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Text File  |  2006-01-31  |  29KB  |  964 lines

  1. // Moved from MenInfantry.INI Aug 24 2005
  2.  
  3. // aka Man at Arms, GondorManatArms, FighterGondor GondorFighter GondorSoldier GondorSwordman
  4. Object GondorFighter
  5.     // *** ART Parameters ***
  6.  
  7.     SelectPortrait         = UPGondor_Soldier
  8.     ButtonImage         = WOR_GondorSoldier
  9.  
  10.     Draw = W3DHordeModelDraw ModuleTag_01
  11.         OkToChangeModelColor = Yes    
  12.         StaticModelLODMode = Yes
  13.         
  14.         // specify options for static LODs
  15.         LodOptions                            = LOW
  16.             AllowMultipleModels                = ALLOW_MULTIPLE_MODELS_LOW
  17.             MaxRandomTextures                = MAX_RANDOM_TEXTURES_LOW
  18.             MaxRandomAnimations                = MAX_RANDOM_ANIMATIONS_LOW
  19.             MaxAnimFrameDelta                = MAX_ANIM_FRAME_DELTA_LOW
  20.         End
  21.         
  22.         LodOptions                            = MEDIUM
  23.             AllowMultipleModels                = ALLOW_MULTIPLE_MODELS_MED
  24.             MaxRandomTextures                = MAX_RANDOM_TEXTURES_MED
  25.             MaxRandomAnimations                = MAX_RANDOM_ANIMATIONS_MED
  26.             MaxAnimFrameDelta                = MAX_ANIM_FRAME_DELTA_MED
  27.         End
  28.         
  29.         LodOptions                            = HIGH
  30.             AllowMultipleModels                = ALLOW_MULTIPLE_MODELS_HIGH
  31.             MaxRandomTextures                = MAX_RANDOM_TEXTURES_HIGH
  32.             MaxRandomAnimations                = MAX_RANDOM_ANIMATIONS_HIGH
  33.             MaxAnimFrameDelta                = MAX_ANIM_FRAME_DELTA_HIGH
  34.         End
  35.  
  36.         WadingParticleSys = WaterRipplesTrail  // used when the unit is wading in shallow water.
  37. //================ MODELS =================================================================
  38.         DefaultModelConditionState
  39.             Model                            = GUMAArms_SKN
  40.             Skeleton                        = GUMAArms_SKL
  41.         End
  42.  
  43.         ModelConditionState WEAPONSET_PLAYER_UPGRADE
  44.             Model                            = GUMAArms_SKN
  45.             Skeleton                        = GUMAArms_SKL
  46.         End
  47.         
  48.         ModelConditionState = USER_4        // This state is used in cinematics to get the old style armor
  49.             Model                            = GUNumnrean_SKN    
  50.             Skeleton                        = GUMAArms_SKL
  51.         End
  52.  
  53. //=============== ANIMATIONS ===============================================================
  54.  
  55. //======= FALLING & FLYING
  56.  
  57.         AnimationState                        = PASSENGER
  58.             Animation                        = Grabbed
  59.                 AnimationName                = GUMAArms_FLLA
  60.                 AnimationMode                = LOOP
  61.             End
  62.         End
  63.         
  64.         AnimationState                        = THROWN_PROJECTILE
  65.             Animation                       = FlyA
  66.                 AnimationName                   = GUMAARMS_FLYA
  67.                 AnimationMode               = LOOP
  68.             End
  69.             Animation                       = FlyB
  70.                 AnimationName               = GUMAARMS_FLYB
  71.                 AnimationMode               = LOOP
  72.             End
  73.             Animation                       = FlyC
  74.                 AnimationName               = GUMAARMS_FLYC
  75.                 AnimationMode               = LOOP
  76.             End
  77.             Animation                       = FlyD
  78.                 AnimationName               = GUMAARMS_FLYD
  79.                 AnimationMode               = LOOP
  80.             End
  81.             Flags                           = RANDOMSTART
  82.         End
  83.         
  84.         AnimationState                        = FREEFALL
  85.             Animation                        = Falling
  86.                 AnimationName                = GUMAArms_FLYD
  87.                 AnimationMode                = LOOP
  88.                 AnimationBlendTime            = 10
  89.             End
  90.             Animation                        = Falling
  91.                 AnimationName                = GUMAArms_FLYC
  92.                 AnimationMode                = LOOP
  93.                 AnimationBlendTime            = 10
  94.                 AnimationSpeedFactorRange    = 0.5    0.5
  95.             End
  96.         End
  97.  
  98.         
  99.         
  100.         AnimationState                        = STUNNED_FLAILING 
  101.             Animation                       = FlyA
  102.                 AnimationName               = GUMAARMS_FLYA
  103.                 AnimationMode               = LOOP
  104.                 AnimationSpeedFactorRange    = 0.4 0.6
  105.             End
  106.             Animation                       = FlyB
  107.                 AnimationName               = GUMAARMS_FLYB
  108.                 AnimationMode               = LOOP
  109.                 AnimationSpeedFactorRange    = 0.4 0.6
  110.             End
  111.             Animation                       = FlyC
  112.                 AnimationName               = GUMAARMS_FLYC
  113.                 AnimationMode               = LOOP
  114.                 AnimationSpeedFactorRange    = 0.4 0.6
  115.             End
  116.             Animation                       = FlyD
  117.                 AnimationName                   = GUMAARMS_FLYD
  118.                 AnimationMode               = LOOP
  119.                 AnimationSpeedFactorRange    = 0.4 0.6
  120.             End
  121.             Flags                           = RANDOMSTART
  122.         End
  123.  
