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Text File  |  2006-01-31  |  21KB  |  699 lines

  1. ; Moved from WildInfantry.INI Aug 24 2005
  2.  
  3. ;//------------------------------------------------------------------------------
  4. ;// aka Mordor Banner Orc
  5. ;// i just replaced the name of the old mordor banner orc, this needs a proper hookup
  6. Object WildBannerMarauder
  7.   
  8.     ;// *** ART Parameters ***
  9.     SelectPortrait         = UPMordor_Banner
  10.   
  11.     ;// This is required for garrisoned objects - please put in all objects.
  12.     ButtonImage = BMOrcPit_RedEyeBanner
  13.  
  14.     Draw = W3DScriptedModelDraw ModuleTag_01
  15.  
  16.         OkToChangeModelColor = Yes
  17.       
  18.         StaticModelLODMode = Yes
  19.               
  20.         DefaultModelConditionState
  21.             Model = WUMrdBnr_SKN
  22.         End
  23.  
  24.         ModelConditionState = COMING_OUT_OF_FACTORY
  25.             Model = WUMrdBnr_SKN
  26.         End
  27.  
  28.            
  29.         IdleAnimationState
  30.             Flags = RANDOMSTART
  31.             StateName = Bored
  32.             Animation = IDLA
  33.                 AnimationName        = WUMrdBnr_SKL.WUMrdBnr_IDLA
  34.                 AnimationMode        = LOOP
  35.                 AnimationBlendTime    = 15
  36.             End
  37.             BeginScript
  38.                 Prev = CurDrawablePrevAnimationState()
  39.                 if Prev == "PikeDown"    then CurDrawableSetTransitionAnimState("Trans_Down_To_Up") return end
  40.                 if Prev == "Selected" or Prev == "Trans_Down_To_Up" then CurDrawableSetTransitionAnimState("TRANS_SB_Normal") end
  41.             EndScript
  42.         End
  43.  
  44.                 
  45.         AnimationState                        = PASSENGER
  46.             Animation                        = Grabbed
  47.                 AnimationName                = WUMrdBnr_SKL.WUMrdBnr_FLYA
  48.                 AnimationMode                = LOOP
  49.             End
  50.         End
  51.         
  52.         AnimationState                        = FREEFALL
  53.             StateName                        = STATE_Falling
  54.             Animation                        = Falling
  55.                 AnimationName                = WUMrdBnr_SKL.WUMrdBnr_FLYA
  56.                 AnimationMode                = LOOP
  57.                 AnimationBlendTime            = 10
  58.             End
  59.         End
  60.             
  61.         ;------special pikeman porcupine formation animations-----------------------------------    
  62.         
  63.         AnimationState = ALTERNATE_FORMATION FIRING_OR_PREATTACK_A
  64.              Animation = ATKC
  65.                 AnimationName        = WUMrdBnr_SKL.WUMrdBnr_ATKA
  66.                 AnimationMode        = LOOP
  67.                 UseWeaponTiming        = Yes    
  68.             End
  69.             StateName = PikeDown
  70.             BeginScript
  71.                 Prev = CurDrawablePrevAnimationState()
  72.                 if Prev == "PikeUp"    or Prev == "Selected" then CurDrawableSetTransitionAnimState("Trans_Up_To_Down") return end
  73.             EndScript
  74.         End
  75.         
  76.         AnimationState = ALTERNATE_FORMATION FIRING_OR_PREATTACK_A WEAPONSTATE_CLOSE_RANGE ;TEMP
  77.             Animation = ATKC
  78.                 AnimationName        = WUMrdBnr_SKL.WUMrdBnr_ATKA
  79.                 AnimationMode        = ONCE
  80.                 UseWeaponTiming        = Yes
  81.             End
  82.             StateName = PikeUp
  83.         End
  84.         
  85.         AnimationState = ALTERNATE_FORMATION MOVING BACKING_UP
  86.             Animation = Moving_Back
  87.                 AnimationName = WUMrdBnr_SKL.WUMrdBnr_BAKA    
  88.                 AnimationMode = LOOP
  89.             End    
  90.         End
  91.         
