5356 crashes later...
no maybe only 50, and lately none at all actually... but nevertheless I CAN'T make the *%#^/* MorgulBlade power things to stop resetting each time I change toggle. They work with animations and all... but they WONT stop resetting???
:( Please, someone plz check my code and see if you notice something regarding this problem...
[codebox]
;------------------------------------------------------------------------------
;
; BlackRider.ini
;
;------------------------------------------------------------------------------
; aka BlackRider
Object EvilMenBlackRiderInterface
; *** ART Parameters ***
; This is required for garrisoned objects - please put in all objects.
ButtonImage = HIBlackRider
; SelectPortrait for Heros is portrait behind skill buttons. HP = HeroPortrait.
SelectPortrait = HPBlackRider
DescriptionStrategic = CONTROLBAR:LW_ToolTip_BlackRider
ShockwaveResistance = SHOCKWAVE_RESISTANCE_STRONG
Draw = W3DHordeModelDraw ModuleTag_01
OkToChangeModelColor = Yes ; temporarily commented out to remove the house color
;WadingParticleSys = EntRipples
StaticModelLODMode = Yes ; Will append M or L to the skin name depending on GameLOD
DefaultModelConditionState
Model = MUNazgul_SKN
End
ModelConditionState = MOUNTED USER_3
Model = MUBlkRider_SKN
ParticleSysBone = None BlackRiderFlare FXTrigger:NONE Persist:SPAWN PersistID:100
; ParticleSysBone = NONE Vapor FollowBone:Yes ;cinematics
; ParticleSysBone = NONE Vapor2 FollowBone:Yes ;cinematics
; ParticleSysBone = NONE Vapor3 FollowBone:Yes ;cinematics
; ParticleSysBone = NONE Vapor FollowBone:Yes ;cinematics
; ParticleSysBone = NONE Vapor2 FollowBone:Yes ;cinematics
; ParticleSysBone = NONE Vapor3 FollowBone:Yes ;cinematics
End
ModelConditionState = MOUNTED
Model = MUBlkRider_SKN
; ParticleSysBone = NONE Vapor FollowBone:Yes ;cinematics
; ParticleSysBone = NONE Vapor2 FollowBone:Yes ;cinematics
; ParticleSysBone = NONE Vapor3 FollowBone:Yes ;cinematics
; ParticleSysBone = NONE Vapor FollowBone:Yes ;cinematics
; ParticleSysBone = NONE Vapor2 FollowBone:Yes ;cinematics
; ParticleSysBone = NONE Vapor3 FollowBone:Yes ;cinematics
End
ModelConditionState = USER_3
ParticleSysBone = None BlackRiderFlare FXTrigger:NONE Persist:SPAWN PersistID:100
End
IdleAnimationState
StateName = Idle
Animation
AnimationName = MUNazgul_SKL.MUNazgul_IDLB
AnimationPriority = 4
AnimationBlendTime = 15
AnimationMode = ONCE
End
Animation
AnimationName = MUNazgul_SKL.MUNazgul_IDLC
AnimationPriority = 1
AnimationBlendTime = 15
AnimationMode = ONCE
End
Animation
AnimationName = MUNazgul_SKL.MUNazgul_IDLD
AnimationPriority = 1
AnimationBlendTime = 15
AnimationMode = ONCE
End
Flags = RESTART_ANIM_WHEN_COMPLETE
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Selected" then CurDrawableSetTransitionAnimState("TRANS_Selected_to_Idle") end
EndScript
End
;-------------------------- MOUNTED VERSION ---------------------------------------------------------
AnimationState = PASSENGER MOUNTED
Animation = grabbed
AnimationName = MUBlkRider_SKL.MUBlkRider_GBDA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
; --- stunned anims
AnimationState = FREEFALL MOUNTED
Animation = freefall
AnimationName = MUBlkRider_SKL.MUBlkRider_FLYB
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
AnimationState = STUNNED_FLAILING MOUNTED
Animation = JustDie
AnimationName = MUBlkRider_SKL.MUBlkRider_FLYB
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
AnimationState = DYING SPLATTED MOUNTED
Animation = splatted
AnimationName = MUBlkRider_SKL.MUBlkRider_LNDA
AnimationMode = ONCE
End
End
AnimationState = BURNINGDEATH MOUNTED DYING
Animation
AnimationName = MUBlkRider_SKL.MUBlkRider_DIEA
AnimationMode = ONCE
AnimationBlendTime = 10
End
Animation
AnimationName = MUBlkRider_SKL.MUBlkRider_DIEC
AnimationMode = ONCE
AnimationBlendTime = 10
End
End
AnimationState = BURNINGDEATH MOUNTED
Animation
