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data_ini_object_goodfaction_units_men_gondorfighter.ini
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// Moved from MenInfantry.INI Aug 24 2005
// aka Man at Arms, GondorManatArms, FighterGondor GondorFighter GondorSoldier GondorSwordman
Object GondorFighter
// *** ART Parameters ***
SelectPortrait = UPGondor_Soldier
ButtonImage = WOR_GondorSoldier
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
WadingParticleSys = WaterRipplesTrail // used when the unit is wading in shallow water.
//================ MODELS =================================================================
DefaultModelConditionState
Model = GUMAArms_SKN
Skeleton = GUMAArms_SKL
End
ModelConditionState WEAPONSET_PLAYER_UPGRADE
Model = GUMAArms_SKN
Skeleton = GUMAArms_SKL
End
ModelConditionState = USER_4 // This state is used in cinematics to get the old style armor
Model = GUNumnrean_SKN
Skeleton = GUMAArms_SKL
End
//=============== ANIMATIONS ===============================================================
//======= FALLING & FLYING
AnimationState = PASSENGER
Animation = Grabbed
AnimationName = GUMAArms_FLLA
AnimationMode = LOOP
End
End
AnimationState = THROWN_PROJECTILE
Animation = FlyA
AnimationName = GUMAARMS_FLYA
AnimationMode = LOOP
End
Animation = FlyB
AnimationName = GUMAARMS_FLYB
AnimationMode = LOOP
End
Animation = FlyC
AnimationName = GUMAARMS_FLYC
AnimationMode = LOOP
End
Animation = FlyD
AnimationName = GUMAARMS_FLYD
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
AnimationState = FREEFALL
Animation = Falling
AnimationName = GUMAArms_FLYD
AnimationMode = LOOP
AnimationBlendTime = 10
End
Animation = Falling
AnimationName = GUMAArms_FLYC
AnimationMode = LOOP
AnimationBlendTime = 10
AnimationSpeedFactorRange = 0.5 0.5
End
End
AnimationState = STUNNED_FLAILING
Animation = FlyA
AnimationName = GUMAARMS_FLYA
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.4 0.6
End
Animation = FlyB
AnimationName = GUMAARMS_FLYB
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.4 0.6
End
Animation = FlyC
AnimationName = GUMAARMS_FLYC
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.4 0.6
End
Animation = FlyD
AnimationName = GUMAARMS_FLYD
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.4 0.6
End
Flags = RANDOMSTART
End
AnimationState = DYING BURNINGDEATH
Animation
AnimationName = GUManMocap_DIEB
AnimationMode = ONCE
AnimationBlendTime = 10
End
Animation
AnimationName = GUManMocap_DIEC
AnimationMode = ONCE
AnimationBlendTime = 10
End
Animation
AnimationName = GUManMocap_DIED
AnimationMode = ONCE
AnimationBlendTime = 10
End
Animation
AnimationName = GUManMocap_DIEE
AnimationMode = ONCE
AnimationBlendTime = 10
End
End
AnimationState = DYING SPLATTED
Animation = Splatted_On_Ground
AnimationName = GUMAARMS_LNDA
AnimationMode = ONCE
End
EnteringStateFX = FX_OrcHitGround
End
AnimationState = DYING AFLAME
Animation = MFDA
AnimationName = GUManMocap_MFDA
AnimationMode = LOOP
End
End
AnimationState = DYING
//Animation = DIEA
// AnimationName = GUManMocap_DIEA
// AnimationMode = ONCE
//End
Animation = DIEB
AnimationName = GUManMocap_DIEB
AnimationMode = ONCE
End
Animation = DIEC
AnimationName = GUManMocap_DIEC
AnimationMode = ONCE
End
Animation = DIED
AnimationName = GUManMocap_DIED
AnimationMode = ONCE
End
Animation = DIEE
AnimationName = GUManMocap_DIEE
AnimationMode = ONCE
End
End
AnimationState = BURNINGDEATH
Animation
AnimationName = GUManMocap_MFDA
AnimationMode = LOOP
Distance = 50
End
End
AnimationState = PARALYZED
Animation
AnimationName = GUManMocap_IDLB
