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Text File  |  2006-01-31  |  11KB  |  310 lines

  1. ; Moved from ElvenInfantry.INI Aug 24 2005
  2.  
  3. ;------------------------------------------------------------------------------
  4. ; aka Isengard Pike Man UrukPikeman UrukHaiPikeman
  5.  
  6. Object ElvenMithlondSentry              ;BALANCE Isengard Pikeman
  7.   ; *** ART Parameters ***
  8.  
  9.   ; This is required for garrisoned objects - please put in all objects.
  10.  
  11.        ButtonImage            = WOR_MithlondSentry
  12.     
  13.       SelectPortrait         = UPElven_MithlondSentry
  14.   
  15.   Draw = W3DHordeModelDraw ModuleTag_01
  16.  
  17.     OkToChangeModelColor = Yes
  18.       
  19.     StaticModelLODMode = Yes
  20.     
  21.     ; specify options for static LODs
  22.     LodOptions    = LOW
  23.         AllowMultipleModels        =    ALLOW_MULTIPLE_MODELS_LOW
  24.         MaxRandomTextures        =    MAX_RANDOM_TEXTURES_LOW
  25.         MaxRandomAnimations        =    MAX_RANDOM_ANIMATIONS_LOW
  26.         MaxAnimFrameDelta        =    MAX_ANIM_FRAME_DELTA_LOW
  27.     End
  28.     
  29.     LodOptions    = MEDIUM
  30.         AllowMultipleModels        =    ALLOW_MULTIPLE_MODELS_MED
  31.         MaxRandomTextures        =    MAX_RANDOM_TEXTURES_MED
  32.         MaxRandomAnimations        =    MAX_RANDOM_ANIMATIONS_MED
  33.         MaxAnimFrameDelta        =    MAX_ANIM_FRAME_DELTA_MED
  34.     End
  35.     
  36.     LodOptions    = HIGH
  37.         AllowMultipleModels        =    ALLOW_MULTIPLE_MODELS_HIGH
  38.         MaxRandomTextures        =    MAX_RANDOM_TEXTURES_HIGH
  39.         MaxRandomAnimations        =    MAX_RANDOM_ANIMATIONS_HIGH
  40.         MaxAnimFrameDelta        =    MAX_ANIM_FRAME_DELTA_HIGH
  41.     End
  42.     
  43.     DefaultModelConditionState
  44.       Model = EUMthlnd_SKN
  45.     End
  46.  
  47.     ModelConditionState = COMING_OUT_OF_FACTORY
  48.         Model = EUMthlnd_SKN
  49.     End
  50.  
  51. #include "..\..\..\mithlondsentrymordoreasterlinganims.inc"
  52.            
  53.  End
  54.   
  55.  
  56.     #include "..\..\..\includes\StunDrawModuleSmall.inc"
  57.  
  58.     ; ***DESIGN parameters ***
  59.  
  60.     Side = Elves
  61.     EditorSorting = UNIT
  62.     ThreatLevel = 1.0
  63.     ThingClass = HORDE_UNIT
  64.     CommandPoints = 4
  65.  
  66.     TransportSlotCount = TRANSPORTSLOTCOUNT_UNIT
  67.   
  68.     WeaponSet
  69.         Conditions = None 
  70.         Weapon = PRIMARY    MithlondSentryPike ;BALANCE Isengard Pikeman Weapon
  71.     End
  72.     
  73.     WeaponSet
  74.         Conditions            = CONTAINED
  75.         Weapon                = SECONDARY GarrisonedUnitBow
  76.         AutoChooseSources    = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
  77.     End
  78.  
  79.     ArmorSet
  80.         Conditions      = None
  81.         Armor           = PikemenArmor
  82.         DamageFX        = NormalDamageFX
  83.     End
  84.     ArmorSet
  85.             Conditions      = PLAYER_UPGRADE
  86.             Armor           = PikemenHeavyArmor
  87.             DamageFX        = NormalDamageFX    
  88.     End
  89.  
  90.     ; This is required so that the build phase lasts as long as the anim.
  91.     BuildFadeInOnCreateTime = 0 ; 2.0 ;temporarily set to 0
  92.  
  93.     VisionRange = ELVEN_MITHLONDSENTRY_VISION_RANGE
  94.     VisionSide = 35%
  95.     VisionRear = 25%
  96.     VisionBonusPercentPerFoot = 5.0%
  97.     ShroudClearingRange = SHROUD_CLEAR_STANDARD
  98.  
