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#41 Ridder Geel

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Posted 06 December 2008 - 12:14 AM

Does it attack when you 'tell' it to attack?
Ridder Geel

#42 JUS_SAURON

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Posted 06 December 2008 - 01:56 AM

To any one interested in making Frodo the main hero of the skirmish game Try this to get
a gameplay similiar to the MOVIES.
GAMEPLAY : Frodo has the one ring .He begins on the map next to the men's castle player 1.He must be constantly hidden .
He must make his way into mordor actually going closer to the enemies camp,
If he gets to MOUNT DOOM which is behind mordor player's fortress he wins .
If he dies he drops the one ring right in the enemies lap .
While the nazguls and the eye search for him he is actauly comming closer to them
You must keep frodo alive and hidden from the nazguls and escort him to mordor to win the game

Make frodo a character who begins like a worker (in player template file)
Make him non-timed (remove his timer module)
Give him a Die module to create the dropped_ring
Make him/leave him un-revivable
Give him ring powers (I copied the RohanFrodo file from bfme1 so that he has ONE_RING abilities
Create a map either an existing bfme2 map modified or you own
Create a nice MOUNT DOOM sealed off with mountains .
The only Two entrances must be the BLACK GATE and a secret small passible width area with a spider lair
Near the MOUNT DOOM put up two signal fires with their own flags
Mount doom should be in a corner with a small cave -like valley
Create a way area near MOUNT DOOM between the signal fires called RING
Create a script like this :
If player 1 has unit equal to 1 of type RohanFrodo in area RING then VICTORY !
Also helps if nazguls have plalantir vision power

Edited by JUS_SAURON, 06 December 2008 - 01:57 AM.


#43 JUS_SAURON

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Posted 06 December 2008 - 01:58 AM

Does it attack when you 'tell' it to attack?

Yes

#44 Ridder Geel

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Posted 06 December 2008 - 02:24 AM

Sounds funny, Maybe you should try this? or have you already tried ;)
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#45 Ridder Geel

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Posted 06 December 2008 - 02:26 AM

did you change anything else to the structure or did you only add the 'stealth'?
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#46 JUS_SAURON

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Posted 06 December 2008 - 02:30 AM

Sounds funny, Maybe you should try this? or have you already tried ;)

Have tried ,works fine ,just giving mod tips
(i hope this is the right place)
i seen to be posting stuff in wrong areas
I am quite new to this forum and now learning the ropes !
But i have been modding for a year now
I just got broadband internet
My dialup was dead-slow so i only downloaded mods and tips
Now i can upload and have forum chats
to fix any issues with my mod

Will even try to get my own website to become an affiliate of 3rd age and or mevault

'And in secret the dark lord JUS_SAURON forged a master mod ,
and into this mod he poured his cruelty ,his malice and his will to dominate all mods here on
middleearth - ONE MOD TO RULE THEM ALL - (pipe dream)LOL

Edited by JUS_SAURON, 06 December 2008 - 02:35 AM.


#47 JUS_SAURON

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Posted 06 December 2008 - 02:36 AM

did you change anything else to the structure or did you only add the 'stealth'?



Only the stealth module

#48 Ridder Geel

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Posted 06 December 2008 - 02:37 AM

Ah, yes thats fun too, asking for help in certain areas of modding ;)
I also had started my mod about 3 months before actually 'joining' the3rdage & revora :)
If you need help with things just post here ;)
I know much about modding BFME 2 (& ROTWK) and I will always try to help ;)

Yipee-----2000th post-----
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#49 Ridder Geel

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Posted 06 December 2008 - 02:40 AM

How about uncommenting those "conditions" ?
Behavior = InvisibilityUpdate ModuleTag_StealthForEscape
	InvisibilityNugget
	InvisibilityType = STEALTH
	ForbiddenConditions = NONE;MOVING FIRING_ANY TAKING_DAMAGE USING_ABILITY
	BecomeStealthedFX = FX_ElvenCloakOn
	ExitStealthFX = FX_ElvenCloakOff
	Options = UNTOGGLE_HIDDEN_WHEN_LEAVING_STEALTH
	End
	StartsActive = Yes
	UpdatePeriod = 2000
End

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#50 JUS_SAURON

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Posted 06 December 2008 - 02:51 AM

Anyone has a mod with ballisters (isengard ) buildable on wall hubs ??
The men and dwarves have strong defence on their walls
I want to be able to build balisters on the hubs (like the one surrounding the castle)
Towers and mine-shooter would be nice to !