AnimationMode = LOOP
End
End
//======= LANDING & STANDING
AnimationState = STUNNED_STANDING_UP
Animation = GTPA
AnimationName = GUMAArms_GTPA
AnimationMode = ONCE
AnimationSpeedFactorRange = 2.0 2.0
End
Animation = GTPB
AnimationName = GUMAArms_GTPD
AnimationMode = ONCE
AnimationSpeedFactorRange = 2.0 2.0
End
End
AnimationState = STUNNED
Animation = Slatted_On_Ground
AnimationName = GUMAARMS_LNDA
AnimationMode = ONCE
End
EnteringStateFX = FX_OrcHitGround
End
AnimationState = MOVING FIRING_OR_PREATTACK_A
ShareAnimation = Yes
Animation = RunAndFire
AnimationName = GUManMocap_ATRA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
//====== TERROR
AnimationState = MOVING EMOTION_TERROR EMOTION_LOOK_TO_SKY
//@@@KM Add distance
Animation = TerrorFromTheSky
AnimationName = GUManMocap_RUND
AnimationMode = LOOP
End
Animation = TerrorFromTheSky
AnimationName = GUManMocap_RUNE
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
AnimationState = MOVING EMOTION_TERROR
//@@@KM Add distance
Animation = TerrorFromTheSky
AnimationName = GUManMocap_RUND
AnimationMode = ONCE
End
Animation = TerrorFromTheSky
AnimationName = GUManMocap_RUNE
AnimationMode = ONCE
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End
//======= BACK UP
AnimationState = MOVING BACKING_UP
//@@@KM Add distance
Animation = BAKA
AnimationName = GUManMocap_BAKA
AnimationMode = LOOP
End
Animation = BAKB
AnimationName = GUManMocap_BAKB
AnimationMode = LOOP
End
Animation = BAKC
AnimationName = GUManMocap_BAKC
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
AnimationState = MOVING PANICKING
//@@@KM - Add Distance
Animation = MFDA
AnimationName = GUManMocap_MFDA
AnimationMode = LOOP
End
Flags = RANDOMSTART
//ParticleSysBone = None InfantryDustTrails
End
AnimationState = MOVING ATTACKING
ShareAnimation = Yes//
Animation = RUNA
AnimationName = GUManMocap_RUNA
AnimationMode = LOOP
Distance = 25
End
Flags = RANDOMSTART
//ParticleSysBone = None InfantryDustTrails
End
AnimationState = MOVING ALTERNATE_FORMATION
Animation
AnimationName = GUMAArms_SPCA
AnimationMode = LOOP
Distance = 20
End
Flags = RANDOMSTART
End
AnimationState = MOVING
//@@@KM - Add Distance
ShareAnimation = Yes//
Animation = RUNB
AnimationName = GUManMocap_RUNB
AnimationMode = LOOP
Distance = 30
End
Animation = RUNC
AnimationName = GUManMocap_RUNC
AnimationMode = LOOP
Distance = 30
End
Flags = RANDOMSTART
//ParticleSysBone = None InfantryDustTrails
End
//======= UNCONTROLLABLY AFRAID
// This is before Attacking so it overrides it. Normal fear is below so you don't go to little-fear in between swings.
AnimationState = EMOTION_UNCONTROLLABLY_AFRAID
Animation = FERA
AnimationName = GUManMocap_FERA
AnimationMode = LOOP
End
Animation = FERB
AnimationName = GUManMocap_FERB
AnimationMode = LOOP
End
Animation = FERC
AnimationName = GUManMocap_FERC
AnimationMode = LOOP
End
Animation = FERD
AnimationName = GUManMocap_FERD
AnimationMode = LOOP
End
Animation = FERE
AnimationName = GUManMocap_FERE
AnimationMode = LOOP
End
Animation = FERF
AnimationName = GUManMocap_FERF
AnimationMode = LOOP
End
End
//---------------------- ATTACKING ----------------------------------------------------------------
AnimationState = FIRING_OR_PREATTACK_A
Animation = ATA1
AnimationName = GUManMocap_ATKA
AnimationMode = ONCE
UseWeaponTiming = Yes
End
//ParticleSysBone = None MeleeDust
End
;AnimationState = ATTACKING
; Animation = ALERT_1
; AnimationName = GUManMocap_IDLA
; AnimationMode = LOOP
; End
;End
//----------------- HIT REACTIONS -------------------------------------------------------------------------
