I'll let you know how I go with the tutorial for it is complicated in a way of translating what I have to do for BFME 1 and also working from Mac, now here's my aragorn code but I do have the feeling it's probably related to the model as this came attached to the rotk costume...
;------------------------------------------------------------------------------
;
; Aragorn.ini
;
;------------------------------------------------------------------------------
; Aragorn GondorAragorn
Object GondorAragorn
; *** ART Parameters ***
; SelectPortrait for Heros is portrait behind skill buttons. HP = HeroPortrait.
SelectPortrait = HPAragorn
; ButtonImage for Heros is button image on Hero Select UI to select hero. HI = HeroIcon or HeroImage.
ButtonImage = HIAragorn
Draw = W3DScriptedModelDraw ModuleTag_DRAW
OkToChangeModelColor = No ;Yes
StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD
DefaultModelConditionState
Model = GUAragorn_ZKN ;GUAragorn_SKN
End
ModelConditionState = WEAPONSET_HERO_MODE USER_3
ParticleSysBone = BAT_RIBS BladeMaster FollowBone:Yes ;
ParticleSysBone = BAT_HEAD AragornElendill FollowBone:Yes ;
End
ModelConditionState = WEAPONSET_HERO_MODE
ParticleSysBone = BAT_RIBS BladeMaster FollowBone:Yes ;
End
ModelConditionState = USER_3
ParticleSysBone = BAT_HEAD AragornElendill FollowBone:Yes ;
End
RandomTexture = GUAragorn_rotk_hd.tga 0 GUAragorn_rotk.tga
TransitionState = TRANS_boredToAttention_Elendil
Animation = GUAragorn_ATND
AnimationName = GUAragorn_SKL.GUAragorn_ATND
AnimationMode = ONCE
End
FXEvent = Name: FX_ElendilGlowEvent
End
TransitionState = TRANS_attentionToBored_Elendil
Animation = GUAragorn_ATND
AnimationName = GUAragorn_SKL.GUAragorn_ATND
AnimationMode = ONCE_BACKWARDS
End
FXEvent = Name: FX_ElendilGlowEvent
Flags = START_FRAME_LAST
End
TransitionState = TRANS_boredToAttention
Animation = GUAragorn_ATND
AnimationName = GUAragorn_SKL.GUAragorn_ATND
AnimationMode = ONCE
End
End
TransitionState = TRANS_attentionToBored
Animation = GUAragorn_ATND
AnimationName = GUAragorn_SKL.GUAragorn_ATND
AnimationMode = ONCE_BACKWARDS
End
Flags = START_FRAME_LAST
End
; --- Idle Anims
IdleAnimationState
StateName = STATE_bored
Animation = GUAragorn_IDLE ;no_fidget
AnimationName = GUAragorn_SKL.GUAragorn_IDLE
AnimationMode = ONCE
AnimationPriority = 12
End
Animation = GUAragorn_IDLF ;fidget
AnimationName = GUAragorn_SKL.GUAragorn_IDLF
AnimationMode = ONCE
AnimationPriority = 1
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_attention" or
Prev == "STATE_running" or
Prev == "OATH_BREAKERS" then CurDrawableSetTransitionAnimState("TRANS_attentionToBored") end
EndScript
End
AnimationState = THROWN_PROJECTILE
Animation = FLYA
AnimationName = GUAragorn_SKL.GUAragorn_FLYA
AnimationMode = LOOP
End
End
AnimationState = STUNNED_FLAILING
Animation = FLYA
AnimationName = GUAragorn_SKL.GUAragorn_FLYA
AnimationMode = LOOP
End
End
AnimationState = DYING SPLATTED
Animation = Splatted_On_Ground
AnimationName = GUAragorn_SKL.GUAragorn_LNDA
AnimationMode = ONCE
End
EnteringStateFX = FX_SoldierHitGround
End
; --- Dying anims
AnimationState = DYING
