Location of User Created CAH heroes
#1 Guest_NebulousQ_*
Posted 23 March 2007 - 09:48 PM
SHORT VERSION: Please tell me the BFME2 stores the user created CAH heroes.
#2 Guest_NebulousQ_*
Posted 23 March 2007 - 10:03 PM
Now I ask what type of file viewer do I need to view the files without the junk you get if you view them with notepad?
#3
Posted 23 March 2007 - 10:09 PM
If you want to convert a CaH to a normal hero, you will have to do that using the ini code. That's the only way...
Solinx
"An expert is a man who has made all the mistakes which can be made in a very narrow field." - Niels Bohr
#4
Posted 23 March 2007 - 10:17 PM
The traits of the CaH are all in the CaH-ini and -inc files.
Axed Head and A.I. Coder for S.E.E. and ... stuff
".. coding is basically boring. What's fun is finding out how things work, take them apart and then put them together in ways that were not intended nor even conceived."
#5
Posted 24 March 2007 - 02:53 PM
Though i've seen it mentioned that you can't use cah's ive read a few who said that you could using coding. Wouldn't you just make some referances to the skin and model that have been created? Not sure what the names would be though
EDIT: I found that robnkarla managed to do this for his mod so don't say you can't =). I'm gonna look how he did it later
Edited by punisher60k, 24 March 2007 - 03:03 PM.
#7
Posted 24 March 2007 - 05:48 PM
no it's not especially if you can't model or skinYou can use the CaH model and Skin to make new heroes\units
it's just a waste of time
#8
Posted 24 March 2007 - 06:10 PM
...\data\ini\object\createahero\createaheromodels.inc
...\data\ini\object\createahero\createaheromodelconditionupgrades.inc
...\data\ini\createaherosystemarcher.inc (And other class files)
If you know a bit about modding, that should get you started. All I can do now.
Solinx
"An expert is a man who has made all the mistakes which can be made in a very narrow field." - Niels Bohr
#9
Posted 24 March 2007 - 06:14 PM
thing is, you make a new hero, add the anims from one of the cah files, and the model of course, and then you have to hide all the subobjects for the model that you don't want to show ie, if you want the Rohirric man in the Man of the West, you have to hide the Gondor stuff... and you'd also have to change the skin
The 4th Age version 0.8 has been released: Link
#10 Guest_Guest_*
Posted 24 March 2007 - 06:53 PM
true punisher...
thing is, you make a new hero, add the anims from one of the cah files, and the model of course, and then you have to hide all the subobjects for the model that you don't want to show ie, if you want the Rohirric man in the Man of the West, you have to hide the Gondor stuff... and you'd also have to change the skin
sounds like hard work but i need someway of making new skins and models for my mods. Apart from using others (for my own use obviously )
#11
Posted 24 March 2007 - 06:54 PM
sounds like hard work but i need someway of making new skins and models for my mods. Apart from using others (for my own use obviously )
that was me
#12 Guest_NebulousQ_*
Posted 24 March 2007 - 11:08 PM
from the ini.big file:
-> data\ini\
-> attributemodifier
-> commandbutton
-> commandset
-> experiencelevels
-> gamedata
-> playertemplate
-> specialpower
-> upgrade
-> data\ini\object\evilfaction\units\wild
-> brakka (the new hero im trying to make)
-> data\ini\campaigns\common
-> livingworldbuildableunits.inc
from the englishpatch105.big file:
-> lotr.str
So I boot up the game and try to enter the WOTR mode, I set sides and whatnot. But while the WOTR was loading it crashes to desktop. I dont know why.
This brings up my first question: How do you modify *.inc files with a text editor, hex editor, or what? I used a hex editor.
Then I boot up the game and try a skirmish mode. I check the fotress and there is my hero with the proper icon and text, woot! I save up enough resources to buy him and I do. After waiting for the build timer to wind down the doors of the fotress open up and then boom, crash to the desktop. My question is: why did it do this? Since I don't know where to start I shall post the hero code from the brakka file:
;------------------------------------------------------------------------------Object Brakka; *** ART Parameters ***; This is required for garrisoned objects - please put in all objects. ButtonImage = WOR_Berserker SelectPortrait = UPIsenguard_Beserker DescriptionStrategic = CONTROLBAR:LW_ToolTip_IsengardBeserker Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes StaticModelLODMode = Yes DefaultModelConditionState Model = IUBerserkr_SKN Skeleton = IUUrukahi_SKL End IdleAnimationState Animation = IDLA AnimationName = IUUrukahi_IDLA AnimationMode = ONCE AnimationBlendTime = 10 End StateName = Idle BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Jump" then CurDrawableSetTransitionAnimState("Trans_Jump_To_Ready") return end if Prev == "selected" then CurDrawableSetTransitionAnimState("Trans_Selected_To_Idle") return end EndScript End AnimationState = THROWN_PROJECTILE Animation = FLYA AnimationName = IUUrukahi_FLYA AnimationMode = LOOP End End AnimationState = PASSENGER FREEFALL Animation = FLLA AnimationName = IUUrukahi_FLLA AnimationMode = LOOP End End AnimationState = FREEFALL Animation = Falling AnimationName = IUUrukahi_FLYA AnimationMode = LOOP AnimationBlendTime = 10 AnimationSpeedFactorRange = 0.5 0.5 End End AnimationState = SPLATTED Animation = LNDA AnimationName = IUUrukahi_LNDA AnimationMode = ONCE End End ; -- Stunned Anims AnimationState = STUNNED_FLAILING Animation = StunFlail AnimationName = IUUrukahi_FLYA AnimationMode = LOOP AnimationSpeedFactorRange = 0.4 0.6 End Flags = RANDOMSTART End ; -- Dying Anims AnimationState = DYING BURNINGDEATH Animation AnimationName = IUUrukahi_DIEA AnimationMode = ONCE AnimationBlendTime = 10 End Animation AnimationName = IUUrukahi_DIEB AnimationMode = ONCE AnimationBlendTime = 10 End Animation