home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
GameStar 2006 April
/
Gamestar_83_2006-04_dvd.iso
/
Dema
/
lotrbfme2_demo.exe
/
INI.big
/
data_ini_object_goodfaction_units_men_pippin.ini
< prev
next >
Wrap
Text File
|
2006-01-31
|
35KB
|
1,080 lines
;------------------------------------------------------------------------------
;
; Pippin.ini
;
;------------------------------------------------------------------------------
; aka Pippin
Object RohanPippin
; *** ART Parameters ***
; SelectPortrait for Heros is portrait behind skill buttons. HP = HeroPortrait.
SelectPortrait = HPPippin
; ButtonImage for Heros is button image on Hero Select UI to select hero. HI = HeroIcon or HeroImage.
ButtonImage = HIPippin
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD
DefaultModelConditionState
Model = RUPippin_SKN
Skeleton = RUFrodo_SKL
WeaponLaunchBone = PRIMARY B_HANDR ;sometimes it's in primary sometimes in secondary.
WeaponLaunchBone = SECONDARY B_HANDR
ParticleSysBone = NONE Predator FollowBone:Yes Persist:HOLD PersistID:100
End
ModelConditionState = PASSENGER_VARIATION_1
Model = RUPippin_SKN
Skeleton = RUFrodo_SKL
WeaponLaunchBone = PRIMARY B_HANDR
WeaponLaunchBone = SECONDARY B_HANDR
ParticleSysBone = NONE Predator FollowBone:Yes Persist:HOLD PersistID:100
End
ModelConditionState = PASSENGER_VARIATION_2
Model = RUPippin_SKN
Skeleton = RUFrodo_SKL
WeaponLaunchBone = PRIMARY B_HANDL
WeaponLaunchBone = SECONDARY B_HANDL
ParticleSysBone = NONE Predator FollowBone:Yes Persist:HOLD PersistID:100
End
ModelConditionState = INVISIBLE_STEALTH
ParticleSysBone = NONE Predator FollowBone:Yes Persist:SPAWN PersistID:100
End
;----------------------------riding TreeBerd----------------------------------------------------
AnimationState = PASSENGER_VARIATION_1 FIRING_OR_PREATTACK_A
Animation = Rar
AnimationName = Rufro_TB_thra
AnimationMode = ONCE
End
FrameForPristineBonePositions = 18
End
AnimationState =PASSENGER PASSENGER_VARIATION_1
Animation = idleTreeBerd
AnimationName = Rufro_TB_idla
AnimationMode = LOOP
End
End
AnimationState = PASSENGER_VARIATION_2 FIRING_OR_PREATTACK_A
Animation = Rar2
AnimationName = Rufro_tb_thrb
AnimationMode = ONCE
End
FrameForPristineBonePositions = 18
End
AnimationState = PASSENGER_VARIATION_2
Animation = idleTreeBerd2
AnimationName = Rufro_tb_idlb
AnimationMode = LOOP
End
End
;---------------------------------------------------------------------------------------------
;------------------------------mounted with a hero----------------------------------------
AnimationState = PASSENGER FIRING_OR_PREATTACK_A
Animation = THRA
AnimationName = RUFrodo_THRA
AnimationMode = ONCE
UseWeaponTiming = Yes
AnimationBlendTime = 0
End
StateName = NoSword
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "Sword" then CurDrawableSetTransitionAnimState("TRANS_SheatheSword") end
EndScript
End
AnimationState = PASSENGER MOVING ACCELERATE
Animation = RUFro_HH_RUNA
AnimationName = RUFro_HH_ACCL
AnimationMode =LOOP
AnimationBlendTime = 0
End
StateName = Mounted
End
AnimationState = PASSENGER MOVING DECELERATE
Animation = RUFro_HH_RUNA
AnimationName = RUFro_HH_DECL
AnimationMode =LOOP
AnimationBlendTime = 0
End
StateName = Mounted
End
AnimationState = PASSENGER MOVING TURN_LEFT
Animation = RUFro_HH_RUNA
AnimationName = RUFro_HH_TNL2
AnimationMode =LOOP
AnimationBlendTime = 0
End
StateName = Mounted
End
AnimationState = PASSENGER MOVING TURN_RIGHT
Animation = RUFro_HH_RUNA
AnimationName = RUFro_HH_TNL1
AnimationMode =LOOP
AnimationBlendTime = 0
End
StateName = Mounted
End
AnimationState = PASSENGER TURN_LEFT_HIGH_SPEED
Animation = RUFro_HH_RUNA
AnimationName = RUFro_HH_TRNL
AnimationMode =LOOP
AnimationBlendTime = 0
End
StateName = Mounted
End
AnimationState = PASSENGER TURN_RIGHT_HIGH_SPEED
Animation = RUFro_HH_RUNA
AnimationName = RUFro_HH_TRNR
