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data_ini_object_obsolete_evilmenharadrim.ini
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2006-01-31
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;------------------------------------------------------------------------------
; OBSOLETE OBJECTS (the only Haradrim unit for BFME2 is the HaradrimArcher, found in the MORDOR side)
;------------------------------------------------------------------------------
;Haradrim Lancer, HaradrimLancer, HaradrimSpearmen, HaradrimSpears, HaradrimSpearman
Object MordorHaradrimObsolete
SelectPortrait = SP_Haradrim
; This is required for garrisoned objects - please put in all objects.
ButtonImage = BMHaradrimPalace_Haradrim
; *** ART Parameters ***
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
DefaultModelConditionState
Model = MUHaraLnc_SKN
WeaponLaunchBone = PRIMARY LANCEBONE
End
IdleAnimationState
StateName = Idle
Animation = IDLC
AnimationName = MUHaraLnc_SKL.MUHaraLnc_IDLC
AnimationMode = ONCE
AnimationPriority = 25
AnimationBlendTime = 15
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Selected" then CurDrawableSetTransitionAnimState("TRANS_Selected_to_Idle") return end
if Prev == "STATE_Emotion"; or Prev == "CloseRange" or Prev == "FarRange"
then
CurDrawableAllowToContinue();
end
CurDrawableSetTransitionAnimState("TRANS_Selected_NoHitch")
EndScript
StateName = Idle
End
;-- CONTAINED ANIMATIONS
ModelConditionState = WEAPONSTATE_CONTAINED
Model = MUHaradim_SKN
WeaponLaunchBone = PRIMARY ARRROW
End
AnimationState = FIRING_OR_PREATTACK_A AIM_HIGH WEAPONSTATE_CONTAINED
Animation = ATKB
AnimationName = MUHaradim_SKL.MUHaradim_ATKC
AnimationMode = ONCE
UseWeaponTiming = Yes
End
End
AnimationState = FIRING_OR_PREATTACK_A AIM_LOW WEAPONSTATE_CONTAINED
Animation = ATKC
AnimationName = MUHaradim_SKL.MUHaradim_ATKB
AnimationMode = ONCE
UseWeaponTiming = Yes
End
End
AnimationState = FIRING_OR_PREATTACK_A WEAPONSTATE_CONTAINED
Animation = Attacking
AnimationName = MUHaradim_SKL.MUHaradim_ATKA
AnimationMode = ONCE
UseWeaponTiming = Yes
End
FrameForPristineBonePositions = 64
End
AnimationState = AFLAME WEAPONSTATE_CONTAINED
Animation = Flaming_Death
AnimationName = MUHaradim_SKL.MUHaradim_FLLA
AnimationMode = LOOP
End
ParticleSysBone = BAT_HEAD FireBuildingLargeSmoke FollowBone:yes
ParticleSysBone = BAT_HEAD FireSmall FollowBone:yes
ParticleSysBone = BAT_SPINE1 FireBuildingLargeSmoke FollowBone:yes
ParticleSysBone = BAT_SPINE1 FireSmall FollowBone:yes
ParticleSysBone = BAT_SPINE2 FireBuildingLargeSmoke FollowBone:yes
ParticleSysBone = BAT_SPINE2 FireSmall FollowBone:yes
End
AnimationState = WEAPONSTATE_CONTAINED
Animation = IDLA
AnimationName = MUHaradim_SKL.MUHaradim_IDLA
AnimationMode = ONCE
AnimationBlendTime = 10
AnimationPriority = 25
End
Animation = IDLB
AnimationName = MUHaradim_SKL.MUHaradim_IDLB
AnimationMode = ONCE
AnimationBlendTime = 10
End
Animation = IDLC
AnimationName = MUHaradim_SKL.MUHaradim_IDLC
AnimationMode = ONCE
AnimationBlendTime = 10
End
Flags = RESTART_ANIM_WHEN_COMPLETE
StateName = Idle
BeginScript
CurDrawableShowSubObject("arrrow")
EndScript
End
;-- ON THE GROUND ANIMATIONS
AnimationState = THROWN_PROJECTILE
Animation = Thrown
AnimationName = MUHaraLnc_SKL.MUHaraLnc_FLYA
AnimationMode = LOOP
End
End
AnimationState = PASSENGER FREEFALL
Animation = Wiggling
AnimationName = MUHaraLnc_SKL.MUHaraLnc_FLLA
AnimationMode = LOOP
End
EnteringStateFX = FX_ThrownRockPickUp
End
AnimationState = FREEFALL
Animation = Falling
AnimationName = MUHaraLnc_SKL.MUHaraLnc_FLYA
AnimationMode = LOOP
AnimationBlendTime = 10
AnimationSpeedFactorRange = 0.4 0.4
End
End
; --- stunned anims
AnimationState = STUNNED_FLAILING
Animation = Flying
AnimationName = MUHaraLnc_SKL.MUHaraLnc_FLYA
AnimationMode = LOOP
End
End
AnimationState = DYING SPLATTED
Animation = Splattered_On_Ground
AnimationName = MUHaraLnc_SKL.MUHaraLnc_LNDA
AnimationMode = ONCE
End
EnteringStateFX = FX_HaradrimHitGround
End
AnimationState = DYING STUNNED_FLAILING
Animation = Flying
AnimationName = MUHaraLnc_SKL.MUHaraLnc_FLYA
AnimationMode = LOOP
End
End
AnimationState = DYING AFLAME
Animation = Flaming_Death
AnimationName = MUHaraLnc_SKL.MUHaraLnc_DIEA
AnimationMode = ONCE
End
ParticleSysBone = BAT_HEAD FireBuildingLargeSmoke FollowBone:yes
ParticleSysBone = BAT_HEAD FireSmall FollowBone:yes
ParticleSysBone = BAT_SPINE1 FireBuildingLargeSmoke FollowBone:yes
ParticleSysBone = BAT_SPINE1 FireSmall FollowBone:yes
ParticleSysBone = BAT_SPINE2 FireBuildingLargeSmoke FollowBone:yes
ParticleSysBone = BAT_SPINE2 FireSmall FollowBone:yes
End
AnimationState = AFLAME
Animation = Flaming_Death
AnimationName = MUHaraLnc_SKL.MUHaraLnc_FLLA
AnimationMode = LOOP
End
ParticleSysBone = BAT_HEAD FireBuildingLargeSmoke FollowBone:yes
ParticleSysBone = BAT_HEAD FireSmall FollowBone:yes
ParticleSysBone = BAT_SPINE1 FireBuildingLargeSmoke FollowBone:yes
ParticleSysBone = BAT_SPINE1 FireSmall FollowBone:yes
ParticleSysBone = BAT_SPINE2 FireBuildingLargeSmoke FollowBone:yes
ParticleSysBone = BAT_SPINE2 FireSmall FollowBone:yes
End
AnimationState = DYING
StateName = STATE_Dying
Animation = dead
AnimationName = MUHaraLnc_SKL.MUHaraLnc_DIEA
AnimationMode = MANUAL
End
Animation = dead_landed
AnimationName = MUHaraLnc_SKL.MUHaraLnc_LNDA
AnimationMode = MANUAL
End
Flags = START_FRAME_LAST
BeginScript
CurDrawableShowSubObject("LANCE")
Prev = CurDrawablePrevAnimation()