; AnimationState = HIT_REACTION
//Animation = HITA
// AnimationName = GUManMocap_HITA
// AnimationMode = ONCE
//End
; Animation = HITB
; AnimationName = GUManMocap_HITB
; AnimationMode = ONCE
; End
; End
//----------------- EMOTIONS ----------------------------------------------------------------
//======= APPREHENSIVE
AnimationState = EMOTION_ALERT EMOTION_AFRAID
Animation = APPA
AnimationName = GUManMocap_APPA
AnimationMode = ONCE
End
Animation = APPB
AnimationName = GUManMocap_APPB
AnimationMode = ONCE
End
Flags = RANDOMSTART RESTART_ANIM_WHEN_COMPLETE
End
//======= AFRAID
AnimationState = EMOTION_AFRAID
Animation = FERA
AnimationName = GUManMocap_FERA
AnimationMode = LOOP
End
Animation = FERB
AnimationName = GUManMocap_FERB
AnimationMode = LOOP
End
Animation = FERC
AnimationName = GUManMocap_FERC
AnimationMode = LOOP
End
Animation = FERD
AnimationName = GUManMocap_FERD
AnimationMode = LOOP
End
Animation = FERE
AnimationName = GUManMocap_FERE
AnimationMode = LOOP
End
Animation = FERF
AnimationName = GUManMocap_FERF
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
//======== POINTING
AnimationState = EMOTION_POINTING
Animation = Pointing1
AnimationName = GUManMocap_RCTA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
//======= TAUNTING
AnimationState = EMOTION_TAUNTING
Animation = Taunting1
AnimationName = GUManMocap_TNTA
AnimationMode = ONCE
End
Animation = Taunting2
AnimationName = GUManMocap_TNTB
AnimationMode = ONCE
End
Animation = Taunting3
AnimationName = GUManMocap_TNTC
AnimationMode = ONCE
End
Animation = Taunting4
AnimationName = GUManMocap_IDLC
AnimationMode = ONCE
End
Animation = Taunting5
AnimationName = GUManMocap_IDLA
AnimationMode = ONCE
End
Animation = Taunting6
AnimationName = GUManMocap_IDLH
AnimationMode = ONCE
End
Flags = RANDOMSTART RESTART_ANIM_WHEN_COMPLETE
End
//======= CELEBRATING
AnimationState = EMOTION_CELEBRATING
Animation = CHRB
AnimationName = GUManMocap_CHRB
AnimationMode = ONCE
End
Animation = CHRC
AnimationName = GUManMocap_CHRC
AnimationMode = ONCE
End
Animation = IDLD
AnimationName = GUManMocap_IDLD
AnimationMode = ONCE
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End
//----------------- ALERT STATE ---------------------------------------------------------------------------
AnimationState = ATTACKING
Animation = ALERT_1
AnimationName = GUManMocap_IDLA
AnimationMode = LOOP
End
End
AnimationState = EMOTION_ALERT
Animation = ALERT_1
AnimationName = GUManMocap_IDLA
AnimationMode = LOOP//ONCE
AnimationPriority = 10
End
Flags = RESTART_ANIM_WHEN_COMPLETE // acts like an idle animation & keeps running the animations.
End
AnimationState = RAISING_FLAG
Animation = CHRB
AnimationName = GUManMocap_CHRB
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.9 1.1
End
Animation = CHRC
AnimationName = GUManMocap_CHRC
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.9 1.1
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End
//----------------- SELECTED STATES -----------------------------------------------------------------------
AnimationState = SELECTED
StateName = STATE_Selected
Animation = ATNB
AnimationName = GUManMocap_ATNB
AnimationMode = LOOP
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Idle"
then
CurDrawableSetTransitionAnimState("TRANS_IdleToSelected")
end
if CurDrawableModelcondition("ATTACKING")
then
return "IDLA"
else
return "ATNA"
end
EndScript
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Idle" then CurDrawableSetTransitionAnimState("TRANS_IdleToSelected") end
EndScript
End
