aragorn crash
#1
Posted 05 February 2008 - 02:01 PM
#2
Posted 05 February 2008 - 02:03 PM
#3
Posted 05 February 2008 - 02:37 PM
#4
Posted 05 February 2008 - 02:40 PM
And do you have object GondorAragorn in any other ini file?
Edited by IthronAiwendil, 05 February 2008 - 02:41 PM.
#5
Posted 05 February 2008 - 05:03 PM
#6
Posted 05 February 2008 - 08:01 PM
;------------------------------------------------------------------------------ ; ; Aragorn.ini ; ;------------------------------------------------------------------------------ ; Aragorn GondorAragorn Object GondorAragorn ; *** ART Parameters *** ; SelectPortrait for Heros is portrait behind skill buttons. HP = HeroPortrait. SelectPortrait = HPAragorn ; ButtonImage for Heros is button image on Hero Select UI to select hero. HI = HeroIcon or HeroImage. ButtonImage = HIAragorn DescriptionStrategic = CONTROLBAR:LW_ToolTip_Aragorn Draw = W3DScriptedModelDraw ModuleTag_DRAW OkToChangeModelColor = Yes StaticModelLODMode = yes; Will append M or L to the skin name depending on GameLOD End DefaultModelConditionState Model = GUAragorn_SKN End ModelConditionState = WEAPONSET_HERO_MODE USER_3 ParticleSysBone = BAT_RIBS BladeMaster FollowBone:Yes ParticleSysBone = BAT_HEAD AragornElendill FollowBone:Yes End ModelConditionState = WEAPONSET_HERO_MODE ParticleSysBone = BAT_RIBS BladeMaster FollowBone:Yes End ModelConditionState = USER_3 ParticleSysBone = BAT_HEAD AragornElendill FollowBone:Yes End TransitionState = TRANS_boredToAttention_Elendil Animation = GUAragorn_ATND AnimationName = GUAragorn_SKL.GUAragorn_ATND AnimationMode = ONCE End FXEvent = Name: FX_ElendilGlowEvent End TransitionState = TRANS_attentionToBored_Elendil Animation = GUAragorn_ATND AnimationName = GUAragorn_SKL.GUAragorn_ATND AnimationMode = ONCE_BACKWARDS End FXEvent = Name: FX_ElendilGlowEvent Flags = START_FRAME_LAST End TransitionState = TRANS_boredToAttention Animation = GUAragorn_ATND AnimationName = GUAragorn_SKL.GUAragorn_ATND AnimationMode = ONCE End End TransitionState = TRANS_attentionToBored Animation = GUAragorn_ATND AnimationName = GUAragorn_SKL.GUAragorn_ATND AnimationMode = ONCE_BACKWARDS End Flags = START_FRAME_LAST 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_attention" or Prev == "STATE_running" or Prev == "OATH_BREAKERS" then CurDrawableSetTransitionAnimState("TRANS_attentionToBored") end EndScript End AnimationState = THROWN_PROJECTILE Animation = FLYA AnimationName = GUAragorn_SKL.GUAragorn_FLYA AnimationMode = LOOP End End AnimationState = STUNNED_FLAILING Animation = FLYA AnimationName = GUAragorn_SKL.GUAragorn_FLYA AnimationMode = LOOP AnimationSpeedFactorRange = 0.4 0.6 End End AnimationState = DYING SPLATTED Animation = Splatted_On_Ground AnimationName = GUAragorn_SKL.GUAragorn_LNDA AnimationMode = ONCE End EnteringStateFX = FX_SoldierHitGround End ; --- Dying anims AnimationState = DYING Animation = GUAragorn_DIEA AnimationName = GUAragorn_SKL.GUAragorn_DIEA AnimationMode = ONCE End Animation = GUAragorn_DIEB AnimationName = GUAragorn_SKL.GUAragorn_DIEB AnimationMode = ONCE End End AnimationState = PARALYZED Animation AnimationName = GUAragorn_IDLE AnimationMode = LOOP End End AnimationState = STUNNED_STANDING_UP Animation = GUAragorn_GTPB AnimationName = GUAragorn_SKL.GUAragorn_GTPB AnimationMode = ONCE AnimationSpeedFactorRange = 1.5 1.5 End End AnimationState = STUNNED Animation = LNDA