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Rohirrim horse random models


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#41 Ridder Geel

Ridder Geel

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Posted 27 November 2008 - 03:46 PM

remove this line from in the code from the first 'object':
SelectPortrait	= UPGondor_Rohirrim

Ridder Geel

#42 sporting1986

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Posted 27 November 2008 - 03:55 PM

remove this line from in the code from the first 'object':

SelectPortrait	= UPGondor_Rohirrim



it is still the same as yesterday i will now try do replace

If it does not work then try to replace all:
CODETriggeredBy = Upgrade_AllFactionUpgrade
with
CODETriggeredBy = Upgrade_ObjectLevel1

#43 sporting1986

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Posted 27 November 2008 - 04:02 PM

remove this line from in the code from the first 'object':

SelectPortrait	= UPGondor_Rohirrim



it is still the same as yesterday i will now try do replace

If it does not work then try to replace all:
CODETriggeredBy = Upgrade_AllFactionUpgrade
with
CODETriggeredBy = Upgrade_ObjectLevel1



did it and nothing changed

#44 Ridder Geel

Ridder Geel

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Posted 27 November 2008 - 05:03 PM

Alright I will need to make the long way for you which should work for sure (almost 100% sure) ;)
Ridder Geel

#45 sporting1986

sporting1986

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Posted 27 November 2008 - 05:17 PM

Alright I will need to make the long way for you which should work for sure (almost 100% sure) ;)



loool thanks mate you realy have a good will ;) a thousand thanks to you

#46 Ridder Geel

Ridder Geel

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Posted 27 November 2008 - 05:45 PM

The code for the Rohirrim:
Object RohanRohirrim
	Draw = W3DScriptedModelDraw ModuleTag_01  
		DefaultModelConditionState
	;Give it a model so it'll show up in WB
			Model			= RURohrm_SKN
			Skeleton		= RURohrm_SKL
		End
	End

;***** IMPORTANT NOTE! ***************************************************************	
;Certain Upgrades and costs may need to be propagated from here. One example was veterancy
;overlays. See Zero Hour GLAVehicleTechnical for reference.
;****************************************************************************
*********	

; ***DESIGN parameters ***
	Side = Men
	EditorSorting = UNIT
	BuildVariations = RohanRohirrim_Gondor_1 RohanRohirrim_Gondor_2 RohanRohirrim_Gondor_3 RohanRohirrim_Gondor_4
	KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS CAVALRY SCORE GRAB_AND_DROP			
End

;------------------------------------------------------------------------------
; Rohirrim
Object RohanRohirrimBase
; *** ART Parameters ***
; NOTE: If you are updating any of the art parameters, you should really check
; GondorCavalryRiderless in FactionSubObject.ini and see if it needs to be updated

	UpgradeCameo1	= Upgrade_FireArrows
	SelectPortrait	= UPGondor_Rohirrim
	ButtonImage	= WOR_Rohirrim

	Draw = W3DHordeModelDraw ModuleTag_01
	
	  OkToChangeModelColor = Yes
		
		StaticModelLODMode = Yes
		
; specify options for static LODs
		LodOptions							= LOW
			AllowMultipleModels				= Yes;;ALLOW_MULTIPLE_MODELS_LOW
			MaxRandomTextures				= 10;;MAX_RANDOM_TEXTURES_LOW
			MaxRandomAnimations				= MAX_RANDOM_ANIMATIONS_LOW
			MaxAnimFrameDelta				= MAX_ANIM_FRAME_DELTA_LOW
		End
		
		LodOptions							= MEDIUM
			AllowMultipleModels				= Yes;;ALLOW_MULTIPLE_MODELS_MED
			MaxRandomTextures				= 10;;MAX_RANDOM_TEXTURES_MED
			MaxRandomAnimations				= MAX_RANDOM_ANIMATIONS_MED
			MaxAnimFrameDelta				= MAX_ANIM_FRAME_DELTA_MED
		End
		
		LodOptions							= HIGH
			AllowMultipleModels				= ALLOW_MULTIPLE_MODELS_HIGH
			MaxRandomTextures				= 10;;MAX_RANDOM_TEXTURES_HIGH
			MaxRandomAnimations				= MAX_RANDOM_ANIMATIONS_HIGH
			MaxAnimFrameDelta				= MAX_ANIM_FRAME_DELTA_HIGH
		End

		WadingParticleSys = WaterRipplesTrail; used when the unit is wading in shallow water.
;--------------------------------------------------
; new method
;;		RandomTexture = RUHorse01.tga 0 RUHorse03.tga
;;		RandomTexture = RUHorse02.tga 0 RUHorse03.tga
;;		RandomTexture = RUHorse03.tga 0 RUHorse03.tga
;;		RandomTexture = RUHorse04.tga 0 RUHorse03.tga
		
;--------------------------------------------------
;Random Rohirrim Riders textures - new method
;;		RandomTexture = RURohrm01.tga 0 RURohrm02.tga
;;		RandomTexture = RURohrm02.tga 0 RURohrm02.tga
;;		RandomTexture = RURohrm03.tga 0 RURohrm02.tga
;;		RandomTexture = RURohrm04.tga 0 RURohrm02.tga

		ParticlesAttachedToAnimatedBones = yes
		
;;====================== MODELS ================================================================
;-----Spear-----
		DefaultModelConditionState
			Model				= RURohrm_SKN
		End
		ModelConditionState		= SWAPPING_TO_WEAPONSET_1; swapping to bow
			Model				= RURohrm_SKN
		End

;-----Flaming arrows + bow-----
		ModelConditionState		= WEAPONSET_PLAYER_UPGRADE USER_2 SWAPPING_TO_WEAPONSET_2; swapping to spear
			Model				= RURhrmArch_SKN
			WeaponLaunchBone	= SECONDARY FIREAROWTIP
			ParticleSysBone		= FireArowTip arrowFire FollowBone:Yes
		End
		ModelConditionState		= WEAPONSET_PLAYER_UPGRADE USER_2 WEAPONSET_TOGGLE_1
			Model				= RURhrmArch_SKN
			WeaponLaunchBone	= SECONDARY FIREAROWTIP
			ParticleSysBone		= FireArowTip arrowFire FollowBone:Yes
		End

;-----Bow-----
		ModelConditionState		= SWAPPING_TO_WEAPONSET_2; swapping to spear
			Model				= RURhrmArch_SKN
			WeaponLaunchBone	= SECONDARY FIREAROWTIP
		End
		ModelConditionState		= WEAPONSET_TOGGLE_1
			Model				= RURhrmArch_SKN
			WeaponLaunchBone	= SECONDARY FIREAROWTIP
		End

		#include "RohanRohirrimanims.inc"
	End
	
	Draw = W3DScriptedModelDraw DustEffects
		DefaultModelConditionState
		  Model = None
		End
		IdleAnimationState
		End
		AnimationState = MOVING WADING
			ParticleSysBone = None FootstepSlash
		End
		AnimationState = MOVING ACCELERATE
			ParticleSysBone = None GenericSiegeTrailDust
		End
		AnimationState = MOVING DECELERATE
			ParticleSysBone = None GenericSiegeTrailDust
		End
		AnimationState = MOVING
		End
	End

; NOTE, PLEASE: If you are changing this unit in any way, you should consider changing 
; GondorCavalryRiderless in FactionSubObject.ini

	#include "..\..\..\includes\StunDrawModuleMedium.inc"

; ***DESIGN parameters ***
	Side = Men
	EditorSorting = UNIT
	ThreatLevel = 2.0
	TransportSlotCount = TRANSPORTSLOTCOUNT_UNIT

; Weapon Sets
	WeaponSet
		Conditions			= -WEAPONSET_TOGGLE_1 
		Weapon				= PRIMARY RohanRohirrimSpear
		AutoChooseSources	= PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
	End

; bow
	WeaponSet
		Conditions			= WEAPONSET_TOGGLE_1 
		Weapon				= SECONDARY RohanRohirrimBow
		AutoChooseSources	= SECONDARY FROM_PLAYER FROM_SCRIPT FROM_AI
	End

	ArmorSet
		Conditions	  = None
		Armor		   = RohirrimArmor
		DamageFX		= NormalDamageFX
	End
	ArmorSet	;Horse Shield
		Conditions		= PLAYER_UPGRADE
		Armor			= RohirrimShieldArmor ;RohirrimHorseShieldArmor
		DamageFX		= NormalDamageFX
	End
	ArmorSet	;Heavy Armor
		Conditions		= PLAYER_UPGRADE_2
		Armor			= RohirrimHeavyArmor
		DamageFX		= NormalDamageFX
	End
	ArmorSet
		Conditions		= PLAYER_UPGRADE_2 PLAYER_UPGRADE
		Armor			= RohirrimShieldHeavyArmor ;RohirrimHorseShieldAndHeavyArmor
		DamageFX		= NormalDamageFX
	End
	
	BountyValue			= ROHAN_ROHIRRIM_BOUNTY_VALUE
	VisionRange			= ROHAN_ROHIRRIM_VISION_RANGE 	
	VisionSide = 35%
	VisionRear = 25%
	
	MaxVisionBonusPercent = 300%
	VisionBonusTestRadius = 200
	VisionBonusPercentPerFoot = 2.0%
	ShroudClearingRange = SHROUD_CLEAR_STANDARD

	DisplayName	= OBJECT:RohanRohirrim
	CrushableLevel	= 3		 ;What am I?:		0 = for infantry, 1 = for trees, 2 = general vehicles
	CrusherLevel	= 1
	CrushWeapon	= RohirrimCrush
	
	MinCrushVelocityPercent = 40 ; Has to be moving at at least 35% of full speed.
	CrushDecelerationPercent = 20 ; Lose 20 percent of max velocity when crushing.
	
	CrushKnockback 	= 40;
	CrushZFactor 	= 1.0;
	
	CommandSet 	= RohanRohirrimCommandSet
	CommandPoints 	= 8 	; originally 6


; *** AUDIO Parameters ***;

;VoiceAmbushed			= RohirrimVoiceAmbushed  (not recorded)
	VoiceAttack			= RohirrimVoiceAttack
	VoiceAttackCharge		= RohirrimVoiceAttackCharge
	VoiceAttackStructure 		= RohirrimVoiceAttack;RohirrimVoiceAttackBuilding not recorded
 	VoiceAttackMachine		= RohirrimVoiceAttack;RohirrimVoiceAttackBuilding not recorded
	VoiceCreated			= RohirrimVoiceSalute
	VoiceFullyCreated		= RohirrimVoiceSalute
	VoiceMove			= RohirrimVoiceMove
	VoiceMoveToCamp 		= RohirrimVoiceMoveCamp
	VoiceMoveWhileAttacking 	= RohirrimVoiceDisengage
	VoicePriority			= 53	
	VoiceRetreatToCastle 		= RohirrimVoiceRetreat
	VoiceSelect			= RohirrimVoiceSelectMS
	VoiceSelectBattle		= RohirrimVoiceSelectBattle
	VoiceGuard			= RohirrimVoiceMove
	

	SoundCrushing			= RohirrimCrushing ;Sound made when crushing another unit underhoof
	SoundImpact 			= ImpactHorse
	SoundMoveStart 			= GondorHorseMoveStart
	
	VoiceEnterStateAttack			= RohirrimVoiceEnterStateAttack
	VoiceEnterStateAttackCharge		= RohirrimVoiceEnterStateAttackCharge
	VoiceEnterStateAttackStructure 		= RohirrimVoiceEnterStateAttack;RohirrimVoiceAttackBuilding not recorded
 	VoiceEnterStateAttackMachine		= RohirrimVoiceEnterStateAttack;RohirrimVoiceAttackBuilding not recorded
	VoiceEnterStateMove			= RohirrimVoiceEnterStateMove
	VoiceEnterStateMoveToCamp 		= RohirrimVoiceEnterStateMoveCamp
	VoiceEnterStateMoveWhileAttacking	= RohirrimVoiceEnterStateDisengage
	VoiceEnterStateRetreatToCastle 		= RohirrimVoiceEnterStateRetreat
	
	UnitSpecificSounds
		VoiceEnterUnitElvenTransportShip	= RohirrimVoiceMove
		VoiceInitiateCaptureBuilding		= RohirrimVoiceMove
	End
	
	CrowdResponseKey = GoodMen

	#include "..\..\..\Includes\StandardUnitEvaEvents.inc"

	ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_foo
		ModelCondition = Required:RAISING_FLAG			Excluded:DYING ENGAGED	Sound:EmotionMenGoodCompilationBFME1and2VoxTauntSinglesLoop
	End

	ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
		MaxUpdateRangeCap = 800
		AnimationSound = Sound: HorseMoveFootstepsLoose		Animation: RURohrm_SKL.RURohrm_ACCL	Frames: 8 30
		AnimationSound = Sound: HorseMoveFootstepsLoose		Animation: RURohrm_SKL.RURohrm_RUNA	Frames: 0
		AnimationSound = Sound: HorseMoveFootstepsLoose		Animation: RURohrm_SKL.RURohrm_RUNB	Frames: 0
		AnimationSound = Sound: HorseMoveFootstepsLoose		Animation: RURohrm_SKL.RURohrm_RUNC	Frames: 0
		AnimationSound = Sound: HorseMoveFootstepsLoose		Animation: RURohrm_SKL.RURohrm_TNL1	Frames: 0
		AnimationSound = Sound: HorseMoveFootstepsLoose		Animation: RURohrm_SKL.RURohrm_TNR1	Frames: 0
		AnimationSound = Sound: HorseMoveFootstepsLoose		Animation: RURohrm_SKL.RURohrm_TRNL	Frames: 0
		AnimationSound = Sound: HorseMoveFootstepsLoose		Animation: RURohrm_SKL.RURohrm_TRNR	Frames: 0
		AnimationSound = Sound: HorseWhinny			Animation: RURohrm_SKL.RURohrm_CHRB	Frames: 8
		AnimationSound = Sound: HorseWhinny			Animation: RURohrm_SKL.RURohrm_CHRC	Frames: 15
		AnimationSound = Sound: HorseWhinny			Animation: RURohrm_SKL.RURohrm_DIEA	Frames: 0
;AnimationSound = Sound: HorseWhinny			Animation: RURohrm_SKL.RURohrm_DIEB	Frames: 0
		AnimationSound = Sound: BodyFallGeneric1		Animation: RURohrm_SKL.RURohrm_DIEA	Frames: 10 46
;AnimationSound = Sound: BodyFallGeneric1		Animation: RURohrm_SKL.RURohrm_DIEB	Frames: 11
		AnimationSound = Sound: BodyFallGeneric1		Animation: RURohrm_SKL.RURohrm_LNDA	Frames: 3 11
;AnimationSound = Sound: TauntHitShieldPitchShifted 	Animation: RURohrm_SKL.RURohrm_TNTB	Frames: 12 29
;need means for filtering for upgraded horse shields!
	End


; *** ENGINEERING Parameters ***
 
	RadarPriority = UNIT
	ThingClass = CAVALRY_UNIT
	KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS CAVALRY SCORE GRAB_AND_DROP
	
	Body = ActiveBody ModuleTag_02
		CheerRadius 		= EMOTION_CHEER_RADIUS		;
		MaxHealth			= ROHAN_ROHIRRIM_HEALTH		;ROHAN_ROHIRRIM_ARCHER_HEALTH
		MaxHealthDamaged		= ROHAN_ROHIRRIM_HEALTH_DAMAGED;ROHAN_ROHIRRIM_ARCHER_HEALTH_DAMAGED
		BurningDeathBehavior	= Yes
		BurningDeathFX			= FX_CavalryBurningFlame
	End
	
	#include "..\..\..\includes\CaptureBuilding.inc"
   	
	Behavior = AIUpdateInterface ModuleTag_03
		AutoAcquireEnemiesWhenIdle	= Yes ATTACK_BUILDINGS
		AILuaEventsList				= RohirrimFunctions
		AttackPriority				= AttackPriority_Cavalry
		Turret
			TurretTurnRate			= 360				; turn rate, in degrees per sec
			ControlledWeaponSlots	= SECONDARY
		End
		BurningDeathTime			= BURNINGDEATH_DURATION_CAVALRY
	End
		
	LocomotorSet
		Locomotor = NormalHorseHordeMemberLocomotor
		Condition = SET_NORMAL 
		Speed	 = NORMAL_MOUNTED_MED_MEMBER_SPEED
	End

	LocomotorSet
		Locomotor = NormalHorseHordeMemberLocomotor
		Condition = SET_COMBO
		Speed	 = NORMAL_FOOT_FAST_MEMBER_SPEED
	End

	LocomotorSet
		Locomotor = BurningDeathLocomotorCavalry
		Condition = SET_BURNINGDEATH
		Speed	  = BURNINGDEATH_WANDERSPEED_CAVALRY
	End

	Behavior = PhysicsBehavior ModuleTag_04
		GravityMult = 1.0
		ShockStandingTime = 2533;msec
	End
	
	Behavior = SquishCollide ModuleTag_06
;nothing
	End
	
; RohanRohirrim
	Behavior = HordeMemberCollide ModuleTag_HMC
;nothing
	End

	Behavior = SlowDeathBehavior ModuleTag_08
		DeathTypes = ALL -FADED
		SinkDelay = 3000
		SinkRate = 1.0; in Dist/Sec
		DestructionDelay = 15000
;ProbabilityModifier = 33
		DeathFlags = DEATH_1; Tell model which death animation to play. Sets BOTH model condition and object status bits.
		Sound = INITIAL RohirrimVoiceDie
	End
	
	  Behavior = SlowDeathBehavior ModuleTag_FadeDeath
		DeathTypes = NONE +FADED
		FadeDelay = 0
		FadeTime = 4000
		DestructionDelay = 4000
		DeathFlags = DEATH_2
		FX = INITIAL FX_RohirrimAlliesUnsummon
	End

; Tie into LargeGroupAudio system
	Behavior = LargeGroupAudioUpdate ModuleTag_LGAU
		Key = Humanoid_Male Man Man_Male Unit Cavalry Rohirrim_Lancer
	End
			
;//--------------------UPGRADES---------------------------------------------
;//------Heavy Armor------
	Behavior = SubObjectsUpgrade Armor2_Upgrade
		TriggeredBy				= Upgrade_RohanHeavyArmorForRohirrim
		ShowSubObjects			= SHIELD
		UpgradeTexture			= RURohrm01.tga 0 RURohrm01HA.tga
		UpgradeTexture			= RURohrm02.tga 0 RURohrm02HA.tga
		UpgradeTexture			= RURohrm03.tga 0 RURohrm03HA.tga
		UpgradeTexture			= RURohrm04.tga 0 RURohrm04HA.tga
		
		UpgradeTexture			= RUHorse01.tga 0 RUHorse01HA.tga
		UpgradeTexture			= RUHorse02.tga 0 RUHorse02HA.tga
		UpgradeTexture			= RUHorse03.tga 0 RUHorse03HA.tga
		UpgradeTexture			= RUHorse04.tga 0 RUHorse04HA.tga

		RecolorHouse			= Yes
		ExcludeSubobjects		= Forged_Blade
	End

	Behavior = ArmorUpgrade ArmorUpgradeModuleTag
		TriggeredBy				= Upgrade_RohanHeavyArmorForRohirrim
		ArmorSetFlag			= PLAYER_UPGRADE_2
	End
	
;//------Fire Arrows------
	Behavior = SubObjectsUpgrade FireArrows_Upgrade
		TriggeredBy				= Upgrade_RohanFireArrows
		ShowSubObjects			= FireArowTip; arrownock
	End
	
	Behavior = WeaponSetUpgrade ModuleTag_FireArrows
		TriggeredBy				= Upgrade_RohanFireArrows
		RequiresAllTriggers		= Yes
		CustomAnimAndDuration   = AnimState:USER_2 AnimTime:0 TriggerTime:0;set flag forever
	End	
;//------Horse Shields------	
	Behavior = SubObjectsUpgrade Shield_Upgrade
		TriggeredBy				= Upgrade_RohanHorseShield
		ShowSubObjects			= SHIELD
		RecolorHouse			= Yes
		ExcludeSubobjects		= Forged_Blade
	End
	
	Behavior = ArmorUpgrade ModuleTagHorseShield
		TriggeredBy				= Upgrade_RohanHorseShield
		ArmorSetFlag			= PLAYER_UPGRADE
	End
;//------Forged Blades------		
	Behavior = SubObjectsUpgrade ForgedBlades_Upgrade
		TriggeredBy				= Upgrade_RohanForgedBladesForRohirrim
		ShowSubObjects			= Forged_Blade
	End
	
 ; Just a dummy upgrade module to allow this unit to be upgraded.
	  Behavior = StatusBitsUpgrade ModuleTag_ForgedBlades
		  TriggeredBy				= Upgrade_RohanForgedBladesForRohirrim 
	  End
  
	Geometry = CYLINDER
	GeometryMajorRadius = 8
	GeometryMinorRadius = 8
	GeometryHeight = 20.0
	GeometryIsSmall = No
	Shadow = SHADOW_DECAL
	ShadowSizeX = 30;
	ShadowSizeY = 21;
	ShadowTexture = ShadowI;

End

;; ----------------------------------------------------------------------------------------------
ChildObject RohanRohirrim_Gondor_1 RohanRohirrimBase
	EquivalentTo = RohanRohirrimBase

	Draw = W3DHordeModelDraw ModuleTag_01
	
	  OkToChangeModelColor = No;;Yes
		
		StaticModelLODMode = Yes
		
; specify options for static LODs
		LodOptions							= LOW
			AllowMultipleModels				= Yes;;ALLOW_MULTIPLE_MODELS_LOW
			MaxRandomTextures				= 10;;MAX_RANDOM_TEXTURES_LOW
			MaxRandomAnimations				= MAX_RANDOM_ANIMATIONS_LOW
			MaxAnimFrameDelta				= MAX_ANIM_FRAME_DELTA_LOW
		End
		
		LodOptions							= MEDIUM
			AllowMultipleModels				= Yes;;ALLOW_MULTIPLE_MODELS_MED
			MaxRandomTextures				= 10;;MAX_RANDOM_TEXTURES_MED
			MaxRandomAnimations				= MAX_RANDOM_ANIMATIONS_MED
			MaxAnimFrameDelta				= MAX_ANIM_FRAME_DELTA_MED
		End
		
		LodOptions							= HIGH
			AllowMultipleModels				= ALLOW_MULTIPLE_MODELS_HIGH
			MaxRandomTextures				= 10;;MAX_RANDOM_TEXTURES_HIGH
			MaxRandomAnimations				= MAX_RANDOM_ANIMATIONS_HIGH
			MaxAnimFrameDelta				= MAX_ANIM_FRAME_DELTA_HIGH
		End

		WadingParticleSys = WaterRipplesTrail; used when the unit is wading in shallow water.

		RandomTexture = RUHorse01.tga 0 RUHorse03.tga
		RandomTexture = RURohrm01.tga 0 RURohrm02.tga

		ParticlesAttachedToAnimatedBones = yes
		
;;====================== MODELS ================================================================
;-----Spear-----
		DefaultModelConditionState
			Model				= RURohrm_SKN
		End
		ModelConditionState		= SWAPPING_TO_WEAPONSET_1; swapping to bow
			Model				= RURohrm_SKN
		End

;-----Flaming arrows + bow-----
		ModelConditionState		= WEAPONSET_PLAYER_UPGRADE USER_2 SWAPPING_TO_WEAPONSET_2; swapping to spear
			Model				= RURhrmArch_SKN
			WeaponLaunchBone	= SECONDARY FIREAROWTIP
			ParticleSysBone		= FireArowTip arrowFire FollowBone:Yes
		End
		ModelConditionState		= WEAPONSET_PLAYER_UPGRADE USER_2 WEAPONSET_TOGGLE_1
			Model				= RURhrmArch_SKN
			WeaponLaunchBone	= SECONDARY FIREAROWTIP
			ParticleSysBone		= FireArowTip arrowFire FollowBone:Yes
		End

;-----Bow-----
		ModelConditionState		= SWAPPING_TO_WEAPONSET_2; swapping to spear
			Model				= RURhrmArch_SKN
			WeaponLaunchBone	= SECONDARY FIREAROWTIP
		End
		ModelConditionState		= WEAPONSET_TOGGLE_1
			Model				= RURhrmArch_SKN
			WeaponLaunchBone	= SECONDARY FIREAROWTIP
		End

		#include "RohanRohirrimanims.inc"
	End
;//------Heavy Armor------
	Behavior = SubObjectsUpgrade Armor_Upgrade
		TriggeredBy = Upgrade_RohanHeavyArmorForRohirrim
		ShowSubObjects	= SHIELD
		UpgradeTexture = RURohrm02.tga 0 RURohrm01HA.tga
		UpgradeTexture = RUHorse03.tga 0 RUHorse01HA.tga
		UpgradeTexture = RURohrm01.tga 0 RURohrm01HA.tga
		UpgradeTexture = RUHorse01.tga 0 RUHorse01HA.tga
		RecolorHouse = No
		ExcludeSubobjects = Forged_Blade
	End
End

;; ----------------------------------------------------------------------------------------------
ChildObject RohanRohirrim_Gondor_2 RohanRohirrimBase
	EquivalentTo = RohanRohirrimBase

	Draw = W3DHordeModelDraw ModuleTag_01
	
	  OkToChangeModelColor = No;;Yes
		
		StaticModelLODMode = Yes
		
; specify options for static LODs
		LodOptions							= LOW
			AllowMultipleModels				= Yes;;ALLOW_MULTIPLE_MODELS_LOW
			MaxRandomTextures				= 10;;MAX_RANDOM_TEXTURES_LOW
			MaxRandomAnimations				= MAX_RANDOM_ANIMATIONS_LOW
			MaxAnimFrameDelta				= MAX_ANIM_FRAME_DELTA_LOW
		End
		
		LodOptions							= MEDIUM
			AllowMultipleModels				= Yes;;ALLOW_MULTIPLE_MODELS_MED
			MaxRandomTextures				= 10;;MAX_RANDOM_TEXTURES_MED
			MaxRandomAnimations				= MAX_RANDOM_ANIMATIONS_MED
			MaxAnimFrameDelta				= MAX_ANIM_FRAME_DELTA_MED
		End
		
		LodOptions							= HIGH
			AllowMultipleModels				= ALLOW_MULTIPLE_MODELS_HIGH
			MaxRandomTextures				= 10;;MAX_RANDOM_TEXTURES_HIGH
			MaxRandomAnimations				= MAX_RANDOM_ANIMATIONS_HIGH
			MaxAnimFrameDelta				= MAX_ANIM_FRAME_DELTA_HIGH
		End

		WadingParticleSys = WaterRipplesTrail; used when the unit is wading in shallow water.