  124.         AnimationState                        = DYING BURNINGDEATH
  125.             Animation
  126.                 AnimationName                = GUManMocap_DIEB
  127.                 AnimationMode                = ONCE
  128.                 AnimationBlendTime            = 10
  129.             End
  130.             Animation
  131.                 AnimationName                = GUManMocap_DIEC
  132.                 AnimationMode                = ONCE
  133.                 AnimationBlendTime            = 10
  134.             End
  135.             Animation
  136.                 AnimationName                = GUManMocap_DIED
  137.                 AnimationMode                = ONCE
  138.                 AnimationBlendTime            = 10
  139.             End
  140.             Animation
  141.                 AnimationName                = GUManMocap_DIEE
  142.                 AnimationMode                = ONCE
  143.                 AnimationBlendTime            = 10
  144.             End
  145.         End
  146.         AnimationState                         = DYING SPLATTED
  147.             Animation                         = Splatted_On_Ground
  148.                 AnimationName                 = GUMAARMS_LNDA
  149.                 AnimationMode                 = ONCE
  150.             End
  151.             EnteringStateFX                    = FX_OrcHitGround
  152.         End
  153.         AnimationState                        = DYING AFLAME
  154.             Animation                        = MFDA
  155.                 AnimationName                = GUManMocap_MFDA
  156.                 AnimationMode                = LOOP
  157.             End
  158.         End
  159.         AnimationState                        = DYING
  160.             //Animation                        = DIEA
  161.             
  162.             //    AnimationName                = GUManMocap_DIEA
  163.             //    AnimationMode                = ONCE
  164.             //End
  165.             Animation                        = DIEB
  166.                 AnimationName                = GUManMocap_DIEB
  167.                 AnimationMode                = ONCE
  168.             End
  169.             Animation                        = DIEC
  170.                 AnimationName                = GUManMocap_DIEC
  171.                 AnimationMode                = ONCE
  172.             End
  173.             Animation                        = DIED
  174.                 AnimationName                = GUManMocap_DIED
  175.                 AnimationMode                = ONCE
  176.             End
  177.             Animation                        = DIEE
  178.                 AnimationName                = GUManMocap_DIEE
  179.                 AnimationMode                = ONCE
  180.             End
  181.         End
  182.  
  183.         AnimationState                        = BURNINGDEATH
  184.             Animation
  185.                 AnimationName                = GUManMocap_MFDA
  186.                 AnimationMode                = LOOP
  187.                 Distance                    = 50
  188.             End
  189.         End
  190.  
  191.         AnimationState                        = PARALYZED
  192.             Animation
  193.                 AnimationName                = GUManMocap_IDLB
  194.                 AnimationMode                = LOOP
  195.             End
  196.         End
  197.  
  198. //======= LANDING & STANDING
  199.  
  200.         AnimationState                        = STUNNED_STANDING_UP
  201.             Animation                        = GTPA
  202.                 AnimationName                = GUMAArms_GTPA
  203.                 AnimationMode                = ONCE
  204.                 AnimationSpeedFactorRange    = 2.0 2.0
  205.             End
  206.             Animation                        = GTPB
  207.                 AnimationName                = GUMAArms_GTPD
  208.                 AnimationMode                = ONCE
  209.                 AnimationSpeedFactorRange    = 2.0 2.0
  210.             End
  211.         End
  212.  
  213.  
  214.     
  215.         AnimationState            =     STUNNED
  216.             Animation            =     Slatted_On_Ground
  217.             AnimationName                 = GUMAARMS_LNDA
  218.                 AnimationMode                 = ONCE
  219.             End
  220.             EnteringStateFX                    = FX_OrcHitGround
  221.  
  222.        End 
  223.        
  224.         AnimationState        = MOVING FIRING_OR_PREATTACK_A
  225.             ShareAnimation        = Yes
  226.             Animation           = RunAndFire
  227.                 AnimationName       = GUManMocap_ATRA
  228.                 AnimationMode       = LOOP
  229.             End
  230.             Flags               = RANDOMSTART  
  231.         End
  232.         
  233. //====== TERROR
  234.         
  235.         AnimationState                        = MOVING EMOTION_TERROR EMOTION_LOOK_TO_SKY
  236.             //@@@KM Add distance
  237.             Animation                    = TerrorFromTheSky
  238.                 AnimationName            = GUManMocap_RUND
  239.                 AnimationMode            = LOOP
  240.             End
  241.             Animation                    = TerrorFromTheSky
  242.                 AnimationName            = GUManMocap_RUNE
  243.                 AnimationMode            = LOOP
  244.             End
  245.             Flags = RANDOMSTART
  246.         End
  247.         AnimationState                        = MOVING EMOTION_TERROR
  248.             //@@@KM Add distance
  249.             Animation                        = TerrorFromTheSky
  250.                 AnimationName                = GUManMocap_RUND
  251.                 AnimationMode                = ONCE
  252.             End
  253.             Animation                        = TerrorFromTheSky
  254.                 AnimationName                = GUManMocap_RUNE
  255.                 AnimationMode                = ONCE
  256.             End
  257.             Flags                            = RESTART_ANIM_WHEN_COMPLETE
  258.         End
  259.         
  260. //======= BACK UP
  261.         
