[codebox]Object Wilson
SelectPortrait = UPElven_MirkwoodArcher
ButtonImage = Wilson
Draw = W3DHordeModelDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = yes; Will append M or L to the skin name depending on GameLOD
; 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
ParticlesAttachedToAnimatedBones = yes
DefaultModelConditionState
Model = EUMirkArch_SKN
Skeleton = GUArcher_SKL
WeaponLaunchBone = PRIMARY ARROW
WeaponLaunchBone = SECONDARY ARROWNOCK; when upgraded to flaming arrow
WeaponLaunchBone = TERTIARY ARROW
ParticleSysBone = NONE Predator FollowBone:Yes Persist:HOLD PersistID:100
End
ModelConditionState = INVISIBLE_STEALTH
ParticleSysBone = NONE Predator FollowBone:Yes Persist:SPAWN PersistID:100
End
IdleAnimationState
StateName = STATE_Idle
Animation = IdleA
AnimationName = GUArcher_IDLA
AnimationPriority = 6
AnimationSpeedFactorRange = 0.7 1.3
End
;*** Repeat IDLA because animation priorities will not choose same animation twice so it can alternate between first two mostly.
#include "..\..\..\includes\StunDrawModuleSmall.inc"
; ***DESIGN parameters ***
Side = Eu
EditorSorting = UNIT
ThreatLevel = 1.0
CommandPoints = 8
CommandSet = WilsonCommandSet
TransportSlotCount = TRANSPORTSLOTCOUNT_UNIT
WeaponSet
Conditions = None
Weapon = PRIMARY EUM6
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
AutoChooseSources = TERTIARY FROM_PLAYER FROM_SCRIPT ; Not AI.
End
WeaponSet
Conditions = PLAYER_UPGRADE
Weapon = PRIMARY MirkwoodArcherSilverthornBow
Weapon = TERTIARY MirkwoodArcherSilverthornBowBombard
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
AutoChooseSources = TERTIARY FROM_PLAYER FROM_SCRIPT ; Not AI.
End
WeaponSet
Conditions = CLOSE_RANGE CONTESTING_BUILDING
Weapon = PRIMARY RohanArcherBowMelee
Weapon = TERTIARY MirkwoodArcherBowBombard
AutoChooseSources = TERTIARY FROM_PLAYER FROM_SCRIPT ; Not AI.
End
ArmorSet
Conditions = None
Armor = MirkwoodArcherArmor
DamageFX = NormalDamageFX
End
ArmorSet
Conditions = PLAYER_UPGRADE
Armor = MirkwoodArcherHeavyArmor
DamageFX = NormalDamageFX
End
BountyValue = ELVEN_MIRKWOOD_ARCHER_BOUNTY_VALUE
VisionRange = ELVEN_MIRKWOOD_ARCHER_VISION_RANGE
VisionSide = 35%
VisionRear = 25%
VisionBonusPercentPerFoot = 5.0%
ShroudClearingRange = SHROUD_CLEAR_STANDARD
DisplayName = OBJECT:ElvenMirkwoodArcher
CrushableLevel = 0;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CrushRevengeWeapon = RangedInfantryCrushRevenge
HeroSortOrder = 40
; *** AUDIO Parameters ***;
MinZIncreaseForVoiceMoveToHigherGround = 45
SoundImpact = ImpactHorse
CrowdResponseKey = Elf
UnitSpecificSounds
VoiceEnterStateInitiateCaptureBuilding = ElfMirkwoodArcherVoiceEnterStateCaptureBuilding
VoiceEnterUnitElvenTransportShip = ElfMirkwoodArcherVoiceMoveShip
VoiceGarrison = ElfMirkwoodArcherVoiceMoveGarrison
VoiceInitiateCaptureBuilding = ElfMirkwoodArcherVoiceCaptureBuilding ; From SpecialPower SpecialAbilityCaptureBuilding
VoiceMoveToTrees = ElfMirkwoodArcherVoiceMoveForest
VoiceEnterStateMoveToTrees = ElfMirkwoodArcherVoiceEnterStateMoveForest
End
#include "..\..\..\includes\StandardUnitEvaEvents.inc"
ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_foo
ModelCondition = Required:EMOTION_CELEBRATING Excluded:DYING ENGAGED Sound:EmotionElfCompilationVoxCheerSinglesLoop;MOVING ATTACKING
ModelCondition = Required:EMOTION_TAUNTING Excluded:DYING ENGAGED Sound:EmotionElfCompilationVoxTauntSinglesLoop;MOVING ATTACKING
;ModelCondition = Required:EMOTION_POINTING Excluded:DYING ENGAGED Sound:EmotionElfCompilationVoxTauntSinglesLoop
ModelCondition = Required:RAISING_FLAG Excluded:DYING ENGAGED Sound:EmotionElfCompilationVoxTauntSinglesLoop
End
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
MaxUpdateRangeCap = 800
AnimationSound = Sound:BodyFallGeneric1 Animation:GUArcher_SKL.GUArcher_DIEB Frames:19
AnimationSound = Sound:BodyFallGeneric1 Animation:GUArcher_SKL.GUArcher_DIED Frames:53
AnimationSound = Sound:BodyFallGeneric1 Animation:GUArcher_SKL.GUArcher_LNDA Frames:1
AnimationSound = Sound:BodyFallGenericNoArmor Animation:GUArcher_SKL.GUArcher_LNDA Frames:14
End
