;------------------------------------------------------------------------------ ; ; Melian.ini ; ;------------------------------------------------------------------------------ ; Galadriel Object AinurMelian ; *** ART Parameters *** SelectPortrait = HPGaladriel ButtonImage = HIGaladriel Draw = W3DScriptedModelDraw ModuleTag_DRAW StaticModelLODMode = yes; Will append M or L to the skin name depending on GameLOD OkToChangeModelColor = Yes DefaultModelConditionState Model = EUGaldrlGd_SKN Texture = rumelian.tga ParticleSysBone = B_PELVIS MelianAura FollowBone:YES ParticleSysBone = B_PELVIS MelianAura02 FollowBone:YES End ModelConditionState = USER_1 ; ring hero version. Model = EUGaldrl_SKN End ; --- Idle Anims IdleAnimationState Animation = IDLB AnimationName = EUGaldrl_SKL.EUGaldrl_IDLB AnimationMode = ONCE AnimationPriority = 20 End Animation = IDLC AnimationName = EUGaldrl_SKL.EUGaldrl_IDLC AnimationMode = ONCE AnimationPriority = 1 End Animation = IDLD AnimationName = EUGaldrl_SKL.EUGaldrl_IDLD AnimationMode = ONCE AnimationPriority = 1 End StateName = Idle BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Selected" then CurDrawableSetTransitionAnimState("TRANS_Selected_To_Idle") end EndScript End AnimationState = STUNNED_FLAILING Flags = RANDOMSTART Animation = EUGaldrl_FLYA AnimationName = EUGaldrl_SKL.EUGaldrl_FLYA AnimationMode = LOOP End End ; --- Dying anims AnimationState = DYING SPLATTED Animation = EUGaldrl_LNDA AnimationName = RUEwnHrHrs_SKL.RUEwnHrHrs_LNDA AnimationMode = ONCE End End AnimationState = DYING AFLAME Animation = DieAflame AnimationName = EUGaldrl_SKL.EUGaldrl_FLYA AnimationMode = LOOP End End AnimationState = DYING Animation = EUGaldrl_DTHA AnimationName = EUGaldrl_SKL.EUGaldrl_DTHA AnimationMode = ONCE End ;ParticleSysBone = NONE GaladrielDying ParticleSysBone = NONE UltraInitial01 ParticleSysBone = NONE UltraInitial02 ParticleSysBone = NONE UltraInitial03 End ; --- Stunned anims AnimationState = STUNNED_STANDING_UP Animation = EUGaldrl_GTPA AnimationName = EUGaldrl_SKL.EUGaldrl_GTPA AnimationMode = ONCE AnimationSpeedFactorRange = 1.3 1.3 End End AnimationState = STUNNED Animation = EUGaldrl_LNDA AnimationName = EUGaldrl_SKL.EUGaldrl_LNDA AnimationMode = ONCE End End ; --- Moving anims ; --- Moving Anims AnimationState = MOVING WANDER WEAPONSTATE_CLOSE_RANGE StateName = WithSword Animation = EUGaldrl_WLKA AnimationName = EUGaldrl_SKL.EUGaldrl_RUNB AnimationMode = LOOP End End AnimationState = MOVING WANDER Animation = EUGaldrl_WLKA AnimationName = EUGaldrl_SKL.EUGaldrl_RUNB AnimationMode = LOOP End End AnimationState = MOVING FIRING_OR_PREATTACK_A ShareAnimation = Yes Animation = RunAndFire AnimationName = EUGaldrl_SKL.EUGaldrl_ATKA AnimationMode = LOOP End Flags = RANDOMSTART End AnimationState = USER_2 ; TerribleFury Animation AnimationName = EUGaldrl_SKL.EUGaldrl_SPCB AnimationMode = ONCE End FXEvent = Frame:5 Name:FX_GaladrielTerribleFuryFearBlast End AnimationState = MOVING Flags = RANDOMSTART Animation = EUGaldrl_RUNB AnimationName = EUGaldrl_SKL.EUGaldrl_RUNA AnimationMode = LOOP End End ; --- Attacking Anims AnimationState = FIRING_OR_PREATTACK_A WEAPONSTATE_CLOSE_RANGE StateName = WithSword Animation = ATKA AnimationName = EUGaldrl_SKL.EUGaldrl_ATKA