51.     End
  52.  
  53.      AnimationState = DYING AFLAME
  54.         Animation = Flaming_Death
  55.             AnimationName = WUGobBnr_MFDA
  56.             AnimationMode = ONCE
  57.         End
  58.     End
  59.     
  60.     AnimationState = DYING WEAPONSTATE_CLOSE_RANGE
  61.         Animation = Dying_1
  62.             AnimationName = WUGobBnr_DIEA
  63.             AnimationMode = ONCE
  64.         End
  65.     End
  66.  
  67.     AnimationState = DYING
  68.         Animation = Dying_1
  69.             AnimationName = WUGobBnr_DIEA
  70.             AnimationMode = ONCE
  71.         End
  72.  
  73.     End
  74.  
  75.     AnimationState            = BURNINGDEATH
  76.         Animation
  77.             AnimationName    = WUGobBnr_MFDA
  78.             AnimationMode    = LOOP
  79.             Distance        = 50
  80.         End
  81.     End
  82.  
  83.     AnimationState                        = PARALYZED
  84.         Animation
  85.             AnimationName                = WUGobBnr_IDLA
  86.             AnimationMode                = ONCE_BACKWARDS
  87.         End
  88.         Flags                            =  
  89.     End
  90.  
  91.  
  92.     ; --- stunned anims
  93.     AnimationState = STUNNED_STANDING_UP
  94.              Animation = Standing_Back_Up
  95.                 AnimationName = WUGobBnr_GTPA
  96.           AnimationMode = ONCE
  97.           AnimationSpeedFactorRange = 1.5 1.5
  98.             End
  99.     End
  100.     AnimationState = STUNNED
  101.              Animation = Splattered_On_Ground_1
  102.                 AnimationName = WUGobBnr_LNDA
  103.           AnimationMode = ONCE
  104.             End
  105.     End
  106.  
  107.         AnimationState = MOVING CLIMBING BACKING_UP
  108.             Animation = Climb Up
  109.                 AnimationName = WUGobBnr_FLLA
  110.                 AnimationMode = LOOP_BACKWARDS
  111.             End
  112.         End
  113.         
  114.         AnimationState = MOVING CLIMBING
  115.             Animation = Climb Down
  116.                 AnimationName = WUGobBnr_FLLA
  117.                 AnimationMode = LOOP
  118.             End
  119.         End
  120.         
  121.         AnimationState                            = PASSENGER
  122.             Animation                            = FLLA
  123.                 AnimationName                    = WUGobBnr_FLLA
  124.                 AnimationMode                    = LOOP
  125.             End
  126.         End
  127.         
  128.         AnimationState                            = FREEFALL
  129.             Animation                            = FLYA
  130.                 AnimationName                    = WUGobBnr_FLYA
  131.                 AnimationMode                    = LOOP
  132.                 AnimationBlendTime                = 10
  133.                 AnimationSpeedFactorRange        = 0.5    0.5
  134.             End
  135.         End
  136.         
  137.         
  138.         
  139.         
  140.                     AnimationState                        = CLIMBING
  141.                         StateName                        = STATE_Climbing
  142.                         Animation                        = Climbing
  143.                             AnimationName                = WUGobBnr_WALB
  144.                             AnimationMode                = LOOP
  145.                             AnimationBlendTime            = 10
  146.                         End
  147.                         BeginScript;script to set transition from moving
  148.                             Prev = CurDrawablePrevAnimationState()
  149.                             if Prev == "STATE_Running"  then CurDrawableSetTransitionAnimState("Trans_RunningToClimbing") return end
  150.                             if Prev == "STATE_Rappelling"  then CurDrawableSetTransitionAnimState("Trans_RappellingToClimbing") return end
  151.                         EndScript
  152.                     End
  153.                     TransitionState = Trans_RunningToClimbing
  154.                         Animation = Transition
  155.                             AnimationName = WUGobBnr_WALA
  156.                             AnimationMode = ONCE
  157.                         End
  158.                     End
  159.                        