AnimationName = IUUrukahi_DIEC AnimationMode = ONCE AnimationBlendTime = 10 End Animation AnimationName = IUUrukahi_DIEG AnimationMode = ONCE AnimationBlendTime = 10 End End AnimationState = DYING SPLATTED Animation = Dying AnimationName = IUUrukahi_LNDA AnimationMode = ONCE End End AnimationState = DYING Animation = Dying AnimationName = IUUrukahi_DIEA AnimationMode = ONCE End End AnimationState = STUNNED_STANDING_UP Animation = GTPA AnimationName = IUUrukahi_GTPA AnimationMode = ONCE AnimationSpeedFactorRange = 1.5 1.5 End End AnimationState = STUNNED Animation = LNDA AnimationName = IUUrukahi_LNDA AnimationMode = ONCE End End AnimationState = BURNINGDEATH Animation AnimationName = IUUrukahi_MFDA AnimationMode = LOOP Distance = 50 End End AnimationState = PARALYZED Animation AnimationName = IUUrukahi_IDLA AnimationMode = LOOP End End ; Jumping off the siege ladder AnimationState = UNPACKING Animation = Unpacking_Passenger AnimationName = IUBzrkLadr_PLTA AnimationMode = ONCE End StateName = Jump End ; -- ladder climbing animations AnimationState = MOVING CLIMBING BACKING_UP WEAPONSET_TOGGLE_1 Animation = Climbing_Down AnimationName = IUUrukahi_CLMA AnimationMode = LOOP_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 End ParticleSysBone = FLAME01 OrcBerserkerFlare FollowBone:Yes ParticleSysBone = FLAME01 OrcBerserkerSparks FollowBone:Yes ParticleSysBone = FLAME01 OrcBerserkerSmoke FollowBone:Yes End AnimationState = MOVING CLIMBING BACKING_UP Animation = Climbing_Down AnimationName = IUUrukahi_CLMA AnimationMode = LOOP_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 End End AnimationState = MOVING WEAPONSET_TOGGLE_1 BACKING_UP Animation = MovingTorch AnimationName = IUUrukahi_BAKA; AnimationMode = LOOP End Flags = RANDOMSTART ParticleSysBone = None InfantryDustTrails ParticleSysBone = FLAME01 OrcBerserkerFlare FollowBone:Yes ParticleSysBone = FLAME01 OrcBerserkerSparks FollowBone:Yes ParticleSysBone = FLAME01 OrcBerserkerSmoke FollowBone:Yes End AnimationState = MOVING EMOTION_TERROR Animation = TERRORIZED AnimationName = IUUrukahi_RUNC ;AnimationMode = LOOP_BACKWARDS AnimationMode = LOOP End Flags = RANDOMSTART ParticleSysBone = None InfantryDustTrails End AnimationState = MOVING BACKING_UP Animation = BackingUp AnimationName = IUUrukahi_BAKA AnimationMode = LOOP End Flags = RANDOMSTART End AnimationState = MOVING CLIMBING WEAPONSET_TOGGLE_1 Animation = Climbing_Up AnimationName = IUUrukahi_CLMA AnimationMode = LOOP AnimationSpeedFactorRange = 2.0 2.0 End ParticleSysBone = FLAME01 OrcBerserkerFlare FollowBone:Yes ParticleSysBone = FLAME01 OrcBerserkerSparks FollowBone:Yes ParticleSysBone = FLAME01 OrcBerserkerSmoke FollowBone:Yes End AnimationState = MOVING CLIMBING Animation = Climbing_Up AnimationName = IUUrukahi_CLMA AnimationMode = LOOP AnimationSpeedFactorRange = 2.0 2.0 End End ; -- Moving on the siege ladder AnimationState = TRANSPORT_MOVING PASSENGER WEAPONSET_TOGGLE_1 Animation = Moving AnimationName = IUBzrkLadr_RUNA AnimationMode = LOOP End ParticleSysBone = FLAME01 OrcBerserkerFlare FollowBone:Yes ParticleSysBone = FLAME01 OrcBerserkerSparks FollowBone:Yes ParticleSysBone = FLAME01 OrcBerserkerSmoke FollowBone:Yes Flags = RANDOMSTART ParticleSysBone = None InfantryDustTrails End AnimationState = TRANSPORT_MOVING PASSENGER Animation = Moving AnimationName = IUBzrkLadr_RUNA AnimationMode = LOOP End Flags = RANDOMSTART ParticleSysBone = None InfantryDustTrails End ; -- Passenger on siege ladder AnimationState = PASSENGER WEAPONSET_TOGGLE_1 Animation = IdlePassenger AnimationName = IUBzrkLadr_IDLA AnimationMode = LOOP End ParticleSysBone = FLAME01 OrcBerserkerFlare FollowBone:Yes ParticleSysBone = FLAME01 OrcBerserkerSparks FollowBone:Yes ParticleSysBone = FLAME01 OrcBerserkerSmoke FollowBone:Yes Flags = RANDOMSTART BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_Torch_Passenger") return end if Prev == "selected" then CurDrawableSetTransitionAnimState("TRANS_Torch_Passenger") return end if Prev == "selected_torch" then CurDrawableSetTransitionAnimState("TRANS_Torch_Passenger") return end if Prev == "Emotion" then CurDrawableSetTransitionAnimState("TRANS_Torch_Passenger") return end if Prev == "Moving" then CurDrawableSetTransitionAnimState("TRANS_Torch_Passenger") return end if Prev == "MovingTorch" then CurDrawableSetTransitionAnimState("TRANS_Torch_Passenger") return end if Prev == "nonTorchState" then CurDrawableSetTransitionAnimState("TRANS_Torch_Passenger") return end EndScript End AnimationState = PASSENGER Animation = IdlePassenger AnimationName = IUBzrkLadr_IDLA AnimationMode = LOOP End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_To_Passenger") return end if Prev == "selected" then CurDrawableSetTransitionAnimState("TRANS_To_Passenger") return end if Prev == "Emotion" then CurDrawableSetTransitionAnimState("TRANS_To_Passenger") return end if Prev == "Moving" then CurDrawableSetTransitionAnimState("TRANS_To_Passenger") return end if Prev == "MovingTorch" then CurDrawableSetTransitionAnimState("TRANS_To_Passenger") return end if Prev == "nonTorchState" then CurDrawableSetTransitionAnimState("TRANS_To_Passenger") return end EndScript End ; -- Attacking Animations AnimationState = MOVING FIRING_OR_PREATTACK_A ShareAnimation = Yes Animation = RunAndFire AnimationName = IUUrukAhi_ATRA AnimationMode = LOOP End Flags = RANDOMSTART End ; Moving with torch AnimationState = MOVING WEAPONSET_TOGGLE_1 REALLYDAMAGED StateName = Moving Animation = MovingTorch AnimationName = IUBzrkr_RUNB; AnimationMode = LOOP AnimationSpeedFactorRange = 1.5 1.5 End Flags = RANDOMSTART ParticleSysBone = None InfantryDustTrails ParticleSysBone = FLAME01 OrcBerserkerFlare FollowBone:Yes ParticleSysBone = FLAME01 OrcBerserkerSparks FollowBone:Yes ParticleSysBone = FLAME01 OrcBerserkerSmoke FollowBone:Yes BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Jump" then CurDrawableSetTransitionAnimState("Trans_Jump_To_Ready") return