  262.         AnimationState                        = MOVING BACKING_UP
  263.             //@@@KM Add distance
  264.             Animation                        = BAKA
  265.                 AnimationName                = GUManMocap_BAKA
  266.                 AnimationMode                = LOOP
  267.             End
  268.             Animation                        = BAKB
  269.                 AnimationName                = GUManMocap_BAKB
  270.                 AnimationMode                = LOOP
  271.             End
  272.             Animation                        = BAKC
  273.                 AnimationName                = GUManMocap_BAKC
  274.                 AnimationMode                = LOOP
  275.             End
  276.             Flags = RANDOMSTART
  277.         End
  278.  
  279.         AnimationState                        = MOVING PANICKING
  280.             //@@@KM - Add Distance
  281.             Animation                        = MFDA
  282.                 AnimationName                = GUManMocap_MFDA
  283.                 AnimationMode                = LOOP
  284.             End
  285.             Flags                            = RANDOMSTART
  286.             //ParticleSysBone                = None InfantryDustTrails
  287.         End
  288.         
  289.         AnimationState                        = MOVING ATTACKING
  290.             ShareAnimation                    = Yes//
  291.             Animation                        = RUNA
  292.                 AnimationName                = GUManMocap_RUNA
  293.                 AnimationMode                = LOOP
  294.                 Distance                    = 25
  295.             End
  296.             Flags                            = RANDOMSTART
  297.             //ParticleSysBone                = None InfantryDustTrails
  298.         End
  299.         
  300.         AnimationState                = MOVING ALTERNATE_FORMATION
  301.             Animation
  302.                 AnimationName                = GUMAArms_SPCA
  303.                 AnimationMode                = LOOP
  304.                 Distance                    = 20
  305.             End
  306.             Flags                            = RANDOMSTART
  307.         End
  308.  
  309.         
  310.         AnimationState                        = MOVING
  311.             //@@@KM - Add Distance
  312.             ShareAnimation                    = Yes//
  313.             Animation                        = RUNB
  314.                 AnimationName                = GUManMocap_RUNB
  315.                 AnimationMode                = LOOP
  316.                 Distance                    = 30
  317.             End
  318.             Animation                        = RUNC
  319.                 AnimationName                = GUManMocap_RUNC
  320.                 AnimationMode                = LOOP
  321.                 Distance                    = 30
  322.             End
  323.             Flags                            = RANDOMSTART
  324.             //ParticleSysBone                = None InfantryDustTrails
  325.         End
  326. //======= UNCONTROLLABLY AFRAID
  327.     // This is before Attacking so it overrides it.  Normal fear is below so you don't go to little-fear in between swings.
  328.         AnimationState                        = EMOTION_UNCONTROLLABLY_AFRAID
  329.             Animation                        = FERA
  330.                 AnimationName                = GUManMocap_FERA
  331.                 AnimationMode                = LOOP
  332.             End 
  333.             Animation                        = FERB
  334.                 AnimationName                = GUManMocap_FERB
  335.                 AnimationMode                = LOOP
  336.             End
  337.             Animation                        = FERC
  338.                 AnimationName                = GUManMocap_FERC
  339.                 AnimationMode                = LOOP
  340.             End
  341.             Animation                        = FERD
  342.                 AnimationName                = GUManMocap_FERD
  343.                 AnimationMode                = LOOP
  344.             End
  345.             Animation                        = FERE
  346.                 AnimationName                = GUManMocap_FERE
  347.                 AnimationMode                = LOOP
  348.             End
  349.             Animation                        = FERF
  350.                 AnimationName                = GUManMocap_FERF
  351.                 AnimationMode                = LOOP
  352.             End
  353.         End
  354. //---------------------- ATTACKING ----------------------------------------------------------------
  355.         AnimationState                        = FIRING_OR_PREATTACK_A
  356.             Animation                        = ATA1
  357.                 AnimationName                = GUManMocap_ATKA
  358.                 AnimationMode                = ONCE
  359.                 UseWeaponTiming                = Yes
  360.             End
  361.             //ParticleSysBone                = None MeleeDust
  362.         End
  363.         
  364.         ;AnimationState                        = ATTACKING
  365.         ;    Animation                        = ALERT_1
  366.         ;        AnimationName                = GUManMocap_IDLA
  367.         ;        AnimationMode                = LOOP
  368.         ;    End
  369.         ;End
  370. //----------------- HIT REACTIONS -------------------------------------------------------------------------
  371.  
  372. ;        AnimationState                        = HIT_REACTION
  373.             //Animation                        = HITA
  374.             //    AnimationName                = GUManMocap_HITA
  375.             //    AnimationMode                = ONCE
  376.             //End
  377. ;            Animation                        = HITB
  378. ;                AnimationName                = GUManMocap_HITB
  379. ;                AnimationMode                = ONCE
  380. ;            End
  381. ;        End
  382.  
  383. //----------------- EMOTIONS ----------------------------------------------------------------
  384. //======= APPREHENSIVE
  385.  
  386.         AnimationState                        = EMOTION_ALERT EMOTION_AFRAID
  387.             Animation                        = APPA
  388.                 AnimationName                = GUManMocap_APPA
  389.                 AnimationMode                = ONCE
  390.             End
  391.             Animation                        = APPB
  392.                 AnimationName                = GUManMocap_APPB
  393.                 AnimationMode                = ONCE
  394.             End
  395.             Flags                            = RANDOMSTART RESTART_ANIM_WHEN_COMPLETE
  396.         End
  397.         
