Help :S
#1
Posted 18 November 2007 - 09:15 AM
And there he is... I'd like to add him to a faction... I'm going to assume he's from the campaign... Right? and that's why his file is in here... I'm not 100% sure on that of course... But I seem to be unable to find anyway to make him an addable hero... Just adding ElvenIsildur to the hero list doesn't work
Newb modders unite! <_<
#2
Posted 18 November 2007 - 09:25 AM
#3
Posted 18 November 2007 - 10:23 AM
;------------------------------------------------------------------------------;; Isildur.ini;;------------------------------------------------------------------------------;;------------------------------------------------------------------------------Object GondorIsildur ; ButtonImage for Heros is button image on Hero Select UI to select hero. HI = HeroIcon or HeroImage. ; ButtonImage = HIIsildur; SelectPortrait = HPIsildur ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_DRAW;ModuleTag_01 OkToChangeModelColor = Yes StaticModelLODMode = yes; Will append M or L to the skin name depending on GameLOD ExtraPublicBone = Arrow DefaultModelConditionState Model = GUIsildur_SKN End; ModelConditionState = WEAPONSET_HERO_MODE; Model = GUIsildur_SKN; ParticleSysBone = B_SWORDBONE Anduril FollowBone:yes; End ; --- Idle Anims ---; IdleAnimationState StateName = STATE_Bored Animation = GUAragorn_IDLE ;no_fidget AnimationName = GUAragorn_SKL.GUAragorn_IDLE AnimationMode = ONCE AnimationPriority = 12 End Animation = GUAragorn_IDLF ;fidget AnimationName = GUAragorn_SKL.GUAragorn_IDLF AnimationMode = ONCE AnimationPriority = 1 End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Selected" or Prev == "STATE_Moving" then CurDrawableSetTransitionAnimState("TRANS_SB") elseif Prev == "STATE_Ready" then CurDrawableSetTransitionAnimState("TRANS_RB") end EndScript End ; --- Flying Anims ---; AnimationState = STUNNED_FLAILING StateName = STATE_Fly Animation = FLYA AnimationName = GUAragorn_SKL.GUAragorn_FLYA AnimationMode = LOOP End End AnimationState = STUNNED_STANDING_UP StateName = STATE_Ready Animation = GUAragorn_GTPB AnimationName = GUAragorn_SKL.GUAragorn_GTPB AnimationMode = ONCE End End AnimationState = STUNNED Animation = LNDA AnimationName = GUAragorn_SKL.GUAragorn_LNDA AnimationMode = ONCE End EnteringStateFX = FX_SoldierHitGround End ; --- Dying anims ---; AnimationState = DYING Animation = DIEA AnimationName = GUAragorn_SKL.GUAragorn_DIEA AnimationMode = ONCE End Animation = DIEB AnimationName = GUAragorn_SKL.GUAragorn_DIEB AnimationMode = ONCE End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Fly" then return "LNDA" else Rand = GetClientRandomNumberReal(0, 1) if( Rand > .5 ) then return "DIEA" else return "DIEB" end end EndScript End ; --- Attacking Anims [Weapon_A] ---; AnimationState = BETWEEN_FIRING_SHOTS_A StateName = STATE_Ready Animation = IDLA AnimationName = GUAragorn_SKL.GUAragorn_IDLA AnimationMode = ONCE End End AnimationState = FIRING_OR_PREATTACK_A HERO StateName = STATE_Ready Animation = GUAragorn_SPCA AnimationName = GUAragorn_SKL.GUIsildur_SPCA AnimationMode = ONCE End FXEvent = Frame:22 Name: FX_IsildurSword FXEvent = Frame:42 Name: FX_IsildurSword FXEvent = Frame:67 Name: FX_IsildurSword End AnimationState = FIRING_OR_PREATTACK_A StateName = STATE_Ready Animation = ATKD AnimationName = GUAragorn_SKL.GUAragorn_ATKD AnimationMode = ONCE UseWeaponTiming = Yes AnimationPriority = 3 End Animation = ATKE AnimationName = GUAragorn_SKL.GUAragorn_ATKE AnimationMode = ONCE UseWeaponTiming = Yes AnimationPriority = 2 End Flags = RESTART_ANIM_WHEN_COMPLETE End ; --- Moving Anims ---; AnimationState = MOVING StateName = STATE_Moving Animation = GUAragorn_RUNB AnimationName = GUAragorn_SKL.GUAragorn_RUNB AnimationMode = LOOP Distance = 80 End End ; --- Special Anims ---; AnimationState = UNPACKING StateName = STATE_Selected Animation = Spell_ATND AnimationName = GUAragorn_SKL.GUAragorn_ATND AnimationMode = ONCE End Animation = Spell_ATNE AnimationName = GUAragorn_SKL.GUAragorn_ATNE AnimationMode = ONCE AnimationBlendTime = 20 End Animation = Spell_IDLA AnimationName = GUAragorn_SKL.GUAragorn_IDLA AnimationMode = ONCE AnimationBlendTime = 20 End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Selected" then return "Spell_ATNE" elseif Prev == "STATE_Ready" then return "Spell_IDLA" elseif Prev == "STATE_Bored" then return "Spell_ATND" end EndScript ParticleSysBone = B_SWORDBONE ElendilFlare FollowBone:yes;; ParticleSysBone = B_SWORDBONE Narsil FollowBone:Yes; FXEvent = Frame:0 Name:FX_Narsil ParticleSysBone = B_SWORDBONE ElendilSwordFlare FollowBone:yes End ; --- Emotion Animations ---; AnimationState = EMOTION_ALERT StateName = STATE_Ready Animation = IDLA AnimationName = GUAragorn_SKL.GUAragorn_IDLA AnimationMode = LOOP AnimationPriority = 1 End Animation = IDLA_BigBlend AnimationName = GUAragorn_SKL.GUAragorn_IDLA AnimationMode = ONCE AnimationPriority = 1 AnimationBlendTime = 7 End Flags = RESTART_ANIM_WHEN_COMPLETE BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Selected" then CurDrawableSetTransitionAnimState("TRANS_SR") elseif Prev == "STATE_Bored" then CurDrawableSetTransitionAnimState("TRANS_BR") elseif Prev == "STATE_Moving" then return "IDLA_BigBlend" else return "IDLA" end EndScript End ; --------- Click and Hit Reactions ------------ AnimationState = HIT_REACTION HIT_LEVEL_1 StateName = STATE_Bored Animation = Hit_Level_1_b AnimationName = GUAragorn_SKL.GUAragorn_HITB AnimationMode = ONCE End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Ready" then CurDrawableAllowToContinue() end EndScript End AnimationState = EMOTION_CELEBRATING StateName = STATE_ready Animation = CHRB AnimationName = GUAragorn_SKL.GUAragorn_CHRB AnimationMode = ONCE End Flags = RESTART_ANIM_WHEN_COMPLETE End AnimationState = EMOTION_TAUNTING StateName = STATE_ready Animation = CHRB AnimationName = GUAragorn_SKL.GUAragorn_CHRB AnimationMode = ONCE End Flags = RESTART_ANIM_WHEN_COMPLETE End ; --- Selected ---; AnimationState = SELECTED StateName = STATE_Selected Animation = ATNE AnimationName = GUAragorn_SKL.GUAragorn_ATNE AnimationMode = LOOP AnimationBlendTime = 5 AnimationMustCompleteBlend = yes End Animation = ATNE_BigBlend AnimationName = GUAragorn_SKL.GUAragorn_ATNE AnimationMode = LOOP AnimationBlendTime = 7 AnimationMustCompleteBlend = yes End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Ready" then CurDrawableSetTransitionAnimState("TRANS_RS") elseif Prev == "STATE_Bored" then CurDrawableSetTransitionAnimState("TRANS_BS") elseif Prev == "STATE_Moving" then return "ATNE_BigBlend" else return "ATNE" end EndScript End ; --- TRANSITIONS ---; TransitionState = TRANS_BS Animation = GUAragorn_ATND AnimationName = GUAragorn_SKL.GUAragorn_ATND AnimationMode = ONCE End End TransitionState = TRANS_SB Animation = GUAragorn_ATND AnimationName = GUAragorn_SKL.GUAragorn_ATND AnimationMode = ONCE_BACKWARDS End Flags = START_FRAME_LAST End TransitionState = TRANS_RB Animation = GUAragorn_ATND AnimationName = GUAragorn_SKL.GUAragorn_IDLE AnimationMode = ONCE AnimationBlendTime = 20 End End TransitionState = TRANS_RS Animation = GUAragorn_ATND AnimationName = GUAragorn_SKL.GUAragorn_ATNE AnimationMode = ONCE AnimationBlendTime = 20 End End TransitionState = TRANS_SR Animation = GUAragorn_ATND AnimationName = GUAragorn_SKL.GUAragorn_IDLA AnimationMode = ONCE AnimationBlendTime = 20 End End TransitionState = TRANS_BR Animation = GUAragorn_ATND AnimationName = GUAragorn_SKL.GUAragorn_IDLA AnimationMode = ONCE AnimationBlendTime = 20 End End End ; *** DESIGN parameters *** DisplayName = OBJECT:GondorIsildur Side = Men EditorSorting = UNIT ThreatLevel = ISILDUR_THREAT_LEVEL ThingClass = CHARACTER_UNIT TransportSlotCount = TRANSPORTSLOTCOUNT_HERO BuildCost = 1000 BuildTime = 30 MaxSimultaneousOfType = 1 VisionRange = 121 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = GondorIsildurCommandSet WeaponSet Conditions = None Weapon = PRIMARY GondorIsildurSword End WeaponSet Conditions = WEAPONSET_HERO_MODE Weapon = PRIMARY GondorIsildurNarsil End; *** AUDIO Parameters ***; VoiceAttack = IsildurVoiceAttack VoiceAttackCharge = IsildurVoiceAttackCharge VoiceAttackMachine = IsildurVoiceAttack VoiceAttackStructure = IsildurVoiceAttack VoiceCreated = IsildurVoiceSalute VoiceFullyCreated = IsildurVoiceSalute VoiceFear = IsildurVoiceHelpMe VoiceMove = IsildurVoiceMove VoiceMoveToCamp = IsildurVoiceMove VoiceMoveWhileAttacking = IsildurVoiceDisengage VoicePriority = 80 VoiceSelect = IsildurVoiceSelectMS VoiceSelectBattle = IsildurVoiceSelectBattle VoiceGuard = IsildurVoiceMove SoundImpact = ImpactHorse;IsildurVoiceJoinAnybody;IsildurVoiceRespawn;UnitSpecificSounds;End CrowdResponseKey = ElfHero #include "..\..\..\includes\StandardUnitEvaEvents.inc" EvaEventDieOwner = IsildurDie ;Eva event to trigger on unit's death. NOTICE THAT this is only for permanent deaths; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE HERO PathfindDiameter = 40.0 Body = ActiveBody ModuleTag_02 MaxHealth = ISILDUR_HEALTH ;BALANCE Man at Arms Health MaxHealthDamaged = 5 RecoveryTime = 5000 End Behavior = AutoAbilityBehavior ModuleTag_AutoAbilityBehavior End Behavior = AIUpdateInterface ModuleTag_03 AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS MoodAttackCheckRate = 500 End Behavior = SpecialPowerModule ModuleTag_IsildurNarsilAttack SpecialPowerTemplate = SpecialAbilityHeroModeNarsil AttributeModifier = NarsilFXThing AttributeModifierFX = FX_Anduril AttributeModifierRange = 0 AttributeModifierAffectsSelf = Yes StartsPaused = No End Behavior = EmotionTrackerUpdate Module_EmotionTracker TauntAndPointDistance = 250 ; max distance to taunted/pointed objet TauntAndPointUpdateDelay = 1000; how often scan (milliseconds) AddEmotion = Terror_Base AddEmotion = Doom_Base // AddEmotion = BraceForBeingCrushed_Base AddEmotion = UncontrollableFear_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 Behavior = HeroModeSpecialAbilityUpdate ModuleTag_IsildurNarsilAttackUpdate SpecialPowerTemplate = SpecialAbilityHeroModeNarsil HeroAttributeModifier = IsildurNarsilAttack HeroEffectDuration = 999999999; this should sync with the auto ability delay re-fire time in commandButtons.ini UnpackTime = 1666; End LocomotorSet Locomotor = IsildurHumanLocomotor Condition = SET_NORMAL Speed = 48 End Behavior = PhysicsBehavior