AnimationName = MUBlkRider_SKL.MUBlkRider_MFDA
AnimationMode = LOOP
AnimationBlendTime = 10
Distance = 80
End
End
AnimationState = DYING MOUNTED ; DEATH_2 Normally has DEATH_2, but just as a backup don't insist
Animation
AnimationName = MUBlkRider_SKL.MUBlkRider_DIEA
AnimationMode = ONCE
End
Animation
AnimationName = MUBlkRider_SKL.MUBlkRider_DIEC
AnimationMode = ONCE
End
End
AnimationState = STUNNED_STANDING_UP MOUNTED
Animation = StandUp
AnimationName = MUBlkRider_SKL.MUBlkRider_GTPA
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.5 1.5
End
End
AnimationState = STUNNED MOUNTED
Animation = Land
AnimationName = MUBlkRider_SKL.MUBlkRider_LNDA
AnimationMode = ONCE
End
End
AnimationState = MOVING FIRING_OR_PREATTACK_A MOUNTED
ShareAnimation = Yes
Animation = TrotAndFire
AnimationName = MUBlkRider_SKL.MUBlkRider_ATRA
AnimationMode = LOOP
Distance = 70; 35
End
Flags = RANDOMSTART
End
AnimationState = TURN_LEFT_HIGH_SPEED MOUNTED
Animation = TurnLeft
AnimationName = MUBlkRider_SKL.MUBlkRider_RUNA
AnimationMode = LOOP
AnimationBlendTime = 20
End
End
AnimationState = TURN_RIGHT_HIGH_SPEED MOUNTED
Animation = TurnLeft
AnimationName = MUBlkRider_SKL.MUBlkRider_RUNA
AnimationMode = LOOP
AnimationBlendTime = 20
End
End
;;======= TERROR
AnimationState = MOVING EMOTION_TERROR EMOTION_LOOK_TO_SKY MOUNTED
Animation = RUNB
AnimationName = MUBlkRider_SKL.MUBlkRider_RUNB
AnimationMode = LOOP
End
End
AnimationState = MOVING EMOTION_TERROR MOUNTED
Animation = RUNB
AnimationName = MUBlkRider_SKL.MUBlkRider_RUNB
AnimationMode = LOOP
End
End
;;===== BACKUP
AnimationState = MOVING BACKING_UP MOUNTED
Animation = BackingUp
AnimationName = MUBlkRider_SKL.MUBlkRider_BAKA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
AnimationState = MOVING TURN_LEFT MOUNTED
Animation = TurnLeft
AnimationName = MUBlkRider_SKL.MUBlkRider_TRNL
AnimationMode = LOOP
AnimationSpeedFactorRange= .8 .8
End
End
AnimationState = MOVING TURN_RIGHT MOUNTED
Animation = TurnLeft
AnimationName = MUBlkRider_SKL.MUBlkRider_TRNR
AnimationMode = LOOP
AnimationSpeedFactorRange= .8 .8
End
End
AnimationState = MOVING ACCELERATE MOUNTED
Animation = Accelerate
AnimationName = MUBlkRider_SKL.MUBlkRider_ACCL
AnimationMode = ONCE ; was LOOP
End
End
AnimationState = MOVING DECELERATE MOUNTED
Animation = Decelerate
AnimationName = MUBlkRider_SKL.MUBlkRider_DECL
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.6 0.6
End
End
AnimationState = MOVING MOUNTED
ShareAnimation = Yes
Animation = RunA
AnimationName = MUBlkRider_SKL.MUBlkRider_RUNA
AnimationMode = LOOP
End
Animation = RunB
AnimationName = MUBlkRider_SKL.MUBlkRider_RUNB
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
AnimationState = FIRING_OR_PREATTACK_A MOUNTED
Animation = ATKA
AnimationName = MUBlkRider_SKL.MUBlkRider_ATKA
AnimationMode = ONCE
End
Animation = ATKB
AnimationName = MUBlkRider_SKL.MUBlkRider_ATKB
AnimationMode = ONCE
End
Animation = Defend
AnimationName = MUBlkRider_SKL.MUBlkRider_DFDA
AnimationMode = ONCE
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End
; --- Morgul Blade Weapon anim MOUNTED //Mod by Nazgul of T3A//
AnimationState = SPECIAL_WEAPON_ONE MOUNTED
Animation = ATKB
AnimationName = MUBlkRider_SKL.MUBlkRider_ATKB
AnimationMode = ONCE
UseWeaponTiming = Yes
End
End
; --- Screech on horse anim //Mod by Nazgul of T3A//
AnimationState = SPECIAL_WEAPON_THREE
Animation = PNTA
AnimationName = MUBlkRider_SKL.MUBlkRider_PNTA
AnimationMode = ONCE
AnimationBlendTime = 20
End
FXEvent = Frame:30 Name:FX_FearBlast
End
; --------- Click and Hit Reactions ------------
AnimationState = HIT_REACTION HIT_LEVEL_1 MOUNTED
Animation = Hit_Level_1_a
AnimationName = MUBlkRider_SKL.MUBlkRider_HFMA
AnimationMode = ONCE
End
End
;;------------- EMOTIONS ---------------------------------------------
// AnimationState = EMOTION_ALERT EMOTION_AFRAID MOUNTED
// ShareAnimation = Yes
// Animation = Apprehensive