AnimationMode = ONCE UseWeaponTiming = Yes End Animation = ATKB AnimationName = EUGaldrl_SKL.EUGaldrl_ATKB AnimationMode = ONCE UseWeaponTiming = Yes End Animation = ATKB AnimationName = EUGaldrl_SKL.EUGaldrl_ATKC AnimationMode = ONCE UseWeaponTiming = Yes End End AnimationState = FIRING_OR_PREATTACK_A Animation = ATKA AnimationName = EUGaldrl_SKL.EUGaldrl_ATKA AnimationMode = ONCE UseWeaponTiming = Yes End Animation = ATKB AnimationName = EUGaldrl_SKL.EUGaldrl_ATKB AnimationMode = ONCE UseWeaponTiming = Yes End Animation = ATKB AnimationName = EUGaldrl_SKL.EUGaldrl_ATKC AnimationMode = ONCE UseWeaponTiming = Yes End End AnimationState = ATTACKING Animation = ALERT_1 AnimationName = EUGaldrl_SKL.EUGaldrl_IDLA AnimationMode = LOOP; ONCE End End AnimationState = RAISING_FLAG Animation AnimationName = EUGaldrl_SKL.EUGaldrl_CHRA AnimationMode = LOOP End End AnimationState = SELECTED StateName = Selected SimilarRestart = Yes Animation = ATNB AnimationName = EUGaldrl_SKL.EUGaldrl_ATNB AnimationMode = LOOP End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_Idle_to_Selected") end EndScript End AnimationState = LEVELED Animation = Hit_Level_1_a AnimationName = EUGaldrl_SKL.EUGaldrl_LVLA AnimationMode = ONCE End End ; --- Click and Hit Reactions AnimationState = HIT_REACTION HIT_LEVEL_1 Animation = Hit_Level_1_a AnimationName = EUGaldrl_SKL.EUGaldrl_HITA AnimationMode = ONCE End End ;;====== CELEBRATING AnimationState = EMOTION_CELEBRATING StateName = STATE_Emotion_Sword Animation = Sword AnimationName = EUGaldrl_SKL.EUGaldrl_CHRA AnimationMode = ONCE End Flags = MAINTAIN_FRAME_ACROSS_STATES RESTART_ANIM_WHEN_COMPLETE End ;;====== TAUNTING AnimationState = EMOTION_TAUNTING StateName = STATE_Emotion_Sword Animation = Sword AnimationName = EUGaldrl_SKL.EUGaldrl_CHRA AnimationMode = ONCE End Flags = RESTART_ANIM_WHEN_COMPLETE;MAINTAIN_FRAME_ACROSS_STATES End ; --- Selected Anims and Transitions TransitionState = TRANS_Idle_to_Selected Animation = ATND AnimationName = EUGaldrl_SKL.EUGaldrl_ATNA AnimationMode = ONCE End End TransitionState = TRANS_Selected_To_Idle Animation = ATNE AnimationName = EUGaldrl_SKL.EUGaldrl_ATNC AnimationMode = ONCE End End End ; ***DESIGN parameters *** Side = Elves EditorSorting = UNIT ThreatLevel = M_GALADRIEL_THREAT_LEVEL ThingClass = CHARACTER_UNIT TransportSlotCount = M_TRANSPORTSLOTCOUNT_HERO WeaponSet Conditions = None Weapon = PRIMARY GaladrielSword; a magical sword AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI End ArmorSet Conditions = None Armor = HeroArmor DamageFX = NormalDamageFX End VisionRange = M_VISION_HERO_STANDARD ShroudClearingRange = M_SHROUD_CLEAR_HERO BountyValue = M_ELVEN_GALADRIEL_BOUNTY_VALUE RecruitText = CONTROLBAR:GaladrielRecruit ReviveText = CONTROLBAR:GaladrielRevive Hotkey = CONTROLBAR:GaladrielHotkey DisplayName = OBJECT:ElvenGaladriel ; CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CrusherLevel = 0 CommandSet = GaladrielCommandSet CommandPoints = 10 ; *** AUDIO Parameters ***; ;VoiceAmbushed = YeomanArcherVoiceAmbushed VoiceAttack = GaladrielVoiceAttack VoiceAttackAir = GaladrielVoiceAttack VoiceAttackCharge = GaladrielVoiceAttack VoiceAttackMachine = GaladrielVoiceAttack VoiceAttackStructure = GaladrielVoiceAttackBuilding