AnimationName = GUAragorn_SKL.GUAragorn_LNDA AnimationMode = ONCE End EnteringStateFX = FX_SoldierHitGround End ; --- Attacking Anims [Weapon_A] AnimationState = MOVING FIRING_OR_PREATTACK_A ShareAnimation = Yes Animation = RunAndFire AnimationName = GUAragorn_SKL.GUAragorn_ATRA AnimationMode = LOOP End Flags = RANDOMSTART End AnimationState = FIRING_OR_PREATTACK_A WEAPONSET_HERO_MODE; Blademaster Mode StateName = STATE_ready Animation = ATKF AnimationName = GUAragorn_SKL.GUAragorn_ATKF AnimationMode = ONCE UseWeaponTiming = Yes End Flags = RESTART_ANIM_WHEN_COMPLETE FXEvent = Frame:25 Name: FX_BladeMasterHitOrient FXEvent = Frame:45 Name: FX_BladeMasterHitOrient 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_running Animation = GUAragorn_RUNB AnimationName = GUAragorn_SKL.GUAragorn_RUNB AnimationMode = LOOP End End AnimationState = LEVELED; This state clears itself in 3 seconds Animation = LevelUp AnimationName = GUAragorn_SKL.GUAragorn_ATKO AnimationMode = ONCE End End AnimationState = SPECIAL_POWER_1 ; Aragorn shouting Elendil anim StateName = STATE_ready Animation = GUAragorn_ATKL AnimationName = GUAragorn_SKL.GUAragorn_ATKL AnimationMode = ONCE End ParticleSysBone = B_SWORDBONE ElendilFlare FollowBone:yes ParticleSysBone = B_SWORDBONE ElendilSwordFlare FollowBone:yes ; FXEvent = Name: FX_ElendilGlowEvent End AnimationState = USER_2 StateName = ATHELAS Animation = ATKP AnimationName = GUAragorn_SKL.GUAragorn_ATKP AnimationMode = ONCE End End AnimationState = USER_1 StateName = OATH_BREAKERS Animation = ATKN AnimationName = GUAragorn_SKL.GUAragorn_CHRB AnimationMode = ONCE End End ; --------- Click and Hit Reactions ------------ AnimationState = HIT_REACTION HIT_LEVEL_3 StateName = STATE_bored Animation = Hit_Level_1_b AnimationName = GUAragorn_SKL.GUAragorn_HITB AnimationMode = ONCE End End ;----Emotion Animations AnimationState = EMOTION_CELEBRATING StateName = STATE_ready Animation = CHRB AnimationName = GUAragorn_SKL.GUAragorn_CHRB AnimationMode = ONCE AnimationPriority = 1 End Flags = RESTART_ANIM_WHEN_COMPLETE End AnimationState = EMOTION_TAUNTING StateName = STATE_ready Animation = CHRB AnimationName = GUAragorn_SKL.GUAragorn_CHRB AnimationMode = ONCE AnimationPriority = 1 End Flags = RESTART_ANIM_WHEN_COMPLETE End AnimationState = EMOTION_ALERT StateName = STATE_ready Animation = IDLA AnimationName = GUAragorn_SKL.GUAragorn_IDLA AnimationMode = ONCE AnimationPriority = 1 End End AnimationState = EMOTION_MORALE_HIGH StateName = STATE_ready Animation = ATKN AnimationName = GUAragorn_SKL.GUAragorn_ATKN AnimationMode = ONCE AnimationPriority = 1 End Animation = ATKP AnimationName = GUAragorn_SKL.GUAragorn_ATKP AnimationMode = ONCE AnimationPriority = 15 End Animation = TNTC AnimationName = GUAragorn_SKL.GUAragorn_TNTD AnimationMode = ONCE AnimationPriority = 30 End Animation = TNTD AnimationName = GUAragorn_SKL.GUAragorn_TNTD AnimationMode = ONCE AnimationPriority = 30 End Flags = RESTART_ANIM_WHEN_COMPLETE End AnimationState = ENGAGED StateName = STATE_ready Animation = IDLA AnimationName = GUAragorn_SKL.GUAragorn_IDLA AnimationMode = ONCE UseWeaponTiming = Yes AnimationPriority = 1 End Flags = RESTART_ANIM_WHEN_COMPLETE End AnimationState = RAISING_FLAG StateName = STATE_ready Animation = CHRB AnimationName = GUAragorn_SKL.GUAragorn_CHRB AnimationMode = LOOP End End AnimationState = SELECTED StateName = STATE_attention Animation = ATNE AnimationName = GUAragorn_SKL.GUAragorn_ATNE AnimationMode = LOOP AnimationBlendTime = 5 AnimationMustCompleteBlend = yes End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "STATE_bored" then CurDrawableSetTransitionAnimState("TRANS_boredToAttention") end EndScript End End #include "..