// AnimationName = MUBlkRider_SKL.MUBlkRider_APPA
// AnimationMode = LOOP ;Change this to ONCE if adding additional anims
// End
// End
//
// AnimationState = EMOTION_AFRAID MOUNTED
// ShareAnimation = Yes
// Animation = FERA
// AnimationName = MUBlkRider_SKL.MUBlkRider_FERA
// AnimationMode = LOOP
// End
// Animation = FERB
// AnimationName = MUBlkRider_SKL.MUBlkRider_FERB
// AnimationMode = LOOP
// End
// End
AnimationState = EMOTION_TAUNTING MOUNTED
ShareAnimation = Yes
Animation = Taunting
AnimationName = MUBlkRider_SKL.MUBlkRider_TNTA
AnimationMode = ONCE
End
Animation = Taunting
AnimationName = MUBlkRider_SKL.MUBlkRider_TNTB
AnimationMode = ONCE
End
Animation = Taunting2
AnimationName = MUBlkRider_SKL.MUBlkRider_TNTC
AnimationMode = ONCE
End
Flags = RANDOMSTART RESTART_ANIM_WHEN_COMPLETE
End
AnimationState = EMOTION_POINTING MOUNTED
Animation = Pointing1
AnimationName = MUBlkRider_SKL.MUBlkRider_PNTA
AnimationMode = LOOP
End
End
AnimationState = EMOTION_CELEBRATING MOUNTED
ShareAnimation = Yes
Animation = CHRA
AnimationName = MUBlkRider_SKL.MUBlkRider_CHRA
AnimationMode = ONCE
End
Animation = CHRB
AnimationName = MUBlkRider_SKL.MUBlkRider_CHRB
AnimationMode = ONCE
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End
AnimationState = EMOTION_ALERT MOUNTED
Animation = IDLA
AnimationName = MUBlkRider_SKL.MUBlkRider_IDLA
AnimationMode = LOOP
End
End
AnimationState = RAISING_FLAG MOUNTED
ShareAnimation = Yes
Animation = CHRA
AnimationName = MUBlkRider_SKL.MUBlkRider_CHRA
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.9 1.1
End
Animation = CHRB
AnimationName = MUBlkRider_SKL.MUBlkRider_CHRB
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.9 1.1
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End
AnimationState = SELECTED MOUNTED
StateName = State_Selected
Animation = AtAttention
AnimationName = MUBlkRider_SKL.MUBlkRider_IDLG
AnimationMode = Loop
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_Idle_To_Selected") end
EndScript
End
AnimationState = MOUNTED
StateName = Idle
Animation = IdleA
AnimationName = MUBlkRider_SKL.MUBlkRider_IDLA
AnimationPriority = 20
AnimationMode = ONCE
AnimationBlendTime = 15
End
Animation = IdleB
AnimationName = MUBlkRider_SKL.MUBlkRider_IDLB
AnimationMode = ONCE
AnimationBlendTime = 15
End
Animation = IdleC
AnimationName = MUBlkRider_SKL.MUBlkRider_IDLC
AnimationMode = ONCE
AnimationBlendTime = 15
End
Animation = IdleG
AnimationName = MUBlkRider_SKL.MUBlkRider_IDLG
AnimationMode = ONCE
AnimationBlendTime = 15
End
Flags = RANDOMSTART RESTART_ANIM_WHEN_COMPLETE
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "State_Selected" then CurDrawableSetTransitionAnimState("TRANS_Selected_To_Idle") end
EndScript
End
TransitionState = TRANS_Idle_to_Selected
Animation = ATNA
AnimationName = MUBlkRider_SKL.MUBlkRider_ATNA
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.8 1.2
End
End
TransitionState = TRANS_Selected_to_Idle
Animation = ATNA
AnimationName = MUBlkRider_SKL.MUBlkRider_ATNA
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 0.8 1.2
End
Flags = START_FRAME_LAST
End
;-------------------------- NON MOUNTED VERSION ---------------------------------------------------------
AnimationState = DYING BURNINGDEATH
Animation
AnimationName = MUNazgul_SKL.MUNazgul_DTHA
AnimationMode = ONCE
AnimationBlendTime = 10
End
End
AnimationState = DYING
Animation
AnimationName = MUNazgul_SKL.MUNazgul_DTHA
AnimationMode = ONCE
End
End
AnimationState = BURNINGDEATH
Animation
AnimationName = MUNazgul_SKL.MUNazgul_MFDA
AnimationMode = LOOP
Distance = 90
End
End
AnimationState = FREEFALL
Animation
AnimationName = MUNazgul_SKL.MUNazgul_FLYA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
AnimationState = STUNNED_FLAILING
Animation
AnimationName = MUNazgul_SKL.MUNazgul_FLYA
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.4 0.6
End
Flags = RANDOMSTART
End
AnimationState = STUNNED_STANDING_UP
Animation