Animation = GUAragorn_DIEA
AnimationName = GUAragorn_SKL.GUAragorn_DIEA
AnimationMode = ONCE
End
Animation = GUAragorn_DIEB
AnimationName = GUAragorn_SKL.GUAragorn_DIEB
AnimationMode = ONCE
End
End
AnimationState = STUNNED_STANDING_UP
Animation = GUAragorn_GTPB
AnimationName = GUAragorn_SKL.GUAragorn_GTPB
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.5 1.5
End
End
AnimationState = STUNNED
Animation = LNDA
AnimationName = GUAragorn_SKL.GUAragorn_LNDA
AnimationMode = ONCE
End
EnteringStateFX = FX_SoldierHitGround
End
; --- Attacking Anims [Weapon_A]
AnimationState = MOVING FIRING_OR_PREATTACK_A
ShareAnimation = Yes
Animation = RunAndFire
AnimationName = GUAragorn_SKL.GUAragorn_ATRA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
AnimationState = FIRING_OR_PREATTACK_A WEAPONSET_HERO_MODE ; Blademaster Mode
StateName = STATE_ready
Animation = ATKF
AnimationName = GUAragorn_SKL.GUAragorn_ATKF
AnimationMode = ONCE
UseWeaponTiming = Yes
End
Flags = RESTART_ANIM_WHEN_COMPLETE
FXEvent = Frame:25 Name: FX_BladeMasterHitOrient
FXEvent = Frame:45 Name: FX_BladeMasterHitOrient
End
AnimationState = FIRING_OR_PREATTACK_A
StateName = STATE_ready
Animation = ATKD
AnimationName = GUAragorn_SKL.GUAragorn_ATKD
AnimationMode = ONCE
UseWeaponTiming = Yes
AnimationPriority = 3
End
Animation = ATKE
AnimationName = GUAragorn_SKL.GUAragorn_ATKE
AnimationMode = ONCE
UseWeaponTiming = Yes
AnimationPriority = 2
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End
; --- Moving Anims
AnimationState = MOVING
StateName = STATE_running
Animation = GUAragorn_RUNB
AnimationName = GUAragorn_SKL.GUAragorn_RUNB
AnimationMode = LOOP
End
End
AnimationState = LEVELED ; This state clears itself in 3 seconds
Animation = LevelUp
AnimationName = GUAragorn_SKL.GUAragorn_ATKO
AnimationMode = ONCE
End
End
AnimationState = SPECIAL_POWER_1 ; Aragorn shouting Elendil anim
StateName = STATE_ready
Animation = GUAragorn_ATKL
AnimationName = GUAragorn_SKL.GUAragorn_ATKL
AnimationMode = ONCE
End
ParticleSysBone = B_SWORDBONE ElendilFlare FollowBone:yes
ParticleSysBone = B_SWORDBONE ElendilSwordFlare FollowBone:yes
; FXEvent = Name: FX_ElendilGlowEvent
End
AnimationState = USER_2
StateName = ATHELAS
Animation = ATKP
AnimationName = GUAragorn_SKL.GUAragorn_ATKP
AnimationMode = ONCE
End
End
AnimationState = USER_1
StateName = OATH_BREAKERS
Animation = ATKN
AnimationName = GUAragorn_SKL.GUAragorn_CHRB
AnimationMode = ONCE
End
End
; --------- Click and Hit Reactions ------------
AnimationState = HIT_REACTION HIT_LEVEL_3
StateName = STATE_bored
Animation = Hit_Level_1_b
AnimationName = GUAragorn_SKL.GUAragorn_HITB
AnimationMode = ONCE
End
End
;----Emotion Animations
AnimationState = EMOTION_CELEBRATING
StateName = STATE_ready
Animation = CHRB
AnimationName = GUAragorn_SKL.GUAragorn_CHRB
AnimationMode = ONCE
AnimationPriority = 1
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End
AnimationState = EMOTION_ALERT
StateName = STATE_ready
Animation = IDLA
AnimationName = GUAragorn_SKL.GUAragorn_IDLA
AnimationMode = ONCE
AnimationPriority = 1
End
End
AnimationState = EMOTION_MORALE_HIGH