Behavior = LargeGroupAudioUpdate ModuleTag_LGAU; Tie into LargeGroupAudio system
Key = Humanoid_Male Elf Elf_Male Unit Infantry Elf_MirkwoodArcher;Human
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE THROWN_OBJECT ARCHER GRAB_AND_DROP ATTACK_NEEDS_LINE_OF_SIGHT;GRAB_AND_KILL
CamouflageDetectionMultiplier = CAMOUFLAGE_DETECTION_DISTANCE_LONG
Body = ActiveBody ModuleTag_02
CheerRadius = EMOTION_CHEER_RADIUS
MaxHealth = ELVEN_MIRKWOOD_ARCHER_HEALTH ;BALANCE Archer Health
MaxHealthDamaged = ELVEN_MIRKWOOD_ARCHER_HEALTH_DAMAGED
;RecoveryTime = ELVEN_MIRKWOOD_ARCHER_HEALTH_RECOVERY_TIME
BurningDeathBehavior = Yes
BurningDeathFX = FX_InfantryBurningFlame
DodgePercent = 50%
End
Behavior = WeaponSetUpgrade WeaponSetUpgradeModuleTagMirkwoodArcher
TriggeredBy = Upgrade_ElvenSilverthornArrows
End
Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
CanAttackWhileContained = Yes
AILuaEventsList = RohanArcherFunctions
AttackPriority = AttackPriority_Archer
BurningDeathTime = BURNINGDEATH_DURATION_INFANTRY
End
Behavior = ArmorUpgrade ModuleTag_ArmorUpgrade
TriggeredBy = Upgrade_RohanHeavyArmorForElves
ArmorSetFlag = PLAYER_UPGRADE
End
LocomotorSet
Locomotor = HumanLocomotor
Condition = SET_NORMAL
Speed = NORMAL_ELVEN_FAST_MEMBER_SPEED
End
LocomotorSet
Locomotor = HumanWanderLocomotor
Condition = SET_WANDER
Speed = NORMAL_ELVEN_FAST_MEMBER_SPEED
End
LocomotorSet
Locomotor = BurningDeathLocomotorInfantry
Condition = SET_BURNINGDEATH
Speed = BURNINGDEATH_WANDERSPEED_INFANTRY
End
Behavior = PhysicsBehavior ModuleTag_04
GravityMult = 1.0
End
Behavior = AimWeaponBehavior AimWeaponModuleTag
AimLowThreshold = -0.15
AimHighThreshold = 0.15
End
Behavior = SlowDeathBehavior ModuleTag_05
DeathTypes = ALL
SinkDelay = 3000
SinkRate = 0.600; in Dist/Sec
DestructionDelay = 12000
Sound = INITIAL ElfGenericVoiceDie
End
Behavior = SquishCollide ModuleTag_06
;nothing
End
; RohanArcher
Behavior = HordeMemberCollide ModuleTag_HMC
;nothing
End
Behavior = BezierProjectileBehavior ModuleTag_07; 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 = 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
//Timed demo START
Behavior = SpecialPowerModule ModuleTag_TimePlacer
SpecialPowerTemplate = SpecialAbilityWilsonTimed
UpdateModuleStartsAttack = Yes
StartsPaused = No
InitiateSound = TomBombadilVoiceAttack;GandalfVoiceAttackWizardBlast //this plays when he targets, not when he fires
End
Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_WilsonTimedWeaponFireUpdate
SpecialPowerTemplate = SpecialAbilityWilsonTimed
WhichSpecialWeapon = 2 // Sets SPECIAL_WEAPON_TWO
SkipContinue = Yes
UnpackTime = 900
PreparationTime = 1
PersistentPrepTime = 1500
PackTime = 1100
AwardXPForTriggering = 0
StartAbilityRange = 80.0
MustFinishAbility = Yes
SpecialWeapon = WilsonTimedDemoWeapon
End
//timed demo end
;--------------------------------------------------------------------------
; Behavior = DualWeaponBehavior ModuleTag_09
; SwitchWeaponOnCloseRangeDistance = 40
; End
Behavior = HitReactionBehavior HitReactionBehaviorModuleTag
HitReactionLifeTimer1 = 1993; level 1 (light damage) hit reaction animations in ms
HitReactionLifeTimer2 = 1993; level 2 (medium damage) hit reaction animations in ms
HitReactionLifeTimer3 = 1993; level 3 (heavy damage) hit reaction animations in ms
HitReactionThreshold1 = 5.0; level 1 (light damage) threshold trigger
HitReactionThreshold2 = 25.0; level 2 (medium damage) threshold trigger
HitReactionThreshold3 = 50.0; level 3 (heavy damage) threshold trigger
FastHitsResetReaction = Yes ;If set -- when hits occur faster than the reaction animations, it will reset the animation. (like getting riddled with machine gun bullets)
End
Geometry = CYLINDER
GeometryMajorRadius = 8.0
GeometryMinorRadius = 8.0
GeometryHeight = 19.2
GeometryIsSmall = Yes
Shadow = SHADOW_DECAL
ShadowSizeX = 19;
ShadowSizeY = 19;
ShadowTexture = ShadowI;
End
;------------------------------------------------------------------------------[/codebox]
basicly stolen from mirkwood archer
animations and sounds where deleted to shorten the post as they havnt been changed
Edited by Suffokater, 10 January 2008 - 09:48 PM.