  160.                     AnimationState                        = RAPPELLING
  161.                         StateName                        = STATE_Rappelling
  162.                         Animation                        = Rapelling
  163.                             AnimationName                = WUGobBnr_WALE
  164.                             AnimationMode                = LOOP
  165.                             AnimationBlendTime            = 10
  166.                         End
  167.                         BeginScript;script to set transition from moving
  168.                             Prev = CurDrawablePrevAnimationState()
  169.                             if Prev == "STATE_Running"  then CurDrawableSetTransitionAnimState("Trans_RunningToRappelling") return end
  170.                             if Prev == "STATE_Climbing"  then CurDrawableSetTransitionAnimState("Trans_ClimbingToRappelling") return end
  171.                         EndScript
  172.                     End
  173.                     TransitionState = Trans_RunningToRappelling
  174.                         Animation = Transition
  175.                             AnimationName = WUGobBnr_WALD
  176.                             AnimationMode = ONCE
  177.                         End
  178.                     End
  179.                     
  180.         
  181.         
  182.         
  183.         
  184.         IdleAnimationState
  185.             Animation = IDLD
  186.                 AnimationName = WUGobBnr_IDLA
  187.                 AnimationMode = ONCE
  188.                 AnimationPriority = 5
  189.                 AnimationBlendTime  = 15
  190.             End
  191.             Flags               = RESTART_ANIM_WHEN_COMPLETE
  192.             StateName = Idle
  193.             BeginScript
  194.                 Prev = CurDrawablePrevAnimationState()
  195.                 if Prev == "CloseRange"    then CurDrawableSetTransitionAnimState("Trans_Sword_To_Idle") return end
  196.             EndScript
  197.         End
  198.         
  199.         AnimationState                =    MOVING BACKING_UP
  200.             Animation                =    BackingUp
  201.                 AnimationName        = WUGobBnr_BAKA
  202.                 AnimationMode        =    LOOP
  203.             End
  204.             Flags = RANDOMSTART
  205.         End
  206.  
  207.  
  208. ;        AnimationState = MOVING FIRING_OR_PREATTACK_A
  209. ;            Animation = TrotAndFire
  210. ;                AnimationName = WUGobBnr_RUNB        ; WUGobBnr_ATRA does not exist...
  211. ;                AnimationMode = LOOP
  212. ;            End
  213. ;            Flags = RANDOMSTART
  214. ;            ;ParticleSysBone = None InfantryDustTrails
  215. ;        End
  216.         
  217.         AnimationState = MOVING BACKING_UP EMOTION_TERROR
  218.             Animation = Moving
  219.                 AnimationName = WUGobBnr_BAKA
  220.                 AnimationMode = LOOP
  221.                 AnimationSpeedFactorRange 1.4 1.4
  222.             End
  223.             StateName = Moving
  224.             Flags = RANDOMSTART
  225. ;            ParticleSysBone = None InfantryDustTrails
  226.         End
  227.  
  228.         AnimationState = MOVING EMOTION_TERROR
  229.             Animation = Moving
  230.                 AnimationName = WUGobBnr_RUNA
  231.                 AnimationMode = LOOP
  232.             End
  233.             StateName = Moving
  234.             Flags = RANDOMSTART
  235. ;            ParticleSysBone = None InfantryDustTrails
  236.         End
  237.         
  238.         AnimationState = MOVING
  239.             Animation = Moving
  240.                 AnimationName = WUGobBnr_RUNA
  241.                 AnimationMode = LOOP
  242.             End
  243.             StateName = Moving
  244.             Flags = RANDOMSTART
  245. ;            ParticleSysBone = None InfantryDustTrails
  246.  
  247.  