ModuleTag_04 GravityMult = 1.0 ShockStandingTime = 3333 ShockStunnedTimeLow = 1000 ShockStunnedTimeHigh= 1200 End Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL SinkDelay = 3000 SinkRate = 0.40 ; in Dist/Sec DestructionDelay = 22000 Sound = INITIAL IsildurVoiceDie End Behavior = SquishCollide ModuleTag_06 ;nothing End; Tie into LargeGroupAudio system Behavior = LargeGroupAudioUpdate ModuleTag_LGAU Key = Humanoid_Male Elf Elf_Male Unit Infantry End Behavior = HitReactionBehavior HitReactionBehaviorModuleTag HitReactionLifeTimer1 = 2867; 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 = 2500.0 ; level 2 (medium damage) threshold trigger HitReactionThreshold3 = 5000.0 ; level 3 (heavy damage) threshold trigger End ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior MaxUpdateRangeCap = 800 ; AnimationSound = Sound: FootstepDirtA Animation: GUFaramir_SKL.GUFaramir_WLKA Frames: 0 AnimationSound = Sound: FootstepDirtA Animation: GUFaramir_SKL.GUFaramir_RUNB Frames: 2 12 End Geometry = CYLINDER GeometryMajorRadius = 8.0 GeometryMinorRadius = 8.0 GeometryHeight = 19.2 GeometryIsSmall = Yes Shadow = SHADOW_DECAL ShadowSizeX = 20; ShadowSizeY = 20; ShadowTexture = ShadowI; End
Copy pasted the entire page...
I tried GondorIsildur and still no luck... Any idea's?
Solinx: Use Codebox tags for large chunks of code
Newb modders unite! <_<
#5
Posted 18 November 2007 - 12:41 PM
#6
Posted 18 November 2007 - 01:19 PM
92% of teens have moved onto rap. If you are part of the 8% that still listen to real music, copy and paste this into your signature
.:.('.').:.
I was born to be the best, No1 and nothing less...
Jobs in modelling and skinning availlable in Battle for Heaven and Hell.Click here to join.
#7
Posted 18 November 2007 - 02:09 PM
;
; Isildur.ini
;
;------------------------------------------------------------------------------
;;------------------------------------------------------------------------------
Object GondorIsildur
; ButtonImage for Heros is button image on Hero Select UI to select hero. HI = HeroIcon or HeroImage.
ButtonImage = HIIsildur
SelectPortrait = HPAragorn
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_DRAW;ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = yes; Will append M or L to the skin name depending on GameLOD
ExtraPublicBone = Arrow
DefaultModelConditionState
Model = GUIsildur_SKN
End
; ModelConditionState = WEAPONSET_HERO_MODE
; Model = GUIsildur_SKN
; ParticleSysBone = B_SWORDBONE Anduril FollowBone:yes
; End
; --- Idle Anims ---;
IdleAnimationState
StateName = STATE_Bored
Animation = GUAragorn_IDLE ;no_fidget
AnimationName = GUAragorn_SKL.GUAragorn_IDLE
AnimationMode = ONCE
AnimationPriority = 12
End
Animation = GUAragorn_IDLF ;fidget
AnimationName = GUAragorn_SKL.GUAragorn_IDLF
AnimationMode = ONCE
AnimationPriority = 1
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Selected" or
Prev == "STATE_Moving" then CurDrawableSetTransitionAnimState("TRANS_SB")
elseif Prev == "STATE_Ready" then CurDrawableSetTransitionAnimState("TRANS_RB")
end
EndScript
End
; --- Flying Anims ---;
AnimationState = STUNNED_FLAILING
StateName = STATE_Fly
Animation = FLYA
AnimationName = GUAragorn_SKL.GUAragorn_FLYA
AnimationMode = LOOP
End
End
AnimationState = STUNNED_STANDING_UP
StateName = STATE_Ready
Animation = GUAragorn_GTPB
AnimationName = GUAragorn_SKL.GUAragorn_GTPB
AnimationMode = ONCE
End
End
AnimationState = STUNNED
Animation = LNDA
