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Text File  |  2006-01-31  |  21KB  |  692 lines

  1.  
  2. Object ElvenRivendellLancerBanner
  3.     ; *** ART Parameters ***
  4.  
  5. ;    SelectPortrait         = UPRohan_BannerCarrier
  6.  
  7.     Draw = W3DScriptedModelDraw ModuleTag_01
  8.  
  9.       OkToChangeModelColor = Yes
  10.  
  11.         StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD
  12.         
  13.         DefaultModelConditionState
  14.             Model               = EURvnBnr_SKN
  15.             Skeleton            = RURrmBnr_SKL
  16.         End
  17.         
  18.         ModelConditionState COMING_OUT_OF_FACTORY
  19.             Model = RUYeoBnr_SKN
  20.         End
  21.         
  22.         ; these lines allow the adornment hide/show to work correctly
  23.         ; for reasons currently unknown to most
  24.         ExtraPublicBone = Glow
  25.         ExtraPublicBone = Adornment
  26.         ExtraPublicBone = Streamers
  27.         
  28.         ;-------------------------------BEGIN Cavalry Section--------------------------------------
  29.         AnimationState                =    PASSENGER
  30.             Animation                =    grabbed
  31.                 AnimationName        =    RURrmBnr_GBDA
  32.                 AnimationMode        =    LOOP
  33.             End
  34.         End
  35.         
  36.         ; --- stunned anims
  37.         AnimationState                =    FREEFALL
  38.             Animation                =    free fall
  39.                 AnimationName        =    RURrmBnr_FLYB
  40.                 AnimationMode        =    LOOP
  41.                 AnimationBlendTime    =    10
  42.             End
  43.         End
  44.     
  45.         
  46.         AnimationState                =    STUNNED_FLAILING
  47.             Animation                =    JustDie
  48.                 AnimationName        =    RURrmBnr_FLYA
  49.                 AnimationMode        =    LOOP
  50.             End
  51.             Flags                    =    RANDOMSTART
  52.         End
  53.         
  54.         AnimationState                =    DYING BURNINGDEATH
  55.             Animation
  56.                 AnimationName        =    RURrmBnr_DIEA
  57.                 AnimationMode        =    ONCE
  58.                 AnimationBlendTime    =    10
  59.             End
  60.         End
  61.         
  62.         AnimationState                =    DYING SPLATTED
  63.             Animation                =    splatted
  64.                 AnimationName        =    RURrmBnr_LNDA
  65.                 AnimationMode        =    ONCE
  66.                 AnimationBlendTime  =   2
  67.             End
  68.             FXEvent    = Frame:2 Name:FX_SplatDust
  69.         End
  70.         
  71.         AnimationState                =    DYING
  72.             Animation                =    JustDie
  73.                 AnimationName        =    RURrmBnr_DIEA
  74.                 AnimationMode        =    ONCE
  75.             End
  76.         End
  77.         
  78.         ; When the rider is killed, we call this animation even though the unit hasn't officially died yet.
  79.         AnimationState                =    DEATH_2
  80.             Animation                =    JustDie
  81.                 AnimationName       =    RURrmBnr_DIEB
  82.                 AnimationMode       =    ONCE
  83.             End
  84.         End
  85.  
  86.         
  87.  
  88.         AnimationState                =    STUNNED_STANDING_UP
  89.             Animation                =    StandUp
  90.                 AnimationName        =    RURrmBnr_GTPA
  91.                 AnimationMode        =    ONCE
  92.             End
  93.         End
  94.         
  95.         AnimationState                =    STUNNED
  96.             Animation                =    Land
  97.                 AnimationName        =    RURrmBnr_LNDA
  98.                 AnimationMode        =    ONCE
  99.             End
  100.         End
  101.         
  102.         AnimationState                        = PARALYZED
  103.             Animation
  104.                 AnimationName                = RURrmBnr_IDLA
  105.                 AnimationMode                = LOOP
  106.             End
  107.         End
  108.  
  109.         AnimationState                        = BURNINGDEATH
  110.             Animation
  111.                 AnimationName                = RURrmBnr_MFDA
  112.                 AnimationMode                = LOOP
  113.                 Distance                    = 120
  114.             End
  115.         End
  116.  