  248.                         BeginScript;script to set transition into moving
  249.                             Prev = CurDrawablePrevAnimationState()
  250.                             if Prev == "STATE_Climbing"  then CurDrawableSetTransitionAnimState("Trans_ClimbingToRunning") return end
  251.                             if Prev == "STATE_Rappelling"  then CurDrawableSetTransitionAnimState("Trans_RappellingToRunning") return end
  252.                         EndScript
  253.  
  254.  
  255.         End
  256.                         TransitionState = Trans_ClimbingToRunning
  257.                             Animation = Transition
  258.                                 AnimationName = WUGobBnr_WALC
  259.                                 AnimationMode = ONCE
  260.                             End
  261.                             Animation = Transition
  262.                                 AnimationName = WUGobBnr_WALH
  263.                                 AnimationMode = ONCE
  264.                             End
  265.                         End
  266.                         TransitionState = Trans_RappellingToRunning
  267.                             Animation = Transition
  268.                                 AnimationName = WUGobBnr_WALF
  269.                                 AnimationMode = ONCE
  270.                             End
  271.                         End
  272.  
  273.         
  274.         
  275.         
  276.         
  277.         
  278. ;    TransitionState = Trans_Idle_To_Sword
  279. ;            Animation = Transition
  280. ;          AnimationName = WUGobBnr_STHA
  281. ;            AnimationMode = ONCE
  282. ;            End
  283. ;    End
  284.  
  285. ;    TransitionState = Trans_Moving_To_Sword
  286. ;            Animation = Transition
  287. ;              AnimationName = WUGobBnr_STHC
  288. ;                AnimationMode = ONCE
  289. ;            End
  290. ;    End
  291.  
  292. ;    TransitionState = Trans_Sword_To_Idle
  293. ;        Animation = Transition
  294. ;            AnimationName = WUGobBnr_STHB
  295. ;            AnimationMode = ONCE
  296. ;        End
  297. ;    End
  298.     
  299.     
  300.     
  301.     
  302.  
  303. ; --------- With Sword ------------
  304.  
  305.     AnimationState = FIRING_OR_PREATTACK_A
  306.         Animation = ATKA1
  307.             AnimationName = WUGobBnr_ATKA
  308.             AnimationMode = ONCE
  309.             UseWeaponTiming        = Yes
  310.         End
  311.         StateName = CloseRange
  312.     End
  313.     
  314.     AnimationState                            = RAISING_FLAG
  315.         Animation                           = CHRA
  316.             AnimationName                    = WUGobBnr_CHRA
  317.             AnimationMode                    = LOOP
  318.         End
  319.     End
  320.     
  321.  
  322.     AnimationState                =    SELECTED
  323.         StateName                =    STATE_Selected
  324.         Animation                =    ATNB
  325.             AnimationName        =    WUGobBnr_IDLA
  326.             AnimationMode        =    LOOP
  327.         End
  328.     End
  329.     
  330.     AnimationState = WAR_CHANT
  331.         Animation = Chant
  332.             AnimationName = WUGobBnr_IDLC ;maybe TNTA
  333.             AnimationMode = LOOP
  334.         End
  335.     End
  336.     
  337.     ;-emotions--
  338.     AnimationState                            = EMOTION_AFRAID
  339.         Animation                            = FERA
  340.             AnimationName                    = WUGobBnr_FERA
  341.             AnimationMode                    = LOOP
  342.         End
  343.         Flags = RANDOMSTART
  344.     End
  345.  
  346.     AnimationState                            = EMOTION_TAUNTING
  347.         Animation                            = TNTA
  348.             AnimationName                    = WUGobBnr_IDLC
  349.             AnimationMode                    = LOOP
  350.         End
  351.     End
  352.     
  353. ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
  354. ; Just let the rest of his horde point
  355. ;    AnimationState                            = EMOTION_POINTING
  356. ;        Animation                            = Pointing1
  357. ;            AnimationName                    = WUGobBnr_PNTA
  358. ;            AnimationMode                    = LOOP
  359. ;        End
  360. ;    End
  361. ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
  362.  