\..\..\includes\StunDrawModuleSmall.inc" ; ***DESIGN parameters *** Side = Men EditorSorting = UNIT ThreatLevel = ARAGORN_THREAT_LEVEL ThingClass = CHARACTER_UNIT TransportSlotCount = TRANSPORTSLOTCOUNT_HERO ;//DisplayMeleeDamage = ARAGORN_DAMAGE HeroSortOrder = 20 BuildCost = ARAGORN_BUILDCOST BuildTime = ARAGORN_BUILDTIME MaxSimultaneousOfType = 1 ShockwaveResistance = SHOCKWAVE_RESISTANCE_STRONG WeaponSet Conditions = None Weapon = PRIMARY GondorAragornSword End WeaponSet Conditions = WEAPONSET_HERO_MODE Weapon = PRIMARY GondorAragornHeroSword End WeaponSet Conditions = PASSENGER_TYPE_ONE Weapon = SECONDARY GondorAragornDwarfToss End ArmorSet Conditions = None Armor = ToughHeroArmor;; HeroArmor DamageFX = NormalDamageFX End VisionRange = VISION_HERO_STANDARD ShroudClearingRange = SHROUD_CLEAR_HERO MaxVisionBonusPercent = 300% VisionBonusTestRadius = 200 VisionBonusPercentPerFoot = 1.0% BountyValue = GONDOR_ARAGORN_BOUNTY_VALUE DisplayName = OBJECT:GondorAragorn RecruitText = CONTROLBAR:GondorAragornRecruit ReviveText = CONTROLBAR:GondorAragornRevive Hotkey = CONTROLBAR:GondorAragornHotkey CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; CrusherLevel = 1 CommandSet = GondorAragornCommandSet CommandPoints = 80;;50 ; *** AUTO RESOLVE DATA *** AutoResolveUnitType = AutoResolveUnit_Hero AutoResolveCombatChain = AutoResolve_HeroCombatChain AutoResolveBody = AutoResolve_AragornBody AutoResolveArmor Armor = AutoResolve_AragornArmor End AutoResolveWeapon Weapon = AutoResolve_AragornWeapon End AutoResolveLeadership = AutoResolve_AragornBonus ; *** AUDIO Parameters ***; ;VoiceAmbushed = AragornVoiceAmbush OBSOLETE VOICE VoiceAttack = AragornVoiceAttack VoiceAttackStructure = AragornVoiceAttackBuilding VoiceAttackMachine = AragornVoiceAttack VoiceAttackCharge = AragornVoiceAttackCharge VoiceEnterStateAttack = AragornVoiceEnterStateAttack VoiceEnterStateAttackStructure = AragornVoiceEnterStateAttackBuilding VoiceEnterStateAttackMachine = AragornVoiceEnterStateAttackBuilding VoiceEnterStateAttackCharge = AragornVoiceEnterStateAttackCharge ;VoiceCreated = AragornVoiceSalute;this conflicts with his respawn dialogue line -- rehooked to FX_GandalfInitialSpawn VoiceFear = AragornVoiceHelpMe VoiceMove = AragornVoiceMove VoiceMoveToCamp = AragornVoiceMoveCamp VoiceMoveWhileAttacking = AragornVoiceDisengage VoiceEnterStateMove = AragornVoiceEnterStateMove VoiceEnterStateMoveToCamp = AragornVoiceEnterStateMoveCamp VoiceEnterStateMoveWhileAttacking = AragornVoiceEnterStateDisengage VoicePriority = 90 ;Default is 5. In mixed groups, Aragorn almost always 'wins' VoiceRetreatToCastle = AragornVoiceRetreat VoiceEnterStateRetreatToCastle = AragornVoiceEnterStateRetreat VoiceSelect = AragornVoiceSelectMS VoiceSelectBattle = AragornVoiceSelectBattle VoiceGuard = AragornVoiceMove SoundImpact = ImpactHorse ;AragornVoiceDismissOathbreakers ;AragornVoiceJoinAnybody UnitSpecificSounds VoiceEnterUnitElvenTransportShip = AragornVoiceMove VoiceGarrison = AragornVoiceGarrison VoiceInitiateCaptureBuilding = AragornVoiceMove End CrowdResponseKey = GoodMen #include "..