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data_ini_object_evilfaction_units_wild_wildbannergoblin.ini
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2006-01-31
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; Moved from WildInfantry.INI Aug 24 2005
;------------------------------------------------------------------------------
; aka Wild Banner Goblin
; i just replaced the name of the old mordor banner orc, this needs a proper hookup
Object WildBannerGoblin
; *** ART Parameters ***
SelectPortrait = UPMordor_Banner
; This is required for garrisoned objects - please put in all objects.
ButtonImage = BMOrcPit_RedEyeBanner
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = Yes
DefaultModelConditionState
Model = WUGobBnr_SKN
Skeleton = WUGobBnr_SKL
End
; ------------------------- Haradrim Anims ------------------------------------
AnimationState = STUNNED_FLAILING
Animation = Flying
AnimationName = WUGobBnr_FLYA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
AnimationState = DYING BURNINGDEATH
Animation
AnimationName = WUGobBnr_DIEA
AnimationMode = ONCE
AnimationBlendTime = 10
End
End
AnimationState = DYING SPLATTED
Animation = Splattered_On_Ground_1
AnimationName = WUGobBnr_LNDA
AnimationMode = ONCE
End
End
AnimationState = DYING AFLAME
Animation = Flaming_Death
AnimationName = WUGobBnr_MFDA
AnimationMode = ONCE
End
End
AnimationState = DYING WEAPONSTATE_CLOSE_RANGE
Animation = Dying_1
AnimationName = WUGobBnr_DIEA
AnimationMode = ONCE
End
End
AnimationState = DYING
Animation = Dying_1
AnimationName = WUGobBnr_DIEA
AnimationMode = ONCE
End
End
AnimationState = BURNINGDEATH
Animation
AnimationName = WUGobBnr_MFDA
AnimationMode = LOOP
Distance = 50
End
End
AnimationState = PARALYZED
Animation
AnimationName = WUGobBnr_IDLA
AnimationMode = ONCE_BACKWARDS
End
Flags =
End
; --- stunned anims
AnimationState = STUNNED_STANDING_UP
Animation = Standing_Back_Up
AnimationName = WUGobBnr_GTPA
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.5 1.5
End
End
AnimationState = STUNNED
Animation = Splattered_On_Ground_1
AnimationName = WUGobBnr_LNDA
AnimationMode = ONCE
End
End
AnimationState = MOVING CLIMBING BACKING_UP
Animation = Climb Up
AnimationName = WUGobBnr_FLLA
AnimationMode = LOOP_BACKWARDS
End
End
AnimationState = MOVING CLIMBING
Animation = Climb Down
AnimationName = WUGobBnr_FLLA
AnimationMode = LOOP
End
End
AnimationState = PASSENGER
Animation = FLLA
AnimationName = WUGobBnr_FLLA
AnimationMode = LOOP
End
End
AnimationState = FREEFALL
Animation = FLYA
AnimationName = WUGobBnr_FLYA
AnimationMode = LOOP
AnimationBlendTime = 10
AnimationSpeedFactorRange = 0.5 0.5
End
End
AnimationState = CLIMBING
StateName = STATE_Climbing
Animation = Climbing
AnimationName = WUGobBnr_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 = WUGobBnr_WALA
AnimationMode = ONCE
End
End
AnimationState = RAPPELLING
StateName = STATE_Rappelling
Animation = Rapelling
AnimationName = WUGobBnr_WALE
AnimationMode = LOOP
AnimationBlendTime = 10
End
BeginScript;script to set transition from moving
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Running" then CurDrawableSetTransitionAnimState("Trans_RunningToRappelling") return end
if Prev == "STATE_Climbing" then CurDrawableSetTransitionAnimState("Trans_ClimbingToRappelling") return end
EndScript
End
TransitionState = Trans_RunningToRappelling
Animation = Transition
AnimationName = WUGobBnr_WALD
AnimationMode = ONCE
End
End
IdleAnimationState
Animation = IDLD
AnimationName = WUGobBnr_IDLA
AnimationMode = ONCE
AnimationPriority = 5
AnimationBlendTime = 15
End
Flags = RESTART_ANIM_WHEN_COMPLETE
StateName = Idle
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "CloseRange" then CurDrawableSetTransitionAnimState("Trans_Sword_To_Idle") return end
EndScript
End
AnimationState = MOVING BACKING_UP
Animation = BackingUp
AnimationName = WUGobBnr_BAKA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
; AnimationState = MOVING FIRING_OR_PREATTACK_A
; Animation = TrotAndFire
; AnimationName = WUGobBnr_RUNB ; WUGobBnr_ATRA does not exist...
