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BFME II Modding | Error Parsing


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#1 Fire7500

Fire7500
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  • 8 posts

Posted 24 November 2017 - 10:49 AM

Hello,

 

I have been recently modding my game, and I decided to design my own version of a Create-A-Hero and adding them in the game as a normal hero. However, I encountered a few 'Unknown field' messages, which confused me since I thought I coded my hero correctly. Here is the code for my hero, Natalie:

 

 

;------------------------------------------------------------------------------
;
; Natalie.ini
;
;------------------------------------------------------------------------------
Object RohanNatalie
; *** ART Parameters ***
 
SelectPortrait = CPShieldMaiden
 
ButtonImage = HICAHShieldMaiden
 
DescriptionStrategic = CONTROLBAR:LW_ToolTip_Natalie
    
Draw = W3DScriptedModelDraw ModuleTag_DRAW
 
StaticModelLODMode = Yes
 
OkToChangeModelColor = Yes
;------------------------------------------------------------------------------
DefaultModelConditionState
Model = CHHW_SM_U_SKN
Skeleton = CHHW_SM_U_SKL
End
;------------------------------------------------------------------------------
ModelConditionState = MOUNTED
Model = CHHW_SM_M_SKN
Skeleton = CHHW_SM_M_SKL
End
;------------------------------------------------------------------------------
; *** Animations ***
;------------------------------------------------------------------------------
; Regular Idle Animations
 
IdleAnimationState
Animation = Foot_IDLB // Bored Idle
AnimationName       = CHHW_SM_U_IDLB
AnimationMode       = ONCE
AnimationPriority   = 20
End
Animation = Foot_IDLC // Bored Fidget
AnimationName       = CHHW_SM_U_IBFA
AnimationMode       = ONCE
AnimationPriority   = 2
End
BeginScript
CurDrawableHideSubObject("spear")
Prev = CurDrawablePrevAnimationState()
if Prev == "Selected" then CurDrawableSetTransitionAnimState("TRANS_Selected_To_Idle") end
EndScript
End
;------------------------------------------------------------------------------
; Mounted Animations: Debug
 
AnimationState = MOUNTED DEBUG
Animation
AnimationName = CHHW_SM_M_IDLA    
AnimationMode = ONCE
End
ParticleSysBone = BAT_HHEAD glowHorseGold FollowBone:Yes
ParticleSysBone = B_HHIPL glowHorseRearGold FollowBone:Yes
ParticleSysBone = BAT_SPINE2 glowGold FollowBone:Yes
End
;------------------------------------------------------------------------------
; Mounted Animations
 
AnimationState = MOUNTED FREEFALL 
Animation = freefall
AnimationName = CHHW_SM_M_FLYC
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
 
AnimationState = MOUNTED STUNNED_FLAILING 
Animation = JustDie
AnimationName = CHHW_SM_M_FLYC
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
 
AnimationState = MOUNTED PASSENGER
Animation = grabbed
AnimationName = CHHW_SM_M_GBDA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
 
AnimationState = MOUNTED DYING SPLATTED
Animation = Land
AnimationName = CHHW_SM_M_LNDA
AnimationMode = ONCE
AnimationBlendTime = 2
End
FXEvent = Frame:2 Name:FX_SplatDust
End
 
AnimationState = MOUNTED DYING
Animation = JustDie
AnimationName = CHHW_SM_M_DIEA
AnimationMode = ONCE
End
End
 
AnimationState = MOUNTED STUNNED_STANDING_UP
Animation = StandUp
AnimationName = CHHW_SM_M_GTPA
AnimationMode = ONCE
AnimationSpeedFactorRange = 3.5 3.5
End
End
 
AnimationState = MOUNTED STUNNED
Animation = Land
AnimationName = CHHW_SM_M_LNDA
AnimationMode = ONCE
End
End
 
 
AnimationState        = MOUNTED MOVING FIRING_OR_PREATTACK_A
ShareAnimation = Yes
Animation = RunAndFire
AnimationName = CHHW_SM_M_ATRA
AnimationMode = LOOP
End
Flags = RANDOMSTART 
End
 
AnimationState = MOUNTED TURN_LEFT_HIGH_SPEED
Animation = TurnLeft
AnimationName = CHHW_SM_M_TNL1
AnimationMode = LOOP
AnimationSpeedFactorRange = 1.2 1.2
AnimationBlendTime = 20
End
End
 
AnimationState = MOUNTED TURN_RIGHT_HIGH_SPEED
Animation = TurnLeft
AnimationName = CHHW_SM_M_TNR1
AnimationMode = LOOP
AnimationSpeedFactorRange = 1.2 1.2
AnimationBlendTime = 20
End
End
 
 
AnimationState = MOUNTED MOVING TURN_LEFT 
Animation = TurnLeft
AnimationName = CHHW_SM_M_TRNL
AnimationMode = LOOP
End
End
 
AnimationState = MOUNTED MOVING TURN_RIGHT 
Animation = TurnRight
AnimationName = CHHW_SM_M_TRNR
AnimationMode = LOOP
End
End
 
AnimationState = MOUNTED MOVING ACCELERATE
Animation = Accelerate
AnimationName = CHHW_SM_M_ACCL
AnimationMode = LOOP
End
End
 
AnimationState = MOUNTED MOVING DECELERATE
Animation = Decelerate
AnimationName = CHHW_SM_M_DECL
AnimationMode = ONCE
End
End
 
AnimationState = MOUNTED MOVING WALKING
Animation = Walk
AnimationName = CHHW_SM_M_WLKA
AnimationMode = LOOP
End
End
 
AnimationState = MOUNTED MOVING BACKING_UP
Animation = BackingUp
AnimationName = CHHW_SM_M_BAKA
AnimationMode = LOOP
End
End
 
 
AnimationState = MOUNTED MOVING
Animation = RunA
AnimationName = CHHW_SM_M_RUNA
AnimationMode = LOOP
End
End
 
AnimationState = PACKING_TYPE_2 MOUNTED
StateName = SPELL
Animation = SPCC
AnimationName = CHHW_SM_M_SPCA
AnimationMode = ONCE
AnimationBlendTime = 20
End
End
 
AnimationState = PACKING_TYPE_1 MOUNTED
StateName = SPELL
Animation = SPCC
AnimationName = CHHW_SM_M_IDLB CHHW_SM_M_IDLA
AnimationSpeedFactorRange = 0.842 0.842
AnimationMode = ONCE
End
End
 
AnimationState = MOUNTED FIRING_OR_PREATTACK_A
Animation = AttackA
AnimationName = CHHW_SM_M_ATKA
AnimationMode = ONCE
UseWeaponTiming = Yes
End
Animation = AttackB
AnimationName = CHHW_SM_M_ATKB CHHW_SM_M_ATKA
AnimationMode = ONCE
UseWeaponTiming = Yes
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End
 
AnimationState = MOUNTED ATTACKING
Animation = AttackA
AnimationName = CHHW_SM_M_ATKA
AnimationMode = MANUAL
End
End
 
AnimationState = MOUNTED LEVELED
StateName = Idle
Animation = LevelUp
AnimationName = CHHW_SM_M_IDLB CHHW_SM_M_IDLA
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.666 0.666
End
End
 
AnimationState = MOUNTED SELECTED
SimilarRestart = Yes
StateName = AtAttentionIdle
Animation = ATNB
AnimationName = CHHW_SM_M_IDLB CHHW_SM_M_IDLA
AnimationMode = LOOP
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_MountedSelect") end
if Prev == "AtAttentionIdle" then CurDrawableSetTransitionAnimState("TRANS_MountedSelect") end
EndScript
End
 
TransitionState = TRANS_MountedSelect
Animation = ATNA
AnimationName = CHHW_SM_M_ATNA
AnimationMode = ONCE
End
End
 
AnimationState = MOUNTED
StateName = Idle
Animation = IdleA
AnimationName = CHHW_SM_M_IDLA
AnimationPriority = 20
AnimationMode = ONCE
AnimationBlendTime = 15
End
Animation = IdleB
AnimationName = CHHW_SM_M_IDLB CHHW_SM_M_IDLA
AnimationMode = ONCE
AnimationBlendTime = 15
End
Animation = IdleC
AnimationName = CHHW_SM_M_IDLC CHHW_SM_M_IDLB CHHW_SM_M_IDLA
AnimationMode = ONCE
AnimationBlendTime = 15
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End
;------------------------------------------------------------------------------
; Regular Animations
;------------------------------------------------------------------------------
; Flying Animations: Knockback
 
AnimationState = STUNNED_FLAILING 
Animation
AnimationName = CHHW_SM_U_FLYA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
;------------------------------------------------------------------------------
; Dying Animations
 
