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