end EndScript End AnimationState = MOVING REALLYDAMAGED StateName = Moving Animation = Moving AnimationName = IUUrukahi_RUNA;IUBzrkr_RUNB; AnimationMode = LOOP AnimationSpeedFactorRange = 1.5 1.5 End Flags = RANDOMSTART ParticleSysBone = None InfantryDustTrails BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Jump" then CurDrawableSetTransitionAnimState("Trans_Jump_To_Ready") return end EndScript End AnimationState = MOVING WEAPONSET_TOGGLE_1 DAMAGED StateName = Moving Animation = MovingTorch AnimationName = IUBzrkr_RUNB; AnimationMode = LOOP AnimationSpeedFactorRange = 1.1 1.1 End Flags = RANDOMSTART ParticleSysBone = None InfantryDustTrails ParticleSysBone = FLAME01 OrcBerserkerFlare FollowBone:Yes ParticleSysBone = FLAME01 OrcBerserkerSparks FollowBone:Yes ParticleSysBone = FLAME01 OrcBerserkerSmoke FollowBone:Yes BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Jump" then CurDrawableSetTransitionAnimState("Trans_Jump_To_Ready") return end EndScript End AnimationState = MOVING DAMAGED StateName = Moving Animation = Moving AnimationName = IUUrukahi_RUNA;IUBzrkr_RUNB; AnimationMode = LOOP AnimationSpeedFactorRange = 1.1 1.1 End Flags = RANDOMSTART ParticleSysBone = None InfantryDustTrails BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Jump" then CurDrawableSetTransitionAnimState("Trans_Jump_To_Ready") return end EndScript End AnimationState = MOVING WEAPONSET_TOGGLE_1 StateName = Moving Animation = MovingTorch AnimationName = IUBzrkr_RUNB AnimationMode = LOOP End Flags = RANDOMSTART ParticleSysBone = None InfantryDustTrails ParticleSysBone = FLAME01 OrcBerserkerFlare FollowBone:Yes ParticleSysBone = FLAME01 OrcBerserkerSparks FollowBone:Yes ParticleSysBone = FLAME01 OrcBerserkerSmoke FollowBone:Yes BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Jump" then CurDrawableSetTransitionAnimState("Trans_Jump_To_Ready") return end EndScript End AnimationState = MOVING StateName = Moving Animation = Moving AnimationName = IUUrukahi_RUNA;IUBzrkr_RUNB; AnimationMode = LOOP End Flags = RANDOMSTART ParticleSysBone = None InfantryDustTrails BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Jump" then CurDrawableSetTransitionAnimState("Trans_Jump_To_Ready") return end EndScript End ; -- Toggling the torch on AnimationState = WEAPON_TOGGLING Animation = Salute AnimationName = IUBZRKR_LITA AnimationMode = ONCE End ParticleSysBone = FLAME01 OrcBerserkerFlare99 FollowBone:Yes ParticleSysBone = FLAME01 OrcBerserkerSparks99 FollowBone:Yes ParticleSysBone = FLAME01 OrcBerserkerSmoke99 FollowBone:Yes End AnimationState = FIRING_OR_PREATTACK_A WEAPONSET_TOGGLE_1 StateName = Attacking Animation = ATKA AnimationName = IUUrukAhi_ATKC AnimationMode = ONCE UseWeaponTiming = Yes End ParticleSysBone = FLAME01 OrcBerserkerFlare FollowBone:Yes ParticleSysBone = FLAME01 OrcBerserkerSparks FollowBone:Yes ParticleSysBone = FLAME01 OrcBerserkerSmoke FollowBone:Yes End AnimationState = FIRING_OR_PREATTACK_b WEAPONSET_TOGGLE_1 StateName = Attacking Animation = ATKA AnimationName = IUBzrkr_LITB AnimationMode = ONCE UseWeaponTiming = Yes End ParticleSysBone = FLAME01 OrcBerserkerFlare FollowBone:Yes ParticleSysBone = FLAME01 OrcBerserkerSparks FollowBone:Yes ParticleSysBone = FLAME01 OrcBerserkerSmoke FollowBone:Yes End AnimationState = FIRING_OR_PREATTACK_A StateName = nonTorchState Animation = ATKA AnimationName = IUUrukAhi_ATKC AnimationMode = ONCE UseWeaponTiming = Yes End End TransitionState = Trans_Jump_To_Ready Animation = Transition AnimationName = IUBzrkLadr_PLTB AnimationMode = ONCE AnimationBlendTime = 0 End End TransitionState = TRANS_Torch_Passenger Animation = Transition_to_passenger_with_torch AnimationName = IUBzrkLadr_CLMB AnimationMode = ONCE AnimationBlendTime = 0 End ParticleSysBone = FLAME01 OrcBerserkerFlare FollowBone:Yes ParticleSysBone = FLAME01 OrcBerserkerSparks FollowBone:Yes ParticleSysBone = FLAME01 OrcBerserkerSmoke FollowBone:Yes End TransitionState = TRANS_To_Passenger Animation = Transition_to_passenger AnimationName = IUBzrkLadr_CLMB AnimationMode = ONCE AnimationBlendTime = 0 End End AnimationState = WEAPONSET_TOGGLE_1 StateName = selected_torch Animation = Selected(ATNA) AnimationName = IUUrukahi_IDLA AnimationMode = LOOP End ParticleSysBone = FLAME01 OrcBerserkerFlare FollowBone:Yes ParticleSysBone = FLAME01 OrcBerserkerSparks FollowBone:Yes ParticleSysBone = FLAME01 OrcBerserkerSmoke FollowBone:Yes End AnimationState = RAISING_FLAG StateName = Emotion Animation = CHRA AnimationName = IUUrukahi_CHRA AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 End Animation = CHRB AnimationName = IUUrukahi_CHRB AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 End Flags = RESTART_ANIM_WHEN_COMPLETE End ; This Selected is important, so make it go higher than emotions AnimationState = SELECTED StateName = selected Flags = RESTART_ANIM_WHEN_COMPLETE RANDOMSTART Animation = Selected(ATNA) AnimationName = IUUrukahi_ATNB AnimationMode = LOOP End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_Idle_to_Selected") return end EndScript End ;-emotions-- ; Should be before selected (if uncontrollable..) AnimationState = EMOTION_AFRAID StateName = Emotion Animation = FERA AnimationName = IUUrukahi_FERA AnimationMode = LOOP End Flags = RANDOMSTART End AnimationState = EMOTION_TAUNTING StateName = Emotion Animation = TNTA AnimationName = IUUrukahi_TNTA AnimationMode = LOOP End End AnimationState = EMOTION_POINTING StateName = Emotion Animation = Pointing1 AnimationName = IUUrukahi_PNTA AnimationMode = LOOP End End AnimationState = EMOTION_CELEBRATING StateName = Emotion Animation = CHRA &nbsSolinx: Changed tags to codebox
#13 Guest_NebulousQ_*
Posted 24 March 2007 - 11:11 PM
I thought the code tags only showed a part of the code and made the rest available thru scrolling.
#14
Posted 24 March 2007 - 11:13 PM
Edit:
And if you register, you'll have the option of editing your post, just like i did, lol.