if Prev == "DyingTrans"
then
return "dead"
elseif Prev == "Flying"
then
CurDrawableSetTransitionAnimState("DIE_LAND")
elseif Prev == "Die_Land"
then
return "dead_landed"
end
CurDrawableSetTransitionAnimState("DIE_TRANSITION")
EndScript
End
TransitionState = DIE_TRANSITION
Animation = DyingTrans
AnimationName = MUHaraLnc_SKL.MUHaraLnc_DIEA
AnimationMode = ONCE
End
End
TransitionState = DIE_LAND
Animation = Die_Land
AnimationName = MUHaraLnc_SKL.MUHaraLnc_LNDA
AnimationMode = ONCE
End
End
AnimationState = MOVING CLIMBING
Animation = Climbing
AnimationName = MUHaraLnc_SKL.MUHaraLnc_CLMA
AnimationMode = LOOP
End
End
AnimationState = MOVING DAMAGED AFLAME
ShareAnimation = Yes
Animation = Moving_Damaged
AnimationName = MUHaraLnc_SKL.MUHaraLnc_RUNA
AnimationMode = LOOP
End
ParticleSysBone = BAT_HEAD FireBuildingLargeSmoke FollowBone:yes
ParticleSysBone = BAT_HEAD FireSmall FollowBone:yes
ParticleSysBone = BAT_SPINE1 FireBuildingLargeSmoke FollowBone:yes
ParticleSysBone = BAT_SPINE1 FireSmall FollowBone:yes
ParticleSysBone = BAT_SPINE2 FireBuildingLargeSmoke FollowBone:yes
ParticleSysBone = BAT_SPINE2 FireSmall FollowBone:yes
End
AnimationState = MOVING AFLAME
ShareAnimation = Yes
Animation = Moving
AnimationName = MUHaraLnc_SKL.MUHaraLnc_RUNA
AnimationMode = LOOP
End
ParticleSysBone = BAT_HEAD FireBuildingLargeSmoke FollowBone:yes
ParticleSysBone = BAT_HEAD FireSmall FollowBone:yes
ParticleSysBone = BAT_SPINE1 FireBuildingLargeSmoke FollowBone:yes
ParticleSysBone = BAT_SPINE1 FireSmall FollowBone:yes
ParticleSysBone = BAT_SPINE2 FireBuildingLargeSmoke FollowBone:yes
ParticleSysBone = BAT_SPINE2 FireSmall FollowBone:yes
End
AnimationState = MOVING PANICKING
ShareAnimation = Yes
Animation = RUNM
AnimationName = MUHaraLnc_SKL.MUHaraLnc_MFDA
AnimationMode = LOOP
End
End
AnimationState = MOVING BACKING_UP
ShareAnimation = Yes
Animation = BackingUp
AnimationName = MUHaraLnc_SKL.MUHaraLnc_BAKA
AnimationMode = LOOP
End
End
AnimationState = MOVING EMOTION_TERROR
ShareAnimation = Yes
Animation = Moving
AnimationName = MUHaraLnc_SKL.MUHaraLnc_RUNA
AnimationMode = LOOP
End
ParticleSysBone = None InfantryDustTrails
End
AnimationState = MOVING
ShareAnimation = Yes
Animation = Moving
AnimationName = MUHaraLnc_SKL.MUHaraLnc_RUNA
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.8 1.2
End
ParticleSysBone = None InfantryDustTrails
End
AnimationState = PASSENGER
Animation = Wiggling
AnimationName = MUHaraLnc_SKL.MUHaraLnc_FLLA
AnimationMode = LOOP
End
EnteringStateFX = FX_ThrownRockPickUp
End
AnimationState = TRANSPORT_MOVING
Animation = wobbling_on_transport
AnimationName = MUHaraLnc_SKL.MUHaraLnc_IDLC
AnimationMode = LOOP
End
End
AnimationState = STUNNED_STANDING_UP
Animation = Standing_Back_Up
AnimationName = MUHaraLnc_SKL.MUHaraLnc_GTPA
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.5 1.5
End
End
AnimationState = STUNNED
Animation = Splattered_On_Ground
AnimationName = MUHaraLnc_SKL.MUHaraLnc_LNDA
AnimationMode = ONCE
End
EnteringStateFX = FX_HaradrimHitGround
End
AnimationState = RELOADING_A
StateName = STATE_Ready
Animation = ALERT
AnimationName = MUHaraLnc_SKL.MUHaraLnc_IDLA
AnimationMode = LOOP
AnimationBlendTime = 0
End
BeginScript
CurDrawableAllowToContinue()
EndScript
End
AnimationState = FIRING_OR_PREATTACK_A WEAPONSTATE_CLOSE_RANGE
Animation = CloseAttack
AnimationName = MUHaraLnc_SKL.MUHaraLnc_ATKA
AnimationMode = ONCE
UseWeaponTiming = Yes
End
;Animation = BIG_BLEND_B
; AnimationName = MUHaraLnc_SKL.MUHaraLnc_ATKA
; AnimationMode = ONCE
; UseWeaponTiming = Yes
; AnimationBlendTime = 20
;End
End
AnimationState = FIRING_OR_PREATTACK_B
StateName = CloseRange
Animation = CloseAttack
AnimationName = MUHaraLnc_SKL.MUHaraLnc_ATKA
AnimationMode = ONCE
UseWeaponTiming = Yes
End
Animation = BIG_BLEND_B
AnimationName = MUHaraLnc_SKL.MUHaraLnc_ATKA
AnimationMode = ONCE
UseWeaponTiming = Yes
AnimationBlendTime = 20
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "FarRange"
then
return "BIG_BLEND_B"
else
return "CloseAttack"
end
EndScript
End
AnimationState = FIRING_OR_PREATTACK_A
StateName = FarRange
Animation = FarAttack
AnimationName = MUHaraLnc_SKL.MUHaraLnc_ATKB
AnimationMode = ONCE
End
Animation = BIG_BLEND_A
AnimationName = MUHaraLnc_SKL.MUHaraLnc_ATKB
AnimationMode = ONCE
AnimationBlendTime = 20
End
FrameForPristineBonePositions = 44
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "CloseRange"
then
return "BIG_BLEND_A"
else
return "FarAttack"
end
EndScript
End
; AnimationState = ATTACKING
; StateName = STATE_Ready
; Animation = ALERT
; AnimationName = MUHaraLnc_SKL.MUHaraLnc_IDLA
; AnimationMode = LOOP
; AnimationBlendTime = 0
; End
; End
; --- emotion animations --- ;
AnimationState = WAR_CHANT
Animation = Chant
AnimationName = MUHaraLnc_SKL.MUHaraLnc_TNTA
AnimationMode = ONCE
End
Animation = A
AnimationName = MUHaraLnc_SKL.MUHaraLnc_TNTA
AnimationMode = ONCE
End
Flags = RESTART_ANIM_WHEN_COMPLETE
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Emotion"
then
CurDrawableAllowToContinue();
end
EndScript
End
AnimationState = EMOTION_UNCONTROLLABLY_AFRAID
ShareAnimation = Yes
StateName = STATE_Emotion
Animation = FERA
AnimationName = MUHaraLnc_SKL.MUHaraLnc_FERA
AnimationMode = ONCE
End
Animation = A
AnimationName = MUHaraLnc_SKL.MUHaraLnc_FERA
AnimationMode = ONCE
End
Flags = RESTART_ANIM_WHEN_COMPLETE
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Emotion"
then