  92.         AnimationState = ALTERNATE_FORMATION MOVING
  93.              Animation = ATKC
  94.                 AnimationName        = WUMrdBnr_SKL.WUMrdBnr_RUNA
  95.                 AnimationMode        = LOOP
  96.             End
  97.             StateName = PikeDown
  98.             BeginScript
  99.                 Prev = CurDrawablePrevAnimationState()
  100.                 if Prev == "PikeUp"    or Prev == "Selected" then CurDrawableSetTransitionAnimState("Trans_Up_To_Down") return end
  101.             EndScript
  102.         End
  103.         
  104. ;        AnimationState = ALTERNATE_FORMATION STUNNED_FLAILING
  105. ;            Animation = Flying_1
  106. ;                AnimationName = WUMrdBnr_SKL.WUMrdBnr_FLYA
  107. ;                AnimationMode = LOOP
  108. ;            End
  109. ;            Flags                            = MAINTAIN_FRAME_ACROSS_STATES2
  110. ;        End
  111.         
  112.         AnimationState            = DYING BURNINGDEATH
  113.             Animation
  114.                 AnimationName    = WUMrdBnr_SKL.WUMrdBnr_DIEA
  115.                 AnimationMode    = ONCE
  116.                 AnimationBlendTime = 10
  117.             End
  118.         End
  119.  
  120.         AnimationState                        = ALTERNATE_FORMATION DYING SPLATTED
  121.              Animation                        = Splat
  122.                 AnimationName                = WUMrdBnr_SKL.WUMrdBnr_LNDA
  123.                 AnimationMode                = ONCE
  124.             End
  125.         End
  126.  
  127.         AnimationState = ALTERNATE_FORMATION DYING AFLAME
  128.             Animation = Flaming_Death
  129.                 AnimationName = WUMrdBnr_SKL.WUMrdBnr_MFDA
  130.                 AnimationMode = ONCE
  131.             End
  132.         End
  133.  
  134.         AnimationState =  ALTERNATE_FORMATION DYING 
  135.             Animation = Dying_1
  136.                 AnimationName = WUMrdBnr_SKL.WUMrdBnr_DIEA
  137.                 AnimationMode = ONCE
  138.             End
  139.         End
  140.      
  141.         ; --- stunned anims
  142.         AnimationState = ALTERNATE_FORMATION STUNNED_STANDING_UP
  143.              Animation = Standing_Back_Up
  144.                 AnimationName = WUMrdBnr_SKL.WUMrdBnr_GTPA
  145.                 AnimationMode = ONCE
  146.                 AnimationSpeedFactorRange = 1.5 1.5
  147.             End
  148.         End
  149.  
  150.         AnimationState = ALTERNATE_FORMATION STUNNED
  151.              Animation = Splattered_On_Ground
  152.                 AnimationName = WUMrdBnr_SKL.WUMrdBnr_LNDA
  153.                 AnimationMode = ONCE
  154.             End
  155.         End
  156.         
  157.         AnimationState = ALTERNATE_FORMATION
  158.              Animation = ATKC
  159.                 AnimationName        = WUMrdBnr_SKL.WUMrdBnr_IDLA
  160.                 AnimationMode        = LOOP
  161.             End
  162.             StateName = PikeDown
  163.             BeginScript
  164.                 Prev = CurDrawablePrevAnimationState()
  165.                 if Prev == "PikeUp"    or Prev == "Selected" or Prev == "Bored" then CurDrawableSetTransitionAnimState("Trans_Up_To_Down") return end
  166.             EndScript
  167.         End
  168.         
  169.  
  170.         ;--------------------normal animations---------------------------                
  171.         ; --- stunned anims --- ;            
  172.         AnimationState = STUNNED_FLAILING
  173.             Animation = Flying_1
  174.                 AnimationName = WUMrdBnr_SKL.WUMrdBnr_FLYA
  175.                 AnimationMode = LOOP
  176.             End
  177.             Flags                            = MAINTAIN_FRAME_ACROSS_STATES2
  178.         End
  179.         
  180.         AnimationState = DYING SPLATTED
  181.              Animation = Splat
  182.                 AnimationName = WUMrdBnr_SKL.WUMrdBnr_LNDA
  183.                 AnimationMode = ONCE
  184.             End
  185.         End
  186.         
  187.         
  188.         ; --- death anims --- ;
  189.  