Edited by Sulherokhh, 24 March 2007 - 11:14 PM.
Axed Head and A.I. Coder for S.E.E. and ... stuff
".. coding is basically boring. What's fun is finding out how things work, take them apart and then put them together in ways that were not intended nor even conceived."
#15
Posted 24 March 2007 - 11:18 PM
OK, well i gave up on trying to convert my CAH heroes to normal heroes. I am now trying to make a Uruk berserker hero, basically I took the animation code from the berserker config file and the hero code from the lurtz config file. I modified all these files for the hero:
from the ini.big file:
-> data\ini\
-> attributemodifier
-> commandbutton
-> commandset
-> experiencelevels
-> gamedata
-> playertemplate
-> specialpower
-> upgrade
-> data\ini\object\evilfaction\units\wild
-> brakka (the new hero im trying to make)
-> data\ini\campaigns\common
-> livingworldbuildableunits.inc
from the englishpatch105.big file:
-> lotr.str
So I boot up the game and try to enter the WOTR mode, I set sides and whatnot. But while the WOTR was loading it crashes to desktop. I dont know why.
This brings up my first question: How do you modify *.inc files with a text editor, hex editor, or what? I used a hex editor.
Then I boot up the game and try a skirmish mode. I check the fotress and there is my hero with the proper icon and text, woot! I save up enough resources to buy him and I do. After waiting for the build timer to wind down the doors of the fotress open up and then boom, crash to the desktop. My question is: why did it do this? Since I don't know where to start I shall post the hero code from the brakka file:
;------------------------------------------------------------------------------Object Brakka ; *** ART Parameters *** ; This is required for garrisoned objects - please put in all objects. ButtonImage = WOR_Berserker SelectPortrait = UPIsenguard_Beserker DescriptionStrategic = CONTROLBAR:LW_ToolTip_IsengardBeserker Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes StaticModelLODMode = Yes DefaultModelConditionState Model = IUBerserkr_SKN Skeleton = IUUrukahi_SKL End IdleAnimationState Animation = IDLA AnimationName = IUUrukahi_IDLA AnimationMode = ONCE AnimationBlendTime = 10 End StateName = Idle BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Jump" then CurDrawableSetTransitionAnimState("Trans_Jump_To_Ready") return end if Prev == "selected" then CurDrawableSetTransitionAnimState("Trans_Selected_To_Idle") return end EndScript End AnimationState = THROWN_PROJECTILE Animation = FLYA AnimationName = IUUrukahi_FLYA AnimationMode = LOOP End End AnimationState = PASSENGER FREEFALL Animation = FLLA AnimationName = IUUrukahi_FLLA AnimationMode = LOOP End End AnimationState = FREEFALL Animation = Falling AnimationName = IUUrukahi_FLYA AnimationMode = LOOP AnimationBlendTime = 10 AnimationSpeedFactorRange = 0.5 0.5 End End AnimationState = SPLATTED Animation = LNDA AnimationName = IUUrukahi_LNDA AnimationMode = ONCE End End ; -- Stunned Anims AnimationState = STUNNED_FLAILING Animation = StunFlail AnimationName = IUUrukahi_FLYA AnimationMode = LOOP AnimationSpeedFactorRange = 0.4 0.6 End Flags = RANDOMSTART End ; -- Dying Anims AnimationState = DYING BURNINGDEATH Animation AnimationName = IUUrukahi_DIEA AnimationMode = ONCE AnimationBlendTime = 10 End Animation AnimationName = IUUrukahi_DIEB AnimationMode = ONCE AnimationBlendTime = 10 End Animation AnimationName = IUUrukahi_DIEC AnimationMode = ONCE AnimationBlendTime = 10 End Animation AnimationName = IUUrukahi_DIEG AnimationMode = ONCE AnimationBlendTime = 10 End End AnimationState = DYING SPLATTED Animation = Dying AnimationName = IUUrukahi_LNDA AnimationMode = ONCE End End AnimationState = DYING Animation = Dying AnimationName = IUUrukahi_DIEA AnimationMode = ONCE End End AnimationState = STUNNED_STANDING_UP Animation = GTPA AnimationName = IUUrukahi_GTPA AnimationMode = ONCE AnimationSpeedFactorRange = 1.5 1.5 End End AnimationState = STUNNED Animation = LNDA AnimationName = IUUrukahi_LNDA AnimationMode = ONCE End End AnimationState = BURNINGDEATH Animation AnimationName = IUUrukahi_MFDA AnimationMode = LOOP Distance = 50 End End AnimationState = PARALYZED Animation AnimationName = IUUrukahi_IDLA AnimationMode = LOOP End End ; Jumping off the siege ladder AnimationState = UNPACKING Animation = Unpacking_Passenger AnimationName = IUBzrkLadr_PLTA AnimationMode = ONCE End StateName = Jump End ; -- ladder climbing animations AnimationState = MOVING CLIMBING BACKING_UP WEAPONSET_TOGGLE_1 Animation = Climbing_Down AnimationName = IUUrukahi_CLMA AnimationMode = LOOP_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 End ParticleSysBone = FLAME01 OrcBerserkerFlare FollowBone:Yes ParticleSysBone = FLAME01 OrcBerserkerSparks FollowBone:Yes ParticleSysBone = FLAME01 OrcBerserkerSmoke FollowBone:Yes End AnimationState = MOVING CLIMBING BACKING_UP Animation = Climbing_Down AnimationName = IUUrukahi_CLMA AnimationMode = LOOP_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 End End AnimationState = MOVING WEAPONSET_TOGGLE_1 BACKING_UP Animation = MovingTorch AnimationName = IUUrukahi_BAKA; AnimationMode = LOOP End Flags = RANDOMSTART ParticleSysBone = None InfantryDustTrails ParticleSysBone = FLAME01 OrcBerserkerFlare FollowBone:Yes ParticleSysBone = FLAME01 OrcBerserkerSparks FollowBone:Yes ParticleSysBone = FLAME01 OrcBerserkerSmoke FollowBone:Yes End AnimationState = MOVING EMOTION_TERROR Animation = TERRORIZED AnimationName = IUUrukahi_RUNC ;AnimationMode = LOOP_BACKWARDS AnimationMode = LOOP End Flags = RANDOMSTART ParticleSysBone = None InfantryDustTrails End AnimationState = MOVING BACKING_UP Animation = BackingUp AnimationName = IUUrukahi_BAKA AnimationMode = LOOP End Flags = RANDOMSTART End AnimationState = MOVING CLIMBING WEAPONSET_TOGGLE_1 Animation = Climbing_Up AnimationName = IUUrukahi_CLMA AnimationMode = LOOP AnimationSpeedFactorRange = 2.0 2.0 End ParticleSysBone = FLAME01 OrcBerserkerFlare FollowBone:Yes ParticleSysBone = FLAME01 OrcBerserkerSparks FollowBone:Yes ParticleSysBone = FLAME01 OrcBerserkerSmoke FollowBone:Yes End AnimationState = MOVING CLIMBING Animation = Climbing_Up AnimationName = IUUrukahi_CLMA AnimationMode = LOOP AnimationSpeedFactorRange = 2.0 2.0 End End ; -- Moving on the siege ladder AnimationState = TRANSPORT_MOVING PASSENGER WEAPONSET_TOGGLE_1 Animation = Moving AnimationName = IUBzrkLadr_RUNA AnimationMode = LOOP End ParticleSysBone = FLAME01 OrcBerserkerFlare FollowBone:Yes ParticleSysBone = FLAME01 OrcBerserkerSparks FollowBone:Yes ParticleSysBone = FLAME01 OrcBerserkerSmoke FollowBone:Yes Flags = RANDOMSTART ParticleSysBone = None InfantryDustTrails End AnimationState = TRANSPORT_MOVING PASSENGER Animation = Moving AnimationName = IUBzrkLadr_RUNA AnimationMode = LOOP End Flags = RANDOMSTART ParticleSysBone = None InfantryDustTrails End ; -- Passenger on siege ladder AnimationState = PASSENGER WEAPONSET_TOGGLE_1 Animation = IdlePassenger AnimationName = IUBzrkLadr_IDLA AnimationMode = LOOP End ParticleSysBone = FLAME01 OrcBerserkerFlare FollowBone:Yes ParticleSysBone = FLAME01 OrcBerserkerSparks FollowBone:Yes ParticleSysBone = FLAME01 OrcBerserkerSmoke FollowBone:Yes Flags = RANDOMSTART BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_Torch_Passenger") return end if Prev == "selected" then CurDrawableSetTransitionAnimState("TRANS_Torch_Passenger") return end if Prev == "selected_torch" then CurDrawableSetTransitionAnimState("TRANS_Torch_Passenger") return end if Prev == "Emotion" then CurDrawableSetTransitionAnimState("TRANS_Torch_Passenger") return end if Prev == "Moving" then CurDrawableSetTransitionAnimState("TRANS_Torch_Passenger") return end if Prev == "MovingTorch" then CurDrawableSetTransitionAnimState("TRANS_Torch_Passenger") return end if Prev == "nonTorchState" then CurDrawableSetTransitionAnimState("TRANS_Torch_Passenger") return end EndScript End AnimationState = PASSENGER Animation = IdlePassenger AnimationName = IUBzrkLadr_IDLA AnimationMode = LOOP End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_To_Passenger") return end if Prev == "selected" then CurDrawableSetTransitionAnimState("TRANS_To_Passenger") return end if Prev == "Emotion" then CurDrawableSetTransitionAnimState("TRANS_To_Passenger") return end if Prev == "Moving" then CurDrawableSetTransitionAnimState("TRANS_To_Passenger") return end if Prev == "MovingTorch" then CurDrawableSetTransitionAnimState("TRANS_To_Passenger") return end if Prev == "nonTorchState" then CurDrawableSetTransitionAnimState("TRANS_To_Passenger") return end EndScript End ; -- Attacking Animations AnimationState = MOVING FIRING_OR_PREATTACK_A ShareAnimation = Yes Animation = RunAndFire AnimationName = IUUrukAhi_ATRA AnimationMode = LOOP End Flags = RANDOMSTART End ; Moving with torch AnimationState = MOVING WEAPONSET_TOGGLE_1 REALLYDAMAGED StateName = Moving Animation = MovingTorch AnimationName = IUBzrkr_RUNB; AnimationMode = LOOP AnimationSpeedFactorRange = 1.5 1.5 End Flags = RANDOMSTART ParticleSysBone = None InfantryDustTrails ParticleSysBone = FLAME01 OrcBerserkerFlare FollowBone:Yes ParticleSysBone = FLAME01 OrcBerserkerSparks FollowBone:Yes ParticleSysBone = FLAME01 OrcBerserkerSmoke FollowBone:Yes BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Jump" then CurDrawableSetTransitionAnimState("Trans_Jump_To_Ready") return end EndScript End AnimationState = MOVING REALLYDAMAGED StateName = Moving Animation = Moving AnimationName = IUUrukahi_RUNA ;IUBzrkr_RUNB; AnimationMode = LOOP AnimationSpeedFactorRange = 1.5 1.5 End Flags = RANDOMSTART ParticleSysBone = None InfantryDustTrails BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Jump" then CurDrawableSetTransitionAnimState("Trans_Jump_To_Ready") return end EndScript End AnimationState = MOVING WEAPONSET_TOGGLE_1 DAMAGED StateName = Moving Animation = MovingTorch AnimationName = IUBzrkr_RUNB; AnimationMode = LOOP AnimationSpeedFactorRange = 1.1 1.1 End Flags = RANDOMSTART ParticleSysBone = None InfantryDustTrails ParticleSysBone = FLAME01 OrcBerserkerFlare FollowBone:Yes ParticleSysBone = FLAME01 OrcBerserkerSparks FollowBone:Yes ParticleSysBone = FLAME01 OrcBerserkerSmoke FollowBone:Yes BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Jump" then CurDrawableSetTransitionAnimState("Trans_Jump_To_Ready") return end EndScript End AnimationState = MOVING DAMAGED StateName = Moving Animation = Moving AnimationName = IUUrukahi_RUNA ;IUBzrkr_RUNB; AnimationMode = LOOP AnimationSpeedFactorRange = 1.1 1.1 End Flags = RANDOMSTART ParticleSysBone = None InfantryDustTrails BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Jump" then CurDrawableSetTransitionAnimState("Trans_Jump_To_Ready") return end EndScript End AnimationState = MOVING WEAPONSET_TOGGLE_1 StateName = Moving Animation = MovingTorch AnimationName = IUBzrkr_RUNB AnimationMode = LOOP End Flags = RANDOMSTART ParticleSysBone = None InfantryDustTrails ParticleSysBone = FLAME01 OrcBerserkerFlare FollowBone:Yes ParticleSysBone = FLAME01 OrcBerserkerSparks FollowBone:Yes ParticleSysBone = FLAME01 OrcBerserkerSmoke FollowBone:Yes BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Jump" then CurDrawableSetTransitionAnimState("Trans_Jump_To_Ready") return end EndScript End