VoiceCreated = GaladrielVoiceSalute VoiceFullyCreated = GaladrielVoiceSalute VoiceFear = GaladrielVoiceHelpMe VoiceGuard = GaladrielVoiceMove VoiceMove = GaladrielVoiceMove VoiceMoveToCamp = GaladrielVoiceMove VoicePriority = 98 VoiceSelect = GaladrielVoiceSelect VoiceSelectBattle = GaladrielVoiceSelectBattle SoundImpact = ImpactHorse UnitSpecificSounds VoiceEnterUnitElvenTransportShip = GaladrielVoiceMove VoiceGarrison = GaladrielVoiceMove VoiceInitiateCaptureBuilding = GaladrielVoiceCaptureBuilding ; From SpecialPower SpecialAbilityCaptureBuilding End ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior MaxUpdateRangeCap = 800 AnimationSound = Sound:BodyFallGenericNoArmor Animation:EUGALDRL_SKL.EUGALDRL_LNDA Frames:6 AnimationSound = Sound:BodyFallGenericNoArmor Animation:EUGALDRL_SKL.EUGALDRL_DTHA Frames:15;fall to knees first End #include "..\..\..\includes\StandardUnitEvaEvents.inc" EvaEventDieOwner = GaladrielDie ;Eva event to trigger on unit's death. NOTICE THAT this is only for permanent deaths ; Warn the player when the enemy gets Galadriel. Override the normal sighting event from StandardUnitEvaEvents.inc EvaEnemyObjectSightedEvent = EnemyGaladrielSeen ClientUpdate = EvaAnnounceClientCreate ModuleTag_CreateAnnounce AnnouncementEventEnemy = EnemyGaladrielSeen AnnouncementEventAlly = None AnnouncementEventOwner = None OnlyIfVisible = Yes ; Don't announce if hidden in the shroud CountAsFirstSightedAnnoucement = Yes; Don't re-annouce if going into shroud & back UseObjectsPosition = No ; Play from central Fortress, not at Galadriel's position CreateFakeRadarEvent = Yes ; Allow player to jump to Galadriel after hearing annoucement End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE HERO HEAVY_MELEE_HITTER BuildCost = M_ARWEN_BUILDCOST BuildTime = M_ARWEN_BUILDTIME ShockwaveResistance = M_SHOCKWAVE_RESISTANCE_ALWAYS ; Note - Not a RespawnBody, as we do not want to put them back in the respawnable hero list when dead. Body = ActiveBody ModuleTag_Body MaxHealth = M_ARWEN_HEALTH End Behavior = AnnounceBirthAndDeathBehavior ModuleTag_AnnounceBirthAndDeathBehavior End #include "..\..\..\includes\DefaultInvisibilityUpdate.inc" Behavior = StancesBehavior ModuleTag_StancesBehavior StanceTemplate = Hero End Behavior = AIUpdateInterface ModuleTag_03 AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS MoodAttackCheckRate = 500 AILuaEventsList = GaladrielFunctions End LocomotorSet Locomotor = HeroHumanLocomotor Condition = SET_NORMAL Speed = M_NORMAL_ELVEN_INFANTRY_MEMBER_SPEED End Behavior = PhysicsBehavior ModuleTag_04 GravityMult = 1.0 End Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL SinkDelay = 5000 SinkRate = 10.0 ; in Dist/Sec - fast! DestructionDelay = 1800 Sound = INITIAL GaladrielVoiceDie Weapon = FINAL RingHeroDeathShockwave End Behavior = SquishCollide ModuleTag_06 ;nothing End ; Tie into LargeGroupAudio system Behavior = LargeGroupAudioUpdate ModuleTag_LGAU Key = Hero End Behavior = HitReactionBehavior HitReactionBehaviorModuleTag HitReactionLifeTimer1 = 7; level 1 (light damage) hit reaction animations in frames (5 per sec) HitReactionLifeTimer2 = 15; level 2 (medium damage) hit reaction animations in frames (5 per sec) HitReactionLifeTimer3 = 