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data_ini_object_goodfaction_units_elven_gwaihir.ini
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2006-01-31
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;-----------------------------------------------------------------------------
;
; Gwaihir.ini
;
;-----------------------------------------------------------------------------
; aka Gwaihir, Giant Eagle, GiantEagle
Object GondorGwaihir
ShockwaveResistance = SHOCKWAVE_RESISTANCE_ALWAYS
Scale = 0.8
; *** ART Parameters ***
SelectPortrait = HPGwahir
ButtonImage = HIGwahir
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD
ExtraPublicBone = B_Passenger
DefaultModelConditionState
Model = GUGwaihir_SKN
Skeleton = GUGwaihir_SKL
End
ModelConditionState = USER_3
Model = GUGwaihir_SKN
Texture = GUGwaihir.tga GUGwaihir_White.tga
End
IdleAnimationState
StateName = Idle
Animation = FlyB
AnimationName = GUGwaihir_HVRA
AnimationMode = LOOP
AnimationBlendTime = 10
End
End
AnimationState STUNNED SPECIAL_DAMAGED
StateName = STUNNED
Animation = HitB
AnimationName = GUGwaihir_HITB
AnimationMode = ONCE
AnimationBlendTime = 6
End
End
AnimationState STUNNED
Animation = HitB
AnimationName = GUGwaihir_HITA
AnimationMode = ONCE
AnimationBlendTime = 6
End
End
AnimationState = BACKING_UP
StateName = backup
Animation = FlyB
AnimationName = GUGwaihir_FLYB
AnimationMode = LOOP
AnimationBlendTime = 9
End
End
AnimationState = DIVING
StateName = Diving
Animation = DiveA
AnimationName = GUGwaihir_DIVA
AnimationMode = LOOP
AnimationBlendTime = 9
End
End
AnimationState = ABOUT_TO_HIT ; clawing
StateName = Claw
Animation = Claw
AnimationName = GUGwaihir_ATKB
AnimationMode = LOOP
AnimationBlendTime = 9
End
End
;--- HARD FLAPPING ------------------------
AnimationState = CLIMBING
StateName = Climbing
Animation = FlyB(climb)
AnimationName = GUGwaihir_FLYB
AnimationMode = LOOP
AnimationBlendTime = 9
AnimationSpeedFactorRange = 1.5 1.55
End
End
AnimationState = FREEFALL
StateName = Freefall
Animation = Freefall(ilde)
AnimationName = GUGwaihir_IDLA
AnimationMode = LOOP
AnimationBlendTime = 9
AnimationSpeedFactorRange = 0.7 0.75
End
End
AnimationState = MOVING
StateName = Moving
Animation = FLYA
AnimationName = GUGwaihir_FLYA
AnimationMode = LOOP
AnimationBlendTime = 12
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "Idle" then CurDrawableSetTransitionAnimState("Trans_Begin_Moving") return end
EndScript
End
TransitionState = Trans_Begin_Moving
Animation = Transition
AnimationName = GUGwaihir_HVRC
AnimationMode = ONCE
AnimationBlendTime = 4
End
End
TransitionState = Trans_Dying
Animation = Transition
AnimationName = GUGwaihir_DIED
AnimationMode = ONCE
AnimationBlendTime = 9
End
End
AnimationState = DYING DEATH_1
StateName = DYING
Animation = DyingA
AnimationName = GUGwaihir_DIEE
AnimationMode = LOOP
AnimationBlendTime = 9
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "Idle" then CurDrawableSetTransitionAnimState("Trans_Dying") return end
if Prev == "Moving" then CurDrawableSetTransitionAnimState("Trans_Dying") return end
EndScript
End
AnimationState = DYING DEATH_2
StateName = DYING
Animation = DyingA
AnimationName = GUGwaihir_HVRA
AnimationMode = LOOP
AnimationBlendTime = 9
End
End
End
; ***DESIGN parameters ***
Side = Elves
EditorSorting = UNIT
ThreatLevel = GWAIHIR_THREAT_LEVEL
ThingClass = LARGE_MONSTER
TransportSlotCount = TRANSPORTSLOTCOUNT_NOT_TRANSPORTABLE
WeaponSet
Conditions = None
Weapon = PRIMARY EagleGrabAttack
PreferredAgainst = PRIMARY INFANTRY THROWN_OBJECT CAVALRY
Weapon = SECONDARY EagleClawAttack
OnlyAgainst = SECONDARY MONSTER
Weapon = TERTIARY EaglePlowAttack
PreferredAgainst = TERTIARY STRUCTURE MACHINE HORDE
Weapon = QUATERNARY EagleClawWyrmAttack
PreferredAgainst = QUATERNARY CLEANUP_HAZARD ; Used as a user defined kindof, only the wyrm uses it.