AnimationName = MUNazgul_SKL.MUNazgul_GTPA
AnimationMode = ONCE
End
End
AnimationState = MOVING FIRING_OR_PREATTACK_A
Animation
AnimationName = MUNazgul_SKL.MUNazgul_RUNB
AnimationMode = LOOP
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End
AnimationState = FIRING_OR_PREATTACK_A
Animation
AnimationName = MUNazgul_SKL.MUNazgul_ATKA //Stabbing motion//
AnimationMode = ONCE
End
Animation
AnimationName = MUNazgul_SKL.MUNazgul_ATKB // Chopping motion//
AnimationMode = ONCE
End
End
AnimationState = MOVING
Animation
AnimationName = MUNazgul_SKL.MUNazgul_RUNA
AnimationMode = LOOP
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End
; --- Morgul Blade Weapon anim //Mod by Nazgul of T3A//
AnimationState = SPECIAL_WEAPON_ONE
Animation = ATKA
AnimationName = MUNazgul_SKL.MUNazgul_ATKA
AnimationMode = ONCE
UseWeaponTiming = Yes
End
End
; --- Screech on foot anim //Mod by Nazgul of T3A//
AnimationState = SPECIAL_WEAPON_TWO
Animation = GTPA
AnimationName = MUNazgul_SKL.MUNazgul_GTPA
AnimationMode = ONCE
AnimationBlendTime = 20
End
FXEvent = Frame:30 Name:FX_FearBlast
End
; --------- Click and Hit Reactions ------------
AnimationState = HIT_REACTION HIT_LEVEL_1
Animation = Hit_Level_1_a
AnimationName = MUNazgul_SKL.MUNazgul_HITA
AnimationMode = ONCE
End
End
AnimationState = LEVELED
Animation = Hit_Level_1_a
AnimationName = MUNazgul_SKL.MUNazgul_LVLA
AnimationMode = ONCE
End
End
; AnimationState = ENGAGED
; Animation
; AnimationName = MUNazgul_SKL.MUNazgul_APPA
; AnimationMode = LOOP
; End
; End
AnimationState = EMOTION_CELEBRATING
Animation
AnimationName = MUNazgul_SKL.MUNazgul_CHRA
AnimationMode = LOOP
End
End
AnimationState = EMOTION_TAUNTING
Animation = TNTA
AnimationName = MUNazgul_SKL.MUNazgul_TNTA
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.8 1.2
End
End
AnimationState = RAISING_FLAG
Animation
AnimationName = MUNazgul_SKL.MUNazgul_CHRA
AnimationMode = LOOP
End
End
AnimationState = SELECTED
Animation
AnimationName = MUNazgul_SKL.MUNazgul_ATNB
AnimationMode = LOOP
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Idle" then CurDrawableSetTransitionAnimState("TRANS_Idle_to_Selected") end
EndScript
End
TransitionState = TRANS_Idle_to_Selected
Animation = ATNA
AnimationName = MUNazgul_SKL.MUNazgul_ATNA
AnimationMode = ONCE
AnimationBlendTime = 10
End
End
TransitionState = TRANS_Selected_to_Idle
Animation = ATNF
AnimationName = MUNazgul_SKL.MUNazgul_ATNF
AnimationMode = ONCE
AnimationBlendTime = 10
End
End
End
Draw = W3DScriptedModelDraw DustEffects
DefaultModelConditionState
Model = None
End
IdleAnimationState
End
AnimationState = MOVING WADING MOUNTED
ParticleSysBone = None FootstepSlash
End
AnimationState = MOVING ACCELERATE MOUNTED
ParticleSysBone = None GenericSiegeTrailDust
End
AnimationState = MOVING DECELERATE MOUNTED
ParticleSysBone = None GenericSiegeTrailDust
End
AnimationState = MOVING MOUNTED
End
End
; NOTE, PLEASE: If you are changing this unit in any way, you should consider changing
; GondorCavalryRiderless in FactionSubObject.ini
; ***DESIGN parameters ***
Side = Mordor
EditorSorting = UNIT
ThreatLevel = BLACKRIDER_THREAT_LEVEL
TransportSlotCount = TRANSPORTSLOTCOUNT_HERO
MaxSimultaneousOfType = 6
BountyValue = EVILMEN_BLACKRIDER_BOUNTY_VALUE
DisplayName = OBJECT:EvilMenBlackRider
RecruitText = CONTROLBAR:BlackRiderRecruit
ReviveText = CONTROLBAR:BlackRiderRevive
Hotkey = CONTROLBAR:BlackRiderHotkey
ShroudClearingRange = EVILMEN_BLACKRIDER_SHROUD_RANGE
VisionRange = EVILMEN_BLACKRIDER_VISION_RANGE
MaxVisionBonusPercent = 300%
VisionBonusTestRadius = 200
VisionBonusPercentPerFoot = 2.0%
CrushableLevel = 2 ; What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
MountedCrusherLevel = 1
MountedCrushableLevel = 3
CrushWeapon = KnightCrush
MinCrushVelocityPercent = 50 ; Has to be moving at at least 50% of full speed.
CrushDecelerationPercent = 20 ; Lose 80 percent of max velocity when crushing.