  363.     AnimationState                            = EMOTION_CELEBRATING
  364.         Animation                           = CHRA
  365.             AnimationName                    = WUGobBnr_CHRA
  366.             AnimationMode                    = ONCE
  367.         End
  368.     End
  369.     
  370. ;    AnimationState                            = EMOTION_ALERT
  371. ;        Animation                            = ALERT
  372. ;            AnimationName                    = WUGobBnr_IDLB
  373. ;            AnimationMode                    = LOOP
  374. ;        End
  375. ;        Flags                                = RESTART_ANIM_WHEN_COMPLETE RANDOMSTART
  376. ;    End
  377.     
  378. ;    AnimationState = WEAPONSTATE_CLOSE_RANGE
  379. ;        Animation = Close_Range_Idle
  380. ;                AnimationName = WUGobBnr_IDLB
  381. ;                AnimationMode = ONCE
  382. ;        End
  383. ;        BeginScript
  384. ;            Prev = CurDrawablePrevAnimationState()
  385. ;            if Prev == "Moving" then CurDrawableSetTransitionAnimState("Trans_Moving_To_Sword") return end
  386. ;            if Prev == "Idle"   then CurDrawableSetTransitionAnimState("Trans_Idle_To_Sword") return end
  387. ;        EndScript
  388. ;        StateName = CloseRange
  389. ;    End
  390.    
  391.        ;    AnimationState        = SELECTED
  392.     ;        StateName           = STATE_Selected
  393.     ;        Animation = IDLA
  394.     ;            AnimationName = WUGobBnr_IDLA
  395.     ;            AnimationMode = ONCE
  396.     ;        End
  397.     ;        Animation = IDLC
  398.     ;            AnimationName = WUGobBnr_IDLC
  399.     ;            AnimationMode = ONCE
  400.     ;        End
  401.     ;        Flags               = RESTART_ANIM_WHEN_COMPLETE
  402.     ;        BeginScript
  403.     ;            Prev = CurDrawablePrevAnimationState()
  404.     ;            if Prev == "CloseRange"    then CurDrawableSetTransitionAnimState("Trans_Sword_To_Idle") return end
  405.     ;        EndScript
  406.     ;    End
  407.     
  408.     
  409.  
  410.     
  411.     
  412.   End
  413.  
  414.     #include "..\..\..\includes\StunDrawModuleSmall.inc"
  415.  
  416.   ; ***DESIGN parameters ***
  417.   Side = Wild
  418.   EditorSorting = UNIT
  419.     ThreatLevel = 1.0
  420.   TransportSlotCount = TRANSPORTSLOTCOUNT_UNIT
  421.   WeaponSet
  422.     Conditions = None 
  423.     Weapon = PRIMARY    GoblinFighterSword
  424.     AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
  425.   End
  426.  
  427.   ArmorSet
  428.     Conditions      = None
  429.     Armor           = SoldierArmor
  430.     DamageFX        = NormalDamageFX
  431.   End
  432.   BuildCost         = MORDOR_BANNER_BUILDCOST
  433.   BuildTime            = MORDOR_BANNER_BUILDTIME
  434.   
  435.   VisionRange = GOBLIN_FIGHTER_VISION_RANGE
  436.         VisionSide = 35%
  437.     VisionRear = 25%
  438.   ShroudClearingRange = GOBLIN_FIGHTER_SHROUD_RANGE
  439.   
  440.   BountyValue       = MORDOR_BANNER_BOUNTY_VALUE
  441.   DisplayName = OBJECT:MordorBanner
  442.   CrushableLevel = 0  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  443.   CrusherLevel = 0 ;What can I crush?: 0 = small animals, 1 = infantry, 2 = trees, 3 = vehicles
  444.      CrushRevengeWeapon = BasicInfantryCrushRevenge
  445.  