CurDrawableAllowToContinue();
end
EndScript
End
AnimationState = ATTACKING
Animation = IdleAllAttacksComeFrom
AnimationName = MUHaraLnc_SKL.MUHaraLnc_IDLA
AnimationMode = LOOP
End
End
AnimationState = EMOTION_AFRAID
ShareAnimation = Yes
StateName = STATE_Emotion
Animation = FERA
AnimationName = MUHaraLnc_SKL.MUHaraLnc_FERA
AnimationMode = ONCE
End
Animation = A
AnimationName = MUHaraLnc_SKL.MUHaraLnc_FERA
AnimationMode = ONCE
End
Flags = RESTART_ANIM_WHEN_COMPLETE
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Emotion"
then
CurDrawableAllowToContinue();
end
EndScript
End
AnimationState = EMOTION_TAUNTING
StateName = STATE_Emotion
Animation = TNTA
AnimationName = MUHaraLnc_SKL.MUHaraLnc_TNTA
AnimationMode = ONCE
End
Animation = A
AnimationName = MUHaraLnc_SKL.MUHaraLnc_TNTA
AnimationMode = ONCE
End
Flags = RESTART_ANIM_WHEN_COMPLETE
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Emotion"
then
CurDrawableAllowToContinue();
end
EndScript
End
AnimationState = EMOTION_POINTING
StateName = STATE_Emotion
Animation = Pointing1
AnimationName = MUHaraLnc_SKL.MUHaraLnc_PNTA
AnimationMode = ONCE
End
Animation = A
AnimationName = MUHaraLnc_SKL.MUHaraLnc_PNTA
AnimationMode = ONCE
End
Flags = RESTART_ANIM_WHEN_COMPLETE
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Emotion"
then
CurDrawableAllowToContinue();
end
EndScript
End
AnimationState = EMOTION_CELEBRATING
StateName = STATE_Emotion
Animation = CHRA
AnimationName = MUHaraLnc_SKL.MUHaraLnc_CHRA
AnimationMode = ONCE
AnimationPriority = 10
End
Animation = CHRB
AnimationName = MUHaraLnc_SKL.MUHaraLnc_CHRA
AnimationMode = ONCE
AnimationPriority = 10
End
Flags = RESTART_ANIM_WHEN_COMPLETE
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Emotion"
then
CurDrawableAllowToContinue();
end
EndScript
End
AnimationState = EMOTION_ALERT
StateName = STATE_Emotion
Animation = ALERT
AnimationName = MUHaraLnc_SKL.MUHaraLnc_IDLA
AnimationMode = ONCE
End
Animation = A
AnimationName = MUHaraLnc_SKL.MUHaraLnc_IDLA
AnimationMode = ONCE
End
Flags = RESTART_ANIM_WHEN_COMPLETE
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Emotion"
then
CurDrawableAllowToContinue();
end
EndScript
End
; --- hit reactions
AnimationState = HIT_REACTION HIT_LEVEL_1
Animation = GotHit
AnimationName = MUHaraLnc_SKL.MUHaraLnc_HITA
AnimationMode = ONCE
End
End
AnimationState = SELECTED
StateName = STATE_Selected
SimilarRestart = Yes
Animation = AtAttention
AnimationName = MUHaraLnc_SKL.MUHaraLnc_ATNB
AnimationMode = LOOP
End
Animation = BIG_BLEND_Selected
AnimationName = MUHaraLnc_SKL.MUHaraLnc_ATNB
AnimationMode = LOOP
AnimationBlendTime = 20
End
BeginScript
Prev = CurDrawablePrevAnimationState()
CurDrawableShowSubObject("LANCE")
if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_Idle_to_Selected") return end
if Prev == "STATE_Emotion"; or Prev == "CloseRange" or Prev == "FarRange"
then
CurDrawableAllowToContinue();
end
if Prev == "GotHit"
then
return "BIG_BLEND_Selected"
end
return "AtAttention"
EndScript
End
TransitionState = TRANS_Idle_to_Selected
Animation = ATNA
AnimationName = MUHaraLnc_SKL.MUHaraLnc_ATNA
AnimationMode = ONCE
End
End
TransitionState = TRANS_Selected_to_Idle
Animation = ATNA
AnimationName = MUHaraLnc_SKL.MUHaraLnc_ATNC
AnimationMode = ONCE
End
End
End
; ***DESIGN parameters ***
Side = Obsolete
EditorSorting = UNIT
ThreatLevel = 1.0
TransportSlotCount = TRANSPORTSLOTCOUNT_UNIT
CommandPoints = 2
WeaponSet
Conditions = None
Weapon = PRIMARY MordorLanceThrown
End
WeaponSet
Conditions = CLOSE_RANGE
Weapon = PRIMARY MordorLance
End
WeaponSet
Conditions = CONTAINED
Weapon = PRIMARY HaradrimBow
End
;WeaponSet
; Conditions = CLOSE_RANGE
; Weapon = PRIMARY MordorLanceThrown
; Weapon = SECONDARY MordorLance
; OnlyAgainst = PRIMARY STRUCTURE
;End
ArmorSet
Conditions = None
Armor = HaradrimArmor
DamageFX = NormalDamageFX
End
ShroudClearingRange = SHROUD_CLEAR_STANDARD
VisionRange = MORDOR_HARADRIM_VISION_RANGE
BountyValue = MORDOR_HARADRIM_BOUNTY_VALUE
DisplayName = OBJECT:MordorHaradrimLancer
CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CrusherLevel = 0 ;What can I crush?: 0 = small animals, 1 = infantry, 2 = trees, 3 = vehicles
CrushRevengeWeapon = RangedInfantryCrushRevenge
CommandSet = MordorHaradrimLancerCommandSet
; *** AUDIO Parameters ***;
VoiceAttack = HaradrimVoiceAttack
VoiceAttackAir = HaradrimVoiceAttack
VoiceAttackCharge = HaradrimVoiceAttackCharge
VoiceAttackMachine = HaradrimVoiceAttack
VoiceAttackStructure = HaradrimVoiceAttackBuilding
VoiceCreated = CampOrcCreateHaradrim
VoiceFullyCreated = CampOrcCreateHaradrim
VoiceGuard = HaradrimVoiceMove
VoiceMove = HaradrimVoiceMove
VoiceMoveToCamp = HaradrimVoiceMoveCamp
VoicePriority = 34
VoiceRetreatToCastle = HaradrimVoiceRetreat
VoiceSelect = HaradrimVoiceSelectMS
VoiceSelectBattle = HaradrimVoiceSelectBattle
VoiceEnterStateAttack = HaradrimVoiceEnterStateAttack
VoiceEnterStateAttackCharge = HaradrimVoiceEnterStateAttackCharge
VoiceEnterStateAttackMachine = HaradrimVoiceEnterStateAttackBuilding
VoiceEnterStateAttackStructure = HaradrimVoiceEnterStateAttackBuilding
VoiceEnterStateMove = HaradrimVoiceEnterStateMove
VoiceEnterStateMoveToCamp = HaradrimVoiceEnterStateMoveCamp
VoiceEnterStateRetreatToCastle = HaradrimVoiceEnterStateRetreat
UnitSpecificSounds
VoiceEnter = HaradrimVoiceGarrison
VoiceEnterHostile = HaradrimVoiceGarrison
VoiceGarrison = HaradrimVoiceGarrison