  190.         AnimationState = DYING AFLAME
  191.             Animation = Flaming_Death
  192.                 AnimationName = WUMrdBnr_SKL.WUMrdBnr_MFDA
  193.                 AnimationMode = ONCE
  194.             End
  195.         End
  196.         
  197.         AnimationState = DYING
  198.             Animation = Dying_2
  199.                 AnimationName = WUMrdBnr_SKL.WUMrdBnr_DIEA
  200.                 AnimationMode = ONCE
  201.             End
  202.         End
  203.  
  204.         AnimationState = STUNNED_STANDING_UP
  205.             Animation = Standing_Back_Up
  206.                 AnimationName = WUMrdBnr_SKL.WUMrdBnr_GTPA
  207.                 AnimationMode = ONCE
  208.                 AnimationSpeedFactorRange = 1.5 1.5
  209.             End
  210.         End
  211.  
  212.         AnimationState                        = STUNNED
  213.             StateName                        = STATE_Stunned
  214.             Animation                        = Splattered_On_Ground
  215.                 AnimationName                = WUMrdBnr_SKL.WUMrdBnr_LNDA
  216.                 AnimationMode                = ONCE
  217.             End
  218.         End
  219.  
  220.         AnimationState            = BURNINGDEATH
  221.             Animation
  222.                 AnimationName    = WUMrdBnr_SKL.WUMrdBnr_MFDA
  223.                 AnimationMode    = LOOP
  224.                 Distance        = 100
  225.             End
  226.         End
  227.  
  228.         AnimationState                        = PARALYZED
  229.             Animation
  230.                 AnimationName                = WUMrdBnr_IDLA
  231.                 AnimationMode                = LOOP
  232.             End
  233.         End
  234.  
  235.         
  236.         AnimationState  = COMING_OUT_OF_FACTORY
  237.             Animation = Being_Built
  238.                 AnimationName        = WUMrdBnr_SKL.WUMrdBnr_RUNA
  239.                 AnimationMode        = LOOP
  240.                 AnimationBlendTime    = 0
  241.             End
  242.         End    
  243.         
  244.         
  245. ;        AnimationState = MOVING FIRING_OR_PREATTACK_A
  246. ;            Animation = TrotAndFire
  247. ;                AnimationName = WUMrdBnr_SKL.WUMrdBnr_ATRA
  248. ;                AnimationMode = LOOP
  249. ;            End
  250. ;            Flags = RANDOMSTART
  251. ;            ;ParticleSysBone = None InfantryDustTrails
  252. ;        End
  253.             
  254.             
  255.         AnimationState = MOVING BACKING_UP
  256.             Animation = Moving_Back
  257.                 AnimationName = WUMrdBnr_SKL.WUMrdBnr_BAKA
  258.                 AnimationMode = LOOP
  259.             End    
  260.         End
  261.         
  262.         AnimationState = MOVING EMOTION_AFRAID
  263.             Animation = Moving_1
  264.                 AnimationName = WUMrdBnr_SKL.WUMrdBnr_RUNA
  265.                 AnimationMode = LOOP
  266.             End
  267.             Flags = MAINTAIN_FRAME_ACROSS_STATES
  268.             ParticleSysBone = None InfantryDustTrails
  269.         End
  270.         
  271.         AnimationState = MOVING EMOTION_ALERT
  272.             Animation = Moving_1
  273.                 AnimationName = WUMrdBnr_SKL.WUMrdBnr_RUNA
  274.                 AnimationMode = LOOP
  275.             End
  276.             Flags = MAINTAIN_FRAME_ACROSS_STATES
  277.             ParticleSysBone = None InfantryDustTrails
  278.         End
  279.         
  280.         AnimationState = MOVING ATTACKING
  281.             Animation = Moving_1
  282.                 AnimationName = WUMrdBnr_SKL.WUMrdBnr_RUNA
  283.                 AnimationMode = LOOP
  284.             End
  285.             Flags = MAINTAIN_FRAME_ACROSS_STATES
  286.             ParticleSysBone = None InfantryDustTrails
  287.         End
  288.         
  289.         AnimationState = MOVING ENGAGED
  290.             Animation = Moving_1
  291.                 AnimationName = WUMrdBnr_SKL.WUMrdBnr_RUNA
  292.                 AnimationMode = LOOP
  293.             End
  294.             Flags = MAINTAIN_FRAME_ACROSS_STATES
  295.             ParticleSysBone = None InfantryDustTrails
  296.         End
  297.  
