Ignore stuff like Gondor_Soldier_Vision or anything, its for the testing purposes. First I would like to actually see my horde Also they arent just invisible, unselectable too.
[codebox]Object DwarvenBifurBofur
SelectPortrait = UPGondor_Army
ButtonImage = BGBarracks_Soldiers
Draw = W3DScriptedModelDraw ModuleTag_W3DModelDraw
DependencySharedModelFlags = EMOTION_TAUNTING 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 = HordeTemp_7By6
End
End
Side = Men
EditorSorting = UNIT
EmotionRange = 240
DisplayName = OBJECT:HordeGondorSoldierArcherCombo
DisplayNameStrategic = CONTROLBAR:LW_Unit_GondorSoldierArcherComboHorde
DescriptionStrategic = CONTROLBAR:LW_ToolTip_GondorSoldierArcherComboHorde
WeaponSet
Conditions = None
Weapon = PRIMARY NormalMissileHordeRangefinder
End
// *** AUDIO Parameters ***
// Note: Don't put voice parameters here -- they will be ignored. Voice play requests
// are always passed through to members
#include "..\..\..\includes\StandardHordeEvaEvents.inc"
BuildCost = 0
BuildTime = 0
VisionRange = DWARVEN_GUARDIAN_HORDE_VISION_RANGE
ShroudClearingRange = DWARVEN_GUARDIAN_SHROUD_RANGE
VisionSide = 50%
VisionRear = 25%
MaxVisionBonusPercent = 300%
VisionBonusTestRadius = 200
VisionBonusPercentPerFoot = 1%
CommandPoints = 48
CommandSet = GondorFighterArcherComboHordeCommandSet
CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CrusherLevel = 0
UseCrushAttack = No;Archer hordes cannot crush or Bombard will not work
FormationWidth = 2; Width it occupies in formations. Current choices are 1 or 2.
FormationDepth = 2; 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 ARMY_SUMMARY LARGE_RECTANGLE_PATHFIND;UNATTACKABLE
ThreatLevel = 0
ThreatBreakdown GondorArcherHorde_DetailedThreat
AIKindOf = ARCHER
End
Body = ImmortalBody ModuleTag_ImmortalBody
MaxHealth = 1
End
#include "..\..\..\includes\CaptureBuilding.inc"
Behavior = StancesBehavior ModuleTag_StancesBehavior
StanceTemplate = ArcherHorde
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
FrontAngle = 270
FlankedDelay = 2000
ObjectStatusOfContained =
InitialPayload = DwarvenBofur 1
InitialPayload = DwarvenBofur 1
Slots = 2
PassengerFilter = NONE +INFANTRY
ShowPips = No
ThisFormationIsTheMainFormation = Yes;Used to determine which armorset to use (and anything else we want!)
MeleeBehavior = Amoeba
End
; Banner Carrier info
BannerCarriersAllowed = None ; types of units that are allowed as banner carriers
BannerCarrierPosition = UnitType:GondorFighter Pos:X:30.0 Y:0.0 ; (DEFAULT) position of banner carrier for fighter horde
; Positions for 16
RankInfo = RankNumber:1 UnitType:DwarvenBofur Position:X:10 Y:7.5
RankInfo = RankNumber:2 UnitType:DwarvenBifur Position:X:-10 Y:7.5
MeleeAttackLeashDistance = 1; How far the hordes can move from the center of the horde when melee attacking.
RanksToReleaseWhenAttacking = 1 2 3 4
RanksToJustFreeWhenAttacking = 1 2 3 4
AttributeModifiers = MeleeRangedComboHorde
BackUpMinDelayTime = 1 //The minimum amount of time to delay before backing up
BackUpMaxDelayTime = 3000 //The maximum amount of time to delay before backing up
BackUpMinDistance = 1 //The minimum number of cells to backup
BackUpMaxDistance = 3 //The maximum number of cells to backup
BackupPercentage = 80% //The amount of chance that a unit will back up.
