well ive moved the powers from gothmog unmounted to gothmog mounted so that they will work, but i gte that error up again. so i removed some uneeded behaviors like forged blade upgrade ect. but it still appears
can u see any mistakes? if not then how cna i fix this?
[codebox]
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
ThingClass = CAVALRY_UNIT
KindOf = HERO PRELOAD SELECTABLE CAN_CAST_REFLECTIONS CAVALRY SCORE GRAB_AND_DROP
Body = ActiveBody BodyModuleTag
CheerRadius = EMOTION_CHEER_RADIUS
MaxHealth = GOTHMOG_HEALTH ;BALANCE Warg Health
;MaxHealthDamaged = ISENGARD_WARGRIDER_HEALTH_DAMAGED
;RecoveryTime = ISENGARD_WARGRIDER_HEALTH_RECOVERY_TIME
End
Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
AILuaEventsList = WargRiderFunctions
End
LocomotorSet
Locomotor = WargLocomotor
Condition = SET_NORMAL
Speed = 100 ;80
End
Behavior = PhysicsBehavior ModuleTag_04
GravityMult = 1.0
ShockStandingTime = 2533 ;msec
End
; IsengardWargRider
Behavior = HordeMemberCollide ModuleTag_HMC
;nothing
End
Behavior = SquishCollide ModuleTag_06
;nothing
End
Behavior = NotifyTargetsOfImminentProbableCrushingUpdate ModuleTag_NotifyCrushScan
End
Behavior = SlowDeathBehavior ModuleTag_08
; Die and don't spawn horse
DeathTypes = ALL
SinkDelay = 5000
SinkRate = 1.50 ; in Dist/Sec
DestructionDelay = 17000
Sound = INITIAL WargVoxDie
End
;---------MOUNT------------------------------------------------------------------------
Behavior = SpecialPowerModule ModuleTag_HorseToggleStarter
SpecialPowerTemplate = SpecialAbilityToggleMounted
UpdateModuleStartsAttack = Yes
StartsPaused = No
;InitiateSound = FellBeastVoiceMove
End
Behavior = ToggleMountedSpecialAbilityUpdate ModuleTag_HorseToggle
SpecialPowerTemplate = SpecialAbilityToggleMounted
MountedTemplate = MordorGothmog
SynchronizeTimerOnSpecialPower = SpecialAbilityCurseEnemy SpecialAbilityScreech
UnpackTime = 2000
PreparationTime = 0 ; none, cause we hop onto our mount in no time at all
PackTime = 0 ; none, cause we hop onto our mount in no time at all
OpacityTarget = .0 ; How see-thru to be at peak of change
AwardXPForTriggering = 0
IgnoreFacingCheck = Yes
;TriggerSound = FellBeastVoiceMove
End
Geometry = CYLINDER
GeometryMajorRadius = 16
GeometryMinorRadius = 16
GeometryHeight = 20.0
GeometryIsSmall = No
Shadow = SHADOW_DECAL
ShadowSizeX = 30;
ShadowSizeY = 20;
ShadowTexture = ShadowI;
End
Behavior = RespawnUpdate ModuleTag_RespawnUpdate
DeathAnim = DYING ;STUNNED ;Model condition to play when killed-to-respawn
DeathFX = FX_LurtzDieToRespawn ;FXList to play when killed-to-respawn
DeathAnimationTime = 6033 ; 1133 ;How long DeathAnim will take.
InitialSpawnFX = FX_LurtzInitialSpawn
RespawnAnim = LEVELED ;Animation to play when respawning.
RespawnFX = FX_LurtzRespawn ;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 = HILurtz
;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:600 Time:90000 Health:100% ;DEFAULT VALUES
RespawnEntry = Level:2 Cost:700 Time:90000 ;For other levels, only override what is different.
RespawnEntry = Level:3 Cost:800 Time:90000
RespawnEntry = Level:4 Cost:900 Time:90000
RespawnEntry = Level:5 Cost:1000 Time:120000
RespawnEntry = Level:6 Cost:1100 Time:120000
RespawnEntry = Level:7 Cost:1200 Time:120000
RespawnEntry = Level:8 Cost:1300 Time:120000
RespawnEntry = Level:9 Cost:1400 Time:120000
RespawnEntry = Level:10 Cost:1500 Time:120000
End
;--------------------------------------------------------------------------------------------
;//-------------------------Gothmog's Stubborn Pride--------------------------------------
;--------------------------------------------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_StubbornPrideUnpause
SpecialPowerTemplate = SpecialAbilityDainStubbornPride
TriggeredBy = Upgrade_DainStubbornPride
End
Behavior = SpecialPowerModule ModuleTag_StubbornPrideSpecialPower
SpecialPowerTemplate = SpecialAbilityDainStubbornPride
UpdateModuleStartsAttack = No
StartsPaused = Yes
End
Behavior = AttributeModifierAuraUpdate ModuleTag_StubbornPrideUpdate
StartsActive = No
BonusName = DainStubbornPride
TriggeredBy = Upgrade_DainStubbornPride
RefreshDelay = 2000
Range = 200
ObjectFilter = ANY +INFANTRY +CAVALRY -STRUCTURE -BASE_FOUNDATION -HERO -DOZER ALLIES
End
Behavior = AutoHealBehavior ModuleTag_LurtzHealing
StartsActive = Yes
HealingAmount = HERO_HEAL_AMOUNT
HealingDelay = 1000
StartHealingDelay = HERO_HEAL_DELAY
HealOnlyIfNotInCombat = Yes
End
;;; LURTZ PASSIVE LEADERSHIP ABILITY ;;;
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_TheodenLeadership
SpecialPowerTemplate = SpecialAbilityFakeLeadership
TriggeredBy = Upgrade_LurtzLeadership
End
Behavior = SpecialPowerModule ModuleTag_TheodenLeadershipUpdate
SpecialPowerTemplate = SpecialAbilityFakeLeadership
UpdateModuleStartsAttack = No
StartsPaused = Yes
End
Behavior = AttributeModifierAuraUpdate ModuleTag_Leadership
StartsActive = No ;If no, requires upgrade to turn on.
BonusName = GenericHeroLeadership
TriggeredBy = Upgrade_LurtzLeadership
RefreshDelay = 2000
Range = 200
ObjectFilter = GENERIC_BUFF_RECIPIENT_OBJECT_FILTER
End
;;; LURTZ PILLAGE ABILITY ;;;
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_TheodenLeadership2
SpecialPowerTemplate = SpecialAbilityFakeLeadership2
TriggeredBy = Upgrade_LurtzPillage
End
Behavior = SpecialPowerModule ModuleTag_TheodenLeadershipUpdate2
SpecialPowerTemplate = SpecialAbilityFakeLeadership2
UpdateModuleStartsAttack = No
StartsPaused = Yes
End
Behavior = AttributeModifierAuraUpdate ModuleTag_Leadership2
StartsActive = No ;If no, requires upgrade to turn on.
BonusName = LurtzPassiveOutlawLeadership
TriggeredBy = Upgrade_LurtzPillage
RefreshDelay = 2000
Range = 200
AllowSelf = Yes
ObjectFilter = ANY +INFANTRY +CAVALRY -STRUCTURE -BASE_FOUNDATION -HERO -DOZER
End
End
[/codebox]