  298.         AnimationState = MOVING
  299.             Flags = RANDOMSTART
  300.             Animation = Moving_1
  301.                 AnimationName = WUMrdBnr_SKL.WUMrdBnr_RUNA
  302.                 AnimationMode = LOOP
  303.             End
  304.             ParticleSysBone = None InfantryDustTrails
  305.         End
  306.         
  307.  
  308.         ; --- Attacking --- ;
  309.  
  310.         AnimationState =  FIRING_OR_PREATTACK_A
  311.             Animation = KickSinceWeAreMelee
  312.                 AnimationName        = WUMrdBnr_SKL.WUMrdBnr_ATKA
  313.                 AnimationMode        = ONCE
  314.                 UseWeaponTiming        = Yes    
  315.             End
  316.         End
  317.  
  318.         ; --- emotions --- ;
  319.  
  320.         AnimationState                            = WAR_CHANT
  321.             Animation                            = Chant
  322.                 AnimationName                    = WUMrdBnr_SKL.WUMrdBnr_CHRA
  323.                 AnimationMode                    = LOOP
  324.             End
  325.         End            
  326.  
  327. ;        AnimationState                            = EMOTION_AFRAID
  328. ;            Animation                            = FERA
  329. ;                AnimationName                    = WUMrdBnr_SKL.WUMrdBnr_FERA
  330. ;                AnimationMode                    = LOOP
  331. ;            End
  332. ;            Flags = RANDOMSTART
  333. ;        End
  334.         
  335. ;        AnimationState                            = EMOTION_CELEBRATING
  336. ;            Animation                            = CHRA
  337. ;                AnimationName                    = WUMrdBnr_SKL.WUMrdBnr_CHRA
  338. ;                AnimationMode                    = ONCE
  339. ;                AnimationBlendTime                = 10
  340. ;            End
  341. ;            Animation                            = CHRB
  342. ;                AnimationName                    = WUMrdBnr_SKL.WUMrdBnr_CHRB
  343. ;                AnimationMode                    = ONCE
  344. ;                AnimationBlendTime                = 10
  345. ;            End
  346. ;            Animation                            = TNTA
  347. ;                AnimationName                    = WUMrdBnr_SKL.WUMrdBnr_TNTA
  348. ;                AnimationMode                    = ONCE
  349. ;                AnimationBlendTime                = 10
  350. ;            End
  351. ;            Flags                = RESTART_ANIM_WHEN_COMPLETE
  352. ;            BeginScript
  353. ;                Prev = CurDrawablePrevAnimationState()
  354. ;                if Prev == "PikeDown"    then CurDrawableSetTransitionAnimState("Trans_Down_To_Up") return end
  355. ;            EndScript
  356. ;        End
  357.         
  358.         AnimationState                            = EMOTION_TAUNTING
  359.             Animation                            = TNTA
  360.                 AnimationName                    = WUMrdBnr_SKL.WUMrdBnr_TNTA
  361.                 AnimationMode                    = ONCE
  362.                 AnimationSpeedFactorRange        = 0.8 1.2
  363.             End
  364.             Flags                                = RANDOMSTART RESTART_ANIM_WHEN_COMPLETE
  365.             BeginScript
  366.                 Prev = CurDrawablePrevAnimationState()
  367.                 if Prev == "PikeDown"    then CurDrawableSetTransitionAnimState("Trans_Down_To_Up") return end
  368.             EndScript
  369.         End
  370.         
  371.         AnimationState                            = EMOTION_POINTING
  372.             Animation                            = Pointing1
  373.                 AnimationName                    = WUMrdBnr_SKL.WUMrdBnr_PNTA
  374.                 AnimationMode                    = LOOP
  375.             End
  376.             BeginScript
  377.                 Prev = CurDrawablePrevAnimationState()
  378.                 if Prev == "PikeDown"    then CurDrawableSetTransitionAnimState("Trans_Down_To_Up") return end
  379.             EndScript
  380.         End
  381.  