AnimationName = GUAragorn_SKL.GUAragorn_LNDA
AnimationMode = ONCE
End
EnteringStateFX = FX_SoldierHitGround
End
; --- Dying anims ---;
AnimationState = DYING
Animation = DIEA
AnimationName = GUAragorn_SKL.GUAragorn_DIEA
AnimationMode = ONCE
End
Animation = DIEB
AnimationName = GUAragorn_SKL.GUAragorn_DIEB
AnimationMode = ONCE
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Fly"
then
return "LNDA"
else
Rand = GetClientRandomNumberReal(0, 1)
if( Rand > .5 )
then
return "DIEA"
else
return "DIEB"
end
end
EndScript
End
; --- Attacking Anims [Weapon_A] ---;
AnimationState = BETWEEN_FIRING_SHOTS_A
StateName = STATE_Ready
Animation = IDLA
AnimationName = GUAragorn_SKL.GUAragorn_IDLA
AnimationMode = ONCE
End
End
AnimationState = FIRING_OR_PREATTACK_A HERO
StateName = STATE_Ready
Animation = GUAragorn_SPCA
AnimationName = GUAragorn_SKL.GUIsildur_SPCA
AnimationMode = ONCE
End
FXEvent = Frame:22 Name: FX_IsildurSword
FXEvent = Frame:42 Name: FX_IsildurSword
FXEvent = Frame:67 Name: FX_IsildurSword
End
AnimationState = FIRING_OR_PREATTACK_A
StateName = STATE_Ready
Animation = ATKD
AnimationName = GUAragorn_SKL.GUAragorn_ATKD
AnimationMode = ONCE
UseWeaponTiming = Yes
AnimationPriority = 3
End
Animation = ATKE
AnimationName = GUAragorn_SKL.GUAragorn_ATKE
AnimationMode = ONCE
UseWeaponTiming = Yes
AnimationPriority = 2
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End
; --- Moving Anims ---;
AnimationState = MOVING
StateName = STATE_Moving
Animation = GUAragorn_RUNB
AnimationName = GUAragorn_SKL.GUAragorn_RUNB
AnimationMode = LOOP
Distance = 80
End
End
; --- Special Anims ---;
AnimationState = UNPACKING
StateName = STATE_Selected
Animation = Spell_ATND
AnimationName = GUAragorn_SKL.GUAragorn_ATND
AnimationMode = ONCE
End
Animation = Spell_ATNE
AnimationName = GUAragorn_SKL.GUAragorn_ATNE
AnimationMode = ONCE
AnimationBlendTime = 20
End
Animation = Spell_IDLA
AnimationName = GUAragorn_SKL.GUAragorn_IDLA
AnimationMode = ONCE
AnimationBlendTime = 20
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Selected"
then
return "Spell_ATNE"
elseif Prev == "STATE_Ready"
then
return "Spell_IDLA"
elseif Prev == "STATE_Bored"
then
return "Spell_ATND"
end
EndScript
ParticleSysBone = B_SWORDBONE ElendilFlare FollowBone:yes
;; ParticleSysBone = B_SWORDBONE Narsil FollowBone:Yes
; FXEvent = Frame:0 Name:FX_Narsil
ParticleSysBone = B_SWORDBONE ElendilSwordFlare FollowBone:yes
End
; --- Emotion Animations ---;
AnimationState = EMOTION_ALERT
StateName = STATE_Ready
Animation = IDLA
AnimationName = GUAragorn_SKL.GUAragorn_IDLA
AnimationMode = LOOP
AnimationPriority = 1
End
Animation = IDLA_BigBlend
AnimationName = GUAragorn_SKL.GUAragorn_IDLA
AnimationMode = ONCE
AnimationPriority = 1
AnimationBlendTime = 7
End
Flags = RESTART_ANIM_WHEN_COMPLETE
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Selected" then
CurDrawableSetTransitionAnimState("TRANS_SR")
elseif Prev == "STATE_Bored" then CurDrawableSetTransitionAnimState("TRANS_BR")
elseif Prev == "STATE_Moving" then return "IDLA_BigBlend"
else return "IDLA"
end
EndScript
End
; --------- Click and Hit Reactions ------------
AnimationState = HIT_REACTION HIT_LEVEL_1
StateName = STATE_Bored
Animation = Hit_Level_1_b
AnimationName = GUAragorn_SKL.GUAragorn_HITB
AnimationMode = ONCE
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Ready" then CurDrawableAllowToContinue() end
EndScript
End
AnimationState = EMOTION_CELEBRATING
StateName = STATE_ready