  117.         AnimationState        = MOVING FIRING_OR_PREATTACK_A
  118.             ShareAnimation        = Yes
  119.             Animation           = RunAndFire
  120.                 AnimationName       = RURrmBnr_ATRB
  121.                 AnimationMode       = LOOP
  122.             End
  123.             Flags               = RANDOMSTART 
  124.         End
  125.         
  126.         
  127. ;;======= TERROR
  128.         AnimationState                = MOVING EMOTION_TERROR EMOTION_LOOK_TO_SKY
  129.             Animation                = TerrorFromTheSky
  130.                 AnimationName        = RURrmBnr_RUNB
  131.                 AnimationMode        = LOOP
  132.             End
  133.         End
  134.         AnimationState                = MOVING EMOTION_TERROR
  135.             Animation                = Terror
  136.                 AnimationName        = RURrmBnr_RUNB
  137.                 AnimationMode        = LOOP
  138.             End
  139.         End
  140. ;;===== BACKUP
  141.         AnimationState                = MOVING BACKING_UP
  142.             Animation                = BACK UP
  143.                 AnimationName        = RURrmBnr_BAKA
  144.                 AnimationMode        = LOOP
  145.             End
  146.         End
  147.         
  148.         AnimationState = MOVING ENGAGED
  149.             Animation = Moving_Engaged
  150.                 AnimationName = RURrmBnr_RUNC
  151.                 AnimationMode = LOOP
  152.             End
  153.             Flags               = RANDOMSTART
  154.         End
  155.         
  156.         AnimationState                =    TURN_LEFT_HIGH_SPEED
  157.             Animation                =    TurnLeft
  158.                 AnimationName        =    RURrmBnr_TNL1
  159.                 AnimationMode        =    LOOP
  160. ;                AnimationSpeedFactorRange= 1.8 1.8
  161.                 AnimationBlendTime    =    20
  162.             End
  163.         End
  164.         
  165.         AnimationState                =    TURN_RIGHT_HIGH_SPEED
  166.             Animation                =    TurnLeft
  167.                 AnimationName        =    RURrmBnr_TNR1
  168.                 AnimationMode        =    LOOP
  169. ;                AnimationSpeedFactorRange= 1.8 1.8
  170.                 AnimationBlendTime    =    20
  171.             End
  172.         End
  173.         
  174.         AnimationState                = MOVING WANDER
  175.             Animation                = WLKA
  176.                 AnimationName        = RURrmBnr_WLKA
  177.                 AnimationMode        = LOOP
  178.             End
  179.         End
  180.  
  181.         AnimationState                =    MOVING TURN_LEFT 
  182.             Animation                =    TurnLeft
  183.                 AnimationName        =    RURrmBnr_TRNL
  184.                 AnimationMode        =    LOOP
  185.             End
  186.         End
  187.  
  188.         AnimationState                =    MOVING TURN_RIGHT 
  189.             Animation                =    TurnRight
  190.                 AnimationName        =    RURrmBnr_TRNR
  191.                 AnimationMode        =    LOOP
  192.             End
  193.         End
  194.     
  195.         AnimationState                =    MOVING ACCELERATE
  196.             Animation                =    Accelerate
  197.                 AnimationName        =    RURrmBnr_ACCL
  198.                 AnimationMode        =    LOOP
  199.             End
  200.         End
  201.  
  202.         AnimationState                =    DECELERATE
  203.             Animation                =    Decelerate
  204.                 AnimationName        =    RURrmBnr_DECL
  205.                 AnimationMode        =    ONCE
  206.                 AnimationSpeedFactorRange = 0.6 0.6
  207.             End
  208.         End
  209.  
  210.         AnimationState                =    MOVING
  211.             Animation                =    RunA
  212.                 AnimationName        =    RURrmBnr_RUNA
  213.                 AnimationMode        =    LOOP
  214.             End
  215.             Flags                    =    RANDOMSTART
  216.         End
  217.  