  446. ;  CommandSet = GondorFighterCommandSet
  447. ;  CommandSet = MordorBannerOrcCommandSet
  448.   CommandSet = EmptyCommandSet
  449.   CommandPoints = 0
  450.  
  451.  
  452.     ; *** AUDIO Parameters ***;
  453.  
  454.     ; *** AUDIO Parameters ***;
  455.  
  456.     VoiceAttack                                = GoblinWarriorVoiceAttack
  457.     VoiceAttackCharge                        = GoblinWarriorVoiceAttackCharge
  458.     VoiceAttackMachine                        = GoblinWarriorVoiceAttack
  459.     VoiceAttackStructure                    = GoblinWarriorVoiceAttackBuilding
  460.     VoiceCreated                            = EVA:GoblinWarriorCreated
  461.     VoiceFullyCreated                        = EVA:GoblinWarriorCreated
  462.     VoiceGuard                                = GoblinWarriorVoiceGuard
  463.     VoiceMove                                = GoblinWarriorVoiceMove
  464.     VoiceMoveOverWalls                        = GoblinWarriorVoiceMoveWalls
  465.     VoiceMoveToCamp                            = GoblinWarriorVoiceMoveCamp
  466.     VoiceMoveWhileAttacking                    = GoblinWarriorVoiceDisengage
  467.     VoicePriority                            = 15
  468.     VoiceRetreatToCastle                    = GoblinWarriorVoiceRetreat
  469.     VoiceSelect                                = GoblinWarriorVoiceSelectMS
  470.     VoiceSelectBattle                         = GoblinWarriorVoiceSelectBattle
  471.  
  472.     SoundImpact                                = ImpactHorse
  473.  
  474.     UnitSpecificSounds
  475.         VoiceEnterUnitEvilMenTransportShip    = GoblinWarriorVoiceMoveShip
  476.         VoiceEnterUnitMordorMumakil            = GoblinWarriorVoiceMoveGarrison
  477.         VoiceEnterUnitSlaughterHouse        = GoblinWarriorVoiceMoveGarrison
  478.         VoiceGarrison                        = GoblinWarriorVoiceMoveGarrison
  479.         VoiceInitiateCaptureBuilding        = GoblinWarriorVoiceCaptureBuilding
  480.     End
  481.  
  482.     CrowdResponseKey = Goblin
  483.  
  484.     ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
  485.         MaxUpdateRangeCap = 800
  486. ;        AnimationSound = Sound:BodyFallGeneric2        Animation:MUOrcArchr_SKL.MUOrcArchr_DIEB    Frames:80
  487.         AnimationSound = Sound:BodyFallOrc            Animation:WUGOBBNR_SKL.WUGOBBNR_DIEA    Frames:11
  488.         AnimationSound = Sound:BodyFallOrc            Animation:WUGOBBNR_SKL.WUGOBBNR_LNDA    Frames:6
  489.         AnimationSound = Sound:BodyFallOrc            Animation:WUGOBBNR_SKL.WUGOBBNR_WALC    Frames:21
  490.         AnimationSound = Sound:BodyFallOrc            Animation:WUGOBBNR_SKL.WUGOBBNR_DIEA    Frames:11
  491.     End
  492.  
  493.     ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_foo
  494.         ;ModelCondition = Required:EMOTION_CELEBRATING    Excluded:DYING ENGAGED    Sound:EmotionGoblinCompilationVoxCheerSinglesLoop    ;MOVING ATTACKING 
  495.         ;ModelCondition = Required:EMOTION_TAUNTING        Excluded:DYING ENGAGED    Sound:EmotionGoblinCompilationVoxTauntSinglesLoop    ;MOVING ATTACKING
  496.         ModelCondition = Required:RAISING_FLAG            Excluded:DYING ENGAGED    Sound:EmotionGoblinCompilationVoxTauntSinglesLoop
  497.     End
  498.  