AnimationState = DYING SPLATTED
Animation
AnimationName = CHHW_SM_U_LNDA
AnimationMode = ONCE
End
End
 
AnimationState = DYING
Animation
AnimationName = CHHW_SM_U_DIEA
AnimationMode = ONCE
End
Animation = GUHero_DIEB
AnimationName = CHHW_SM_U_DIEB
AnimationMode = ONCE
End
End
;------------------------------------------------------------------------------
; Stunned Animations
 
AnimationState = STUNNED_STANDING_UP
Animation
AnimationName = CHHW_SM_U_GTPA
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.5 1.5
End
End
 
AnimationState = STUNNED 
Animation = GUHero_LNDA
AnimationName = CHHW_SM_U_LNDA
AnimationMode = ONCE
End
End
;------------------------------------------------------------------------------
; Attacking Animations
 
AnimationState = FIRING_OR_PREATTACK_A MOUNTED
Animation
AnimationName = CHHW_SM_M_ATKA CHHW_SM_M_ATKB
AnimationMode = ONCE
UseWeaponTiming = Yes
End
End
;------------------------------------------------------------------------------
; Click and Hit Reaction Animation
 
AnimationState = HIT_REACTION
Animation
AnimationName = CHHW_SM_U_HITA
AnimationMode = ONCE
End
End
;------------------------------------------------------------------------------
; Selected Animations and Transitions
 
AnimationState = SELECTED MOUNTED
SimilarRestart = Yes
StateName = AtAttentionIdleMounted
Animation = ATNB
AnimationName = CHHW_SM_M_ATNB
AnimationMode = LOOP
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_Select") end
if Prev == "AtAttentionIdleMounted" then CurDrawableSetTransitionAnimState("TRANS_Select") end
EndScript
End
 
TransitionState = TRANS_Select
Animation
AnimationName = CHHW_SM_M_ATNA
AnimationMode = ONCE
End
End
;------------------------------------------------------------------------------
; Emotion Animations
 
AnimationState = EMOTION_CELEBRATING MOUNTED
Animation 
AnimationName = CHHW_SM_M_CHRA CHHW_SM_M_IRFA
AnimationMode = ONCE
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End
 
AnimationState = EMOTION_CELEBRATING
Animation CHRA
AnimationName = CHHW_SM_U_CHRA CHHW_SM_U_TNTA
AnimationMode = ONCE
End
Animation CHRB
AnimationName = CHHW_SM_U_CHRB CHHW_SM_U_CHRA CHHW_SM_U_TNTA
AnimationMode = ONCE
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End
 
AnimationState = EMOTION_TAUNTING MOUNTED
Animation 
AnimationName = CHHW_SM_M_TNTA CHHW_SM_M_IRFA
AnimationMode = ONCE
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End
 
AnimationState = EMOTION_TAUNTING
Animation CHRA
AnimationName = CHHW_SM_U_TNTA
AnimationMode = ONCE
End
Animation CHRB
AnimationName = CHHW_SM_U_TNTB CHHW_SM_U_TNTA
AnimationMode = ONCE
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End
;------------------------------------------------------------------------------
Draw = W3DScriptedModelDraw DustEffects
DefaultModelConditionState
Model = None
End
 
    IdleAnimationState
    End
 
AnimationState = MOUNTED MOVING WADING
ParticleSysBone = None FootstepSlash
End
 
    AnimationState = MOUNTED MOVING ACCELERATE
ParticleSysBone = None GenericSiegeTrailDust
    End
 
    AnimationState = MOUNTED MOVING ACCELERATE
ParticleSysBone = None GenericSiegeTrailDust
    End
 
    AnimationState = MOUNTED MOVING
    End
End
;------------------------------------------------------------------------------
; *** DESIGN Parameters ***
 
Side = Men
EditorSorting = UNIT
ThreatLevel = 100
ThingClass = CHARACTER_UNIT
TransportSlotCount = TRANSPORTSLOTCOUNT_HERO
BuildCost = 2500
BuildTime = 60
ShockwaveResistance = SHOCKWAVE_RESISTANCE_STRONG
BountyValue = 750
 
//DisplayMeleeDamage = 200
 
VisionRange = VISION_HERO_STANDARD
ShroudClearingRange = SHROUD_CLEAR_HERO
MaxVisionBonusPercent = 300%
VisionBonusTestRadius = 200
VisionBonusPercentPerFoot = 1.0%
 
DisplayName = OBJECT:RohanNatalie
RecruitText = CONTROLBAR:RohanNatalieRecruit
ReviveText = CONTROLBAR:RohanNatalieRevive
Hotkey = CONTROLBAR:RohanNatalieHotkey
CrusherLevel = 0
MountedCrusherLevel = 1
CrushableLevel = 2
MountedCrushableLevel = 2
 
CrushWeapon = HeroCrush  
 
MinCrushVelocityPercent = 50
CrushDecelerationPercent = 30
 
CrushKnockback = 40
CrushZFactor = 1.0
 
CommandSet = RohanNatalieCommandSet
CommandPoints = 75
;------------------------------------------------------------------------------
; *** Weapon Sets ***
 
WeaponSet
Conditions = None 
Weapon = PRIMARY   NatalieSword
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
;------------------------------------------------------------------------------
; *** Fire Sword Weapon ***
 
Behavior = SubObjectsUpgrade ModuleTag_FireBrand
TriggeredBy = Upgrade_ObjectLevel1
ShowSubObjects = FireBrand 
End
Behavior = SubObjectsUpgrade FireBrandFX_Upgrade
TriggeredBy = Upgrade_ObjectLevel1
ShowSubObjects = FireBrand_FX01
End
;------------------------------------------------------------------------------
; *** Armor Sets ***
 
ArmorSet
Conditions      = None
Armor           = HeroArmor
DamageFX        = NormalDamageFX
End
ArmorSet
Conditions      = MOUNTED
Armor           = HeroArmorMounted
DamageFX        = NormalDamageFX
End
;------------------------------------------------------------------------------
; *** AUTO Resolve Data ***
 
AutoResolveUnitType = AutoResolveUnit_Hero
AutoResolveCombatChain = AutoResolve_HeroCombatChain
 
AutoResolveBody = AutoResolve_CreateAHeroBody
 
AutoResolveArmor
Armor = AutoResolve_CreateAHeroArmor
End
 
AutoResolveWeapon
Weapon = AutoResolve_CreateAHeroWeapon
End
;------------------------------------------------------------------------------
; *** AUDIO Parameters ***
 
RequiredModelConditions = MOUNTED
VoiceMove = HeroWestFemaleVoiceMoveMount
VoiceGuard = HeroWestFemaleVoiceMoveMount
VoiceMoveToCamp = HeroWestFemaleVoiceMoveMount
VoiceMoveWhileAttacking = HeroWestFemaleVoiceMoveMount
VoiceRetreatToCastle = HeroWestFemaleVoiceMoveMount
End
 
VoiceAttack = HeroWestFemaleVoiceAttack
VoiceAttackCharge = HeroWestFemaleVoiceAttackCharge
VoiceAttackMachine = HeroWestFemaleVoiceAttack
VoiceAttackStructure = HeroWestFemaleVoiceAttack
VoiceCreated = HeroWestFemaleVoiceSalute
VoiceFear = HeroWestFemaleVoiceHelpMe
VoiceFullyCreated = HeroWestFemaleVoiceSalute
VoiceGuard = HeroWestFemaleVoiceMove
VoiceMove = HeroWestFemaleVoiceMove
VoiceMoveToCamp = HeroWestFemaleVoiceMove
VoiceMoveWhileAttacking = HeroWestFemaleVoiceMove
VoicePriority = 95
VoiceRetreatToCastle = HeroWestFemaleVoiceMove
VoiceSelect = HeroWestFemaleVoiceSelectMS
VoiceSelectBattle  = HeroWestFemaleVoiceSelectBattle
 