AnimationState = MOVING StateName = Moving Animation = Moving AnimationName = IUUrukahi_RUNA ;IUBzrkr_RUNB; AnimationMode = LOOP End Flags = RANDOMSTART ParticleSysBone = None InfantryDustTrails BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Jump" then CurDrawableSetTransitionAnimState("Trans_Jump_To_Ready") return end EndScript End ; -- Toggling the torch on AnimationState = WEAPON_TOGGLING Animation = Salute AnimationName = IUBZRKR_LITA AnimationMode = ONCE End ParticleSysBone = FLAME01 OrcBerserkerFlare99 FollowBone:Yes ParticleSysBone = FLAME01 OrcBerserkerSparks99 FollowBone:Yes ParticleSysBone = FLAME01 OrcBerserkerSmoke99 FollowBone:Yes End AnimationState = FIRING_OR_PREATTACK_A WEAPONSET_TOGGLE_1 StateName = Attacking Animation = ATKA AnimationName = IUUrukAhi_ATKC AnimationMode = ONCE UseWeaponTiming = Yes End ParticleSysBone = FLAME01 OrcBerserkerFlare FollowBone:Yes ParticleSysBone = FLAME01 OrcBerserkerSparks FollowBone:Yes ParticleSysBone = FLAME01 OrcBerserkerSmoke FollowBone:Yes End AnimationState = FIRING_OR_PREATTACK_b WEAPONSET_TOGGLE_1 StateName = Attacking Animation = ATKA AnimationName = IUBzrkr_LITB AnimationMode = ONCE UseWeaponTiming = Yes End ParticleSysBone = FLAME01 OrcBerserkerFlare FollowBone:Yes ParticleSysBone = FLAME01 OrcBerserkerSparks FollowBone:Yes ParticleSysBone = FLAME01 OrcBerserkerSmoke FollowBone:Yes End AnimationState = FIRING_OR_PREATTACK_A StateName = nonTorchState Animation = ATKA AnimationName = IUUrukAhi_ATKC AnimationMode = ONCE UseWeaponTiming = Yes End End TransitionState = Trans_Jump_To_Ready Animation = Transition AnimationName = IUBzrkLadr_PLTB AnimationMode = ONCE AnimationBlendTime = 0 End End TransitionState = TRANS_Torch_Passenger Animation = Transition_to_passenger_with_torch AnimationName = IUBzrkLadr_CLMB AnimationMode = ONCE AnimationBlendTime = 0 End ParticleSysBone = FLAME01 OrcBerserkerFlare FollowBone:Yes ParticleSysBone = FLAME01 OrcBerserkerSparks FollowBone:Yes ParticleSysBone = FLAME01 OrcBerserkerSmoke FollowBone:Yes End TransitionState = TRANS_To_Passenger Animation = Transition_to_passenger AnimationName = IUBzrkLadr_CLMB AnimationMode = ONCE AnimationBlendTime = 0 End End AnimationState = WEAPONSET_TOGGLE_1 StateName = selected_torch Animation = Selected(ATNA) AnimationName = IUUrukahi_IDLA AnimationMode = LOOP End ParticleSysBone = FLAME01 OrcBerserkerFlare FollowBone:Yes ParticleSysBone = FLAME01 OrcBerserkerSparks FollowBone:Yes ParticleSysBone = FLAME01 OrcBerserkerSmoke FollowBone:Yes End AnimationState = RAISING_FLAG StateName = Emotion Animation = CHRA AnimationName = IUUrukahi_CHRA AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 End Animation = CHRB AnimationName = IUUrukahi_CHRB AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 End Flags = RESTART_ANIM_WHEN_COMPLETE End ; This Selected is important, so make it go higher than emotions AnimationState = SELECTED StateName = selected Flags = RESTART_ANIM_WHEN_COMPLETE RANDOMSTART Animation = Selected(ATNA) AnimationName = IUUrukahi_ATNB AnimationMode = LOOP End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_Idle_to_Selected") return end EndScript End ;-emotions-- ; Should be before selected (if uncontrollable..) AnimationState = EMOTION_AFRAID StateName = Emotion Animation = FERA AnimationName = IUUrukahi_FERA AnimationMode = LOOP End Flags = RANDOMSTART End AnimationState = EMOTION_TAUNTING StateName = Emotion Animation = TNTA AnimationName = IUUrukahi_TNTA AnimationMode = LOOP End End AnimationState = EMOTION_POINTING StateName = Emotion Animation = Pointing1 AnimationName = IUUrukahi_PNTA AnimationMode = LOOP End End AnimationState = EMOTION_CELEBRATING StateName = Emotion Animation = CHRA AnimationName = IUUrukahi_CHRA AnimationMode = ONCE End End AnimationState = WAR_CHANT Animation = CHRA AnimationName = IUUrukahi_CHRA AnimationMode = LOOP End End TransitionState = Trans_Selected_To_Idle Animation AnimationName = IUUrukahi_ATNC AnimationMode = ONCE End End TransitionState = TRANS_Idle_to_Selected Animation AnimationName = IUUrukahi_ATNA AnimationMode = ONCE End End End Draw = W3DScriptedModelDraw ModuleTag_Light DefaultModelConditionState Model = None End ModelConditionState = WEAPONSET_TOGGLE_1 Model = Invisible Shadow = SHADOW_ADDITIVE_DECAL_DYNAMIC ShadowSizeX = 60; ShadowSizeY = 60; ShadowTexture = EXFrodoStingGlow; ShadowOpacityStart = 0 ShadowOpacityFadeInTime = 7000 ShadowOpacityPeak = 255 ShadowOpacityFadeOutTime = 200 ShadowOpacityEnd = 0 ShadowOverrideLODVisibility = yes End End #include "..\..\..\includes\StunDrawModuleSmall.inc" ; ***DESIGN parameters *** Side = Wild EditorSorting = UNIT ThreatLevel = LURTZ_THREAT_LEVEL ThingClass = CHARACTER_UNIT BuildCost = LURTZ_BUILDCOST BuildTime = LURTZ_BUILDTIME ShockwaveResistance = SHOCKWAVE_RESISTANCE_WEAK ; ; SHOCKWAVE_RESISTANCE_STRONG MaxSimultaneousOfType = 1 TransportSlotCount = TRANSPORTSLOTCOUNT_HERO WeaponSet Conditions = None Weapon = PRIMARY HeroehSword End ;HERO ArmorSet Conditions = None Armor = ToughHeroArmor DamageFX = NormalDamageFX End VisionRange = ISENGARD_BERSERKER_VISION_RANGE ShroudClearingRange = ISENGARD_BERSERKER_SHROUD_RANGE MaxVisionBonusPercent = 300% VisionBonusTestRadius = 200 VisionBonusPercentPerFoot = 1.0% DisplayName = OBJECT:Brakka RecruitText = CONTROLBAR:BrakkaRecruit ReviveText = CONTROLBAR:BrakkaRevive CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CrusherLevel = 0 ;What can I crush?: 0 = small animals, 1 = infantry, 2 = trees, 3 = vehicles CommandSet = BrakkaCommandSet CommandPoints = 40 ; ;50 ; *** AUTO RESOLVE DATA *** AutoResolveUnitType = AutoResolveUnit_Hero