10; 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 Behavior = OCLSpecialPower ModuleTag_OCLSpawnTornado SpecialPowerTemplate = SpecialPowerSpawnTornado OCL = SUPERWEAPON_SpawnTornado CreateLocation = CREATE_AT_LOCATION AvailableAtStart = Yes End ;/////////////////// ; AISpecialPowers ;/////////////////// Behavior = AISpecialPowerUpdate GondorFighterHordeStanceBattle CommandButtonName = Command_SetStanceBattle SpecialPowerAIType = AI_SPECIAL_POWER_STANCEBATTLE End Behavior = AISpecialPowerUpdate GondorFighterHordeStanceAggressive CommandButtonName = Command_SetStanceAggressive SpecialPowerAIType = AI_SPECIAL_POWER_STANCEAGGRESSIVE End Behavior = AISpecialPowerUpdate GondorFighterHordeHoldGround CommandButtonName = Command_SetStanceHoldGround SpecialPowerAIType = AI_SPECIAL_POWER_STANCEHOLDGROUND End Behavior = AISpecialPowerUpdate SpawnTornadoAI CommandButtonName = Command_SpecialPowerSpawnTornado SpecialPowerAIType = AI_SPECIAL_POWER_TARGETAOE_SUMMON SpecialPowerRadius = 30.0 End Behavior = AISpecialPowerUpdate TerribleFuryAI CommandButtonName = Command_SpecialAbilityTerribleFury SpecialPowerAIType = AI_SPECIAL_POWER_BASIC_SELF_BUFF End Geometry = CYLINDER GeometryMajorRadius = 8.0 GeometryHeight = 19.2 GeometryIsSmall = Yes Shadow = SHADOW_DECAL ShadowSizeX = 12 ShadowSizeY = 12 ShadowTexture = ShadowI End ChildObject ElvenGaladriel_RingHero ElvenGaladriel ; Player no longer has the ring hero upgrade when the hero is created. Behavior = RemoveUpgradeUpgrade ModuleTag_RemoveRing TriggeredBy = Upgrade_MenFaction Upgrade_ElfFaction Upgrade_DwarfFaction UpgradeToRemove = Upgrade_RingHero Upgrade_FortressRingHero RemoveFromAllPlayerObjects = Yes SuppressEvaEventForRemoval = Yes; this is to avoid the Eva event about 'Gollum stole our ring' ; when we are actually losing the upgrade because we built the ring heroine End ; Spawn a dropped ring object. Behavior = CreateObjectDie ModuleTag_DropTheRing CreationList = OCL_TheOneRing End Behavior = ExperienceLevelCreate ModuleTag_LevelBonus LevelToGrant = 10 MPOnly = No End ;------- TERRIBLE FURY ------------------------------------------------------------------------------------- Behavior = SpecialPowerModule ModuleTag_GaladrielTerribleFury SpecialPowerTemplate = SpecialAbilityScreech UpdateModuleStartsAttack = Yes ;InitiateSound = GaladrielTerribleFurySFX;this didn't work SetModelCondition = ModelConditionState:USER_2 SetModelConditionTime = 3.2 DisableDuringAnimDuration = Yes End Behavior = SpecialAbilityUpdate ModuleTag_GaladrielTerribleFuryUpdate SpecialPowerTemplate = SpecialAbilityScreech UnpackTime = 1 AwardXPForTriggering = 0 TriggerSound = GaladrielVoiceTerribleFury EffectRange = 200 UnpackTime = 100 PreparationTime = 1 PackTime = 3000 End Behavior = ModelConditionUpgrade ModulTag_RingHeroMC TriggeredBy = Upgrade_ObjectLevel1 AddConditionFlags = USER_1 End Behavior = AutoHealBehavior ModuleTag_AutoHeal StartsActive = Yes HealingAmount = M_HERO_HEAL_AMOUNT HealingDelay = 1000 StartHealingDelay = M_HERO_HEAL_DELAY HealOnlyIfNotInCombat = Yes End End
BuildableHeroesMP = CreateAHero GondorGandalf IsengardSaruman AinurMelian
and when i clik on the ainur fortress--->heroes I see olorin , curunir but not melian .
may you help me please .
thx