Animation = CHRB
AnimationName = GUAragorn_SKL.GUAragorn_CHRB
AnimationMode = ONCE
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End
AnimationState = EMOTION_TAUNTING
StateName = STATE_ready
Animation = CHRB
AnimationName = GUAragorn_SKL.GUAragorn_CHRB
AnimationMode = ONCE
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End
; --- Selected ---;
AnimationState = SELECTED
StateName = STATE_Selected
Animation = ATNE
AnimationName = GUAragorn_SKL.GUAragorn_ATNE
AnimationMode = LOOP
AnimationBlendTime = 5
AnimationMustCompleteBlend = yes
End
Animation = ATNE_BigBlend
AnimationName = GUAragorn_SKL.GUAragorn_ATNE
AnimationMode = LOOP
AnimationBlendTime = 7
AnimationMustCompleteBlend = yes
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Ready" then
CurDrawableSetTransitionAnimState("TRANS_RS")
elseif Prev == "STATE_Bored" then CurDrawableSetTransitionAnimState("TRANS_BS")
elseif Prev == "STATE_Moving" then return "ATNE_BigBlend"
else return "ATNE"
end
EndScript
End
; --- TRANSITIONS ---;
TransitionState = TRANS_BS
Animation = GUAragorn_ATND
AnimationName = GUAragorn_SKL.GUAragorn_ATND
AnimationMode = ONCE
End
End
TransitionState = TRANS_SB
Animation = GUAragorn_ATND
AnimationName = GUAragorn_SKL.GUAragorn_ATND
AnimationMode = ONCE_BACKWARDS
End
Flags = START_FRAME_LAST
End
TransitionState = TRANS_RB
Animation = GUAragorn_ATND
AnimationName = GUAragorn_SKL.GUAragorn_IDLE
AnimationMode = ONCE
AnimationBlendTime = 20
End
End
TransitionState = TRANS_RS
Animation = GUAragorn_ATND
AnimationName = GUAragorn_SKL.GUAragorn_ATNE
AnimationMode = ONCE
AnimationBlendTime = 20
End
End
TransitionState = TRANS_SR
Animation = GUAragorn_ATND
AnimationName = GUAragorn_SKL.GUAragorn_IDLA
AnimationMode = ONCE
AnimationBlendTime = 20
End
End
TransitionState = TRANS_BR
Animation = GUAragorn_ATND
AnimationName = GUAragorn_SKL.GUAragorn_IDLA
AnimationMode = ONCE
AnimationBlendTime = 20
End
End
End
; *** DESIGN parameters ***
Side = Men
EditorSorting = UNIT
ThreatLevel = ISILDUR_THREAT_LEVEL
ThingClass = CHARACTER_UNIT
TransportSlotCount = TRANSPORTSLOTCOUNT_HERO
BuildCost = 2000
BuildTime = 30
MaxSimultaneousOfType = 1
VisionRange = 121
CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CommandSet = GondorIsildurCommandSet
HeroSortOrder = 20
WeaponSet
Conditions = None
Weapon = PRIMARY GondorIsildurSword
End
WeaponSet
Conditions = WEAPONSET_HERO_MODE
Weapon = PRIMARY GondorIsildurNarsil
End
ShockwaveResistance = SHOCKWAVE_RESISTANCE_STRONG
ArmorSet
Conditions = None
Armor = HeroArmor
DamageFX = NormalDamageFX
End
ShroudClearingRange = SHROUD_CLEAR_HERO
MaxVisionBonusPercent = 300%
VisionBonusTestRadius = 200
VisionBonusPercentPerFoot = 1.0%
BountyValue = GONDOR_ARAGORN_BOUNTY_VALUE
DisplayName = OBJECT:GondorIsildur
RecruitText = CONTROLBAR:GondorIsildurRecruit
ReviveText = CONTROLBAR:GondorIsildurRevive
Hotkey = CONTROLBAR:GondorIsildurHotkey
CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
; CrusherLevel = 1
CommandSet = GondorIsildurCommandSet
CommandPoints = 50
; *** AUDIO Parameters ***;
VoiceAttack = IsildurVoiceAttack
VoiceAttackCharge = IsildurVoiceAttackCharge
VoiceAttackMachine = IsildurVoiceAttack
VoiceAttackStructure = IsildurVoiceAttack
VoiceCreated = IsildurVoiceSalute
VoiceFullyCreated = IsildurVoiceSalute
VoiceFear = IsildurVoiceHelpMe
VoiceMove = IsildurVoiceMove
VoiceMoveToCamp = IsildurVoiceMove
VoiceMoveWhileAttacking = IsildurVoiceDisengage
VoicePriority = 80
