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data_ini_object_goodfaction_hordes_rohan_rohanhordes.ini
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;------------------------------------------------------------------------------
;
; RohanHordes.ini
;
;------------------------------------------------------------------------------
Object RohanRohirrimHordeObsolete
; This is required for garrisoned objects - please put in all objects.
ButtonImage = BGStables_Rohirrim
SelectPortrait = UPGondor_Rohirrim
Draw = W3DScriptedModelDraw ModuleTag_W3DModelDraw
DependencySharedModelFlags = EMOTION_ALERT EMOTION_MORALE_HIGH EMOTION_MORALE_LOW EMOTION_AFRAID EMOTION_COWER SELECTED EMOTION_TERROR EMOTION_CELEBRATING
DefaultModelConditionState
Model = None ;InvisHrdeTmp5x1
End
ModelConditionState = HORDE_EMPTY
Model = None
End
ModelConditionState = WORLD_BUILDER
Model = HordeMarkRURoh
End
End
Side = Obsolete
EditorSorting = UNIT
EmotionRange = 240
DisplayName = OBJECT:HordeRohanRohirrim
WeaponSet
Conditions = None
Weapon = PRIMARY NormalMeleeHordeRangefinder ; Spear
End
; *** AUDIO Parameters ***;
; Note: Don't put voice parameters here -- they will be ignored. Voice play requests
; are always passed through to members
BuildCost = ROHAN_ROHIRRIM_BUILDCOST
BuildTime = ROHAN_ROHIRRIM_BUILDTIME
VisionRange = ROHAN_ROHIRRIM_HORDE_VISION_RANGE
CommandPoints = 20
FormationWidth = 2 ; Width it occupies in formations. Current choices are 1 or 2.
FormationDepth = 1 ; Depth it occupies in formations. Current choices are 1 or 2.
CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CrusherLevel = 1
MinCrushVelocityPercent = 50% ; Has to be moving at at least 25% of full speed.
CrushDecelerationPercent = 30% ; Lose 10 percent (100/5 horde members) of max velocity when crushing.
CrushKnockback = 40 ; how hard we knock back crushed units.
CrushZFactor = 1.0 ; How much we knock upwards.
TransportSlotCount = TRANSPORTSLOTCOUNT_SMALL_HORDE
KindOf = SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAVALRY HORDE MELEE_HORDE ARMY_SUMMARY;UNATTACKABLE
CommandSet = RohirrimHordeCommandSet
Body = ImmortalBody ModuleTag_ImmortalBody
MaxHealth = 1
End
#include "..\..\..\includes\StandardHordeEvaEvents.inc"
Behavior = StancesBehavior ModuleTag_StancesBehavior
StanceTemplate = FighterHorde
End
#include "..\..\..\includes\CaptureBuilding.inc"
Behavior = HordeAIUpdate ModuleTag_HordeAIUpdate
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
MoodAttackCheckRate = 500
MaxCowerTime = 5000
MinCowerTime = 3000
AILuaEventsList = CavalryFunctions
AttackPriority = AttackPriority_Cavalry
End
Behavior = HorseHordeContain ModuleTag_HordeContain
ObjectStatusOfContained =
InitialPayload = RohanRohirrim GOOD_RIDER_HORDE_SIZE
Slots = 5
PassengerFilter = NONE +CAVALRY +RohanBanner
ShowPips = No
RandomOffset = X:3 Y:4
ThisFormationIsTheMainFormation = Yes ;Used to determine which armorset to use (and anything else we want!)
; Banner Carrier info
BannerCarriersAllowed = RohanBanner ; types of units that are allowed as banner carriers
BannerCarrierPosition = UnitType:RohanRohirrim Pos:X:40.0 Y:0.0 ; (DEFAULT) position of banner carrier for archer horde
RankInfo = RankNumber:1 UnitType:RohanRohirrim Position:X:6 Y:0 Position:X:0 Y:25 Position:X:0 Y:-25 Position:X:-7 Y:50 Position:X:-7 Y:-50
RanksToReleaseWhenAttacking = 1
;AlternateFormation = RohanRohirrimHordeWedgeFormation
MeleeAttackLeashDistance = 25; How far the hordes can move from the center of the horde when melee attacking.
End
Behavior = HordeNotifyTargetsOfImminentProbableCrushingUpdate ModuleTag_NotifyCrushScan
ScanWidth = 40.0 ; A little less than the width of the horde (which is 2 * 24 = 48)
End
Behavior = PhysicsBehavior ModuleTag_PhysicsBehavior
GravityMult = 1.0
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 = NONE +GondorGwaihir +RohanTreeBerd +RohanEntFir +RohanEntAsh +RohanEntBirch +MordorCaveTroll +MordorMountainTroll +MordorDrummerTroll +MordorFellBeast +MordorWitchKingOnFellBeast +MordorMumakil;Must be SCARY kindof as well.