StateName = STATE_ready
Animation = ATKN
AnimationName = GUAragorn_SKL.GUAragorn_ATKN
AnimationMode = ONCE
AnimationPriority = 1
End
Animation = ATKP
AnimationName = GUAragorn_SKL.GUAragorn_ATKP
AnimationMode = ONCE
AnimationPriority = 15
End
Animation = TNTC
AnimationName = GUAragorn_SKL.GUAragorn_TNTD
AnimationMode = ONCE
AnimationPriority = 30
End
Animation = TNTD
AnimationName = GUAragorn_SKL.GUAragorn_TNTD
AnimationMode = ONCE
AnimationPriority = 30
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End
AnimationState = ENGAGED
StateName = STATE_ready
Animation = IDLA
AnimationName = GUAragorn_SKL.GUAragorn_IDLA
AnimationMode = ONCE
UseWeaponTiming = Yes
AnimationPriority = 1
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End
AnimationState = SELECTED
StateName = STATE_attention
Animation = ATNE
AnimationName = GUAragorn_SKL.GUAragorn_ATNE
AnimationMode = LOOP
AnimationBlendTime = 5
AnimationMustCompleteBlend = yes
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_bored" then CurDrawableSetTransitionAnimState("TRANS_boredToAttention") end
EndScript
End
End
; ***DESIGN parameters ***
Side = Gondor
EditorSorting = UNIT
ThreatLevel = 5.0
ThingClass = CHARACTER_UNIT
TransportSlotCount = 1
DisplayMeleeDamage = ARAGORN_DAMAGE
HeroSortOrder = 20
BuildCost = 0 ;ARAGORN_BUILDCOST
BuildTime = 0 ;ARAGORN_BUILDTIME
MaxSimultaneousOfType = 1
WeaponSet
Conditions = None
Weapon = PRIMARY GondorAragornSword
End
WeaponSet
Conditions = WEAPONSET_HERO_MODE
Weapon = PRIMARY GondorAragornHeroSword
End
WeaponSet
Conditions = PASSENGER_TYPE_ONE
Weapon = SECONDARY GondorAragornDwarfToss
End
ArmorSet
Conditions = None
Armor = AragornHeroArmor ; HeroArmor
DamageFX = NormalDamageFX
End
VisionRange = VISION_STANDARD_MELEE
ShroudClearingRange = SHROUD_CLEAR_STANDARD
BountyValue = GONDOR_ARAGORN_BOUNTY_VALUE
DisplayName = OBJECT:GondorAragorn
RecruitText = CONTROLBAR:GondorAragornRecruit
ReviveText = CONTROLBAR:GondorAragornRevive
Hotkey = CONTROLBAR:GondorAragornHotkey
CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
; CrusherLevel = 1
CommandSet = GondorAragornCommandSet
CommandPoints = 0
; *** AUDIO Parameters ***;
VoiceAmbushed = AragornVoiceAmbush
VoiceAttack = AragornVoiceAttack
VoiceAttackStructure = AragornVoiceAttackBuilding
VoiceAttackMachine = AragornVoiceAttack
VoiceAttackCharge = AragornVoiceAttackCharge
VoiceEnterStateAttack = AragornVoiceEnterStateAttack
VoiceEnterStateAttackStructure = AragornVoiceEnterStateAttackBuilding
VoiceEnterStateAttackMachine = AragornVoiceEnterStateAttackBuilding
VoiceEnterStateAttackCharge = AragornVoiceEnterStateAttackCharge
;VoiceCreated = AragornVoiceSalute ;this conflicts with his respawn dialogue line -- rehooked to FX_GandalfInitialSpawn
VoiceFear = AragornVoiceHelpMe
VoiceMove = AragornVoiceMove
VoiceMoveToCamp = AragornVoiceMoveCamp
VoiceMoveWhileAttacking = AragornVoiceDisengage
VoiceEnterStateMove = AragornVoiceEnterStateMove
VoiceEnterStateMoveToCamp = AragornVoiceEnterStateMoveCamp
VoiceEnterStateMoveWhileAttacking = AragornVoiceEnterStateDisengage