AnimationMode =LOOP
AnimationBlendTime = 0
End
StateName = Mounted
End
AnimationState = PASSENGER MOVING
Animation = RUFro_HH_RUNA
AnimationName = RUFro_HH_RUNA
AnimationMode =LOOP
AnimationBlendTime = 0
End
StateName = Mounted
End
AnimationState = PASSENGER SELECTED
Animation = RUFro_HH_RUNA
AnimationName = RUFro_HH_IDLA
AnimationMode =LOOP
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "Mounted" then CurDrawableSetTransitionAnimState("TRANS_MountedSelect") end
EndScript
End
TransitionState = TRANS_MountedSelect
Animation = ATNA
AnimationName = RUFro_HH_ATNA
AnimationMode = ONCE
End
End
AnimationState = PASSENGER
Animation = IDLE1
AnimationName = RUFro_HH_IDLA
AnimationMode =ONCE
; AnimationBlendTime = 0
End
Animation = IDLE2
AnimationName = RUFro_HH_IDLB
AnimationMode = ONCE
; AnimationBlendTime = 0
End
; Animation = IDLE3 once
; AnimationName = RUFro_HH_IDLC
; AnimationMode =LOOP
; AnimationBlendTime = 0
; End
Animation = IDLE4
AnimationName = RUFro_HH_IDLH
AnimationMode = ONCE
; AnimationBlendTime = 0
End
Flags = RESTART_ANIM_WHEN_COMPLETE
StateName = Mounted
End
;;--------------- DYING & FLYING --------------------------------------------------
;;======= DYING
AnimationState = STUNNED_FLAILING WEAPONSET_TOGGLE_1
StateName = STATE_Bored_Rocks
Animation = FLYA
AnimationName = RUMerry_FLYA
AnimationMode = LOOP
AnimationBlendTime = 0
AnimationSpeedFactorRange = 0.4 0.6
End
Flags = RANDOMSTART
End
AnimationState = STUNNED_FLAILING
StateName = STATE_Bored_Rocks
Animation = FLYA
AnimationName = RUMerry_FLYA
AnimationMode = LOOP
AnimationBlendTime = 0
AnimationSpeedFactorRange = 0.4 0.6
End
Flags = RANDOMSTART
End
AnimationState = DYING SPLATTED WEAPONSET_TOGGLE_1
StateName = STATE_Bored_Rocks
Animation = LNDA
AnimationName = RUMerry_LNDA ;&&FRODO ANIM&&
AnimationMode = ONCE
End
End
AnimationState = DYING SPLATTED
StateName = STATE_Bored_Rocks ;;<-- be careful
Animation = &&SPLAT WITH SWORD&&
AnimationName = RUMerry_LNDA
AnimationMode = ONCE
End
End
AnimationState = DYING WEAPONSET_TOGGLE_1
StateName = STATE_Bored_Rocks
Animation = DIEA
AnimationName = RUMerry_DIEA
AnimationMode = ONCE
End
End
AnimationState = DYING DEATH_2
Animation
AnimationName = RUMerry_IDLA
AnimationMode = LOOP
End
End
AnimationState = DYING EMOTION_ALERT
Animation = DIEB
AnimationName = RUMerry_DIEB
AnimationMode = ONCE
End
End
AnimationState = DYING
Animation = DIEA
AnimationName = RUMerry_DIEA
AnimationMode = ONCE
End
End
AnimationState = PARALYZED
Animation
AnimationName = RUMerry_IDLA
AnimationMode = LOOP
End
End
;;======= STUNNED
AnimationState = STUNNED_STANDING_UP WEAPONSET_TOGGLE_1
StateName = STATE_Ready_Rocks
Animation = GTPA
AnimationName = RUMerry_GTPA
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.5 1.5
End
End
AnimationState = STUNNED_STANDING_UP
StateName = STATE_Ready_Rocks
Animation = &&GET UP WITH SWORD&&
AnimationName = RUMerry_GTPA
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.5 1.5
End
End
AnimationState = STUNNED WEAPONSET_TOGGLE_1
StateName = STATE_Bored_Rocks
Animation = LNDA
AnimationName = RUMerry_LNDA
AnimationMode = ONCE
End
End
AnimationState = STUNNED
StateName = STATE_Bored_Rocks
Animation = LNDA
AnimationName = RUMerry_LNDA
AnimationMode = ONCE
End
End
;;---------------- ATTAFIRING_OR_RELOADING_ACKING -----------------------------------------------------------------
AnimationState = BETWEEN_FIRING_SHOTS_A WEAPONSET_TOGGLE_1
StateName = STATE_Ready_Rocks
Animation = IDLA
AnimationName = RUMerry_IDLA
AnimationMode = LOOP
AnimationBlendTime = 20
End
BeginScript
CurDrawableAllowToContinue()
EndScript
End
AnimationState = MOVING FIRING_OR_PREATTACK_A
ShareAnimation = Yes
Animation = RunAndFire
AnimationName = RUMerry_ATRA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
AnimationState = BETWEEN_FIRING_SHOTS_A
StateName = STATE_Ready_Sword