VoiceSelect = IsildurVoiceSelectMS
VoiceSelectBattle = IsildurVoiceSelectBattle
VoiceGuard = IsildurVoiceMove
SoundImpact = ImpactHorse
;IsildurVoiceJoinAnybody
;IsildurVoiceRespawn
;UnitSpecificSounds
;End
CrowdResponseKey = ElfHero
#include "..\..\..\includes\StandardUnitEvaEvents.inc"
EvaEventDieOwner = IsildurDie ;Eva event to trigger on unit's death. NOTICE THAT this is
only for permanent deaths
Behavior = StancesBehavior ModuleTag_StancesBehavior
StanceTemplate = Hero
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE HERO ARMY_SUMMARY
HEAVY_MELEE_HITTER
PathfindDiameter = 40.0
Body = RespawnBody ModuleTag_02
MaxHealth = 3000 ;BALANCE Man at Arms Health
MaxHealthDamaged = 200
RecoveryTime = 5000
End
Behavior = RespawnUpdate ModuleTag_RespawnUpdate
DeathAnim = DYING ;Model condition to play when
killed-to-respawn
DeathFX = FX_AragornDieToRespawn ;FXList to play when killed-to-respawn
DeathAnimationTime = 3933 ;How long DeathAnim will take.
InitialSpawnFX = FX_AragornInitialSpawn;FXList to play when respawning.
RespawnAnim = LEVELED ;Animation to play when
respawning.
RespawnFX = FX_ResurrectionAragorn;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 = HIIsildur_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:1000 Time:60000 Health:100%
;DEFAULT VALUES
End
Behavior = AutoAbilityBehavior ModuleTag_AutoAbilityBehavior
End
Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
MoodAttackCheckRate = 500
End
Behavior = SpecialPowerModule ModuleTag_IsildurNarsilAttack
SpecialPowerTemplate = SpecialAbilityHeroModeNarsil
AttributeModifier = NarsilFXThing
AttributeModifierFX = FX_Anduril
AttributeModifierRange = 0
AttributeModifierAffectsSelf = Yes
StartsPaused = No
End
Behavior = EmotionTrackerUpdate Module_EmotionTracker
TauntAndPointDistance = 250 ; max distance to taunted/pointed objet
TauntAndPointUpdateDelay = 1000; how often scan (milliseconds)
AddEmotion = Terror_Base
AddEmotion = Doom_Base
// AddEmotion = BraceForBeingCrushed_Base
AddEmotion = UncontrollableFear_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
Behavior = HeroModeSpecialAbilityUpdate ModuleTag_IsildurNarsilAttackUpdate
SpecialPowerTemplate = SpecialAbilityHeroModeNarsil
HeroAttributeModifier = IsildurNarsilAttack
HeroEffectDuration = 999999999; this should sync with the auto ability delay re-fire time in
commandButtons.ini
UnpackTime = 1666;
End
LocomotorSet
Locomotor = IsildurHumanLocomotor
Condition = SET_NORMAL
Speed = 48
End
Behavior = PhysicsBehavior ModuleTag_04
GravityMult = 1.0
ShockStandingTime = 3333
ShockStunnedTimeLow = 1000
ShockStunnedTimeHigh= 1200
End
Behavior = SlowDeathBehavior ModuleTag_05
DeathTypes = ALL
SinkDelay = 3000
SinkRate = 0.40 ; in Dist/Sec
DestructionDelay = 22000
Sound = INITIAL IsildurVoiceDie
End
Behavior = SquishCollide ModuleTag_06
;nothing
End
; Tie into LargeGroupAudio system
Behavior = LargeGroupAudioUpdate ModuleTag_LGAU
Key = Humanoid_Male Elf Elf_Male Unit Infantry
End
Behavior = HitReactionBehavior HitReactionBehaviorModuleTag
HitReactionLifeTimer1 = 2867; 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 = 2500.0 ; level 2 (medium damage) threshold trigger
HitReactionThreshold3 = 5000.0 ; level 3 (heavy damage) threshold trigger
End
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
MaxUpdateRangeCap = 800
; AnimationSound = Sound: FootstepDirtA Animation: GUFaramir_SKL.GUFaramir_WLKA Frames: 0