AlwaysAfraidOf = NONE +MordorBalrog +RohanOathbreaker +MordorSauron ;+MordorWitchKing +MordorWitchKingOnFellBeast
PointAt = NONE +MordorFellBeast +MordorWitchKingOnFellBeast
HeroScanDistance = 150
FearScanDistance = CAVALRY_FEAR_SCAN_RADIUS
AddEmotion = Terror_Base
AddEmotion = OVERRIDE Point_Base
Duration = 2500
End
AddEmotion = Taunt_Base
AddEmotion = CheerIdle_Base
AddEmotion = CheerBusy_Base
AddEmotion = OVERRIDE HeroCheerIdle_Base
;StartFXList = RohirrimHeroCheerSound
End
AddEmotion = OVERRIDE HeroCheerBusy_Base
;StartFXList = RohirrimHeroCheerSound
End
AddEmotion = Alert_Base
AddEmotion = CheerForAboutToCrush_Base
End
LocomotorSet
Locomotor = NormalCavalryHordeLocomotor
Condition = SET_NORMAL
Speed = NORMAL_CAVALRY_HORDE_SPEED
End
Behavior = ProductionUpdate ProductionUpdateModuleTag
GiveNoXP = Yes
End
Behavior = LevelUpUpgrade ModuleTag_BasicTraining
TriggeredBy = Upgrade_RohanBasicTraining
LevelsToGain = 1
LevelCap = 2
End
Behavior = StatusBitsUpgrade ModuleTag_ProductionLegality
TriggeredBy = Upgrade_RohanForgedBladesForRohirrim
End
Behavior = StatusBitsUpgrade ModuleTag_ProductionLegality2
TriggeredBy = Upgrade_RohanHeavyArmorForRohirrim
End
Behavior = StatusBitsUpgrade ModuleTag_ProductionLegality3
TriggeredBy = Upgrade_RohanHorseShield
End
Geometry = BOX
GeometryMajorRadius = 12.0
GeometryMinorRadius = 24.0
GeometryHeight = 20.0
GeometryIsSmall = No
End
ChildObject RohanRohirrimArcherHorde RohanRohirrimHordeObsolete
DisplayName = OBJECT:HordeRohanRohirrimArchers
ButtonImage = BGStables_Rohirrim
SelectPortrait = UPGondor_Rohirrim
BuildCost = ROHAN_ROHIRRIM_ARCHER_BUILDCOST
BuildTime = ROHAN_ROHIRRIM_ARCHER_BUILDTIME
WeaponSet
Conditions = None
Weapon = PRIMARY NormalMissileHordeRangefinder ; Bow
End
CommandSet = RohirrimArcherHordeCommandSet
KindOf = SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAVALRY HORDE MELEE_HORDE ARMY_SUMMARY ARCHER ;UNATTACKABLE
Behavior = HorseHordeContain ModuleTag_HordeContain
ObjectStatusOfContained =
InitialPayload = RohanRohirrimArcher GOOD_RIDER_HORDE_SIZE
Slots = 5
PassengerFilter = NONE +CAVALRY +RohanBanner
ShowPips = No
RandomOffset = X:3 Y:4
ThisFormationIsTheMainFormation = Yes ;Used to determine which armorset to use (and anything else we want!)
; Banner Carrier info
BannerCarriersAllowed = RohanBanner ; types of units that are allowed as banner carriers
BannerCarrierPosition = UnitType:RohanRohirrimArcher Pos:X:30.0 Y:0.0 ; (DEFAULT) position of banner carrier for archer horde
RankInfo = RankNumber:1 UnitType:RohanRohirrimArcher Position:X:6 Y:0 Position:X:0 Y:25 Position:X:0 Y:-25 Position:X:-7 Y:50 Position:X:-7 Y:-50
RanksToReleaseWhenAttacking = 1
AlternateFormation = RohanRohirrimArcherHordeWedgeFormation
End
Behavior = StancesBehavior ModuleTag_StancesBehavior
StanceTemplate = FighterHorde
End
#include "..\..\..\includes\CaptureBuilding.inc"
Behavior = HordeAIUpdate ModuleTag_HordeAIUpdate
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
MoodAttackCheckRate = 500
MaxCowerTime = 5000
MinCowerTime = 3000
AILuaEventsList = CavalryFunctions
AttackPriority = AttackPriority_Cavalry
; Turret
; TurretTurnRate = 360 ; turn rate, in degrees per sec
; ControlledWeaponSlots = PRIMARY
; End
End
Behavior = ProductionUpdate ProductionUpdateModuleTag
GiveNoXP = Yes
End
Behavior = LevelUpUpgrade ModuleTag_BasicTraining
TriggeredBy = Upgrade_RohanBasicTraining
LevelsToGain = 1
LevelCap = 2
End
Behavior = StatusBitsUpgrade ModuleTag_ProductionLegality
TriggeredBy = Upgrade_RohanFireArrows
End
Behavior = StatusBitsUpgrade ModuleTag_ProductionLegality2
TriggeredBy = Upgrade_RohanHeavyArmorForRohirrimArchers
End
End
;////////////////////////////////////////////////////////////////////////////////
ChildObject RohanRohirrimArcherHordeWedgeFormation RohanRohirrimHordeObsolete
; This is handled in RohanHorseWedge modifiers.
