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data_ini_object_goodfaction_units_elven_elvenrivendelllancerbanner.ini
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2006-01-31
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Object ElvenRivendellLancerBanner
; *** ART Parameters ***
; SelectPortrait = UPRohan_BannerCarrier
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD
DefaultModelConditionState
Model = EURvnBnr_SKN
Skeleton = RURrmBnr_SKL
End
ModelConditionState COMING_OUT_OF_FACTORY
Model = RUYeoBnr_SKN
End
; these lines allow the adornment hide/show to work correctly
; for reasons currently unknown to most
ExtraPublicBone = Glow
ExtraPublicBone = Adornment
ExtraPublicBone = Streamers
;-------------------------------BEGIN Cavalry Section--------------------------------------
AnimationState = PASSENGER
Animation = grabbed
AnimationName = RURrmBnr_GBDA
AnimationMode = LOOP
End
End
; --- stunned anims
AnimationState = FREEFALL
Animation = free fall
AnimationName = RURrmBnr_FLYB
AnimationMode = LOOP
AnimationBlendTime = 10
End
End
AnimationState = STUNNED_FLAILING
Animation = JustDie
AnimationName = RURrmBnr_FLYA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
AnimationState = DYING BURNINGDEATH
Animation
AnimationName = RURrmBnr_DIEA
AnimationMode = ONCE
AnimationBlendTime = 10
End
End
AnimationState = DYING SPLATTED
Animation = splatted
AnimationName = RURrmBnr_LNDA
AnimationMode = ONCE
AnimationBlendTime = 2
End
FXEvent = Frame:2 Name:FX_SplatDust
End
AnimationState = DYING
Animation = JustDie
AnimationName = RURrmBnr_DIEA
AnimationMode = ONCE
End
End
; When the rider is killed, we call this animation even though the unit hasn't officially died yet.
AnimationState = DEATH_2
Animation = JustDie
AnimationName = RURrmBnr_DIEB
AnimationMode = ONCE
End
End
AnimationState = STUNNED_STANDING_UP
Animation = StandUp
AnimationName = RURrmBnr_GTPA
AnimationMode = ONCE
End
End
AnimationState = STUNNED
Animation = Land
AnimationName = RURrmBnr_LNDA
AnimationMode = ONCE
End
End
AnimationState = PARALYZED
Animation
AnimationName = RURrmBnr_IDLA
AnimationMode = LOOP
End
End
AnimationState = BURNINGDEATH
Animation
AnimationName = RURrmBnr_MFDA
AnimationMode = LOOP
Distance = 120
End
End
AnimationState = MOVING FIRING_OR_PREATTACK_A
ShareAnimation = Yes
Animation = RunAndFire
AnimationName = RURrmBnr_ATRB
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
;;======= TERROR
AnimationState = MOVING EMOTION_TERROR EMOTION_LOOK_TO_SKY
Animation = TerrorFromTheSky
AnimationName = RURrmBnr_RUNB
AnimationMode = LOOP
End
End
AnimationState = MOVING EMOTION_TERROR
Animation = Terror
AnimationName = RURrmBnr_RUNB
AnimationMode = LOOP
End
End
;;===== BACKUP
AnimationState = MOVING BACKING_UP
Animation = BACK UP
AnimationName = RURrmBnr_BAKA
AnimationMode = LOOP
End
End
AnimationState = MOVING ENGAGED
Animation = Moving_Engaged
AnimationName = RURrmBnr_RUNC
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
AnimationState = TURN_LEFT_HIGH_SPEED
Animation = TurnLeft
AnimationName = RURrmBnr_TNL1
AnimationMode = LOOP
; AnimationSpeedFactorRange= 1.8 1.8
AnimationBlendTime = 20
End