; AnimationMode = LOOP
; End
; Flags = RANDOMSTART
; ;ParticleSysBone = None InfantryDustTrails
; End
AnimationState = MOVING BACKING_UP EMOTION_TERROR
Animation = Moving
AnimationName = WUGobBnr_BAKA
AnimationMode = LOOP
AnimationSpeedFactorRange 1.4 1.4
End
StateName = Moving
Flags = RANDOMSTART
; ParticleSysBone = None InfantryDustTrails
End
AnimationState = MOVING EMOTION_TERROR
Animation = Moving
AnimationName = WUGobBnr_RUNA
AnimationMode = LOOP
End
StateName = Moving
Flags = RANDOMSTART
; ParticleSysBone = None InfantryDustTrails
End
AnimationState = MOVING
Animation = Moving
AnimationName = WUGobBnr_RUNA
AnimationMode = LOOP
End
StateName = Moving
Flags = RANDOMSTART
; ParticleSysBone = None InfantryDustTrails
BeginScript;script to set transition into moving
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Climbing" then CurDrawableSetTransitionAnimState("Trans_ClimbingToRunning") return end
if Prev == "STATE_Rappelling" then CurDrawableSetTransitionAnimState("Trans_RappellingToRunning") return end
EndScript
End
TransitionState = Trans_ClimbingToRunning
Animation = Transition
AnimationName = WUGobBnr_WALC
AnimationMode = ONCE
End
Animation = Transition
AnimationName = WUGobBnr_WALH
AnimationMode = ONCE
End
End
TransitionState = Trans_RappellingToRunning
Animation = Transition
AnimationName = WUGobBnr_WALF
AnimationMode = ONCE
End
End
; TransitionState = Trans_Idle_To_Sword
; Animation = Transition
; AnimationName = WUGobBnr_STHA
; AnimationMode = ONCE
; End
; End
; TransitionState = Trans_Moving_To_Sword
; Animation = Transition
; AnimationName = WUGobBnr_STHC
; AnimationMode = ONCE
; End
; End
; TransitionState = Trans_Sword_To_Idle
; Animation = Transition
; AnimationName = WUGobBnr_STHB
; AnimationMode = ONCE
; End
; End
; --------- With Sword ------------
AnimationState = FIRING_OR_PREATTACK_A
Animation = ATKA1
AnimationName = WUGobBnr_ATKA
AnimationMode = ONCE
UseWeaponTiming = Yes
End
StateName = CloseRange
End
AnimationState = RAISING_FLAG
Animation = CHRA
AnimationName = WUGobBnr_CHRA
AnimationMode = LOOP
End
End
AnimationState = SELECTED
StateName = STATE_Selected
Animation = ATNB
AnimationName = WUGobBnr_IDLA
AnimationMode = LOOP
End
End
AnimationState = WAR_CHANT
Animation = Chant
AnimationName = WUGobBnr_IDLC ;maybe TNTA
AnimationMode = LOOP
End
End
;-emotions--
AnimationState = EMOTION_AFRAID
Animation = FERA
AnimationName = WUGobBnr_FERA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
AnimationState = EMOTION_TAUNTING
Animation = TNTA
AnimationName = WUGobBnr_IDLC
AnimationMode = LOOP
End
End
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Just let the rest of his horde point
; AnimationState = EMOTION_POINTING
; Animation = Pointing1
; AnimationName = WUGobBnr_PNTA
; AnimationMode = LOOP
; End
; End
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
AnimationState = EMOTION_CELEBRATING
Animation = CHRA
AnimationName = WUGobBnr_CHRA
AnimationMode = ONCE
End
End
; AnimationState = EMOTION_ALERT
; Animation = ALERT
; AnimationName = WUGobBnr_IDLB
; AnimationMode = LOOP
; End
; Flags = RESTART_ANIM_WHEN_COMPLETE RANDOMSTART
; End
; AnimationState = WEAPONSTATE_CLOSE_RANGE
; Animation = Close_Range_Idle
; AnimationName = WUGobBnr_IDLB
; AnimationMode = ONCE
; End
; BeginScript
; Prev = CurDrawablePrevAnimationState()
; if Prev == "Moving" then CurDrawableSetTransitionAnimState("Trans_Moving_To_Sword") return end
; if Prev == "Idle" then CurDrawableSetTransitionAnimState("Trans_Idle_To_Sword") return end
; EndScript
; StateName = CloseRange
; End
; AnimationState = SELECTED
; StateName = STATE_Selected
; Animation = IDLA
; AnimationName = WUGobBnr_IDLA
; AnimationMode = ONCE
; End