; For alternate formations, all data outside of the Horde Contain
; is ignored. MinCrushVelocityPercent = 25%
Behavior = HorseHordeContain ModuleTag_HordeContain
ObjectStatusOfContained =
InitialPayload = RohanRohirrimArcher GOOD_RIDER_HORDE_SIZE
Slots = 5
PassengerFilter = NONE +CAVALRY +RohanBanner
ShowPips = No
ThisFormationIsTheMainFormation = No ;Used to determine which armorset to use (and anything else we want!)
RandomOffset = X:7 Y:3
; Banner Carrier info
BannerCarriersAllowed = RohanBanner ; types of units that are allowed as banner carriers
BannerCarrierPosition = UnitType:RohanRohirrimArcher Pos:X:30.0 Y:0.0 ; (DEFAULT) position of banner carrier for archer horde
RankInfo = RankNumber:1 UnitType:RohanRohirrimArcher Position:X:0 Y:0 Position:X:-30 Y:30 Position:X:-30 Y:-30 Position:X:-60 Y:60 Position:X:-60 Y:-60
RanksToReleaseWhenAttacking = 1
AlternateFormation = RohanRohirrimArcherHorde
AttributeModifiers = RohanHorseWegde
End
End
;////////////////////////////////////////////////////////////////////////////////
Object RohanArcherHorde ;YeomanArcher
; This is required for garrisoned objects - please put in all objects.
ButtonImage = BDArcheryRange_MenofDale
SelectPortrait = UPDwarven_MenofDale
Draw = W3DScriptedModelDraw ModuleTag_W3DModelDraw
DependencySharedModelFlags = EMOTION_ALERT EMOTION_MORALE_HIGH EMOTION_MORALE_LOW EMOTION_AFRAID EMOTION_COWER SELECTED EMOTION_TERROR
DefaultModelConditionState
Model = None ;InvisHrdeTmp5x2
End
ModelConditionState = HORDE_EMPTY
Model = None
End
ModelConditionState = WORLD_BUILDER
Model = HordeMarkRUYeo
End
End
Side = Obsolete
EditorSorting = UNIT
EmotionRange = 240
DisplayName = OBJECT:HordeRohanArcher
WeaponSet
Conditions = None
Weapon = PRIMARY NormalMissileHordeRangefinder
End
CommandSet = RohanArcherHordeCommandSet
; *** AUDIO Parameters ***
; Note: Don't put voice parameters here -- they will be ignored. Voice play requests
; are always passed through to members
#include "..\..\..\includes\StandardHordeEvaEvents.inc"
CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CrusherLevel = 0
BuildCost = ROHAN_YEOMAN_BUILDCOST
BuildTime = ROHAN_YEOMAN_BUILDTIME
VisionRange = ROHAN_YEOMAN_HORDE_VISION_RANGE
ShroudClearingRange = 161
CommandPoints = 15
FormationWidth = 2 ; Width it occupies in formations. Current choices are 1 or 2.
FormationDepth = 1 ; Depth it occupies in formations. Current choices are 1 or 2.
TransportSlotCount = TRANSPORTSLOTCOUNT_SMALL_HORDE
KindOf = SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT INFANTRY HORDE ARCHER ARMY_SUMMARY;UNATTACKABLE
Body = ImmortalBody ModuleTag_ImmortalBody
MaxHealth = 1
End
Behavior = StancesBehavior ModuleTag_StancesBehavior
StanceTemplate = FighterHorde
End
#include "..\..\..\includes\CaptureBuilding.inc"
Behavior = HordeAIUpdate ModuleTag_HordeAIUpdate
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
MoodAttackCheckRate = 500
MaxCowerTime = 5000
MinCowerTime = 3000
CanAttackWhileContained = Yes ; Can fire out of garrisoned building
AILuaEventsList = InfantryFunctions
AttackPriority = AttackPriority_Archer
End
Behavior = HordeContain ModuleTag_HordeContain
ObjectStatusOfContained =
InitialPayload = RohanArcher GOOD_MEN_HORDE_SIZE
Slots = 5
PassengerFilter = NONE +INFANTRY
ShowPips = No
ThisFormationIsTheMainFormation = Yes ;Used to determine which armorset to use (and anything else we want!)