End
AnimationState = TURN_RIGHT_HIGH_SPEED
Animation = TurnLeft
AnimationName = RURrmBnr_TNR1
AnimationMode = LOOP
; AnimationSpeedFactorRange= 1.8 1.8
AnimationBlendTime = 20
End
End
AnimationState = MOVING WANDER
Animation = WLKA
AnimationName = RURrmBnr_WLKA
AnimationMode = LOOP
End
End
AnimationState = MOVING TURN_LEFT
Animation = TurnLeft
AnimationName = RURrmBnr_TRNL
AnimationMode = LOOP
End
End
AnimationState = MOVING TURN_RIGHT
Animation = TurnRight
AnimationName = RURrmBnr_TRNR
AnimationMode = LOOP
End
End
AnimationState = MOVING ACCELERATE
Animation = Accelerate
AnimationName = RURrmBnr_ACCL
AnimationMode = LOOP
End
End
AnimationState = DECELERATE
Animation = Decelerate
AnimationName = RURrmBnr_DECL
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.6 0.6
End
End
AnimationState = MOVING
Animation = RunA
AnimationName = RURrmBnr_RUNA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
AnimationState = FIRING_OR_PREATTACK_A
Animation = AttackA1
AnimationName = RURrmBnr_ATKA
AnimationMode = ONCE
End
End
; Hit Reaction
AnimationState = HIT_REACTION HIT_LEVEL_1
Animation = Hit_Level_1_a
AnimationName = RURrmBnr_HITA
AnimationMode = ONCE
End
End
;;------------- EMOTIONS ---------------------------------------------
AnimationState = EMOTION_ALERT EMOTION_AFRAID
Animation = Apprehensive
AnimationName = RURrmBnr_APPA
AnimationMode = LOOP
End
End
AnimationState = EMOTION_AFRAID
Animation = FERA
AnimationName = RURrmBnr_FERA
AnimationMode = LOOP
End
Animation = FERB
AnimationName = RURrmBnr_FERB
AnimationMode = LOOP
End
End
AnimationState = EMOTION_TAUNTING
Animation = Taunting
AnimationName = RURrmBnr_TNTA
AnimationMode = ONCE
End
Animation = Taunting2
AnimationName = RURrmBnr_TNTB
AnimationMode = ONCE
End
Flags = RANDOMSTART RESTART_ANIM_WHEN_COMPLETE
End
AnimationState = EMOTION_POINTING
Animation = Pointing1
AnimationName = RURrmBnr_PNTA
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.75 1.25
End
End
; This is what happens when Theo gives his rousing speech
AnimationState = EMOTION_CELEBRATING
Animation = CheerA
AnimationName = RURrmBnr_CHRA
AnimationMode = ONCE
AnimationBlendTime = 74
AnimationMustCompleteBlend = yes
End
Animation = CheerB
AnimationName = RURrmBnr_CHRB
AnimationMode = ONCE
AnimationBlendTime = 74
AnimationMustCompleteBlend = yes
End
Animation = CheerC
AnimationName = RURrmBnr_CHRC
AnimationMode = ONCE
AnimationBlendTime = 74
AnimationMustCompleteBlend = yes
End
Animation = CheerD
AnimationName = RURrmBnr_CHRD
AnimationMode = ONCE
AnimationBlendTime = 74
AnimationMustCompleteBlend = yes
End
Animation = Salute
AnimationName = RURrmBnr_SLTA
AnimationMode = ONCE
AnimationBlendTime = 74
AnimationMustCompleteBlend = yes
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End
AnimationState = EMOTION_ALERT
Animation = Ready
AnimationName = RURrmBnr_IDLA
AnimationMode = LOOP
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "IdleState" then CurDrawableSetTransitionAnimState("TRANS_Idle_To_Selected3") end
EndScript
End
;-----------------------------------END Cavalry Section---------------------------------
AnimationState = RAISING_FLAG
Animation = CheerA