Animation = IDLB
AnimationName = RUMerry_IDLB
AnimationMode = LOOP
AnimationBlendTime = 10
End
BeginScript
CurDrawableAllowToContinue()
EndScript
End
AnimationState = FIRING_OR_PREATTACK_A WEAPONSET_TOGGLE_1
StateName = STATE_Ready_Rocks
Animation = THRA
AnimationName = RUMerry_THRA
AnimationMode = ONCE
UseWeaponTiming = Yes
End
FrameForPristineBonePositions = 21
Flags = RESTART_ANIM_WHEN_COMPLETE
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Bored_Sword" then CurDrawableSetTransitionAnimState("TRANS_Ready_SwordToRocks") end
if Prev == "STATE_Ready_Sword" then CurDrawableSetTransitionAnimState("TRANS_Ready_SwordToRocks") end
if Prev == "STATE_Attention_Sword" then CurDrawableSetTransitionAnimState("TRANS_Ready_SwordToRocks") end
if Prev == "STATE_Running_Sword" then CurDrawableSetTransitionAnimState("TRANS_Ready_SwordToRocks") end
EndScript
End
AnimationState = FIRING_OR_PREATTACK_A
StateName = STATE_Ready_Sword
Animation = ATKA
AnimationName = RUMerry_ATKA
AnimationMode = ONCE
UseWeaponTiming = Yes
AnimationBlendTime = 10
End
Animation = ATKB
AnimationName = RUMerry_ATKB
AnimationMode = ONCE
UseWeaponTiming = Yes
AnimationBlendTime = 10
End
Animation = ATKB
AnimationName = RUMerry_ATKB
AnimationMode = ONCE
UseWeaponTiming = Yes
AnimationBlendTime = 10
End
Flags = RESTART_ANIM_WHEN_COMPLETE
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Bored_Rocks" then CurDrawableSetTransitionAnimState("TRANS_Ready_RocksToSword") end
if Prev == "STATE_Ready_Rocks" then CurDrawableSetTransitionAnimState("TRANS_Ready_RocksToSword") end
if Prev == "STATE_Attention_Rocks" then CurDrawableSetTransitionAnimState("TRANS_Ready_RocksToSword") end
if Prev == "STATE_Running_Rocks" then CurDrawableSetTransitionAnimState("TRANS_Ready_RocksToSword") end
EndScript
End
;;--------------------- MOVING ---------------------------------------------------------------------
;;======= MOVING
AnimationState = MOVING WEAPONSET_TOGGLE_1
StateName = STATE_Running_Rocks
Animation = RUNA
AnimationName = RUMerry_RUNC
AnimationMode = LOOP
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Bored_Sword" then CurDrawableSetTransitionAnimState("TRANS_Running_SwordToRocks") end
if Prev == "STATE_Ready_Sword" then CurDrawableSetTransitionAnimState("TRANS_Running_SwordToRocks") end
if Prev == "STATE_Attention_Sword" then CurDrawableSetTransitionAnimState("TRANS_Running_SwordToRocks") end
if Prev == "STATE_Running_Sword" then CurDrawableSetTransitionAnimState("TRANS_Running_SwordToRocks") end
EndScript
End
AnimationState = MOVING EMOTION_ALERT
StateName = STATE_Running_Sword
Animation = RUNA
AnimationName = RUMerry_RUNA
AnimationMode = LOOP
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Bored_Rocks" then CurDrawableSetTransitionAnimState("TRANS_Running_RocksToSword") end
if Prev == "STATE_Ready_Rocks" then CurDrawableSetTransitionAnimState("TRANS_Running_RocksToSword") end
if Prev == "STATE_Attention_Rocks" then CurDrawableSetTransitionAnimState("TRANS_Running_RocksToSword") end
if Prev == "STATE_Running_Rocks" then CurDrawableSetTransitionAnimState("TRANS_Running_RocksToSword") end
EndScript
End
AnimationState = MOVING
StateName = STATE_Running_Rocks
Animation = RUNA
AnimationName = RUMerry_RUNC
AnimationMode = LOOP
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Bored_Sword" then CurDrawableSetTransitionAnimState("TRANS_Running_SwordToRocks") end
if Prev == "STATE_Ready_Sword" then CurDrawableSetTransitionAnimState("TRANS_Running_SwordToRocks") end
if Prev == "STATE_Attention_Sword" then CurDrawableSetTransitionAnimState("TRANS_Running_SwordToRocks") end
if Prev == "STATE_Running_Sword" then CurDrawableSetTransitionAnimState("TRANS_Running_SwordToRocks") end
EndScript
End
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;
;; There are no elven cloak animations.