  218.         AnimationState                =    FIRING_OR_PREATTACK_A
  219.             Animation                =    AttackA1
  220.                 AnimationName        =    RURrmBnr_ATKA
  221.                 AnimationMode        =    ONCE
  222.             End
  223.         End
  224.  
  225. ; Hit Reaction
  226.         AnimationState = HIT_REACTION HIT_LEVEL_1
  227.             Animation = Hit_Level_1_a
  228.                 AnimationName = RURrmBnr_HITA
  229.                 AnimationMode = ONCE
  230.             End
  231.         End
  232.                 
  233.     ;;------------- EMOTIONS ---------------------------------------------
  234.         
  235.         AnimationState                    =    EMOTION_ALERT EMOTION_AFRAID
  236.             Animation                    =    Apprehensive
  237.                 AnimationName            =    RURrmBnr_APPA
  238.                 AnimationMode            =    LOOP
  239.             End
  240.         End
  241.         
  242.         AnimationState                    = EMOTION_AFRAID
  243.             Animation                    = FERA
  244.                 AnimationName            = RURrmBnr_FERA
  245.                 AnimationMode            = LOOP
  246.             End
  247.             Animation                    = FERB
  248.                 AnimationName            = RURrmBnr_FERB
  249.                 AnimationMode            = LOOP
  250.             End
  251.         End
  252.     
  253.         AnimationState                = EMOTION_TAUNTING
  254.             Animation                    = Taunting
  255.                 AnimationName            = RURrmBnr_TNTA
  256.                 AnimationMode            = ONCE
  257.             End
  258.             Animation                    = Taunting2
  259.                 AnimationName            = RURrmBnr_TNTB
  260.                 AnimationMode            = ONCE
  261.             End
  262.             Flags                        = RANDOMSTART RESTART_ANIM_WHEN_COMPLETE
  263.         End
  264.  
  265.         AnimationState                = EMOTION_POINTING
  266.             Animation                = Pointing1
  267.                 AnimationName        = RURrmBnr_PNTA
  268.                 AnimationMode        = LOOP
  269.                 AnimationSpeedFactorRange = 0.75 1.25
  270.             End
  271.         End
  272.  
  273.         ; This is what happens when Theo gives his rousing speech
  274.         AnimationState                =    EMOTION_CELEBRATING
  275.             Animation                =    CheerA
  276.                 AnimationName        =    RURrmBnr_CHRA
  277.                 AnimationMode        =    ONCE
  278.                 AnimationBlendTime    =    74
  279.                 AnimationMustCompleteBlend = yes
  280.             End
  281.             Animation                =    CheerB
  282.                 AnimationName        =    RURrmBnr_CHRB
  283.                 AnimationMode        =    ONCE
  284.                 AnimationBlendTime    =    74
  285.                 AnimationMustCompleteBlend = yes
  286.             End
  287.             Animation                =    CheerC
  288.                 AnimationName        =    RURrmBnr_CHRC
  289.                 AnimationMode        =    ONCE
  290.                 AnimationBlendTime    =    74
  291.                 AnimationMustCompleteBlend = yes
  292.             End
  293.             Animation                =    CheerD
  294.                 AnimationName        =    RURrmBnr_CHRD
  295.                 AnimationMode        =    ONCE
  296.                 AnimationBlendTime    =    74
  297.                 AnimationMustCompleteBlend = yes
  298.             End
  299.             Animation                =    Salute
  300.                 AnimationName        =    RURrmBnr_SLTA
  301.                 AnimationMode        =    ONCE
  302.                 AnimationBlendTime    =    74
  303.                 AnimationMustCompleteBlend = yes
  304.             End
  305.             Flags                        = RESTART_ANIM_WHEN_COMPLETE
  306.         End
  307.         
  308.         AnimationState                =    EMOTION_ALERT
  309.             Animation                =    Ready
  310.                 AnimationName        =    RURrmBnr_IDLA
  311.                 AnimationMode        =    LOOP
  312.             End
  313.             BeginScript
  314.                 Prev = CurDrawablePrevAnimationState()
  315.                 if Prev == "IdleState" then CurDrawableSetTransitionAnimState("TRANS_Idle_To_Selected3") end
  316.             EndScript
  317.         End
  318.         
  319.         