  398. //======= AFRAID
  399.  
  400.         AnimationState                        = EMOTION_AFRAID
  401.             Animation                        = FERA
  402.                 AnimationName                = GUManMocap_FERA
  403.                 AnimationMode                = LOOP
  404.             End 
  405.             Animation                        = FERB
  406.                 AnimationName                = GUManMocap_FERB
  407.                 AnimationMode                = LOOP
  408.             End
  409.             Animation                        = FERC
  410.                 AnimationName                = GUManMocap_FERC
  411.                 AnimationMode                = LOOP
  412.             End
  413.             Animation                        = FERD
  414.                 AnimationName                = GUManMocap_FERD
  415.                 AnimationMode                = LOOP
  416.             End
  417.             Animation                        = FERE
  418.                 AnimationName                = GUManMocap_FERE
  419.                 AnimationMode                = LOOP
  420.             End
  421.             Animation                        = FERF
  422.                 AnimationName                = GUManMocap_FERF
  423.                 AnimationMode                = LOOP
  424.             End
  425.             Flags                            = RANDOMSTART
  426.         End
  427.         
  428. //======== POINTING
  429.  
  430.         AnimationState                        = EMOTION_POINTING
  431.             Animation                        = Pointing1
  432.                 AnimationName                = GUManMocap_RCTA
  433.                 AnimationMode                = LOOP
  434.             End
  435.             Flags                            = RANDOMSTART
  436.         End
  437.         
  438. //======= TAUNTING
  439.  
  440.         AnimationState                        = EMOTION_TAUNTING
  441.             Animation                        = Taunting1
  442.                 AnimationName                = GUManMocap_TNTA
  443.                 AnimationMode                = ONCE
  444.             End
  445.             Animation                        = Taunting2
  446.                 AnimationName                = GUManMocap_TNTB
  447.                 AnimationMode                = ONCE
  448.             End
  449.             Animation                        = Taunting3
  450.                 AnimationName                = GUManMocap_TNTC
  451.                 AnimationMode                = ONCE
  452.             End
  453.             Animation                        = Taunting4
  454.                 AnimationName                = GUManMocap_IDLC
  455.                 AnimationMode                = ONCE
  456.             End
  457.             Animation                        = Taunting5
  458.                 AnimationName                = GUManMocap_IDLA
  459.                 AnimationMode                = ONCE
  460.             End
  461.             Animation                        = Taunting6
  462.                 AnimationName                = GUManMocap_IDLH
  463.                 AnimationMode                = ONCE
  464.             End
  465.             Flags                            = RANDOMSTART RESTART_ANIM_WHEN_COMPLETE
  466.         End
  467.  
  468. //======= CELEBRATING
  469.  
  470.         AnimationState                        = EMOTION_CELEBRATING
  471.             Animation                        = CHRB
  472.                 AnimationName                = GUManMocap_CHRB
  473.                 AnimationMode                = ONCE
  474.             End
  475.             Animation                        = CHRC
  476.                 AnimationName                = GUManMocap_CHRC
  477.                 AnimationMode                = ONCE
  478.             End
  479.             Animation                        = IDLD
  480.                 AnimationName                = GUManMocap_IDLD
  481.                 AnimationMode                = ONCE
  482.             End
  483.             Flags                            =    RESTART_ANIM_WHEN_COMPLETE
  484.         End
  485.  
  486. //----------------- ALERT STATE ---------------------------------------------------------------------------
  487.  
  488.         AnimationState                        = ATTACKING
  489.             Animation                        = ALERT_1
  490.                 AnimationName                = GUManMocap_IDLA
  491.                 AnimationMode                = LOOP
  492.             End
  493.         End    
  494.  
  495.         AnimationState                        = EMOTION_ALERT
  496.             Animation                        = ALERT_1
  497.                 AnimationName                = GUManMocap_IDLA
  498.                 AnimationMode                = LOOP//ONCE
  499.                 AnimationPriority            = 10
  500.             End
  501.             Flags                            = RESTART_ANIM_WHEN_COMPLETE // acts like an idle animation & keeps running the animations.
  502.         End
  503.         
  504.         AnimationState                        = RAISING_FLAG
  505.             Animation                        = CHRB
  506.                 AnimationName                = GUManMocap_CHRB
  507.                 AnimationMode                = ONCE
  508.                 AnimationSpeedFactorRange    = 0.9 1.1
  509.             End
  510.             Animation                        = CHRC
  511.                 AnimationName                = GUManMocap_CHRC
  512.                 AnimationMode                = ONCE
  513.                 AnimationSpeedFactorRange    = 0.9 1.1
  514.             End
  515.             Flags                            =    RESTART_ANIM_WHEN_COMPLETE
  516.         End
  517.         
  518. //----------------- SELECTED STATES -----------------------------------------------------------------------
  519.         AnimationState        = SELECTED
  520.             StateName           = STATE_Selected
  521.             Animation           = ATNB
  522.                 AnimationName     = GUManMocap_ATNB
  523.                 AnimationMode     = LOOP
  524.             End
  525.             
  526.             BeginScript
  527.                 Prev = CurDrawablePrevAnimationState()
  528.                 if Prev == "STATE_Idle" 
  529.                 then 
  530.                     CurDrawableSetTransitionAnimState("TRANS_IdleToSelected") 
  531.                 end
  532.                 if CurDrawableModelcondition("ATTACKING")
  533.                 then
  534.                     return "IDLA"
  535.                 else
  536.                     return "ATNA"
  537.                 end
  538.             EndScript
  539.             