AlternateFormation = RohanArcherHordeSkirmishFormation
; Banner Carrier info
BannerCarriersAllowed = RohanBanner ; types of units that are allowed as banner carriers
BannerCarrierPosition = UnitType:RohanArcher Pos:X:20.0 Y:0.0 ; (DEFAULT) position of banner carrier for archer horde
; Positions for 5
RandomOffset = X:6 Y:4
RankInfo = RankNumber:1 UnitType:RohanArcher Position:X:0 Y:0 Position:X:0 Y:25 Position:X:0 Y:-25 Position:X:0 Y:50 Position:X:0 Y:-50
RanksToReleaseWhenAttacking = 1
; Example of Eva event for horde death
;EvaEventLastMemberDeath = ArchersDie ; Play this Eva event when the last member dies
MeleeAttackLeashDistance = 25; How far the hordes can move from the center of the horde when melee attacking.
End
Behavior = PhysicsBehavior ModuleTag_PhysicsBehavior
GravityMult = 1.0
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 = NONE +GondorGwaihir +RohanTreeBerd +RohanEntFir +RohanEntAsh +RohanEntBirch +MordorCaveTroll +MordorMountainTroll +MordorDrummerTroll +MordorFellBeast +MordorWitchKingOnFellBeast +MordorMumakil;Must be SCARY kindof as well.
AlwaysAfraidOf = NONE +MordorBalrog +RohanOathbreaker +MordorSauron ;+MordorWitchKing +MordorWitchKingOnFellBeast
PointAt = NONE +MordorFellBeast +MordorWitchKingOnFellBeast
HeroScanDistance = 150
FearScanDistance = CAVALRY_FEAR_SCAN_RADIUS
AddEmotion = Terror_Base
AddEmotion = Doom_Base
AddEmotion = BraceForBeingCrushed_Base
AddEmotion = UncontrollableFear_Base
AddEmotion = FearIdle_Base
AddEmotion = FearBusy_Base
AddEmotion = Point_Base
AddEmotion = Taunt_Base
AddEmotion = CheerIdle_Base
AddEmotion = CheerBusy_Base
AddEmotion = HeroCheerIdle_Base
AddEmotion = HeroCheerBusy_Base
AddEmotion = Alert_Base
End
LocomotorSet
Locomotor = NormalRangedHordeLocomotor
Condition = SET_NORMAL
Speed = NORMAL_GOOD_INFANTRY_HORDE_SPEED
End
Behavior = ProductionUpdate ProductionUpdateModuleTag
GiveNoXP = Yes
End
Behavior = LevelUpUpgrade ModuleTag_BasicTraining
TriggeredBy = Upgrade_RohanBasicTraining
LevelsToGain = 1
LevelCap = 2
End
Behavior = StatusBitsUpgrade ModuleTag_ProductionLegality
TriggeredBy = Upgrade_RohanFireArrows
End
Behavior = StatusBitsUpgrade ModuleTag_ProductionLegality2
TriggeredBy = Upgrade_RohanHeavyArmorForArchers
End
Geometry = BOX
GeometryMajorRadius = 20.0
GeometryMinorRadius = 20.0
GeometryHeight = 20.0
GeometryIsSmall = No
End
;////////////////////////////////////////////////////////////////////////////////
ChildObject RohanArcherHordeSkirmishFormation RohanArcherHorde
; Note - for alternate formations, all info outside of the Contain Behavior module is ignored.
; Any modifications need to be done via the Attribute Modifiers in the contain module.
Behavior = HordeContain ModuleTag_HordeContain
ObjectStatusOfContained =
InitialPayload = RohanArcher GOOD_MEN_HORDE_SIZE
Slots = 5
PassengerFilter = NONE +INFANTRY
ShowPips = No
ThisFormationIsTheMainFormation = No ;Used to determine which armorset to use (and anything else we want!)