End
ArmorSet
Conditions = None
Armor = EagleArmor
DamageFX = GwaihirDamageFX
End
VisionRange = VISION_FLIER
ShroudClearingRange = SHROUD_CLEAR_FLIER
BountyValue = GONDOR_GWAIHIR_BOUNTY_VALUE
DisplayName = OBJECT:GondorGwiegher
;//DisplayMeleeDamage = EAGLE_PLOW_DAMAGE_INNER
CrusherLevel = 3 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
RamPower = 30;
RamZMult = 0.5;
CommandSet = GwaihirCommandSet
CommandPoints = 50
; *** AUDIO Parameters ***;
VoiceAttack = EagleVoiceAttack
VoiceMove = EagleVoiceMove
VoicePriority = 60
VoiceSelect = EagleVoiceSelect
VoiceGuard = EagleVoiceMove
SoundAmbient = EagleAmbienceVoice
SoundImpact = ImpactHorse
;UnitSpecificSounds
;End
#include "..\..\..\includes\StandardUnitEvaEvents.inc"
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
MaxUpdateRangeCap = 800
AnimationSound = Sound: EagleWingFlaps Animation:GUGwaihir_SKL.GUGWAIHIR_FLYA Frames: 2
AnimationSound = Sound: EagleWingFlaps Animation:GUGwaihir_SKL.GUGWAIHIR_FLYB Frames: 2
AnimationSound = Sound: EagleWingFlaps Animation:GUGwaihir_SKL.GUGWAIHIR_FLYC Frames: 2 63
;AnimationSound = Sound: EagleWingFlaps Animation:GUGwaihir_SKL.GUGWAIHIR_FLYC Frames: 4 34
AnimationSound = Sound: EagleWingFlaps Animation:GUGwaihir_SKL.GUGWAIHIR_HVRA Frames: 4
AnimationSound = Sound: EagleWingFlaps Animation:GUGwaihir_SKL.GUGWAIHIR_HVRC Frames: 4
AnimationSound = Sound: EagleWingFlaps Animation:GUGwaihir_SKL.GUGWAIHIR_HITA Frames: 0
AnimationSound = Sound: EagleWingFlaps Animation:GUGwaihir_SKL.GUGWAIHIR_HITB Frames: 0
AnimationSound = Sound: EagleHurt Animation:GUGwaihir_SKL.GUGWAIHIR_HITA Frames: 1
AnimationSound = Sound: EagleHurt Animation:GUGwaihir_SKL.GUGWAIHIR_HITB Frames: 1
AnimationSound = Sound: EagleHurt Animation:GUGwaihir_SKL.GUGWAIHIR_DIED Frames: 1
AnimationSound = Sound: EagleWingFlaps Animation:GUGwaihir_SKL.GUGWAIHIR_ATKB Frames: 0
AnimationSound = Sound: EagleWingFlaps Animation:GUGwaihir_SKL.GUGWAIHIR_GRBB Frames: 0
AnimationSound = Sound: EagleAttack Animation:GUGwaihir_SKL.GUGWAIHIR_ATKB Frames: 1
AnimationSound = Sound: EagleAttack Animation:GUGwaihir_SKL.GUGWAIHIR_GRBB Frames: 1
AnimationSound = Sound: EagleWingFlaps Animation:GUGwaihir_SKL.GUGWAIHIR_DIED Frames: 0
AnimationSound = Sound: TrollBodyfall Animation:GUGwaihir_SKL.GUGWAIHIR_DIEF Frames: 2
AnimationSound = Sound: EagleWingFlaps Animation:GUGwaihir_SKL.GUGWAIHIR_DIEF Frames: 0
End
; Tie into LargeGroupAudio system
; No, we never do anything with this unit
;Behavior = LargeGroupAudioUpdate ModuleTag_LGAU
; Key = Eagle Unit Flyer
;End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD HERO SELECTABLE CAN_CAST_REFLECTIONS SCORE NO_FREEWILL_ENTER MONSTER SCARY CANNOT_RETALIATE
Body = ActiveBody ModuleTag_02
CheerRadius = EMOTION_CHEER_RADIUS
MaxHealth = GIANT_EAGLE_HEALTH ;BALANCE Gwaihir Health
; MaxHealthDamaged = 500
; RecoveryTime = 5000
HealingBuffFx = None
End
Behavior = AutoHealBehavior ModuleTag_GwaihirHealing
StartsActive = Yes
HealingAmount = HERO_HEAL_AMOUNT
HealingDelay = 1000
StartHealingDelay = 15000
HealOnlyIfNotInCombat = Yes
End
Behavior = GiantBirdAIUpdate ModuleTag_GiantBirdAI
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
MoodAttackCheckRate = 500
AILuaEventsList = GwaihirFunctions
FollowThroughDistance = 160
FollowThroughCheckStep = 50
FollowThroughGradient = 1.0
GrabTossTimeTrigger = 3.0
GrabTossHeightTrigger = 80.0
TossFX = FX_DiebyFalling
SpecialContactPoints = Swoop
AttackPriority = AttackPriority_Eagle