VoicePriority = 90 ;Default is 5. In mixed groups, Aragorn almost always 'wins'
VoiceRetreatToCastle = AragornVoiceRetreat
VoiceEnterStateRetreatToCastle = AragornVoiceEnterStateRetreat
VoiceSelect = AragornVoiceSelect
VoiceSelect2 = HeroVoiceSelect2
VoiceSelectBattle = AragornVoiceSelectBattle
VoiceGuard = AragornVoiceMove
SoundImpact = ImpactHorse
;AragornVoiceDismissOathbreakers
;AragornVoiceJoinAnybody
UnitSpecificSounds
VoiceGarrison = AragornVoiceGarrison
End
EvaEventDamagedOwner = UnitUnderAttack ;Eva event to trigger when unit is damaged
EvaEventDieOwner = AragornDie ;Eva event to trigger on unit's death. NOTICE THAT this is only for permanent deaths
; For deaths you can respawn from, use the DeathFX
Behavior = LargeGroupAudioUpdate ModuleTag_LGAU ; Tie into LargeGroupAudio system
Key = Human Unit Infantry Hero
UnitWeight = 2
End
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
MaxUpdateRangeCap = 800
AnimationSound = Sound:AragornVoiceElendil Animation:GUAragorn_SKL.GUAragorn_ATKL Frames:21
AnimationSound = Sound:AragornVoiceSummonOathbreakers Animation:GUAragorn_SKL.GUAragorn_CHRB Frames:20
AnimationSound = Sound:AragornVoiceEnterStateElendil Animation:GUAragorn_SKL.GUAragorn_ATKL Frames:21
AnimationSound = Sound:AragornVoiceEnterStateSummonOathbreakers Animation:GUAragorn_SKL.GUAragorn_ATKN Frames:60
AnimationSound = Sound:FootstepDirtA Animation:GUAragorn_SKL.GUAragorn_RUNB Frames:8 17 26 36
AnimationSound = Sound:BodyFallGenericNoArmor Animation:GUAragorn_SKL.GUAragorn_DIEA Frames:55
AnimationSound = Sound:BodyFallGenericNoArmor Animation:GUAragorn_SKL.GUAragorn_DIEB Frames:70
AnimationSound = Sound:BodyFallSoldier Animation:GUAragorn_SKL.GUAragorn_LNDA Frames:1
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE HERO ARMY_SUMMARY ARAGORN
PathfindDiameter = 40.0
Body = RespawnBody ModuleTag_RespawnBody
CheerRadius = EMOTION_CHEER_RADIUS
MaxHealth = ARAGORN_HEALTH ;BALANCE Aragorn Health
PermanentlyKilledByFilter = NONE ;Who kills me permanently?
DodgePercent = HERO_DODGE_PERCENT
End
Behavior = RespawnUpdate ModuleTag_RespawnUpdate
DeathAnim = DYING ;Model condition to play when killed-to-respawn
DeathFX = FX_AragornDieToRespawn ;FXList to play when killed-to-respawn
DeathAnimationTime = 3933 ;How long DeathAnim will take.
InitialSpawnFX = FX_AragornInitialSpawn ;FXList to play when respawning.
RespawnAnim = LEVELED ;Animation to play when respawning.
RespawnFX = FX_ResurrectionAragorn ;FXList to play when respawning.
RespawnAnimationTime = 2000 ;Time it takes for respawn to play.
AutoRespawnAtObjectFilter = NONE +CASTLE_KEEP ;Respawn at this location -- and at it's exit production point if possible.
ButtonImage = HIAragorn
;RespawnEntries determine the ruleset for how a character can be revived. Some units may automatically respawn, others
;may require a specific revive action performed on him. You can specify different values for each level... or use Level:Any
RespawnRules = AutoSpawn:No Cost:800 Time:90000 Health:100% ;DEFAULT VALUES
RespawnEntry = Level:2 Cost:1000 Time:90000 ;For other levels, only override what is different.