RandomOffset = X:7 Y:7
; Banner Carrier info
BannerCarriersAllowed = RohanBanner ; types of units that are allowed as banner carriers
BannerCarrierPosition = UnitType:RohanArcher Pos:X:15.0 Y:0.0 ; (DEFAULT) position of banner carrier
RankInfo = RankNumber:1 UnitType:RohanArcher Position:X:0 Y:-40 Position:X:-25 Y:-25 Position:X:0 Y:0 Position:X:-25 Y:25 Position:X:0 Y:40
RanksToReleaseWhenAttacking = 1
AlternateFormation = RohanArcherHorde
AttributeModifiers = RohanArcherSkirmish
End
End
;////////////////////////////////////////////////////////////////////////////////
Object RohanRoyalGuardHorde
Draw = W3DScriptedModelDraw ModuleTag_W3DModelDraw
DependencySharedModelFlags = EMOTION_ALERT EMOTION_MORALE_HIGH EMOTION_MORALE_LOW EMOTION_AFRAID EMOTION_COWER SELECTED EMOTION_TERROR
DefaultModelConditionState
Model = None ;InvisHrdeTmp5x1
End
ModelConditionState = HORDE_EMPTY
Model = None
End
ModelConditionState = WORLD_BUILDER
Model = HordeMarkRUHuo
End
End
Side = Obsolete
EditorSorting = UNIT
EmotionRange = 240
DisplayName = OBJECT:Horde
WeaponSet
Conditions = None
Weapon = PRIMARY NormalMeleeHordeRangefinder
End
CommandSet = RohanRoyalGuardHordeCommandSet
; *** AUDIO Parameters ***;
; Note: Don't put voice parameters here -- they will be ignored. Voice play requests
; are always passed through to members
#include "..\..\..\includes\StandardHordeEvaEvents.inc"
BuildCost = 50
BuildTime = 5.0
VisionRange = 121
CommandPoints = 5
FormationWidth = 2 ; Width it occupies in formations. Current choices are 1 or 2.
FormationDepth = 1 ; Depth it occupies in formations. Current choices are 1 or 2.
CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CrusherLevel = 1
MinCrushVelocityPercent = 50 ; Has to be moving at at least 50% of full speed.
CrushDecelerationPercent = 10 ; Lose 20 percent of max velocity when crushing.
CrushKnockback = 40 ; how hard we knock back crushed units.
CrushZFactor = 1.0 ; How much we knock upwards.
TransportSlotCount = TRANSPORTSLOTCOUNT_SMALL_HORDE
KindOf = SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAVALRY HORDE MELEE_HORDE ARMY_SUMMARY;UNATTACKABLE
Body = ImmortalBody ModuleTag_ImmortalBody
MaxHealth = 1
End
Behavior = StancesBehavior ModuleTag_StancesBehavior
StanceTemplate = FighterHorde
End
#include "..\..\..\includes\CaptureBuilding.inc"
Behavior = HordeAIUpdate ModuleTag_HordeAIUpdate
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
MoodAttackCheckRate = 500
MaxCowerTime = 5000
MinCowerTime = 3000
AILuaEventsList = CavalryFunctions
End
Behavior = HorseHordeContain ModuleTag_HordeContain
ObjectStatusOfContained =
InitialPayload = RohanRoyalGuard GOOD_RIDER_HORDE_SIZE
Slots = 5
PassengerFilter = NONE +CAVALRY
ShowPips = No
RandomOffset = X:7 Y:3
ThisFormationIsTheMainFormation = Yes ;Used to determine which armorset to use (and anything else we want!)
RankInfo = RankNumber:1 UnitType:RohanRoyalGuard Position:X:0 Y:0 Position:X:0 Y:20 Position:X:0 Y:-20 Position:X:0 Y:40 Position:X:0 Y:-40
RanksToReleaseWhenAttacking = 1
End
Behavior = HordeNotifyTargetsOfImminentProbableCrushingUpdate ModuleTag_NotifyCrushScan
ScanWidth = 40.0 ; A little less than the width of the horde (which is 2 * 24 = 48)
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 = NONE +GondorGwaihir +RohanTreeBerd +RohanEntFir +RohanEntAsh +RohanEntBirch +MordorCaveTroll +MordorMountainTroll +MordorDrummerTroll +MordorFellBeast +MordorWitchKingOnFellBeast +MordorMumakil;Must be SCARY kindof as well.
AlwaysAfraidOf = NONE +MordorBalrog +RohanOathbreaker +MordorSauron ;+MordorWitchKing +MordorWitchKingOnFellBeast
PointAt = NONE +MordorFellBeast +MordorWitchKingOnFellBeast
HeroScanDistance = 150
FearScanDistance = CAVALRY_FEAR_SCAN_RADIUS
AddEmotion = Terror_Base
AddEmotion = OVERRIDE Point_Base
Duration = 2500
End
AddEmotion = Taunt_Base
AddEmotion = CheerIdle_Base
AddEmotion = CheerBusy_Base
AddEmotion = OVERRIDE HeroCheerIdle_Base
;StartFXList = RohirrimHeroCheerSound
End
AddEmotion = OVERRIDE HeroCheerBusy_Base
;StartFXList = RohirrimHeroCheerSound
End
AddEmotion = Alert_Base
AddEmotion = CheerForAboutToCrush_Base
End
Behavior = PhysicsBehavior ModuleTag_PhysicsBehavior
GravityMult = 1.0
End
LocomotorSet
Locomotor = NormalCavalryHordeLocomotor
Condition = SET_NORMAL
Speed = NORMAL_CAVALRY_HORDE_SPEED
End
Geometry = BOX
GeometryMajorRadius = 12.0
GeometryMinorRadius = 24.0
GeometryHeight = 20.0
GeometryIsSmall = No
End
;////////////////////////////////////////////////////////////////////////////////
;////////////////////////////////////////////////////////////////////////////////
;////////////////////////////////////////////////////////////////////////////////
;////////////////////////////////////////////////////////////////////////////////
;////////////////////////////////////////////////////////////////////////////////
Object RohanElvenWarriorHorde
; This is required for garrisoned objects - please put in all objects.