//----------------- IDLE STATES ---------------------------------------------------------------------------
AnimationState = WEAPONSET_PLAYER_UPGRADE
StateName = STATE_Idle
Animation = IDLI
AnimationName = GUManMocap_IDLH
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.9 1.1
End
Animation = IDLD
AnimationName = GUManMocap_IDLD
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.9 1.1
End
Animation = IDLH
AnimationName = GUManMocap_IDLH
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.9 1.1
End
Animation = CHRB
AnimationName = GUManMocap_CHRB
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.9 1.1
End
Animation = CHRC
AnimationName = GUManMocap_CHRC
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.9 1.1
End
Flags = RESTART_ANIM_WHEN_COMPLETE
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Selected" then CurDrawableSetTransitionAnimState("TRANS_SelectedToIdle") end
EndScript
End
AnimationState = USER_3
StateName = STATE_User_3
Animation = GUARD_STANCE
AnimationName = GUManMocap_IDLA
AnimationMode = LOOP
End
End
IdleAnimationState
StateName = STATE_Idle
Animation = IDLB
AnimationName = GUManMocap_IDLB
AnimationMode = ONCE
AnimationPriority = 20
AnimationSpeedFactorRange = 0.9 1.1
AnimationBlendTime = 15
End
Animation = IDLF
AnimationName = GUManMocap_IDLF
AnimationMode = ONCE
AnimationPriority = 1
AnimationSpeedFactorRange = 0.9 1.1
AnimationBlendTime = 15
End
Animation = IDLG
AnimationName = GUManMocap_IDLG
AnimationMode = ONCE
AnimationPriority = 1
AnimationSpeedFactorRange = 0.9 1.1
AnimationBlendTime = 15
End
Animation = IDLJ
AnimationName = GUManMocap_IDLJ
AnimationMode = ONCE
AnimationPriority = 1
AnimationSpeedFactorRange = 0.9 1.1
AnimationBlendTime = 15
End
Animation = IDLK
AnimationName = GUManMocap_IDLK
AnimationMode = ONCE
AnimationPriority = 1
AnimationSpeedFactorRange = 0.9 1.1
AnimationBlendTime = 15
End
Animation = IDLL
AnimationName = GUManMocap_IDLL
AnimationMode = ONCE
AnimationPriority = 1
AnimationSpeedFactorRange = 0.9 1.1
AnimationBlendTime = 15
End
Animation = IDLN
AnimationName = GUManMocap_IDLN
AnimationMode = ONCE
AnimationPriority = 1
AnimationSpeedFactorRange = 0.9 1.1
AnimationBlendTime = 15
End
Animation = IDLO
AnimationName = GUManMocap_IDLO
AnimationMode = ONCE
AnimationPriority = 1
AnimationSpeedFactorRange = 0.9 1.1
AnimationBlendTime = 15
End
Animation = IDLP
AnimationName = GUManMocap_IDLP
AnimationMode = ONCE
AnimationPriority = 1
AnimationSpeedFactorRange = 0.9 1.1
AnimationBlendTime = 15
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Selected" then CurDrawableSetTransitionAnimState("TRANS_SelectedToIdle") end
EndScript
End
//--------------- TRANSITIONS ---------------------------------------------------------------------------
TransitionState = TRANS_TO_USER_1
Animation
AnimationName = GUManMocap_RCTA
AnimationMode = ONCE
End
End
TransitionState = TRANS_IdleToSelected
Animation = ATNA
AnimationName = GUManMocap_ATNA
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.9 1.0
End
End
TransitionState = TRANS_SelectedToIdle
Animation = ATND
AnimationName = GUManMocap_ATND
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.9 1.0
End
End
//-----------------------------------------------------------------------------------------------------------
End
#include "..\..\..\includes\StunDrawModuleSmall.inc"
// ***DESIGN parameters ***
Side = Men
EditorSorting = UNIT
ThreatLevel = 1.0
ThingClass = HORDE_UNIT
CommandPoints = 4
BountyValue = GONDOR_SOLDIER_BOUNTY_VALUE
EmotionRange = 240 // Make sure this value is greater than the fear distribution range.