RamPower = 30;
RamZMult = 0.5;
ArmorSet
Conditions = None
Armor = HeroArmor
DamageFX = NormalDamageFX
End
ArmorSet
Conditions = MOUNTED
Armor = HeroArmorMounted
DamageFX = NormalDamageFX
End
WeaponSet
Conditions = None
Weapon = PRIMARY EvilMenBlackRiderSword
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
// *** AUTO RESOLVE DATA ***
AutoResolveUnitType = AutoResolveUnit_Hero
AutoResolveCombatChain = AutoResolve_HeroCombatChain
AutoResolveBody = AutoResolve_BlackRiderBody
AutoResolveArmor
Armor = AutoResolve_BlackRiderArmor
End
AutoResolveWeapon
Weapon = AutoResolve_BlackRiderWeapon
End
; *** AUDIO Parameters ***;
VoiceAttack = FellBeastVoiceAttack
VoiceAttackCharge = FellBeastVoiceAttack
VoiceAttackMachine = FellBeastVoiceAttack
VoiceAttackStructure = FellBeastVoiceAttack
VoiceCreated = EVA:NazgulCreated
VoiceFullyCreated = EVA:NazgulCreated
VoiceGuard = FellBeastVoiceMove
VoiceMove = FellBeastVoiceMove
VoicePriority = 51
VoiceRetreatToCastle = FellBeastVoiceMove
VoiceSelect = FellBeastVoiceSelect
VoiceSelectBattle = FellBeastVoiceSelect
SoundImpact = ImpactHorse
;GondorKnightVoiceFearCower
;GondorKnightVoiceFearDisperse
;GondorKnightVoiceFearPoint
;GondorKnightVoiceFearRegroup
;GondorKnightVoiceJoinAnybody
;GondorKnightVoiceLineFormation
;GondorKnightVoiceWedgeFormation
UnitSpecificSounds
VoiceEnterUnitEvilMenTransportShip = FellBeastVoiceMove
VoiceEnterUnitMordorMumakil = FellBeastVoiceMove
VoiceEnterUnitSlaughterHouse = FellBeastVoiceMove
VoiceGarrison = FellBeastVoiceMove
VoiceInitiateCaptureBuilding = FellBeastVoiceMove
End
ClientBehavior = ModelConditionSoundSelectorClientBehavior ModuleTag_MCSoundSelector
SoundState = MOUNTED
VoiceMove = BlackRiderVoiceMoveMountedMS
VoiceSelect = BlackRiderVoiceSelectMountedMS
;SoundMoveStart = GondorHorseMoveStart
End
End
#include "..\..\..\includes\StandardUnitEvaEvents.inc"
EvaEventDieOwner = NazgulDie ;Eva event to trigger on unit's death. NOTICE THAT this is only for permanent deaths
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
MaxUpdateRangeCap = 800
AnimationSound = Sound:FootstepDirtA Animation:MUBLKRIDER_SKL.MUBLKRIDER_CHRA Frames:26 38
AnimationSound = Sound:HorseMoveFootstepsLoose Animation:MUBlkRider_SKL.MUBlkRider_ACCL Frames:8 30
AnimationSound = Sound:HorseMoveFootstepsLoose Animation:MUBlkRider_SKL.MUBlkRider_RUNA Frames:0
AnimationSound = Sound:HorseMoveFootstepsLoose Animation:MUBlkRider_SKL.MUBlkRider_RUNB Frames:0
AnimationSound = Sound:HorseMoveFootstepsLoose Animation:MUBlkRider_SKL.MUBlkRider_TNL1 Frames:0
AnimationSound = Sound:HorseMoveFootstepsLoose Animation:MUBlkRider_SKL.MUBlkRider_TNR1 Frames:0
AnimationSound = Sound:HorseMoveFootstepsLoose Animation:MUBlkRider_SKL.MUBlkRider_TRNL Frames:0
AnimationSound = Sound:HorseMoveFootstepsLoose Animation:MUBlkRider_SKL.MUBlkRider_TRNR Frames:0
AnimationSound = Sound:HorseWhinny Animation:MUBlkRider_SKL.MUBlkRider_DIEA Frames:0
;AnimationSound = Sound:HorseWhinny Animation:MUBlkRider_SKL.MUBlkRider_DIEB Frames:0
AnimationSound = Sound:HorseWhinny Animation:MUBlkRider_SKL.MUBlkRider_DIEC Frames:0
;AnimationSound = Sound:HorseWhinny Animation:MUBlkRider_SKL.MUBlkRider_DIED Frames:0
AnimationSound = Sound:HorseWhinny Animation:MUBlkRider_SKL.MUBlkRider_IDLC Frames:9
AnimationSound = Sound:HorseWhinny Animation:MUBlkRider_SKL.MUBlkRider_TNTB Frames:9
AnimationSound = Sound:BodyFallGeneric1 Animation:MUBlkRider_SKL.MUBlkRider_DIEA Frames:10 46
AnimationSound = Sound:BodyFallGeneric1 Animation:MUBlkRider_SKL.MUBlkRider_DIEC Frames:20 43
AnimationSound = Sound:BodyFallGenericNoArmor Animation:MUBlkRider_SKL.MUBlkRider_DIEC Frames:70
AnimationSound = Sound:BodyFallGeneric1 Animation:MUBlkRider_SKL.MUBlkRider_LNDA Frames:3 11
AnimationSound = Sound:HorseWhinny Animation:MUBlkRider_SKL.MUBlkRider_LNDA Frames:0
End
Behavior = LargeGroupAudioUpdate ModuleTag_LGAU ;Tie into LargeGroupAudio system
Key = Human Unit Cavalry Knight
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
ThingClass = CAVALRY_UNIT
KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS SCORE HERO GRAB_AND_DROP INFANTRY ARMY_SUMMARY HEAVY_MELEE_HITTER
Body = RespawnBody ModuleTag_RespawnBody
CheerRadius = EMOTION_CHEER_RADIUS
MaxHealth = EVILMEN_BLACKRIDER_HEALTH
MaxHealthDamaged = EVILMEN_BLACKRIDER_HEALTH_DAMAGED
RecoveryTime = EVILMEN_BLACKRIDER_HEALTH_RECOVERY_TIME
PermanentlyKilledByFilter = NONE ;Who kills me permanently?