Need exact name of mod or creator as hunting for it is a needle in a haystack
or tips on how to create them by posting some coding THANKS!!

#51 JUS_SAURON

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Posted 06 December 2008 - 03:00 AM

How about uncommenting those "conditions" ?

Behavior = InvisibilityUpdate ModuleTag_StealthForEscape
	InvisibilityNugget
	InvisibilityType = STEALTH
	ForbiddenConditions = NONE;MOVING FIRING_ANY TAKING_DAMAGE USING_ABILITY
	BecomeStealthedFX = FX_ElvenCloakOn
	ExitStealthFX = FX_ElvenCloakOff
	Options = UNTOGGLE_HIDDEN_WHEN_LEAVING_STEALTH
	End
	StartsActive = Yes
	UpdatePeriod = 2000
End


No dice ,I want this to work as i plan to give this ability to the barrowwights as well so that it looks like ghosts are attacking you and you must use a special ability to 'see' them

#52 JUS_SAURON

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Posted 06 December 2008 - 03:07 AM

Can anyone give me text codes to make the eagle gwahir as a transport vessel
I want him to be able to ONLY carry 'RohanFrodo'
What do i have to add to his existing text file
He already has a Transport module tag and it confuses my brain
as he uses this to grab at orcs etc
trying to get him to 'pick up frodo ' like frodo getting into a tower / boat / dwarf mine
And then frodo showing up in gwahirs 's palintir to be dropped off
even showing up on his back !! like in LOTR3 Return of the king !

I saw that treebeard can have hobbits climb his back
so i thing it might be possible

Edited by JUS_SAURON, 06 December 2008 - 03:08 AM.


#53 Rob38

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Posted 06 December 2008 - 04:05 AM

Here's a good site:

http://lordoftherings.filefront.com/

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#54 Rob38

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Posted 06 December 2008 - 04:11 AM

Actually, it is possible to copy and paste objects from one map to another. Simply select all the objects in one and hit ctrl+c. Than open your new map and hit ctrl+v. You can't copy any of the terrain height or textures though. ;)

WHAT I was wondering-- is it OK to post a modified ver of someones elses map ,
I of course wont take ANY credit for it but i dont know german so i dont know whose it is !
I just want to share the modified map with the new features !

It probably would be alright as long as you give proper credit to the original author.

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#55 Fingulfin

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Posted 06 December 2008 - 07:31 AM

On topic, there are no mods (as of yet) that have Isengard Wall Ballista. This is because back when this game was heavily modded, we couldn't alter BFME II buildings without remapping them. Now we have a method, but it is annoying and time consuming. If someone were to invest the time (and headache) to it though, it can be done easily enough.
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--------------------------------------
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#56 Ridder Geel

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Posted 06 December 2008 - 09:23 AM

Can anyone give me text codes to make the eagle gwahir as a transport vessel
I want him to be able to ONLY carry 'RohanFrodo'
What do i have to add to his existing text file
He already has a Transport module tag and it confuses my brain
as he uses this to grab at orcs etc
trying to get him to 'pick up frodo ' like frodo getting into a tower / boat / dwarf mine
And then frodo showing up in gwahirs 's palintir to be dropped off
even showing up on his back !! like in LOTR3 Return of the king !