  382. ;        AnimationState                            = EMOTION_ALERT
  383. ;            Animation                            = ALERT
  384. ;                AnimationName                    = WUMrdBnr_SKL.WUMrdBnr_IDLE
  385. ;                AnimationMode                    = LOOP
  386. ;            End
  387. ;            Flags                                = RESTART_ANIM_WHEN_COMPLETE MAINTAIN_FRAME_ACROSS_STATES2
  388. ;            BeginScript
  389. ;                Prev = CurDrawablePrevAnimationState()
  390. ;                if Prev == "PikeDown"    then CurDrawableSetTransitionAnimState("Trans_Down_To_Up") return end
  391. ;            EndScript
  392. ;        End
  393.             
  394. ;        AnimationState                            = ATTACKING
  395. ;            Animation                            = ALERT
  396. ;                AnimationName                    = WUMrdBnr_SKL.WUMrdBnr_IDLE
  397. ;                AnimationMode                    = LOOP
  398. ;            End
  399. ;            Flags                                = RESTART_ANIM_WHEN_COMPLETE MAINTAIN_FRAME_ACROSS_STATES2
  400. ;            BeginScript
  401. ;                Prev = CurDrawablePrevAnimationState()
  402. ;                if Prev == "PikeDown"    then CurDrawableSetTransitionAnimState("Trans_Down_To_Up") return end
  403. ;            EndScript
  404. ;        End
  405.         
  406. ;        AnimationState                            = ENGAGED
  407. ;            Animation                            = ALERT
  408. ;                AnimationName                    = WUMrdBnr_SKL.WUMrdBnr_IDLE
  409. ;                AnimationMode                    = LOOP
  410. ;            End
  411. ;            Flags                                = RESTART_ANIM_WHEN_COMPLETE MAINTAIN_FRAME_ACROSS_STATES2
  412. ;            BeginScript
  413. ;                Prev = CurDrawablePrevAnimationState()
  414. ;                if Prev == "PikeDown"    then CurDrawableSetTransitionAnimState("Trans_Down_To_Up") return end
  415. ;            EndScript
  416. ;        End
  417.         
  418. ;        AnimationState  = JUST_BUILT
  419. ;            Animation = Being_Built
  420. ;                AnimationName        = WUMrdBnr_SKL.WUMrdBnr_BLDA
  421. ;                AnimationMode        = ONCE
  422. ;                AnimationBlendTime    = 0
  423. ;            End
  424. ;        End
  425.  
  426.         AnimationState                            = RAISING_FLAG
  427.             Animation                            = CHRA
  428.                 AnimationName                    = WUMrdBnr_SKL.WUMrdBnr_CHRA
  429.                 AnimationMode                    = ONCE
  430.                 AnimationSpeedFactorRange        = 0.9 1.1
  431.             End
  432.             Animation                            = TNTA
  433.                 AnimationName                    = WUMrdBnr_SKL.WUMrdBnr_TNTA
  434.                 AnimationMode                    = ONCE
  435.                 AnimationSpeedFactorRange        = 0.9 1.1
  436.             End
  437.             Flags                = RESTART_ANIM_WHEN_COMPLETE
  438.         End
  439.  
  440.         AnimationState = SELECTED
  441.             Animation                = Selected_Loop
  442.                 AnimationName        = WUMrdBnr_SKL.WUMrdBnr_ATNB
  443.                 AnimationMode        = LOOP
  444.                 AnimationBlendTime    = 10
  445.             End
  446.             StateName                = Selected
  447.             BeginScript
  448.                 Prev = CurDrawablePrevAnimationState()
  449.                 if Prev == "PikeDown"    then CurDrawableSetTransitionAnimState("Trans_Down_To_Up") return end            
  450.                 if Prev == "Bored" then CurDrawableSetTransitionAnimState("TRANS_BS_Normal") end
  451.             EndScript
  452.             Flags = RESTART_ANIM_WHEN_COMPLETE
  453.         End
  454.  
  455.         TransitionState = TRANS_BS_Normal
  456.             Animation = Transition
  457.                 AnimationName                = WUMrdBnr_SKL.WUMrdBnr_ATNC
  458.                 AnimationMode                = ONCE
  459.                 AnimationBlendTime            = 10
  460.                 AnimationMustCompleteBlend    = yes
  461.             End
  462.         End
  463.         TransitionState = TRANS_SB_Normal
  464.             Animation = Transition
  465.                 AnimationName                = WUMrdBnr_SKL.WUMrdBnr_ATNA
  466.                 AnimationMode                = ONCE
  467.                 AnimationBlendTime            = 10
  468.                 AnimationMustCompleteBlend    = yes
  469.             End
  470.         End
  471.  