TransportSlotCount = TRANSPORTSLOTCOUNT_UNIT
//// WEAPON SETS ////
WeaponSet
Conditions = None
Weapon = PRIMARY GondorSword
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
WeaponSet
Conditions = PLAYER_UPGRADE
Weapon = PRIMARY GondorSwordUpgraded
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
//// ARMOUR SETS ////
ArmorSet
Conditions = None
Armor = SoldierArmor
DamageFX = NormalDamageFX
End
ArmorSet
Conditions = PLAYER_UPGRADE
Armor = SoldierHeavyArmor
DamageFX = NormalDamageFX
End
ShroudClearingRange = SHROUD_CLEAR_STANDARD
VisionRange = GONDOR_SOLDIER_VISION_RANGE
VisionSide = 35%
VisionRear = 25%
MaxVisionBonusPercent = 300%
VisionBonusTestRadius = 200
VisionBonusPercentPerFoot = 2.0%
DisplayName = OBJECT:GondorFighter
CrushableLevel = 0 //What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CrushRevengeWeapon = BasicInfantryCrushRevenge
CommandSet = GondorFighterCommandSet
// *** AUDIO Parameters ***//
;VoiceAmbushed = GondorSoldierVoiceAmbushed OBSOLETE VOICE
VoiceAttack = GondorSoldierVoiceAttack
VoiceAttackCharge = GondorSoldierVoiceAttackCharge
VoiceAttackMachine = GondorSoldierVoiceAttack
VoiceAttackStructure = GondorSoldierVoiceAttackBuilding
VoiceEnterStateAttack = GondorSoldierVoiceEnterStateAttack
VoiceEnterStateAttackCharge = GondorSoldierVoiceEnterStateAttackCharge
VoiceEnterStateAttackMachine = GondorSoldierVoiceEnterStateAttackBuilding
VoiceEnterStateAttackStructure = GondorSoldierVoiceEnterStateAttackBuilding
VoiceCreated = GondorSoldierVoiceSalute
VoiceFullyCreated = GondorSoldierVoiceSalute //GondorSoldierVoiceCreated
VoiceGuard = GondorSoldierVoiceMove
VoiceMove = GondorSoldierVoiceMove
VoiceMoveToCamp = GondorSoldierVoiceMoveCamp
VoiceMoveWhileAttacking = GondorSoldierVoiceDisengage //TEMP_GondorSoldierVoiceMoveWhileAttacking_TEMP
VoicePriority = 49
VoiceRetreatToCastle = GondorSoldierVoiceRetreat
VoiceSelect = GondorSoldierVoiceSelectMS
VoiceSelectBattle = GondorSoldierVoiceSelectBattle
VoiceEnterStateMove = GondorSoldierVoiceEnterStateMove
VoiceEnterStateMoveToCamp = GondorSoldierVoiceEnterStateMoveCamp
VoiceEnterStateMoveWhileAttacking = GondorSoldierVoiceEnterStateDisengage
VoiceEnterStateRetreatToCastle = GondorSoldierVoiceEnterStateRetreat
SoundImpact = ImpactHorse
UnitSpecificSounds
VoiceGarrison = GondorSoldierVoiceGarrison
VoiceDesperateAttack = GondorSoldierVoiceDesperateCharge
VoiceAttackUnitWebbedHumanoidWithGondorFighterInside = GondorSoldierVoiceAttackWebbedSoldier
VoiceAttackUnitWebbedHumanoidWithGondorArcherInside = GondorSoldierVoiceAttackWebbedSoldier
VoiceEnterUnitElvenTransportShip = GondorSoldierVoiceMove
VoiceInitiateCaptureBuilding = GondorSoldierVoiceMove
End
CrowdResponseKey = GoodMen
#include "..\..\..\includes\StandardUnitEvaEvents.inc"
ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_foo
ModelCondition = Required:RAISING_FLAG Excluded:DYING ENGAGED Sound:EmotionMenGoodCompilationBFME1and2VoxTauntSinglesLoop
End
Behavior = LargeGroupAudioUpdate ModuleTag_LGAU
Key = Humanoid_Male Man Man_Male Unit Infantry Gondor_Soldier
End
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
MaxUpdateRangeCap = 800
AnimationSound = Sound: TauntHumanHitShield Animation:GUMAArms_SKL.GUManMocap_IDLC Frames: 17 27
AnimationSound = Sound: TauntHumanHitShield Animation:GUMAArms_SKL.GUManMocap_TNTC Frames: 74 82 94 125 139
AnimationSound = Sound:BodyFallGeneric1 Animation:GUMAArms_SKL.GUManMocap_DIEB Frames:89
AnimationSound = Sound:BodyFallGeneric1 Animation:GUMAArms_SKL.GUManMocap_DIEC Frames:71
AnimationSound = Sound:BodyFallGeneric1 Animation:GUMAArms_SKL.GUManMocap_DIED Frames:29
AnimationSound = Sound:BodyFallGeneric1 Animation:GUMAArms_SKL.GUManMocap_DIEE Frames:28
AnimationSound = Sound:BodyFallGeneric1 Animation:GUMAArms_SKL.GUMAARMS_LNDA Frames:0
End
// *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE THROWN_OBJECT ATTACK_NEEDS_LINE_OF_SIGHT NOTIFY_OF_PREATTACK GRAB_AND_DROP
Body = ActiveBody ModuleTag_02
CheerRadius = EMOTION_CHEER_RADIUS
MaxHealth = GONDOR_SOLDIER_HEALTH
MaxHealthDamaged = GONDOR_SOLDIER_HEALTH_DAMAGED
BurningDeathBehavior = Yes
BurningDeathFX = FX_InfantryBurningFlame
End
Behavior = WeaponSetUpgrade WeaponSetUpgradeModuleTag
TriggeredBy = Upgrade_GondorForgedBlades
End
Behavior = ArmorUpgrade ArmorUpgradeModuleTag
TriggeredBy = Upgrade_GondorHeavyArmor
ArmorSetFlag = PLAYER_UPGRADE
End
//-------------------------------------------------------------------------
//
// Sub object upgrading.