DodgePercent = HERO_DODGE_PERCENT
BurningDeathBehavior = Yes
BurningDeathFX = FX_InfantryBurningFlame
End
Behavior = RespawnUpdate ModuleTag_RespawnUpdate
DeathAnim = DYING
DeathFX = FX_BlacRiderDieToRespawn
DeathAnimationTime = 3933
RespawnAnim = LEVELED
RespawnAnimationTime = 2000
AutoRespawnAtObjectFilter = NONE +CASTLE_KEEP
ButtonImage = HIBlackRider_res
RespawnAsTemplate = EvilMenBlackRiderMounted
RespawnRules = AutoSpawn:No Cost:RESPAWN_COST_LO Time:RESPAWN_TIME Health:100%
End
Behavior = StancesBehavior ModuleTag_StancesBehavior
StanceTemplate = Hero
End
Behavior = AutoHealBehavior ModuleTag_EowynHealing
StartsActive = Yes
HealingAmount = HERO_HEAL_AMOUNT
HealingDelay = 1000
StartHealingDelay = HERO_HEAL_DELAY
HealOnlyIfNotInCombat = Yes
UnitHealPulseFX = FX_SpellHealUnitHealBuff
End
Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
AILuaEventsList = EvilMenBlackRiderFunctions
BurningDeathTime = BURNINGDEATH_DURATION_INFANTRY
End
LocomotorSet
Locomotor = NormalHorseHordeMemberLocomotor
Condition = SET_NORMAL
Speed = 100
End
LocomotorSet
Locomotor = NormalHorseHordeMemberLocomotor
Condition = SET_MOUNTED
Speed = NORMAL_CAVALRY_FAST_MEMBER_SPEED
End
LocomotorSet
Locomotor = BurningDeathLocomotorInfantry
Condition = SET_BURNINGDEATH
Speed = 60
End
Behavior = PhysicsBehavior ModuleTag_04
GravityMult = 1.0
ShockStandingTime = 2533 ;msec
End
Behavior = SquishCollide ModuleTag_06
;nothing
End
Behavior = HordeMemberCollide ModuleTag_HMC
;nothing
End
Behavior = SlowDeathBehavior ModuleTag_08
; Die and don't spawn horse
DeathTypes = ALL
SinkDelay = 3000
SinkRate = 0.80 ; in Dist/Sec
DestructionDelay = 12000
;ProbabilityModifier = 33
Sound = INITIAL GondorSoldierVoiceDie
End
Behavior = HitReactionBehavior HitReactionBehaviorModuleTag
HitReactionLifeTimer1 = 2000 ; level 1 (light damage) hit reaction animations in frames (5 per sec)
HitReactionLifeTimer2 = 2000 ; level 2 (medium damage) hit reaction animations in frames (5 per sec)
HitReactionLifeTimer3 = 2000 ; level 3 (heavy damage) hit reaction animations in frames (5 per sec)
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
;;; CAPTURE ;;;
#include "..\..\..\includes\CaptureBuilding.inc"
;///////////////////
; AISpecialPowers
;///////////////////
Behavior = AISpecialPowerUpdate ToggleMountedAI
CommandButtonName = Command_MountHorseBlackRider
SpecialPowerAIType = AI_SPECIAL_POWER_TOGGLE_MOUNTED
End
Behavior = AISpecialPowerUpdate ScreechAI
CommandButtonName = Command_SpecialAbilityScreechBlackRider
SpecialPowerAIType = AI_SPECIAL_POWER_BASIC_SELF_BUFF
End
Behavior = AISpecialPowerUpdate MorgulBladeAI
CommandButtonName = Command_BlackRiderMorgulBlade
SpecialPowerAIType = AI_SPECIAL_POWER_ENEMY_TYPE_KILLER
End
Geometry = CYLINDER
GeometryMajorRadius = 16.0
GeometryHeight = 25.0
GeometryIsSmall = Yes
Shadow = SHADOW_DECAL
ShadowSizeX = 30
ShadowSizeY = 21
ShadowTexture = ShadowI
; Do I need to change GondorCavalryRiderless?
End
;--------------------------------------------------------------------
;ChildObject 1 - Nazgul on Foot -------------------------------------
;--------------------------------------------------------------------
ChildObject EvilMenBlackRider EvilMenBlackRiderInterface
; SelectPortrait for Heros is portrait behind skill buttons. HP = HeroPortrait.
SelectPortrait = HPBlackRider
; ButtonImage for Heros is button image on Hero Select UI to select hero. HI = HeroIcon or HeroImage.
; This is required for garrisoned objects - please put in all objects.
ButtonImage = HIBlackRider
CommandSet = EvilMenBlackRiderCommandSet
BuildCost = EVILMEN_BLACKRIDER_BUILDCOST
BuildTime = INITIAL_BUILDTIME
CommandPoints = 0
;--------- MOUNT HORSE -----------------------------------------------------------------------------------
Behavior = SpecialPowerModule ModuleTag_HorseToggleStarter
SpecialPowerTemplate = SpecialAbilityToggleMounted
UpdateModuleStartsAttack = Yes
StartsPaused = No
End
Behavior = ToggleMountedSpecialAbilityUpdate ModuleTag_HorseToggle
SpecialPowerTemplate = SpecialAbilityToggleMounted
MountedTemplate = EvilMenBlackRiderMounted
SynchronizeTimerOnSpecialPower = SpecialAbilityScreech SpecialAbilityBlackRiderMorgulBlade
UnpackTime = 2000
PreparationTime = 0
PackTime = 0
OpacityTarget = .0
AwardXPForTriggering = 0
IgnoreFacingCheck = Yes
End
Behavior = NotifyTargetsOfImminentProbableCrushingUpdate ModuleTag_NotifyCrushScan
End
; Generic auto ability.