; Animation = IDLC
; AnimationName = WUGobBnr_IDLC
; AnimationMode = ONCE
; End
; Flags = RESTART_ANIM_WHEN_COMPLETE
; BeginScript
; Prev = CurDrawablePrevAnimationState()
; if Prev == "CloseRange" then CurDrawableSetTransitionAnimState("Trans_Sword_To_Idle") return end
; EndScript
; End
End
#include "..\..\..\includes\StunDrawModuleSmall.inc"
; ***DESIGN parameters ***
Side = Wild
EditorSorting = UNIT
ThreatLevel = 1.0
TransportSlotCount = TRANSPORTSLOTCOUNT_UNIT
WeaponSet
Conditions = None
Weapon = PRIMARY GoblinFighterSword
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
ArmorSet
Conditions = None
Armor = SoldierArmor
DamageFX = NormalDamageFX
End
BuildCost = MORDOR_BANNER_BUILDCOST
BuildTime = MORDOR_BANNER_BUILDTIME
VisionRange = GOBLIN_FIGHTER_VISION_RANGE
VisionSide = 35%
VisionRear = 25%
ShroudClearingRange = GOBLIN_FIGHTER_SHROUD_RANGE
BountyValue = MORDOR_BANNER_BOUNTY_VALUE
DisplayName = OBJECT:MordorBanner
CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CrusherLevel = 0 ;What can I crush?: 0 = small animals, 1 = infantry, 2 = trees, 3 = vehicles
CrushRevengeWeapon = BasicInfantryCrushRevenge
; CommandSet = GondorFighterCommandSet
; CommandSet = MordorBannerOrcCommandSet
CommandSet = EmptyCommandSet
CommandPoints = 0
; *** AUDIO Parameters ***;
; *** AUDIO Parameters ***;
VoiceAttack = GoblinWarriorVoiceAttack
VoiceAttackCharge = GoblinWarriorVoiceAttackCharge
VoiceAttackMachine = GoblinWarriorVoiceAttack
VoiceAttackStructure = GoblinWarriorVoiceAttackBuilding
VoiceCreated = EVA:GoblinWarriorCreated
VoiceFullyCreated = EVA:GoblinWarriorCreated
VoiceGuard = GoblinWarriorVoiceGuard
VoiceMove = GoblinWarriorVoiceMove
VoiceMoveOverWalls = GoblinWarriorVoiceMoveWalls
VoiceMoveToCamp = GoblinWarriorVoiceMoveCamp
VoiceMoveWhileAttacking = GoblinWarriorVoiceDisengage
VoicePriority = 15
VoiceRetreatToCastle = GoblinWarriorVoiceRetreat
VoiceSelect = GoblinWarriorVoiceSelectMS
VoiceSelectBattle = GoblinWarriorVoiceSelectBattle
SoundImpact = ImpactHorse
UnitSpecificSounds
VoiceEnterUnitEvilMenTransportShip = GoblinWarriorVoiceMoveShip
VoiceEnterUnitMordorMumakil = GoblinWarriorVoiceMoveGarrison
VoiceEnterUnitSlaughterHouse = GoblinWarriorVoiceMoveGarrison
VoiceGarrison = GoblinWarriorVoiceMoveGarrison
VoiceInitiateCaptureBuilding = GoblinWarriorVoiceCaptureBuilding
End
CrowdResponseKey = Goblin
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
MaxUpdateRangeCap = 800
; AnimationSound = Sound:BodyFallGeneric2 Animation:MUOrcArchr_SKL.MUOrcArchr_DIEB Frames:80
AnimationSound = Sound:BodyFallOrc Animation:WUGOBBNR_SKL.WUGOBBNR_DIEA Frames:11
AnimationSound = Sound:BodyFallOrc Animation:WUGOBBNR_SKL.WUGOBBNR_LNDA Frames:6
AnimationSound = Sound:BodyFallOrc Animation:WUGOBBNR_SKL.WUGOBBNR_WALC Frames:21
AnimationSound = Sound:BodyFallOrc Animation:WUGOBBNR_SKL.WUGOBBNR_DIEA Frames:11
End
ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_foo
;ModelCondition = Required:EMOTION_CELEBRATING Excluded:DYING ENGAGED Sound:EmotionGoblinCompilationVoxCheerSinglesLoop ;MOVING ATTACKING
;ModelCondition = Required:EMOTION_TAUNTING Excluded:DYING ENGAGED Sound:EmotionGoblinCompilationVoxTauntSinglesLoop ;MOVING ATTACKING
ModelCondition = Required:RAISING_FLAG Excluded:DYING ENGAGED Sound:EmotionGoblinCompilationVoxTauntSinglesLoop
End
#include "..\..\..\includes\StandardUnitEvaEvents.inc"
Behavior = LargeGroupAudioUpdate ModuleTag_LGAU ; Tie into LargeGroupAudio system
Key = Goblin
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE THROWN_OBJECT BANNER GRAB_AND_DROP IGNORES_SELECT_ALL CAN_CLIMB_WALLS
Body = ActiveBody ModuleTag_02
MaxHealth = MORDOR_BANNER_HEALTH
MaxHealthDamaged = MORDOR_BANNER_HEALTH_DAMAGED