End
; Behavior = SplitHordeSpecialPower ModuleTag_SplitHorde
; SpecialPowerTemplate = SpecialAbilitySplitHorde
; 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
AddEmotion = FearIdle_Base
AddEmotion = FearBusy_Base
AddEmotion = Point_Base
AddEmotion = Taunt_Base
;AttributeModifier = GondorFighterTaunt
AddEmotion = CheerIdle_Base
AddEmotion = CheerBusy_Base
AddEmotion = HeroCheerIdle_Base
AddEmotion = HeroCheerBusy_Base
AddEmotion = Alert_Base
End
Behavior = PickupStuffUpdate ModuleTag_PickupStuffUpdate
SkirmishAIOnly = Yes
StuffToPickUp = NONE +CRATE
ScanRange = 200
ScanIntervalSeconds = 0.5
End
LocomotorSet
Locomotor = NormalRangedHordeLocomotor
Condition = SET_NORMAL
Speed = 30
End
LocomotorSet
Locomotor = ScaredMeleeHordeLocomotor
Condition = SET_SCARED
Speed = 50
End
Behavior = ProductionUpdate ProductionUpdateModuleTag
GiveNoXP = Yes
End
Behavior = LevelUpUpgrade ModuleTag_BasicTraining
TriggeredBy = Upgrade_GondorBasicTraining
LevelsToGain = 1
LevelCap = 2
End
Behavior = StatusBitsUpgrade ModuleTag_ProductionLegality
TriggeredBy = Upgrade_GondorForgedBlades
End
Behavior = StatusBitsUpgrade ModuleTag_ProductionLegality2
TriggeredBy = Upgrade_GondorArcherFireArrows
End
Behavior = StatusBitsUpgrade ModuleTag_ProductionLegality3
TriggeredBy = Upgrade_GondorHeavyArmor
End
/////////////////////
// AISpecialPowers
/////////////////////
Behavior = AISpecialPowerUpdate GondorFighterHordeCaptureBuildingAI
CommandButtonName = Command_CaptureBuilding
SpecialPowerAIType = AI_SPECIAL_POWER_CAPTURE_BUILDING
End
Behavior = AISpecialPowerUpdate GondorFighterHordeStanceBattle
CommandButtonName = Command_SetStanceBattle
SpecialPowerAIType = AI_SPECIAL_POWER_STANCEBATTLE
End
Behavior = AISpecialPowerUpdate GondorFighterHordeStanceAggressive
CommandButtonName = Command_SetStanceAggressive
SpecialPowerAIType = AI_SPECIAL_POWER_STANCEAGGRESSIVE
End
Behavior = AISpecialPowerUpdate GondorFighterHordeHoldGround
CommandButtonName = Command_SetStanceHoldGround
SpecialPowerAIType = AI_SPECIAL_POWER_STANCEHOLDGROUND
End
Geometry = BOX
GeometryMajorRadius = 30.0
GeometryMinorRadius = 40.0
GeometryHeight = 20.0
GeometryIsSmall = No
//-------------------------------------------------------------------------------------------------
// World Map specific data
//-------------------------------------------------------------------------------------------------
// *** AUTO RESOLVE DATA ***
AutoResolveUnitType = AutoResolveUnit_Soldier
AutoResolveCombatChain = AutoResolve_SoldierCombatChain
AutoResolveBody = AutoResolve_GondorFighterHordeBody
AutoResolveArmor
RequiredUpgrades = Upgrade_GondorHeavyArmor
Armor = AutoResolve_GondorSoldierHeavyArmor
End
AutoResolveArmor
ExcludedUpgrades = Upgrade_GondorHeavyArmor
Armor = AutoResolve_GondorSoldierArmor
End
AutoResolveWeapon
RequiredUpgrades = Upgrade_GondorForgedBlades
Weapon = AutoResolve_GondorSoldierUpgradedWeapon
End
AutoResolveWeapon
ExcludedUpgrades = Upgrade_GondorForgedBlades
Weapon = AutoResolve_GondorSoldierWeapon
End
WorldMapArmoryUpgradesAllowed = Upgrade_GondorBasicTraining Upgrade_GondorForgedBlades Upgrade_GondorHeavyArmor Upgrade_GondorArcherFireArrows
End[/codebox]
Edited by Juissi, 12 October 2007 - 08:12 PM.