I saw that treebeard can have hobbits climb his back
so i thing it might be possible


Just add this in their code:
Behavior = HordeTransportContain  ModuleTag_Contain
		ObjectStatusOfContained				= UNSELECTABLE ENCLOSED
		Slots								= 1
		EnterSound							= GarrisonEnter
		ExitSound							= GarrisonExit
		DamagePercentToUnits				= 0%
		PassengerFilter						= NONE +RohanFrodo +RohanFrodo_Summoned
		AllowOwnPlayerInsideOverride		= Yes; Normally, the Allies check encompasses OwnPlayer.  but we reeeeally only want our own guys.
		AllowAlliesInside					= No
		AllowEnemiesInside					= No
		AllowNeutralInside					= No
		ExitDelay							= 0
		NumberOfExitPaths					= 0;2; Defaults to 1.  Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn
		ForceOrientationContainer			= No; otherwise contained units can't orient themselves towards their targets...
		PassengerBonePrefix					= PassengerBone:SAIL_BONE KindOf:INFANTRY
		ShowPips							= Yes
		EjectPassengersOnDeath				= No
	End
Also add one of these buttons in their commandsets:
Command_ExitGarrison


wow a sudden merging of topics ;)

Edited by Ridder Geel, 06 December 2008 - 09:31 AM.

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#57 Ridder Geel

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Posted 06 December 2008 - 09:40 AM

OK the tower... (I do hope this is the correct topic now ;) )
Add this in their code INSTEAD of your 'stealth' module :p
Behavior = InvisibilityUpdate ModuleTag_BroadcastCamouflageForTower
		InvisibilityNugget
			InvisibilityType	= STEALTH
			ForbiddenConditions	= FIRING_ANY TAKING_DAMAGE
			Options			= UNTOGGLE_HIDDEN_WHEN_LEAVING_STEALTH
		End
		UpdatePeriod			= 1000
		Broadcast			= Yes
		BroadcastRange			= 10
		BroadcastObjectFilter	= NONE +ElvenBattleTower +ElvenBattleTowerSnow
		StartsActive			= Yes
;;RequiredUpgrades		= Upgrade_ElvenFortressBlessedMist
	End

Oh and please 're-summarize' what you still need help with :p

Edited by Ridder Geel, 06 December 2008 - 09:40 AM.

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#58 JUS_SAURON

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Posted 06 December 2008 - 04:11 PM

Thanks all -modding is fun !
Playing other mods is even better!
My mod is near complete and nicely tested (no more in game crashes)
Here is another TIP FOR REALISM

My nazguls (grounded ones )are undying like in the movies
They DO die but then spawn a ring-raith that is kind-of a structure that cannot move or attack
They are also stealthed in this mode .They are on a timer that re-spawn (ocl die module) a nazgul
NAZGUL ==> ringwraith ===> nazgul .They can be quite a threat /treat .You may need to tinker with evilmenblackrider codes too !
Nazgul codes :[codebox]
;---------------------------------------------------------------------------------------------------------------

; BLACKRIDER CANNOT BE RESPAWNED / DIES TO FORM IMMOBILE GHOST /
; GHOST THEN FORMS BLACKRIDER AFTER TIMER

;---------------------------------------------------------------------------------------------------------------
; aka BlackRider
Object EvilMenBlackRider_RINGWRAITH

Scale = 1.5

; *** ART Parameters ***

; SelectPortrait for Heros is portrait behind skill buttons. HP = HeroPortrait.
SelectPortrait = HPBlackRider

; ButtonImage for Heros is button image on Hero Select UI to select hero. HI = HeroIcon or HeroImage.
; This is required for garrisoned objects - please put in all objects.
ButtonImage = HIBlackRider

DescriptionStrategic = CONTROLBAR:LW_ToolTip_BlackRider

Draw = W3DHordeModelDraw ModuleTag_01
OkToChangeModelColor = Yes ; temporarily commented out to remove the house color

;WadingParticleSys = EntRipples

StaticModelLODMode = Yes ; Will append M or L to the skin name depending on GameLOD

DefaultModelConditionState
Model = MURngWrath
ParticleSysBone = None RingWraithFlare FollowBone:Yes
ParticleSysBone = None RingWraithWindIdle FollowBone:Yes