  499.     #include "..\..\..\includes\StandardUnitEvaEvents.inc"
  500.  
  501.     Behavior = LargeGroupAudioUpdate ModuleTag_LGAU                ; Tie into LargeGroupAudio system
  502.         Key = Goblin
  503.     End
  504.  
  505.   ; *** ENGINEERING Parameters ***
  506.  
  507.   RadarPriority = UNIT
  508.   KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE THROWN_OBJECT BANNER GRAB_AND_DROP IGNORES_SELECT_ALL CAN_CLIMB_WALLS
  509.  
  510.   Body = ActiveBody ModuleTag_02
  511.     MaxHealth         = MORDOR_BANNER_HEALTH
  512.     MaxHealthDamaged  = MORDOR_BANNER_HEALTH_DAMAGED
  513.     BurningDeathBehavior = Yes
  514.     BurningDeathFX       = FX_InfantryBurningFlame
  515.   End
  516.  
  517.   Behavior = AIUpdateInterface ModuleTag_03
  518.     AutoAcquireEnemiesWhenIdle = No
  519.     MoodAttackCheckRate        = 500
  520.     HoldGroundCloseRangeDistance = 40
  521.     AttackPriority                =     AttackPriority_Infantry
  522.     AILuaEventsList                =    MordorInfantryBannerFunctions
  523.     BurningDeathTime            = BURNINGDEATH_DURATION_INFANTRY
  524.   End
  525.  
  526.     Behavior = EmotionTrackerUpdate    Module_EmotionTracker
  527. ;        TauntAndPointDistance        =    350        ; max distance to taunted/pointed objet
  528. ;        TauntAndPointUpdateDelay    =    1000    ; how often scan (milliseconds)
  529. ;        TauntAndPointExcluded        =    NONE
  530. ;        AfraidOf                    =    EMOTION_AFRAIDOF_OBJECTFILTER
  531. ;        AlwaysAfraidOf                =    EMOTION_ALWAYS_AFRAIDOF_OBJECTFILTER
  532. ;        PointAt                        =    EMOTION_POINTAT_OBJECTFILTER
  533. ;
  534. ;        HeroScanDistance            =    150
  535. ;        FearScanDistance            =    250
  536. ;
  537. ;        AddEmotion    =    Terror_Base
  538. ;        AddEmotion    =    Doom_Base
  539.         AddEmotion    =   BraceForBeingCrushed_Base
  540. ;        AddEmotion    =    UncontrollableFear_Base_Evil
  541. ;        AddEmotion    =    FearIdle_Base
  542. ;        AddEmotion    =    FearBusy_Base
  543. ;        AddEmotion    =    Point_Base
  544. ;        AddEmotion    =    Taunt_Base    
  545. ;        AddEmotion    =    CheerIdle_Base
  546. ;        AddEmotion    =    CheerBusy_Base
  547. ;        AddEmotion    =    HeroCheerIdle_Base
  548. ;        AddEmotion    =    HeroCheerBusy_Base
  549. ;        AddEmotion    =    Alert_Base
  550.     End    
  551.   
  552.   LocomotorSet
  553.     Locomotor = TestWallScalingHordeLocomotor
  554.     Condition = SET_NORMAL
  555.     Speed     = NORMAL_WILD_FAST_MEMBER_SPEED
  556.   End
  557.  
  558.     LocomotorSet
  559.         Locomotor = BurningDeathLocomotorInfantry
  560.         Condition = SET_BURNINGDEATH
  561.         Speed      = BURNINGDEATH_WANDERSPEED_INFANTRY
  562.     End
  563.  
  564.   Behavior = PhysicsBehavior ModuleTag_04
  565.     GravityMult = 1.0
  566.     ShockStunnedTimeLow        = 1400    ;msec
  567.     ShockStunnedTimeHigh    = 2400    ;msec
  568.     ShockStandingTime        = 2133    ;msec
  569.   End
  570.  