		RandomTexture = RUHorse02.tga 0 RUHorse03.tga
		RandomTexture = RURohrm02.tga 0 RURohrm02.tga

		ParticlesAttachedToAnimatedBones = yes
		
;;====================== MODELS ================================================================
;-----Spear-----
		DefaultModelConditionState
			Model				= RURohrm_SKN
		End
		ModelConditionState		= SWAPPING_TO_WEAPONSET_1; swapping to bow
			Model				= RURohrm_SKN
		End

;-----Flaming arrows + bow-----
		ModelConditionState		= WEAPONSET_PLAYER_UPGRADE USER_2 SWAPPING_TO_WEAPONSET_2; swapping to spear
			Model				= RURhrmArch_SKN
			WeaponLaunchBone	= SECONDARY FIREAROWTIP
			ParticleSysBone		= FireArowTip arrowFire FollowBone:Yes
		End
		ModelConditionState		= WEAPONSET_PLAYER_UPGRADE USER_2 WEAPONSET_TOGGLE_1
			Model				= RURhrmArch_SKN
			WeaponLaunchBone	= SECONDARY FIREAROWTIP
			ParticleSysBone		= FireArowTip arrowFire FollowBone:Yes
		End

;-----Bow-----
		ModelConditionState		= SWAPPING_TO_WEAPONSET_2; swapping to spear
			Model				= RURhrmArch_SKN
			WeaponLaunchBone	= SECONDARY FIREAROWTIP
		End
		ModelConditionState		= WEAPONSET_TOGGLE_1
			Model				= RURhrmArch_SKN
			WeaponLaunchBone	= SECONDARY FIREAROWTIP
		End

		#include "RohanRohirrimanims.inc"
	End
;//------Heavy Armor------
	Behavior = SubObjectsUpgrade Armor_Upgrade
		TriggeredBy = Upgrade_RohanHeavyArmorForRohirrim
		ShowSubObjects	= SHIELD
		UpgradeTexture = RURohrm02.tga 0 RURohrm02HA.tga
		UpgradeTexture = RUHorse02.tga 0 RUHorse02HA.tga
		UpgradeTexture = RUHorse03.tga 0 RUHorse02HA.tga
		RecolorHouse = No
		ExcludeSubobjects = Forged_Blade
	End
End

;; ----------------------------------------------------------------------------------------------
ChildObject RohanRohirrim_Gondor_3 RohanRohirrimBase
	EquivalentTo = RohanRohirrimBase

	Draw = W3DHordeModelDraw ModuleTag_01
	
	  OkToChangeModelColor = No;;Yes
		
		StaticModelLODMode = Yes
		
; specify options for static LODs
		LodOptions							= LOW
			AllowMultipleModels				= Yes;;ALLOW_MULTIPLE_MODELS_LOW
			MaxRandomTextures				= 10;;MAX_RANDOM_TEXTURES_LOW
			MaxRandomAnimations				= MAX_RANDOM_ANIMATIONS_LOW
			MaxAnimFrameDelta				= MAX_ANIM_FRAME_DELTA_LOW
		End
		
		LodOptions							= MEDIUM
			AllowMultipleModels				= Yes;;ALLOW_MULTIPLE_MODELS_MED
			MaxRandomTextures				= 10;;MAX_RANDOM_TEXTURES_MED
			MaxRandomAnimations				= MAX_RANDOM_ANIMATIONS_MED
			MaxAnimFrameDelta				= MAX_ANIM_FRAME_DELTA_MED
		End
		
		LodOptions							= HIGH
			AllowMultipleModels				= ALLOW_MULTIPLE_MODELS_HIGH
			MaxRandomTextures				= 10;;MAX_RANDOM_TEXTURES_HIGH
			MaxRandomAnimations				= MAX_RANDOM_ANIMATIONS_HIGH
			MaxAnimFrameDelta				= MAX_ANIM_FRAME_DELTA_HIGH
		End

		WadingParticleSys = WaterRipplesTrail; used when the unit is wading in shallow water.

		RandomTexture = RUHorse03.tga 0 RUHorse03.tga
		RandomTexture = RURohrm03.tga 0 RURohrm02.tga

		ParticlesAttachedToAnimatedBones = yes
		
;;====================== MODELS ================================================================
;-----Spear-----
		DefaultModelConditionState
			Model				= RURohrm_SKN
		End
		ModelConditionState		= SWAPPING_TO_WEAPONSET_1; swapping to bow
			Model				= RURohrm_SKN
		End

;-----Flaming arrows + bow-----
		ModelConditionState		= WEAPONSET_PLAYER_UPGRADE USER_2 SWAPPING_TO_WEAPONSET_2; swapping to spear
			Model				= RURhrmArch_SKN
			WeaponLaunchBone	= SECONDARY FIREAROWTIP
			ParticleSysBone		= FireArowTip arrowFire FollowBone:Yes
		End
		ModelConditionState		= WEAPONSET_PLAYER_UPGRADE USER_2 WEAPONSET_TOGGLE_1
			Model				= RURhrmArch_SKN
			WeaponLaunchBone	= SECONDARY FIREAROWTIP
			ParticleSysBone		= FireArowTip arrowFire FollowBone:Yes
		End

;-----Bow-----
		ModelConditionState		= SWAPPING_TO_WEAPONSET_2; swapping to spear
			Model				= RURhrmArch_SKN
			WeaponLaunchBone	= SECONDARY FIREAROWTIP
		End
		ModelConditionState		= WEAPONSET_TOGGLE_1
			Model				= RURhrmArch_SKN
			WeaponLaunchBone	= SECONDARY FIREAROWTIP
		End

		#include "RohanRohirrimanims.inc"
	End
;//------Heavy Armor------
	Behavior = SubObjectsUpgrade Armor_Upgrade
		TriggeredBy = Upgrade_RohanHeavyArmorForRohirrim
		ShowSubObjects	= SHIELD
		UpgradeTexture = RURohrm02.tga 0 RURohrm03HA.tga
		UpgradeTexture = RUHorse03.tga 0 RUHorse03HA.tga
		UpgradeTexture = RURohrm03.tga 0 RURohrm03HA.tga
		RecolorHouse = No
		ExcludeSubobjects = Forged_Blade
	End
End

;; ----------------------------------------------------------------------------------------------
ChildObject RohanRohirrim_Gondor_4 RohanRohirrimBase
	EquivalentTo = RohanRohirrimBase

	Draw = W3DHordeModelDraw ModuleTag_01
	
		OkToChangeModelColor = No;;Yes
		
		StaticModelLODMode = Yes
		
; specify options for static LODs
		LodOptions							= LOW
			AllowMultipleModels				= Yes;;ALLOW_MULTIPLE_MODELS_LOW
			MaxRandomTextures				= 10;;MAX_RANDOM_TEXTURES_LOW
			MaxRandomAnimations				= MAX_RANDOM_ANIMATIONS_LOW
			MaxAnimFrameDelta				= MAX_ANIM_FRAME_DELTA_LOW
		End
		
		LodOptions							= MEDIUM
			AllowMultipleModels				= Yes;;ALLOW_MULTIPLE_MODELS_MED
			MaxRandomTextures				= 10;;MAX_RANDOM_TEXTURES_MED
			MaxRandomAnimations				= MAX_RANDOM_ANIMATIONS_MED
			MaxAnimFrameDelta				= MAX_ANIM_FRAME_DELTA_MED
		End
		
		LodOptions							= HIGH
			AllowMultipleModels				= ALLOW_MULTIPLE_MODELS_HIGH
			MaxRandomTextures				= 10;;MAX_RANDOM_TEXTURES_HIGH
			MaxRandomAnimations				= MAX_RANDOM_ANIMATIONS_HIGH
			MaxAnimFrameDelta				= MAX_ANIM_FRAME_DELTA_HIGH
		End

		WadingParticleSys = WaterRipplesTrail; used when the unit is wading in shallow water.

		RandomTexture = RUHorse04.tga 0 RUHorse03.tga
		RandomTexture = RURohrm04.tga 0 RURohrm02.tga

		ParticlesAttachedToAnimatedBones = yes
		
;;====================== MODELS ================================================================
;-----Spear-----
		DefaultModelConditionState
			Model				= RURohrm_SKN
		End
		ModelConditionState		= SWAPPING_TO_WEAPONSET_1; swapping to bow
			Model				= RURohrm_SKN
		End

;-----Flaming arrows + bow-----
		ModelConditionState		= WEAPONSET_PLAYER_UPGRADE USER_2 SWAPPING_TO_WEAPONSET_2; swapping to spear
			Model				= RURhrmArch_SKN
			WeaponLaunchBone	= SECONDARY FIREAROWTIP
			ParticleSysBone		= FireArowTip arrowFire FollowBone:Yes
		End
		ModelConditionState		= WEAPONSET_PLAYER_UPGRADE USER_2 WEAPONSET_TOGGLE_1
			Model				= RURhrmArch_SKN
			WeaponLaunchBone	= SECONDARY FIREAROWTIP
			ParticleSysBone		= FireArowTip arrowFire FollowBone:Yes
		End

;-----Bow-----
		ModelConditionState		= SWAPPING_TO_WEAPONSET_2; swapping to spear
			Model				= RURhrmArch_SKN
			WeaponLaunchBone	= SECONDARY FIREAROWTIP
		End
		ModelConditionState		= WEAPONSET_TOGGLE_1
			Model				= RURhrmArch_SKN
			WeaponLaunchBone	= SECONDARY FIREAROWTIP
		End

		#include "RohanRohirrimanims.inc"
	End

;//------Heavy Armor------
	Behavior = SubObjectsUpgrade Armor_Upgrade
		TriggeredBy = Upgrade_RohanHeavyArmorForRohirrim
		ShowSubObjects	= SHIELD
		UpgradeTexture = RURohrm02.tga 0 RURohrm04HA.tga
		UpgradeTexture = RUHorse03.tga 0 RUHorse04HA.tga
		UpgradeTexture = RURohrm04.tga 0 RURohrm04HA.tga
		UpgradeTexture = RUHorse04.tga 0 RUHorse04HA.tga
		RecolorHouse = No
		ExcludeSubobjects = Forged_Blade
	End
End



;; ----------------------------------------------------------------------------------------------
ChildObject RohanRohirrim_Summoned RohanRohirrim
	IsTrainable = No
	CommandPoints = 0
	EquivalentTo = RohanRohirrim
	
	Behavior = LifetimeUpdate ModuleTag_LifetimeUpdate
; This one does the work, but the one in the horde displays the timer
		MinLifetime		= 180000
		MaxLifetime		= 180000
		DeathType		= FADED
	End

	Behavior = AIUpdateInterface ModuleTag_03
		AutoAcquireEnemiesWhenIdle	= Yes ATTACK_BUILDINGS
		AILuaEventsList				= SummonedRohirrimFunctions
		AttackPriority				= AttackPriority_Cavalry
		BurningDeathTime			= BURNINGDEATH_DURATION_CAVALRY
	End

	  Behavior = SlowDeathBehavior ModuleTag_FadeDeath
		DeathTypes = NONE +FADED
		FadeDelay = 0
		FadeTime = 4000
		DestructionDelay = 4000
		DeathFlags = DEATH_2
		FX = INITIAL FX_RohirrimAlliesUnsummon
		Sound = INITIAL SpellGenericUnsummonFasterMS
	End
	
End

;------------------------------------------------------------------------------
; Royal Guard, RohirrimRoyalGuard
ChildObject RohanRoyalGuard RohanRohirrim
End

And make an '.INC' file named "RohanRohirrimanims" (same folder as rohirrim) ;)
In the Inc you must have this code:
;;================== ANIMATIONS =================================================================
;---------------------------------------------
;-----------------Bow Anims-------------------
;---------------------------------------------
		AnimationState				=	PASSENGER WEAPONSET_TOGGLE_1
			Animation				=	grabbed
				AnimationName		=	RURhrmArch_SKL.RURhrmArch_GBDA
				AnimationMode		=	LOOP
			End
			Flags					=	RANDOMSTART
		End
		