;Model = MUNazgul_SKN
End





ModelConditionState = MOUNTED USER_3
Model = MURngWrath ;MUBlkRider_SKN
ParticleSysBone = None BlackRiderFlare FXTrigger:NONE Persist:SPAWN PersistID:100
; ParticleSysBone = NONE Vapor FollowBone:Yes ;cinematics
; ParticleSysBone = NONE Vapor2 FollowBone:Yes ;cinematics
; ParticleSysBone = NONE Vapor3 FollowBone:Yes ;cinematics
; ParticleSysBone = NONE Vapor FollowBone:Yes ;cinematics
; ParticleSysBone = NONE Vapor2 FollowBone:Yes ;cinematics
; ParticleSysBone = NONE Vapor3 FollowBone:Yes ;cinematics
End

ModelConditionState = MOUNTED
Model = MURngWrath ;MUBlkRider_SKN
; ParticleSysBone = NONE Vapor FollowBone:Yes ;cinematics
; ParticleSysBone = NONE Vapor2 FollowBone:Yes ;cinematics
; ParticleSysBone = NONE Vapor3 FollowBone:Yes ;cinematics
; ParticleSysBone = NONE Vapor FollowBone:Yes ;cinematics
; ParticleSysBone = NONE Vapor2 FollowBone:Yes ;cinematics
; ParticleSysBone = NONE Vapor3 FollowBone:Yes ;cinematics
End


End


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

; ***DESIGN parameters ***
Side = Mordor
EditorSorting = UNIT
ThreatLevel = BLACKRIDER_THREAT_LEVEL
TransportSlotCount = TRANSPORTSLOTCOUNT_HERO
BountyValue = EVILMEN_BLACKRIDER_BOUNTY_VALUE
DisplayName = OBJECT:MordorRingWraith
RecruitText = CONTROLBAR:BlackRiderRecruit
ReviveText = CONTROLBAR:BlackRiderRevive
Hotkey = CONTROLBAR:BlackRiderHotkey
CommandPoints = HERO_COMMAND_POINT


BuildCost = EVILMEN_BLACKRIDER_BUILDCOST
BuildTime = 5
ShockwaveResistance = SHOCKWAVE_RESISTANCE_STRONG
ShroudClearingRange = EVILMEN_BLACKRIDER_SHROUD_RANGE
VisionRange = EVILMEN_BLACKRIDER_VISION_RANGE
MaxVisionBonusPercent = 300%
VisionBonusTestRadius = 200
VisionBonusPercentPerFoot = 2.0%
; MaxSimultaneousOfType = 9

CrushableLevel = 2 ; What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles

MountedCrusherLevel = 1
MountedCrushableLevel = 3
CrushWeapon = KnightCrush

MinCrushVelocityPercent = 50 ; Has to be moving at at least 50% of full speed.
CrushDecelerationPercent = 20 ; Lose 80 percent of max velocity when crushing.

RamPower = 30;
RamZMult = 0.5;

ArmorSet
Conditions = None
Armor = HeroArmor
DamageFX = NormalDamageFX
End

ArmorSet
Conditions = MOUNTED
Armor = HeroArmorMounted
DamageFX = NormalDamageFX
End

WeaponSet
Conditions = None
Weapon = PRIMARY EvilMenBlackRiderSword
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End


// *** AUTO RESOLVE DATA ***
AutoResolveUnitType = AutoResolveUnit_Hero
AutoResolveCombatChain = AutoResolve_HeroCombatChain

AutoResolveBody = AutoResolve_BlackRiderBody

AutoResolveArmor
Armor = AutoResolve_BlackRiderArmor
End

AutoResolveWeapon
Weapon = AutoResolve_BlackRiderWeapon
End


; *** AUDIO Parameters ***;