  320.         
  321.         
  322.         ;-----------------------------------END Cavalry Section---------------------------------
  323.         
  324.         
  325.         AnimationState                =    RAISING_FLAG
  326.             Animation                =    CheerA
  327.                 AnimationName        =    RURrmBnr_CHRA
  328.                 AnimationMode        =    ONCE
  329.                 AnimationSpeedFactorRange = 0.9 1.1
  330.             End
  331.             Animation                =    CheerB
  332.                 AnimationName        =    RURrmBnr_CHRB
  333.                 AnimationMode        =    ONCE
  334.                 AnimationSpeedFactorRange = 0.9 1.1
  335.             End
  336.             Animation                =    CheerC
  337.                 AnimationName        =    RURrmBnr_CHRC
  338.                 AnimationMode        =    ONCE
  339.                 AnimationSpeedFactorRange = 0.9 1.1
  340.             End
  341.             Animation                =    CheerD
  342.                 AnimationName        =    RURrmBnr_CHRD
  343.                 AnimationMode        =    ONCE
  344.                 AnimationSpeedFactorRange = 0.9 1.1
  345.             End
  346.             Animation                =    Salute
  347.                 AnimationName        =    RURrmBnr_SLTA
  348.                 AnimationMode        =    ONCE
  349.                 AnimationSpeedFactorRange = 0.9 1.1
  350.             End
  351.             Flags                        = RESTART_ANIM_WHEN_COMPLETE
  352.         End
  353.  
  354. ;---selected and transitions
  355.  
  356.         AnimationState                =    SELECTED
  357.             StateName                =    STATE_Selected
  358.             Animation                =    AtAttention
  359.                 AnimationName        =    RURrmBnr_ATNB
  360.                 AnimationMode        =    LOOP
  361.             End
  362.             BeginScript
  363.                 Prev = CurDrawablePrevAnimationState()
  364.                 if Prev == "IdleState" then CurDrawableSetTransitionAnimState("TRANS_Idle_To_Selected3") end
  365.             EndScript
  366.         End
  367.         
  368.         
  369.     
  370.         
  371.     IdleAnimationState
  372.             StateName                =    IdleState
  373.             Animation                =    IdleB
  374.                 AnimationName        =    RURrmBnr_IDLB
  375.                 AnimationMode        =    LOOP
  376.                 AnimationBlendTime    =    15
  377.             End
  378.             BeginScript
  379.                 Prev = CurDrawablePrevAnimationState()
  380.                 if Prev == "STATE_Selected" then CurDrawableSetTransitionAnimState("TRANS_Selected3_To_Idle") end
  381.             EndScript
  382.             
  383.         End
  384.         
  385.         
  386.         TransitionState                    =    TRANS_Idle_to_Selected3
  387.             Animation                    =    ATNA
  388.                 AnimationName            =    RURrmBnr_ATNA
  389.                 AnimationMode            =    ONCE
  390.             End
  391.         End
  392.         
  393.         
  394.         TransitionState                    =    TRANS_Selected3_to_Idle
  395.             Animation                    =    ATNC
  396.                 AnimationName            =    RURrmBnr_ATNC
  397.                 AnimationMode            =    ONCE
  398.             End
  399.         End
  400.         
  401.         
  402.     
  403.  
  404.     End
  405.     
  406.     #include "..\..\..\includes\StunDrawModuleSmall.inc"
  407.  
  408.     ; ***DESIGN parameters ***
  409.     Side                = Elves
  410.     EditorSorting        = UNIT
  411.     ThreatLevel            = 1.0
  412.     ThingClass            = HORDE_UNIT
  413.     CommandPoints        = 0
  414.     TransportSlotCount    = TRANSPORTSLOTCOUNT_UNIT
  415.     
  416.     WeaponSet
  417.         Conditions            = None 
  418.         Weapon                = PRIMARY    ElvenWarriorSword
  419.         AutoChooseSources    = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
  420.     End
  421.     ArmorSet
  422.         Conditions      = None
  423.         Armor           = NoArmor
  424.         DamageFX        = NormalDamageFX
  425.     End
  426.     
