Anyway this is some of his work in map.ini form so you must change alot to make it work though im not going to you must earn it
Object MordorRingWraith Scale = 1.5 ButtonImage = HINazgul ; SelectPortrait for Heros is portrait behind skill buttons. HP = HeroPortrait. SelectPortrait = HPNazgul ReplaceModule ModuleTag_01 Draw = W3DScriptedModelDraw ModuleTag_01new GlowEnabled = No;Yes; GlowEmissive = No; DefaultModelConditionState Model = MUWchKng_SKN ;Skeleton = MUWchKng_SKL ParticleSysBone = None RingWraithFlare2 ;ParticleSysBone = None TaintHCPing;WitchKingPoison;DevastationFlare;DevastationLight;DevastationRing;Ri ngWraithWindIdle2 End ModelConditionState = MOUNTED MOUNTED Model = CUFellBst_SKN;RIDER1! WeaponLaunchBone = PRIMARY BAT_TOER1 End AnimationState = MOUNTED BACKING_UP StateName = backup Animation = IDLA AnimationName = CUFellBst_SKL.CUFellBst_HVRA AnimationMode = LOOP AnimationBlendTime = 10 AnimationSpeedFactorRange = 0.95 1.05 End End AnimationState = MOUNTED DIVING StateName = Diving Animation = DiveA AnimationName = CUFellBst_SKL.CUFellBst_ATKD AnimationMode = LOOP AnimationBlendTime = 10 AnimationSpeedFactorRange = 0.95 1.05 End End ;;;;;;;;;;;;//// AnimationState = MOUNTED FIRING_OR_PREATTACK_A Animation = Claw AnimationName = CUFellBst_SKL.CUFellBst_ATKD AnimationMode = LOOP AnimationBlendTime = 10 End BeginScript CurDrawableSetTransitionAnimState("Trans_Begin_Attacking") return EndScript End AnimationState = MOUNTED BETWEEN_FIRING_SHOTS_A Animation = TrotBetweenShotsMoving AnimationName = CUFellBst_SKL.CUFellBst_HVRA AnimationMode = LOOP Distance = 30 AnimationBlendTime = 10 End End AnimationState = MOUNTED BETWEEN_FIRING_SHOTS_A MOVING Animation = TrotBetweenShotsMoving AnimationName = CUFellBst_SKL.CUFellBst_IDLA AnimationMode = LOOP Distance = 30 AnimationBlendTime = 10 End End ;;;;;;;;;;;;;//// AnimationState = MOUNTED ABOUT_TO_HIT; clawing StateName = Claw Animation = Claw AnimationName = CUFellBst_SKL.CUFellBst_ATKD AnimationMode = LOOP AnimationBlendTime = 10 End BeginScript CurDrawableSetTransitionAnimState("Trans_Begin_Attacking") return EndScript End TransitionState = Trans_Begin_Attacking StateName = Grab Animation = Grab AnimationName = CUFellBst_SKL.CUFellBst_GRBA AnimationMode = ONCE AnimationBlendTime = 10 AnimationSpeedFactorRange = 0.4 0.4 End End AnimationState = MOUNTED STUNNED SPECIAL_DAMAGED StateName = STUNNED Animation = HitA AnimationName = CUFellBst_SKL.CUFellBst_ATKH AnimationMode = ONCE AnimationBlendTime = 6 End End AnimationState = MOUNTED STUNNED StateName = STUNNED Animation = HitA AnimationName = CUFellBst_SKL.CUFellBst_HITA AnimationMode = ONCE AnimationBlendTime = 6 End End ;--- HARD FLAPPING ------------------------ AnimationState = MOUNTED CLIMBING StateName = Climbing Animation = Moving AnimationName = CUFellBst_SKL.CUFellBst_HVRB AnimationMode = LOOP AnimationBlendTime = 10 AnimationSpeedFactorRange = 0.95 1.05 End End AnimationState = MOUNTED FREEFALL StateName = Freefall Animation = Moving AnimationName = CUFellBst_SKL.CUFellBst_IDLA AnimationMode = LOOP AnimationBlendTime = 10 End End AnimationState = MOUNTED MOVING SPECIAL_WEAPON_ONE StateName = Moving Animation = Moving AnimationName = CUFellBst_SKL.CUFellBst_ATKB AnimationMode = LOOP AnimationBlendTime = 10 End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Idle" then CurDrawableSetTransitionAnimState("Trans_Begin_Moving") return end if Prev == "Climbing" then CurDrawableSetTransitionAnimState("Trans_Begin_Moving") return end EndScript End AnimationState = MOUNTED MOVING StateName = Moving Animation = Moving AnimationName = CUFellBst_SKL.CUFellBst_FLYA AnimationMode = LOOP AnimationBlendTime = 10 AnimationSpeedFactorRange = 0.9 1.1 End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Idle" then CurDrawableSetTransitionAnimState("Trans_Begin_Moving") return end if Prev == "Climbing" then CurDrawableSetTransitionAnimState("Trans_Begin_Moving") return end EndScript End TransitionState = Trans_Begin_Moving Animation = Transition AnimationName = CUFellBst_SKL.CUFellBst_HVRC AnimationMode = ONCE AnimationBlendTime = 6 End End AnimationState = MOUNTED RUBBLE Animation = RubbleDieF AnimationName = CUFellBst_SKL.CUFellBst_DIVA AnimationMode = ONCE AnimationBlendTime = 4 End End AnimationState = MOUNTED DYING Animation = DyingA AnimationName = CUFellBst_SKL.CUFellBst_HVRC AnimationMode = LOOP AnimationBlendTime = 10 AnimationSpeedFactorRange = 0.5 0.5 End StateName = DYING End AnimationState = MOUNTED SELECTED SimilarRestart = Yes StateName = AtAttentionIdle Animation = ATNB AnimationName = CUFellBst_SKL.CUFellBst_HVRA AnimationMode = LOOP AnimationBlendTime = 10 AnimationSpeedFactorRange = 0.95 1.05 End End ;;;;;;;;;; AnimationState = MOVING WEAPONSET_TOGGLE_1 StateName = STATE_Mace Animation = RUNA AnimationName = MUWchKng_SKL.MUWchKng_RUNB AnimationMode = LOOP End BeginScript CurDrawableShowSubObject("MACE") EndScript Flags = RANDOMSTART ParticleSysBone = None InfantryDustTrails End AnimationState = MOVING Animation = RUNB AnimationName = MUWchKng_SKL.MUWchKng_RUNA AnimationMode = LOOP End BeginScript CurDrawableHideSubObject("MACE") EndScript Flags = RANDOMSTART ParticleSysBone = None InfantryDustTrails End AnimationState = USER_1 WEAPONSET_TOGGLE_1 Animation = DIEA AnimationName = MUWchKng_SKL.MUWchKng_DIEB AnimationMode = ONCE End BeginScript CurDrawableHideSubObject("MACE") EndScript End AnimationState = USER_1 Animation = DIEA AnimationName = MUWchKng_SKL.MUWchKng_DIEA AnimationMode = ONCE End BeginScript CurDrawableHideSubObject("MACE") EndScript End AnimationState = DYING WEAPONSET_TOGGLE_1 Animation = DIEA AnimationName = MUWchKng_SKL.MUWchKng_DIEB AnimationMode = ONCE End BeginScript CurDrawableHideSubObject("MACE") EndScript End AnimationState = DYING Animation = DIEA AnimationName = MUWchKng_SKL.MUWchKng_DIEA AnimationMode = ONCE End BeginScript CurDrawableHideSubObject("MACE") EndScript End AnimationState = STUNNED Animation = LNDA AnimationName = MUWchKng_SKL.MUWchKng_LNDA AnimationMode = ONCE End End AnimationState = STUNNED_STANDING_UP Animation = GTPA AnimationName = MUWchKng_SKL.MUWchKng_GTPA AnimationMode = ONCE AnimationSpeedFactorRange = 1.5 1.5 End End ;War Mace AnimationState = FIRING_OR_PREATTACK_A WEAPONSET_TOGGLE_1 StateName = STATE_Mace Animation = ATA1 AnimationName = MUWchKng_SKL.MUWchKng_ATKC AnimationMode = ONCE UseWeaponTiming = No AnimationSpeedFactorRange = 1.111 1.111 End Animation = ATB1 AnimationName = MUWchKng_SKL.MUWchKng_ATKD AnimationMode = ONCE UseWeaponTiming = No AnimationSpeedFactorRange = 1.5 1.5 End BeginScript CurDrawableShowSubObject("MACE") EndScript Flags = RESTART_ANIM_WHEN_COMPLETE End ;AnimationState = ATTACKING WEAPONSET_TOGGLE_1 ; StateName = STATE_Mace ; Animation = ALERT_1 ; AnimationName = MUWchKng_SKL.MUWchKng_IDLC ; AnimationMode = LOOP ; AnimationPriority = 10 ; End ; BeginScript ; CurDrawableShowSubObject("MACE") ; EndScript ;End ;Morgul Blade AnimationState = FIRING_OR_PREATTACK_A Animation = ATA1 AnimationName = MUWchKng_SKL.MUWchKng_ATKA AnimationMode = ONCE UseWeaponTiming = Yes End Animation = ATB1 AnimationName = MUWchKng_SKL.MUWchKng_ATKB AnimationMode = ONCE UseWeaponTiming = Yes End BeginScript CurDrawableHideSubObject("MACE") EndScript End AnimationState = BETWEEN_FIRING_SHOTS_A Animation = ALERT_1 AnimationName = MUWchKng_SKL.MUWchKng_IDLA AnimationMode = LOOP AnimationPriority = 10 End BeginScript CurDrawableHideSubObject("MACE") EndScript End TransitionState = TRANS_IdleToSelected Animation = ATNA AnimationName = MUWchKng_SKL.MUWchKng_ATNA AnimationMode = ONCE AnimationSpeedFactorRange = 0.7 1.3 End End TransitionState = TRANS_SelectedToMace Animation = ATNA AnimationName = MUWchKng_SKL.MUWchKng_STHA AnimationMode = ONCE AnimationSpeedFactorRange = 0.7 1.3 End BeginScript CurDrawableShowSubObject("MACE") EndScript End TransitionState = TRANS_MaceToSelected Animation = ATNA AnimationName = MUWchKng_SKL.MUWchKng_STHB AnimationMode = ONCE AnimationSpeedFactorRange = 0.7 1.3 End BeginScript CurDrawableShowSubObject("MACE") EndScript End AnimationState = WAR_CHANT Animation = Chant AnimationName = MUWchKng_SKL.MUWchKng_CHRA AnimationMode = LOOP End BeginScript CurDrawableHideSubObject("MACE") EndScript End AnimationState = EMOTION_CELEBRATING Animation = CHRA AnimationName = MUWchKng_SKL.MUWchKng_CHRA AnimationMode = ONCE End BeginScript CurDrawableHideSubObject("MACE") EndScript Flags = RESTART_ANIM_WHEN_COMPLETE End AnimationState = EMOTION_ALERT Animation = ALERT_1 AnimationName = MUWchKng_SKL.MUWchKng_IDLA AnimationMode = ONCE AnimationPriority = 10 End BeginScript CurDrawableHideSubObject("MACE") EndScript Flags = RESTART_ANIM_WHEN_COMPLETE; acts like an idle animation & keeps running the animations. End AnimationState = SELECTED WEAPONSET_TOGGLE_1 StateName = STATE_Mace Animation = ATNB AnimationName = MUWchKng_SKL.MUWchKng_IDLC AnimationMode = LOOP End BeginScript CurDrawableShowSubObject("MACE") Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Selected" then CurDrawableSetTransitionAnimState("TRANS_SelectedToMace") end EndScript End AnimationState = SELECTED StateName = STATE_Selected Animation = ATNB AnimationName = MUWchKng_SKL.MUWchKng_ATNB AnimationMode = LOOP End BeginScript CurDrawableHideSubObject("MACE") Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Idle" then CurDrawableSetTransitionAnimState("TRANS_IdleToSelected") end if Prev == "STATE_Mace" then CurDrawableSetTransitionAnimState("TRANS_MaceToSelected") end EndScript End AnimationState = WEAPONSET_TOGGLE_1 StateName = STATE_Mace Animation = ATNB AnimationName = MUWchKng_SKL.MUWchKng_IDLC AnimationMode = LOOP End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Idle" then CurDrawableSetTransitionAnimState("TRANS_IdleToSelected") end EndScript End AnimationState = MOUNTED StateName = Idle Animation = IDLA AnimationName = CUFellBst_SKL.CUFellBst_HVRA AnimationMode = LOOP AnimationBlendTime = 10 AnimationSpeedFactorRange = 0.95 1.05 End End IdleAnimationState StateName = STATE_Idle Animation = IDLB AnimationName = MUWchKng_SKL.MUWchKng_IDLB AnimationMode = LOOP End BeginScript CurDrawableHideSubObject("MACE") EndScript ;Animation = IDLB ; AnimationName = MUWchKng_SKL.MUWchKng_IDLB ; AnimationMode = ONCE ; AnimationSpeedFactorRange = 0.9 1.1 ; AnimationBlendTime = 20 ;End End End End AddModule ModuleTag_777 Behavior = GrantUpgradeCreate ModuleTag_777 UpgradeToGrant = Upgrade_AragornCostume_01;Upgrade_AragornCostume_03 End End AddModule Behavior = SubObjectsUpgrade Sword_Upgrade TriggeredBy = Upgrade_AragornCostume_01 ;ShowSubObjects = CUFELLWRTH_SKN.RINGWRAITH_SKIN HideSubObjects = RULEGOLAS ARROW ARROW02;BANNERS BOWS BRAZIER ARMOR TREBUCHET_FIRE BANNERS SHIELDS COAL FireArowTip ;SkipFadeOnCreate = Yes End End AddModule Draw = W3DScriptedModelDraw NewDrawBoundingBox DefaultModelConditionState Model = RULEGOLAS_SKN End End End CommandSet = NewNazgul CommandPoints = 0 KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE THROWN_OBJECT HERO ARMY_SUMMARY ATTACK_NEEDS_LINE_OF_SIGHT AddModule ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehaviorMounted MaxUpdateRangeCap = 800 AnimationSound = Sound: FellBeastWingFlaps Animation:CUFELLBST_SKL.CUFELLBST_IDLA Frames: 33 AnimationSound = Sound: FellBeastWingFlaps Animation:CUFELLBST_SKL.CUFELLBST_ATKB Frames: 1 24 65 87 112 AnimationSound = Sound: FellBeastWingFlaps Animation:CUFELLBST_SKL.CUFELLBST_ATKD Frames: 5 AnimationSound = Sound: FellBeastEagleAttack Animation:CUFELLBST_SKL.CUFELLBST_ATKD Frames: 10 AnimationSound = Sound: FellBeastHurt Animation:CUFELLBST_SKL.CUFELLBST_ATKH Frames: 0 AnimationSound = Sound: FellBeastHurt Animation:CUFELLBST_SKL.CUFELLBST_HITA Frames: 0 AnimationSound = Sound: FellBeastWingFlaps Animation:CUFELLBST_SKL.CUFELLBST_HITA Frames: 10 AnimationSound = Sound: FellBeastWingFlaps Animation:CUFELLBST_SKL.CUFELLBST_FLYA Frames: 5 AnimationSound = Sound: FellBeastWingFlaps Animation:CUFELLBST_SKL.CUFELLBST_HVRA Frames: 7 AnimationSound = Sound: FellBeastWingFlapsShort Animation:CUFELLBST_SKL.CUFELLBST_HVRB Frames: 3 AnimationSound = Sound: FellBeastWingFlapsShort Animation:CUFELLBST_SKL.CUFELLBST_HVRC Frames: 5 32 AnimationSound = Sound: FellBeastWingFlaps