ButtonImage = BEElvenBarracks_LorienWarrior
SelectPortrait = UPElven_LorienWarrior
Draw = W3DScriptedModelDraw ModuleTag_W3DModelDraw
DependencySharedModelFlags = EMOTION_ALERT EMOTION_MORALE_HIGH EMOTION_MORALE_LOW EMOTION_AFRAID EMOTION_COWER SELECTED EMOTION_TERROR
DefaultModelConditionState
Model = None ;InvisHrdeTmp5x2
End
ModelConditionState = HORDE_EMPTY
Model = None
End
ModelConditionState = WORLD_BUILDER
Model = HordeTemp_5By2
End
End
Side = Obsolete
EditorSorting = UNIT
EmotionRange = 240
DisplayName = OBJECT:HordeRohanElves
WeaponSet
Conditions = None
Weapon = PRIMARY ElvenArcherMissileHordeRangefinder
End
WeaponSet
Conditions = WEAPONSET_TOGGLE_1
Weapon = PRIMARY NormalMeleeHordeRangefinder
End
CommandSet = RohanElvenWarriorHordeCommandSet
; *** AUDIO Parameters ***
; Note: Don't put voice parameters here -- they will be ignored. Voice play requests
; are always passed through to members
#include "..\..\..\includes\StandardHordeEvaEvents.inc"
CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CrusherLevel = 0
BuildCost = ROHAN_ELVENWARRIOR_BUILDCOST
BuildTime = ROHAN_ELVENWARRIOR_BUILDTIME
VisionRange = ROHAN_ELVENWARRIOR_HORDE_VISION_RANGE
ShroudClearingRange = 161
CommandPoints = 20
FormationWidth = 2 ; Width it occupies in formations. Current choices are 1 or 2.
FormationDepth = 1 ; Depth it occupies in formations. Current choices are 1 or 2.
TransportSlotCount = TRANSPORTSLOTCOUNT_SMALL_HORDE
KindOf = SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT INFANTRY HORDE ARCHER ARMY_SUMMARY MELEE_HORDE;UNATTACKABLE
Body = ImmortalBody ModuleTag_ImmortalBody
MaxHealth = 1
End
Behavior = StancesBehavior ModuleTag_StancesBehavior
StanceTemplate = FighterHorde
End
#include "..\..\..\includes\CaptureBuilding.inc"
Behavior = HordeAIUpdate ModuleTag_HordeAIUpdate
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS STEALTHED
MoodAttackCheckRate = 500
MaxCowerTime = 5000
MinCowerTime = 3000
CanAttackWhileContained = Yes ; Can fire out of garrisoned building
AILuaEventsList = InfantryFunctions
AttackPriority = AttackPriority_Archer
End
Behavior = HordeContain ModuleTag_HordeContain
ObjectStatusOfContained =
InitialPayload = RohanElvenWarrior GOOD_MEN_HORDE_SIZE
Slots = 5
PassengerFilter = NONE +INFANTRY
ShowPips = No
ThisFormationIsTheMainFormation = Yes ;Used to determine which armorset to use (and anything else we want!)
RandomOffset = X:1 Y:1
; Banner Carrier info
BannerCarriersAllowed = RohanBanner ; types of units that are allowed as banner carriers
BannerCarrierPosition = UnitType:RohanElvenWarrior Pos:X:35.0 Y:0.0 ; (DEFAULT) position of banner carrier for elven warrior horde
; Positions for 5
RankInfo = RankNumber:1 UnitType:RohanElvenWarrior Position:X:13 Y:0 Position:X:13 Y:25 Position:X:13 Y:-25 Position:X:13 Y:50 Position:X:13 Y:-50
RanksToReleaseWhenAttacking = 1
MeleeAttackLeashDistance = 25; How far the hordes can move from the center of the horde when melee attacking.
End
Behavior = PhysicsBehavior ModuleTag_PhysicsBehavior
GravityMult = 1.0
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 = NONE +GondorGwaihir +RohanTreeBerd +RohanEntFir +RohanEntAsh +RohanEntBirch +MordorCaveTroll +MordorMountainTroll +MordorDrummerTroll +MordorFellBeast +MordorWitchKingOnFellBeast +MordorMumakil;Must be SCARY kindof as well.