  427.     VisionRange                = VISION_STANDARD_MELEE
  428.     ShroudClearingRange        = SHROUD_CLEAR_STANDARD
  429.     ;CommandSet                = ElvenBannerCommandSet
  430.     CommandSet                = EmptyCommandSet
  431.     BountyValue                = ELVEN_BANNER_BOUNTY_VALUE
  432.     DisplayName                = OBJECT:ElvenBanner
  433.     
  434.     CrusherLevel            = 0                            ;Can I crush anything?
  435.     CrushableLevel            = 0                            ;What am I?:        0 = for infantry, 1 = for trees, 2 = cavalry/heroes
  436.     CrushRevengeWeapon        = BasicInfantryCrushRevenge
  437.     MountedCrusherLevel        = 1                            ;Crush level when mounted.
  438.     MountedCrushableLevel    = 1                            ;Crusable level when mounted.
  439.     CrushWeapon                = RohirrimCrush
  440.     
  441.  
  442.     ; *** AUDIO Parameters ***;
  443.  
  444.     VoiceAttack                                = ElfLancerVoiceAttack
  445.     VoiceAttackCharge                        = ElfLancerVoiceAttackCharge
  446.     VoiceAttackStructure                     = ElfLancerVoiceAttackBuilding
  447.      VoiceAttackMachine                        = ElfLancerVoiceAttack
  448.     VoiceCreated                            = ElfLancerVoiceSalute
  449.     VoiceFullyCreated                        = ElfLancerVoiceSalute
  450.     VoiceGuard                                = ElfLancerVoiceMove
  451.     VoiceMove                                = ElfLancerVoiceMove
  452.     VoiceMoveToCamp                         = ElfLancerVoiceMoveCamp
  453.     VoiceMoveWhileAttacking                    = ElfLancerVoiceDisengage
  454.     VoicePriority                            = 19
  455.     VoiceRetreatToCastle                     = ElfLancerVoiceMoveRetreat
  456.     VoiceSelect                                = ElfLancerVoiceSelectMS
  457.     VoiceSelectBattle                        = ElfLancerVoiceSelectBattle
  458.  
  459.     SoundCrushing                            = RohirrimCrushing         ;Sound made when crushing another unit underhoof
  460.     SoundImpact                             = ImpactHorse
  461.     SoundMoveStart                             = GondorHorseMoveStart
  462.     
  463.     VoiceEnterStateAttack                     = ElfLancerVoiceEnterStateAttack
  464.     VoiceEnterStateAttackCharge             = ElfLancerVoiceEnterStateAttackCharge
  465.     VoiceEnterStateAttackStructure             = ElfLancerVoiceEnterStateAttackBuilding
  466.     VoiceEnterStateAttackMachine             = ElfLancerVoiceEnterStateAttackBuilding
  467.     VoiceEnterStateMove                     = ElfLancerVoiceEnterStateMove
  468.     VoiceEnterStateMoveToCamp                 = ElfLancerVoiceEnterStateMoveCamp
  469.     VoiceEnterStateMoveWhileAttacking        = ElfLancerVoiceEnterStateDisengage
  470.     VoiceEnterStateRetreatToCastle             = ElfLancerVoiceEnterStateMoveRetreat
  471.     
  472.     CrowdResponseKey = Elf
  473.  
  474.     UnitSpecificSounds
  475.         VoiceEnterUnitElvenTransportShip    = ElfLancerVoiceMoveShip
  476.         VoiceGarrison                        = ElfLancerVoiceMove
  477.         VoiceInitiateCaptureBuilding        = ElfLancerVoiceCaptureBuilding
  478.     End
  479.  
  480.     ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_foo
  481.         ModelCondition = Required:EMOTION_CELEBRATING    Excluded:DYING ENGAGED    Sound:EmotionElfCompilationVoxCheerSinglesLoop    ;MOVING ATTACKING 
  482.         ModelCondition = Required:EMOTION_TAUNTING        Excluded:DYING ENGAGED    Sound:EmotionElfCompilationVoxTauntSinglesLoop    ;MOVING ATTACKING
  483.         ModelCondition = Required:EMOTION_POINTING        Excluded:DYING ENGAGED    Sound:EmotionElfCompilationVoxTauntSinglesLoop
  484.         ModelCondition = Required:RAISING_FLAG            Excluded:DYING ENGAGED    Sound:EmotionElfCompilationVoxTauntSinglesLoop
  485.     End
  486.  