  472.     End
  473.  
  474.     #include "..\..\..\includes\StunDrawModuleLarge.inc"
  475.  
  476.     ;// ***DESIGN parameters ***
  477.     Side = Wild
  478.     EditorSorting = UNIT
  479.     ThreatLevel = 1.0
  480.     TransportSlotCount = TRANSPORTSLOTCOUNT_UNIT
  481.     
  482.     WeaponSet
  483.         Conditions            = None 
  484.         Weapon                = PRIMARY    WildMarauderPike
  485.         AutoChooseSources    = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
  486.     End
  487.  
  488.     ArmorSet
  489.         Conditions      = None
  490.         Armor           = WildMarauderArmor
  491.         DamageFX        = NormalDamageFX
  492.     End
  493.     ArmorSet
  494.         Conditions      = PLAYER_UPGRADE
  495.         Armor           = WildMarauderHeavyArmor
  496.         DamageFX        = NormalDamageFX    
  497.     End
  498.     
  499.     BuildCost             = MORDOR_BANNER_BUILDCOST
  500.     BuildTime            = MORDOR_BANNER_BUILDTIME
  501.       
  502.     VisionRange = GOBLIN_FIGHTER_VISION_RANGE
  503.     VisionSide = 35%
  504.     VisionRear = 25%
  505.     ShroudClearingRange = GOBLIN_FIGHTER_SHROUD_RANGE
  506.       
  507.     BountyValue            = MORDOR_BANNER_BOUNTY_VALUE
  508.     DisplayName            = OBJECT:MordorBanner
  509.     CrushableLevel        = 0  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  510.     CrusherLevel        = 0 ;What can I crush?: 0 = small animals, 1 = infantry, 2 = trees, 3 = vehicles
  511.      CrushRevengeWeapon    = BasicInfantryCrushRevenge
  512.  
  513.     CommandSet        = EmptyCommandSet
  514.     CommandPoints    = 0
  515.  
  516.     ;// *** AUDIO Parameters ***;
  517.  
  518.     VoiceAttack                                = MarauderVoiceAttack
  519.     VoiceAttackCharge                        = MarauderVoiceAttackCharge
  520.     VoiceAttackMachine                        = MarauderVoiceAttack
  521.     VoiceAttackStructure                    = MarauderVoiceAttackBuilding
  522.     VoiceCreated                            = EVA:Half-TrollsCreated
  523.     VoiceFullyCreated                        = EVA:Half-TrollsCreated
  524.     VoiceGuard                                = MarauderVoiceMove
  525.     VoiceMove                                = MarauderVoiceMove
  526.     VoiceMoveToCamp                            = MarauderVoiceMoveCamp
  527.     VoiceMoveWhileAttacking                    = MarauderVoiceDisengage
  528.     VoicePriority                            = 9
  529.     VoiceRetreatToCastle                    = MarauderVoiceRetreat
  530.     VoiceSelect                                = MarauderVoiceSelectMS
  531.     VoiceSelectBattle                         = MarauderVoiceSelectBattle
  532.  
  533.     SoundImpact                                = ImpactHorse
  534.  
  535.     UnitSpecificSounds
  536.         VoiceEnterUnitEvilMenTransportShip    = MarauderVoiceMoveShip
  537.         VoiceEnterUnitMordorMumakil            = MarauderVoiceMoveGarrison
  538.         VoiceEnterUnitSlaughterHouse        = MarauderVoiceMoveGarrison
  539.         VoiceGarrison                        = MarauderVoiceMoveGarrison
  540.         VoiceInitiateCaptureBuilding        = MarauderVoiceCaptureBuilding
  541.     End
  542.  
  543.     CrowdResponseKey = Uruk
  544.  
  545.     ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
  546.         MaxUpdateRangeCap = 800
  547.         AnimationSound = Sound:BodyFallOrc            Animation:WUMrdBnr_SKL.WUMrdBnr_DIEA    Frames:72
  548.         AnimationSound = Sound:BodyFallOrc            Animation:WUMrdBnr_SKL.WUMrdBnr_LNDA    Frames:7
  549.     End
  550.  