AlwaysAfraidOf = NONE +MordorBalrog +RohanOathbreaker +MordorSauron ;+MordorWitchKing +MordorWitchKingOnFellBeast
PointAt = NONE +MordorFellBeast +MordorWitchKingOnFellBeast +GondorGwaihir
HeroScanDistance = 150
FearScanDistance = ARCHER_FEAR_SCAN_RADIUS
AddEmotion = Terror_Base
AddEmotion = Doom_Base
AddEmotion = BraceForBeingCrushed_Base
AddEmotion = UncontrollableFear_Base
AddEmotion = FearIdle_Base
AddEmotion = FearBusy_Base
AddEmotion = Point_Base
AddEmotion = Taunt_Base
AddEmotion = CheerIdle_Base
AddEmotion = CheerBusy_Base
AddEmotion = HeroCheerIdle_Base
AddEmotion = HeroCheerBusy_Base
AddEmotion = Alert_Base
End
LocomotorSet
Locomotor = NormalMeleeHordeLocomotor
Condition = SET_NORMAL
Speed = NORMAL_GOOD_FAST_HORDE_SPEED
End
Behavior = ProductionUpdate ProductionUpdateModuleTag
GiveNoXP = Yes
End
Behavior = LevelUpUpgrade ModuleTag_BasicTraining
TriggeredBy = Upgrade_RohanBasicTraining
LevelsToGain = 1
LevelCap = 2
End
Behavior = StatusBitsUpgrade ModuleTag_ProductionLegality
TriggeredBy = Upgrade_RohanHeavyArmorForElves
End
Behavior = StatusBitsUpgrade ModuleTag_ProductionLegality2
TriggeredBy = Upgrade_RohanForgedBladesForElves
End
Behavior = StatusBitsUpgrade ModuleTag_ProductionLegality3
TriggeredBy = Upgrade_RohanFireArrows
End
Geometry = BOX
GeometryMajorRadius = 20.0
GeometryMinorRadius = 20.0
GeometryHeight = 20.0
GeometryIsSmall = No
End
;////////////////////////////////////////////////////////////////////////////////
ChildObject RohanElvenWarriorHorde_Summoned RohanElvenWarriorHorde
IsTrainable = No
CommandPoints = 0
CommandSet = RohanElvenWarriorHordeCommandSet_Summoned
EquivalentTo = RohanElvenWarriorHorde
KindOf = SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT INFANTRY HORDE ARCHER MELEE_HORDE SUMMONED
Behavior = LifetimeUpdate ModuleTag_LifetimeUpdate
; This one displays the timer, but the one in the uint does the work
MinLifetime = 180000
MaxLifetime = 180000
DeathType = FADED
End
Behavior = HordeContain ModuleTag_HordeContain
ObjectStatusOfContained =
InitialPayload = RohanElvenWarrior_Summoned GOOD_MEN_HORDE_SIZE
Slots = 5
PassengerFilter = NONE +INFANTRY
ShowPips = No
ThisFormationIsTheMainFormation = Yes ;Used to determine which armorset to use (and anything else we want!)
RandomOffset = X:1 Y:1
; Banner Carrier info
; BannerCarriersAllowed = RohanBanner ; types of units that are allowed as banner carriers
; BannerCarrierPosition = UnitType:RohanElvenWarrior Pos:X:35.0 Y:0.0 ; (DEFAULT) position of banner carrier for elven warrior horde
; Positions for 5
RankInfo = RankNumber:1 UnitType:RohanElvenWarrior_Summoned Position:X:13 Y:0 Position:X:13 Y:25 Position:X:13 Y:-25 Position:X:13 Y:50 Position:X:13 Y:-50
RanksToReleaseWhenAttacking = 1
MeleeAttackLeashDistance = 25; How far the hordes can move from the center of the horde when melee attacking.
End
End
;////////////////////////////////////////////////////////////////////////////////
Object RohanHobbitHorde
; This is required for garrisoned objects - please put in all objects.
ButtonImage = BRArcheryRange_YeomanArchers
Draw = W3DScriptedModelDraw ModuleTag_W3DModelDraw
DependencySharedModelFlags = EMOTION_ALERT EMOTION_MORALE_HIGH EMOTION_MORALE_LOW EMOTION_AFRAID EMOTION_COWER SELECTED EMOTION_TERROR
DefaultModelConditionState
Model = None ;InvisHrdeTmp5x2
End
ModelConditionState = HORDE_EMPTY
Model = None
End
ModelConditionState = WORLD_BUILDER
Model = HordeMarkRUYeo
End
End
Side = Obsolete
EditorSorting = UNIT
EmotionRange = 240
DisplayName = OBJECT:Horde
WeaponSet
Conditions = None
Weapon = PRIMARY NormalMissileHordeRangefinder
End
CommandSet = RohanHobbitHordeCommandSet
; *** AUDIO Parameters ***
; Note: Don't put voice parameters here -- they will be ignored. Voice play requests
; are always passed through to members
#include "..\..\..\includes\StandardHordeEvaEvents.inc"
BuildCost = 800
BuildTime = 25.0
VisionRange = 300
ShroudClearingRange = 161
CommandPoints = 4
FormationWidth = 2 ; Width it occupies in formations. Current choices are 1 or 2.