; --- stunned anims
		AnimationState				=	FREEFALL WEAPONSET_TOGGLE_1
			Animation				=	free fall
				AnimationName		=	RURhrmArch_SKL.RURhrmArch_FLYA
				AnimationMode		=	LOOP
			End
			Flags					=	RANDOMSTART
		End
		
		AnimationState				=	STUNNED_FLAILING WEAPONSET_TOGGLE_1
			Animation				=	JustDie
				AnimationName		=	RURhrmArch_SKL.RURhrmArch_FLYC
				AnimationMode		=	LOOP
			End
			Flags					=	RANDOMSTART
		End

		AnimationState				= DYING BURNINGDEATH
			Animation
				AnimationName		= RURohrm_SKL.RURohrm_DIEA
				AnimationMode		= ONCE
				AnimationBlendTime	= 10
			End
		End

; This is the no-spawn-horse type of death
		AnimationState				=	DYING SPLATTED WEAPONSET_TOGGLE_1
			Animation				=	splatted
				AnimationName		=	RURhrmArch_SKL.RURhrmArch_LNDA
				AnimationMode		=	ONCE
				AnimationBlendTime  =   2
			End
			FXEvent	= Frame:2 Name:FX_SplatDust
		End

		AnimationState				=	DYING WEAPONSET_TOGGLE_1
			Animation				=	JustDie
				AnimationName		=	RURhrmArch_SKL.RURhrmArch_DIEA
				AnimationMode		=	ONCE
			End
		End
		
		AnimationState				=	STUNNED_STANDING_UP WEAPONSET_TOGGLE_1
			Animation				=	StandUp
				AnimationName		=	RURhrmArch_SKL.RURhrmArch_GTPA
				AnimationMode		=	ONCE
				AnimationSpeedFactorRange = 1.5 1.5
			End
		End
		
		AnimationState				=	STUNNED WEAPONSET_TOGGLE_1
			Animation				=	Land
				AnimationName		=	RURhrmArch_SKL.RURhrmArch_LNDA
				AnimationMode		=	ONCE
			End
		End
				
; Shooting whilst moving - 4 versions, one for each side.
;---------------------------------------------------------------------------------------------------------
		AnimationState				=	FIRING_OR_PREATTACK_B MOVING TURRET_ANGLE_90 WEAPONSET_TOGGLE_1
			Animation				=	MoveAndFireBow
				AnimationName		=	RURhrmArch_SKL.RURhrmArch_ATKF
				AnimationMode		=	ONCE
				AnimationBlendTime		=	15
			End
			Flags					= MAINTAIN_FRAME_ACROSS_STATES
			FrameForPristineBonePositions = 20
		End
		AnimationState				=	FIRING_OR_PREATTACK_B MOVING TURRET_ANGLE_180 WEAPONSET_TOGGLE_1
			Animation				=	MoveAndFireBow
				AnimationName		=	RURhrmArch_SKL.RURhrmArch_ATKH
				AnimationMode		=	ONCE
				AnimationBlendTime		=	15
			End
			Flags					= MAINTAIN_FRAME_ACROSS_STATES
			FrameForPristineBonePositions = 20
		End
		AnimationState				=	FIRING_OR_PREATTACK_B MOVING TURRET_ANGLE_270 WEAPONSET_TOGGLE_1
			Animation				=	MoveAndFireBow
				AnimationName		=	RURhrmArch_SKL.RURhrmArch_ATKJ
				AnimationMode		=	ONCE
				AnimationBlendTime		=	15
			End
			Flags					= MAINTAIN_FRAME_ACROSS_STATES
			FrameForPristineBonePositions = 20
		End
		AnimationState				=	FIRING_OR_PREATTACK_B MOVING WEAPONSET_TOGGLE_1
			Animation				=	MoveAndFireBow
				AnimationName		=	RURhrmArch_SKL.RURhrmArch_ATKD
				AnimationMode		=	ONCE
				AnimationBlendTime		=	15
			End
			Flags					= MAINTAIN_FRAME_ACROSS_STATES
			FrameForPristineBonePositions = 20
		End
;---------------------------------------------------------------------------------------------------------
				
;;======= BACKING UP
		
		AnimationState					= MOVING BACKING_UP WEAPONSET_TOGGLE_1
			Animation					= BACKING UP
				AnimationName			= RURhrmArch_SKL.RURhrmArch_BAKA
				AnimationMode			= LOOP
			End
		End
		
		AnimationState					=	MOVING TURN_LEFT_HIGH_SPEED WEAPONSET_TOGGLE_1
			Animation					=	TurnLeft
				AnimationName			=	RURhrmArch_SKL.RURhrmArch_TNL1
				AnimationMode			=	LOOP
				AnimationBlendTime		=	20
			End
		End
		
		AnimationState					=	MOVING TURN_RIGHT_HIGH_SPEED WEAPONSET_TOGGLE_1
			Animation					=	TurnRight
				AnimationName			=	RURhrmArch_SKL.RURhrmArch_TNR1
				AnimationMode			=	LOOP
				AnimationBlendTime		=	20
			End
		End
		
		AnimationState					= MOVING WANDER WEAPONSET_TOGGLE_1
			Animation					= WLKA
				AnimationName			= RURhrmArch_SKL.RURhrmArch_WLKA
				AnimationMode			= LOOP
			End
		End

		AnimationState					=	MOVING TURN_LEFT WEAPONSET_TOGGLE_1
			Animation					=	TurnLeft
				AnimationName			=	RURhrmArch_SKL.RURhrmArch_TRNL
				AnimationMode			=	LOOP
			End
		End

		AnimationState					=	MOVING TURN_RIGHT WEAPONSET_TOGGLE_1
			Animation					=	TurnRight
				AnimationName			=	RURhrmArch_SKL.RURhrmArch_TRNR
				AnimationMode			=	LOOP
			End
		End

		AnimationState					= MOVING ENGAGED WEAPONSET_TOGGLE_1
			Animation					= Moving_Engaged
				AnimationName			= RURhrmArch_SKL.RURhrmArch_RUNC
				AnimationMode			= LOOP
			End
			Flags						= RANDOMSTART
		End
		
;		AnimationState					= MOVING WALKING WEAPONSET_TOGGLE_1
;			Animation					= Walk1
;				AnimationName			= RURhrmArch_SKL.RURhrmArch_WLKB
;				AnimationMode			= LOOP
;				Distance				= 25
;			End
;		End
	
		AnimationState					=	MOVING ACCELERATE WEAPONSET_TOGGLE_1
			Animation					=	RunA
				AnimationName			=	RURhrmArch_SKL.RURhrmArch_ACCL
				AnimationMode			=	LOOP
			End
			Flags						=	RANDOMSTART
		End
		
		AnimationState					=	DECELERATE WEAPONSET_TOGGLE_1
			Animation					=	RunA
				AnimationName			=	RURhrmArch_SKL.RURhrmArch_DECL
				AnimationMode			=	LOOP
				AnimationSpeedFactorRange = 0.55 0.55
			End
			Flags						=	RANDOMSTART
		End

		AnimationState					=	MOVING WEAPONSET_TOGGLE_1
			Animation					=	RunA
				AnimationName			=	RURhrmArch_SKL.RURhrmArch_RUNA
				AnimationMode			=	LOOP
				Distance				=   40
			End
			Flags						=	RANDOMSTART
		End

; Shooting with Fire Upgrade - 4 versions, one for each side.
;---------------------------------------------------------------------------------------------------------
		AnimationState					=	FIRING_OR_PREATTACK_B WEAPONSET_PLAYER_UPGRADE USER_2 TURRET_ANGLE_90 WEAPONSET_TOGGLE_1
			Animation					=	AttackA1
				AnimationName			=	RURhrmArch_SKL.RURhrmArch_ATKL
				AnimationMode			=	ONCE
				AnimationBlendTime		=	15
			End
			Flags						= MAINTAIN_FRAME_ACROSS_STATES
			FrameForPristineBonePositions = 20
		End
		AnimationState					=	FIRING_OR_PREATTACK_B WEAPONSET_PLAYER_UPGRADE USER_2 TURRET_ANGLE_180 WEAPONSET_TOGGLE_1
			Animation					=	AttackA1
				AnimationName			=	RURhrmArch_SKL.RURhrmArch_ATKN
				AnimationMode			=	ONCE
				AnimationBlendTime		=	15
			End
			Flags						= MAINTAIN_FRAME_ACROSS_STATES
			FrameForPristineBonePositions = 20
		End
		AnimationState					=	FIRING_OR_PREATTACK_B WEAPONSET_PLAYER_UPGRADE USER_2 TURRET_ANGLE_270 WEAPONSET_TOGGLE_1
			Animation					=	AttackA1
				AnimationName			=	RURhrmArch_SKL.RURhrmArch_ATKP
				AnimationMode			=	ONCE
				AnimationBlendTime		=	15
			End
			Flags						= MAINTAIN_FRAME_ACROSS_STATES
			FrameForPristineBonePositions = 20
		End
		AnimationState					=	FIRING_OR_PREATTACK_B WEAPONSET_PLAYER_UPGRADE USER_2 WEAPONSET_TOGGLE_1
			Animation					=	AttackA1
				AnimationName			=	RURhrmArch_SKL.RURhrmArch_ATKB
				AnimationMode			=	ONCE
				AnimationBlendTime		=	15
			End
			Flags						= MAINTAIN_FRAME_ACROSS_STATES
			FrameForPristineBonePositions = 20
		End
;---------------------------------------------------------------------------------------------------------

; Shooting - 4 versions, one for each side.
;---------------------------------------------------------------------------------------------------------
		AnimationState					=	FIRING_OR_PREATTACK_B TURRET_ANGLE_90 WEAPONSET_TOGGLE_1
			Animation					=	AttackA1
				AnimationName			=	RURhrmArch_SKL.RURhrmArch_ATKL
				AnimationMode			=	ONCE
				AnimationBlendTime		=	15
			End
			Flags						= MAINTAIN_FRAME_ACROSS_STATES
			FrameForPristineBonePositions = 20
		End
		AnimationState					=	FIRING_OR_PREATTACK_B TURRET_ANGLE_180 WEAPONSET_TOGGLE_1
			Animation					=	AttackA1
				AnimationName			=	RURhrmArch_SKL.RURhrmArch_ATKN
				AnimationMode			=	ONCE
				AnimationBlendTime		=	15
			End
			Flags						= MAINTAIN_FRAME_ACROSS_STATES
			FrameForPristineBonePositions = 20
		End
		AnimationState					=	FIRING_OR_PREATTACK_B TURRET_ANGLE_270 WEAPONSET_TOGGLE_1
			Animation					=	AttackA1
				AnimationName			=	RURhrmArch_SKL.RURhrmArch_ATKP
				AnimationMode			=	ONCE
				AnimationBlendTime		=	15
			End
			Flags						= MAINTAIN_FRAME_ACROSS_STATES
			FrameForPristineBonePositions = 20
		End
		AnimationState					=	FIRING_OR_PREATTACK_B WEAPONSET_TOGGLE_1
			Animation					=	AttackA1
				AnimationName			=	RURhrmArch_SKL.RURhrmArch_ATKB
				AnimationMode			=	ONCE
				AnimationBlendTime		=	15
			End
			Flags						= MAINTAIN_FRAME_ACROSS_STATES
			FrameForPristineBonePositions = 20
		End
;---------------------------------------------------------------------------------------------------------

		AnimationState					=	BETWEEN_FIRING_SHOTS_B WEAPONSET_TOGGLE_1
			Animation					=	BetweenFiringShots
				AnimationName			=	RURhrmArch_SKL.RURhrmArch_IDLA
				AnimationMode			=	LOOP
				AnimationBlendTime		=   15
			End
		End

;;--------------------- EMOTIONS ----------------------------------------------------------------------------------
;;===== TERROR		
		AnimationState					= MOVING EMOTION_TERROR EMOTION_LOOK_TO_SKY WEAPONSET_TOGGLE_1
			Animation					= TerrorFromTheSky
				AnimationName			= RURhrmArch_SKL.RURhrmArch_RUNB
				AnimationMode			= LOOP
			End
		End
		
		AnimationState					= MOVING EMOTION_TERROR WEAPONSET_TOGGLE_1 
			Animation					= TerrorFromTheSky
				AnimationName			= RURhrmArch_SKL.RURhrmArch_RUNB
				AnimationMode			= LOOP
			End
		End
		
;;======= APPREHENSIVE

		AnimationState					=	EMOTION_ALERT EMOTION_AFRAID WEAPONSET_TOGGLE_1
			Animation					=	Apprehensive
				AnimationName			=	RURhrmArch_SKL.RURhrmArch_APPA
				AnimationMode			=	LOOP;Change this to ONCE if adding additional anims
			End
		End