\..\..\includes\StandardUnitEvaEvents.inc" EvaEventDieOwner = AragornDie;Eva event to trigger on unit's death. NOTICE THAT this is only for permanent deaths ; For deaths you can respawn from, use the DeathFX Behavior = LargeGroupAudioUpdate ModuleTag_LGAU ; Tie into LargeGroupAudio system Key = Humanoid_Male Man Man_Male Unit Infantry Hero ;UnitWeight = 2 End ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior MaxUpdateRangeCap = 800 AnimationSound = Sound:AragornVoiceElendil Animation:GUAragorn_SKL.GUAragorn_ATKL Frames:21 ;AnimationSound = Sound:AragornVoiceSummonOathbreakers Animation:GUAragorn_SKL.GUAragorn_CHRB Frames:20 AnimationSound = Sound:AragornVoiceEnterStateElendil Animation:GUAragorn_SKL.GUAragorn_ATKL Frames:21 ;AnimationSound = Sound:AragornVoiceEnterStateSummonOathbreakers Animation:GUAragorn_SKL.GUAragorn_ATKN Frames:60 AnimationSound = Sound:FootstepDirtA Animation:GUAragorn_SKL.GUAragorn_RUNB Frames:8 17 26 36 AnimationSound = Sound:BodyFallGenericNoArmor Animation:GUAragorn_SKL.GUAragorn_DIEA Frames:55 AnimationSound = Sound:BodyFallGenericNoArmor Animation:GUAragorn_SKL.GUAragorn_DIEB Frames:70 AnimationSound = Sound:BodyFallSoldier Animation:GUAragorn_SKL.GUAragorn_LNDA Frames:1 End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE HERO ARMY_SUMMARY ARAGORN HEAVY_MELEE_HITTER PathfindDiameter = 40.0 Body = RespawnBody ModuleTag_RespawnBody CheerRadius = EMOTION_CHEER_RADIUS MaxHealth = ARAGORN_HEALTH;BALANCE Aragorn Health PermanentlyKilledByFilter = NONE ;Who kills me permanently? DodgePercent = HERO_DODGE_PERCENT 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 = HIAragorn_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:1500 Time:60000 Health:100% ;DEFAULT VALUES RespawnEntry = Level:2 Cost:1500 Time:60000 ;;50% cost, 1x buildtime;For other levels, only override what is different. RespawnEntry = Level:3 Cost:1500 Time:60000 RespawnEntry = Level:4 Cost:1500 Time:60000 RespawnEntry = Level:5 Cost:1950 Time:120000 ;;65% cost, 2x buildtime RespawnEntry = Level:6 Cost:1950 Time:120000 RespawnEntry = Level:7 Cost:1950 Time:120000 RespawnEntry = Level:8 Cost:2400 Time:180000 ;;80% cost, 3x buildtime RespawnEntry = Level:9 Cost:2400 Time:180000 RespawnEntry = Level:10 Cost:2400 Time:180000 End Behavior = SubObjectsUpgrade Anduril_Upgrade TriggeredBy = Upgrade_Anduril ShowSubObjects = PLANE02 End ; Behavior = SubObjectsUpgrade Costume_01 ; TriggeredBy = Upgrade_AragornCostume_01 ; UpgradeTexture = guaragorn_2trs.tga 0 guaragorn_rotk.tga ; RecolorHouse = Yes ; End ; Behavior = SubObjectsUpgrade Costume_01a ; TriggeredBy = Upgrade_AragornCostume_01 ; UpgradeTexture = guaragfel.tga 0 guaragorn_rotk.tga ; RecolorHouse = Yes ; End ; ; Behavior = SubObjectsUpgrade Costume_02 ; TriggeredBy = Upgrade_AragornCostume_02 ; UpgradeTexture = guaragorn_rotk.tga 0 guaragfel.tga ; RecolorHouse = Yes ; End ; Behavior = SubObjectsUpgrade Costume_02a ; TriggeredBy = Upgrade_AragornCostume_02 ; UpgradeTexture = guaragorn_2trs.tga 0 guaragfel.tga ; RecolorHouse = Yes ; End ; ; Behavior = SubObjectsUpgrade Costume_03 ; TriggeredBy = Upgrade_AragornCostume_03 ; UpgradeTexture = guaragfel.tga 0 guaragorn_2trs.tga ; RecolorHouse = Yes ; End ; Behavior = SubObjectsUpgrade Costume_03a ; TriggeredBy = Upgrade_AragornCostume_03 ; UpgradeTexture = guaragorn_rotk.tga 0 guaragorn_2trs.tga ; RecolorHouse = Yes ; End Behavior = StancesBehavior ModuleTag_StancesBehavior StanceTemplate = Hero End #include "..