VoiceEnterUnitMordorMumakil = HaradrimVoiceGarrisonMumakil
End
#include "..\includes\StandardUnitEvaEvents.inc"
;EvaEventDieOwner = GroupHaradrimDie ;Eva event to trigger on unit's death. NOTICE THAT this is only for permanent deaths
;For deaths you can respawn from, use the DeathFX
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
MaxUpdateRangeCap = 800
AnimationSound = Sound:BodyFallSoldier Animation:MUHaraLnc_SKL.MUHaraLnc_LNDA Frames:3
AnimationSound = Sound:BodyFallGeneric1 Animation:MUHaraLnc_SKL.MUHaraLnc_DIEA Frames:47
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER CAN_USE_SIEGE_TOWER SCORE GRAB_AND_DROP ATTACK_NEEDS_LINE_OF_SIGHT ;THROWN_OBJECT
Body = ActiveBody ModuleTag_porcupineFormation
CheerRadius = EMOTION_CHEER_RADIUS
MaxHealth = MORDOR_HARADRIM_HEALTH
MaxHealthDamaged = MORDOR_HARADRIM_HEALTH_DAMAGED
;RecoveryTime = MORDOR_HARADRIM_HEALTH_RECOVERY_TIME
End
Behavior = DeflectSpecialPower ModuleTag_02b
SpecialPowerTemplate = SpecialAbilityDeflectProjectiles
End
Behavior = StancesBehavior ModuleTag_StancesBehavior
StanceTemplate = FighterHorde
End
Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
StopChaseDistance = 674
CanAttackWhileContained = Yes
AttackPriority = AttackPriority_Archer
End
Behavior = HitReactionBehavior HitReactionBehaviorModuleTag
HitReactionLifeTimer1 = 1500 ; level 1 (light damage) hit reaction animations in frames (5 per sec)
HitReactionLifeTimer2 = 1500 ; level 2 (medium damage) hit reaction animations in frames (5 per sec)
HitReactionLifeTimer3 = 1500 ; level 3 (heavy damage) hit reaction animations in frames (5 per sec)
HitReactionThreshold1 = 0.0 ; level 1 (light damage) threshold trigger
HitReactionThreshold2 = 9999.0 ; level 2 (medium damage) threshold trigger
HitReactionThreshold3 = 9999.0 ; level 3 (heavy damage) threshold trigger
End
LocomotorSet
Locomotor = HumanLocomotor
Condition = SET_NORMAL
Speed = NORMAL_EVIL_INFANTRY_MEMBER_SPEED
End
Behavior = DualWeaponBehavior ModuleTag_13
SwitchWeaponOnCloseRangeDistance = MORDOR_HARADRIM_LANCER_SWITCH_RANGE
End
; Behavior = FlammableUpdate FlameModuleTag_03a
; AflameDuration = 100000 ;If I catch fire, I'll burn for this long...
; AflameDamageAmount = 1 ; taking this much damage...
; AflameDamageDelay = 1000 ; this often.
; FlameDamageLimit = 1
; End
Behavior = PhysicsBehavior ModuleTag_04
GravityMult = 1.0
End
Behavior = SlowDeathBehavior ModuleTag_05
DeathTypes = ALL -KNOCKBACK
SinkDelay = 5000
SinkRate = 1.0 ; in Dist/Sec
DestructionDelay = 17000
Sound = INITIAL HaradrimVoiceDie ;CivMaleDie
End
Behavior = SquishCollide ModuleTag_06
;nothing
End
Behavior = HordeMemberCollide ModuleTag_HMC
;nothing
End
Behavior = SlowDeathBehavior ModuleTag_07
; Same as normal death, but no sound (sound already played by SoundImpact = ... )
DeathTypes = NONE +KNOCKBACK
SinkDelay = 3000
SinkRate = 0.8 ; in Dist/Sec
DestructionDelay = 13000
Sound = INITIAL HaradrimVoiceDie ;CivMaleDie
End
; Behavior = BezierProjectileBehavior ModuleTag_08 ; Module starts asleep, and wakes up when thrown.
; FirstHeight = 30 ; Height of Bezier control points above highest intervening terrain
; SecondHeight = 30
; 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 = 50 ; this far
; BounceFirstHeight = 20 ; Height of Bezier control points above highest intervening terrain
; BounceSecondHeight = 20
; BounceFirstPercentIndent = 20% ; Percentage of shot distance control points are placed
; BounceSecondPercentIndent = 80%
;
; GroundHitFX = FX_ThrownRockGroundHit
; GroundBounceFX = FX_ThrownRockBounceHit
; End
; Tie into LargeGroupAudio system
Behavior = LargeGroupAudioUpdate ModuleTag_LGAU
Key = Haradrim_Lancer
End
Behavior = FireWeaponWhenDeadBehavior FireDeadTag
DeathTypes = NONE +CRUSHED
StartsActive = Yes
DelayTime = 0
DeathWeapon = HaradrimCrushedWeapon
WeaponOffset = X:0 Y:0 Z:0
End
Geometry = CYLINDER
GeometryMajorRadius = 8.0
GeometryMinorRadius = 8.0
GeometryHeight = 19.2
GeometryIsSmall = Yes
Shadow = SHADOW_DECAL
ShadowSizeX = 11;
ShadowSizeY = 11;
ShadowTexture = ShadowI;
End
;------------------------------------------------------------------------------
;
Object MordorHaradrimSandboxObsolete
SelectPortrait = SP_Haradrim
; *** ART Parameters ***
;note all file names are MUHaradim, not MUHaradrim, so as not to exceed character limits
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = MUHaradim_SKN
WeaponLaunchBone = PRIMARY ARRROW
End
IdleAnimationState
Animation = IDLA
AnimationName = MUHaradim_SKL.MUHaradim_IDLA
AnimationMode = ONCE
AnimationPriority = 25
End
Animation = IDLB
AnimationName = MUHaradim_SKL.MUHaradim_IDLB
AnimationMode = ONCE
End
Animation = IDLC
AnimationName = MUHaradim_SKL.MUHaradim_IDLC
AnimationMode = ONCE
End
StateName = Idle
End
; this unit has no FLLA animations... needs one --- LORENZEN 11/3/03 <<<<<<<<<<<<<<<<<<<<<<<<<<<<
; AnimationState = PASSENGER
; Animation = Wiggling
; AnimationName = MUHaradim_SKL.MUHaradim_FLLA
; AnimationMode = LOOP
; End
; EnteringStateFX = FX_ThrownRockPickUp
; End
AnimationState = THROWN_PROJECTILE
Animation = Thrown
AnimationName = MUHaradim_SKL.MUHaradim_FLYA
AnimationMode = LOOP
End
End
; AnimationState = MOVING DAMAGED
; Animation = Moving_Damaged
; AnimationName = MUHaradim_SKL.MUHaradim_IWKA
; AnimationMode = LOOP
; End
; Flags = RANDOMSTART
; ParticleSysBone = None InfantryDustTrails
; End
AnimationState = MOVING
Animation = Moving
AnimationName = MUHaradim_SKL.MUHaradim_RUNA