  487.     #include "..\..\..\includes\StandardUnitEvaEvents.inc"
  488.  
  489.     Behavior = LargeGroupAudioUpdate ModuleTag_LGAU        ; Tie into LargeGroupAudio system
  490.         Key = Humanoid_Male Elf Elf_Male Unit Cavalry Elf_Lancer
  491.     End
  492.  
  493.     ; *** ENGINEERING Parameters ***
  494.  
  495.     RadarPriority    = UNIT
  496.     KindOf            = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE THROWN_OBJECT GRAB_AND_DROP BANNER IGNORES_SELECT_ALL
  497.     BuildCost        = ELVEN_BANNER_COST
  498.     BuildTime        = ELVEN_BANNER_BUILDTIME
  499.  
  500.     Body = ActiveBody ModuleTag_02
  501.         MaxHealth         = ELVEN_BANNER_HEALTH
  502.         MaxHealthDamaged  = ELVEN_BANNER_HEALTH_DAMAGED            
  503.         RecoveryTime      = ELVEN_BANNER_HEALTH_RECOVERY_TIME        
  504.         BurningDeathBehavior = Yes
  505.         BurningDeathFX       = FX_CavalryBurningFlame
  506.     End
  507.     
  508.     Behavior = AIUpdateInterface ModuleTag_03
  509.         AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
  510.         MoodAttackCheckRate        = 500
  511.         AttackPriority                =     AttackPriority_Infantry
  512.         AILuaEventsList                =    CavalryFunctions
  513.         BurningDeathTime            = BURNINGDEATH_DURATION_CAVALRY
  514.     End
  515.  
  516.     Behavior = EmotionTrackerUpdate    Module_EmotionTracker
  517.         TauntAndPointDistance        =    INFANTRY_TAUNT_POINT_RADIUS        ; max distance to taunted/pointed objet
  518.         TauntAndPointUpdateDelay    =    1000    ; how often scan (milliseconds)
  519.         TauntAndPointExcluded        =    NONE
  520.         AfraidOf                    =    EMOTION_AFRAIDOF_OBJECTFILTER
  521.         AlwaysAfraidOf                =    EMOTION_ALWAYS_AFRAIDOF_OBJECTFILTER
  522.         PointAt                        =    EMOTION_POINTAT_OBJECTFILTER
  523.  
  524.         HeroScanDistance            =    150
  525.         FearScanDistance            =    INFANTRY_FEAR_SCAN_RADIUS
  526.  
  527.         AddEmotion    =    Terror_Base
  528.         AddEmotion    =    Doom_Base
  529.         AddEmotion    =   BraceForBeingCrushed_Base
  530.         AddEmotion    =    UncontrollableFear_Base_Evil
  531.         AddEmotion    =    FearIdle_Base
  532.         AddEmotion    =    FearBusy_Base
  533.         AddEmotion    =    Point_Base
  534.         AddEmotion    =    Taunt_Base    
  535.         AddEmotion    =    CheerIdle_Base
  536.         AddEmotion    =    CheerBusy_Base
  537.         AddEmotion    =    HeroCheerIdle_Base
  538.         AddEmotion    =    HeroCheerBusy_Base
  539.         AddEmotion    =    Alert_Base
  540.     End    
  541.     
  542.     LocomotorSet
  543.         Locomotor = HumanLocomotor
  544.         Condition = SET_NORMAL 
  545.         Speed     = NORMAL_ELVEN_FAST_MEMBER_SPEED    
  546.     End
  547.  
  548.     LocomotorSet
  549.         Locomotor = HumanLocomotor
  550.         Condition = SET_COMBO ; This is from the Elf combine in BannerCarrierUpdate
  551.         Speed     = NORMAL_ELVEN_FAST_MEMBER_SPEED        
  552.     End
  553.  