\..\..\includes\CaptureBuilding.inc" Behavior = AIUpdateInterface ModuleTag_03 AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS MoodAttackCheckRate = 500 AILuaEventsList = AragornFunctions 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 = HeroHumanLocomotor Condition = SET_NORMAL Speed = NORMAL_GOOD_HERO_SPEED End Behavior = PhysicsBehavior ModuleTag_04 GravityMult = 1.0 ShockStandingTime = 2133;msec End Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL SinkDelay = 3000 SinkRate = 0.40 ; in Dist/Sec DestructionDelay = 8000 Sound = INITIAL AragornVoiceDie End Behavior = SquishCollide ModuleTag_06 ;nothing End ;;;;;;;;;;;;;;;;;;;;;; CUT CUT CUT CUT CUT CUT CUT;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; Behavior = UnpauseSpecialPowerUpgrade ModuleTag_AragornKnifeAttackEnabler ; SpecialPowerTemplate = SpecialAbilityAragornKnifeAttack ; TriggeredBy = Upgrade_AragornKnifeAttack ; End ; Behavior = SpecialPowerModule ModuleTag_KnifeAttack ; SpecialAbility is a SpecialPower, SpecialPower is anyting special ; SpecialPowerTemplate = SpecialAbilityAragornKnifeAttack ; UpdateModuleStartsAttack = Yes ; StartsPaused = Yes ; End ; Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_KnifeAttackUpdate ; So the difference in SpecialAbility is that it takes timing from this Update, instead of simply firing. ; SpecialPowerTemplate = SpecialAbilityAragornKnifeAttack ; ; UnpackTime = 1300; Drawing the horn ; PreparationTime = 1 ; nothing ; PersistentPrepTime = 1600; Blowing ; PackTime = 3700; Putting horn away ; ; PackSound = ; UnpackSound = ; TriggerSound = ; PrepSoundLoop = ; AwardXPForTriggering = 0 ; StartAbilityRange = 300.0 ; ; SpecialWeapon = GondorAragornKnifeThrow ; WhichSpecialWeapon = 1 ; End ;;;;;;;;;;;;;;;;;;;;;; CUT CUT CUT CUT CUT CUT CUT;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; Behavior = UnpauseSpecialPowerUpgrade ModuleTag_AragornOathbreakersEnabler SpecialPowerTemplate = SuperweaponSpawnOathbreakers TriggeredBy = Upgrade_AragornOathbreakers End Behavior = OCLSpecialPower ModuleTag_OCLSpecialPower SpecialPowerTemplate = SuperweaponSpawnOathbreakers OCL = OCL_AragornArmyofTheDeadEggSmall;; OCL_GondorArmyofTheDeadEggSmall CreateLocation = CREATE_AT_LOCATION StartsPaused = Yes SetModelCondition = ModelConditionState:USER_1 SetModelConditionTime = 8.1 End Behavior = UnpauseSpecialPowerUpgrade ModuleTag_AragornBladeMasterEnabler SpecialPowerTemplate = SpecialAbilityAragornBladeMaster TriggeredBy = Upgrade_AragornBladeMaster End Behavior = SpecialPowerModule ModuleTag_AragornBladeMasterStarter ; SpecialAbility is a SpecialPower, SpecialPower is anyting special SpecialPowerTemplate = SpecialAbilityAragornBladeMaster StartsPaused = Yes End Behavior = HeroModeSpecialAbilityUpdate ModuleTag_AragornBladeMasterUpdate ; So the difference in SpecialAbility is that it takes timing from this Update, instead of simply firing. SpecialPowerTemplate = SpecialAbilityAragornBladeMaster HeroAttributeModifier = AragornBladeMaster HeroEffectDuration = 30000; this should sync with the auto ability delay re-fire time in commandButtons.ini UnpackTime = 1; insant unpack TriggerSound = AragornBladeMaster End Behavior = HitReactionBehavior HitReactionBehaviorModuleTag HitReactionLifeTimer1 = 100; level 1 (light damage) hit reaction