AnimationName = RURrmBnr_CHRA
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.9 1.1
End
Animation = CheerB
AnimationName = RURrmBnr_CHRB
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.9 1.1
End
Animation = CheerC
AnimationName = RURrmBnr_CHRC
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.9 1.1
End
Animation = CheerD
AnimationName = RURrmBnr_CHRD
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.9 1.1
End
Animation = Salute
AnimationName = RURrmBnr_SLTA
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.9 1.1
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End
;---selected and transitions
AnimationState = SELECTED
StateName = STATE_Selected
Animation = AtAttention
AnimationName = RURrmBnr_ATNB
AnimationMode = LOOP
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "IdleState" then CurDrawableSetTransitionAnimState("TRANS_Idle_To_Selected3") end
EndScript
End
IdleAnimationState
StateName = IdleState
Animation = IdleB
AnimationName = RURrmBnr_IDLB
AnimationMode = LOOP
AnimationBlendTime = 15
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Selected" then CurDrawableSetTransitionAnimState("TRANS_Selected3_To_Idle") end
EndScript
End
TransitionState = TRANS_Idle_to_Selected3
Animation = ATNA
AnimationName = RURrmBnr_ATNA
AnimationMode = ONCE
End
End
TransitionState = TRANS_Selected3_to_Idle
Animation = ATNC
AnimationName = RURrmBnr_ATNC
AnimationMode = ONCE
End
End
End
#include "..\..\..\includes\StunDrawModuleSmall.inc"
; ***DESIGN parameters ***
Side = Elves
EditorSorting = UNIT
ThreatLevel = 1.0
ThingClass = HORDE_UNIT
CommandPoints = 0
TransportSlotCount = TRANSPORTSLOTCOUNT_UNIT
WeaponSet
Conditions = None
Weapon = PRIMARY ElvenWarriorSword
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
ArmorSet
Conditions = None
Armor = NoArmor
DamageFX = NormalDamageFX
End
VisionRange = VISION_STANDARD_MELEE
ShroudClearingRange = SHROUD_CLEAR_STANDARD
;CommandSet = ElvenBannerCommandSet
CommandSet = EmptyCommandSet
BountyValue = ELVEN_BANNER_BOUNTY_VALUE
DisplayName = OBJECT:ElvenBanner
CrusherLevel = 0 ;Can I crush anything?
CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = cavalry/heroes
CrushRevengeWeapon = BasicInfantryCrushRevenge
MountedCrusherLevel = 1 ;Crush level when mounted.
MountedCrushableLevel = 1 ;Crusable level when mounted.
CrushWeapon = RohirrimCrush
; *** AUDIO Parameters ***;
VoiceAttack = ElfLancerVoiceAttack
VoiceAttackCharge = ElfLancerVoiceAttackCharge
VoiceAttackStructure = ElfLancerVoiceAttackBuilding
VoiceAttackMachine = ElfLancerVoiceAttack
VoiceCreated = ElfLancerVoiceSalute
VoiceFullyCreated = ElfLancerVoiceSalute
VoiceGuard = ElfLancerVoiceMove
VoiceMove = ElfLancerVoiceMove
VoiceMoveToCamp = ElfLancerVoiceMoveCamp
VoiceMoveWhileAttacking = ElfLancerVoiceDisengage
VoicePriority = 19
VoiceRetreatToCastle = ElfLancerVoiceMoveRetreat
VoiceSelect = ElfLancerVoiceSelectMS
VoiceSelectBattle = ElfLancerVoiceSelectBattle
SoundCrushing = RohirrimCrushing ;Sound made when crushing another unit underhoof
SoundImpact = ImpactHorse
SoundMoveStart = GondorHorseMoveStart
VoiceEnterStateAttack = ElfLancerVoiceEnterStateAttack