;;======= AFRAID

		AnimationState					= EMOTION_AFRAID WEAPONSET_TOGGLE_1
			Animation					= FERA
				AnimationName			= RURhrmArch_SKL.RURhrmArch_FERA
				AnimationMode			= LOOP
			End 
;	Animation					= FERB
;		AnimationName			= RURhrmArch_SKL.RURhrmArch_FERB
;		AnimationMode			= LOOP
;	End
		End

;;======= CELEBRATING
		
; This is what happens when Theo gives his rousing speech
		AnimationState					=	EMOTION_CELEBRATING WEAPONSET_TOGGLE_1
			Animation					=	CheerA
				AnimationName			=	RURhrmArch_SKL.RURhrmArch_CHRA
				AnimationMode			=	ONCE
			End
			Animation					=	CheerB
				AnimationName			=	RURhrmArch_SKL.RURhrmArch_CHRB
				AnimationMode			=	ONCE
			End
			Animation					=	CheerD
				AnimationName			=	RURhrmArch_SKL.RURhrmArch_CHRD
				AnimationMode			=	ONCE
			End
			Animation					=	Salute
				AnimationName			=	RURhrmArch_SKL.RURhrmArch_SLTA
				AnimationMode			=	ONCE
			End
			Flags						= RANDOMSTART RESTART_ANIM_WHEN_COMPLETE
		End

;;======= TAUNTING
			
		AnimationState					= EMOTION_TAUNTING WEAPONSET_TOGGLE_1
			Animation					= Taunting
				AnimationName			= RURhrmArch_SKL.RURhrmArch_TNTA
				AnimationMode			= ONCE
			End
			Animation					= Taunting2
				AnimationName			= RURhrmArch_SKL.RURhrmArch_TNTB
				AnimationMode			= ONCE
			End
			Flags						= RANDOMSTART RESTART_ANIM_WHEN_COMPLETE
		End

;;======= POINTING
			
		AnimationState					= EMOTION_POINTING WEAPONSET_TOGGLE_1
			Animation					= Pointing1
				AnimationName			= RURhrmArch_SKL.RURhrmArch_PNTA
				AnimationMode			= LOOP
			End
		End
		
;;======== ALERT

		AnimationState					= EMOTION_ALERT WEAPONSET_TOGGLE_1
			Animation					= IDLA
				AnimationName			= RURhrmArch_SKL.RURhrmArch_IDLA
				AnimationMode			= LOOP
			End
		End

		AnimationState					=	ATTACKING WEAPONSET_TOGGLE_1
			Animation					=	Reloading
				AnimationName			=	RURhrmArch_SKL.RURhrmArch_IDLA
				AnimationMode			=	LOOP
			End
		End				
		

; Swapping to bow -----		
		AnimationState					= SWAPPING_TO_WEAPONSET_1; note - needs to go above any WEAPONSET_TOGGLE_1.
			StateName					= State_PuttingSpearAway
			Animation
				AnimationName			= RURohrm_SKL.RURohrm_WPNB; putting spear away.
				AnimationMode			= ONCE_BACKWARDS
				AnimationSpeedFactorRange = 0.5 0.7				; Needs to match one second.
			End
			Flags						= START_FRAME_LAST
		End
				
		AnimationState					=	RAISING_FLAG WEAPONSET_TOGGLE_1
			Animation					=	CheerA
				AnimationName			=	RURhrmArch_SKL.RURhrmArch_CHRA
				AnimationMode			=	ONCE
				AnimationSpeedFactorRange = 0.9 1.1
			End
			Animation					=	CheerB
				AnimationName			=	RURhrmArch_SKL.RURhrmArch_CHRB
				AnimationMode			=	ONCE
				AnimationSpeedFactorRange = 0.9 1.1
			End
			Animation					=	CheerD
				AnimationName			=	RURhrmArch_SKL.RURhrmArch_CHRD
				AnimationMode			=	ONCE
				AnimationSpeedFactorRange = 0.9 1.1
			End
			Animation					=	Salute
				AnimationName			=	RURhrmArch_SKL.RURhrmArch_SLTA
				AnimationMode			=	ONCE
				AnimationSpeedFactorRange = 0.9 1.1
			End
			Flags						= RESTART_ANIM_WHEN_COMPLETE
		End

;;-------------------- SELECTED ---------------------------------------------------------------

		AnimationState					= SELECTED WEAPONSET_TOGGLE_1
			StateName					= State_Selected
			SimilarRestart				= Yes
			Animation					= AtAttention
				AnimationName			= RURhrmArch_SKL.RURhrmArch_ATNB
				AnimationMode			= LOOP
			End
			BeginScript
				Prev = CurDrawablePrevAnimationState()
				if Prev == "Idle" then
					CurDrawableSetTransitionAnimState("TRANS_Idle_to_SelectedWEAPONSET1")
				elseif Prev == "State_PuttingSpearAway" then
					CurDrawableSetTransitionAnimState("TRANS_SpearAway_To_SelectedWEAPONSET1")
				end
			EndScript	
		End
		
; Swapping to spear -----		
		AnimationState					= SWAPPING_TO_WEAPONSET_2
			StateName					= State_PuttingBowAway
			Animation
				AnimationName			= RURhrmArch_SKL.RURhrmArch_WPNA; putting bow away.
				AnimationMode			= ONCE
				AnimationSpeedFactorRange = 0.5 0.6						; Needs to match one second, approx.
			End
		End

; Idle
		AnimationState					=	WEAPONSET_TOGGLE_1
			StateName					=	Idle
			Animation					=	IDLB
				AnimationName			=	RURhrmArch_SKL.RURhrmArch_IDLB
				AnimationMode			=	LOOP
			End
			BeginScript
				Prev = CurDrawablePrevAnimationState()
				if Prev == "State_Selected" then
					CurDrawableSetTransitionAnimState("TRANS_Selected_to_IdleWEAPONSET1")
				elseif Prev == "State_PuttingSpearAway" then
					CurDrawableSetTransitionAnimState("TRANS_SpearAway_To_IdleWEAPONSET1")
				end
			EndScript
		End
		
		TransitionState					=	TRANS_Idle_to_SelectedWEAPONSET1
			Animation					=	ATNA
				AnimationName			=	RURhrmArch_SKL.RURhrmArch_ATNA
				AnimationMode			=	ONCE
				AnimationSpeedFactorRange = 0.8 1.2
			End
		End
		
		TransitionState					=	TRANS_SpearAway_To_SelectedWEAPONSET1; get bow out
			Animation					=	ATNA
				AnimationName			=	RURhrmArch_SKL.RURhrmArch_WPNA
				AnimationMode			=	ONCE_BACKWARDS
			End
			Flags						= START_FRAME_LAST
		End
		
		TransitionState					=	TRANS_Selected_to_IdleWEAPONSET1
			Animation					=	ATNC
				AnimationName			=	RURhrmArch_SKL.RURhrmArch_ATNA
				AnimationMode			=	ONCE_BACKWARDS
				AnimationSpeedFactorRange = 0.8 1.2
			End
			Flags						= START_FRAME_LAST
		End
		
		TransitionState					=	TRANS_SpearAway_To_IdleWEAPONSET1; get bow out
			Animation
				AnimationName			=	RURhrmArch_SKL.RURhrmArch_WPNA
				AnimationMode			=	ONCE_BACKWARDS
			End
			Flags						= START_FRAME_LAST
		End

		
;---------------------------------------------
;-----------------Spear Anims-----------------
;---------------------------------------------
		IdleAnimationState
			StateName				=	Idle
			Animation				=	IdleB
				AnimationName		=	RURohrm_SKL.RURohrm_IDLB
				AnimationMode		=	ONCE
				AnimationBlendTime	=	15
			End
			BeginScript
				Prev = CurDrawablePrevAnimationState()
				if Prev == "State_Selected" then
					CurDrawableSetTransitionAnimState("TRANS_Selected_To_Idle")
				elseif Prev == "State_PuttingBowAway" then
					CurDrawableSetTransitionAnimState("TRANS_BowAway_To_Idle")
				end
			EndScript
		End
						
		AnimationState				=	PASSENGER
			Animation				=	grabbed
				AnimationName		=	RURohrm_SKL.RURohrm_GBDA
				AnimationMode		=	LOOP
			End
		End
		
; --- stunned anims
		AnimationState				=	FREEFALL 
			Animation				=	free fall
				AnimationName		=	RURohrm_SKL.RURohrm_FLYB
				AnimationMode		=	LOOP
				AnimationBlendTime	=	10
			End
		End
		
		AnimationState				=	STUNNED_FLAILING 
			Animation				=	JustDie
				AnimationName		=	RURohrm_SKL.RURohrm_FLYC
				AnimationMode		=	LOOP
			End
			Flags					=	RANDOMSTART
		End

; This is the no-spawn-horse type of death
		AnimationState				=	DYING DEATH_1 SPLATTED
			Animation				=	splatted
				AnimationName		=	RURohrm_SKL.RURohrm_LNDA
				AnimationMode		=	ONCE
				AnimationBlendTime  =   2
			End
			FXEvent	= Frame:2 Name:FX_SplatDust
		End
		
		

		AnimationState				=	DYING DEATH_1 
			Animation				=	JustDie
				AnimationName		=	RURohrm_SKL.RURohrm_DIEA
				AnimationMode		=	ONCE
			End
		End
		
		AnimationState				=	DYING DEATH_2 
			Animation				=	FadeOut
				AnimationName		=	RURohrm_SKL.RURohrm_IDLB
				AnimationMode		=	ONCE
			End
		End
		
		AnimationState				=	STUNNED_STANDING_UP
			Animation				=	StandUp
				AnimationName		=	RURohrm_SKL.RURohrm_GTPA
				AnimationMode		=	ONCE
				AnimationSpeedFactorRange = 1.5 1.5
			End
		End
		
		AnimationState				=	STUNNED
			Animation				=	Land
				AnimationName		=	RURohrm_SKL.RURohrm_LNDA
				AnimationMode		=	ONCE
			End
		End
		
		
				
		AnimationState						= BURNINGDEATH
			Animation
				AnimationName				= RURohrm_SKL.RURohrm_MFDA
				AnimationMode				= LOOP
				Distance					= 100
			End
		End

		AnimationState						= PARALYZED
			Animation
				AnimationName				= RURohrm_SKL.RURohrm_IDLB
				AnimationMode				= LOOP
			End
		End


		AnimationState		= MOVING FIRING_OR_PREATTACK_A
			ShareAnimation		= Yes
			Animation		   = TrotAndFire
				AnimationName	   = RURohrm_SKL.RURohrm_ATRB
				AnimationMode	   = LOOP
				Distance			= 70; 35
			End
			Flags			   = RANDOMSTART
		End

;;======= BACKING UP
		
		AnimationState					= MOVING BACKING_UP
			Animation					= BACKING UP
				AnimationName			= RURohrm_SKL.RURohrm_BAKA
				AnimationMode			= LOOP
			End
		End
		
		AnimationState					=	TURN_LEFT_HIGH_SPEED
			Animation					=	TurnLeft
				AnimationName			=	RURohrm_SKL.RURohrm_TNL1
				AnimationMode			=	LOOP
				AnimationBlendTime		=	20
			End
		End
		
		AnimationState					=	TURN_RIGHT_HIGH_SPEED
			Animation					=	TurnRight
				AnimationName			=	RURohrm_SKL.RURohrm_TNR1
				AnimationMode			=	LOOP
				AnimationBlendTime		=	20
			End
		End
		
		AnimationState					= MOVING WANDER
			Animation					= WLKA
				AnimationName			= RURohrm_SKL.RURohrm_WLKA
				AnimationMode			= LOOP
			End
		End

		AnimationState					=	MOVING TURN_LEFT 
			Animation					=	TurnLeft
				AnimationName			=	RURohrm_SKL.RURohrm_TRNL
				AnimationMode			=	LOOP
			End
		End

		AnimationState					=	MOVING TURN_RIGHT 
			Animation					=	TurnRight
				AnimationName			=	RURohrm_SKL.RURohrm_TRNR
				AnimationMode			=	LOOP
			End
		End

		AnimationState					= MOVING ENGAGED
			Animation					= Moving_Engaged
				AnimationName			= RURohrm_SKL.RURohrm_RUNC
				AnimationMode			= LOOP
			End
			Flags						= RANDOMSTART
		End
		
;		AnimationState					= MOVING WALKING
;			Animation					= Walk1
;				AnimationName			= RURohrm_SKL.RURohrm_WLKB
;				AnimationMode			= LOOP
;				Distance				= 25
;			End
;		End

		AnimationState					= MOVING ACCELERATE
			Animation					= Accelerate
				AnimationName			= RURohrm_SKL.RURohrm_ACCL
				AnimationMode			= ONCE; was LOOP
			End
		End

		AnimationState					= DECELERATE
			Animation					= Decelerate
				AnimationName			= RURohrm_SKL.RURohrm_DECL
				AnimationMode			= ONCE
				AnimationSpeedFactorRange = 0.55 0.55
			End
		End
			