animations in ms HitReactionLifeTimer2 = 1000; level 2 (medium damage) hit reaction animations in ms HitReactionLifeTimer3 = 1993; level 3 (heavy damage) hit reaction animations in ms 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 ; --------- LEADERSHIP ----------------------------------------------------------------- Behavior = AttributeModifierAuraUpdate ModuleTag_Leadership StartsActive = No;If no, requires upgrade to turn on. BonusName = GenericHeroLeadership TriggeredBy = Upgrade_AragornLeadership RefreshDelay = 2000 Range = 200 ;; AntiCategory = BUFF ObjectFilter = GENERIC_BUFF_RECIPIENT_OBJECT_FILTER End Behavior = UnpauseSpecialPowerUpgrade ModuleTag_TheodenLeadership SpecialPowerTemplate = SpecialAbilityFakeLeadership TriggeredBy = Upgrade_AragornLeadership End Behavior = SpecialPowerModule ModuleTag_TheodenLeadershipUpdate SpecialPowerTemplate = SpecialAbilityFakeLeadership UpdateModuleStartsAttack = No StartsPaused = Yes End ; --------- ATHELAS ----------------------------------------------------------------- Behavior = SpecialPowerModule ModuleTag_AragornAthelas SpecialPowerTemplate = SpecialAbilityAragornAthelas UpdateModuleStartsAttack = Yes TriggerFX = FX_AragornAthelas SetModelCondition = ModelConditionState:USER_2 SetModelConditionTime = 2.1 End Behavior = SpecialAbilityUpdate ModuleTag_AragornAthelasUpdate SpecialPowerTemplate = SpecialAbilityAragornAthelas StartAbilityRange = 1.6 UnpackTime = 1 ; Nothing to touching it PreparationTime = 3 ; touching it to grabbing it PackTime = 2096 ; whacking it to holding it nice AwardXPForTriggering = 0 End Behavior = AutoAbilityBehavior ModuleTag_AthelasAutoAbility SpecialAbility = SpecialAbilityAragornAthelas MaxScanRange = 150 Query = 1 NONE +HERO ALLIES End ; --------- ELENDIL ----------------------------------------------------------------- Behavior = UnpauseSpecialPowerUpgrade ModuleTag_EnableElendil SpecialPowerTemplate = SpecialAbilityAragornElendil TriggeredBy = Upgrade_AragornElendil End Behavior = SpecialPowerModule ModuleTag_ElendilStarter SpecialPowerTemplate = SpecialAbilityAragornElendil UpdateModuleStartsAttack = Yes AntiCategory = LEADERSHIP AttributeModifier = AragornElendilAntiCategory ; Used for the anti category duration only. AttributeModifierRange = 200.0 StartsPaused = Yes ; obtained on level 2 SetModelCondition = ModelConditionState:USER_3 SetModelConditionTime = 10.0; 10 secs of glow anim for sword End Behavior = ModelConditionSpecialAbilityUpdate ModuleTag_ElendilUpdate SpecialPowerTemplate = SpecialAbilityAragornElendil UnpackTime = 1400 ; Drawing the horn PreparationTime = 1 ; nothing PersistentPrepTime = 1000 ; Blowing PackTime = 1000 ; Putting horn away GenerateTerror = Yes EmotionPulseRadius = 180 ObjectFilter = ELENDIL_OBJECT_FILTER AwardXPForTriggering = 0 End ; Athelas needs to be first because the special power just turns on the first one it finds. No time to fix it better. Behavior = AutoHealBehavior ModuleTag_AthelasHealing StartsActive = Yes; Active, as in no upgrade required ButtonTriggered = Yes; But doesn't actually run on its own. HealingAmount = ATHELAS_HEAL_AMOUNT Radius = 200 HealOnlyOthers = No SingleBurst = Yes UnitHealPulseFX = FX_AragornAthelas KindOf = HERO End Behavior = AutoHealBehavior ModuleTag_ElvenGiftHealing StartsActive = No TriggeredBy = Upgrade_ElvenGift HealingAmount = ELVEN_GIFT_REGEN_AMOUNT HealingDelay = ELVEN_GIFT_REGEN_DELAY StartHealingDelay = HERO_HEAL_DELAY HealOnlyIfNotInCombat = Yes End Behavior = AttributeModifierUpgrade ModuleTag_ElvenGiftBonus TriggeredBy = Upgrade_ElvenGift AttributeModifier = SpellBookElvenGifts End Behavior = AttributeModifierUpgrade ModuleTag_AndurilBonus TriggeredBy = Upgrade_Anduril AttributeModifier = SpellBookAnduril End Behavior = AutoHealBehavior ModuleTag_AragornHealing StartsActive = Yes HealingAmount = HERO_HEAL_AMOUNT HealingDelay = 1000 StartHealingDelay = HERO_HEAL_DELAY HealOnlyIfNotInCombat = Yes End Behavior = AutoAbilityBehavior ModuleTag_AutoAbilityBehavior End ;/////////////////// ; AISpecialPowers ;/////////////////// Behavior = AISpecialPowerUpdate AragornBladeMasterAI CommandButtonName = Command_SpecialAbilityBladeMaster SpecialPowerAIType = AI_SPECIAL_POWER_BASIC_SELF_BUFF End Behavior = AISpecialPowerUpdate AragornElendilAI CommandButtonName = Command_SpecialAbilityElendil SpecialPowerAIType = AI_SPECIAL_POWER_ELENDIL SpecialPowerRadius = 200; End Behavior = AISpecialPowerUpdate SpecialPowerAragornAthelas CommandButtonName = Command_SpecialAbilityAthelas SpecialPowerAIType = AI_SPECIAL_POWER_SELFAOEHEALHEROS SpecialPowerRadius = 30.0 End Behavior = AISpecialPowerUpdate SpecialPowerAragornOathBreakers CommandButtonName = Command_SpawnOathbreakers SpecialPowerAIType = AI_SPECIAL_POWER_TARGETAOE_SUMMON SpecialPowerRadius = 30.0 End Geometry = CYLINDER GeometryMajorRadius = 8.0 GeometryMinorRadius = 8.0 GeometryHeight = 19.2 GeometryIsSmall = Yes Shadow = SHADOW_DECAL ShadowSizeX = 20; ShadowSizeY = 20; ShadowTexture = ShadowI; End ;;; -----------------------------------------;;; ;;; MP version of Aragorn with Costume Change;;; ;;; -----------------------------------------;;; ChildObject GondorAragornMP GondorAragorn End
#7
Posted 06 February 2008 - 02:33 AM
#8
Posted 06 February 2008 - 03:19 PM
Considering its in the Battle for Middle-Earth 2 & The Rise of the Witch-King Modding forum, I wouldnt think its bfme1.could you tell me why you put aragorn.ini in rohan ? and is it bfme 1 or rotwk ( game )?
Alike Ithron previously said, Have you removed the previous version of aragorn?
#9
Posted 06 February 2008 - 03:45 PM
Alike Ithron previously said, Have you removed the previous version of aragorn?
insted of removing it, why not put rohan or new at the end of the Object's name?
Henry Miller, Tropic of Cancer
#10
Posted 06 February 2008 - 04:10 PM
Draw = W3DScriptedModelDraw ModuleTag_DRAW OkToChangeModelColor = Yes StaticModelLODMode = yes; Will append M or L to the skin name depending on GameLOD End ;<------------------- MISTAKE !!! DefaultModelConditionState Model = GUAragorn_SKN End ModelConditionState = WEAPONSET_HERO_MODE USER_3 ParticleSysBone = BAT_RIBS BladeMaster FollowBone:Yes ParticleSysBone = BAT_HEAD AragornElendill FollowBone:Yes End ...; <----------------------------- all the rest of the ModelConditions and AnimationStates End ;<--------------THIS is the correct end!!!
Remove the first End that i marked as MISTAKE, since the DrawModule doesn't end there but after all the animation stuff!!
In addition to that, it seems that the Object 'GondorAragorn' is defined TWICE in your files, otherwise you wouldn't get that error message.
Edited by Sûlherokhh, 06 February 2008 - 04:14 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."
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