; FastHitsResetReaction = Yes ;// If set -- when hits occur faster than the reaction animations, it will reset the animation. (like getting riddled with machine gun bullets)
; End
Behavior = SlowDeathBehavior ModuleTag_05
DeathTypes = ALL -KNOCKBACK -FADED
SinkDelay = 3000
SinkRate = 0.60 ;// in Dist/Sec
DestructionDelay = 10000
Sound = INITIAL DwarfGenericVoiceDie
End
Behavior = SlowDeathBehavior ModuleTag_07
;// Same as normal death, but no sound (sound already played by SoundImpact = ... )
DeathTypes = NONE +KNOCKBACK
SinkDelay = 3000
SinkRate = 0.60 ;// in Dist/Sec
DestructionDelay = 10000
End
Behavior = SlowDeathBehavior ModuleTag_FadeDeath
DeathTypes = NONE +FADED
FadeDelay = 0
FadeTime = 5000
DestructionDelay = 5000
DeathFlags = DEATH_2
; FX = INITIAL FX_UnSummonElvenAllies
Sound = INITIAL SpellGenericUnsummonMS
End
Behavior = BezierProjectileBehavior ModuleTag_08 ; Module starts asleep, and wakes up when thrown.
; To tweak a Bezier path
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