BurningDeathBehavior = Yes
BurningDeathFX = FX_InfantryBurningFlame
End
Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = No
MoodAttackCheckRate = 500
HoldGroundCloseRangeDistance = 40
AttackPriority = AttackPriority_Infantry
AILuaEventsList = MordorInfantryBannerFunctions
BurningDeathTime = BURNINGDEATH_DURATION_INFANTRY
End
Behavior = EmotionTrackerUpdate Module_EmotionTracker
; TauntAndPointDistance = 350 ; max distance to taunted/pointed objet
; TauntAndPointUpdateDelay = 1000 ; how often scan (milliseconds)
; TauntAndPointExcluded = NONE
; AfraidOf = EMOTION_AFRAIDOF_OBJECTFILTER
; AlwaysAfraidOf = EMOTION_ALWAYS_AFRAIDOF_OBJECTFILTER
; PointAt = EMOTION_POINTAT_OBJECTFILTER
;
; HeroScanDistance = 150
; FearScanDistance = 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
LocomotorSet
Locomotor = TestWallScalingHordeLocomotor
Condition = SET_NORMAL
Speed = NORMAL_WILD_FAST_MEMBER_SPEED
End
LocomotorSet
Locomotor = BurningDeathLocomotorInfantry
Condition = SET_BURNINGDEATH
Speed = BURNINGDEATH_WANDERSPEED_INFANTRY
End
Behavior = PhysicsBehavior ModuleTag_04
GravityMult = 1.0
ShockStunnedTimeLow = 1400 ;msec
ShockStunnedTimeHigh = 2400 ;msec
ShockStandingTime = 2133 ;msec
End
Behavior = SlowDeathBehavior ModuleTag_05
DeathTypes = ALL -KNOCKBACK
SinkDelay = 3000
SinkRate = 0.40 ; in Dist/Sec
DestructionDelay = 8000
Sound = INITIAL GoblinVoxDieMS
End
Behavior = SquishCollide ModuleTag_06
;nothing
End
Behavior = SlowDeathBehavior ModuleTag_07
; Same as normal death, but no sound (sound already played by SoundImpact = ... )
DeathTypes = NONE +KNOCKBACK
SinkDelay = 3000
SinkRate = 0.40 ; in Dist/Sec
DestructionDelay = 8000
Sound = INITIAL GoblinVoxDieMS
End
Behavior = BezierProjectileBehavior ModuleTag_08 ; Module starts asleep, and wakes up when thrown.
FirstHeight = 24 ; Height of Bezier control points above highest intervening terrain
SecondHeight = 24
FirstPercentIndent = 30% ; Percentage of shot distance control points are placed
SecondPercentIndent = 70%
TumbleRandomly = Yes
CrushStyle = Yes ; I don't detonate, I just hit
DieOnImpact = Yes
BounceCount = 1 ; When I hit the ground, I'll arc again
BounceDistance = 40 ; this far
BounceFirstHeight = 24 ; Height of Bezier control points above highest intervening terrain
BounceSecondHeight = 24
BounceFirstPercentIndent = 20% ; Percentage of shot distance control points are placed
BounceSecondPercentIndent = 80%
GroundHitFX = FX_ThrownRockGroundHit
GroundBounceFX = FX_ThrownRockBounceHit
End
;/////////////////////////////////////////////////////////
;// BannerCarrierUpdate module
;/////////////////////////////////////////////////////////
Behavior = BannerCarrierUpdate BannerCarrierUpdateModuleTag
IdleSpawnRate = 10000 ; spawn a new member every n seconds when idle (in miliseconds)
MeleeFreeUnitSpawnTime = 20000 ; n miliseconds units must not have been fighting to be able to spawn units when idle (in miliseconds)
DiedRespawnTime = 10000 ; how much time must pass after Banner Carrier dies before horde can spawn another
MeleeFreeBannerReSpawnTime = 20000 ; how much time since horde has been fighting before a new Banner Carrier can be respawned
BannerMorphFX = FX_BannerCarrierMorph ; name of particle FX to use when the BannerCarrier morphs into the dest unit type
UnitSpawnFX = FX_BannerCarrierSpawnUnit ; name of particle FX to use when the BannerCarrier spawns a new unit
End
Behavior = SubObjectsUpgrade Show_Topper
TriggeredBy = Upgrade_AllFactionUpgrade
ShowSubObjects = Glow
End
Geometry = CYLINDER
GeometryMajorRadius = 8.0
GeometryMinorRadius = 8.0
GeometryHeight = 19.2
GeometryIsSmall = Yes
Shadow = SHADOW_DECAL
ShadowSizeX = 19;
ShadowSizeY = 19;
ShadowTexture = ShadowI;
End