AnimationSound = Sound: FootstepDirtA Animation: GUFaramir_SKL.GUFaramir_RUNB Frames: 2 12
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 NarsilAI
CommandButtonName = Command_SpecialAbilityNarsilAttack
SpecialPowerAIType = AI_SPECIAL_POWER_BASIC_SELF_BUFF
End
Geometry = CYLINDER
GeometryMajorRadius = 8.0
GeometryMinorRadius = 8.0
GeometryHeight = 19.2
GeometryIsSmall = Yes
Shadow = SHADOW_DECAL
ShadowSizeX = 20;
ShadowSizeY = 20;
ShadowTexture = ShadowI;
End
[/codebox]
Here you go, you just need to add lotr.str and expieriencelevels
Edited by thekiller11, 18 November 2007 - 02:11 PM.
92% of teens have moved onto rap. If you are part of the 8% that still listen to real music, copy and paste this into your signature
Gandalf: "Look to my coming at first light on the fifth day. At dawn look to the east."
#8
Posted 18 November 2007 - 10:38 PM
Though I tried to set the experience levels to be like Aragorns... do I need to make entirely new ones?
Edited due to multiple lines of the same thing....
Edited by Losing Solace, 18 November 2007 - 11:33 PM.
Newb modders unite! <_<
#9
Posted 19 November 2007 - 06:32 AM
92% of teens have moved onto rap. If you are part of the 8% that still listen to real music, copy and paste this into your signature
Gandalf: "Look to my coming at first light on the fifth day. At dawn look to the east."
#10
Posted 19 November 2007 - 07:03 AM
BuildableHeroesMP = CreateAHero GondorBoromir RohanTheoden RohanEowyn GondorFaramir RohanEomer GondorAragornMP GondorGandalf GondorIsildur;; BuildableRingHeroesMP = ElvenGaladriel_RingHero
Still nothing...
Newb modders unite! <_<
#11
Posted 19 November 2007 - 11:11 AM
#12
Posted 19 November 2007 - 11:29 AM
Newb modders unite! <_<
#13
Posted 19 November 2007 - 09:10 PM
#14
Posted 19 November 2007 - 11:18 PM
Newb modders unite! <_<
#15
Posted 20 November 2007 - 06:28 AM
92% of teens have moved onto rap. If you are part of the 8% that still listen to real music, copy and paste this into your signature
Gandalf: "Look to my coming at first light on the fifth day. At dawn look to the east."
#16
Posted 20 November 2007 - 06:41 AM
Newb modders unite! <_<
#17
Posted 20 November 2007 - 02:47 PM
92% of teens have moved onto rap. If you are part of the 8% that still listen to real music, copy and paste this into your signature
Gandalf: "Look to my coming at first light on the fifth day. At dawn look to the east."
#18
Posted 20 November 2007 - 02:51 PM
#19
Posted 20 November 2007 - 04:19 PM
Edited by FlameGuard, 20 November 2007 - 09:40 PM.
#20
Posted 20 November 2007 - 06:37 PM
Hm, what have you done to make your mod actually WORK? How did you 'install' it? Can't find any other reason for it not working...
I didn't install a mod actually, the files were already there. Yet adding him to the Playertemplate and experience levels doesn't correct the problem. Nor does changing his button image. Not sure why...
There's gotta be something I'm missing clearly, but from what was listed so far I haven't missed a thing... Can someone who got it working share what you have in experience levels to see if it matches what I've got? And player template too... doubt that's what I messed up on but otherwise I'm thinking it wont work for me period...
And just editing the original ini. I can add heroes to other factions just fine, but the ones that don't exist naturally in game seem to never want to show up
Newb modders unite! <_<
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