		AnimationState					=	MOVING
			Animation					=	RunA
				AnimationName			=	RURohrm_SKL.RURohrm_RUNA
				AnimationMode			=	LOOP
				Distance				=   40
			End
			Flags						=	RANDOMSTART
		End


;---------------------------------------------------------------------------------------------------------

; Standard attack with spear.
		AnimationState					=	FIRING_OR_PREATTACK_A
			Animation					=	AttackA1
				AnimationName			=	RURohrm_SKL.RURohrm_ATKA
				AnimationMode			=	ONCE
			End
		End
;---------------------------------------------------------------------------------------------------------
		

;;--------------------- EMOTIONS ----------------------------------------------------------------------------------
;;===== TERROR		
		AnimationState					= MOVING EMOTION_TERROR EMOTION_LOOK_TO_SKY
			Animation					= TerrorFromTheSky
				AnimationName			= RURohrm_SKL.RURohrm_RUNB
				AnimationMode			= LOOP
			End
		End
		
		AnimationState					= MOVING EMOTION_TERROR
			Animation					= TerrorFromTheSky
				AnimationName			= RURohrm_SKL.RURohrm_RUNB
				AnimationMode			= LOOP
			End
		End
		
;;======= APPREHENSIVE

		AnimationState					=	EMOTION_ALERT EMOTION_AFRAID
			Animation					=	Apprehensive
				AnimationName			=	RURohrm_SKL.RURohrm_APPA
				AnimationMode			=	LOOP;Change this to ONCE if adding additional anims
			End
		End

;;======= AFRAID

		AnimationState					= EMOTION_AFRAID
			Animation					= FERA
				AnimationName			= RURohrm_SKL.RURohrm_FERA
				AnimationMode			= LOOP
			End
	;Animation					= FERB
	;	AnimationName			= RURohrm_SKL.RURohrm_FERB
	;	AnimationMode			= LOOP
	;End
		End

;;======= CELEBRATING
		
		AnimationState					=	EMOTION_CELEBRATING
			Animation					=	CheerA
				AnimationName			=	RURohrm_SKL.RURohrm_CHRA
				AnimationMode			=	ONCE
			End
			Animation					=	CheerB
				AnimationName			=	RURohrm_SKL.RURohrm_CHRB
				AnimationMode			=	ONCE
			End
			Animation					=	CheerC
				AnimationName			=	RURohrm_SKL.RURohrm_CHRC
				AnimationMode			=	ONCE
			End
			Animation					=	CheerD
				AnimationName			=	RURohrm_SKL.RURohrm_CHRD
				AnimationMode			=	ONCE
			End
			Animation					=	Salute
				AnimationName			=	RURohrm_SKL.RURohrm_SLTA
				AnimationMode			=	ONCE
			End
			Flags						= RANDOMSTART RESTART_ANIM_WHEN_COMPLETE
		End

;;======= TAUNTING
			
		AnimationState					= EMOTION_TAUNTING
			Animation					= Taunting
				AnimationName			= RURohrm_SKL.RURohrm_TNTA
				AnimationMode			= ONCE
			End
			Animation					= Taunting2
				AnimationName			= RURohrm_SKL.RURohrm_TNTB
				AnimationMode			= ONCE
			End
			Flags						= RANDOMSTART RESTART_ANIM_WHEN_COMPLETE
		End

;;======= POINTING
			
		AnimationState					= EMOTION_POINTING
			Animation					= Pointing1
				AnimationName			= RURohrm_SKL.RURohrm_PNTA
				AnimationMode			= LOOP
			End
		End
		
;;======== ALERT

		AnimationState					= EMOTION_ALERT
			Animation					= IDLA
				AnimationName			= RURohrm_SKL.RURohrm_IDLA
				AnimationMode			= LOOP
			End
		End
		
		AnimationState					=	RAISING_FLAG
			Animation					=	CheerA
				AnimationName			=	RURohrm_SKL.RURohrm_CHRA
				AnimationMode			=	ONCE
				AnimationSpeedFactorRange = 0.9 1.1
			End
			Animation					=	CheerB
				AnimationName			=	RURohrm_SKL.RURohrm_CHRB
				AnimationMode			=	ONCE
				AnimationSpeedFactorRange = 0.9 1.1
			End
			Animation					=	CheerC
				AnimationName			=	RURohrm_SKL.RURohrm_CHRC
				AnimationMode			=	ONCE
				AnimationSpeedFactorRange = 0.9 1.1
			End
			Animation					=	CheerD
				AnimationName			=	RURohrm_SKL.RURohrm_CHRD
				AnimationMode			=	ONCE
				AnimationSpeedFactorRange = 0.9 1.1
			End
			Animation					=	Salute
				AnimationName			=	RURohrm_SKL.RURohrm_SLTA
				AnimationMode			=	ONCE
			End
			Flags						= RESTART_ANIM_WHEN_COMPLETE
		End


;;-------------------- SELECTED ---------------------------------------------------------------
				
		AnimationState					= SELECTED
			StateName					= State_Selected
;			SimilarRestart				= Yes
			Animation					= AtAttention
				AnimationName			= RURohrm_SKL.RURohrm_IDLA
				AnimationMode			= LOOP
			End
			BeginScript
				Prev = CurDrawablePrevAnimationState()
				if Prev == "Idle" then
					CurDrawableSetTransitionAnimState("TRANS_Idle_To_Selected")
				elseif Prev == "State_PuttingBowAway" then
					CurDrawableSetTransitionAnimState("TRANS_BowAway_To_Selected")
				end
			EndScript
		End
		
		
		TransitionState					=	TRANS_Idle_to_Selected
			Animation					=	ATNA
				AnimationName			=	RURohrm_SKL.RURohrm_ATNA
				AnimationMode			=	ONCE
				AnimationSpeedFactorRange = 1.0 1.0
			End
		End

		TransitionState					=	TRANS_BowAway_To_Selected
			Animation
				AnimationName			=	RURohrm_SKL.RURohrm_WPNB
				AnimationMode			=	ONCE
			End
		End
		
		TransitionState					=	TRANS_Selected_to_Idle
			Animation					=	ATNC
				AnimationName			=	RURohrm_SKL.RURohrm_ATNA
				AnimationMode			=	ONCE_BACKWARDS
				AnimationSpeedFactorRange = 0.6 1.0
			End
			Flags						= START_FRAME_LAST
		End
		
		TransitionState					=	TRANS_BowAway_To_Idle
			Animation
				AnimationName			=	RURohrm_SKL.RURohrm_WPNB
				AnimationMode			=	ONCE
			End
		End

This should work :p
I really do hope it does ;)

Edited by Ridder Geel, 27 November 2008 - 05:47 PM.

Ridder Geel

#47 sporting1986

sporting1986

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Posted 27 November 2008 - 05:51 PM

too bad i have to say this
---------------------------
Game crash
---------------------------
ERROR: Could not open include in data\ini\object\goodfaction\units\men\rohanrohirrim.ini line 1, file data\ini\object\goodfaction\units\men\RohanRohirrimanims.inc, parent file data\ini\object\goodfaction\units\men\rohanrohirrim.ini

12 addresses:

(unknown)(0): game.dat+240382 Debug::PostStaticInit+3390

(unknown)(0): game.dat+6381209 IRegion3D::operator=+68565

(unknown)(0): game.dat+6381262 IRegion3D::operator=+68618

(unknown)(0): game.dat+186366 StringBase<char>::find+6236

(unknown)(0): game.dat+189257 StringBase<char>::find+9127

(unknown)(0): game.dat+1789712 Region2D::Region2D+707344

(unknown)(0): game.dat+1789176 Region2D::Region2D+706808

(unknown)(0): game.dat+2324310 IntRange::IntRange+70980

(unknown)(0): game.dat+2342086 IntRange::IntRange+88756

(unknown)(0): game.dat+2377423 IntRange::IntRange+124093

(unknown)(0): game.dat+6542103 Xfer::~Xfer+118430

(unknown)(0): kernel32.dll+94311 RegisterWaitForInputIdle+73


Because of the severity of this error the game will now exit.
---------------------------
OK
---------------------------
;)

#48 Ridder Geel

Ridder Geel

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Posted 27 November 2008 - 05:53 PM

Did you make the data\ini\object\goodfaction\units\men\RohanRohirrimanims.inc as i asked? ;)

Recopy both codes to make sure ;)

Edited by Ridder Geel, 27 November 2008 - 05:54 PM.

Ridder Geel

#49 sporting1986

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Posted 27 November 2008 - 05:54 PM

Did you make the data\ini\object\goodfaction\units\men\RohanRohirrimanims.inc as i asked? ;)

Recopy both codes to make sure ;)



oh the code was so big that i didn´t saw that one,by the way how can you posted a gigant code and i can´t?

#50 Ridder Geel

Ridder Geel

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Posted 27 November 2008 - 05:58 PM

What do you mean? do you have a 'limit' to how much you can post? ;)
Ridder Geel

#51 sporting1986

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Posted 27 November 2008 - 06:44 PM

What do you mean? do you have a 'limit' to how much you can post? :)



yes i have a limit ,maybe because you are hosted i am not lol
anyway guess who is the MAN???you are!! ;) ;) :p :) now it works perfect...but i have another simple question to you super inteligent Ridder Geel,is this normal in the rohirrim??because in the gondor knights appear different

Posted Image

the rank information is no there,is this normal??

Posted Image

Anyway i just want to say that you are really a genius in codding dude,i wish i had your knowledge

#52 Ridder Geel

Ridder Geel

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Posted 27 November 2008 - 06:47 PM

Oh right about the 'rank' thing i think you mean level right?
In Experiencelevels.ini add all the 'child objects' from the rohirrim to the GOOD_CAVALRY ;)
That would be these:
RohanRohirrimBase RohanRohirrim_Gondor_1 RohanRohirrim_Gondor_2 RohanRohirrim_Gondor_3 RohanRohirrim_Gondor_4
Ridder Geel

#53 sporting1986

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Posted 27 November 2008 - 07:01 PM

Oh right about the 'rank' thing i think you mean level right?
In Experiencelevels.ini add all the 'child objects' from the rohirrim to the GOOD_CAVALRY ;)
That would be these:
RohanRohirrimBase RohanRohirrim_Gondor_1 RohanRohirrim_Gondor_2 RohanRohirrim_Gondor_3 RohanRohirrim_Gondor_4



like this:

#define GOOD_CAVALRY RohanRohirrimBase RohanRohirrim_Gondor_1 RohanRohirrim_Gondor_2 RohanRohirrim_Gondor_3 RohanRohirrim_Gondor_4 RohanRohirrim RohanRohirrimHorde RohanRohirrimArcher RohanRohirrimArcherHorde RohanRohirrimArcherHordeWedgeFormation GondorCavalry GondorCavalryBanner GondorKnightHorde RohanRohirrim_Summoned ElvenRivendellLancer ElvenRivendellLancerHorde ElvenRivendellArcher ElvenRivendellArcherHorde ElvenRivendellLancerBanner ArnorKnightHorde ArnorCavalryBanner ArnorCavalry ArnorKnightHorde_Summoned GondorKnightHorde_Summoned RohanRohirrimHorde_Summoned ArnorCavalry_Summoned GondorCavalry_Summoned #define GOOD_FARM GondorFarm GondorFarmMultiplayer ArnorFarm ArnorFarmMultiplayer


#54 Ridder Geel

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Posted 27 November 2008 - 07:04 PM

Yes ;)
Ridder Geel

#55 sporting1986

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Posted 27 November 2008 - 07:29 PM

Yes ;)



it worked btw you should change you name to Ridder Geel Heinstein what you think?lol
i dare asking another thing,the haradrim raiders and the gondor knights also have the same problem the rohirrim had with a litle different the gondor knights the horses don´t have a horse armor only different colors and the haradrim raiders have 2 horse colors with two different armors for each color,so for this to function to them what should i have to do?if you now want to rest i completly understand
pardon me if i am crazy with this lol

#56 Ridder Geel

Ridder Geel

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Posted 27 November 2008 - 10:30 PM

You want to do the same thing to the gondor knights?
Well then use the same kind of thing that i did, i mean the code is here so you should be able to do it ;)
Ridder Geel

#57 sporting1986

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Posted 27 November 2008 - 10:32 PM

You want to do the same thing to the gondor knights?
Well then use the same kind of thing that i did, i mean the code is here so you should be able to do it ;)



yes but with the gondor knights the horses remain the same so it is more easy right??so i should divide the code in 2 just like you did right??