Behavior = AutoAbilityBehavior ModuleTag_AutoAbilityBehavior
End
;--------- DREAD VISAGE -----------------------------------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_BlackRiderDreadVisage
SpecialPowerTemplate = SpecialAbilityFakeLeadership
TriggeredBy = Upgrade_BlackRiderDreadVisage
End
Behavior = SpecialPowerModule ModuleTag_BlackRiderDreadVisageUpdate
SpecialPowerTemplate = SpecialAbilityFakeLeadership
UpdateModuleStartsAttack = Yes
StartsPaused = Yes
End
Behavior = AttributeModifierAuraUpdate ModuleTag_DreadVisage
StartsActive = No ;If no, requires upgrade to turn on.
BonusName = GenericDebuff
TriggeredBy = Upgrade_BlackRiderDreadVisage
RefreshDelay = 2000
Range = 200
TargetEnemy = Yes
AntiCategory = LEADERSHIP BUFF ; This means cancel all previous leadership bonuses
ObjectFilter = ANY +INFANTRY +CAVALRY -STRUCTURE -BASE_FOUNDATION -HERO -HORDE
End
Behavior = ModelConditionUpgrade ModuleTag_DreadVisageModelCondition
TriggeredBy = Upgrade_BlackRiderDreadVisage
AddConditionFlags = USER_3
End
Behavior = RadiateFearUpdate ModuleTag_DreadVisageFear
InitiallyActive = No
TriggeredBy = Upgrade_BlackRiderDreadVisage
WhichSpecialPower = 1
GenerateTerror = No
GenerateFear = Yes
EmotionPulseRadius = 100
EmotionPulseInterval = 1000
End
;--------- MORGUL BLADE -----------------------------------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_BlackRiderMorgulBlade
SpecialPowerTemplate = SpecialAbilityBlackRiderMorgulBlade
TriggeredBy = Upgrade_BlackRiderMorgulBlade
End
Behavior = SpecialPowerModule ModuleTag_BlackRiderMorgulBladeStarter
SpecialPowerTemplate = SpecialAbilityBlackRiderMorgulBlade
UpdateModuleStartsAttack = Yes
StartsPaused = Yes
InitiateSound = FellBeastVoiceAttack ;LurtzVoiceAttackCripplingStrike
End
Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_BlackRiderMorgulBladeUpdate
SpecialPowerTemplate = SpecialAbilityBlackRiderMorgulBlade
SkipContinue = Yes
UnpackTime = 250
PreparationTime = 1
PersistentPrepTime = 500
PackTime = 100
MustFinishAbility = Yes
AwardXPForTriggering = 0
StartAbilityRange = 15.0
SpecialWeapon = EvilMenBlackRiderMorgulBlade
WhichSpecialWeapon = 1
End
Behavior = AutoAbilityBehavior ModuleTag_MorgulBladeAutoAbility
SpecialAbility = SpecialAbilityBlackRiderMorgulBlade
ForbiddenStatus = INSIDE_GARRISON
AllowSelf = No
Query = 1 MORGULBLADE_OBJECT_FILTER
End
;--------- SCREECH -----------------------------------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_BlackRiderScreechEnabler
SpecialPowerTemplate = SpecialAbilityScreech
TriggeredBy = Upgrade_BlackRiderNazgulScreech
ObeyRechageOnTrigger = Yes
End
Behavior = SpecialPowerModule ModuleTag_BlackRiderScreech
SpecialPowerTemplate = SpecialAbilityScreech
UpdateModuleStartsAttack = Yes
StartsPaused = Yes
End
Behavior = SpecialAbilityUpdate ModuleTag_BlackRiderScreechSAUpdate
SpecialPowerTemplate = SpecialAbilityScreech
UnpackTime = 1
AwardXPForTriggering = 0
TriggerSound = NazgulScreech
EffectRange = 180
PreparationTime = 1
PackTime = 3000
CustomAnimAndDuration = AnimState:SPECIAL_WEAPON_TWO AnimTime:3000
End
End
;--------------------------------------------------------------------
;ChildObject 2 - Nazgul on Horse ------------------------------------
;--------------------------------------------------------------------
ChildObject EvilMenBlackRiderMounted EvilMenBlackRiderInterface
CommandPoints = 0
CommandSet = EvilMenBlackRiderMountedCommandSet
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_BlackRiderScreechEnabler
SpecialPowerTemplate = SpecialAbilityScreech
TriggeredBy = Upgrade_BlackRiderNazgulScreech
End
Behavior = SpecialPowerModule ModuleTag_BlackRiderScreech
SpecialPowerTemplate = SpecialAbilityScreech
UpdateModuleStartsAttack = Yes
StartsPaused = Yes
End
Behavior = SpecialAbilityUpdate ModuleTag_BlackRiderScreechSAUpdate
SpecialPowerTemplate = SpecialAbilityScreech
UnpackTime = 0
AwardXPForTriggering = 0
TriggerSound = NazgulScreech
Instant = Yes
EffectRange = 180
End
Draw = W3DScriptedModelDraw ModuleTag_W3DModelDrawInWorldBuilder
;When in Worldbuilder, show the mounted version of the Black Rider!