  540.             BeginScript
  541.                 Prev = CurDrawablePrevAnimationState()
  542.                 if Prev == "STATE_Idle" then CurDrawableSetTransitionAnimState("TRANS_IdleToSelected") end
  543.             EndScript
  544.         End
  545.         
  546. //----------------- IDLE STATES ---------------------------------------------------------------------------
  547.         AnimationState                = WEAPONSET_PLAYER_UPGRADE
  548.             StateName                = STATE_Idle
  549.             Animation                = IDLI
  550.                 AnimationName       = GUManMocap_IDLH
  551.                 AnimationMode       = ONCE
  552.                 AnimationSpeedFactorRange = 0.9 1.1
  553.             End
  554.             Animation                = IDLD
  555.                 AnimationName       = GUManMocap_IDLD
  556.                 AnimationMode       = ONCE
  557.                 AnimationSpeedFactorRange = 0.9 1.1
  558.             End
  559.             Animation                = IDLH
  560.                 AnimationName       = GUManMocap_IDLH
  561.                 AnimationMode       = ONCE
  562.                 AnimationSpeedFactorRange = 0.9 1.1
  563.             End
  564.             Animation                = CHRB
  565.                 AnimationName       = GUManMocap_CHRB
  566.                 AnimationMode       = ONCE
  567.                 AnimationSpeedFactorRange = 0.9 1.1
  568.             End
  569.             Animation                = CHRC
  570.                 AnimationName       = GUManMocap_CHRC
  571.                 AnimationMode       = ONCE
  572.                 AnimationSpeedFactorRange = 0.9 1.1
  573.             End
  574.             Flags                    = RESTART_ANIM_WHEN_COMPLETE            
  575.             BeginScript
  576.                 Prev = CurDrawablePrevAnimationState()
  577.                 if Prev == "STATE_Selected" then CurDrawableSetTransitionAnimState("TRANS_SelectedToIdle") end
  578.             EndScript
  579.         End        
  580.         AnimationState                = USER_3
  581.             StateName                = STATE_User_3
  582.             Animation                = GUARD_STANCE
  583.                 AnimationName        = GUManMocap_IDLA
  584.                 AnimationMode        = LOOP
  585.             End
  586.         End
  587.         IdleAnimationState
  588.             StateName                = STATE_Idle
  589.             Animation                = IDLB
  590.                 AnimationName       = GUManMocap_IDLB
  591.                 AnimationMode       = ONCE
  592.                 AnimationPriority   = 20
  593.                 AnimationSpeedFactorRange = 0.9 1.1
  594.                 AnimationBlendTime    = 15
  595.             End
  596.             Animation                = IDLF
  597.                 AnimationName       = GUManMocap_IDLF
  598.                 AnimationMode       = ONCE
  599.                 AnimationPriority   = 1
  600.                 AnimationSpeedFactorRange = 0.9 1.1
  601.                 AnimationBlendTime    = 15
  602.             End
  603.             Animation                = IDLG
  604.                 AnimationName       = GUManMocap_IDLG
  605.                 AnimationMode       = ONCE
  606.                 AnimationPriority   = 1
  607.                 AnimationSpeedFactorRange = 0.9 1.1
  608.                 AnimationBlendTime    = 15
  609.             End
  610.             Animation                = IDLJ
  611.                 AnimationName       = GUManMocap_IDLJ
  612.                 AnimationMode       = ONCE
  613.                 AnimationPriority   = 1
  614.                 AnimationSpeedFactorRange = 0.9 1.1
  615.                 AnimationBlendTime    = 15
  616.             End
  617.             Animation                = IDLK
  618.                 AnimationName       = GUManMocap_IDLK
  619.                 AnimationMode       = ONCE
  620.                 AnimationPriority   = 1
  621.                 AnimationSpeedFactorRange = 0.9 1.1
  622.                 AnimationBlendTime    = 15
  623.             End
  624.             Animation                = IDLL
  625.                 AnimationName       = GUManMocap_IDLL
  626.                 AnimationMode       = ONCE
  627.                 AnimationPriority   = 1
  628.                 AnimationSpeedFactorRange = 0.9 1.1
  629.                 AnimationBlendTime    = 15
  630.             End
  631.             Animation                = IDLN
  632.                 AnimationName       = GUManMocap_IDLN
  633.                 AnimationMode       = ONCE
  634.                 AnimationPriority   = 1
  635.                 AnimationSpeedFactorRange = 0.9 1.1
  636.                 AnimationBlendTime    = 15
  637.             End
  638.             Animation                = IDLO
  639.                 AnimationName       = GUManMocap_IDLO
  640.                 AnimationMode       = ONCE
  641.                 AnimationPriority   = 1
  642.                 AnimationSpeedFactorRange = 0.9 1.1
  643.                 AnimationBlendTime    = 15
  644.             End
  645.             Animation                = IDLP
  646.                 AnimationName       = GUManMocap_IDLP
  647.                 AnimationMode       = ONCE
  648.                 AnimationPriority   = 1
  649.                 AnimationSpeedFactorRange = 0.9 1.1
  650.                 AnimationBlendTime    = 15
  651.             End        
  652.             BeginScript
  653.                 Prev = CurDrawablePrevAnimationState()
  654.                 if Prev == "STATE_Selected" then CurDrawableSetTransitionAnimState("TRANS_SelectedToIdle") end
  655.             EndScript
  656.         End
  657. //--------------- TRANSITIONS ---------------------------------------------------------------------------
  658.         TransitionState       = TRANS_TO_USER_1
  659.             Animation
  660.                 AnimationName     = GUManMocap_RCTA
  661.                 AnimationMode     = ONCE
  662.             End
  663.         End
  664.         TransitionState       = TRANS_IdleToSelected
  665.             Animation           = ATNA
  666.                 AnimationName     = GUManMocap_ATNA
  667.                 AnimationMode     = ONCE
  668.                 AnimationSpeedFactorRange = 0.9 1.0
  669.                 
