SelectPortrait = UPGondor_Rohirrim
Rohirrim horse random models
#41
Posted 27 November 2008 - 03:46 PM
#42
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
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
Posted 27 November 2008 - 05:03 PM
#45
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
Posted 27 November 2008 - 05:45 PM
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
I really do hope it does
Edited by Ridder Geel, 27 November 2008 - 05:47 PM.
#47
Posted 27 November 2008 - 05:51 PM
---------------------------
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
Posted 27 November 2008 - 05:53 PM
Recopy both codes to make sure
Edited by Ridder Geel, 27 November 2008 - 05:54 PM.
#49
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
Posted 27 November 2008 - 05:58 PM
#51
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!! 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
the rank information is no there,is this normal??
Anyway i just want to say that you are really a genius in codding dude,i wish i had your knowledge
#52
Posted 27 November 2008 - 06:47 PM
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
#53
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
Posted 27 November 2008 - 07:04 PM
#55
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
Posted 27 November 2008 - 10:30 PM
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
#57
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
Posted 27 November 2008 - 10:49 PM
#59
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
Posted 27 November 2008 - 11:01 PM
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