OkToChangeModelColor = Yes
DefaultModelConditionState
Model = None
End
ModelConditionState = WORLD_BUILDER
Model = MUBlkRider_SKN
End
End
;--- AUDIO Parameters ---
SoundMoveStart = GondorHorseMoveStart
;-------
;--------- MOUNT FELLBEAST -----------------------------------------------------------------------------------
Behavior = SpecialPowerModule ModuleTag_HorseToggleStarter
SpecialPowerTemplate = SpecialAbilityToggleMounted
UpdateModuleStartsAttack = Yes
StartsPaused = No
End
Behavior = ToggleMountedSpecialAbilityUpdate ModuleTag_HorseToggle
SpecialPowerTemplate = SpecialAbilityToggleMounted
MountedTemplate = MordorFellBeast
SynchronizeTimerOnSpecialPower = SpecialAbilityScreech SpecialAbilityBlackRiderMorgulBlade
UnpackTime = 2000
PreparationTime = 0
PackTime = 0
OpacityTarget = .0
AwardXPForTriggering = 0
IgnoreFacingCheck = Yes
End
;--------- DREAD VISAGE -----------------------------------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_BlackRiderDreadVisage
SpecialPowerTemplate = SpecialAbilityFakeLeadership
TriggeredBy = Upgrade_BlackRiderDreadVisage
End
Behavior = SpecialPowerModule ModuleTag_BlackRiderDreadVisageUpdate
SpecialPowerTemplate = SpecialAbilityFakeLeadership
UpdateModuleStartsAttack = Yes
StartsPaused = Yes
End
Behavior = AttributeModifierAuraUpdate ModuleTag_DreadVisage
StartsActive = No ;If no, requires upgrade to turn on.
BonusName = GenericDebuff
TriggeredBy = Upgrade_BlackRiderDreadVisage
RefreshDelay = 2000
Range = 200
TargetEnemy = Yes
AntiCategory = LEADERSHIP BUFF ; This means cancel all previous leadership bonuses
ObjectFilter = ANY +INFANTRY +CAVALRY -STRUCTURE -BASE_FOUNDATION -HERO -HORDE
End
Behavior = ModelConditionUpgrade ModuleTag_DreadVisageModelCondition
TriggeredBy = Upgrade_BlackRiderDreadVisage
AddConditionFlags = USER_3
End
Behavior = RadiateFearUpdate ModuleTag_DreadVisageFear
InitiallyActive = No
TriggeredBy = Upgrade_BlackRiderDreadVisage
WhichSpecialPower = 1
GenerateTerror = No
GenerateFear = Yes
EmotionPulseRadius = 100
EmotionPulseInterval = 1000
End
;--------- MORGUL BLADE -----------------------------------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_BlackRiderMorgulBlade
SpecialPowerTemplate = SpecialAbilityBlackRiderMorgulBlade
TriggeredBy = Upgrade_BlackRiderMorgulBlade
End
Behavior = SpecialPowerModule ModuleTag_BlackRiderMorgulBladeStarter
SpecialPowerTemplate = SpecialAbilityBlackRiderMorgulBlade
UpdateModuleStartsAttack = Yes
StartsPaused = Yes
InitiateSound = FellBeastVoiceAttack ;LurtzVoiceAttackCripplingStrike
End
Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_BlackRiderMorgulBladeUpdate
SpecialPowerTemplate = SpecialAbilityBlackRiderMorgulBlade
SkipContinue = Yes
UnpackTime = 250
PreparationTime = 1
PersistentPrepTime = 500
PackTime = 100
MustFinishAbility = Yes
AwardXPForTriggering = 0
StartAbilityRange = 15.0
SpecialWeapon = EvilMenBlackRiderMorgulBlade
WhichSpecialWeapon = 1
End
Behavior = AutoAbilityBehavior ModuleTag_MorgulBladeAutoAbility
SpecialAbility = SpecialAbilityBlackRiderMorgulBlade
ForbiddenStatus = INSIDE_GARRISON
AllowSelf = No
Query = 1 MORGULBLADE_OBJECT_FILTER
End
;--------- SCREECH -----------------------------------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_BlackRiderScreechEnabler
SpecialPowerTemplate = SpecialAbilityScreech
TriggeredBy = Upgrade_BlackRiderNazgulScreech
ObeyRechageOnTrigger = Yes
End
Behavior = SpecialPowerModule ModuleTag_BlackRiderScreech
SpecialPowerTemplate = SpecialAbilityScreech
UpdateModuleStartsAttack = Yes
StartsPaused = Yes
End
Behavior = SpecialAbilityUpdate ModuleTag_BlackRiderScreechSAUpdate
SpecialPowerTemplate = SpecialAbilityScreech
UnpackTime = 1
AwardXPForTriggering = 0
TriggerSound = NazgulScreech
EffectRange = 180
PreparationTime = 1
PackTime = 3000
CustomAnimAndDuration = AnimState:SPECIAL_WEAPON_THREE AnimTime:3000
End
Behavior = ModelConditionUpgrade ModuleTag_MakeUsMounted
TriggeredBy = Upgrade_MordorFaction
AddConditionFlags = MOUNTED
Permanent = Yes
End
End
[/codebox]
This is like a BIG thorn in my eye and keeps me from moving on to other things in this mini-mod *sobs* :(
HELP?