SoundImpact = ImpactHorse
 
UnitSpecificSounds
VoiceEnterUnitElvenTransportShip = HeroWestFemaleVoiceMove
VoiceGarrison = HeroWestFemaleVoiceMove
VoiceInitiateCaptureBuilding = HeroWestFemaleVoiceCaptureBuilding
End
;------------------------------------------------------------------------------
Behavior = LargeGroupAudioUpdate ModuleTag_LGAU
Key = Hero
End
;------------------------------------------------------------------------------
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
MaxUpdateRangeCap = 800
AnimationSound = Sound:HorseMoveFootsteps Animation:CHHW_SM_M_SKL.CHHW_SM_M_ACCL Frames:18 36
AnimationSound = Sound:HorseMoveFootsteps Animation:CHHW_SM_M_SKL.CHHW_SM_M_ATRA Frames:11 27
AnimationSound = Sound:HorseDieForHero Animation:CHHW_SM_M_SKL.CHHW_SM_M_DIEA Frames:1
AnimationSound = Sound:BodyFallGenericNoArmor Animation:CHHW_SM_M_SKL.CHHW_SM_M_DIEA Frames:6
AnimationSound = Sound:BodyFallSoldier Animation:CHHW_SM_M_SKL.CHHW_SM_M_DIEA Frames:45
AnimationSound = Sound:BodyFallSoldier Animation:CHHW_SM_M_SKL.CHHW_SM_M_LNDA Frames:2 12
AnimationSound = Sound:HorseMoveFootsteps Animation:CHHW_SM_M_SKL.CHHW_SM_M_MFDA Frames:10
AnimationSound = Sound:HorseMoveFootsteps Animation:CHHW_SM_M_SKL.CHHW_SM_M_RUNA Frames:10
AnimationSound = Sound:HorseMoveFootsteps Animation:CHHW_SM_M_SKL.CHHW_SM_M_TNL1 Frames:10
AnimationSound = Sound:HorseMoveFootsteps Animation:CHHW_SM_M_SKL.CHHW_SM_M_TNR1 Frames:10
AnimationSound = Sound:TauntHumanHitShield Animation:CHHW_SM_M_SKL.CHHW_SM_M_TNTA Frames:11 27
End
;------------------------------------------------------------------------------
; *** ENGINEERING Parameters ***
 
RadarPriority = UNIT
KindOf = HERO PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY ATTACK_NEEDS_LINE_OF_SIGHT PATH_THROUGH_EACH_OTHER SCORE ARMY_SUMMARY HEAVY_MELEE_HITTER
PathfindDiameter = 40.0
 
Body = RespawnBody ModuleTag_RespawnBody
CheerRadius = EMOTION_CHEER_RADIUS
MaxHealth          = 2200
PermanentlyKilledByFilter = NONE
    DodgePercent      = HERO_DODGE_PERCENT
End
 
Behavior = RespawnUpdate ModuleTag_RespawnUpdate
DeathAnim = DYING
DeathFX = FX_HeroDieToRespawn
DeathAnimationTime = 5000
InitialSpawnFX = FX_HeroInitialSpawn
RespawnAnim = LEVELED
RespawnFX = FX_HeroRespawn
RespawnAnimationTime = 2000
AutoRespawnAtObjectFilter = NONE +CASTLE_KEEP
ButtonImage = HIFaramir
 
RespawnRules = AutoSpawn:No Cost:1875 Time:120000 Health:100%
End
;------------------------------------------------------------------------------
Behavior = AutoHealBehavior ModuleTag_NatalieHealing
StartsActive = Yes
HealingAmount = HERO_HEAL_AMOUNT
HealingDelay = 500
StartHealingDelay = HERO_HEAL_DELAY
HealOnlyIfNotInCombat = Yes
End
;------------------------------------------------------------------------------
Behavior = AutoAbilityBehavior ModuleTag_AutoAbilityBehavior
End
;------------------------------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_HorseEnabler
SpecialPowerTemplate = SpecialAbilityToggleMounted
TriggeredBy = Upgrade_MountNatalie
End
 
  Behavior = SpecialPowerModule ModuleTag_HorseToggleStarter
  SpecialPowerTemplate      = SpecialAbilityToggleMounted
  UpdateModuleStartsAttack  = Yes
  StartsPaused = Yes
  End
 
Behavior = ToggleMountedSpecialAbilityUpdate ModuleTag_HorseToggle
  SpecialPowerTemplate = SpecialAbilityToggleMounted
  UnpackTime = 2000
  PreparationTime = 1  
  PersistentPrepTime = 250
  PackTime = 2000
  OpacityTarget = .3
  AwardXPForTriggering    = 0
End
;------------------------------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_KnightValor_Enabler
SpecialPowerTemplate = SpecialAbilityFakeLeadership
TriggeredBy = Upgrade_KnightValor
End
 
Behavior = SpecialPowerModule ModuleTag_KnightValorUpdate   
SpecialPowerTemplate = SpecialAbilityFakeLeadership
UpdateModuleStartsAttack = No
StartsPaused = Yes
End
 
Behavior = AttributeModifierAuraUpdate ModuleTag_KnightValor
StartsActive = No
BonusName = KnightValor
TriggeredBy = Upgrade_KnightValor
RefreshDelay = 2000
Range = 200
AntiCategory = BUFF
ObjectFilter = ANY +INFANTRY +CAVALRY +HERO -STRUCTURE -BASE_FOUNDATION -HORDE -DOZER
End
;------------------------------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_NatalieDivineGraceEnabler
SpecialPowerTemplate = SpecialAbilityGlorfindelStarlight
TriggeredBy = Upgrade_NatalieDivineGrace
End
 
Behavior = OCLSpecialPower ModuleTag_NatalieDivineGrace
StartsPaused = Yes
SpecialPowerTemplate = SpecialAbilityGlorfindelStarlight
OCL = OCL_NatalieDivineGraceObject
CreateLocation = CREATE_AT_LOCATION
End
 
Behavior = AutoAbilityBehavior ModuleTag_DivineGraceAutoAbilityBehavior
SpecialAbility = SpecialAbilityGlorfindelStarlight
MaxScanRange = 200
Query = 2 ANY ALLIES +HORDE
Query = 1 ALL ENEMIES
End
;------------------------------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_FloodStrikeEnabler
SpecialPowerTemplate = SpecialAbilityPersonalFlood
TriggeredBy = Upgrade_FloodStrike
End
 
Behavior = SpecialPowerModule ModuleTag_FloodStrikeStarter                      
SpecialPowerTemplate = SpecialAbilityPersonalFlood
UpdateModuleStartsAttack = Yes
StartsPaused = Yes
InitiateSound = ArwenVoiceFlood
End
 
Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_FloodUpdate   
SpecialPowerTemplate = SpecialAbilityPersonalFlood
 
UnpackTime = 1300
PackTime = 1500
 
StartAbilityRange = 150.0
 
SpecialWeapon = NatalieFlood
WhichSpecialWeapon = 1
End
;------------------------------------------------------------------------------
Behavior = StancesBehavior ModuleTag_StancesBehavior
        StanceTemplate = Hero
End
;------------------------------------------------------------------------------
#include "..\..\..\includes\CaptureBuilding.inc"
;------------------------------------------------------------------------------
Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
MoodAttackCheckRate = 500
HoldGroundCloseRangeDistance = 41
AILuaEventsList = CreateAHeroFunctions
End
;------------------------------------------------------------------------------
Behavior = EmotionTrackerUpdate Module_EmotionTracker
TauntAndPointDistance = 350
TauntAndPointUpdateDelay = 1000
TauntAndPointExcluded = NONE
AfraidOf = NONE
  AlwaysAfraidOf = NONE
PointAt = EMOTION_POINTAT_OBJECTFILTER
  HeroScanDistance = 150
  FearScanDistance = INFANTRY_FEAR_SCAN_RADIUS
 
AddEmotion = Taunt_Base
AddEmotion = CheerIdle_Base
AddEmotion = CheerBusy_Base
AddEmotion = Alert_Base
End
;------------------------------------------------------------------------------
LocomotorSet
Locomotor = HeroHumanLocomotor
Condition = SET_NORMAL 
Speed     = NORMAL_GOOD_HERO_SPEED
End
  
LocomotorSet
Locomotor = HeroHorseLocomotor
Condition = SET_MOUNTED 
Speed     = NORMAL_CAVALRY_FAST_HORDE_SPEED
End
;------------------------------------------------------------------------------
Behavior = PhysicsBehavior ModuleTag_04
GravityMult = 1.0
ShockStandingTime = 2533
End
;------------------------------------------------------------------------------
Behavior = SlowDeathBehavior ModuleTag_05
DeathTypes = ALL 
SinkDelay = 5800
SinkRate = 2.3
DestructionDelay = 12000
Sound = INITIAL FX_CreateAHeroDie
End
;------------------------------------------------------------------------------
Behavior = SquishCollide ModuleTag_06
End
;------------------------------------------------------------------------------
Behavior = HitReactionBehavior HitReactionBehaviorModuleTag
HitReactionLifeTimer1 = 1500
HitReactionLifeTimer2 = 1500
HitReactionLifeTimer3 = 1500
 
HitReactionThreshold1 = 100.0
HitReactionThreshold2 = 500.0
HitReactionThreshold3 = 1000.0
 