;
; ; -- Elf Cloak anims (No art yet, use Boromir for reference when hooking up)
; AnimationState = UNPACKING PACKING_TYPE_2
; Animation
; AnimationName = RUFrodo_THRA
; AnimationMode = ONCE
; End
; End
; AnimationState = PREPARING PACKING_TYPE_2
; Animation
; AnimationName = RUFrodo_THRA
; AnimationMode = ONCE
; End
; End
; AnimationState = PACKING PACKING_TYPE_2
; Animation
; AnimationName = RUFrodo_THRA
; AnimationMode = ONCE
; End
; End
; AnimationState = PACKING_TYPE_2
; Animation
; AnimationName = RUFrodo_THRA
; AnimationMode = LOOP
; End
; End
; AnimationState = HIDDEN
; Animation
; AnimationName = RUFrodo_EATA
; AnimationMode = LOOP
; End
; End
;;---------------------- HIT REACTIONS ----------------------------------------------------------
; AnimationState = HIT_REACTION WEAPONSET_TOGGLE_1
; Animation
; AnimationName = RUMerry_HITA
; AnimationMode = ONCE
; End
; End
;;---------------------- EMOTIONS ---------------------------------------------------------------
AnimationState = EMOTION_CELEBRATING
Animation
AnimationName = RUMerry_CHRA
AnimationMode = ONCE
End
Animation
AnimationName = RUMerry_CHRB
AnimationMode = ONCE
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End
AnimationState = EMOTION_TAUNTING
Animation
AnimationName = RUMerry_TNTB
AnimationMode = LOOP
End
End
AnimationState = EMOTION_ALERT WEAPONSET_TOGGLE_1
StateName = STATE_Ready_Rocks
Animation = IDLA
AnimationName = RUMerry_IDLA
AnimationMode = LOOP
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Bored_Sword" then CurDrawableSetTransitionAnimState("TRANS_Bored_SwordToRocks") end
if Prev == "STATE_Ready_Sword" then CurDrawableSetTransitionAnimState("TRANS_Ready_SwordToRocks") end
if Prev == "STATE_Attention_Sword" then CurDrawableSetTransitionAnimState("TRANS_Attention_SwordToRocks") end
if Prev == "STATE_Running_Sword" then CurDrawableSetTransitionAnimState("TRANS_Bored_SwordToRocks") end
EndScript
End
AnimationState = EMOTION_ALERT
StateName = STATE_Ready_Sword
Animation
AnimationName = RUMerry_IDLB
AnimationMode = LOOP
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Bored_Rocks" then CurDrawableSetTransitionAnimState("TRANS_Ready_RocksToSword") end
if Prev == "STATE_Ready_Rocks" then CurDrawableSetTransitionAnimState("TRANS_Ready_RocksToSword") end
if Prev == "STATE_Attention_Rocks" then CurDrawableSetTransitionAnimState("TRANS_Ready_RocksToSword") end
if Prev == "STATE_Running_Rocks" then CurDrawableSetTransitionAnimState("TRANS_Ready_RocksToSword") end
EndScript
End
AnimationState = RAISING_FLAG
Animation
AnimationName = RUMerry_CHRA
AnimationMode = ONCE
End
Animation
AnimationName = RUMerry_CHRB
AnimationMode = ONCE
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End
;;------------------ SELECTED STATE -------------------------------------------------------------
AnimationState = SELECTED
StateName = STATE_Attention_Rocks
Animation = IDLA
AnimationName = RUMerry_ATNB
AnimationMode = LOOP
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Bored_Sword" then CurDrawableSetTransitionAnimState("TRANS_Attention_SwordToRocks") end
if Prev == "STATE_Ready_Sword" then CurDrawableSetTransitionAnimState("TRANS_Attention_SwordToRocks") end
if Prev == "STATE_Attention_Sword" then CurDrawableSetTransitionAnimState("TRANS_Attention_SwordToRocks") end
if Prev == "STATE_Running_Sword" then CurDrawableSetTransitionAnimState("TRANS_Attention_SwordToRocks") end
if Prev == "STATE_Bored_Rocks" then CurDrawableSetTransitionAnimState("TRANS_BoredToAttention_Rocks") end
EndScript
End
;;------------------ IDLE STATES ----------------------------------------------------------------
