Behavior = SpawnBehavior ModuleTag_TheSpawnBehavior
;L01E97D40:
TriggeredBy = Upgrade_ElvenGift Upgrade_RohanFireArrows ;L00BE9600: List of Upgrades //Must have these upgrades
ConflictsWith = Upgrade_TheodenKingsFavor Upgrade_TheodenLeadership ;L00BE9600: List of Upgrades //May not have these upgrades
RequiresAllTriggers = Yes ;SUB_L006D3400:Boolean //All "TriggeredBy" Upgrades required! (meaning that if only one is present the module is not active)
RequiresAllConflictingTriggers = Yes ;SUB_L006D3400:Boolean //All "ConflictsWith" Upgrades required! (meaning that if only one is present the module is not 'disabled')
CustomAnimAndDuration = AnimState:USER_3 AnimTime:0 TriggerTime:0 ;L010ED8E0: Animation State - Time - Delay // Animtime:0 = set flag forever
Permanent = Yes ;SUB_L006D3400:Boolean //For ever... and ever... and ever, even if the upgrades are lost...
;L01F2EA00:
DeathTypes = NONE +CRUSHED ;L00E6D050: ALL/NONE Filter
ExemptStatus = SOLD ;SUB_L00C118B0: BitStatus //May not have this Status
RequiredStatus = DEATH_3 ;SUB_L00C118B0: BitStatus //Must have this Status
DamageAmountRequired = 15.0 ;SUB_L006D46C0:Float Point Value//Damage required before this behavior can occur
MinKillerAngle = -46 ;SUB_L006D4B70:Float Point Value //Degrees
MaxKillerAngle = 46 ;SUB_L006D4B70:Float Point Value //Degrees
;L01EA77F0:
SpawnNumber = 5 ;SUB_L006D4430:Signed Integer Value //Spawn this amount of units
SpawnReplaceDelay = 9999;SUB_L00E6CB10:Unsigned Integer Value //Wait this long before replacing a lost unit
OneShot = Yes ;SUB_L006D3400:Boolean //Only spawn once?
CanReclaimOrphans = Yes ;SUB_L006D3400:Boolean //Can you get "lost" units from other (destroyed) buildings/units? (not sure)
AggregateHealth = Yes ;SUB_L006D3400:Boolean //...?
ExitByBudding = Yes ;SUB_L006D3400:Boolean //...? (go together with buddies? XD)
SpawnTemplateName = MordorWorker ;SUB_L006D34D0:Object //Multiple Entries Allowed
SpawnedRequireSpawner = Yes ;SUB_L006D3400:Boolean //If "I" (owner) die, do my spawned units die?
PropagateDamageTypesToSlavesWhenExisting = NONE +MAGIC ;L00E6CED0: ALL/NONE Damage Filter //Careful with these damage types -- because area damage types will already damage slaves.
InitialBurst = 5 ;SUB_L006D4430:Signed Integer Value //Initial amount of units to start with?
RespectCommandLimit = Yes ;SUB_L006D3400:Boolean //If Command Limit is reached and my spawn units require CP then do not create any
FadeInTime = 1000 ;SUB_L006D4520:Unsigned Integer Value //Units fade in when spawning for this long (ms)
KillSpawnsBasedOnModelConditionState = Yes ;SUB_L006D3400:Boolean //Must also set NoExitPath in QeueProductionExitUpdate. (So that the exit door is always available)
ShareUpgrades = Yes ;SUB_L006D3400:Boolean //Give my spawned units my upgrades?
SpawnInsideBuilding = Yes ;SUB_L006D3400:Boolean //Spawn inside of me and not forced outside of geometry?
End
Here is the whole module, as you can see, you can set an animation state:
CustomAnimAndDuration = AnimState:USER_3 AnimTime:0 TriggerTime:0 ;L010ED8E0: Animation State - Time - Delay // Animtime:0 = set flag forever
This can be used to trigger an animation
You can also fade it in if im not mistaken with the fadeintime and all.
Hopefully this will help you on your way.