FastHitsResetReaction = No
End
;------------------------------------------------------------------------------
Behavior = NotifyTargetsOfImminentProbableCrushingUpdate ModuleTag_NotifyCrushScan
End 
;------------------------------------------------------------------------------
;///////////////////
; AISpecialPowers
;///////////////////
;
; Behavior = AISpecialPowerUpdate EowynShieldMaidenAI
; CommandButtonName = Command_EowynShieldMaiden
; SpecialPowerAIType = AI_SPECIAL_POWER_BASIC_SELF_BUFF
; End
;
; Behavior = AISpecialPowerUpdate EowynSmiteAI
; CommandButtonName = Command_EowynSmite
; SpecialPowerAIType = AI_SPECIAL_POWER_ENEMY_TYPE_KILLER
; End
;------------------------------------------------------------------------------
Geometry = CYLINDER
GeometryMajorRadius = 8.0
GeometryHeight = 19.2
GeometryIsSmall = Yes
 
Shadow = SHADOW_DECAL
ShadowSizeX = 20
ShadowSizeY = 20
ShadowTexture = ShadowI
End
;------------------------------------------------------------------------------
Object NatalieFlood
 
Draw = W3DScriptedModelDraw ModuleTag_07
 
    DefaultModelConditionState
      Model = None
    End
 
EditorSorting = SYSTEM
KindOf = NO_COLLIDE IMMOBILE UNATTACKABLE INERT 
ForceLuaRegistration = Yes
 
; *** ENGINEERING Parameters ***
Body = ImmortalBody ModuleTag_08
MaxHealth = 1    
InitialHealth = 1
End
 
Behavior = DeletionUpdate ModuleTag_09
MinLifetime = 10000   
MaxLifetime = 10000   
End
 
Behavior = FloodUpdate ModuleTag_FloodCentral
AngleOfFlow = 0
DirectionIsRelative = Yes
 
FloodMember
MemberTemplateName = NatalieFloodHorse
ControlPointOffsetOne = X:-100 Y:10 Z:0
ControlPointOffsetTwo = X:0 Y:50 Z:0
ControlPointOffsetThree = X:0 Y:-50 Z:0
ControlPointOffsetFour = X:100 Y:-50 Z:0
MemberSpeed = 20
End
FloodMember
MemberTemplateName = NatalieFloodHorse
ControlPointOffsetOne = X:-100 Y:0 Z:0
ControlPointOffsetTwo = X:-50 Y:0 Z:0
ControlPointOffsetThree = X:50 Y:0 Z:0
ControlPointOffsetFour = X:100 Y:0 Z:0
MemberSpeed = 20
End
FloodMember
MemberTemplateName = NatalieFloodHorse
ControlPointOffsetOne = X:-100 Y:-10 Z:0
ControlPointOffsetTwo = X:0 Y:-50 Z:0
ControlPointOffsetThree = X:0 Y:50 Z:0
ControlPointOffsetFour = X:100 Y:50 Z:0
MemberSpeed = 20
End
End
 
Geometry = BOX
GeometryMajorRadius = 10.0
GeometryMinorRadius = 1.0
GeometryHeight = 3.0
GeometryIsSmall = No
Shadow = NONE
End
;------------------------------------------------------------------------------
Object NatalieFloodHorse
 
Draw = W3DScriptedModelDraw ModuleTag_01
 
StaticModelLODMode = Yes
 
DefaultModelConditionState
Model = FloodHorse_SKN
ParticleSysBone = Bone05 WaterHorseTrail FollowBone:Yes
ParticleSysBone = Bone05 WaterHorseTrail2 FollowBone:Yes
ParticleSysBone = Bone05 WaterHorseTrail3 FollowBone:Yes
End
 
IdleAnimationState
StateName = STATE_Idle
Animation = IDLE
AnimationName = FloodHorse_SKL.FloodHorse_RUNA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End   
 
AnimationState = MOVING
Animation = RUNA
AnimationName = FloodHorse_SKL.FloodHorse_RUNA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End   
 
End
 
EditorSorting   = SYSTEM
KindOf = NO_COLLIDE IMMOBILE UNATTACKABLE INERT 
 
; *** ENGINEERING Parameters ***
Body = HighlanderBody ModuleTag_10
MaxHealth = 1    
InitialHealth = 1
End
 
Behavior = FireWeaponUpdate ModuleTag_WeaponFiring
FireWeaponNugget
WeaponName = NatalieFloodWeapon
Offset = X:-25 Y:0 Z:0
FireDelay = 0
OneShot = No
End
End
 
Behavior = SlowDeathBehavior ModuleTag_FadeOut
DeathTypes = ALL
DestructionDelay = 0
End
 
Geometry = CYLINDER
GeometryMajorRadius = 17.6
GeometryHeight = 32.0
GeometryIsSmall = No
End
;------------------------------------------------------------------------------
ChildObject NatalieDivineGraceObject FearRadiator
 
; *** ART Parameters ***
 
Draw = W3DScriptedModelDraw ModuleTag_Draw
 
DefaultModelConditionState
Model = None
ParticleSysBone = None CloudBreakRays
End
 
Behavior = LifetimeUpdate ModuleTag_01
MinLifetime = 30000
MaxLifetime = 30000
End
 
Behavior = AutoHealBehavior ModuleTag_HealUpdate
StartsActive = Yes
HealingAmount = 5.0
HealingDelay = 30
Radius = GLORFINDEL_STARLIGHT_RADIUS
End
 
Behavior = AttributeModifierAuraUpdate ModuleTag_Invulnerability
StartsActive = Yes
BonusName = CreateAHeroInvulnerabilityBonus_Level3
AttributeModifierAffectsSelf = Yes
RefreshDelay = 2000
Range = 200
ObjectFilter = GENERIC_BUFF_RECIPIENT_OBJECT_FILTER
End
End
 
 
If you scroll through the code, you will notice a portion of the text coloured differently, namely 'Draw = W3DScriptedModelDraw DustEffects' and 'DESIGN Parameters'. According to the game, it believes that these sections of the code are incorrect. I've constructed mine similar to chrisbolling2's, in his Revora Forums Post (https://forums.revor...-hero-tutorial/). It was confirmed that his code worked by Rob38 and another friend of chrisbolling2, and that chrisbolling2 was simply having issues with their installment of the game.
 
Is my issue related to chrisbolling2's in that I installed the game incorrectly, or was my coding incorrect?
 
 
Cheers!
 - Fire7500


#2 NewErr

NewErr

    Elf-friend

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  • Location:Romania
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  •  World Wide Artist

Posted 24 November 2017 - 11:08 AM

This is a pretty delicate error. Usually this happens to me if I accidentally remove or have an extra End statement to a script behavior.

Perhaps you can share a screen with the exact error? Also try to copy your code in a code block so we don't have to scroll to see the end of the post. :D



#3 Fire7500

Fire7500
  • Members
  • 8 posts

Posted 24 November 2017 - 11:50 PM

Hello NewErr,

 

My apologies for giving you a hard time. Here is the code in a code block:

;------------------------------------------------------------------------------
;
;	Natalie.ini
;
;------------------------------------------------------------------------------
Object RohanNatalie
	; *** ART Parameters ***

	SelectPortrait = CPShieldMaiden

	ButtonImage = HICAHShieldMaiden
	
	DescriptionStrategic = CONTROLBAR:LW_ToolTip_Natalie
    
	Draw = W3DScriptedModelDraw ModuleTag_DRAW

	StaticModelLODMode = Yes
	
	OkToChangeModelColor = Yes
;------------------------------------------------------------------------------
		DefaultModelConditionState
			Model		= CHHW_SM_U_SKN
			Skeleton	= CHHW_SM_U_SKL
		End
;------------------------------------------------------------------------------
		ModelConditionState	= MOUNTED
			Model		= CHHW_SM_M_SKN
			Skeleton	= CHHW_SM_M_SKL
		End
;------------------------------------------------------------------------------
	; *** Animations ***
;------------------------------------------------------------------------------
	; Regular Idle Animations
		
		IdleAnimationState
			Animation = Foot_IDLB // Bored Idle
				AnimationName       = CHHW_SM_U_IDLB
				AnimationMode       = ONCE
				AnimationPriority   = 20
			End
			Animation = Foot_IDLC // Bored Fidget
				AnimationName       = CHHW_SM_U_IBFA
				AnimationMode       = ONCE
				AnimationPriority   = 2
			End
			BeginScript
				CurDrawableHideSubObject("spear")
				Prev = CurDrawablePrevAnimationState()
				if Prev == "Selected" then CurDrawableSetTransitionAnimState("TRANS_Selected_To_Idle") end
			EndScript
		End
;------------------------------------------------------------------------------
	; Mounted Animations: Debug