  551.     ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_foo
  552.         ModelCondition = Required:EMOTION_CELEBRATING    Excluded:DYING ENGAGED    Sound:EmotionMarauderCompilationVoxCheerSinglesLoop    ;MOVING ATTACKING 
  553.         ModelCondition = Required:EMOTION_TAUNTING        Excluded:DYING ENGAGED    Sound:EmotionMarauderCompilationVoxTauntSinglesLoop    ;MOVING ATTACKING
  554.         ModelCondition = Required:RAISING_FLAG            Excluded:DYING ENGAGED    Sound:EmotionMarauderCompilationVoxTauntSinglesLoop
  555.     End
  556.  
  557.     #include "..\..\..\includes\StandardUnitEvaEvents.inc"
  558.  
  559.     Behavior = LargeGroupAudioUpdate ModuleTag_LGAU                ; Tie into LargeGroupAudio system
  560.         Key = Marauder
  561.     End
  562.  
  563.     ;// *** ENGINEERING Parameters ***
  564.  
  565.     RadarPriority = UNIT
  566.     KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE THROWN_OBJECT BANNER GRAB_AND_DROP IGNORES_SELECT_ALL
  567.  
  568.     Body = ActiveBody ModuleTag_02
  569.         MaxHealth         = MORDOR_BANNER_HEALTH
  570.         MaxHealthDamaged  = MORDOR_BANNER_HEALTH_DAMAGED
  571.         BurningDeathBehavior = Yes
  572.         BurningDeathFX       = FX_InfantryBurningFlame
  573.     End
  574.  
  575.     Behavior = AIUpdateInterface ModuleTag_03
  576.         AutoAcquireEnemiesWhenIdle        = No
  577.         MoodAttackCheckRate                = 500
  578.         HoldGroundCloseRangeDistance    = 40
  579.         AttackPriority                    = AttackPriority_Infantry
  580.         AILuaEventsList                    = MordorInfantryBannerFunctions
  581.         BurningDeathTime                = BURNINGDEATH_DURATION_INFANTRY
  582.     End
  583.  
  584.     Behavior = EmotionTrackerUpdate    Module_EmotionTracker
  585. ;        TauntAndPointDistance        =    350        ; max distance to taunted/pointed objet
  586. ;        TauntAndPointUpdateDelay    =    1000    ; how often scan (milliseconds)
  587. ;        TauntAndPointExcluded        =    NONE
  588. ;        AfraidOf                    =    EMOTION_AFRAIDOF_OBJECTFILTER
  589. ;        AlwaysAfraidOf                =    EMOTION_ALWAYS_AFRAIDOF_OBJECTFILTER
  590. ;        PointAt                        =    EMOTION_POINTAT_OBJECTFILTER
  591. ;
  592. ;        HeroScanDistance            =    150
  593. ;        FearScanDistance            =    250
  594. ;
  595. ;        AddEmotion    =    Terror_Base
  596. ;        AddEmotion    =    Doom_Base
  597.         AddEmotion    =   BraceForBeingCrushed_Base
  598. ;        AddEmotion    =    UncontrollableFear_Base_Evil
  599. ;        AddEmotion    =    FearIdle_Base
  600. ;        AddEmotion    =    FearBusy_Base
  601. ;        AddEmotion    =    Point_Base
  602. ;        AddEmotion    =    Taunt_Base    
  603. ;        AddEmotion    =    CheerIdle_Base
  604. ;        AddEmotion    =    CheerBusy_Base
  605. ;        AddEmotion    =    HeroCheerIdle_Base
  606. ;        AddEmotion    =    HeroCheerBusy_Base
  607. ;        AddEmotion    =    Alert_Base
  608.     End    
  609.   
  610.     LocomotorSet
  611.         Locomotor = HumanLocomotor
  612.         Condition = SET_NORMAL
  613.         Speed     = NORMAL_WILD_PIKEMEN_MEMBER_SPEED
  614.     End
  615.  
  616.     LocomotorSet
  617.         Locomotor = BurningDeathLocomotorInfantry
  618.         Condition = SET_BURNINGDEATH
  619.         Speed      = BURNINGDEATH_WANDERSPEED_INFANTRY
  620.     End
  621.  