  670.             End
  671.         End
  672.         TransitionState        = TRANS_SelectedToIdle
  673.             Animation            = ATND
  674.                 AnimationName    = GUManMocap_ATND
  675.                 AnimationMode    = ONCE
  676.                 AnimationSpeedFactorRange = 0.9 1.0
  677.             End
  678.         End
  679. //-----------------------------------------------------------------------------------------------------------
  680.     End
  681.     
  682.     #include "..\..\..\includes\StunDrawModuleSmall.inc"
  683.  
  684.     // ***DESIGN parameters ***
  685.     Side = Men
  686.     EditorSorting = UNIT
  687.  
  688.     ThreatLevel = 1.0
  689.  
  690.     ThingClass = HORDE_UNIT
  691.     CommandPoints = 4
  692.     BountyValue = GONDOR_SOLDIER_BOUNTY_VALUE
  693.     
  694.     EmotionRange = 240 // Make sure this value is greater than the fear distribution range. 
  695.  
  696.     TransportSlotCount = TRANSPORTSLOTCOUNT_UNIT
  697.     
  698.     //// WEAPON SETS ////
  699.     WeaponSet
  700.         Conditions            = None 
  701.         Weapon                = PRIMARY    GondorSword
  702.         AutoChooseSources    = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
  703.     End
  704.     WeaponSet
  705.         Conditions            = PLAYER_UPGRADE
  706.         Weapon                = PRIMARY    GondorSwordUpgraded
  707.         AutoChooseSources    = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
  708.     End
  709.  
  710.     //// ARMOUR SETS ////
  711.     ArmorSet
  712.         Conditions      = None
  713.         Armor           = SoldierArmor
  714.         DamageFX        = NormalDamageFX
  715.     End
  716.     ArmorSet
  717.         Conditions      = PLAYER_UPGRADE
  718.         Armor           = SoldierHeavyArmor
  719.         DamageFX        = NormalDamageFX
  720.     End
  721.     
  722.     ShroudClearingRange = SHROUD_CLEAR_STANDARD       
  723.     VisionRange = GONDOR_SOLDIER_VISION_RANGE
  724.     
  725.     VisionSide = 35%
  726.     VisionRear = 25%
  727.     
  728.     MaxVisionBonusPercent = 300%
  729.     VisionBonusTestRadius = 200
  730.     VisionBonusPercentPerFoot = 2.0%
  731.                     
  732.  
  733.     DisplayName = OBJECT:GondorFighter
  734.     CrushableLevel = 0  //What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  735.     CrushRevengeWeapon = BasicInfantryCrushRevenge
  736.     
  737.     CommandSet = GondorFighterCommandSet
  738.  
  739.  
  740.     // *** AUDIO Parameters ***//
  741.  
  742.     ;VoiceAmbushed                = GondorSoldierVoiceAmbushed          OBSOLETE VOICE
  743.     VoiceAttack                    = GondorSoldierVoiceAttack
  744.     VoiceAttackCharge                = GondorSoldierVoiceAttackCharge
  745.     VoiceAttackMachine            = GondorSoldierVoiceAttack
  746.     VoiceAttackStructure            = GondorSoldierVoiceAttackBuilding
  747.     VoiceEnterStateAttack            = GondorSoldierVoiceEnterStateAttack
  748.     VoiceEnterStateAttackCharge        = GondorSoldierVoiceEnterStateAttackCharge
  749.     VoiceEnterStateAttackMachine        = GondorSoldierVoiceEnterStateAttackBuilding
  750.     VoiceEnterStateAttackStructure    = GondorSoldierVoiceEnterStateAttackBuilding
  751.     VoiceCreated                = GondorSoldierVoiceSalute
  752.     VoiceFullyCreated             = GondorSoldierVoiceSalute                //GondorSoldierVoiceCreated
  753.     VoiceGuard                    = GondorSoldierVoiceMove
  754.     VoiceMove                    = GondorSoldierVoiceMove
  755.     VoiceMoveToCamp                = GondorSoldierVoiceMoveCamp
  756.     VoiceMoveWhileAttacking            = GondorSoldierVoiceDisengage                //TEMP_GondorSoldierVoiceMoveWhileAttacking_TEMP
  757.     VoicePriority                = 49
  758.     VoiceRetreatToCastle            = GondorSoldierVoiceRetreat
  759.     VoiceSelect                    = GondorSoldierVoiceSelectMS
  760.     VoiceSelectBattle             = GondorSoldierVoiceSelectBattle
  761.     VoiceEnterStateMove            = GondorSoldierVoiceEnterStateMove
  762.     VoiceEnterStateMoveToCamp        = GondorSoldierVoiceEnterStateMoveCamp
  763.     VoiceEnterStateMoveWhileAttacking    = GondorSoldierVoiceEnterStateDisengage
  764.     VoiceEnterStateRetreatToCastle    = GondorSoldierVoiceEnterStateRetreat
  765.  