	AnimationState 			= MOUNTED DEBUG
		Animation
			AnimationName 	= CHHW_SM_M_IDLA	   
			AnimationMode 	= ONCE
		End
		ParticleSysBone		= BAT_HHEAD	glowHorseGold	FollowBone:Yes
		ParticleSysBone		= B_HHIPL	glowHorseRearGold	FollowBone:Yes
		ParticleSysBone		= BAT_SPINE2	glowGold	FollowBone:Yes
	End
;------------------------------------------------------------------------------
	; Mounted Animations

	AnimationState 			= MOUNTED FREEFALL 
		Animation		= freefall
			AnimationName 	= CHHW_SM_M_FLYC
			AnimationMode 	= LOOP
		End
		Flags 			= RANDOMSTART
	End

	AnimationState 			= MOUNTED STUNNED_FLAILING 
		Animation 		= JustDie
			AnimationName 	= CHHW_SM_M_FLYC
			AnimationMode 	= LOOP
		End
		Flags 			= RANDOMSTART
	End

	AnimationState 			= MOUNTED PASSENGER
		Animation		= grabbed
			AnimationName	= CHHW_SM_M_GBDA
			AnimationMode	= LOOP
		End
		Flags			= RANDOMSTART
	End

	AnimationState				= MOUNTED DYING SPLATTED
		Animation			= Land
			AnimationName		= CHHW_SM_M_LNDA
			AnimationMode		= ONCE
			AnimationBlendTime 	= 2
		End
		FXEvent				= Frame:2 Name:FX_SplatDust
	End

	AnimationState			= MOUNTED DYING
		Animation		= JustDie
			AnimationName	= CHHW_SM_M_DIEA
			AnimationMode	= ONCE
		End
	End

	AnimationState					= MOUNTED STUNNED_STANDING_UP
		Animation				= StandUp
			AnimationName			= CHHW_SM_M_GTPA
			AnimationMode			= ONCE
			AnimationSpeedFactorRange 	= 3.5 3.5
		End
	End
		
	AnimationState			= MOUNTED STUNNED
		Animation		= Land
			AnimationName	= CHHW_SM_M_LNDA
			AnimationMode	= ONCE
		End
	End


	AnimationState        		= MOUNTED MOVING FIRING_OR_PREATTACK_A
		ShareAnimation		= Yes
		Animation		= RunAndFire
			AnimationName	= CHHW_SM_M_ATRA
			AnimationMode	= LOOP
		End
		Flags			= RANDOMSTART 
	End

	AnimationState					= MOUNTED TURN_LEFT_HIGH_SPEED
		Animation				= TurnLeft
			AnimationName			= CHHW_SM_M_TNL1
			AnimationMode			= LOOP
			AnimationSpeedFactorRange 	= 1.2 1.2
			AnimationBlendTime		= 20
		End
	End

	AnimationState					= MOUNTED TURN_RIGHT_HIGH_SPEED
		Animation				= TurnLeft
			AnimationName			= CHHW_SM_M_TNR1
			AnimationMode			= LOOP
			AnimationSpeedFactorRange 	= 1.2 1.2
			AnimationBlendTime		= 20
		End
	End


	AnimationState			= MOUNTED MOVING TURN_LEFT 
		Animation		= TurnLeft
			AnimationName	= CHHW_SM_M_TRNL
			AnimationMode	= LOOP
		End
	End

	AnimationState			= MOUNTED MOVING TURN_RIGHT 
		Animation		= TurnRight
			AnimationName	= CHHW_SM_M_TRNR
			AnimationMode	= LOOP
		End
	End

	AnimationState			= MOUNTED MOVING ACCELERATE
		Animation		= Accelerate
			AnimationName	= CHHW_SM_M_ACCL
			AnimationMode	= LOOP
		End
	End

	AnimationState			= MOUNTED MOVING DECELERATE
		Animation		= Decelerate
			AnimationName	= CHHW_SM_M_DECL
			AnimationMode	= ONCE
		End
	End

	AnimationState			= MOUNTED MOVING WALKING
		Animation		= Walk
			AnimationName	= CHHW_SM_M_WLKA
			AnimationMode	= LOOP
		End
	End

	AnimationState			= MOUNTED MOVING BACKING_UP
		Animation		= BackingUp
			AnimationName	= CHHW_SM_M_BAKA
			AnimationMode	= LOOP
		End
	End


	AnimationState			= MOUNTED MOVING
		Animation		= RunA
			AnimationName	= CHHW_SM_M_RUNA
			AnimationMode	= LOOP
		End
	End

	AnimationState				= PACKING_TYPE_2 MOUNTED
		StateName			= SPELL
		Animation			= SPCC
			AnimationName		= CHHW_SM_M_SPCA
			AnimationMode		= ONCE
			AnimationBlendTime	= 20
		End
	End

	AnimationState					= PACKING_TYPE_1 MOUNTED
		StateName				= SPELL
		Animation				= SPCC
			AnimationName			= CHHW_SM_M_IDLB CHHW_SM_M_IDLA
			AnimationSpeedFactorRange	= 0.842 0.842
			AnimationMode			= ONCE
		End		
	End

	AnimationState				= MOUNTED FIRING_OR_PREATTACK_A
		Animation			= AttackA
			AnimationName		= CHHW_SM_M_ATKA
			AnimationMode		= ONCE
			UseWeaponTiming		= Yes
		End
		Animation			= AttackB
			AnimationName		= CHHW_SM_M_ATKB CHHW_SM_M_ATKA
			AnimationMode		= ONCE
			UseWeaponTiming		= Yes
		End
		Flags				= RESTART_ANIM_WHEN_COMPLETE
	End

	AnimationState			= MOUNTED ATTACKING
		Animation		= AttackA
			AnimationName	= CHHW_SM_M_ATKA
			AnimationMode	= MANUAL
		End
	End

	AnimationState					= MOUNTED LEVELED
		StateName				= Idle
		Animation				= LevelUp
			AnimationName			= CHHW_SM_M_IDLB CHHW_SM_M_IDLA
			AnimationMode			= ONCE
			AnimationSpeedFactorRange	= 0.666 0.666
		End
	End

	AnimationState				= MOUNTED SELECTED
		SimilarRestart			= Yes			
		StateName			= AtAttentionIdle
		Animation			= ATNB
			AnimationName		= CHHW_SM_M_IDLB CHHW_SM_M_IDLA
			AnimationMode		= LOOP
		End
		BeginScript
			Prev = CurDrawablePrevAnimationState()
			if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_MountedSelect") end
			if Prev == "AtAttentionIdle" then CurDrawableSetTransitionAnimState("TRANS_MountedSelect") end
		EndScript
	End

	TransitionState				= TRANS_MountedSelect
		Animation			= ATNA
			AnimationName		= CHHW_SM_M_ATNA
			AnimationMode		= ONCE
		End
	End

	AnimationState				= MOUNTED
		StateName 			= Idle
		Animation			= IdleA
			AnimationName		= CHHW_SM_M_IDLA
			AnimationPriority	= 20
			AnimationMode		= ONCE
			AnimationBlendTime	= 15
		End
		Animation			= IdleB
			AnimationName		= CHHW_SM_M_IDLB CHHW_SM_M_IDLA
			AnimationMode		= ONCE
			AnimationBlendTime	= 15
		End
		Animation			= IdleC
			AnimationName		= CHHW_SM_M_IDLC CHHW_SM_M_IDLB CHHW_SM_M_IDLA
			AnimationMode		= ONCE
			AnimationBlendTime	= 15
		End
		Flags				= RESTART_ANIM_WHEN_COMPLETE
	End
;------------------------------------------------------------------------------
	; Regular Animations
;------------------------------------------------------------------------------
	; Flying Animations: Knockback

	AnimationState			= STUNNED_FLAILING 
		Animation
			AnimationName	= CHHW_SM_U_FLYA
			AnimationMode	= LOOP
		End
		Flags			= RANDOMSTART
	End
;------------------------------------------------------------------------------
	; Dying Animations

	AnimationState			= DYING SPLATTED
		Animation
			AnimationName	= CHHW_SM_U_LNDA
			AnimationMode	= ONCE
		End
	End

	AnimationState			= DYING
		Animation
			AnimationName	= CHHW_SM_U_DIEA
			AnimationMode	= ONCE
		End
		Animation		= GUHero_DIEB
			AnimationName	= CHHW_SM_U_DIEB
			AnimationMode	= ONCE
		End
	End
;------------------------------------------------------------------------------
	; Stunned Animations

	AnimationState					= STUNNED_STANDING_UP
		Animation
			AnimationName			= CHHW_SM_U_GTPA
			AnimationMode			= ONCE
			AnimationSpeedFactorRange 	= 1.5 1.5
		End
	End

	AnimationState			= STUNNED 
		Animation		= GUHero_LNDA
			AnimationName	= CHHW_SM_U_LNDA
			AnimationMode	= ONCE
		End
	End
;------------------------------------------------------------------------------
	; Attacking Animations

