Thanks in advance.
Edited by Hard_Sander, 09 September 2006 - 05:30 PM.
Posted 09 September 2006 - 05:30 PM
Edited by Hard_Sander, 09 September 2006 - 05:30 PM.
Posted 11 September 2006 - 04:25 PM
Posted 11 September 2006 - 06:12 PM
Posted 11 September 2006 - 06:19 PM
Posted 11 September 2006 - 06:27 PM
Posted 11 September 2006 - 06:39 PM
Behavior = RespawnUpdate ModuleTag_RespawnUpdate DeathAnim = DYING ;STUNNED ;Model condition to play when killed-to-respawn DeathFX = FX_MouthOfSauronDieToRespawn ;FXList to play when killed-to-respawn DeathAnimationTime = 3333;1133 ;How long DeathAnim will take. InitialSpawnFX = FX_MouthOfSauronInitialSpawn RespawnAnim = LEVELED ;Animation to play when respawning. RespawnFX = FX_MouthOfSauronRespawn ;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 = HIMouthSauron_res <--THIS IS THE BUTTON IMAGE ;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:1125 Time:90000 Health:100% ;DEFAULT VALUES End
Posted 11 September 2006 - 06:44 PM
Posted 11 September 2006 - 06:56 PM
Posted 11 September 2006 - 07:17 PM
0 members, 1 guests, 0 anonymous users