IdleAnimationState
StateName = STATE_Bored_Rocks
Animation = IDLA
AnimationName = RUMerry_IDLA
AnimationMode = ONCE
AnimationPriority = 100
End
Animation = IDLW
AnimationName = RUMerry_IDLW
AnimationMode = ONCE
AnimationPriority = 10
End
Animation = IDLY
AnimationName = RUMerry_IDLY
AnimationMode = ONCE
AnimationPriority = 10
End
Animation = IDLZ
AnimationName = RUMerry_IDLZ
AnimationMode = ONCE
AnimationPriority = 10
End
Animation = IDLC
AnimationName = RUMerry_IDLC
AnimationMode = ONCE
AnimationPriority = 5
End
Animation = IDLS
AnimationName = RUMerry_IDLS
AnimationMode = ONCE
AnimationPriority = 5
End
Animation = IDLV
AnimationName = RUMerry_IDLV
AnimationMode = ONCE
AnimationPriority = 5
End
Animation = IDLX
AnimationName = RUMerry_IDLX
AnimationMode = ONCE
AnimationPriority = 1
End
Animation = IDLU
AnimationName = RUMerry_IDLU
AnimationMode = ONCE
AnimationPriority = 1
End
Animation = IDLD
AnimationName = RUMerry_IDLD
AnimationMode = ONCE
AnimationPriority = 1
End
Flags = RESTART_ANIM_WHEN_COMPLETE
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Bored_Sword" then CurDrawableSetTransitionAnimState("TRANS_Bored_SwordToRocks") end
if Prev == "STATE_Ready_Sword" then CurDrawableSetTransitionAnimState("TRANS_Bored_SwordToRocks") end
if Prev == "STATE_Attention_Sword" then CurDrawableSetTransitionAnimState("TRANS_Bored_SwordToRocks") end
if Prev == "STATE_Running_Sword" then CurDrawableSetTransitionAnimState("TRANS_Bored_SwordToRocks") end
if Prev == "STATE_Attention_Rocks" then CurDrawableSetTransitionAnimState("TRANS_AttentionToBored_Rocks") end
EndScript
End
;;------------------ TRANSITIONS ----------------------------------------------------------------
;;===== HORSE
TransitionState = TRANS_unMount
Animation = unmount
AnimationName = RUFro_HH_IDLB
AnimationMode = ONCE
AnimationBlendTime = 0
End
End
;;====== GETTING SWORD
TransitionState = TRANS_Bored_RocksToSword
Animation = STHA
AnimationName = RUMerry_STHA
AnimationMode = ONCE
End
End
TransitionState = TRANS_Ready_RocksToSword
Animation = STHA
AnimationName = RUMerry_STHA
AnimationMode = ONCE
End
End
TransitionState = TRANS_Attention_RocksToSword
Animation = STHA
AnimationName = RUMerry_STHA
AnimationMode = ONCE
End
End
TransitionState = TRANS_Running_RocksToSword
Animation = STHA
AnimationName = RUMerry_STHD
AnimationMode = ONCE
End
End
;;===== GETTING ROCKS
TransitionState = TRANS_Bored_SwordToRocks
Animation = STHA
AnimationName = RUMerry_STHB
AnimationMode = ONCE
End
End
TransitionState = TRANS_Ready_SwordToRocks
Animation = STHA
AnimationName = RUMerry_STHB
AnimationMode = ONCE
End
End
TransitionState = TRANS_Attention_SwordToRocks
Animation = STHA
AnimationName = RUMerry_STHB
AnimationMode = ONCE
End
End
TransitionState = TRANS_Running_SwordToRocks
Animation = STHA
AnimationName = RUMerry_STHC
AnimationMode = ONCE
End
End
TransitionState = TRANS_BoredToAttention_Rocks
Animation = ATNA
AnimationName = RUMerry_ATNA
AnimationMode = ONCE
End
End
TransitionState = TRANS_AttentionToBored_Rocks
Animation = ATNC
AnimationName = RUMerry_ATNC
AnimationMode = ONCE
End
End
;;----------------------------------------------------------------------------------------
End
#include "..\..\..\includes\StunDrawModuleSmall.inc"
; ***DESIGN parameters ***
Side = Men
EditorSorting = UNIT
ThreatLevel = PIPPIN_THREAT_LEVEL
ThingClass = CHARACTER_UNIT
BuildCost = 500
BuildTime = 15
TransportSlotCount = TRANSPORTSLOTCOUNT_HERO
ShockwaveResistance = SHOCKWAVE_RESISTANCE_WEAK
;//DisplayMeleeDamage = HOBBIT_SWORD_DAMAGE
;//DisplayRangedDamage = HOBBIT_ROCK_DAMAGE
HeroSortOrder = 90
WeaponSet
Conditions = None