//
Behavior = SubObjectsUpgrade Armor_Upgrade
TriggeredBy = Upgrade_GondorHeavyArmor
UpgradeTexture = GUManAtArms.tga 0 GUManAtArms_HA.tga
RecolorHouse = Yes
ExcludeSubobjects = Forged_Blade
End
Behavior = SubObjectsUpgrade ForgedBlade_Upgrade
TriggeredBy = Upgrade_GondorForgedBlades
ShowSubObjects = Forged_Blade
End
//-------------------------------------------------------------------------
Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
MoodAttackCheckRate = 500
AILuaEventsList = GondorFighterFunctions
MinCowerTime = 3000
MaxCowerTime = 5000
AttackPriority = AttackPriority_Infantry
BurningDeathTime = BURNINGDEATH_DURATION_INFANTRY
End
LocomotorSet
Locomotor = HumanLocomotor
Condition = SET_NORMAL
Speed = NORMAL_GOOD_FAST_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 = 1233 //msec
End
Behavior = AttributeModifierUpgrade ModuleTag_AMU
TriggeredBy = Upgrade_GondorFighterFearless
AttributeModifier = FearlessForever
End
Behavior = SquishCollide ModuleTag_06
//nothing
End
Behavior = HordeMemberCollide ModuleTag_HMC
//nothing
End
; Behavior = HitReactionBehavior HitReactionBehaviorModuleTag
; HitReactionLifeTimer1 = 2500 // level 1 (light damage) hit reaction animations in ms
; HitReactionLifeTimer2 = 2500 // level 2 (medium damage) hit reaction animations in ms
; HitReactionLifeTimer3 = 2500 // level 3 (heavy damage) hit reaction animations in ms
; 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
; FastHitsResetReaction = Yes If set -- when hits occur faster than the reaction animations, it will reset the animation. (like getting riddled with machine gun bullets)
; End
Behavior = SlowDeathBehavior ModuleTag_05
DeathTypes = ALL -KNOCKBACK -FADED
SinkDelay = 3000
SinkRate = 0.60 // in Dist/Sec
DestructionDelay = 10000
Sound = INITIAL HumanVoiceDie //GondorSoldierVoiceDie
End
Behavior = SlowDeathBehavior ModuleTag_FadeDeath
DeathTypes = NONE +FADED
SinkDelay = 3000
SinkRate = 0.60 // in Dist/Sec
DestructionDelay = 10000
Sound = INITIAL SpellGenericUnsummonFasterMS
End
Behavior = SlowDeathBehavior ModuleTag_07
// Same as normal death, but no sound (sound already played by SoundImpact = ... )
DeathTypes = NONE +KNOCKBACK
SinkDelay = 3000
SinkRate = 0.60 // in Dist/Sec
DestructionDelay = 10000
End
Behavior = BezierProjectileBehavior ModuleTag_08 // Module starts asleep, and wakes up when thrown.
// To tweak a Bezier path
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
Geometry = CYLINDER
GeometryMajorRadius = 8.0
GeometryMinorRadius = 8.0
GeometryHeight = 19.2
GeometryIsSmall = Yes
Shadow = SHADOW_DECAL
ShadowSizeX = 19//
ShadowSizeY = 19//
ShadowTexture = ShadowI
End
//------------------------------------------------------------------------------
ChildObject GondorFighter_Summoned GondorFighter
IsTrainable = No
CommandPoints = 0
EquivalentTo = GondorFighter
Behavior = LifetimeUpdate ModuleTag_LifetimeUpdate
// This one does the work, but the one in the horde displays the timer
MinLifetime = CREATE_A_HERO_REINFORCEMENT_LIFETIME
MaxLifetime = CREATE_A_HERO_REINFORCEMENT_LIFETIME
DeathType = FADED
End
End