  554.     LocomotorSet
  555.         Locomotor = HumanWanderLocomotor
  556.         Condition = SET_WANDER 
  557.         Speed     = NORMAL_ELVEN_FAST_MEMBER_SPEED    
  558.     End
  559.       
  560.     LocomotorSet
  561.         Locomotor = HorseLocomotor
  562.         Condition = SET_MOUNTED 
  563.         Speed     = NORMAL_ELVEN_CAVALRY_FAST_MEMBER_SPEED
  564.     End
  565.       
  566.     LocomotorSet
  567.         Locomotor = BurningDeathLocomotorCavalry
  568.         Condition = SET_BURNINGDEATH
  569.         Speed      = BURNINGDEATH_WANDERSPEED_ENT
  570.     End
  571.  
  572.     Behavior = PhysicsBehavior ModuleTag_04
  573.         GravityMult                = 1.0
  574.         ShockStunnedTimeLow        = 1400    ;msec
  575.         ShockStunnedTimeHigh    = 2400    ;msec
  576.         ShockStandingTime        = 666    ;msec
  577.     End 
  578.     
  579.     Behavior = SlowDeathBehavior ModuleTag_05
  580.         DeathTypes            = ALL -KNOCKBACK
  581.         SinkDelay            = 3000
  582.         SinkRate            = 0.40     ; in Dist/Sec
  583.         DestructionDelay    = 8000
  584.         Sound                = INITIAL ElfGenericVoiceDie
  585.     End
  586.  
  587.     Behavior = SlowDeathBehavior ModuleTag_07
  588.         ; Same as normal death, but no sound (sound already played by SoundImpact = ... )
  589.         DeathTypes            = NONE +KNOCKBACK
  590.         SinkDelay            = 3000
  591.         SinkRate            = 0.40     ; in Dist/Sec
  592.         DestructionDelay    = 8000
  593.     End
  594.     
  595.     Behavior = SquishCollide ModuleTag_06
  596.         ;nothing
  597.     End
  598.  
  599.     ;/////////////////////////////////////////////////////////
  600.     ;// BannerCarrierUpdate module
  601.     ;/////////////////////////////////////////////////////////
  602.     Behavior = BannerCarrierUpdate BannerCarrierUpdateModuleTag
  603.         IdleSpawnRate                = 10000                            ; spawn a new member every n seconds when idle (in miliseconds)
  604.         MeleeFreeUnitSpawnTime        = 20000                            ; n miliseconds units must not have been fighting to be able to spawn units when idle (in miliseconds)
  605.         DiedRespawnTime                = 10000                            ; how much time must pass after Banner Carrier dies before horde can spawn another
  606.         MeleeFreeBannerReSpawnTime    = 20000                            ; how much time since horde has been fighting before a new Banner Carrier can be respawned
  607.         
  608.         BannerMorphFX        = FX_HordeResurrectionWithBannerCarrierSFX    ; name of particle FX to use when the BannerCarrier morphs into the dest unit type
  609.         UnitSpawnFX            = FX_HordeResurrection                        ; name of particle FX to use when the BannerCarrier spawns a new unit
  610.         
  611.         ; Depending on the unit type selected, we will morph into one of the following 
  612.         ; unitTypes by setting the appropriate model condition state
  613.         
  614.         ; Infantry Banner
  615.         MorphCondition        = UnitType:ElvenRivendellLancer        Locomotor:SET_MOUNTED    ModelState:"MOUNTED"        
  616.         
  617.         ; Cavalry Banner
  618.         
  619.         ; show/hide subobjects based on various experience levels
  620.         ;ExpLevelDraw        = Level:1        SubObject:Hide:Adornment        SubObject:Hide:Streamers            SubObject:Hide:Glow
  621.         ;ExpLevelDraw        = Level:2        SubObject:Hide:Adornment        SubObject:Hide:Streamers            SubObject:Hide:Glow
  622.         ;ExpLevelDraw        = Level:3        SubObject:Hide:Adornment        SubObject:Hide:Streamers            SubObject:Hide:Glow
  623.         ;ExpLevelDraw        = Level:4        SubObject:Hide:Adornment        SubObject:Hide:Streamers            SubObject:Hide:Glow
  624.         