AnimationMode = LOOP
End
Flags = RANDOMSTART
ParticleSysBone = None InfantryDustTrails
End
; AnimationState = PREATTACK_A AIM_LOW
; Animation = Pre_Attacking
; AnimationName = MUHaradim_SKL.MUHaradim_ATB1
; AnimationMode = ONCE
; End
; End
; AnimationState = FIRING_A AIM_LOW
; Animation = Attacking
; AnimationName = MUHaradim_SKL.MUHaradim_ATB2
; AnimationMode = ONCE
; End
; HideSubObject = arrrow
; End
AnimationState = FIRING_OR_PREATTACK_A ;AIM_STRAIGHT
Animation = Attacking
AnimationName = MUHaradim_SKL.MUHaradim_ATA1
AnimationMode = ONCE
UseWeaponTiming = Yes
End
FrameForPristineBonePositions = 64
End
; AnimationState = PREATTACK_A AIM_HIGH
; Animation = Pre_Attacking
; AnimationName = MUHaradim_SKL.MUHaradim_ATC1
; AnimationMode = ONCE
; End
; End
; AnimationState = FIRING_A AIM_HIGH
; Animation = Attacking
; AnimationName = MUHaradim_SKL.MUHaradim_ATC2
; AnimationMode = ONCE
; End
; HideSubObject = arrrow
; End
AnimationState = DYING SPLATTED
Animation = Splattered_On_Ground
AnimationName = MUHaradim_SKL.MUHaradim_LNDA
AnimationMode = ONCE
End
EnteringStateFX = FX_HaradrimHitGround
End
AnimationState = DYING AFLAME
Animation = Flaming_Death
AnimationName = MUHaradim_SKL.MUHaradim_MFDA
AnimationMode = ONCE
End
End
AnimationState = DYING
Animation = Dying_1
AnimationName = MUHaradim_SKL.MUHaradim_DIEA
AnimationMode = ONCE
End
Animation = Dying_2
AnimationName = MUHaradim_SKL.MUHaradim_DIEB
AnimationMode = ONCE
End
End
; --- stunned anims
AnimationState = STUNNED_FLAILING
Animation = Flying
AnimationName = MUHaradim_SKL.MUHaradim_FLYA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
AnimationState = STUNNED
Animation = Splattered_On_Ground
AnimationName = MUHaradim_SKL.MUHaradim_LNDA
AnimationMode = ONCE
End
EnteringStateFX = FX_HaradrimHitGround
End
AnimationState = STUNNED_STANDING_UP
Animation = Standing_Back_Up
AnimationName = MUHaradim_SKL.MUHaradim_LNDA
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 1.5 1.5
End
End
AnimationState = WAR_CHANT
Animation = Chant
AnimationName = MUHaradim_SKL.MUHaradim_TNTA
AnimationMode = LOOP
End
End
End
; ***DESIGN parameters ***
Side = Obsolete
EditorSorting = UNIT
ThreatLevel = 1.0
ThingClass = HORDE_UNIT
CommandPoints = 1
TransportSlotCount = TRANSPORTSLOTCOUNT_UNIT
WeaponSet
Conditions = None
Weapon = PRIMARY MordorArcherBow
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
ArmorSet
Conditions = None
Armor = NoArmor
DamageFX = NormalDamageFX
End
VisionRange = 120.0
DisplayName = OBJECT:MordorHaradrimArcher
CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CrusherLevel = 0 ;What can I crush?: 0 = small animals, 1 = infantry, 2 = trees, 3 = vehicles
CrushRevengeWeapon = RangedInfantryCrushRevenge
; *** AUDIO Parameters ***;
VoiceAttack = HaradrimVoiceAttack
VoiceAttackCharge = HaradrimVoiceAttackCharge
VoiceAttackMachine = HaradrimVoiceAttack
VoiceAttackStructure = HaradrimVoiceAttackBuilding
VoiceCreated = CampOrcCreateHaradrim
VoiceFullyCreated = CampOrcCreateHaradrim
VoiceMove = HaradrimVoiceMove
VoiceMoveToCamp = HaradrimVoiceMoveCamp
VoicePriority = 34
VoiceRetreatToCastle = HaradrimVoiceRetreat
VoiceSelect = HaradrimVoiceSelect
VoiceSelectBattle = HaradrimVoiceSelectBattle
VoiceGuard = HaradrimVoiceMove
UnitSpecificSounds
VoiceEnter = HaradrimVoiceGarrison
VoiceEnterHostile = HaradrimVoiceGarrison
VoiceGarrison = HaradrimVoiceGarrison ;TEMP_HaradrimVoiceEnter_TEMP
VoiceEnterUnitMordorMumakil = HaradrimVoiceGarrisonMumakil ;TEMP_HaradrimVoiceEnterMumakil_TEMP
End
#include "..\includes\StandardUnitEvaEvents.inc"
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER CAN_USE_SIEGE_TOWER SCORE THROWN_OBJECT
Body = ActiveBody ModuleTag_02
MaxHealth = 10 ;BALANCE Orc Archer Health
MaxHealthDamaged = 5
;RecoveryTime = 5000
End
Behavior = StancesBehavior ModuleTag_StancesBehavior
StanceTemplate = FighterHorde
End
Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
CanAttackWhileContained = Yes
End
LocomotorSet
Locomotor = HumanLocomotor
Condition = SET_NORMAL
Speed = 32
End
LocomotorSet
Locomotor = HumanWanderLocomotor
Condition = SET_WANDER
Speed = 32
End
Behavior = PhysicsBehavior ModuleTag_04
GravityMult = 1.0
End
Behavior = SlowDeathBehavior ModuleTag_05
DeathTypes = ALL -KNOCKBACK
SinkDelay = 3000
SinkRate = 0.40 ; in Dist/Sec
DestructionDelay = 8000
Sound = INITIAL HaradrimVoiceDie
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
Sound = INITIAL HaradrimVoiceDie
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 = 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 = 16 ; Height of Bezier control points above highest intervening terrain
BounceSecondHeight = 16
BounceFirstPercentIndent = 20% ; Percentage of shot distance control points are placed
BounceSecondPercentIndent = 80%
GroundHitFX = FX_ThrownRockGroundHit
GroundBounceFX = FX_ThrownRockBounceHit
End
; Tie into LargeGroupAudio system
Behavior = LargeGroupAudioUpdate ModuleTag_LGAU
Key = Human Unit Infantry
End
Geometry = CYLINDER
GeometryMajorRadius = 8.0
GeometryMinorRadius = 8.0
GeometryHeight = 19.2
GeometryIsSmall = Yes
Shadow = SHADOW_DECAL
ShadowSizeX = 11;
ShadowSizeY = 11;
ShadowTexture = ShadowI;
End
;------------------------------------------------------------------------------
;
Object MordorHaradrimOverlordObsolete ;BALANCE Overlord
SelectPortrait = SP_Haradrim
; This is required for garrisoned objects - please put in all objects.