RespawnEntry = Level:3 Cost:1200 Time:90000
RespawnEntry = Level:4 Cost:1400 Time:90000
RespawnEntry = Level:5 Cost:1900 Time:120000 ; Cost:1600
RespawnEntry = Level:6 Cost:2100 Time:120000 ; 1800
RespawnEntry = Level:7 Cost:2300 Time:120000 ; 2000
RespawnEntry = Level:8 Cost:2600 Time:120000 ; 2200
RespawnEntry = Level:9 Cost:2800 Time:120000 ; 2400
RespawnEntry = Level:10 Cost:3500 Time:120000 ; 3000
End
Behavior = SubObjectsUpgrade Anduril_Upgrade
TriggeredBy = Upgrade_Anduril
ShowSubObjects = PLANE02
End
Behavior = SubObjectsUpgrade Costume_01
TriggeredBy = Upgrade_AragornCostume_01
UpgradeTexture = guaragorn_2trs_hd.tga 0 guaragorn_rotk_hd.tga
RecolorHouse = Yes
End
Behavior = SubObjectsUpgrade Costume_01a
TriggeredBy = Upgrade_AragornCostume_01
UpgradeTexture = guaragfel.tga 0 guaragorn_rotk_hd.tga
RecolorHouse = Yes
End
Behavior = SubObjectsUpgrade Costume_02
TriggeredBy = Upgrade_AragornCostume_02
UpgradeTexture = guaragorn_rotk_hd.tga 0 guaragfel_hd.tga
RecolorHouse = Yes
End
Behavior = SubObjectsUpgrade Costume_02a
TriggeredBy = Upgrade_AragornCostume_02
UpgradeTexture = guaragorn_2trs_hd.tga 0 guaragfel_hd.tga
RecolorHouse = Yes
End
Behavior = SubObjectsUpgrade Costume_03
TriggeredBy = Upgrade_AragornCostume_03
UpgradeTexture = guaragfel_hd.tga 0 guaragorn_2trs_hd.tga
RecolorHouse = Yes
End
Behavior = SubObjectsUpgrade Costume_03a
TriggeredBy = Upgrade_AragornCostume_03
UpgradeTexture = guaragorn_rotk_hd.tga 0 guaragorn_2trs_hd.tga
RecolorHouse = Yes
End
Behavior = AttributeModifierAuraUpdate ModuleTag_HeroRadiateFear
StartsActive = No ;If no, requires upgrade to turn on.
BonusName = HeroRadiateFear
TriggeredBy = Upgrade_HeroRadiateFear
RefreshDelay = 2000
Range = 500
TargetEnemy = Yes
ObjectFilter = ANY +ORC
End
Behavior = AutoAbilityBehavior ModuleTag_AutoAbilityBehavior
End
Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
MoodAttackCheckRate = 500
AILuaEventsList = AragornFunctions
End
LocomotorSet
Locomotor = HeroHumanLocomotor
Condition = SET_NORMAL
Speed = NORMAL_GOOD_HERO_SPEED
End
Behavior = PhysicsBehavior ModuleTag_04
GravityMult = 1.0
ShockStandingTime = 2133 ;msec
End
Behavior = SlowDeathBehavior ModuleTag_05
DeathTypes = ALL
SinkDelay = 3000
SinkRate = 0.40 ; in Dist/Sec
DestructionDelay = 8000
Sound = INITIAL AragornVoiceDie
End
Behavior = SquishCollide ModuleTag_06
;nothing
End
Behavior = HeroDie ModuleTag_HeroDeath
SpecialPowerTemplate = SpecialAbilitySmite ;the special power that I recharge by dying
End
Behavior = SpecialPowerModule ModuleTag_07
SpecialPowerTemplate = SpecialAbilityGrabPassenger
UpdateModuleStartsAttack = Yes
;InitiateSound =
End
Behavior = SpecialAbilityUpdate ModuleTag_08
SpecialPowerTemplate = SpecialAbilityGrabPassenger
StartAbilityRange = 1.6
UnpackTime = 2233 ; Nothing to touching it
PreparationTime = 1 ; touching it to grabbing it
PersistentPrepTime = 833 ; grabbing it to whacking it on the ground (if shrubbery)
PackTime = 466 ; whacking it to holding it nice
; PackSound =
; UnpackSound =
; TriggerSound =
; PrepSoundLoop =
AwardXPForTriggering = 0
End
;;;;;;;;;;;;;;;;;;;;;; CUT CUT CUT CUT CUT CUT CUT ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Behavior = UnpauseSpecialPowerUpgrade ModuleTag_AragornKnifeAttackEnabler
; SpecialPowerTemplate = SpecialAbilityAragornKnifeAttack
; TriggeredBy = Upgrade_AragornKnifeAttack
; End
; Behavior = SpecialPowerModule ModuleTag_KnifeAttack ; SpecialAbility is a SpecialPower, SpecialPower is anyting special
; SpecialPowerTemplate = SpecialAbilityAragornKnifeAttack
; UpdateModuleStartsAttack = Yes
; StartsPaused = Yes
; End
; Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_KnifeAttackUpdate ; So the difference in SpecialAbility is that it takes timing from this Update, instead of simply firing.