Animation:CUFELLBST_SKL.CUFELLBST_HVRC Frames: 62 103 ;-------- animation unused anymore ----------- ;AnimationSound = Sound: FellBeastEagleAttack Animation:CUFELLBST_SKL.CUFELLBST_ATKE Frames: 20 ;AnimationSound = Sound: FellBeastWingFlaps Animation:CUFELLBST_SKL.CUFELLBST_ATKA Frames: 1 24 46 ;AnimationSound = Sound: FellBeastWingFlaps Animation:CUFELLBST_SKL.CUFELLBST_ATKC Frames: 16 ;AnimationSound = Sound: FellBeastWingFlaps Animation:CUFELLBST_SKL.CUFELLBST_ATKE Frames: 7 ;AnimationSound = Sound: FellBeastWingFlaps Animation:CUFELLBST_SKL.CUFELLBST_ATKF Frames: 7 ;AnimationSound = Sound: FellBeastDie Animation:CUFELLBST_SKL.CUFELLBST_DIEC Frames: 5 End End ArmorSet Conditions = None Armor = HeroArmor DamageFX = None End LocomotorSet Locomotor = HeroHumanLocomotor Condition = SET_NORMAL Speed = NORMAL_GOOD_HERO_SPEED End LocomotorSet Locomotor = FellBeastLocomotor3 Condition = SET_MOUNTED Speed = 90 End LocomotorSet Locomotor = FellBeastLocomotor3; BALANCE FellBeast Condition = SET_SUPERSONIC Speed = 114 End LocomotorSet Locomotor = FellBeastLocomotor3; BALANCE FellBeast Condition = SET_WANDER Speed = 78 End LocomotorSet Locomotor = FellBeastSwoopLocomotor2; BALANCE FellBeast Condition = SET_PANIC Speed = 160 End VisionRange = VISION_FLIER ShroudClearingRange = SHROUD_CLEAR_FLIER DisplayName = OBJECT:MordorRingWraith CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CrusherLevel = 0 AddModule Behavior = UnpauseSpecialPowerUpgrade ModuleTag_HorseEnabler SpecialPowerTemplate = SpecialAbilityToggleMounted TriggeredBy = Upgrade_Shadowfax End End AddModule Behavior = SpecialPowerModule ModuleTag_HorseToggleStarter SpecialPowerTemplate = SpecialAbilityToggleMounted UpdateModuleStartsAttack = Yes ;InitiateSound = StartsPaused = Yes End End AddModule Behavior = ToggleMountedSpecialAbilityUpdate ModuleTag_HorseToggle SpecialPowerTemplate = SpecialAbilityToggleMounted UnpackTime = 2000 PreparationTime = 1 PersistentPrepTime = 250 PackTime = 2000 OpacityTarget = .3 ; How see-thru to be at peak of change AwardXPForTriggering = 0 End End WeaponSet Conditions = MOUNTED Weapon = PRIMARY NazgulPlowAttack PreferredAgainst = PRIMARY STRUCTURE MACHINE HORDE Weapon = SECONDARY NazgulGrabAttack PreferredAgainst = SECONDARY INFANTRY THROWN_OBJECT CAVALRY Weapon = TERTIARY NazgulClawAttack OnlyAgainst = TERTIARY MONSTER End WeaponSet Weapon = PRIMARY WitchKingMorgulBlade Weapon = TERTIARY WitchKingMorgulBladeSpecialPower AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI End
heres commandbutton
CommandButton Command_MountNazgul Command = SPECIAL_POWER SpecialPower = SpecialAbilityToggleMounted TextLabel = Ringwars:MountFellbeast Options = TOGGLE_IMAGE_ON_WEAPONSET ON_GROUND_ONLY FlagsUsedForToggle = MOUNTED ButtonImage = HSGandalfShadowfax HSGandalfShadowfax ButtonBorderType = ACTION DescriptLabel = Ringwars:MountFellbeastD InPalantir = Yes UnitSpecificSound = GandalfShadowfaxWhistle GandalfVoiceDismount UnitSpecificSound2 = HorseWhinnyForMountButton UnmountButtonFoley End
then add
Command_MountNazgul
in commandset and voila