VoiceEnterStateAttackCharge = ElfLancerVoiceEnterStateAttackCharge
VoiceEnterStateAttackStructure = ElfLancerVoiceEnterStateAttackBuilding
VoiceEnterStateAttackMachine = ElfLancerVoiceEnterStateAttackBuilding
VoiceEnterStateMove = ElfLancerVoiceEnterStateMove
VoiceEnterStateMoveToCamp = ElfLancerVoiceEnterStateMoveCamp
VoiceEnterStateMoveWhileAttacking = ElfLancerVoiceEnterStateDisengage
VoiceEnterStateRetreatToCastle = ElfLancerVoiceEnterStateMoveRetreat
CrowdResponseKey = Elf
UnitSpecificSounds
VoiceEnterUnitElvenTransportShip = ElfLancerVoiceMoveShip
VoiceGarrison = ElfLancerVoiceMove
VoiceInitiateCaptureBuilding = ElfLancerVoiceCaptureBuilding
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"
Behavior = LargeGroupAudioUpdate ModuleTag_LGAU ; Tie into LargeGroupAudio system
Key = Humanoid_Male Elf Elf_Male Unit Cavalry Elf_Lancer
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE THROWN_OBJECT GRAB_AND_DROP BANNER IGNORES_SELECT_ALL
BuildCost = ELVEN_BANNER_COST
BuildTime = ELVEN_BANNER_BUILDTIME
Body = ActiveBody ModuleTag_02
MaxHealth = ELVEN_BANNER_HEALTH
MaxHealthDamaged = ELVEN_BANNER_HEALTH_DAMAGED
RecoveryTime = ELVEN_BANNER_HEALTH_RECOVERY_TIME
BurningDeathBehavior = Yes
BurningDeathFX = FX_CavalryBurningFlame
End
Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
MoodAttackCheckRate = 500
AttackPriority = AttackPriority_Infantry
AILuaEventsList = CavalryFunctions
BurningDeathTime = BURNINGDEATH_DURATION_CAVALRY
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 = EMOTION_AFRAIDOF_OBJECTFILTER
AlwaysAfraidOf = EMOTION_ALWAYS_AFRAIDOF_OBJECTFILTER
PointAt = EMOTION_POINTAT_OBJECTFILTER
HeroScanDistance = 150
FearScanDistance = INFANTRY_FEAR_SCAN_RADIUS
AddEmotion = Terror_Base
AddEmotion = Doom_Base
AddEmotion = BraceForBeingCrushed_Base
AddEmotion = UncontrollableFear_Base_Evil
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 = HumanLocomotor
Condition = SET_NORMAL
Speed = NORMAL_ELVEN_FAST_MEMBER_SPEED
End
LocomotorSet
Locomotor = HumanLocomotor
Condition = SET_COMBO ; This is from the Elf combine in BannerCarrierUpdate
Speed = NORMAL_ELVEN_FAST_MEMBER_SPEED
End
LocomotorSet
Locomotor = HumanWanderLocomotor
Condition = SET_WANDER
Speed = NORMAL_ELVEN_FAST_MEMBER_SPEED
End
LocomotorSet
Locomotor = HorseLocomotor
Condition = SET_MOUNTED
Speed = NORMAL_ELVEN_CAVALRY_FAST_MEMBER_SPEED
End
LocomotorSet
Locomotor = BurningDeathLocomotorCavalry
Condition = SET_BURNINGDEATH
Speed = BURNINGDEATH_WANDERSPEED_ENT
End
Behavior = PhysicsBehavior ModuleTag_04
GravityMult = 1.0
ShockStunnedTimeLow = 1400 ;msec
ShockStunnedTimeHigh = 2400 ;msec
ShockStandingTime = 666 ;msec
End
Behavior = SlowDeathBehavior ModuleTag_05
DeathTypes = ALL -KNOCKBACK
SinkDelay = 3000
SinkRate = 0.40 ; in Dist/Sec
DestructionDelay = 8000
Sound = INITIAL ElfGenericVoiceDie
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
End
Behavior = SquishCollide ModuleTag_06
;nothing
End
;/////////////////////////////////////////////////////////
;// BannerCarrierUpdate module
;/////////////////////////////////////////////////////////
Behavior = BannerCarrierUpdate BannerCarrierUpdateModuleTag