; SpecialPowerTemplate = SpecialAbilityAragornKnifeAttack
;
; UnpackTime = 1300 ; Drawing the horn
; PreparationTime = 1 ; nothing
; PersistentPrepTime = 1600 ; Blowing
; PackTime = 3700 ; Putting horn away
;
; PackSound =
; UnpackSound =
; TriggerSound =
; PrepSoundLoop =
; AwardXPForTriggering = 0
; StartAbilityRange = 300.0
;
; SpecialWeapon = GondorAragornKnifeThrow
; WhichSpecialWeapon = 1
; End
;;;;;;;;;;;;;;;;;;;;;; CUT CUT CUT CUT CUT CUT CUT ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_AragornOathbreakersEnabler
SpecialPowerTemplate = SuperweaponSpawnOathbreakers
TriggeredBy = Upgrade_AragornOathbreakers
End
Behavior = OCLSpecialPower ModuleTag_OCLSpecialPower
SpecialPowerTemplate = SuperweaponSpawnOathbreakers
OCL = OCL_GondorArmyofTheDeadEggSmall
CreateLocation = CREATE_AT_LOCATION
StartsPaused = Yes
SetModelCondition = ModelConditionState:USER_1
SetModelConditionTime = 8.1
End
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_AragornBladeMasterEnabler
SpecialPowerTemplate = SpecialAbilityAragornBladeMaster
TriggeredBy = Upgrade_AragornBladeMaster
End
Behavior = SpecialPowerModule ModuleTag_AragornBladeMasterStarter ; SpecialAbility is a SpecialPower, SpecialPower is anyting special
SpecialPowerTemplate = SpecialAbilityAragornBladeMaster
StartsPaused = Yes
End
Behavior = HeroModeSpecialAbilityUpdate ModuleTag_AragornBladeMasterUpdate ; So the difference in SpecialAbility is that it takes timing from this Update, instead of simply firing.
SpecialPowerTemplate = SpecialAbilityAragornBladeMaster
HeroAttributeModifier = AragornBladeMaster
HeroEffectDuration = 25000 ; 30000 ; this should sync with the auto ability delay re-fire time in commandButtons.ini
UnpackTime = 1 ; insant unpack
TriggerSound = AragornBladeMaster
End
; Behavior = TransportContain ModuleTag_09
; ObjectStatusOfContained = UNSELECTABLE
; PassengerFilter = NONE +GIMLI
; Slots = 1
; ShowPips = No
; AllowAlliesInside = Yes
; DamagePercentToUnits = 0%
; TypeOneForWeaponSet = GIMLI
; TypeOneForWeaponState = GIMLI
; PassengerBonePrefix = PassengerBone:Arrow KindOf:GIMLI
; End
Behavior = HitReactionBehavior HitReactionBehaviorModuleTag
HitReactionLifeTimer1 = 100 ; level 1 (light damage) hit reaction animations in ms
HitReactionLifeTimer2 = 1000 ; level 2 (medium damage) hit reaction animations in ms
HitReactionLifeTimer3 = 1993 ; level 3 (heavy damage) hit reaction animations in ms
HitReactionThreshold1 = 0.0 ; level 1 (light damage) threshold trigger
HitReactionThreshold2 = 25.0 ; level 2 (medium damage) threshold trigger
HitReactionThreshold3 = 50.0 ; level 3 (heavy damage) threshold trigger
End
Behavior = AttributeModifierAuraUpdate ModuleTag_Leadership
StartsActive = No ;If no, requires upgrade to turn on.
