Behavior = ModelConditionSpecialAbilityUpdate ModuleTag_ScreamUpdate ; So the difference in SpecialPower is that it takes timing from this UpdateG, instead of simply firing.
CrushableLevel = 5 ; Nothing can crush these guys. What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
; CrusherLevel = 4 ; They don't crush anyone - they use a custom module to do damage. What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
FadeOutTime = 3500 ; Fade time in ms - 4000 == 4 seconds.
End
Behavior = AODCrushCollide ModuleTag_06
SmallFXList = FX_AODHitSmall; FXList for small objects.
MediumFXList = FX_AODHitMedium; FXList for medium objects.
; LargeFXList = FX_AODHitLarge; FXList for medium objects.
;MediumObjectCreationList = OCL_FireFieldSmall; disabled for now.
; Normal damage delivered.
Damage = 50 ;10.0
DamageType = MAGIC
DeathType = SUPERNATURAL
SpecialObject = NONE +MordorBalrog +GondorAragorn -SELECTABLE -CAVALRY -INFANTRY -HERO -MONSTER; Special objects receive and dish out special damage.
SpecialDamage = 5.0 ; not as lethal (has to be really small so as not to provoke a hit reaction from balrog, who wants to only react to phaser and lightning)
SpecialDamageType = MAGIC
SpecialDeathType = CRUSHED
SelfDamage = 9999.0 ; Damaging a special object inflicts damage on self.
FastHitsResetReaction = Yes ;If set -- when hits occur faster than the reaction animations, it will reset the animation. (like getting riddled with machine gun bullets)