AutoResolveCombatChain = AutoResolve_HeroCombatChain AutoResolveBody = AutoResolve_IsengardBeserkerBody AutoResolveArmor Armor = AutoResolve_LurtzArmor End AutoResolveWeapon Weapon = AutoResolve_LurtzWeapon End ; *** AUDIO Parameters ***; VoiceAttack = BerserkerVoiceAttackMS VoiceAttackCharge = BerserkerVoiceAttackCharge ;VoiceCombineWithHorde = BerserkerVoiceMove VoiceCreated = EVA:BerserkerCreated VoiceFullyCreated = EVA:BerserkerCreated VoiceMove = BerserkerVoiceMoveMS VoicePriority = 14 VoiceSelect = BerserkerVoiceSelectMS VoiceSelectBattle = BerserkerVoiceSelectBattle VoiceGuard = BerserkerVoiceMove VoiceEnterStateAttack = BerserkerVoiceEnterStateAttack VoiceEnterStateAttackCharge = BerserkerVoiceEnterStateAttackCharge UnitSpecificSounds VoiceEnter = BerserkerVoiceMoveMS ;for entering SiegeLadder VoiceEnterUnitEvilMenTransportShip = BerserkerVoiceMoveMS VoiceEnterUnitMordorMumakil = BerserkerVoiceMoveMS VoiceEnterUnitSlaughterHouse = BerserkerVoiceMoveMS VoiceGarrison = BerserkerVoiceMoveMS VoiceInitiateCaptureBuilding = BerserkerVoiceMoveMS End CrowdResponseKey = Uruk #include "..\..\..\includes\StandardUnitEvaEvents.inc" ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_foo ModelCondition = Required:RAISING_FLAG Excluded:DYING ENGAGED Sound:EmotionUrukCompilationVoxTauntSinglesLoop End Behavior = LargeGroupAudioUpdate ModuleTag_LGAU ;Tie into LargeGroupAudio system Key = Orc_Infantry UrukHai_Berserker End ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior MaxUpdateRangeCap = 800 AnimationSound = Sound:SwordIntoGround Animation:IUUrukahi_SKL.IUBZRKR_LITA Frames:21 AnimationSound = Sound:TorchIgniteFalseStart Animation:IUUrukahi_SKL.IUBZRKR_LITA Frames:77 ;false start AnimationSound = Sound:TorchIgnite Animation:IUUrukahi_SKL.IUBZRKR_LITA Frames:98 ;AnimationSound = Sound:TorchSizzleLoop Animation:IUUrukahi_SKL.IUBZRKR_LITA Frames:99 AnimationSound = Sound:BerserkerSnarl Animation:IUUrukahi_SKL.IUBZRKR_LITA Frames:103 AnimationSound = Sound:BerserkerSuicideYell Animation:IUUrukahi_SKL.IUBZRKR_LITB Frames:0 ;ignites mine AnimationSound = Sound:TorchIgnite Animation:IUUrukahi_SKL.IUBZRKR_LITB Frames:1 ;ignites mine AnimationSound = Sound:FootstepDirtA Animation:IUUrukahi_SKL.IUUrukahi_RUNA Frames:10 22 ;running ignited AnimationSound = Sound:FootstepDirtA Animation:IUUrukahi_SKL.IUBzrkr_RUNB Frames:10 22 ;running ignited AnimationSound = Sound:FootstepDirtA Animation:IUUrukahi_SKL.IUUrukahi_RUNC Frames:5 13 ;running terrified AnimationSound = Sound:FootstepDirtA Animation:IUUrukahi_SKL.IUBzrkLadr_CLMB Frames:14 20 43 45 79 84 ;climb ladder AnimationSound = Sound:FootstepDirtA Animation:IUUrukahi_SKL.IUUrukahi_CLMA Frames:0 15 AnimationSound = Sound:FootstepDirtA Animation:IUUrukahi_SKL.IUBzrkLadr_PLTA Frames:23 ;jump off ladder AnimationSound = Sound:BodyFallOrc Animation:IUUrukahi_SKL.IUUrukahi_LNDA Frames:2 AnimationSound = Sound:BodyFallOrc Animation:IUUrukahi_SKL.IUUrukahi_DIEA Frames:23 End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = HERO PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE ARMY_SUMMARY ATTACK_NEEDS_LINE_OF_SIGHT URUK HEAVY_MELEE_HITTER PathfindDiameter = 40.0 Body = RespawnBody ModuleTag_RespawnBody CheerRadius = EMOTION_CHEER_RADIUS MaxHealth = HEROEH_HEALTH PermanentlyKilledByFilter = NONE ;Who kills me permanently? DodgePercent = HERO_DODGE_PERCENT 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_res ;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:550 Time:60000 Health:100% ;DEFAULT VALUES RespawnEntry = Level:2 Cost:550 Time:60000 ; ;50% cost, 1x buildtime ;For other levels, only override what is different. RespawnEntry = Level:3 Cost:550 Time:60000 RespawnEntry = Level:4 Cost:550 Time:60000 RespawnEntry = Level:5 Cost:715 Time:120000 ; ;65% cost, 2x buildtime RespawnEntry = Level:6 Cost:715 Time:120000 RespawnEntry = Level:7 Cost:715 Time:120000 RespawnEntry = Level:8 Cost:880 Time:180000 ; ;80% cost, 3x buildtime RespawnEntry = Level:9 Cost:880 Time:180000 RespawnEntry = Level:10 Cost:880 Time:180000 End Behavior = AutoHealBehavior ModuleTag_LurtzHealing StartsActive = Yes HealingAmount = HERO_HEAL_AMOUNT HealingDelay = 1000 StartHealingDelay = HERO_HEAL_DELAY HealOnlyIfNotInCombat = Yes End Behavior = StancesBehavior ModuleTag_StancesBehavior StanceTemplate = Hero End #include "..\..\..\includes\CaptureBuilding.inc" Behavior = AIUpdateInterface ModuleTag_03 AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS MoodAttackCheckRate = 500 CanAttackWhileContained = Yes End Behavior = EmotionTrackerUpdate Module_EmotionTracker TauntAndPointDistance = 300 TauntAndPointUpdateDelay = 10000 AddEmotion = Doom_Base // AddEmotion = BraceForBeingCrushed_Base // AddEmotion = FearIdle_Base // AddEmotion = FearBusy_Base AddEmotion = Point_Base AddEmotion = Taunt_Base AddEmotion = CheerIdle_Base AddEmotion = CheerBusy_Base // AddEmotion = HeroCheerIdle_Base // AddEmotion = HeroCheerBusy_Base AddEmotion = Alert_Base AddEmotion = CheerForAboutToCrush_Base End LocomotorSet Locomotor = BerserkerLocomotor ; HumanLocomotor Condition = SET_NORMAL Speed = NORMAL_ISENGARD_FAST_MEMBER_SPEED End LocomotorSet Locomotor = BerserkerLocomotor Condition = SET_WANDER Speed = NORMAL_ISENGARD_FAST_MEMBER_SPEED End LocomotorSet Locomotor = BurningDeathLocomotorInfantry Condition = SET_BURNINGDEATH Speed = BURNINGDEATH_WANDERSPEED_INFANTRY End Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL SinkDelay = 6000 SinkRate = 1.5 ; in Dist/Sec DestructionDelay = 11000 Sound = INITIAL LurtzVoiceDie End Behavior = SquishCollide ModuleTag_06 ;nothing End Behavior = AutoAbilityBehavior