IdleSpawnRate = 10000 ; spawn a new member every n seconds when idle (in miliseconds)
MeleeFreeUnitSpawnTime = 20000 ; n miliseconds units must not have been fighting to be able to spawn units when idle (in miliseconds)
DiedRespawnTime = 10000 ; how much time must pass after Banner Carrier dies before horde can spawn another
MeleeFreeBannerReSpawnTime = 20000 ; how much time since horde has been fighting before a new Banner Carrier can be respawned
BannerMorphFX = FX_HordeResurrectionWithBannerCarrierSFX ; name of particle FX to use when the BannerCarrier morphs into the dest unit type
UnitSpawnFX = FX_HordeResurrection ; name of particle FX to use when the BannerCarrier spawns a new unit
; Depending on the unit type selected, we will morph into one of the following
; unitTypes by setting the appropriate model condition state
; Infantry Banner
MorphCondition = UnitType:ElvenRivendellLancer Locomotor:SET_MOUNTED ModelState:"MOUNTED"
; Cavalry Banner
; show/hide subobjects based on various experience levels
;ExpLevelDraw = Level:1 SubObject:Hide:Adornment SubObject:Hide:Streamers SubObject:Hide:Glow
;ExpLevelDraw = Level:2 SubObject:Hide:Adornment SubObject:Hide:Streamers SubObject:Hide:Glow
;ExpLevelDraw = Level:3 SubObject:Hide:Adornment SubObject:Hide:Streamers SubObject:Hide:Glow
;ExpLevelDraw = Level:4 SubObject:Hide:Adornment SubObject:Hide:Streamers SubObject:Hide:Glow
;ExpLevelDraw = Level:5 SubObject:Show:Adornment SubObject:Show:Streamers SubObject:Hide:Glow
;ExpLevelDraw = Level:6 SubObject:Show:Adornment SubObject:Show:Streamers SubObject:Hide:Glow
;ExpLevelDraw = Level:7 SubObject:Show:Adornment SubObject:Show:Streamers SubObject:Hide:Glow
;ExpLevelDraw = Level:8 SubObject:Show:Adornment SubObject:Show:Streamers SubObject:Hide:Glow
;ExpLevelDraw = Level:9 SubObject:Show:Adornment SubObject:Show:Streamers SubObject:Hide:Glow
;ExpLevelDraw = Level:10 SubObject:Show:Adornment SubObject:Show:Streamers SubObject:Show:Glow
End
Behavior = AutoHealBehavior ModuleTag_HealHordeMembers
HealOnlyIfNotInCombat = Yes
StartsActive = Yes
HealingAmount = 10
HealingDelay = 2000
KindOf = INFANTRY CAVALRY
UnitHealPulseFX = FX_SpellHealUnitHealBuff
AffectsContained = Yes
NonStackable = Yes
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
Behavior = HitReactionBehavior HitReactionBehaviorModuleTag
HitReactionLifeTimer1 = 7 ; level 1 (light damage) hit reaction animations in frames (5 per sec)
HitReactionLifeTimer2 = 15 ; level 2 (medium damage) hit reaction animations in frames (5 per sec)
HitReactionLifeTimer3 = 10 ; level 3 (heavy damage) hit reaction animations in frames (5 per sec)
HitReactionThreshold1 = 5.0 ; level 1 (light damage) threshold trigger
HitReactionThreshold2 = 25.0 ; level 2 (medium damage) threshold trigger
HitReactionThreshold3 = 50.0 ; level 3 (heavy damage) threshold trigger
End
Behavior = SubObjectsUpgrade Show_Topper
TriggeredBy = Upgrade_AllFactionUpgrade
ShowSubObjects = Glow
End
Geometry = CYLINDER
GeometryMajorRadius = 8.0
GeometryMinorRadius = 8.0
GeometryHeight = 19.2
GeometryIsSmall = Yes
Shadow = SHADOW_DECAL
ShadowSizeX = 19;
ShadowSizeY = 19;
ShadowTexture = ShadowI;
End