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data_ini_object_goodfaction_units_elven_elvenmithlondsentry.ini
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2006-01-31
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; Moved from ElvenInfantry.INI Aug 24 2005
;------------------------------------------------------------------------------
; aka Isengard Pike Man UrukPikeman UrukHaiPikeman
Object ElvenMithlondSentry ;BALANCE Isengard Pikeman
; *** ART Parameters ***
; This is required for garrisoned objects - please put in all objects.
ButtonImage = WOR_MithlondSentry
SelectPortrait = UPElven_MithlondSentry
Draw = W3DHordeModelDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = Yes
; specify options for static LODs
LodOptions = LOW
AllowMultipleModels = ALLOW_MULTIPLE_MODELS_LOW
MaxRandomTextures = MAX_RANDOM_TEXTURES_LOW
MaxRandomAnimations = MAX_RANDOM_ANIMATIONS_LOW
MaxAnimFrameDelta = MAX_ANIM_FRAME_DELTA_LOW
End
LodOptions = MEDIUM
AllowMultipleModels = ALLOW_MULTIPLE_MODELS_MED
MaxRandomTextures = MAX_RANDOM_TEXTURES_MED
MaxRandomAnimations = MAX_RANDOM_ANIMATIONS_MED
MaxAnimFrameDelta = MAX_ANIM_FRAME_DELTA_MED
End
LodOptions = HIGH
AllowMultipleModels = ALLOW_MULTIPLE_MODELS_HIGH
MaxRandomTextures = MAX_RANDOM_TEXTURES_HIGH
MaxRandomAnimations = MAX_RANDOM_ANIMATIONS_HIGH
MaxAnimFrameDelta = MAX_ANIM_FRAME_DELTA_HIGH
End
DefaultModelConditionState
Model = EUMthlnd_SKN
End
ModelConditionState = COMING_OUT_OF_FACTORY
Model = EUMthlnd_SKN
End
#include "..\..\..\mithlondsentrymordoreasterlinganims.inc"
End
#include "..\..\..\includes\StunDrawModuleSmall.inc"
; ***DESIGN parameters ***
Side = Elves
EditorSorting = UNIT
ThreatLevel = 1.0
ThingClass = HORDE_UNIT
CommandPoints = 4
TransportSlotCount = TRANSPORTSLOTCOUNT_UNIT
WeaponSet
Conditions = None
Weapon = PRIMARY MithlondSentryPike ;BALANCE Isengard Pikeman Weapon
End
WeaponSet
Conditions = CONTAINED
Weapon = SECONDARY GarrisonedUnitBow
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
ArmorSet
Conditions = None
Armor = PikemenArmor
DamageFX = NormalDamageFX
End
ArmorSet
Conditions = PLAYER_UPGRADE
Armor = PikemenHeavyArmor
DamageFX = NormalDamageFX
End
; This is required so that the build phase lasts as long as the anim.
BuildFadeInOnCreateTime = 0 ; 2.0 ;temporarily set to 0
VisionRange = ELVEN_MITHLONDSENTRY_VISION_RANGE
VisionSide = 35%
VisionRear = 25%
VisionBonusPercentPerFoot = 5.0%
ShroudClearingRange = SHROUD_CLEAR_STANDARD
BountyValue = ELVEN_MITHLONDSENTRY_BOUNTY_VALUE
DisplayName = OBJECT:ElvenMithlondSentry
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 = AntiCavalryInfantryCrushRevenge
CommandSet = ElvenMithlondSentryCommandSet
; *** AUDIO Parameters ***;
VoiceAttack = ElfSentryVoiceAttack
VoiceAttackAir = ElfSentryVoiceAttack
VoiceAttackCharge = ElfSentryVoiceAttackCharge
VoiceAttackMachine = ElfSentryVoiceAttack
VoiceAttackStructure = ElfSentryVoiceAttackBuilding
VoiceCreated = ElfSentryVoiceSalute
VoiceFullyCreated = ElfSentryVoiceSalute
VoiceGuard = ElfSentryVoiceMove
VoiceMove = ElfSentryVoiceMove
VoiceMoveToCamp = ElfSentryVoiceMoveCamp
VoiceMoveWhileAttacking = ElfSentryVoiceDisengage
VoicePriority = 40
VoiceRetreatToCastle = ElfSentryVoiceRetreat
VoiceSelect = ElfSentryVoiceSelectMS
VoiceSelectBattle = ElfSentryVoiceSelectBattle
VoiceEnterStateAttack = ElfSentryVoiceEnterStateAttack
VoiceEnterStateAttackCharge = ElfSentryVoiceEnterStateAttackCharge
VoiceEnterStateAttackStructure = ElfSentryVoiceEnterStateAttackBuilding
VoiceEnterStateAttackMachine = ElfSentryVoiceEnterStateAttackBuilding
VoiceEnterStateMove = ElfSentryVoiceEnterStateMove
VoiceEnterStateMoveToCamp = ElfSentryVoiceEnterStateMoveCamp
VoiceEnterStateMoveWhileAttacking = ElfSentryVoiceEnterStateDisengage
VoiceEnterStateRetreatToCastle = ElfSentryVoiceEnterStateRetreat
CrowdResponseKey = Elf
UnitSpecificSounds
VoiceEnterUnitElvenTransportShip = ElfSentryVoiceMoveShip
VoiceGarrison = ElfSentryVoiceMoveGarrison
VoiceInitiateCaptureBuilding = ElfSentryVoiceCaptureBuilding ; From SpecialPower SpecialAbilityCaptureBuilding
VoiceMoveToTrees = ElfSentryVoiceMoveForest