ModuleTag_AutoAbilityBehavior End Behavior = HitReactionBehavior HitReactionBehaviorModuleTag HitReactionLifeTimer1 = 2500 ; level 1 (light damage) hit reaction animations in frames (5 per sec) HitReactionThreshold1 = 0.0 ; level 1 (light damage) threshold trigger End//-------------------------------------------------------------------------- // INSPIRE FEAR SPECIAL POWER Level 1//--------------------------------------------------------------------------Behavior = UnpauseSpecialPowerUpgrade ModuleTag_NormalInspireFearEnabler_Level1 SpecialPowerTemplate = SpecialAbilityNormalInspireFear_Level1 TriggeredBy = Upgrade_NormalInspireFear_Level1EndBehavior = SpecialPowerModule ModuleTag_NormalInspireFearStarter_Level1 SpecialPowerTemplate = SpecialAbilityNormalInspireFear_Level1 UpdateModuleStartsAttack = Yes StartsPaused = YesEndBehavior = AttributeModifierAuraUpdate ModuleTag_NormalInspireFearUpdate_Level1 StartsActive = No ;If no, requires upgrade to turn on. BonusName = NormalInspireFear_Level1 //BlackRiderDreadVisage TriggeredBy = Upgrade_NormalInspireFear_Level1 RefreshDelay = 2000 Range = 200 TargetEnemy = Yes AntiCategory = LEADERSHIP BUFF; This means cancel all previous leadership bonuses //AntiFX = FX_AntiLeadership ; FX for anti category ObjectFilter = GENERIC_BUFF_RECIPIENT_OBJECT_FILTEREndBehavior = ModelConditionUpgrade ModuleTag_NormalInspireFearModelCondition_Level1 TriggeredBy = Upgrade_NormalInspireFear_Level1 AddConditionFlags = USER_3EndBehavior = RadiateFearUpdate ModuleTag_NormalInspireFearFear_Level1 InitiallyActive = No TriggeredBy = Upgrade_NormalInspireFear_Level1 WhichSpecialPower = 1 GenerateTerror = No GenerateFear = Yes EmotionPulseRadius = 100 EmotionPulseInterval = 1000End//-------------------------------------------------------------------------- // TOUGHNESS SPECIAL POWER//-------------------------------------------------------------------------- Behavior = UnpauseSpecialPowerUpgrade ModuleTag_NormalToughnessEnabler SpecialPowerTemplate = SpecialAbilityNormalToughness TriggeredBy = Upgrade_NormalToughnessEndBehavior = SpecialPowerModule ModuleTag_NormalToughnessStarter SpecialPowerTemplate = SpecialAbilityNormalToughness UpdateModuleStartsAttack = Yes StartsPaused = YesEndBehavior = AttributeModifierAuraUpdate ModuleTag_NormalToughnessUpdate // TODO figure out how to do this as a one time thing StartsActive = No ;If no, requires upgrade to turn on. BonusName = CreateAHeroToughnessBonus TriggeredBy = Upgrade_NormalToughness RefreshDelay = 2000 Range = 0 AllowSelf = YesEnd//-------------------------------------------------------------------------- // BERSERKER RAGE SPECIAL POWER Level 4//--------------------------------------------------------------------------Behavior = UnpauseSpecialPowerUpgrade ModuleTag_NormalBerserkerRageEnabler_Level4 SpecialPowerTemplate = SpecialAbilityNormalBerserkerRage_Level4 TriggeredBy = Upgrade_NormalBerserkerRage_Level4End Behavior = SpecialPowerModule ModuleTag_NormalBerserkerRageStarter_Level4 SpecialPowerTemplate = SpecialAbilityNormalBerserkerRage_Level4 AttributeModifier = NormalBerserkerRage_Level4 AttributeModifierRange = 0 AttributeModifierAffectsSelf = Yes //AttributeModifierAffects = ANY +INFANTRY +CAVALRY +MONSTER -HERO //TriggerFX = FX_SpellWarChant UpdateModuleStartsAttack = No StartsPaused = Yes TargetEnemy = NoEnd//-------------------------------------------------------------------------- // BATTLE RAGE SPECIAL POWER Level 1//-------------------------------------------------------------------------- Behavior = UnpauseSpecialPowerUpgrade ModuleTag_NormalBattleRageEnabler_Level1 SpecialPowerTemplate = SpecialAbilityNormalBattleRage_Level1 TriggeredBy = Upgrade_NormalBattleRage_Level1EndBehavior = SpecialPowerModule ModuleTag_NormalBattleRagePower_Level1 SpecialPowerTemplate = SpecialAbilityNormalBattleRage_Level1 UpdateModuleStartsAttack = Yes StartsPaused = Yes AttributeModifier = NormalBattleRageBonus_Level1 AttributeModifierRange = 1 AttributeModifierAffectsSelf = Yes AttributeModifierAffects = ANY +CAVALRY +INFANTRY //AttributeModifierFX = FX_CreateAHeroBattleRageEnd Behavior = SpecialAbilityUpdate ModuleTag_NormalBattleRagePowerUpdate_Level1 SpecialPowerTemplate = SpecialAbilityNormalBattleRage_Level1 UnpackTime = 1 ;// (changing this will scale anim speed) PreparationTime = 1 ;// time to complete hack once prepared (changing this will scale anim speed) PackTime = 3000 ;// (changing this will scale anim speed) UnpackingVariation = 6EndEnd
Sorry about that. =/
#16
Posted 25 March 2007 - 01:31 AM
Axed Head and A.I. Coder for S.E.E. and ... stuff
".. coding is basically boring. What's fun is finding out how things work, take them apart and then put them together in ways that were not intended nor even conceived."
#17
Posted 25 March 2007 - 10:51 PM
#18
Posted 28 March 2007 - 11:59 AM
You can edit .inc files just with notepad
Also, WOTR is something that is less popular with modders. It's pretty much always at the bottom of the list for mods. This has the result that less is known about the WOTR stuff than other parts.
Perhaps someone could look at the links between the files if you present them with the more relevant code. You posted your complete object, although it's actually only a small part that is specifically relevant to the WOTR mode. And you indicated that you modded livingworldbuildableunits.inc. If you don't post what you did with that file, and other relevant files, it's hard to help you
Solinx
"An expert is a man who has made all the mistakes which can be made in a very narrow field." - Niels Bohr
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