ButtonImage = BMHaradrimPalace_Haradrim
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD
DefaultModelConditionState
Model = MUHarOvr_SKN
End
IdleAnimationState
Animation = IDLA
AnimationName = MUHarOvr_SKL.MUHarOvr_IDLA
AnimationMode = ONCE
AnimationPriority = 25
End
StateName = Idle
End
AnimationState = THROWN_PROJECTILE
Animation = Thrown
AnimationName = MUHarOvr_SKL.MUHarOvr_FLYA
AnimationMode = LOOP
End
End
AnimationState = MOVING FIRING_OR_PREATTACK_A
Animation = TrotAndFire
AnimationName = MUHarOvr_SKL.MUHarOvr_ATRA
AnimationMode = LOOP
End
Flags = RANDOMSTART
;ParticleSysBone = None InfantryDustTrails
End
AnimationState = MOVING BACKING_UP
Animation = BackingUp
AnimationName = MUHarOvr_SKL.MUHarOvr_BAKA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
AnimationState = MOVING EMOTION_TERROR
Animation = Moving
AnimationName = MUHarOvr_SKL.MUHarOvr_RUNA
AnimationMode = LOOP
End
Flags = RANDOMSTART
ParticleSysBone = None InfantryDustTrails
End
AnimationState = MOVING
Animation = Moving
AnimationName = MUHarOvr_SKL.MUHarOvr_RUNA
AnimationMode = LOOP
End
Flags = RANDOMSTART
ParticleSysBone = None InfantryDustTrails
End
AnimationState = FIRING_OR_PREATTACK_A
Animation = ATKA
AnimationName = MUHarOvr_SKL.MUHarOvr_ATKA
AnimationMode = ONCE
UseWeaponTiming = Yes
End
End
AnimationState = STUNNED_FLAILING
Animation = Flying
AnimationName = MUHarOvr_SKL.MUHarOvr_FLYA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
AnimationState = DYING SPLATTED
Animation = Splattered_On_Ground
AnimationName = MUHarOvr_SKL.MUHarOvr_LNDA
AnimationMode = ONCE
End
EnteringStateFX = FX_HaradrimHitGround
End
AnimationState = DYING
Animation = Dying
AnimationName = MUHarOvr_SKL.MUHarOvr_DIEA
AnimationMode = ONCE
End
End
; --- stunned anims
AnimationState = STUNNED_STANDING_UP
Animation = Standing_Back_Up
AnimationName = MUHarOvr_SKL.MUHarOvr_GTPA
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.5 1.5
End
End
AnimationState = STUNNED
Animation = Splattered_On_Ground
AnimationName = MUHarOvr_SKL.MUHarOvr_LNDA
AnimationMode = ONCE
End
EnteringStateFX = FX_HaradrimHitGround
End
AnimationState = WAR_CHANT
Animation = Chant
AnimationName = MUHarOvr_SKL.MUHarOvr_IDLA ;_TNTA if we get it
AnimationMode = LOOP
End
End
;-emotions--
AnimationState = EMOTION_AFRAID
Animation = FERA
AnimationName = MUHarOvr_SKL.MUHarOvr_FERA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
AnimationState = EMOTION_TAUNTING
Animation = TNTA
AnimationName = MUHarOvr_SKL.MUHarOvr_TNTA
AnimationMode = LOOP
End
End
AnimationState = EMOTION_POINTING
Animation = Pointing1
AnimationName = MUHarOvr_SKL.MUHarOvr_PNTA
AnimationMode = LOOP
End
End
AnimationState = EMOTION_CELEBRATING
Animation = CHRA
AnimationName = MUHarOvr_SKL.MUHarOvr_CHRA
AnimationMode = ONCE
End
End
End
; ***DESIGN parameters ***
Side = Obsolete
EditorSorting = UNIT
ThreatLevel = 1.0
TransportSlotCount = TRANSPORTSLOTCOUNT_UNIT
WeaponSet
Conditions = None
Weapon = PRIMARY MordorLance ;BALANCE Overlord Weapon
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
ArmorSet
Conditions = None
Armor = NoArmor
DamageFX = NormalDamageFX
End
VisionRange = 120.0
DisplayName = OBJECT:MordorHaradrimOverlord
CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CrusherLevel = 0 ;What can I crush?: 0 = small animals, 1 = infantry, 2 = trees, 3 = vehicles
CrushRevengeWeapon = BasicInfantryCrushRevenge
CommandSet = GenericCommandSet
CommandPoints = 1
; *** AUDIO Parameters ***;
VoiceAttack = HaradrimVoiceAttack
VoiceAttackAir = HaradrimVoiceAttack
VoiceAttackCharge = HaradrimVoiceAttackCharge
VoiceAttackMachine = HaradrimVoiceAttack
VoiceAttackStructure = HaradrimVoiceAttackBuilding
VoiceCreated = CampOrcCreateHaradrim
VoiceFullyCreated = CampOrcCreateHaradrim
VoiceMove = HaradrimVoiceMove
VoiceMoveToCamp = HaradrimVoiceMoveCamp
VoicePriority = 34
VoiceRetreatToCastle = HaradrimVoiceRetreat
VoiceSelect = HaradrimVoiceSelect
VoiceSelectBattle = HaradrimVoiceSelectBattle
VoiceGuard = HaradrimVoiceMove
UnitSpecificSounds
VoiceEnter = HaradrimVoiceGarrison
VoiceEnterHostile = HaradrimVoiceGarrison
VoiceGarrison = HaradrimVoiceGarrison ;TEMP_HaradrimVoiceEnter_TEMP
VoiceEnterUnitMordorMumakil = HaradrimVoiceGarrisonMumakil ;TEMP_HaradrimVoiceEnterMumakil_TEMP
End
#include "..\includes\StandardUnitEvaEvents.inc"
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER CAN_USE_SIEGE_TOWER SCORE THROWN_OBJECT
Body = ActiveBody ModuleTag_02
MaxHealth = 10 ;BALANCE Overlord Health
MaxHealthDamaged = 5
;RecoveryTime = 5000
End
Behavior = StancesBehavior ModuleTag_StancesBehavior
StanceTemplate = FighterHorde
End
Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
CanAttackWhileContained = Yes
HoldGroundCloseRangeDistance = 80
AttackPriority = AttackPriority_Archer
End
LocomotorSet
Locomotor = HumanLocomotor
Condition = SET_NORMAL
Speed = 32
End
LocomotorSet
Locomotor = HumanWanderLocomotor
Condition = SET_WANDER
Speed = 32
End
Behavior = PhysicsBehavior ModuleTag_04
GravityMult = 1.0
End
Behavior = SlowDeathBehavior ModuleTag_05
DeathTypes = ALL -KNOCKBACK
SinkDelay = 3000
SinkRate = 0.8 ; in Dist/Sec
DestructionDelay = 8000
Sound = INITIAL HaradrimVoiceDie ;CivMaleDie
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 = 0.8 ; in Dist/Sec
DestructionDelay = 8000
Sound = INITIAL HaradrimVoiceDie ;CivMaleDie
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 = 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 = 16 ; Height of Bezier control points above highest intervening terrain
BounceSecondHeight = 16
BounceFirstPercentIndent = 20% ; Percentage of shot distance control points are placed
BounceSecondPercentIndent = 80%
GroundHitFX = FX_ThrownRockGroundHit
GroundBounceFX = FX_ThrownRockBounceHit
End
; Tie into LargeGroupAudio system
Behavior = LargeGroupAudioUpdate ModuleTag_LGAU
Key = Haradrim_Lancer
End
Geometry = CYLINDER
GeometryMajorRadius = 8.0
GeometryMinorRadius = 8.0
GeometryHeight = 19.2
GeometryIsSmall = Yes
Shadow = SHADOW_DECAL
ShadowSizeX = 11;
ShadowSizeY = 11;
ShadowTexture = ShadowI;
End
;////////////////////////////////////////////////////////////////////////////////
Object MordorHaradrimHordeObsolete
; This is required for garrisoned objects - please put in all objects.