	AnimationState			= FIRING_OR_PREATTACK_A MOUNTED
		Animation
			AnimationName	= CHHW_SM_M_ATKA CHHW_SM_M_ATKB
			AnimationMode	= ONCE
			UseWeaponTiming	= Yes
		End
	End
;------------------------------------------------------------------------------
	; Click and Hit Reaction Animation

		AnimationState 			= HIT_REACTION
			Animation
				AnimationName 	= CHHW_SM_U_HITA
				AnimationMode 	= ONCE
			End
		End
;------------------------------------------------------------------------------
	; Selected Animations and Transitions

	AnimationState			= SELECTED MOUNTED
		SimilarRestart		= Yes			
		StateName		= AtAttentionIdleMounted
		Animation		= ATNB
			AnimationName	= CHHW_SM_M_ATNB
			AnimationMode	= LOOP
		End
		BeginScript
			Prev = CurDrawablePrevAnimationState()
			if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_Select") end
			if Prev == "AtAttentionIdleMounted" then CurDrawableSetTransitionAnimState("TRANS_Select") end
		EndScript
	End

	TransitionState			= TRANS_Select
		Animation
			AnimationName	= CHHW_SM_M_ATNA
			AnimationMode	= ONCE
		End
	End
;------------------------------------------------------------------------------
	; Emotion Animations

	AnimationState			= EMOTION_CELEBRATING MOUNTED
		Animation 
			AnimationName	= CHHW_SM_M_CHRA CHHW_SM_M_IRFA
			AnimationMode	= ONCE
		End
		Flags			= RESTART_ANIM_WHEN_COMPLETE
	End

	AnimationState			= EMOTION_CELEBRATING
		Animation CHRA
			AnimationName	= CHHW_SM_U_CHRA CHHW_SM_U_TNTA
			AnimationMode	= ONCE
		End
		Animation CHRB
			AnimationName	= CHHW_SM_U_CHRB CHHW_SM_U_CHRA CHHW_SM_U_TNTA
			AnimationMode	= ONCE
		End
		Flags			= RESTART_ANIM_WHEN_COMPLETE
	End
		
	AnimationState			= EMOTION_TAUNTING MOUNTED
		Animation 
			AnimationName	= CHHW_SM_M_TNTA CHHW_SM_M_IRFA
			AnimationMode	= ONCE
		End
		Flags			= RESTART_ANIM_WHEN_COMPLETE
	End
		
	AnimationState			= EMOTION_TAUNTING
		Animation CHRA
			AnimationName	= CHHW_SM_U_TNTA
			AnimationMode	= ONCE
		End
		Animation CHRB
			AnimationName	= CHHW_SM_U_TNTB CHHW_SM_U_TNTA
			AnimationMode	= ONCE
		End
		Flags			= RESTART_ANIM_WHEN_COMPLETE
	End
;------------------------------------------------------------------------------
	Draw = W3DScriptedModelDraw DustEffects
		DefaultModelConditionState
			Model = None
		End

	    	IdleAnimationState
	   	End

		AnimationState 		= MOUNTED MOVING WADING
			ParticleSysBone = None FootstepSlash
		End

	    	AnimationState 		= MOUNTED MOVING ACCELERATE
			ParticleSysBone = None GenericSiegeTrailDust
	    	End

	    	AnimationState 		= MOUNTED MOVING ACCELERATE
			ParticleSysBone = None GenericSiegeTrailDust
	    	End

	    	AnimationState = MOUNTED MOVING
	    	End
	End
;------------------------------------------------------------------------------
	; *** DESIGN Parameters ***

	Side 			= Men
	EditorSorting 		= UNIT
	ThreatLevel 		= 100
	ThingClass 		= CHARACTER_UNIT
	TransportSlotCount 	= TRANSPORTSLOTCOUNT_HERO
	BuildCost		= 2500
	BuildTime		= 60
	ShockwaveResistance 	= SHOCKWAVE_RESISTANCE_STRONG
	BountyValue		= 750

	//DisplayMeleeDamage = 200

	VisionRange 			= VISION_HERO_STANDARD				
	ShroudClearingRange 		= SHROUD_CLEAR_HERO
	MaxVisionBonusPercent 		= 300%
	VisionBonusTestRadius		= 200
	VisionBonusPercentPerFoot 	= 1.0%

	DisplayName 		= OBJECT:RohanNatalie
	RecruitText 		= CONTROLBAR:RohanNatalieRecruit
	ReviveText		= CONTROLBAR:RohanNatalieRevive
	Hotkey			= CONTROLBAR:RohanNatalieHotkey
	CrusherLevel 		= 0
	MountedCrusherLevel 	= 1
	CrushableLevel 		= 2
	MountedCrushableLevel 	= 2

	CrushWeapon = HeroCrush  

	MinCrushVelocityPercent 	= 50
	CrushDecelerationPercent 	= 30
	
	CrushKnockback 	= 40
	CrushZFactor 	= 1.0

	CommandSet 	= RohanNatalieCommandSet
	CommandPoints 	= 75
;------------------------------------------------------------------------------
	; *** Weapon Sets ***
	
	WeaponSet
		Conditions		= None 
		Weapon			= PRIMARY   NatalieSword
		AutoChooseSources	= PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
	End
;------------------------------------------------------------------------------
	; *** Fire Sword Weapon ***

	Behavior = SubObjectsUpgrade ModuleTag_FireBrand
		TriggeredBy		= Upgrade_ObjectLevel1
		ShowSubObjects		= FireBrand 
	End
	Behavior = SubObjectsUpgrade FireBrandFX_Upgrade
		TriggeredBy	= Upgrade_ObjectLevel1
		ShowSubObjects	= FireBrand_FX01
	End
;------------------------------------------------------------------------------
	; *** Armor Sets ***

	ArmorSet
		Conditions      = None
		Armor           = HeroArmor
		DamageFX        = NormalDamageFX
	End
	ArmorSet
		Conditions      = MOUNTED
		Armor           = HeroArmorMounted
		DamageFX        = NormalDamageFX
	End
;------------------------------------------------------------------------------
	; *** AUTO Resolve Data ***
 
	AutoResolveUnitType 	= AutoResolveUnit_Hero
	AutoResolveCombatChain 	= AutoResolve_HeroCombatChain

	AutoResolveBody = AutoResolve_CreateAHeroBody
	
	AutoResolveArmor
		Armor = AutoResolve_CreateAHeroArmor
	End

	AutoResolveWeapon
		Weapon = AutoResolve_CreateAHeroWeapon
	End
;------------------------------------------------------------------------------
	; *** AUDIO Parameters ***

	RequiredModelConditions		= MOUNTED
	VoiceMove	 		= HeroWestFemaleVoiceMoveMount
	VoiceGuard			= HeroWestFemaleVoiceMoveMount
	VoiceMoveToCamp			= HeroWestFemaleVoiceMoveMount
	VoiceMoveWhileAttacking		= HeroWestFemaleVoiceMoveMount
	VoiceRetreatToCastle		= HeroWestFemaleVoiceMoveMount
	End

	VoiceAttack		= HeroWestFemaleVoiceAttack
	VoiceAttackCharge 	= HeroWestFemaleVoiceAttackCharge
	VoiceAttackMachine 	= HeroWestFemaleVoiceAttack
	VoiceAttackStructure 	= HeroWestFemaleVoiceAttack
	VoiceCreated		= HeroWestFemaleVoiceSalute
	VoiceFear		= HeroWestFemaleVoiceHelpMe
	VoiceFullyCreated	= HeroWestFemaleVoiceSalute
	VoiceGuard		= HeroWestFemaleVoiceMove
	VoiceMove 		= HeroWestFemaleVoiceMove
	VoiceMoveToCamp 	= HeroWestFemaleVoiceMove
	VoiceMoveWhileAttacking = HeroWestFemaleVoiceMove
	VoicePriority		= 95
	VoiceRetreatToCastle 	= HeroWestFemaleVoiceMove
	VoiceSelect 		= HeroWestFemaleVoiceSelectMS
	VoiceSelectBattle  	= HeroWestFemaleVoiceSelectBattle
		