Weapon = PRIMARY HobbitSword
Weapon = SECONDARY HobbitRockThrow
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
AutoChooseSources = SECONDARY NONE
End
WeaponSet
Conditions = CONTAINED WEAPONSET_TOGGLE_1
Weapon = PRIMARY HobbitRockThrow
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
WeaponSet
Conditions = CONTAINED
Weapon = PRIMARY HobbitRockThrow
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
WeaponSet
Conditions = WEAPONSET_TOGGLE_1
Weapon = PRIMARY HobbitRockThrow
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
ArmorSet
Conditions = None
Armor = HeroArmor
DamageFX = NormalDamageFX
End
VisionRange = 200 //VISION_HOBBIT
ShroudClearingRange = SHROUD_CLEAR_HOBBIT
BountyValue = ROHAN_PIPPIN_BOUNTY_VALUE
DisplayName = OBJECT:RohanPippin
RecruitText = CONTROLBAR:RohanPippinRecruit
ReviveText = CONTROLBAR:RohanPippinRevive
Hotkey = CONTROLBAR:RohanPippinHotkey
CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CommandSet = RohanPippinCommandSet
CommandPoints = 10
; *** AUDIO Parameters ***;
;VoiceAmbushed = PippinVoiceAmbush OBSOLETE VOICE
VoiceAttack = PippinVoiceAttack
VoiceAttackCharge = PippinVoiceAttackCharge
VoiceAttackMachine = PippinVoiceAttack
VoiceAttackStructure = PippinVoiceAttack
;VoiceCreated = PippinVoiceSalute ;this conflicts with his respawn dialogue line -- rehooked to spawn FX
VoiceFear = PippinVoiceHelpMe
VoiceMove = PippinVoiceMove
VoiceMoveToCamp = PippinVoiceMove
VoiceMoveWhileAttacking = PippinVoiceDisengage
VoicePriority = 62
VoiceRetreatToCastle = PippinVoiceRetreat
VoiceSelect = PippinVoiceSelectMS
VoiceSelectBattle = PippinVoiceSelectBattle
VoiceGuard = PippinVoiceMove
;PippinVoiceModeRock
UnitSpecificSounds
VoiceGarrison = PippinVoiceGarrison
VoiceEnterUnitElvenTransportShip = PippinVoiceMove
VoiceInitiateCaptureBuilding = PippinVoiceMove
End
CrowdResponseKey = Hobbit
#include "..\..\..\includes\StandardUnitEvaEvents.inc"
EvaEventDieOwner = PippinDie ;Eva event to trigger on unit's death. NOTICE THAT this is only for permanent deaths
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
MaxUpdateRangeCap = 800
AnimationSound = Sound:FootstepDirtA Animation:RUFrodo_SKL.RUMerry_RUNA Frames:10 20
AnimationSound = Sound:FootstepDirtA Animation:RUFrodo_SKL.RUMerry_RUNC Frames:10 20
AnimationSound = Sound:FootstepDirtA Animation:RUFrodo_SKL.RUMerry_STHC Frames:10 20
AnimationSound = Sound:FootstepDirtA Animation:RUFrodo_SKL.RUMerry_STHD Frames:10 20
AnimationSound = Sound:SwordShingClean2 Animation:RUFrodo_SKL.RUMerry_STHA Frames:18
AnimationSound = Sound:SwordIntoScabbard2 Animation:RUFrodo_SKL.RUMerry_STHB Frames:21
AnimationSound = Sound:SwordIntoScabbard2 Animation:RUFrodo_SKL.RUMerry_STHC Frames:2
AnimationSound = Sound:SwordShingClean2 Animation:RUFrodo_SKL.RUMerry_STHD Frames:8
AnimationSound = Sound:BodyFallGenericNoArmor Animation:RUFrodo_SKL.RUMerry_LNDA Frames:0
AnimationSound = Sound:BodyFallGenericNoArmor Animation:RUFrodo_SKL.RUMerry_DIEA Frames:44
AnimationSound = Sound:BodyFallGenericNoArmor Animation:RUFrodo_SKL.RUMerry_DIEB Frames:33
End
Behavior = LargeGroupAudioUpdate ModuleTag_LGAU ; Tie into LargeGroupAudio system
Key = Humanoid_Male Hobbit Unit Infantry
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = HOBBIT_KINDOF
BuildCost = HOBBIT_BUILDCOST
BuildTime = HOBBIT_BUILDTIME
Body = ActiveBody ModuleTag_ActiveBody
MaxHealth = PIPPIN_HEALTH
End
//--------------------------------------------------------------------------------------------------------------------
//These two modules are used for the respawning of the Hero. Uncomment if they are moved back into a sides hero list.