  766.     SoundImpact                    = ImpactHorse
  767.  
  768.     UnitSpecificSounds
  769.         VoiceGarrison                            = GondorSoldierVoiceGarrison              
  770.         VoiceDesperateAttack                        = GondorSoldierVoiceDesperateCharge 
  771.         VoiceAttackUnitWebbedHumanoidWithGondorFighterInside    = GondorSoldierVoiceAttackWebbedSoldier
  772.         VoiceAttackUnitWebbedHumanoidWithGondorArcherInside    = GondorSoldierVoiceAttackWebbedSoldier
  773.         VoiceEnterUnitElvenTransportShip    = GondorSoldierVoiceMove
  774.         VoiceInitiateCaptureBuilding        = GondorSoldierVoiceMove
  775.     End
  776.  
  777.     CrowdResponseKey = GoodMen
  778.  
  779.     #include "..\..\..\includes\StandardUnitEvaEvents.inc"
  780.  
  781.     ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_foo
  782.         ModelCondition = Required:RAISING_FLAG            Excluded:DYING ENGAGED    Sound:EmotionMenGoodCompilationBFME1and2VoxTauntSinglesLoop
  783.     End
  784.  
  785.     Behavior = LargeGroupAudioUpdate ModuleTag_LGAU
  786.         Key = Humanoid_Male Man Man_Male Unit Infantry Gondor_Soldier
  787.     End
  788.     
  789.     ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
  790.         MaxUpdateRangeCap = 800
  791.         AnimationSound = Sound: TauntHumanHitShield    Animation:GUMAArms_SKL.GUManMocap_IDLC    Frames: 17 27
  792.         AnimationSound = Sound: TauntHumanHitShield    Animation:GUMAArms_SKL.GUManMocap_TNTC    Frames: 74 82 94 125 139
  793.  
  794.         AnimationSound = Sound:BodyFallGeneric1        Animation:GUMAArms_SKL.GUManMocap_DIEB    Frames:89
  795.         AnimationSound = Sound:BodyFallGeneric1        Animation:GUMAArms_SKL.GUManMocap_DIEC    Frames:71
  796.         AnimationSound = Sound:BodyFallGeneric1        Animation:GUMAArms_SKL.GUManMocap_DIED    Frames:29
  797.         AnimationSound = Sound:BodyFallGeneric1        Animation:GUMAArms_SKL.GUManMocap_DIEE    Frames:28
  798.         AnimationSound = Sound:BodyFallGeneric1        Animation:GUMAArms_SKL.GUMAARMS_LNDA    Frames:0
  799.     End
  800.  
  801.  
  802.     // *** ENGINEERING Parameters ***
  803.  
  804.     RadarPriority = UNIT
  805.     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
  806.     
  807.     Body = ActiveBody ModuleTag_02
  808.         CheerRadius       = EMOTION_CHEER_RADIUS
  809.         MaxHealth         = GONDOR_SOLDIER_HEALTH
  810.         MaxHealthDamaged  = GONDOR_SOLDIER_HEALTH_DAMAGED
  811.         BurningDeathBehavior = Yes
  812.         BurningDeathFX       = FX_InfantryBurningFlame
  813.     End
  814.     
  815.     Behavior = WeaponSetUpgrade WeaponSetUpgradeModuleTag
  816.         TriggeredBy = Upgrade_GondorForgedBlades
  817.     End
  818.  
  819.     Behavior = ArmorUpgrade ArmorUpgradeModuleTag
  820.         TriggeredBy = Upgrade_GondorHeavyArmor
  821.         ArmorSetFlag            = PLAYER_UPGRADE
  822.     End
  823.     
  824.     //-------------------------------------------------------------------------
  825.     //
  826.     //    Sub object upgrading.
  827.     //
  828.     Behavior = SubObjectsUpgrade Armor_Upgrade
  829.         TriggeredBy        = Upgrade_GondorHeavyArmor
  830.         UpgradeTexture    = GUManAtArms.tga 0 GUManAtArms_HA.tga
  831.         RecolorHouse    = Yes
  832.         ExcludeSubobjects = Forged_Blade
  833.     End
  834.     
  835.     Behavior = SubObjectsUpgrade ForgedBlade_Upgrade
  836.         TriggeredBy        = Upgrade_GondorForgedBlades
  837.         ShowSubObjects    = Forged_Blade
  838.     End    
  839.     //-------------------------------------------------------------------------
  840.     
  841.     Behavior = AIUpdateInterface ModuleTag_03
  842.         AutoAcquireEnemiesWhenIdle    =    Yes ATTACK_BUILDINGS
  843.         MoodAttackCheckRate            =    500
  844.         AILuaEventsList                =    GondorFighterFunctions
  845.         MinCowerTime                =    3000
  846.         MaxCowerTime                =    5000
  847.         AttackPriority                =     AttackPriority_Infantry
  848.         BurningDeathTime            =    BURNINGDEATH_DURATION_INFANTRY
  849.     End
  850.  
  851.     LocomotorSet
  852.         Locomotor = HumanLocomotor
  853.         Condition = SET_NORMAL 
  854.         Speed     = NORMAL_GOOD_FAST_MEMBER_SPEED
  855.     End
  856.  