	SoundImpact = ImpactHorse
		
	UnitSpecificSounds
		VoiceEnterUnitElvenTransportShip	= HeroWestFemaleVoiceMove
		VoiceGarrison				= HeroWestFemaleVoiceMove
		VoiceInitiateCaptureBuilding		= HeroWestFemaleVoiceCaptureBuilding
	End
;------------------------------------------------------------------------------
	Behavior = LargeGroupAudioUpdate ModuleTag_LGAU
		Key = Hero
	End
;------------------------------------------------------------------------------
	ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
		MaxUpdateRangeCap = 800
		AnimationSound = Sound:HorseMoveFootsteps		Animation:CHHW_SM_M_SKL.CHHW_SM_M_ACCL	Frames:18 36
		AnimationSound = Sound:HorseMoveFootsteps		Animation:CHHW_SM_M_SKL.CHHW_SM_M_ATRA	Frames:11 27
		AnimationSound = Sound:HorseDieForHero			Animation:CHHW_SM_M_SKL.CHHW_SM_M_DIEA	Frames:1
		AnimationSound = Sound:BodyFallGenericNoArmor	Animation:CHHW_SM_M_SKL.CHHW_SM_M_DIEA	Frames:6
		AnimationSound = Sound:BodyFallSoldier			Animation:CHHW_SM_M_SKL.CHHW_SM_M_DIEA	Frames:45
		AnimationSound = Sound:BodyFallSoldier			Animation:CHHW_SM_M_SKL.CHHW_SM_M_LNDA	Frames:2 12
		AnimationSound = Sound:HorseMoveFootsteps		Animation:CHHW_SM_M_SKL.CHHW_SM_M_MFDA	Frames:10
		AnimationSound = Sound:HorseMoveFootsteps		Animation:CHHW_SM_M_SKL.CHHW_SM_M_RUNA	Frames:10
		AnimationSound = Sound:HorseMoveFootsteps		Animation:CHHW_SM_M_SKL.CHHW_SM_M_TNL1	Frames:10
		AnimationSound = Sound:HorseMoveFootsteps		Animation:CHHW_SM_M_SKL.CHHW_SM_M_TNR1	Frames:10
		AnimationSound = Sound:TauntHumanHitShield		Animation:CHHW_SM_M_SKL.CHHW_SM_M_TNTA	Frames:11 27
	End
;------------------------------------------------------------------------------
	; *** ENGINEERING Parameters ***

	RadarPriority 		= UNIT
	KindOf 			= HERO PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY ATTACK_NEEDS_LINE_OF_SIGHT PATH_THROUGH_EACH_OTHER SCORE ARMY_SUMMARY HEAVY_MELEE_HITTER
	PathfindDiameter 	= 40.0

	Body = RespawnBody ModuleTag_RespawnBody
		CheerRadius 			= EMOTION_CHEER_RADIUS
		MaxHealth         		= 2200
		PermanentlyKilledByFilter	= NONE
   		DodgePercent      		= HERO_DODGE_PERCENT
	End

	Behavior = RespawnUpdate ModuleTag_RespawnUpdate
		DeathAnim			= DYING
		DeathFX				= FX_HeroDieToRespawn
		DeathAnimationTime		= 5000
		InitialSpawnFX			= FX_HeroInitialSpawn
		RespawnAnim			= LEVELED
		RespawnFX			= FX_HeroRespawn
		RespawnAnimationTime		= 2000
		AutoRespawnAtObjectFilter	= NONE +CASTLE_KEEP
		ButtonImage			= HIFaramir

		RespawnRules = AutoSpawn:No	Cost:1875	Time:120000	Health:100%
	End
;------------------------------------------------------------------------------
	Behavior = AutoHealBehavior ModuleTag_NatalieHealing
		StartsActive 		= Yes
		HealingAmount 		= HERO_HEAL_AMOUNT
		HealingDelay 		= 500
		StartHealingDelay 	= HERO_HEAL_DELAY
		HealOnlyIfNotInCombat 	= Yes
	End
;------------------------------------------------------------------------------
	Behavior = AutoAbilityBehavior ModuleTag_AutoAbilityBehavior
	End
;------------------------------------------------------------------------------
	Behavior = UnpauseSpecialPowerUpgrade ModuleTag_HorseEnabler
		SpecialPowerTemplate 	= SpecialAbilityToggleMounted
		TriggeredBy 		= Upgrade_MountNatalie
	End

 	Behavior = SpecialPowerModule ModuleTag_HorseToggleStarter
 		SpecialPowerTemplate      	= SpecialAbilityToggleMounted
 		UpdateModuleStartsAttack  	= Yes
 		StartsPaused 			= Yes
 	End

	Behavior = ToggleMountedSpecialAbilityUpdate ModuleTag_HorseToggle
 		SpecialPowerTemplate		= SpecialAbilityToggleMounted
 		UnpackTime			= 2000
 		PreparationTime			= 1  
 		PersistentPrepTime		= 250
 		PackTime			= 2000	
 		OpacityTarget			= .3
 		AwardXPForTriggering    	= 0
	End
;------------------------------------------------------------------------------
	Behavior = UnpauseSpecialPowerUpgrade ModuleTag_KnightValor_Enabler
		SpecialPowerTemplate 	= SpecialAbilityFakeLeadership
		TriggeredBy		= Upgrade_KnightValor
	End

	Behavior = SpecialPowerModule ModuleTag_KnightValorUpdate   
		SpecialPowerTemplate		= SpecialAbilityFakeLeadership
		UpdateModuleStartsAttack 	= No
		StartsPaused			= Yes
	End
	
	Behavior = AttributeModifierAuraUpdate ModuleTag_KnightValor
		StartsActive 	= No
		BonusName	= KnightValor
		TriggeredBy	= Upgrade_KnightValor
		RefreshDelay 	= 2000
		Range		= 200
		AntiCategory 	= BUFF
		ObjectFilter 	= ANY +INFANTRY +CAVALRY +HERO -STRUCTURE -BASE_FOUNDATION -HORDE -DOZER
	End
;------------------------------------------------------------------------------
	Behavior = UnpauseSpecialPowerUpgrade ModuleTag_NatalieDivineGraceEnabler
		SpecialPowerTemplate	= SpecialAbilityGlorfindelStarlight
		TriggeredBy		= Upgrade_NatalieDivineGrace
	End

	Behavior = OCLSpecialPower ModuleTag_NatalieDivineGrace
		StartsPaused		= Yes
		SpecialPowerTemplate	= SpecialAbilityGlorfindelStarlight
		OCL			= OCL_NatalieDivineGraceObject
		CreateLocation		= CREATE_AT_LOCATION
	End

	Behavior = AutoAbilityBehavior ModuleTag_DivineGraceAutoAbilityBehavior
		SpecialAbility	= SpecialAbilityGlorfindelStarlight
		MaxScanRange	= 200
		Query		= 2 ANY ALLIES +HORDE
		Query		= 1 ALL ENEMIES
	End
;------------------------------------------------------------------------------
	Behavior = UnpauseSpecialPowerUpgrade ModuleTag_FloodStrikeEnabler
		SpecialPowerTemplate 	= SpecialAbilityPersonalFlood
		TriggeredBy 		= Upgrade_FloodStrike
	End
	
	Behavior = SpecialPowerModule ModuleTag_FloodStrikeStarter                      
		SpecialPowerTemplate		= SpecialAbilityPersonalFlood
		UpdateModuleStartsAttack	= Yes
		StartsPaused			= Yes
		InitiateSound			= ArwenVoiceFlood
	End

	Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_FloodUpdate   
		SpecialPowerTemplate = SpecialAbilityPersonalFlood

		UnpackTime	= 1300
		PackTime	= 1500

		StartAbilityRange = 150.0
		
		SpecialWeapon = NatalieFlood
		WhichSpecialWeapon = 1
	End
;------------------------------------------------------------------------------
	Behavior = StancesBehavior ModuleTag_StancesBehavior
        StanceTemplate = Hero
	End
;------------------------------------------------------------------------------
	#include "..\..\..\includes\CaptureBuilding.inc"
;------------------------------------------------------------------------------
	Behavior = AIUpdateInterface ModuleTag_03
		AutoAcquireEnemiesWhenIdle 	= Yes ATTACK_BUILDINGS
		MoodAttackCheckRate		= 500
		HoldGroundCloseRangeDistance	= 41
		AILuaEventsList			= CreateAHeroFunctions
	End
;------------------------------------------------------------------------------
	Behavior = EmotionTrackerUpdate	Module_EmotionTracker
		TauntAndPointDistance		= 350
		TauntAndPointUpdateDelay	= 1000
		TauntAndPointExcluded		= NONE
		AfraidOf			= NONE
 		AlwaysAfraidOf			= NONE
		PointAt				= EMOTION_POINTAT_OBJECTFILTER
 		HeroScanDistance		= 150
 		FearScanDistance		= INFANTRY_FEAR_SCAN_RADIUS

		AddEmotion			= Taunt_Base
		AddEmotion			= CheerIdle_Base
		AddEmotion			= CheerBusy_Base
		AddEmotion			= Alert_Base
	End
;------------------------------------------------------------------------------
	LocomotorSet
		Locomotor = HeroHumanLocomotor
		Condition = SET_NORMAL 
		Speed     = NORMAL_GOOD_HERO_SPEED
	End
	  