//--------------------------------------------------------------------------------------------------------------------
//Body = RespawnBody ModuleTag_RespawnBody
// MaxHealth = PIPPIN_HEALTH ;BALANCE Eomer Health
// PermanentlyKilledByFilter = NONE ;Who kills me permanently?
// DodgePercent = 80%
//End
//Behavior = RespawnUpdate ModuleTag_RespawnUpdate
// DeathAnim = DYING ;Model condition to play when killed-to-respawn
// DeathFX = FX_PippinDieToRespawn ;FXList to play when killed-to-respawn
// DeathAnimationTime = 3000 ;How long DeathAnim will take.
// InitialSpawnFX = FX_PippinInitialSpawn
// RespawnAnim = LEVELED ;Animation to play when respawning.
// RespawnFX = FX_PippinRespawn ;FXList to play when respawning.
// RespawnAnimationTime = 3500 ;Time it takes for respawn to play.
// AutoRespawnAtObjectFilter = NONE +CASTLE_KEEP ;Respawn at this location -- and at it's exit production point if possible.
// ButtonImage = HIPippin_res
//
// ;RespawnEntries determine the ruleset for how a character can be revived. Some units may automatically respawn, others
// ;may require a specific revive action performed on him. You can specify different values for each level... or use Level:Any
// RespawnRules = AutoSpawn:No Cost:50 Time:10000 Health:100% ;DEFAULT VALUES
// RespawnEntry = Level:2 Cost:100 Time:20000 ;For other levels, only override what is different.
// RespawnEntry = Level:3 Cost:150 Time:30000
// RespawnEntry = Level:4 Cost:200 Time:30000
// RespawnEntry = Level:5 Cost:250 Time:30000
// RespawnEntry = Level:6 Cost:300 Time:30000
// RespawnEntry = Level:7 Cost:350 Time:30000
// RespawnEntry = Level:8 Cost:400 Time:30000
// RespawnEntry = Level:9 Cost:450 Time:30000
// RespawnEntry = Level:10 Cost:500 Time:30000
//End
Behavior = AutoHealBehavior ModuleTag_PippinHealing
StartsActive = Yes
HealingAmount = HERO_HEAL_AMOUNT
HealingDelay = 1000
StartHealingDelay = HERO_HEAL_DELAY
HealOnlyIfNotInCombat = Yes
End
#include "..\..\..\includes\CaptureBuilding.inc"
Behavior = EmotionTrackerUpdate Module_EmotionTracker
TauntAndPointDistance = 300 ; max distance to taunted/pointed objet
TauntAndPointUpdateDelay = 1000 ; how often scan (milliseconds)
HeroScanDistance = 150
AddEmotion = HeroCheerIdle_Base
AddEmotion = HeroCheerBusy_Base
AddEmotion = Taunt_Base
AddEmotion = Alert_Base
End
Behavior = StancesBehavior ModuleTag_StancesBehavior
StanceTemplate = Hero
End
Behavior = AIUpdateInterface ModuleTag_AIUpdateInterface
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
MoodAttackCheckRate = 500
HoldGroundCloseRangeDistance = 40
End
Behavior = AutoAbilityBehavior ModuleTag_AutoAbilityBehavior
End
LocomotorSet
Locomotor = HeroHumanLocomotor
Condition = SET_NORMAL
Speed = NORMAL_GOOD_HOBBIT_SPEED
End
LocomotorSet
Locomotor = HumanContainedLocomotor
Condition = SET_CONTAINED
Speed = 0.0
End
Behavior = PhysicsBehavior ModuleTag_04
GravityMult = 1.0
ShockStandingTime = 3000 ;msec
End
Behavior = SlowDeathBehavior ModuleTag_05
DeathTypes = ALL -KNOCKBACK -FADED
SinkDelay = 3000
SinkRate = 0.40 ; in Dist/Sec
DestructionDelay = 8000
Sound = INITIAL PippinVoiceDie
End
Behavior = SquishCollide ModuleTag_06
;nothing
End
Behavior = SlowDeathBehavior ModuleTag_07
; Same as normal death, but no sound (sound already played by SoundImpact = ... )
DeathTypes = NONE +KNOCKBACK
SinkDelay = 3000
SinkRate = 0.40 ; in Dist/Sec
DestructionDelay = 8000
End
Behavior = BezierProjectileBehavior ModuleTag_08 ; Module starts asleep, and wakes up when thrown.