#58 Ridder Geel

Ridder Geel

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Posted 27 November 2008 - 10:49 PM

Well maybe... Post the code from the 'knights' and ill have it done in a few mins if u want ;)
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#59 sporting1986

sporting1986

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Posted 27 November 2008 - 10:50 PM

Well maybe... Post the code from the 'knights' and ill have it done in a few mins if u want ;)



lol dude i´m gone hire you lol

here is the gondor knight code
Object GondorCavalry; *** ART Parameters ***; NOTE: If you are updating any of the art parameters, you should really check; GondorCavalryRiderless in FactionSubObject.ini and see if it needs to be updatedSelectPortrait = UPGondor_KnightDraw = W3DHordeModelDraw ModuleTag_01OkToChangeModelColor = YesWadingParticleSys = EntRipplesStaticModelLODMode = Yes; specify options for static LODsLodOptions = LOWAllowMultipleModels = ALLOW_MULTIPLE_MODELS_LOWMaxRandomTextures = MAX_RANDOM_TEXTURES_LOWMaxRandomAnimations = MAX_RANDOM_ANIMATIONS_LOWMaxAnimFrameDelta = MAX_ANIM_FRAME_DELTA_LOWEndLodOptions = MEDIUMAllowMultipleModels = ALLOW_MULTIPLE_MODELS_MEDMaxRandomTextures = MAX_RANDOM_TEXTURES_MEDMaxRandomAnimations = MAX_RANDOM_ANIMATIONS_MEDMaxAnimFrameDelta = MAX_ANIM_FRAME_DELTA_MEDEndLodOptions = HIGHAllowMultipleModels = ALLOW_MULTIPLE_MODELS_HIGHMaxRandomTextures = MAX_RANDOM_TEXTURES_HIGHMaxRandomAnimations = MAX_RANDOM_ANIMATIONS_HIGHMaxAnimFrameDelta = MAX_ANIM_FRAME_DELTA_HIGHEnd;Removed non-armored horse textures;--------------------------------------------------RandomTexture = CUHorse_BnA.tga 0 CUHorse_BnWtA.tgaRandomTexture = CUHorse_BnWtA.tga 0 CUHorse_BnWtA.tgaRandomTexture = CUHorse_WtA.tga 0 CUHorse_BnWtA.tga ; only heros have white horsesRandomTexture = CUHorse_WtBkA.tga 0 CUHorse_BnWtA.tgaDefaultModelConditionStateModel = GUCavalry_SKNSkeleton = GUCavalry_SKLEndModelConditionState WEAPONSET_PLAYER_UPGRADEModel = GUCavalry_SKNSkeleton = GUCavalry_SKLEndIdleAnimationStateStateName = IdleAnimation = IdleAAnimationName = GUCavalry_IDLAAnimationPriority = 20AnimationMode = ONCEAnimationBlendTime = 15EndAnimation = IdleBAnimationName = GUCavalry_IDLBAnimationMode = ONCEAnimationBlendTime = 15EndAnimation = IdleCAnimationName = GUCavalry_IDLCAnimationMode = ONCEAnimationBlendTime = 15EndAnimation = IdleDAnimationName = GUCavalry_IDLDAnimationMode = ONCEAnimationBlendTime = 15EndAnimation = IdleEAnimationName = GUCavalry_IDLEAnimationMode = ONCEAnimationBlendTime = 15EndAnimation = IdleGAnimationName = GUCavalry_IDLGAnimationMode = ONCEAnimationBlendTime = 15EndFlags = RANDOMSTART RESTART_ANIM_WHEN_COMPLETEBeginScriptPrev = CurDrawablePrevAnimationState()if Prev == "State_Selected" then CurDrawableSetTransitionAnimState("TRANS_Selected_To_Idle") endEndScriptEndAnimationState = PASSENGERAnimation = grabbedAnimationName = GUCavalry_GBDAAnimationMode = LOOPEndFlags = RANDOMSTARTEnd; --- stunned animsAnimationState = FREEFALLAnimation = freefallAnimationName = GUCavalry_FLYBAnimationMode = LOOPEndFlags = RANDOMSTARTEndAnimationState = STUNNED_FLAILING Animation = JustDieAnimationName = GUCavalry_FLYBAnimationMode = LOOPEndFlags = RANDOMSTARTEndAnimationState = DYING BURNINGDEATHAnimationAnimationName = GUCavalry_DIEAAnimationMode = ONCEAnimationBlendTime = 10EndAnimationAnimationName = GUCavalry_DIECAnimationMode = ONCEAnimationBlendTime = 10EndAnimationAnimationName = GUCavalry_DIEEAnimationMode = ONCEAnimationBlendTime = 10EndEndAnimationState = DYING SPLATTEDAnimation = splattedAnimationName = GUCavalry_LNDAAnimationMode = ONCEEndEndAnimationState = DYING ; DEATH_2 Normally has DEATH_2, but just as a backup don't insistAnimation AnimationName = GUCavalry_DIEAAnimationMode = ONCEEndAnimation AnimationName = GUCavalry_DIEC AnimationMode = ONCEEndAnimation AnimationName = GUCavalry_DIEEAnimationMode = ONCEEndEndAnimationState = STUNNED_STANDING_UPAnimation = StandUpAnimationName = GUCavalry_GTPAAnimationMode = ONCEAnimationSpeedFactorRange = 1.5 1.5EndEndAnimationState = STUNNED Animation = LandAnimationName = GUCavalry_LNDAAnimationMode = ONCEEndEndAnimationState = BURNINGDEATHAnimationAnimationName = GUCavalry_MFDAAnimationMode = LOOPDistance = 100EndEndAnimationState = PARALYZEDAnimationAnimationName = GUCavalry_IDLAAnimationMode = LOOPEndEnd; This is the no-spawn-horse type of deathAnimationState = TURN_LEFT_HIGH_SPEEDAnimation = TurnLeftAnimationName = GUCavalry_TNL1AnimationMode = LOOPAnimationSpeedFactorRange= .8 .8AnimationBlendTime = 20EndEndAnimationState = MOVING FIRING_OR_PREATTACK_AShareAnimation = YesAnimation = TrotAndFireAnimationName = GUCavalry_ATRAAnimationMode = LOOPDistance = 70; 35EndFlags = RANDOMSTARTEndAnimationState = TURN_RIGHT_HIGH_SPEEDAnimation = TurnLeftAnimationName = GUCavalry_TNR1AnimationMode = LOOPAnimationSpeedFactorRange= .8 .8AnimationBlendTime = 20EndEnd;;======= TERRORAnimationState = MOVING EMOTION_TERROR EMOTION_LOOK_TO_SKYAnimation = RUNBAnimationName = GUCavalry_RUNBAnimationMode = LOOPEndEndAnimationState = MOVING EMOTION_TERRORAnimation = RUNBAnimationName = GUCavalry_RUNBAnimationMode = LOOPEndAnimation = RUNCAnimationName = GUCavalry_RUNCAnimationMode = LOOPEndAnimation = RUNDAnimationName = GUCavalry_RUNDAnimationMode = LOOPEndEnd;;===== BACKUPAnimationState = MOVING BACKING_UPAnimation = BackingUpAnimationName = GUCavalry_BAKAAnimationMode = LOOPEndFlags = RANDOMSTARTEndAnimationState = MOVING TURN_LEFT Animation = TurnLeftAnimationName = GUCavalry_TRNLAnimationMode = LOOPAnimationSpeedFactorRange= .8 .8; AnimationBlendTime = 20EndEndAnimationState = MOVING TURN_RIGHT Animation = TurnLeftAnimationName = GUCavalry_TRNRAnimationMode = LOOPAnimationSpeedFactorRange= .8 .8; AnimationBlendTime = 20EndEnd; AnimationState = MOVING WALKING; Animation = Walk1; AnimationName = GUCavalry_WLKA; AnimationMode = LOOP; Distance = 28; End; EndAnimationState = MOVING ACCELERATEAnimation = AccelerateAnimationName = GUCavalry_ACCLAnimationMode = ONCE ; was LOOPEndEndAnimationState = DECELERATEAnimation = DecelerateAnimationName = GUCavalry_DECLAnimationMode = ONCEAnimationSpeedFactorRange = 0.5 0.5EndEndAnimationState = MOVINGShareAnimation = YesAnimation = RunAAnimationName = GUCavalry_RUNAAnimationMode = LOOPDistance = 35EndAnimation = RunBAnimationName = GUCavalry_RUNBAnimationMode = LOOPDistance = 35EndAnimation = RunCAnimationName = GUCavalry_RUNCAnimationMode = LOOPDistance = 35EndAnimation = RunDAnimationName = GUCavalry_RUNDAnimationMode = LOOPDistance = 35EndFlags = RANDOMSTARTEndAnimationState = FIRING_OR_PREATTACK_AAnimation = ATKAAnimationName = GUCavalry_ATKAAnimationMode = ONCEEndAnimation = ATKBAnimationName = GUCavalry_ATKBAnimationMode = ONCEEndAnimation = ATKCAnimationName = GUCavalry_ATKCAnimationMode = ONCEEndAnimation = ATKDAnimationName = GUCavalry_ATKDAnimationMode = ONCEEndAnimation = DefendAnimationName = GUCavalry_DFDAAnimationMode = ONCEEndFlags = RESTART_ANIM_WHEN_COMPLETEEnd; --------- Click and Hit Reactions ------------AnimationState = HIT_REACTION HIT_LEVEL_1Animation = Hit_Level_1_aAnimationName = GUCavalry_HFMAAnimationMode = ONCEEndEnd;;------------- EMOTIONS ---------------------------------------------AnimationState = EMOTION_ALERT EMOTION_AFRAIDShareAnimation = YesAnimation = ApprehensiveAnimationName = GUCavalry_APPAAnimationMode = LOOP ;Change this to ONCE if adding additional animsEndEndAnimationState = EMOTION_AFRAIDShareAnimation = YesAnimation = FERAAnimationName = GUCavalry_FERAAnimationMode = LOOPEndAnimation = FERBAnimationName = GUCavalry_FERBAnimationMode = LOOPEndAnimation = FERCAnimationName = GUCavalry_FERCAnimationMode = LOOPEndEndAnimationState = EMOTION_TAUNTINGShareAnimation = YesAnimation = TauntingAAnimationName = GUCavalry_TNTAAnimationMode = ONCEEndAnimation = TauntingBAnimationName = GUCavalry_TNTBAnimationMode = ONCEEndAnimation = Taunting2CAnimationName = GUCavalry_TNTCAnimationMode = ONCEEndAnimation = Taunting2DAnimationName = GUCavalry_TNTDAnimationMode = ONCEEndFlags = RANDOMSTART RESTART_ANIM_WHEN_COMPLETEEndAnimationState = EMOTION_POINTINGAnimation = Pointing1AAnimationName = GUCavalry_PNTAAnimationMode = LOOPEndAnimation = Pointing1BAnimationName = GUCavalry_PNTBAnimationMode = LOOPEndAnimation = Pointing1CAnimationName = GUCavalry_PNTCAnimationMode = LOOPEndEndAnimationState = EMOTION_CELEBRATINGShareAnimation = YesAnimation = CHRAAnimationName = GUCavalry_CHRAAnimationMode = ONCEEndAnimation = CHRBAnimationName = GUCavalry_CHRBAnimationMode = ONCEEndAnimation = CHRCAnimationName = GUCavalry_CHRCAnimationMode = ONCEEndFlags = RESTART_ANIM_WHEN_COMPLETEEndAnimationState = EMOTION_ALERTAnimation = IDLAAnimationName = GUCavalry_IDLAAnimationMode = LOOPEndEndAnimationState = RAISING_FLAGShareAnimation = YesAnimation = CHRAAnimationName = GUCavalry_CHRAAnimationMode = ONCEAnimationSpeedFactorRange = 0.9 1.1EndAnimation = CHRBAnimationName = GUCavalry_CHRBAnimationMode = ONCEAnimationSpeedFactorRange = 0.9 1.1EndAnimation = CHRCAnimationName = GUCavalry_CHRCAnimationMode = ONCEAnimationSpeedFactorRange = 0.9 1.1EndFlags = RESTART_ANIM_WHEN_COMPLETEEndAnimationState = SELECTEDStateName = State_SelectedAnimation = AtAttentionAnimationName = GUCavalry_IDLGAnimationMode = LoopEndBeginScriptPrev = CurDrawablePrevAnimationState()if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_Idle_To_Selected") endEndScriptEndTransitionState = TRANS_Idle_to_SelectedAnimation = ATNAAnimationName = GUCavalry_ATNAAnimationMode = ONCEAnimationSpeedFactorRange = 0.8 1.2EndEndTransitionState = TRANS_Selected_to_IdleAnimation = ATNAAnimationName = GUCavalry_ATNAAnimationMode = ONCE_BACKWARDSAnimationSpeedFactorRange = 0.8 1.2EndFlags = START_FRAME_LASTEndEndDraw = W3DScriptedModelDraw DustEffectsDefaultModelConditionStateModel = NoneEndIdleAnimationStateEndAnimationState = MOVING WADINGParticleSysBone = None FootstepSlashEndAnimationState = MOVING ACCELERATEParticleSysBone = None GenericSiegeTrailDustEndAnimationState = MOVING DECELERATEParticleSysBone = None GenericSiegeTrailDustEndAnimationState = MOVINGEndEnd; NOTE, PLEASE: If you are changing this unit in any way, you should consider changing ; GondorCavalryRiderless in FactionSubObject.ini#include "..