  99.     BountyValue = ELVEN_MITHLONDSENTRY_BOUNTY_VALUE
  100.     DisplayName = OBJECT:ElvenMithlondSentry
  101.     CrushableLevel = 0  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  102.     CrusherLevel = 0 ;What can I crush?: 0 = small animals, 1 = infantry, 2 = trees, 3 = vehicles
  103.      CrushRevengeWeapon = AntiCavalryInfantryCrushRevenge
  104.  
  105.   CommandSet = ElvenMithlondSentryCommandSet
  106.  
  107.  
  108.   ; *** AUDIO Parameters ***;
  109.  
  110.     VoiceAttack                             = ElfSentryVoiceAttack
  111.     VoiceAttackAir                            = ElfSentryVoiceAttack
  112.     VoiceAttackCharge                         = ElfSentryVoiceAttackCharge
  113.     VoiceAttackMachine                         = ElfSentryVoiceAttack
  114.     VoiceAttackStructure                     = ElfSentryVoiceAttackBuilding
  115.     VoiceCreated                             = ElfSentryVoiceSalute
  116.     VoiceFullyCreated                        = ElfSentryVoiceSalute
  117.     VoiceGuard                                = ElfSentryVoiceMove
  118.     VoiceMove                                 = ElfSentryVoiceMove
  119.     VoiceMoveToCamp                         = ElfSentryVoiceMoveCamp
  120.     VoiceMoveWhileAttacking                 = ElfSentryVoiceDisengage
  121.     VoicePriority                            = 40
  122.     VoiceRetreatToCastle                     = ElfSentryVoiceRetreat
  123.     VoiceSelect                             = ElfSentryVoiceSelectMS
  124.     VoiceSelectBattle                          = ElfSentryVoiceSelectBattle
  125.     
  126.     VoiceEnterStateAttack                     = ElfSentryVoiceEnterStateAttack
  127.     VoiceEnterStateAttackCharge             = ElfSentryVoiceEnterStateAttackCharge
  128.     VoiceEnterStateAttackStructure             = ElfSentryVoiceEnterStateAttackBuilding
  129.     VoiceEnterStateAttackMachine             = ElfSentryVoiceEnterStateAttackBuilding
  130.     VoiceEnterStateMove                     = ElfSentryVoiceEnterStateMove
  131.     VoiceEnterStateMoveToCamp                 = ElfSentryVoiceEnterStateMoveCamp
  132.     VoiceEnterStateMoveWhileAttacking        = ElfSentryVoiceEnterStateDisengage
  133.     VoiceEnterStateRetreatToCastle             = ElfSentryVoiceEnterStateRetreat
  134.     
  135.     CrowdResponseKey = Elf
  136.  
  137.     UnitSpecificSounds
  138.         VoiceEnterUnitElvenTransportShip    = ElfSentryVoiceMoveShip
  139.         VoiceGarrison                         = ElfSentryVoiceMoveGarrison
  140.         VoiceInitiateCaptureBuilding        = ElfSentryVoiceCaptureBuilding        ; From SpecialPower SpecialAbilityCaptureBuilding
  141.         VoiceMoveToTrees                    = ElfSentryVoiceMoveForest                
  142.         VoiceEnterStateMoveToTrees            = ElfSentryVoiceEnterStateMoveForest        
  143.     End
  144.  
  145.     ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_foo
  146.         ModelCondition = Required:EMOTION_CELEBRATING    Excluded:DYING ENGAGED    Sound:EmotionElfCompilationVoxCheerSinglesLoop    ;MOVING ATTACKING 
  147.         ModelCondition = Required:EMOTION_TAUNTING        Excluded:DYING ENGAGED    Sound:EmotionElfCompilationVoxTauntSinglesLoop    ;MOVING ATTACKING
  148.         ;ModelCondition = Required:EMOTION_POINTING        Excluded:DYING ENGAGED    Sound:EmotionElfCompilationVoxTauntSinglesLoop
  149.         ModelCondition = Required:RAISING_FLAG            Excluded:DYING ENGAGED    Sound:EmotionElfCompilationVoxTauntSinglesLoop
  150.     End
  151.  
  152.     #include "..\..\..\includes\StandardUnitEvaEvents.inc"
  153.     ;EvaEventDieOwner            = GroupPikemanDie        ;Eva event to trigger on unit's death. NOTICE THAT this is only for permanent deaths
  154.                                         ;For deaths you can respawn from, use the DeathFX
  155.  