VoiceAttack = FellBeastVoiceAttack
VoiceAttackCharge = FellBeastVoiceAttack
VoiceAttackMachine = FellBeastVoiceAttack
VoiceAttackStructure = FellBeastVoiceAttack
VoiceCreated = EVA:NazgulCreated
VoiceFullyCreated = EVA:NazgulCreated
VoiceGuard = FellBeastVoiceMove
VoiceMove = FellBeastVoiceMove
VoicePriority = 51
VoiceRetreatToCastle = FellBeastVoiceMove
VoiceSelect = FellBeastVoiceSelect
VoiceSelectBattle = FellBeastVoiceSelect

SoundImpact = FellBeastVoiceMove ;ImpactHorse

;GondorKnightVoiceFearCower
;GondorKnightVoiceFearDisperse
;GondorKnightVoiceFearPoint
;GondorKnightVoiceFearRegroup
;GondorKnightVoiceJoinAnybody
;GondorKnightVoiceLineFormation
;GondorKnightVoiceWedgeFormation

UnitSpecificSounds
VoiceEnterUnitEvilMenTransportShip = FellBeastVoiceMove
VoiceEnterUnitMordorMumakil = FellBeastVoiceMove
VoiceEnterUnitSlaughterHouse = FellBeastVoiceMove
VoiceGarrison = FellBeastVoiceMove
VoiceInitiateCaptureBuilding = FellBeastVoiceMove
End

ClientBehavior = ModelConditionSoundSelectorClientBehavior ModuleTag_MCSoundSelector
SoundState = MOUNTED
VoiceMove = FellBeastVoiceMove
VoiceSelect = FellBeastVoiceMove
;SoundMoveStart = GondorHorseMoveStart
End
End

#include "..\..\..\includes\StandardUnitEvaEvents.inc"
EvaEventDieOwner = NazgulDie ;Eva event to trigger on unit's death. NOTICE THAT this is only for permanent deaths


Behavior = LargeGroupAudioUpdate ModuleTag_LGAU ;Tie into LargeGroupAudio system
Key = Human Unit Cavalry Knight
End


; *** ENGINEERING Parameters ***
RadarPriority = UNIT
ThingClass = CAVALRY_UNIT

;KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS SCORE HERO GRAB_AND_DROP INFANTRY ARMY_SUMMARY HEAVY_MELEE_HITTER




; Note - Not a RespawnBody, as we do not want to put them back in the respawnable hero list when dead.
Body = ActiveBody ModuleTag_Body
MaxHealth = 10000000
End




KindOf = HERO PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE NEED_BASE_FOUNDATION IGNORE_FOR_VICTORY
CommandSet = GwaihirCommandSet

Behavior = CreateObjectDie ModuleTag_UNDEAD
CreationList = OCL_SpawnEVILMENBLACKRIDER
End

Behavior = LifetimeUpdate ModuleTag_LifetimeUpdate
//This one does the work, but the one in the horde displays the timer
MinLifetime = RING_WRAITH_GHOST_TIMER
MaxLifetime = RING_WRAITH_GHOST_TIMER
DeathType = FADED
End




Behavior = SlowDeathBehavior ModuleTag_05
DeathTypes = ALL -KNOCKBACK -FADED
SinkDelay = 3000
SinkRate = 0.40 ; in Dist/Sec
DestructionDelay = 8000

End

Behavior = SlowDeathBehavior ModuleTag_ConstructionDeath
DeathTypes = NONE +FADED
DeathFlags = DEATH_2
FadeDelay = 500
FadeTime = 3500
DestructionDelay = 4500
Sound = INITIAL SpellGenericUnsummonMS
End









Behavior = StancesBehavior ModuleTag_StancesBehavior
StanceTemplate = Hero
End

Behavior = AutoHealBehavior ModuleTag_EowynHealing
StartsActive = Yes
HealingAmount = HERO_HEAL_AMOUNT
HealingDelay = 1000
StartHealingDelay = HERO_HEAL_DELAY
HealOnlyIfNotInCombat = Yes
End

Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
AILuaEventsList = EvilMenBlackRiderFunctions
BurningDeathTime = BURNINGDEATH_DURATION_INFANTRY
End