BonusName = AragornPassiveLeadership
TriggeredBy = Upgrade_AragornLeadership
RefreshDelay = 2000
Range = 200
ObjectFilter = ANY +INFANTRY +CAVALRY -STRUCTURE -BASE_FOUNDATION -HERO
End
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_TheodenLeadership
SpecialPowerTemplate = SpecialAbilityFakeLeadership
TriggeredBy = Upgrade_AragornLeadership
End
Behavior = SpecialPowerModule ModuleTag_TheodenLeadershipUpdate
SpecialPowerTemplate = SpecialAbilityFakeLeadership
UpdateModuleStartsAttack = No
StartsPaused = Yes
End
Behavior = SpecialPowerModule ModuleTag_AragornAthelas
SpecialPowerTemplate = SpecialAbilityAragornAthelas
UpdateModuleStartsAttack = Yes
TriggerFX = FX_AragornAthelas
SetModelCondition = ModelConditionState:USER_2
SetModelConditionTime = 2.1
End
Behavior = SpecialAbilityUpdate ModuleTag_AragornAthelasUpdate
SpecialPowerTemplate = SpecialAbilityAragornAthelas
StartAbilityRange = 1.6
UnpackTime = 1 ; Nothing to touching it
PreparationTime = 3 ; touching it to grabbing it
PackTime = 2096 ; whacking it to holding it nice
AwardXPForTriggering = 0
End
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_EnableElendil
SpecialPowerTemplate = SpecialAbilityAragornElendil
TriggeredBy = Upgrade_AragornElendil
End
Behavior = SpecialPowerModule ModuleTag_ElendilStarter
SpecialPowerTemplate = SpecialAbilityAragornElendil
UpdateModuleStartsAttack = Yes
AntiCategory = LEADERSHIP
AttributeModifier = AragornElendilAntiCategory ; Used for the anti category duration only.
AttributeModifierRange = 200.0
StartsPaused = Yes ; obtained on level 2
SetModelCondition = ModelConditionState:USER_3
SetModelConditionTime = 10.0 ; 10 secs of glow anim for sword
End
Behavior = ModelConditionSpecialAbilityUpdate ModuleTag_ElendilUpdate
SpecialPowerTemplate = SpecialAbilityAragornElendil
UnpackTime = 1400 ; Drawing the horn
PreparationTime = 1 ; nothing
PersistentPrepTime = 1000 ; Blowing
PackTime = 1000 ; Putting horn away
; PackSound =
; UnpackSound =
; TriggerSound =
; PrepSoundLoop =
AwardXPForTriggering = 0
End
; Athelas needs to be first because the special power just turns on the first one it finds. No time to fix it better.
Behavior = AutoHealBehavior ModuleTag_AthelasHealing
StartsActive = Yes ; Active, as in no upgrade required
ButtonTriggered = Yes ; But doesn't actually run on its own.
HealingAmount = 600
Radius = 200
HealOnlyOthers = No
SingleBurst = Yes
UnitHealPulseFX = FX_AragornAthelas
KindOf = HERO
End
Behavior = AutoHealBehavior ModuleTag_ElvenGiftHealing
StartsActive = No
TriggeredBy = Upgrade_ElvenGift
HealingAmount = ELVEN_GIFT_REGEN_AMOUNT
HealingDelay = ELVEN_GIFT_REGEN_DELAY
StartHealingDelay = HERO_HEAL_DELAY
HealOnlyIfNotInCombat = Yes
End
Behavior = AttributeModifierUpgrade ModuleTag_ElvenGiftBonus
TriggeredBy = Upgrade_ElvenGift
AttributeModifier = SpellBookElvenGifts
End
Behavior = AttributeModifierUpgrade ModuleTag_AndurilBonus
TriggeredBy = Upgrade_Anduril
AttributeModifier = SpellBookAnduril
End
Behavior = AutoHealBehavior ModuleTag_AragornHealing
StartsActive = Yes
HealingAmount = HERO_HEAL_AMOUNT
HealingDelay = 1000
StartHealingDelay = HERO_HEAL_DELAY
HealOnlyIfNotInCombat = Yes
End
Behavior = ExperienceLevelCreate ModuleTag_MPLevelBonus
LevelToGrant = 1 ;5
MPOnly = Yes
End
Geometry = CYLINDER
GeometryMajorRadius = 8.0
GeometryMinorRadius = 8.0
GeometryHeight = 19.2
GeometryIsSmall = Yes
Shadow = SHADOW_DECAL
ShadowSizeX = 20;
ShadowSizeY = 20;
ShadowTexture = ShadowI;
End
;;; ----------------------------------------- ;;;
;;; MP version of Aragorn with Costume Change ;;;
;;; ----------------------------------------- ;;;
ChildObject GondorAragornMP GondorAragorn
End
Edited by Felipe Roll-st, 21 August 2018 - 12:43 PM.