  156.     Behavior = LargeGroupAudioUpdate ModuleTag_LGAU                ;Tie into LargeGroupAudio system
  157.         Key = Humanoid_Male Elf Elf_Male Elf_MithlondSentry
  158.     End
  159.  
  160.     ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
  161.         MaxUpdateRangeCap = 800
  162.         AnimationSound = Sound:BodyFallOrc            Animation:EUMthlnd_SKL.EUMthlnd_DIEC    Frames:56
  163.         AnimationSound = Sound:BodyFallOrc            Animation:EUMthlnd_SKL.EUMthlnd_DTHA    Frames:23
  164.         AnimationSound = Sound:BodyFallOrc            Animation:EUMthlnd_SKL.EUMthlnd_DTHB    Frames:34
  165.         AnimationSound = Sound:BodyFallOrc            Animation:EUMthlnd_SKL.EUMthlnd_LNDD    Frames:2
  166.  
  167.         AnimationSound = Sound:BodyFallOrc            Animation:EUMTHLND_SKL.EUMTHLND_LNDA    Frames:6
  168.         AnimationSound = Sound:BodyFallGeneric1        Animation:EUMTHLND_SKL.EUMTHLND_DIEA    Frames:50
  169.         AnimationSound = Sound:BodyFallGeneric1        Animation:EUMTHLND_SKL.EUMTHLND_DIEB    Frames:75
  170.         AnimationSound = Sound:BodyFallGeneric1        Animation:EUMTHLND_SKL.EUMTHLND_DIEC    Frames:53
  171.         AnimationSound = Sound:BodyFallGeneric1        Animation:EUMTHLND_SKL.EUMTHLND_PLTA    Frames:18
  172.     End
  173.  
  174.  
  175.     ; *** ENGINEERING Parameters ***
  176.  
  177.     RadarPriority = UNIT
  178.     KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE THROWN_OBJECT GRAB_AND_DROP ATTACK_NEEDS_LINE_OF_SIGHT
  179.  
  180.  
  181.     Body                    =    PorcupineFormationBodyModule ModuleTag_porcupineFormation
  182.         CheerRadius             = EMOTION_CHEER_RADIUS
  183.         MaxHealth            =    ELVEN_MITHLONDSENTRY_HEALTH                ;BALANCE Isengard Pikeman Health
  184.         MaxHealthDamaged        =    ELVEN_MITHLONDSENTRY_HEALTH_DAMAGED        
  185.         ;RecoveryTime            =    ELVEN_MITHLONDSENTRY_HEALTH_RECOVERY_TIME    
  186.         DamageWeaponTemplate        =    PikemenPorcupineDamage
  187.         CrushDamageWeaponTemplate    =    PikemenPorcupineCrushDamage
  188.         CrusherLevelResisted        =    1;    ;What crusher level can I resist?: 1 = infantry, 2 = trees, 3 = vehicles
  189.         BurningDeathBehavior        =    Yes
  190.         BurningDeathFX                =    FX_InfantryBurningFlame
  191.     End
  192.  
  193.       ;Heavy Armor
  194.     Behavior = ArmorUpgrade ArmorUpgradeModuleTag
  195.         TriggeredBy = Upgrade_ElvenHeavyArmor
  196.         ArmorSetFlag            = PLAYER_UPGRADE
  197.     End
  198.  
  199.     Behavior = SubObjectsUpgrade Armor_Upgrade
  200.         TriggeredBy        = Upgrade_ElvenHeavyArmor
  201.         UpgradeTexture    = EUMthlnd.tga 0 EUMthlnd_HA.tga
  202.         UpgradeTexture    = EUMthlnd_C.tga 0 EUMthlnd_HA.tga
  203.         RecolorHouse            = Yes
  204.         ExcludeSubobjects        = Forged_Blade
  205.     End
  206.         
  207.     Behavior = SubObjectsUpgrade ForgedBlades_Upgrade
  208.         TriggeredBy        = Upgrade_ElvenForgedBlades
  209.         ShowSubObjects    = Forged_Blade
  210.     End
  211.     
  212.     Behavior = StatusBitsUpgrade ForgedBlades_UpgradeDetection
  213.         TriggeredBy        = Upgrade_ElvenForgedBlades
  214.     End
  215.         