LocomotorSet
Locomotor = NormalHorseHordeMemberLocomotor
Condition = SET_NORMAL
Speed = NORMAL_EVIL_FAST_MEMBER_SPEED
End

LocomotorSet
Locomotor = NormalHorseHordeMemberLocomotor
Condition = SET_MOUNTED
Speed = NORMAL_CAVALRY_FAST_MEMBER_SPEED
End

LocomotorSet
Locomotor = BurningDeathLocomotorInfantry
Condition = SET_BURNINGDEATH
Speed = 60
End

Behavior = PhysicsBehavior ModuleTag_04
GravityMult = 1.0
ShockStandingTime = 2533 ;msec
End

Behavior = SquishCollide ModuleTag_06
;nothing
End

Behavior = HordeMemberCollide ModuleTag_HMC
;nothing
End

Behavior = SlowDeathBehavior ModuleTag_08
; Die and don't spawn horse
DeathTypes = ALL -FADED
SinkDelay = 3000
SinkRate = 0.80 ; in Dist/Sec
DestructionDelay = 12000
;ProbabilityModifier = 33
Sound = INITIAL GondorSoldierVoiceDie
End

Behavior = HitReactionBehavior HitReactionBehaviorModuleTag
HitReactionLifeTimer1 = 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 trigger
HitReactionThreshold2 = 25.0 ; level 2 (medium damage) threshold trigger
HitReactionThreshold3 = 50.0 ; level 3 (heavy damage) threshold trigger
End

;;; CAPTURE ;;;
#include "..\..\..\includes\CaptureBuilding.inc"









Behavior = StealthDetectorUpdate ModuleTag_DetectStealth
DetectionRate = GOLLUM_STEALTH_DETECT_RATE ; how often to rescan for stealthed things in my sight (msec)
DetectionRange = GOLLUM_STEALTH_DETECT_RADIUS

End



Behavior = InvisibilityUpdate ModuleTag_StealthForEscape
InvisibilityNugget
InvisibilityType = STEALTH
ForbiddenConditions = MOVING FIRING_ANY TAKING_DAMAGE USING_ABILITY
BecomeStealthedFX = FX_ElvenCloakOn
ExitStealthFX = FX_ElvenCloakOff
Options = UNTOGGLE_HIDDEN_WHEN_LEAVING_STEALTH
End
StartsActive = Yes
UpdatePeriod = 2000
End


Behavior = NotifyTargetsOfImminentProbableCrushingUpdate ModuleTag_NotifyCrushScan
End

; Generic auto ability.
Behavior = AutoAbilityBehavior ModuleTag_AutoAbilityBehavior
End



Geometry = CYLINDER
GeometryMajorRadius = 16.0
GeometryHeight = 25.0
GeometryIsSmall = Yes

Shadow = SHADOW_DECAL
ShadowSizeX = 30
ShadowSizeY = 21
ShadowTexture = ShadowI

; Do I need to change GondorCavalryRiderless?
End


[/codebox]


evilmenblackrider codes

[codebox];------------------------------------------------------------------------------
;
; BlackRider.ini
;
;
;------------------------------------------------------------------------------


; BLACKRIDER CANNOT BE RESPAWNED / DIES TO FORM IMMOBILE GHOST /
; GHOST THEN FORMS BLACKRIDER AFTER TIMER


; aka BlackRider
Object EvilMenBlackRiderORIGINAL
; *** ART Parameters ***

; SelectPortrait for Heros is portrait behind skill buttons. HP = HeroPortrait.
SelectPortrait = HPBlackRider

; ButtonImage for Heros is button image on Hero Select UI to select hero. HI = HeroIcon or HeroImage.
; This is required for garrisoned objects - please put in all objects.
ButtonImage = HIBlackRider

DescriptionStrategic = CONTROLBAR:LW_ToolTip_BlackRider

Draw = W3DHordeModelDraw ModuleTag_01
OkToChangeModelColor = Yes ; temporarily commented out to remove the house color

;WadingParticleSys = EntRipples

StaticModelLODMode = Yes ; Will append M or L to the skin name depending on GameLOD