  571.   Behavior = SlowDeathBehavior ModuleTag_05
  572.     DeathTypes = ALL -KNOCKBACK
  573.     SinkDelay = 3000
  574.     SinkRate = 0.40     ; in Dist/Sec
  575.     DestructionDelay = 8000
  576.     Sound = INITIAL GoblinVoxDieMS
  577.   End
  578.  
  579.   Behavior = SquishCollide ModuleTag_06
  580.     ;nothing
  581.   End
  582.  
  583.   Behavior = SlowDeathBehavior ModuleTag_07
  584.     ; Same as normal death, but no sound (sound already played by SoundImpact = ... )
  585.     DeathTypes = NONE +KNOCKBACK
  586.     SinkDelay = 3000
  587.     SinkRate = 0.40     ; in Dist/Sec
  588.     DestructionDelay = 8000
  589.     Sound = INITIAL GoblinVoxDieMS
  590.   End
  591.   
  592.   Behavior = BezierProjectileBehavior ModuleTag_08 ; Module starts asleep, and wakes up when thrown.
  593.     FirstHeight = 24  ; Height of Bezier control points above highest intervening terrain
  594.     SecondHeight = 24
  595.     FirstPercentIndent = 30% ; Percentage of shot distance control points are placed
  596.     SecondPercentIndent = 70%
  597.     TumbleRandomly = Yes
  598.  
  599.     CrushStyle = Yes ; I don't detonate, I just hit
  600.     DieOnImpact = Yes
  601.     BounceCount = 1   ; When I hit the ground, I'll arc again
  602.     BounceDistance = 40 ; this far
  603.     BounceFirstHeight = 24  ; Height of Bezier control points above highest intervening terrain
  604.     BounceSecondHeight = 24
  605.     BounceFirstPercentIndent = 20% ; Percentage of shot distance control points are placed
  606.     BounceSecondPercentIndent = 80%
  607.  
  608.     GroundHitFX       = FX_ThrownRockGroundHit
  609.     GroundBounceFX    = FX_ThrownRockBounceHit
  610.   End
  611.  
  612.     ;/////////////////////////////////////////////////////////
  613.     ;// BannerCarrierUpdate module
  614.     ;/////////////////////////////////////////////////////////
  615.     Behavior = BannerCarrierUpdate BannerCarrierUpdateModuleTag
  616.         IdleSpawnRate            = 10000                            ; spawn a new member every n seconds when idle (in miliseconds)
  617.         MeleeFreeUnitSpawnTime        = 20000                            ; n miliseconds units must not have been fighting to be able to spawn units when idle (in miliseconds)
  618.         DiedRespawnTime            = 10000                            ; how much time must pass after Banner Carrier dies before horde can spawn another
  619.         MeleeFreeBannerReSpawnTime    = 20000                            ; how much time since horde has been fighting before a new Banner Carrier can be respawned
  620.         
  621.         BannerMorphFX        = FX_BannerCarrierMorph                    ; name of particle FX to use when the BannerCarrier morphs into the dest unit type
  622.         UnitSpawnFX            = FX_BannerCarrierSpawnUnit                ; name of particle FX to use when the BannerCarrier spawns a new unit
  623.     End
  624.  
  625.     Behavior = SubObjectsUpgrade Show_Topper
  626.         TriggeredBy        = Upgrade_AllFactionUpgrade
  627.         ShowSubObjects    = Glow
  628.     End    
  629.         
  630.   Geometry = CYLINDER
  631.   GeometryMajorRadius = 8.0
  632.   GeometryMinorRadius = 8.0
  633.   GeometryHeight = 19.2
  634.   GeometryIsSmall = Yes
  635.   Shadow = SHADOW_DECAL
  636.   ShadowSizeX = 19;
  637.   ShadowSizeY = 19;
  638.   ShadowTexture = ShadowI;
  639. End
  640.