	LocomotorSet
		Locomotor = HeroHorseLocomotor
		Condition = SET_MOUNTED 
		Speed     = NORMAL_CAVALRY_FAST_HORDE_SPEED
	End
;------------------------------------------------------------------------------
	Behavior = PhysicsBehavior ModuleTag_04
		GravityMult 		= 1.0
		ShockStandingTime 	= 2533
	End
;------------------------------------------------------------------------------
	Behavior = SlowDeathBehavior ModuleTag_05
		DeathTypes 		= ALL 
		SinkDelay 		= 5800
		SinkRate 		= 2.3
		DestructionDelay 	= 12000
		Sound 			= INITIAL FX_CreateAHeroDie
	End
;------------------------------------------------------------------------------
	Behavior = SquishCollide ModuleTag_06
	End
;------------------------------------------------------------------------------
	Behavior = HitReactionBehavior HitReactionBehaviorModuleTag
		HitReactionLifeTimer1 = 1500
		HitReactionLifeTimer2 = 1500
		HitReactionLifeTimer3 = 1500

		HitReactionThreshold1 = 100.0
		HitReactionThreshold2 = 500.0
		HitReactionThreshold3 = 1000.0
		
		FastHitsResetReaction = No
	End
;------------------------------------------------------------------------------
	Behavior = NotifyTargetsOfImminentProbableCrushingUpdate ModuleTag_NotifyCrushScan
	End 
;------------------------------------------------------------------------------
	;///////////////////
	; AISpecialPowers
	;///////////////////
;
;	Behavior = AISpecialPowerUpdate EowynShieldMaidenAI
;		CommandButtonName = Command_EowynShieldMaiden
;		SpecialPowerAIType = AI_SPECIAL_POWER_BASIC_SELF_BUFF
;	End
;	
;	Behavior = AISpecialPowerUpdate EowynSmiteAI
;		CommandButtonName = Command_EowynSmite
;		SpecialPowerAIType = AI_SPECIAL_POWER_ENEMY_TYPE_KILLER
;	End
;------------------------------------------------------------------------------
	Geometry		= CYLINDER
	GeometryMajorRadius 	= 8.0
	GeometryHeight		= 19.2
	GeometryIsSmall		= Yes
	
	Shadow		= SHADOW_DECAL
	ShadowSizeX	= 20
	ShadowSizeY	= 20
	ShadowTexture	= ShadowI
End
;------------------------------------------------------------------------------
Object NatalieFlood

	Draw = W3DScriptedModelDraw ModuleTag_07

    	DefaultModelConditionState
	      	Model = None
    	End

	EditorSorting		= SYSTEM
	KindOf 			= NO_COLLIDE IMMOBILE UNATTACKABLE INERT 
	ForceLuaRegistration 	= Yes

	; *** ENGINEERING Parameters ***
	Body = ImmortalBody ModuleTag_08
		MaxHealth 	= 1    
		InitialHealth 	= 1
	End

	Behavior = DeletionUpdate ModuleTag_09
		MinLifetime = 10000   
		MaxLifetime = 10000   
	End
	
	Behavior = FloodUpdate ModuleTag_FloodCentral
		AngleOfFlow 		= 0
		DirectionIsRelative 	= Yes
		
		FloodMember
			MemberTemplateName = NatalieFloodHorse
			ControlPointOffsetOne =		X:-100 Y:10 Z:0
			ControlPointOffsetTwo =		X:0 Y:50 Z:0
			ControlPointOffsetThree =	X:0 Y:-50 Z:0
			ControlPointOffsetFour =	X:100 Y:-50 Z:0
			MemberSpeed = 20
		End
		FloodMember
			MemberTemplateName = NatalieFloodHorse
			ControlPointOffsetOne =		X:-100 Y:0 Z:0
			ControlPointOffsetTwo =		X:-50 Y:0 Z:0
			ControlPointOffsetThree =	X:50 Y:0 Z:0
			ControlPointOffsetFour =	X:100 Y:0 Z:0
			MemberSpeed = 20
		End
		FloodMember
			MemberTemplateName = NatalieFloodHorse
			ControlPointOffsetOne =		X:-100 Y:-10 Z:0
			ControlPointOffsetTwo =		X:0 Y:-50 Z:0
			ControlPointOffsetThree =	X:0 Y:50 Z:0
			ControlPointOffsetFour =	X:100 Y:50 Z:0
			MemberSpeed = 20
		End
	End

	Geometry		= BOX
	GeometryMajorRadius 	= 10.0
	GeometryMinorRadius 	= 1.0
	GeometryHeight		= 3.0
	GeometryIsSmall		= No
	Shadow			= NONE
End
;------------------------------------------------------------------------------
Object NatalieFloodHorse

	Draw = W3DScriptedModelDraw ModuleTag_01

	StaticModelLODMode = Yes

		DefaultModelConditionState
			Model 		= FloodHorse_SKN
			ParticleSysBone = Bone05 WaterHorseTrail FollowBone:Yes
			ParticleSysBone = Bone05 WaterHorseTrail2 FollowBone:Yes
			ParticleSysBone = Bone05 WaterHorseTrail3 FollowBone:Yes
		End
		
		IdleAnimationState
			StateName		= STATE_Idle
			Animation		= IDLE
				AnimationName	= FloodHorse_SKL.FloodHorse_RUNA
				AnimationMode	= LOOP
			End
			Flags			= RANDOMSTART
		End   
		
		AnimationState			= MOVING
			Animation		= RUNA
				AnimationName	= FloodHorse_SKL.FloodHorse_RUNA
				AnimationMode	= LOOP
			End
			Flags			= RANDOMSTART
		End   
		
	End

	EditorSorting   = SYSTEM
	KindOf 		= NO_COLLIDE IMMOBILE UNATTACKABLE INERT 

	; *** ENGINEERING Parameters ***
	Body = HighlanderBody ModuleTag_10
		MaxHealth 	= 1    
		InitialHealth 	= 1
	End
	
	Behavior = FireWeaponUpdate ModuleTag_WeaponFiring
		FireWeaponNugget
			WeaponName 	= NatalieFloodWeapon
			Offset 		= X:-25 Y:0 Z:0
			FireDelay 	= 0
			OneShot 	= No
		End
	End
		
	Behavior = SlowDeathBehavior ModuleTag_FadeOut
		DeathTypes		= ALL
		DestructionDelay	= 0
	End
	
	Geometry 		= CYLINDER
	GeometryMajorRadius 	= 17.6
	GeometryHeight 		= 32.0
	GeometryIsSmall 	= No
End
;------------------------------------------------------------------------------
ChildObject NatalieDivineGraceObject FearRadiator

	; *** ART Parameters ***

	Draw = W3DScriptedModelDraw ModuleTag_Draw

	DefaultModelConditionState
		Model		= None
		ParticleSysBone = None CloudBreakRays
	End

	Behavior = LifetimeUpdate ModuleTag_01
		MinLifetime = 30000
		MaxLifetime = 30000
	End
	
	Behavior = AutoHealBehavior ModuleTag_HealUpdate
		StartsActive	= Yes
		HealingAmount	= 5.0
		HealingDelay	= 30
		Radius		= GLORFINDEL_STARLIGHT_RADIUS
	End
	
	Behavior = AttributeModifierAuraUpdate ModuleTag_Invulnerability
		StartsActive			= Yes
		BonusName			= CreateAHeroInvulnerabilityBonus_Level3
		AttributeModifierAffectsSelf 	= Yes
		RefreshDelay			= 2000
		Range				= 200
		ObjectFilter			= GENERIC_BUFF_RECIPIENT_OBJECT_FILTER
	End	
End

The screen for the exact error is attached, as per your request.

 

 

Cheers!

 - Fire7500

 

Attached Thumbnails

  • Screen Shot 2017-11-25 at 10.44.00 am.png


#4 NewErr

NewErr

    Elf-friend

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Posted 26 November 2017 - 08:43 PM

Ok I'm not 100% sure but I think you miss and End before Draw = W3DScriptedModelDraw DustEffects line.



#5 Fire7500

Fire7500
  • Members
  • 8 posts

Posted 27 November 2017 - 12:22 PM

Hello NewErr,

 

Could you please specify where I missed an 'End' line?

 

 

Cheers!

 - Fire7500



#6 NewErr

NewErr

    Elf-friend

  • Project Team
  • 2,177 posts
  • Location:Romania
  • Projects:Wars of The Firstborn
  •  World Wide Artist

Posted 27 November 2017 - 01:08 PM

Right before the line I just said in my previous comment.






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