ButtonImage = BMHaradrimPalace_Haradrim
SelectPortrait = UPMordor_Haradrim
Draw = W3DScriptedModelDraw ModuleTag_W3DModelDraw
DependencySharedModelFlags = EMOTION_ALERT EMOTION_MORALE_HIGH EMOTION_MORALE_LOW EMOTION_AFRAID EMOTION_COWER SELECTED EMOTION_TERROR EMOTION_LOOK_TO_SKY
DefaultModelConditionState
Model = None ;InvisHrdeTmp
End
ModelConditionState = HORDE_EMPTY
Model = None
End
ModelConditionState = WORLD_BUILDER
Model = HordeMarkMUHar
End
End
Side = Mordor
EditorSorting = UNIT
EmotionRange = 240
DisplayName = OBJECT:HordeMordorHaradrim
WeaponSet
Conditions = None
Weapon = PRIMARY ShortRangedMissileHordeRangefinder
End
WeaponSet
Conditions = CLOSE_RANGE; Haradrim switch weapon on contain, so we need to too.
Weapon = PRIMARY NormalMeleeHordeRangefinder
End
WeaponSet
Conditions = CONTAINED ; Haradrim switch weapon on contain, so we need to too.
Weapon = PRIMARY HaradrimMountedHordeRangefinder
End
WeaponSet
Conditions = CONTAINED CLOSE_RANGE; Haradrim switch weapon on contain, so we need to too.
Weapon = PRIMARY HaradrimMountedHordeRangefinder
End
; *** AUDIO Parameters ***;
; Note: Don't put voice parameters here -- they will be ignored. Voice play requests
; are always passed through to members
BuildCost = MORDOR_HARADRIM_BUILDCOST
BuildTime = MORDOR_HARADRIM_BUILDTIME
VisionRange = MORDOR_HARADRIM_HORDE_VISION_RANGE
CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CrusherLevel = 0 ;What can I crush?: 0 = small animals, 1 = infantry, 2 = trees, 3 = vehicles
CommandPoints = 10
TransportSlotCount = TRANSPORTSLOTCOUNT_SMALL_HORDE
CommandSet = MordorHaradrimHordeCommandSet
FormationWidth = 2 ; Width it occupies in formations. Current choices are 1 or 2.
FormationDepth = 1 ; Depth it occupies in formations. Current choices are 1 or 2.
TransportSlotCount = TRANSPORTSLOTCOUNT_SMALL_HORDE
KindOf = SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT INFANTRY HORDE ARCHER MELEE_HORDE CAN_USE_SIEGE_TOWER ;UNATTACKABLE
Body = ImmortalBody ModuleTag_ImmortalBody
MaxHealth = 1
End
Behavior = DualWeaponBehavior ModuleTag_13
SwitchWeaponOnCloseRangeDistance = MORDOR_HARADRIM_LANCER_SWITCH_RANGE_HORDE
End
Behavior = StancesBehavior ModuleTag_StancesBehavior
StanceTemplate = FighterHorde
End
Behavior = HordeAIUpdate ModuleTag_HordeAIUpdate
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
MoodAttackCheckRate = 500
MaxCowerTime = 5000
MinCowerTime = 3000
CanAttackWhileContained = Yes ; Can fire out of garrisoned building
AILuaEventsList = InfantryFunctions
AttackPriority = AttackPriority_Archer
End
Behavior = HordeContain ModuleTag_HordeContain
ObjectStatusOfContained =
InitialPayload = MordorHaradrim EVIL_MEN_NORMAL_HORDE_SIZE
Slots = 5
PassengerFilter = NONE +INFANTRY
ShowPips = No
ThisFormationIsTheMainFormation = Yes ;Used to determine which armorset to use (and anything else we want!)
RandomOffset=X:3 Y:3
; Banner Carrier info
BannerCarriersAllowed = MordorBannerOrc ; types of units that are allowed as banner carriers
BannerCarrierPosition = UnitType:MordorHaradrim Pos:X:40.0 Y:0.0 ; (DEFAULT) position of banner carrier for archer horde
; Positions for 5
RankInfo = RankNumber:1 UnitType:MordorHaradrim Position:X:0 Y:0 Position:X:0 Y:25 Position:X:0 Y:-25 Position:X:0 Y:50 Position:X:0 Y:-50
RanksToReleaseWhenAttacking = 1
MeleeAttackLeashDistance = 25; How far the hordes can move from the center of the horde when melee attacking.
AlternateFormation = MordorHaradrimHordeWedge
End
Behavior = PhysicsBehavior ModuleTag_PhysicsBehavior
GravityMult = 1.0
End
Behavior = EmotionTrackerUpdate Module_EmotionTracker
TauntAndPointDistance = INFANTRY_TAUNT_POINT_RADIUS; 350 ; max distance to taunted/pointed objet
TauntAndPointUpdateDelay = 1000 ; how often scan (milliseconds)
TauntAndPointExcluded = NONE
AfraidOf = EMOTION_AFRAIDOF_OBJECTFILTER
AlwaysAfraidOf = EMOTION_ALWAYS_AFRAIDOF_OBJECTFILTER
PointAt = EMOTION_POINTAT_OBJECTFILTER
HeroScanDistance = 150
FearScanDistance = INFANTRY_FEAR_SCAN_RADIUS; 250
AddEmotion = Terror_Base
AddEmotion = Doom_Base
AddEmotion = BraceForBeingCrushed_Base
AddEmotion = UncontrollableFear_Base_Evil
AddEmotion = FearIdle_Base
AddEmotion = FearBusy_Base
AddEmotion = Point_Base
AddEmotion = OVERRIDE Taunt_Base
; AttributeModifier = GondorFighterTaunt
End
AddEmotion = CheerIdle_Base
AddEmotion = CheerBusy_Base
AddEmotion = HeroCheerIdle_Base
AddEmotion = HeroCheerBusy_Base
AddEmotion = Alert_Base
End
LocomotorSet
Locomotor = NormalRangedHordeLocomotor
Condition = SET_NORMAL
Speed = NORMAL_EVIL_INFANTRY_HORDE_SPEED
End
Behavior = ProductionUpdate ProductionUpdateModuleTag
GiveNoXP = Yes
End
Behavior = LevelUpUpgrade ModuleTag_BasicTraining
TriggeredBy = Upgrade_MordorBasicTraining
LevelsToGain = 1
LevelCap = 2
End
Geometry = BOX
GeometryMajorRadius = 8.0
GeometryMinorRadius = 8.0
GeometryHeight = 12.0
GeometryIsSmall = No
End
;---------------------------------------------------------------------------------
ChildObject MordorHaradrimHordeInnObsolete MordorHaradrimHordeObsolete
BuildCost = INN_UNIT_BUILDCOST_MORDOR
End
;---------------------------------------------------------------------------------
ChildObject MordorHaradrimHordeWedgeObsolete MordorHaradrimHordeObsolete
; Note - for alternate formations, all info outside of the Contain Behavior module is ignored.
; Any modifications need to be done via the Attribute Modifiers in the contain module.
Behavior = HordeContain ModuleTag_HordeContain
ObjectStatusOfContained =
InitialPayload = MordorHaradrim EVIL_MEN_NORMAL_HORDE_SIZE
Slots = 5
PassengerFilter = NONE +INFANTRY
ShowPips = No
ThisFormationIsTheMainFormation = No ;Used to determine which armorset to use (and anything else we want!)