;
FirstHeight = 24 ; Height of Bezier control points above highest intervening terrain
SecondHeight = 24
FirstPercentIndent = 30% ; Percentage of shot distance control points are placed
SecondPercentIndent = 70%
TumbleRandomly = No
OrientToFlightPath =No
CrushStyle = Yes ; I don't detonate, I just hit
DieOnImpact = No
BounceCount = 0 ; When I hit the ground, I'll arc again
BounceDistance = 40 ; this far
BounceFirstHeight = 24 ; Height of Bezier control points above highest intervening terrain
BounceSecondHeight = 24
BounceFirstPercentIndent = 20% ; Percentage of shot distance control points are placed
BounceSecondPercentIndent = 80%
GroundHitFX = FX_ThrownRockGroundHit
GroundBounceFX = FX_ThrownRockBounceHit
End
Behavior = InvisibilityUpdate ModuleTag_StealthForEscape
InvisibilityNugget
InvisibilityType = STEALTH
ForbiddenConditions = MOVING FIRING_ANY TAKING_DAMAGE USING_ABILITY
BecomeStealthedFX = FX_ElvenCloakOn
ExitStealthFX = FX_ElvenCloakOff
Options = UNTOGGLE_HIDDEN_WHEN_LEAVING_STEALTH
End
StartsActive = No
UpdatePeriod = 2000
End
Behavior = SpecialPowerModule ModuleTag_ElfCloakStarter
SpecialPowerTemplate = SpecialAbilityElfCloak
UpdateModuleStartsAttack = Yes
;InitiateSound =
End
Behavior = ToggleHiddenSpecialAbilityUpdate ModuleTag_ElfCloakUpdate
SpecialPowerTemplate = SpecialAbilityElfCloak
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; No More Animations :(
; UnpackingVariation = 2
; StartAbilityRange = 2.0
;
; UnpackTime = 1700 ; Drawing the horn
; PreparationTime = 1 ; nothing
; PersistentPrepTime = 1600 ; Blowing
; PackTime = 1666 ; Putting horn away
;
; PackSound =
; UnpackSound =
; TriggerSound =
; PrepSoundLoop =
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
AwardXPForTriggering = 0
End
; Behavior = HitReactionBehavior HitReactionBehaviorModuleTag
; HitReactionLifeTimer1 = 7 ; level 1 (light damage) hit reaction animations in frames (5 per sec)
; HitReactionLifeTimer2 = 15 ; level 2 (medium damage) hit reaction animations in frames (5 per sec)
; HitReactionLifeTimer3 = 10 ; level 3 (heavy damage) hit reaction animations in frames (5 per sec)
; HitReactionThreshold1 = 0.0 ; level 1 (light damage) threshold trigger
; HitReactionThreshold2 = 25.0 ; level 2 (medium damage) threshold trigger
; HitReactionThreshold3 = 50.0 ; level 3 (heavy damage) threshold trigger
; End
Behavior = AutoHealBehavior ModuleTag_ElvenGiftHealing
StartsActive = No
TriggeredBy = Upgrade_ElvenGift
HealingAmount = ELVEN_GIFT_REGEN_AMOUNT
HealingDelay = ELVEN_GIFT_REGEN_DELAY
StartHealingDelay = HERO_HEAL_DELAY
HealOnlyIfNotInCombat = Yes
End
Behavior = AttributeModifierUpgrade ModuleTag_ElvenGiftBonus
TriggeredBy = Upgrade_ElvenGift
AttributeModifier = SpellBookElvenGifts
End
Geometry = CYLINDER
GeometryMajorRadius = 8.0
GeometryMinorRadius = 8.0
GeometryHeight = 19.2
GeometryIsSmall = Yes
Shadow = SHADOW_DECAL
ShadowSizeX = 18;
ShadowSizeY = 18;
ShadowTexture = ShadowI;
End
//-----------------------------------------------------
ChildObject RohanPippen_Summoned RohanPippin
IsTrainable = No
//CommandSet = MinorSpiderCommandSet_Summoned
CommandPoints = 0
EquivalentTo = RohanPippin
KindOf = HOBBIT_KINDOF SUMMONED
Behavior = LifetimeUpdate ModuleTag_LifetimeUpdate
//This one does the work, but the one in the horde displays the timer
MinLifetime = 120000
MaxLifetime = 120000
DeathType = FADED
End
Behavior = SlowDeathBehavior ModuleTag_05
DeathTypes = ALL -KNOCKBACK -FADED
SinkDelay = 3000
SinkRate = 0.40 ; in Dist/Sec
DestructionDelay = 8000
Sound = INITIAL PippinVoiceDie
End
Behavior = SlowDeathBehavior ModuleTag_ConstructionDeath
DeathTypes = NONE +FADED
DeathFlags = DEATH_2
FadeDelay = 500
FadeTime = 3500
DestructionDelay = 4500
Sound = INITIAL SpellGenericUnsummonMS
End
End