VoiceEnterStateMoveToTrees = ElfSentryVoiceEnterStateMoveForest
End
ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_foo
ModelCondition = Required:EMOTION_CELEBRATING Excluded:DYING ENGAGED Sound:EmotionElfCompilationVoxCheerSinglesLoop ;MOVING ATTACKING
ModelCondition = Required:EMOTION_TAUNTING Excluded:DYING ENGAGED Sound:EmotionElfCompilationVoxTauntSinglesLoop ;MOVING ATTACKING
;ModelCondition = Required:EMOTION_POINTING Excluded:DYING ENGAGED Sound:EmotionElfCompilationVoxTauntSinglesLoop
ModelCondition = Required:RAISING_FLAG Excluded:DYING ENGAGED Sound:EmotionElfCompilationVoxTauntSinglesLoop
End
#include "..\..\..\includes\StandardUnitEvaEvents.inc"
;EvaEventDieOwner = GroupPikemanDie ;Eva event to trigger on unit's death. NOTICE THAT this is only for permanent deaths
;For deaths you can respawn from, use the DeathFX
Behavior = LargeGroupAudioUpdate ModuleTag_LGAU ;Tie into LargeGroupAudio system
Key = Humanoid_Male Elf Elf_Male Elf_MithlondSentry
End
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
MaxUpdateRangeCap = 800
AnimationSound = Sound:BodyFallOrc Animation:EUMthlnd_SKL.EUMthlnd_DIEC Frames:56
AnimationSound = Sound:BodyFallOrc Animation:EUMthlnd_SKL.EUMthlnd_DTHA Frames:23
AnimationSound = Sound:BodyFallOrc Animation:EUMthlnd_SKL.EUMthlnd_DTHB Frames:34
AnimationSound = Sound:BodyFallOrc Animation:EUMthlnd_SKL.EUMthlnd_LNDD Frames:2
AnimationSound = Sound:BodyFallOrc Animation:EUMTHLND_SKL.EUMTHLND_LNDA Frames:6
AnimationSound = Sound:BodyFallGeneric1 Animation:EUMTHLND_SKL.EUMTHLND_DIEA Frames:50
AnimationSound = Sound:BodyFallGeneric1 Animation:EUMTHLND_SKL.EUMTHLND_DIEB Frames:75
AnimationSound = Sound:BodyFallGeneric1 Animation:EUMTHLND_SKL.EUMTHLND_DIEC Frames:53
AnimationSound = Sound:BodyFallGeneric1 Animation:EUMTHLND_SKL.EUMTHLND_PLTA Frames:18
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE THROWN_OBJECT GRAB_AND_DROP ATTACK_NEEDS_LINE_OF_SIGHT
Body = PorcupineFormationBodyModule ModuleTag_porcupineFormation
CheerRadius = EMOTION_CHEER_RADIUS
MaxHealth = ELVEN_MITHLONDSENTRY_HEALTH ;BALANCE Isengard Pikeman Health
MaxHealthDamaged = ELVEN_MITHLONDSENTRY_HEALTH_DAMAGED
;RecoveryTime = ELVEN_MITHLONDSENTRY_HEALTH_RECOVERY_TIME
DamageWeaponTemplate = PikemenPorcupineDamage
CrushDamageWeaponTemplate = PikemenPorcupineCrushDamage
CrusherLevelResisted = 1; ;What crusher level can I resist?: 1 = infantry, 2 = trees, 3 = vehicles
BurningDeathBehavior = Yes
BurningDeathFX = FX_InfantryBurningFlame
End
;Heavy Armor
Behavior = ArmorUpgrade ArmorUpgradeModuleTag
TriggeredBy = Upgrade_ElvenHeavyArmor
ArmorSetFlag = PLAYER_UPGRADE
End
Behavior = SubObjectsUpgrade Armor_Upgrade
TriggeredBy = Upgrade_ElvenHeavyArmor
UpgradeTexture = EUMthlnd.tga 0 EUMthlnd_HA.tga
UpgradeTexture = EUMthlnd_C.tga 0 EUMthlnd_HA.tga
RecolorHouse = Yes
ExcludeSubobjects = Forged_Blade
End
Behavior = SubObjectsUpgrade ForgedBlades_Upgrade
TriggeredBy = Upgrade_ElvenForgedBlades
ShowSubObjects = Forged_Blade
End
Behavior = StatusBitsUpgrade ForgedBlades_UpgradeDetection
TriggeredBy = Upgrade_ElvenForgedBlades
End
Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
AILuaEventsList = IsengardFighterFunctions
MoodAttackCheckRate = 500
HoldGroundCloseRangeDistance = 80
AttackPriority = AttackPriority_Spearman
BurningDeathTime = BURNINGDEATH_DURATION_INFANTRY
End
LocomotorSet
Locomotor = HumanLocomotor
Condition = SET_NORMAL
Speed = NORMAL_ELVEN_PIKEMEN_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 ElfGenericVoiceDie
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 ElfGenericVoiceDie
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
;// Zephyr Strike
Behavior = SpecialPowerModule ModuleTag_ZephyrStrikeStarter
SpecialPowerTemplate = SpecialAbilityZephyrStrike
UpdateModuleStartsAttack = Yes
StartsPaused = No
End
#include "..\..\includes\zephyrstrike.inc" ; Share the update with the horde
Behavior = HordeMemberCollide ModuleTag_HMC
;nothing
End
Geometry = CYLINDER
GeometryMajorRadius = 8.0
GeometryMinorRadius = 8.0
GeometryHeight = 19.2
GeometryIsSmall = Yes
Shadow = SHADOW_DECAL
ShadowSizeX = 21;
ShadowSizeY = 21;
ShadowTexture = ShadowI;
End