  857.     LocomotorSet
  858.         Locomotor = BurningDeathLocomotorInfantry
  859.         Condition = SET_BURNINGDEATH
  860.         Speed      = BURNINGDEATH_WANDERSPEED_INFANTRY
  861.     End
  862.  
  863.     Behavior = PhysicsBehavior ModuleTag_04
  864.         GravityMult = 1.0
  865.         ShockStunnedTimeLow        = 1400    //msec
  866.         ShockStunnedTimeHigh    = 2400    //msec
  867.         ShockStandingTime        = 1233    //msec
  868.     End 
  869.  
  870.     Behavior = AttributeModifierUpgrade ModuleTag_AMU
  871.         TriggeredBy = Upgrade_GondorFighterFearless
  872.         AttributeModifier = FearlessForever
  873.     End
  874.      
  875.     Behavior = SquishCollide ModuleTag_06
  876.         //nothing
  877.     End
  878.     
  879.     Behavior = HordeMemberCollide ModuleTag_HMC
  880.         //nothing
  881.     End
  882.     
  883. ;    Behavior = HitReactionBehavior HitReactionBehaviorModuleTag
  884. ;        HitReactionLifeTimer1 = 2500 // level 1 (light  damage)  hit reaction animations in ms
  885. ;        HitReactionLifeTimer2 = 2500 // level 2 (medium damage)  hit reaction animations in ms
  886. ;        HitReactionLifeTimer3 = 2500 // level 3 (heavy  damage)  hit reaction animations in ms
  887.  
  888. ;        HitReactionThreshold1 = 5.0   // level 1 (light  damage) threshold trigger
  889. ;        HitReactionThreshold2 = 25.0  // level 2 (medium damage) threshold trigger
  890. ;        HitReactionThreshold3 = 50.0  // level 3 (heavy  damage) threshold trigger
  891.         
  892. ;        FastHitsResetReaction = Yes    If set -- when hits occur faster than the reaction animations, it will reset the animation. (like getting riddled with machine gun bullets)
  893. ;    End
  894.  
  895.     Behavior = SlowDeathBehavior ModuleTag_05
  896.         DeathTypes = ALL -KNOCKBACK -FADED
  897.         SinkDelay = 3000
  898.         SinkRate = 0.60     // in Dist/Sec
  899.         DestructionDelay = 10000
  900.         Sound = INITIAL HumanVoiceDie //GondorSoldierVoiceDie
  901.     End
  902.     
  903.     Behavior = SlowDeathBehavior ModuleTag_FadeDeath
  904.         DeathTypes = NONE +FADED
  905.         SinkDelay = 3000
  906.         SinkRate = 0.60     // in Dist/Sec
  907.         DestructionDelay = 10000
  908.         Sound = INITIAL SpellGenericUnsummonFasterMS
  909.     End
  910.  
  911.     Behavior = SlowDeathBehavior ModuleTag_07
  912.         // Same as normal death, but no sound (sound already played by SoundImpact = ... )
  913.         DeathTypes = NONE +KNOCKBACK
  914.         SinkDelay = 3000
  915.         SinkRate = 0.60     // in Dist/Sec
  916.         DestructionDelay = 10000
  917.     End
  918.  
  919.     Behavior = BezierProjectileBehavior ModuleTag_08 // Module starts asleep, and wakes up when thrown.
  920.         // To tweak a Bezier path
  921.         FirstHeight = 24  // Height of Bezier control points above highest intervening terrain
  922.         SecondHeight = 24
  923.         FirstPercentIndent = 30% // Percentage of shot distance control points are placed
  924.         SecondPercentIndent = 70%
  925.         TumbleRandomly = Yes
  926.  
  927.         CrushStyle = Yes // I don't detonate, I just hit
  928.         DieOnImpact = Yes
  929.         BounceCount = 1   // When I hit the ground, I'll arc again
  930.         BounceDistance = 40 // this far
  931.         BounceFirstHeight = 24  // Height of Bezier control points above highest intervening terrain
  932.         BounceSecondHeight = 24
  933.         BounceFirstPercentIndent = 20% // Percentage of shot distance control points are placed
  934.         BounceSecondPercentIndent = 80%
  935.  
  936.         GroundHitFX       = FX_ThrownRockGroundHit
  937.         GroundBounceFX    = FX_ThrownRockBounceHit
  938.     End
  939.  
  940.     Geometry = CYLINDER
  941.     GeometryMajorRadius = 8.0
  942.     GeometryMinorRadius = 8.0
  943.     GeometryHeight = 19.2
  944.     GeometryIsSmall = Yes
  945.  
  946.     Shadow = SHADOW_DECAL
  947.     ShadowSizeX = 19//
  948.     ShadowSizeY = 19//
  949.     ShadowTexture = ShadowI
  950. End
  951.  
  952. //------------------------------------------------------------------------------
  953. ChildObject GondorFighter_Summoned GondorFighter
  954.     IsTrainable = No
  955.     CommandPoints = 0
  956.     EquivalentTo = GondorFighter
  957.     Behavior = LifetimeUpdate ModuleTag_LifetimeUpdate
  958.     // This one does the work, but the one in the horde displays the timer
  959.         MinLifetime        = CREATE_A_HERO_REINFORCEMENT_LIFETIME
  960.         MaxLifetime        = CREATE_A_HERO_REINFORCEMENT_LIFETIME
  961.         DeathType        = FADED
  962.     End    
  963. End
  964.