  216.     Behavior = AIUpdateInterface ModuleTag_03
  217.         AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
  218.         AILuaEventsList               = IsengardFighterFunctions    
  219.         MoodAttackCheckRate        = 500
  220.         HoldGroundCloseRangeDistance = 80
  221.         AttackPriority                =     AttackPriority_Spearman
  222.         BurningDeathTime            =    BURNINGDEATH_DURATION_INFANTRY
  223.     End
  224.         
  225.     LocomotorSet
  226.         Locomotor     = HumanLocomotor
  227.         Condition     = SET_NORMAL
  228.         Speed         = NORMAL_ELVEN_PIKEMEN_MEMBER_SPEED        
  229.     End
  230.  
  231.     LocomotorSet
  232.         Locomotor = BurningDeathLocomotorInfantry
  233.         Condition = SET_BURNINGDEATH
  234.         Speed      = BURNINGDEATH_WANDERSPEED_INFANTRY
  235.     End
  236.  
  237.     Behavior = PhysicsBehavior ModuleTag_04
  238.         GravityMult                = 1.0
  239.         ShockStunnedTimeLow        = 1400  ;msec
  240.         ShockStunnedTimeHigh    = 2400 ;msec
  241.         ShockStandingTime        = 2133 ;msec
  242.     End
  243.   
  244.     Behavior = SlowDeathBehavior ModuleTag_05
  245.         DeathTypes = ALL -KNOCKBACK
  246.         SinkDelay = 3000
  247.         SinkRate = 0.40     ; in Dist/Sec
  248.         DestructionDelay = 8000
  249.         Sound = INITIAL ElfGenericVoiceDie
  250.     End
  251.  
  252.     Behavior = SquishCollide ModuleTag_06
  253.         ;nothing
  254.     End
  255.      
  256.     Behavior = SlowDeathBehavior ModuleTag_07
  257.         ; Same as normal death, but no sound (sound already played by SoundImpact = ... )
  258.         DeathTypes = NONE +KNOCKBACK
  259.         SinkDelay = 3000
  260.         SinkRate = 0.40     ; in Dist/Sec
  261.         DestructionDelay = 8000
  262.         Sound = INITIAL ElfGenericVoiceDie
  263.     End
  264.      
  265.     Behavior = BezierProjectileBehavior ModuleTag_08 ; Module starts asleep, and wakes up when thrown.
  266.         ; 
  267.         FirstHeight = 24  ; Height of Bezier control points above highest intervening terrain
  268.         SecondHeight = 24
  269.         FirstPercentIndent = 30% ; Percentage of shot distance control points are placed
  270.         SecondPercentIndent = 70%
  271.         TumbleRandomly = Yes
  272.  
  273.         CrushStyle = Yes ; I don't detonate, I just hit
  274.         DieOnImpact = Yes
  275.         BounceCount = 1   ; When I hit the ground, I'll arc again
  276.         BounceDistance = 40 ; this far
  277.         BounceFirstHeight = 24  ; Height of Bezier control points above highest intervening terrain
  278.         BounceSecondHeight = 24
  279.         BounceFirstPercentIndent = 20% ; Percentage of shot distance control points are placed
  280.         BounceSecondPercentIndent = 80%
  281.  
  282.         GroundHitFX       = FX_ThrownRockGroundHit
  283.         GroundBounceFX    = FX_ThrownRockBounceHit
  284.     End
  285.   
  286.     ;//    Zephyr Strike
  287.       Behavior = SpecialPowerModule ModuleTag_ZephyrStrikeStarter
  288.         SpecialPowerTemplate        = SpecialAbilityZephyrStrike
  289.         UpdateModuleStartsAttack    = Yes
  290.         StartsPaused                  = No
  291.     End
  292.  
  293. #include "..\..\includes\zephyrstrike.inc"    ;    Share the update with the horde
  294.  
  295.     Behavior = HordeMemberCollide ModuleTag_HMC
  296.         ;nothing
  297.     End
  298.  
  299.     Geometry = CYLINDER
  300.     GeometryMajorRadius = 8.0
  301.     GeometryMinorRadius = 8.0
  302.     GeometryHeight = 19.2
  303.     GeometryIsSmall = Yes
  304.  
  305.     Shadow = SHADOW_DECAL
  306.     ShadowSizeX = 21;
  307.     ShadowSizeY = 21;
  308.     ShadowTexture = ShadowI;
  309. End
  310.