\..\..\includes\StunDrawModuleMedium.inc"; ***DESIGN parameters ***Side = MenEditorSorting = UNITThreatLevel = 1.0TransportSlotCount = TRANSPORTSLOTCOUNT_UNITBountyValue = GONDOR_KNIGHT_BOUNTY_VALUEArmorSetConditions = NoneArmor = KnightArmor ;CavalryArmorDamageFX = NormalDamageFXEndArmorSetConditions = PLAYER_UPGRADEArmor = KnightShieldArmor ;CavalryHorseShieldArmorDamageFX = NormalDamageFXEndArmorSetConditions = PLAYER_UPGRADE_2Armor = KnightHeavyArmor ;CavalryHeavyArmorDamageFX = NormalDamageFXEndArmorSetConditions = PLAYER_UPGRADE_2 PLAYER_UPGRADEArmor = KnightShieldHeavyArmor ;CavalryHorseShieldAndHeavyArmorDamageFX = NormalDamageFXEndWeaponSetConditions = None Weapon = PRIMARY GondorCavalrySwordAutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AIEndWeaponSetConditions = PLAYER_UPGRADEWeapon = PRIMARY GondorCavalrySwordUpgradedAutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AIEndVisionRange = GONDOR_KNIGHT_VISION_RANGEShroudClearingRange = SHROUD_CLEAR_STANDARDVisionSide = 35%VisionRear = 25%MaxVisionBonusPercent = 300%VisionBonusTestRadius = 200VisionBonusPercentPerFoot = 2.0%DisplayName = OBJECT:GondorKnightsCrushableLevel = 3 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehiclesCrusherLevel = 1CrushWeapon = KnightCrushMinCrushVelocityPercent = 50 ; Has to be moving at at least 50% of full speed.CrushDecelerationPercent = 100 ; Lose 80 percent of max velocity when crushing.RamPower = 30;RamZMult = 0.5;CommandPoints = 6CommandSet = GondorCavalryCommandSet; *** AUDIO Parameters ***;;VoiceAmbushed = GondorKnightVoiceAmbushed OBSOLETE VOICEVoiceAttack = GondorKnightVoiceAttackVoiceAttackCharge = GondorKnightVoiceAttackChargeVoiceAttackMachine = GondorKnightVoiceAttackVoiceAttackStructure = GondorKnightVoiceAttackBuildingVoiceEnterStateAttack = GondorKnightVoiceEnterStateAttackVoiceEnterStateAttackCharge = GondorKnightVoiceEnterStateAttackChargeVoiceEnterStateAttackMachine = GondorKnightVoiceEnterStateAttackBuildingVoiceEnterStateAttackStructure = GondorKnightVoiceEnterStateAttackBuildingVoiceCreated = GondorKnightVoiceSaluteVoiceFullyCreated = GondorKnightVoiceSaluteVoiceMove = GondorKnightVoiceMoveVoiceMoveToCamp = GondorKnightVoiceMoveCampVoiceMoveWhileAttacking = GondorKnightVoiceDisengageVoiceEnterStateMove = GondorKnightVoiceEnterStateMoveVoiceEnterStateMoveToCamp = GondorKnightVoiceEnterStateMoveCampVoiceEnterStateMoveWhileAttacking = GondorKnightVoiceEnterStateDisengageVoicePriority = 51VoiceRetreatToCastle = GondorKnightVoiceRetreatVoiceEnterStateRetreatToCastle = GondorKnightVoiceEnterStateRetreatVoiceSelect = GondorKnightVoiceSelectMSVoiceSelectBattle = GondorKnightVoiceSelectBattleVoiceGuard = GondorKnightVoiceMoveSoundMoveStart = GondorHorseMoveStartSoundImpact = ImpactHorse;GondorKnightVoiceFearCower;GondorKnightVoiceFearDisperse;GondorKnightVoiceFearPoint;GondorKnightVoiceFearRegroup;GondorKnightVoiceJoinAnybody;GondorKnightVoiceLineFormation;GondorKnightVoiceWedgeFormationCrowdResponseKey = GoodMenUnitSpecificSounds; VoiceGarrison = GondorKnightVoiceGarrisonVoiceEnterUnitElvenTransportShip = GondorKnightVoiceMoveVoiceInitiateCaptureBuilding = GondorKnightVoiceMoveEndCrowdResponseKey = Horse#include "..\..\..\includes\StandardUnitEvaEvents.inc"ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_fooModelCondition = Required:RAISING_FLAG Excluded:DYING ENGAGED Sound:EmotionMenGoodCompilationBFME1and2VoxTauntSinglesLoopEndClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehaviorMaxUpdateRangeCap = 800AnimationSound = Sound:HorseMoveFootstepsLoose Animation:GUCavalry_SKL.GUCavalry_ACCL Frames:8 30AnimationSound = Sound:HorseMoveFootstepsLoose Animation:GUCavalry_SKL.GUCavalry_RUNA Frames:0AnimationSound = Sound:HorseMoveFootstepsLoose Animation:GUCavalry_SKL.GUCavalry_RUNB Frames:0AnimationSound = Sound:HorseMoveFootstepsLoose Animation:GUCavalry_SKL.GUCavalry_TNL1 Frames:0AnimationSound = Sound:HorseMoveFootstepsLoose Animation:GUCavalry_SKL.GUCavalry_TNR1 Frames:0AnimationSound = Sound:HorseMoveFootstepsLoose Animation:GUCavalry_SKL.GUCavalry_TRNL Frames:0AnimationSound = Sound:HorseMoveFootstepsLoose Animation:GUCavalry_SKL.GUCavalry_TRNR Frames:0AnimationSound = Sound:HorseWhinny Animation:GUCavalry_SKL.GUCavalry_DIEA Frames:0;AnimationSound = Sound:HorseWhinny Animation:GUCavalry_SKL.GUCavalry_DIEB Frames:0AnimationSound = Sound:HorseWhinny Animation:GUCavalry_SKL.GUCavalry_DIEC Frames:0;AnimationSound = Sound:HorseWhinny Animation:GUCavalry_SKL.GUCavalry_DIED Frames:0AnimationSound = Sound:HorseWhinny Animation:GUCavalry_SKL.GUCavalry_IDLC Frames:9AnimationSound = Sound:HorseWhinny Animation:GUCavalry_SKL.GUCavalry_TNTB Frames:9AnimationSound = Sound:BodyFallGeneric1 Animation:GUCavalry_SKL.GUCavalry_DIEA Frames:10 46AnimationSound = Sound:BodyFallGeneric1 Animation:GUCavalry_SKL.GUCavalry_DIEC Frames:20 43AnimationSound = Sound:BodyFallGenericNoArmor Animation:GUCavalry_SKL.GUCavalry_DIEC Frames:70AnimationSound = Sound:BodyFallGeneric1 Animation:GUCavalry_SKL.GUCavalry_LNDA Frames:3 11AnimationSound = Sound:HorseWhinny Animation:GUCavalry_SKL.GUCavalry_LNDA Frames:0EndBehavior = LargeGroupAudioUpdate ModuleTag_LGAU ;Tie into LargeGroupAudio systemKey = Humanoid_Male Man Man_Male Unit Cavalry KnightEnd; *** ENGINEERING Parameters ***RadarPriority = UNITThingClass = CAVALRY_UNITKindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS CAVALRY SCORE GRAB_AND_DROPBody = ActiveBody ModuleTag_02CheerRadius = EMOTION_CHEER_RADIUSMaxHealth = GONDOR_KNIGHT_HEALTHMaxHealthDamaged = GONDOR_KNIGHT_HEALTH_DAMAGEDRecoveryTime = GONDOR_KNIGHT_HEALTH_RECOVERY_TIMEBurningDeathBehavior = YesBurningDeathFX = FX_CavalryBurningFlameEnd#include "..\..\..\includes\CaptureBuilding.inc"Behavior = AIUpdateInterface ModuleTag_03AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGSAILuaEventsList = GondorCavalryFunctionsAttackPriority = AttackPriority_CavalryBurningDeathTime = BURNINGDEATH_DURATION_CAVALRYEnd;Forged Blade UpgradeBehavior = WeaponSetUpgrade WeaponSetUpgradeModuleTagTriggeredBy = Upgrade_GondorForgedBladesEnd;knight shield upgradeBehavior = ArmorUpgrade SetUpgradeModuleTag2TriggeredBy = Upgrade_GondorKnightShieldArmorSetFlag = PLAYER_UPGRADECustomAnimAndDuration = AnimState:USER_1 AnimTime:0 TriggerTime:0 ;set flag foreverEndBehavior = ArmorUpgrade SetUpgradeModuleTag3TriggeredBy = Upgrade_GondorHeavyArmorArmorSetFlag = PLAYER_UPGRADE_2EndBehavior = SubObjectsUpgrade ForgedBlade_UpgradeTriggeredBy = Upgrade_GondorForgedBladesShowSubObjects = Forged_BladeEndBehavior = SubObjectsUpgrade Armor_UpgradeTriggeredBy = Upgrade_GondorHeavyArmorUpgradeTexture = GUManAtArms.tga 0 GUManAtArms_HA.tgaRecolorHouse = YesExcludeSubobjects = Forged_BladeEndBehavior = SubObjectsUpgrade KnightShield_UpgradeTriggeredBy = Upgrade_GondorKnightShieldShowSubObjects = sshieldRecolorHouse = YesExcludeSubobjects = Forged_BladeEndLocomotorSetLocomotor = NormalHorseHordeMemberLocomotorCondition = SET_NORMAL Speed = NORMAL_MOUNTED_SLOW_MEMBER_SPEEDEndLocomotorSetLocomotor = NormalHorseHordeMemberLocomotorCondition = SET_CONTAINEDSpeed = NORMAL_MOUNTED_SLOW_MEMBER_SPEEDEndLocomotorSetLocomotor = NormalHorseHordeMemberLocomotorCondition = SET_COMBOSpeed = NORMAL_GOOD_INFANTRY_MEMBER_SPEEDEndLocomotorSetLocomotor = BurningDeathLocomotorCavalryCondition = SET_BURNINGDEATHSpeed = BURNINGDEATH_WANDERSPEED_CAVALRYEndBehavior = PhysicsBehavior ModuleTag_04GravityMult = 1.0ShockStandingTime = 2533 ;msecEndBehavior = SquishCollide ModuleTag_06;nothingEndBehavior = HordeMemberCollide ModuleTag_HMC;nothingEndBehavior = SlowDeathBehavior ModuleTag_08; Die and don't spawn horseDeathTypes = ALL -FADEDSinkDelay = 3000SinkRate = 0.80 ; in Dist/SecDestructionDelay = 12000;ProbabilityModifier = 33Sound = INITIAL HumanVoiceDieEndBehavior = SlowDeathBehavior ModuleTag_FadeDeath; Die and don't spawn horseDeathTypes = NONE +FADEDSinkDelay = 3000SinkRate = 0.80 ; in Dist/SecDestructionDelay = 12000;ProbabilityModifier = 33Sound = INITIAL SpellGenericUnsummonFasterMSEndBehavior = HitReactionBehavior HitReactionBehaviorModuleTagHitReactionLifeTimer1 = 2000 ; level 1 (light damage) hit reaction animations in frames (5 per sec)HitReactionLifeTimer2 = 2000 ; level 2 (medium damage) hit reaction animations in frames (5 per sec)HitReactionLifeTimer3 = 2000 ; level 3 (heavy damage) hit reaction animations in frames (5 per sec)HitReactionThreshold1 = 0.0 ; level 1 (light damage) threshold triggerHitReactionThreshold2 = 25.0 ; level 2 (medium damage) threshold triggerHitReactionThreshold3 = 50.0 ; level 3 (heavy damage) threshold triggerEndGeometry = CYLINDERGeometryMajorRadius = 8.0GeometryMinorRadius = 8.0GeometryHeight = 20.0GeometryIsSmall = NoShadow = SHADOW_DECALShadowSizeX = 30;ShadowSizeY = 21;ShadowTexture = ShadowI;; Do I need to change GondorCavalryRiderless?End//------------------------------------------------------------------------------ChildObject GondorCavalry_Summoned GondorCavalryIsTrainable = NoCommandPoints = 0EquivalentTo = GondorCavalryBehavior = LifetimeUpdate ModuleTag_LifetimeUpdate// This one does the work, but the one in the horde displays the timerMinLifetime = CREATE_A_HERO_REINFORCEMENT_LIFETIMEMaxLifetime = CREATE_A_HERO_REINFORCEMENT_LIFETIMEDeathType = FADEDEnd End


#60 Ridder Geel

Ridder Geel

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Posted 27 November 2008 - 11:01 PM

Do you want them to use the same texture for the Heavy armor (for the horses) as the Rohirrim?
Ridder Geel




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