  625.         ;ExpLevelDraw        = Level:5        SubObject:Show:Adornment        SubObject:Show:Streamers            SubObject:Hide:Glow
  626.         ;ExpLevelDraw        = Level:6        SubObject:Show:Adornment        SubObject:Show:Streamers            SubObject:Hide:Glow    
  627.         ;ExpLevelDraw        = Level:7        SubObject:Show:Adornment        SubObject:Show:Streamers            SubObject:Hide:Glow    
  628.         ;ExpLevelDraw        = Level:8        SubObject:Show:Adornment        SubObject:Show:Streamers            SubObject:Hide:Glow    
  629.         ;ExpLevelDraw        = Level:9        SubObject:Show:Adornment        SubObject:Show:Streamers            SubObject:Hide:Glow
  630.         
  631.         ;ExpLevelDraw        = Level:10        SubObject:Show:Adornment        SubObject:Show:Streamers            SubObject:Show:Glow
  632.     End
  633.     
  634.     Behavior = AutoHealBehavior ModuleTag_HealHordeMembers
  635.         HealOnlyIfNotInCombat    = Yes
  636.         StartsActive        = Yes
  637.         HealingAmount        = 10
  638.         HealingDelay        = 2000
  639.         KindOf                = INFANTRY CAVALRY
  640.         UnitHealPulseFX        = FX_SpellHealUnitHealBuff
  641.         AffectsContained    = Yes
  642.         NonStackable        = Yes
  643.     End
  644.     
  645.     Behavior = BezierProjectileBehavior ModuleTag_08 ; Module starts asleep, and wakes up when thrown.
  646.         FirstHeight = 24  ; Height of Bezier control points above highest intervening terrain
  647.         SecondHeight = 24
  648.         FirstPercentIndent = 30% ; Percentage of shot distance control points are placed
  649.         SecondPercentIndent = 70%
  650.         TumbleRandomly = Yes
  651.  
  652.         CrushStyle = Yes ; I don't detonate, I just hit
  653.         DieOnImpact = Yes
  654.         BounceCount = 1   ; When I hit the ground, I'll arc again
  655.         BounceDistance = 40 ; this far
  656.         BounceFirstHeight = 24  ; Height of Bezier control points above highest intervening terrain
  657.         BounceSecondHeight = 24
  658.         BounceFirstPercentIndent = 20% ; Percentage of shot distance control points are placed
  659.         BounceSecondPercentIndent = 80%
  660.  
  661.         GroundHitFX       = FX_ThrownRockGroundHit
  662.         GroundBounceFX    = FX_ThrownRockBounceHit
  663.     End
  664.  
  665.     Behavior = HitReactionBehavior HitReactionBehaviorModuleTag
  666.         HitReactionLifeTimer1 = 7 ; level 1 (light  damage)  hit reaction animations in frames (5 per sec)
  667.         HitReactionLifeTimer2 = 15 ; level 2 (medium damage)  hit reaction animations in frames (5 per sec)
  668.         HitReactionLifeTimer3 = 10 ; level 3 (heavy  damage)  hit reaction animations in frames (5 per sec)
  669.  
  670.         HitReactionThreshold1 = 5.0   ; level 1 (light  damage) threshold trigger
  671.         HitReactionThreshold2 = 25.0  ; level 2 (medium damage) threshold trigger
  672.         HitReactionThreshold3 = 50.0  ; level 3 (heavy  damage) threshold trigger
  673.     End
  674.     
  675.     Behavior = SubObjectsUpgrade Show_Topper
  676.         TriggeredBy        = Upgrade_AllFactionUpgrade
  677.         ShowSubObjects    = Glow
  678.     End    
  679.         
  680.     Geometry            = CYLINDER
  681.     GeometryMajorRadius    = 8.0
  682.     GeometryMinorRadius    = 8.0
  683.     GeometryHeight        = 19.2
  684.     GeometryIsSmall        = Yes
  685.     
  686.     Shadow                = SHADOW_DECAL
  687.     ShadowSizeX            = 19;
  688.     ShadowSizeY            = 19;
  689.     ShadowTexture        = ShadowI;
  690.     
  691. End
  692.