; Banner Carrier info
BannerCarriersAllowed = MordorBannerOrc ; types of units that are allowed as banner carriers
BannerCarrierPosition = UnitType:MordorHaradrim Pos:X:0.0 Y:0.0 ; (DEFAULT) position of banner carrier for archer horde
RandomOffset = X:2 Y:2
RankInfo = RankNumber:1 UnitType:MordorHaradrim Position:X:0 Y:-30 Position:X:10 Y:-15 Position:X:20 Y:0 Position:X:10 Y:15 Position:X:0 Y:30
RanksToReleaseWhenAttacking = 1
AlternateFormation = MordorHaradrimHorde
AttributeModifiers = HaradrimHordeWedge
End
End
;////////////////////////////////////////////////////////////////////////////////
Object MordorHaradrimLancerHordeObsolete
; This is required for garrisoned objects - please put in all objects.
ButtonImage = BMHaradrimPalace_Haradrim
SelectPortrait = UPMordor_Haradrim
Draw = W3DScriptedModelDraw ModuleTag_W3DModelDraw
DependencySharedModelFlags = EMOTION_ALERT EMOTION_MORALE_HIGH EMOTION_MORALE_LOW EMOTION_AFRAID EMOTION_COWER SELECTED EMOTION_TERROR EMOTION_LOOK_TO_SKY
DefaultModelConditionState
Model = None ;InvisHrdeTmp5x2
End
ModelConditionState = HORDE_EMPTY
Model = None
End
ModelConditionState = WORLD_BUILDER
Model = HordeMarkMUHLa
End
End
Side = Mordor
EditorSorting = UNIT
EmotionRange = 240
DisplayName = OBJECT:HordeMordorHaradrim
WeaponSet
Conditions = None
Weapon = PRIMARY ShortRangedMissileHordeRangefinder
End
WeaponSet
Conditions = CONTAINED ; Haradrim switch weapon on contain, so we need to too.
Weapon = PRIMARY MovingArcherMissileHordeRangefinder
End
BuildCost = 50
BuildTime = 5.0
VisionRange = 320
CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CrusherLevel = 0 ;What can I crush?: 0 = small animals, 1 = infantry, 2 = trees, 3 = vehicles
CommandPoints = 10
CommandSet = MordorHaradrimLancerHordeCommandSet
FormationWidth = 2 ; Width it occupies in formations. Current choices are 1 or 2.
FormationDepth = 1 ; Depth it occupies in formations. Current choices are 1 or 2.
TransportSlotCount = TRANSPORTSLOTCOUNT_SMALL_HORDE
KindOf = SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT INFANTRY HORDE MELEE_HORDE ;UNATTACKABLE
Body = ImmortalBody ModuleTag_ImmortalBody
MaxHealth = 1
End
Behavior = StancesBehavior ModuleTag_StancesBehavior
StanceTemplate = FighterHorde
End
Behavior = HordeAIUpdate ModuleTag_HordeAIUpdate
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
MoodAttackCheckRate = 500
MaxCowerTime = 5000
MinCowerTime = 3000
AILuaEventsList = InfantryFunctions
AttackPriority = AttackPriority_Archer
End
Behavior = HordeContain ModuleTag_HordeContainOverride
ObjectStatusOfContained =
InitialPayload = MordorHaradrim EVIL_MEN_NORMAL_HORDE_SIZE
Slots = 5
PassengerFilter = NONE +INFANTRY
ShowPips = No
ThisFormationIsTheMainFormation = yes ;Used to determine which armorset to use (and anything else we want!)
RandomOffset=X:5 Y:5
; Banner Carrier info
BannerCarriersAllowed = MordorBannerOrc ; types of units that are allowed as banner carriers
BannerCarrierPosition = UnitType:MordorHaradrim Pos:X:50.0 Y:0.0 ; (DEFAULT) position of banner carrier for archer horde
RankInfo = RankNumber:1 UnitType:MordorHaradrim Position:X:30 Y:0 Position:X:30 Y:20 Position:X:30 Y:-20 Position:X:30 Y:40 Position:X:30 Y:-40
MeleeAttackLeashDistance = 25; How far the hordes can move from the center of the horde when melee attacking.
RanksToReleaseWhenAttacking = 1
End
Behavior = PhysicsBehavior ModuleTag_PhysicsBehavior
GravityMult = 1.0
End
Behavior = EmotionTrackerUpdate Module_EmotionTracker
TauntAndPointDistance = INFANTRY_TAUNT_POINT_RADIUS ; max distance to taunted/pointed objet
TauntAndPointUpdateDelay = 1000 ; how often scan (milliseconds)
TauntAndPointExcluded = NONE
AfraidOf = EMOTION_AFRAIDOF_OBJECTFILTER
AlwaysAfraidOf = EMOTION_ALWAYS_AFRAIDOF_OBJECTFILTER
PointAt = EMOTION_POINTAT_OBJECTFILTER
HeroScanDistance = 150
FearScanDistance = INFANTRY_FEAR_SCAN_RADIUS
AddEmotion = Terror_Base
AddEmotion = Doom_Base
AddEmotion = BraceForBeingCrushed_Base
AddEmotion = UncontrollableFear_Base_Evil
AddEmotion = FearIdle_Base
AddEmotion = FearBusy_Base
AddEmotion = Point_Base
AddEmotion = Taunt_Base
AddEmotion = CheerIdle_Base
AddEmotion = CheerBusy_Base
AddEmotion = HeroCheerIdle_Base
AddEmotion = HeroCheerBusy_Base
AddEmotion = Alert_Base
End
LocomotorSet
Locomotor = NormalMeleeHordeLocomotor
Condition = SET_NORMAL
Speed = NORMAL_EVIL_INFANTRY_HORDE_SPEED
End
Behavior = ProductionUpdate ProductionUpdateModuleTag
GiveNoXP = Yes
End
Behavior = LevelUpUpgrade ModuleTag_BasicTraining
TriggeredBy = Upgrade_MordorBasicTraining
LevelsToGain = 1
LevelCap = 2
End
Geometry = BOX
GeometryMajorRadius = 16.0
GeometryMinorRadius = 16.0
GeometryHeight = 12.0
GeometryIsSmall = No
Shadow = SHADOW_DECAL
ShadowSizeX = 23;
ShadowSizeY = 23;
ShadowTexture = ShadowI;
End
;------------------------------------------------------------------------------
; REFERENCES TO NEW OBJECTS USING OLD NAMES (to not break existing maps just yet)
ChildObject MordorHaradrim MordorHaradrimObsolete
Side = Obsolete
End
ChildObject MordorHaradrimSandbox MordorHaradrimSandboxObsolete
Side = Obsolete
End
ChildObject MordorHaradrimOverlord MordorHaradrimOverlordObsolete
Side = Obsolete
End
ChildObject MordorHaradrimHorde MordorHaradrimHordeObsolete
Side = Obsolete
End
ChildObject MordorHaradrimLancerHorde MordorHaradrimLancerHordeObsolete
Side = Obsolete
End
ChildObject MordorHaradrimHordeInn MordorHaradrimHordeInnObsolete
Side = Obsolete
End
ChildObject MordorHaradrimHordeWedge MordorHaradrimHordeWedgeObsolete
Side = Obsolete
End