  622.     Behavior = PhysicsBehavior ModuleTag_04
  623.         GravityMult = 1.0
  624.         ShockStunnedTimeLow        = 1400    ;msec
  625.         ShockStunnedTimeHigh    = 2400    ;msec
  626.         ShockStandingTime        = 2133    ;msec
  627.     End
  628.  
  629.     Behavior = SlowDeathBehavior ModuleTag_05
  630.         DeathTypes = ALL -KNOCKBACK
  631.         SinkDelay = 3000
  632.         SinkRate = 0.40     ; in Dist/Sec
  633.         DestructionDelay = 8000
  634.         Sound = INITIAL MarauderVoxDieMS
  635.     End
  636.  
  637.     Behavior = SquishCollide ModuleTag_06
  638.         ;nothing
  639.     End
  640.  
  641.     Behavior = SlowDeathBehavior ModuleTag_07
  642.         ; Same as normal death, but no sound (sound already played by SoundImpact = ... )
  643.         DeathTypes = NONE +KNOCKBACK
  644.         SinkDelay = 3000
  645.         SinkRate = 0.40     ; in Dist/Sec
  646.         DestructionDelay = 8000
  647.         Sound = INITIAL MarauderVoxDieMS
  648.     End
  649.  
  650.     Behavior = BezierProjectileBehavior ModuleTag_08 ; Module starts asleep, and wakes up when thrown.
  651.         FirstHeight = 24  ; Height of Bezier control points above highest intervening terrain
  652.         SecondHeight = 24
  653.         FirstPercentIndent = 30% ; Percentage of shot distance control points are placed
  654.         SecondPercentIndent = 70%
  655.         TumbleRandomly = Yes
  656.  
  657.         CrushStyle = Yes ; I don't detonate, I just hit
  658.         DieOnImpact = Yes
  659.         BounceCount = 1   ; When I hit the ground, I'll arc again
  660.         BounceDistance = 40 ; this far
  661.         BounceFirstHeight = 24  ; Height of Bezier control points above highest intervening terrain
  662.         BounceSecondHeight = 24
  663.         BounceFirstPercentIndent = 20% ; Percentage of shot distance control points are placed
  664.         BounceSecondPercentIndent = 80%
  665.  
  666.         GroundHitFX       = FX_ThrownRockGroundHit
  667.         GroundBounceFX    = FX_ThrownRockBounceHit
  668.     End
  669.  
  670.     ;/////////////////////////////////////////////////////////
  671.     ;// BannerCarrierUpdate module
  672.     ;/////////////////////////////////////////////////////////
  673.     Behavior = BannerCarrierUpdate BannerCarrierUpdateModuleTag
  674.         IdleSpawnRate            = 10000                            ; spawn a new member every n seconds when idle (in miliseconds)
  675.         MeleeFreeUnitSpawnTime        = 20000                            ; n miliseconds units must not have been fighting to be able to spawn units when idle (in miliseconds)
  676.         DiedRespawnTime            = 10000                            ; how much time must pass after Banner Carrier dies before horde can spawn another
  677.         MeleeFreeBannerReSpawnTime    = 20000                            ; how much time since horde has been fighting before a new Banner Carrier can be respawned
  678.         BannerMorphFX        = FX_BannerCarrierMorph                    ; name of particle FX to use when the BannerCarrier morphs into the dest unit type
  679.         UnitSpawnFX            = FX_BannerCarrierSpawnUnit                ; name of particle FX to use when the BannerCarrier spawns a new unit
  680.     End
  681.  
  682.     Behavior = SubObjectsUpgrade Show_Topper
  683.         TriggeredBy        = Upgrade_AllFactionUpgrade
  684.         ShowSubObjects    = Glow
  685.     End    
  686.             
  687.     Geometry            = CYLINDER
  688.     GeometryMajorRadius = 8.0
  689.     GeometryMinorRadius = 8.0
  690.     GeometryHeight        = 19.2
  691.     GeometryIsSmall        = Yes
  692.     Shadow                = SHADOW_DECAL
  693.     ShadowSizeX            = 19
  694.     ShadowSizeY            = 19
  695.     ShadowTexture        = ShadowI
  696. End
  697.  
  698.  
  699.