FormationDepth = 1 ; Depth it occupies in formations. Current choices are 1 or 2.
TransportSlotCount = TRANSPORTSLOTCOUNT_SMALL_HORDE
KindOf = SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT INFANTRY HORDE ARCHER ARMY_SUMMARY;UNATTACKABLE
Body = ImmortalBody ModuleTag_ImmortalBody
MaxHealth = 1
End
Behavior = StancesBehavior ModuleTag_StancesBehavior
StanceTemplate = FighterHorde
End
#include "..\..\..\includes\CaptureBuilding.inc"
Behavior = HordeAIUpdate ModuleTag_HordeAIUpdate
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
MoodAttackCheckRate = 500
MaxCowerTime = 5000
MinCowerTime = 3000
CanAttackWhileContained = Yes ; Can fire out of garrisoned building
AttackPriority = AttackPriority_Archer
End
Behavior = HordeContain ModuleTag_HordeContain
ObjectStatusOfContained =
InitialPayload = RohanFrodo 1
InitialPayload = RohanSam 1
InitialPayload = RohanMerry 1
InitialPayload = RohanPippin 1
Slots = 4
PassengerFilter = NONE +HOBBIT
ShowPips = No
ThisFormationIsTheMainFormation = Yes ;Used to determine which armorset to use (and anything else we want!)
RandomOffset = X:5 Y:5
;LeadersAllowed = GondorArcher
;LeaderPosition = X:60.0 Y:0.0 Z:0.0
;LeaderRank = 0
RankInfo = RankNumber:1 UnitType:RohanFrodo Position:X:20 Y:0
RankInfo = RankNumber:2 UnitType:RohanSam Position:X:20 Y:30
RankInfo = RankNumber:3 UnitType:RohanMerry Position:X:-15 Y:0
RankInfo = RankNumber:4 UnitType:RohanPippin Position:X:-15 Y:30
RanksToReleaseWhenAttacking = 1 2 3 4
End
Behavior = PhysicsBehavior ModuleTag_PhysicsBehavior
GravityMult = 1.0
End
LocomotorSet
Locomotor = NormalRangedHordeLocomotor
Condition = SET_NORMAL
Speed = NORMAL_GOOD_INFANTRY_HORDE_SPEED
End
Geometry = BOX
GeometryMajorRadius = 20.0
GeometryMinorRadius = 20.0
GeometryHeight = 20.0
GeometryIsSmall = No
End
ChildObject RohanHobbitHordeFrodoSam RohanHobbitHorde
CommandPoints = 2
Behavior = HordeContain ModuleTag_HordeContain
ObjectStatusOfContained =
InitialPayload = RohanFrodo 1
InitialPayload = RohanSam 1
Slots = 2
PassengerFilter = NONE +HOBBIT
ShowPips = No
ThisFormationIsTheMainFormation = Yes ;Used to determine which armorset to use (and anything else we want!)
RandomOffset = X:5 Y:5
;LeadersAllowed = GondorArcher
;LeaderPosition = X:60.0 Y:0.0 Z:0.0
;LeaderRank = 0
RankInfo = RankNumber:1 UnitType:RohanFrodo Position:X:20 Y:0
RankInfo = RankNumber:2 UnitType:RohanSam Position:X:20 Y:30
RanksToReleaseWhenAttacking = 1 2
End
End
ChildObject RohanHobbitHordeMerryPippin RohanHobbitHorde
CommandPoints = 2
Behavior = HordeContain ModuleTag_HordeContain
ObjectStatusOfContained =
InitialPayload = RohanMerry 1
InitialPayload = RohanPippin 1
Slots = 2
PassengerFilter = NONE +HOBBIT
ShowPips = No
ThisFormationIsTheMainFormation = Yes ;Used to determine which armorset to use (and anything else we want!)
RandomOffset = X:5 Y:5
;LeadersAllowed = GondorArcher
;LeaderPosition = X:60.0 Y:0.0 Z:0.0
;LeaderRank = 0
RankInfo = RankNumber:1 UnitType:RohanMerry Position:X:20 Y:0
RankInfo = RankNumber:2 UnitType:RohanPippin Position:X:20 Y:30
RanksToReleaseWhenAttacking = 1 2
End
End