End
Behavior = ModelConditionUpgrade ModuleTag_All_FactionUpgrade
TriggeredBy = Upgrade_AllFactionUpgrade
AddConditionFlags = USER_3
Permanent = Yes
End
LocomotorSet
Locomotor = FellBeastLocomotor ;BALANCE Gwaihir
Condition = SET_NORMAL
Speed = 88
End
LocomotorSet
Locomotor = FellBeastLocomotor ;BALANCE Gwaihir
Condition = SET_SUPERSONIC
Speed = 114
End
LocomotorSet
Locomotor = FellBeastLocomotor ; BALANCE Gwaihir
Condition = SET_WANDER
Speed = 78
End
Behavior = PhysicsBehavior ModuleTag_04
End
Behavior = NotifyTargetsOfImminentProbableCrushingUpdate ModuleTag_NotifyCrushScan
End
Behavior = TransportContain TransportContainModuleTag
ObjectStatusOfContained = UNSELECTABLE UNATTACKABLE
PassengerFilter = ANY +INFANTRY +HULK +CAVALRY +GRAB_AND_DROP -HERO -PORTER
Slots = 1
ShowPips = No
CanGrabStructure = Yes
AllowEnemiesInside = Yes
AllowNeutralInside = Yes
AllowAlliesInside = No
DamagePercentToUnits = 100%
KillPassengersOnDeath = Yes
PassengerBonePrefix = PassengerBone:B_Passenger KindOf:GRAB_AND_DROP
GrabWeapon = FellbeastGrabWeapon ; fire this weapon when eagle grabs a victim
FireGrabWeaponOnVictim = No
ReleaseSnappyness = 0.05 ; 1.0 is very snappy, 0.0 is very loose
End
Behavior = SquishCollide ModuleTag_06
;nothing
End
; Behavior = GiantBirdSlowDeathBehavior ModuleTag_GiantBirdSlowDeath
; DeathTypes = ALL ;-KNOCKBACK
; SinkDelay = 8000
; SinkRate = 1.6 ; in Dist/Sec
; DestructionDelay = 15000
;
; Sound = INITIAL EagleVoiceDie ;FellBeastDie
; Weapon = HIT_GROUND GondorTrebuchetRockWarhead
; FX = INITIAL FX_FellBeastSpell
; Sound = HIT_GROUND FellBeastDieImpact
;
; CrashAvoidKindOfs = STRUCTURE
; CrashAvoidRadius = 800
; CrashAvoidStrength = 0.2
; NeedToMaintainFlailingHeight = No
;
; End
Behavior = SlowDeathBehavior ModuleTag_SlowDeath
DeathTypes = ALL -FADED
DestructionDelay = 1000
ShadowWhenDead = No
FX = INITIAL FX_GwaihirDeath
Sound = INITIAL EagleVoiceDie
DeathFlags = DEATH_1
End
Behavior = SlowDeathBehavior ModuleTag_FadeDeath
DeathTypes = NONE +FADED
FadeDelay = 0
FadeTime = 2500
DestructionDelay = 2500
;Sound = INITIAL EagleVoiceDie
DeathFlags = DEATH_2
End
Behavior = DualWeaponBehavior ModuleTag_10
SwitchWeaponOnCloseRangeDistance = 24
End
FormationPreviewDecal
Texture = FPflyingUnitDecal
Width = 128
Height = 128
End
Geometry = CYLINDER
GeometryMajorRadius = 30.0
GeometryMinorRadius = 30.0
GeometryHeight = 16.0
GeometryIsSmall = No
HealthBoxScale = 3.0
HealthBoxHeightOffset = 25.0
Shadow = SHADOW_VOLUME_NON_SELF_3 // volumetric shadow that doesn't cast onto all objects using SHADOW_VOLUME_NON_SELF_3
ShadowSunAngle = 89 // clamp the angle so shadow casts straight down.
End
//---------------------------------------------------------------------
ChildObject GondorGwaihir_Summoned GondorGwaihir
IsTrainable = No
CommandPoints = 0
KindOf = PRELOAD HERO SELECTABLE CAN_CAST_REFLECTIONS SCORE NO_FREEWILL_ENTER MONSTER SCARY CANNOT_RETALIATE SUMMONED
Behavior = LifetimeUpdate ModuleTag_LifetimeUpdate
MinLifetime = 120000
MaxLifetime = 120000
DeathType = FADED
End
Behavior = SlowDeathBehavior ModuleTag_FadeDeath
DeathTypes = NONE +FADED
FadeDelay = 0
FadeTime = 2500
DestructionDelay = 2500
Sound = INITIAL SpellGenericUnsummonFasterMS
DeathFlags = DEATH_2
End
End
//---------------------------------------------------------------------
ChildObject ElvenFortressEagle GondorGwaihir
; this unit should cost 0 because the user is charged for the upgrade that creates it
BuildCost = 0
CommandPoints = 0
End