DefaultModelConditionState
Model = MUNazgul_SKN
End


ModelConditionState = MOUNTED USER_3
Model = MUBlkRider_SKN
ParticleSysBone = None BlackRiderFlare FXTrigger:NONE Persist:SPAWN PersistID:100
; ParticleSysBone = NONE Vapor FollowBone:Yes ;cinematics
; ParticleSysBone = NONE Vapor2 FollowBone:Yes ;cinematics
; ParticleSysBone = NONE Vapor3 FollowBone:Yes ;cinematics
; ParticleSysBone = NONE Vapor FollowBone:Yes ;cinematics
; ParticleSysBone = NONE Vapor2 FollowBone:Yes ;cinematics
; ParticleSysBone = NONE Vapor3 FollowBone:Yes ;cinematics
End

ModelConditionState = MOUNTED
Model = MUBlkRider_SKN
; ParticleSysBone = NONE Vapor FollowBone:Yes ;cinematics
; ParticleSysBone = NONE Vapor2 FollowBone:Yes ;cinematics
; ParticleSysBone = NONE Vapor3 FollowBone:Yes ;cinematics
; ParticleSysBone = NONE Vapor FollowBone:Yes ;cinematics
; ParticleSysBone = NONE Vapor2 FollowBone:Yes ;cinematics
; ParticleSysBone = NONE Vapor3 FollowBone:Yes ;cinematics
End


ModelConditionState = USER_3
ParticleSysBone = None BlackRiderFlare FXTrigger:NONE Persist:SPAWN PersistID:100
End

IdleAnimationState
StateName = Idle
Animation
AnimationName = MUNazgul_SKL.MUNazgul_IDLB
AnimationPriority = 4
AnimationBlendTime = 15
AnimationMode = ONCE
End
Animation
AnimationName = MUNazgul_SKL.MUNazgul_IDLC
AnimationPriority = 1
AnimationBlendTime = 15
AnimationMode = ONCE
End
Animation
AnimationName = MUNazgul_SKL.MUNazgul_IDLD
AnimationPriority = 1
AnimationBlendTime = 15
AnimationMode = ONCE
End
Flags = RESTART_ANIM_WHEN_COMPLETE
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Selected" then CurDrawableSetTransitionAnimState("TRANS_Selected_to_Idle") end
EndScript
End



;-------------------------- MOUNTED VERSION ---------------------------------------------------------

AnimationState = PASSENGER MOUNTED
Animation = grabbed
AnimationName = MUBlkRider_SKL.MUBlkRider_GBDA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End

; --- stunned anims
AnimationState = FREEFALL MOUNTED
Animation = freefall
AnimationName = MUBlkRider_SKL.MUBlkRider_FLYB
AnimationMode = LOOP
End
Flags = RANDOMSTART
End

AnimationState = STUNNED_FLAILING MOUNTED
Animation = JustDie
AnimationName = MUBlkRider_SKL.MUBlkRider_FLYB
AnimationMode = LOOP
End
Flags = RANDOMSTART
End

AnimationState = DYING SPLATTED MOUNTED
Animation = splatted
AnimationName = MUBlkRider_SKL.MUBlkRider_LNDA
AnimationMode = ONCE
End
End

AnimationState = BURNINGDEATH MOUNTED DYING
Animation
AnimationName = MUBlkRider_SKL.MUBlkRider_DIEA
AnimationMode = ONCE
AnimationBlendTime = 10
End
Animation
AnimationName = MUBlkRider_SKL.MUBlkRider_DIEC
AnimationMode = ONCE
AnimationBlendTime = 10
End
End

AnimationState = BURNINGDEATH MOUNTED
Animation
AnimationName = MUBlkRider_SKL.MUBlkRider_MFDA
AnimationMode = LOOP
AnimationBlendTime = 10
Distance = 80
End
End


AnimationState = DYING DEATH_2
Animation
AnimationName = MUBlkRider_IDLA
AnimationMode = LOOP
End
End


AnimationState = DYING MOUNTED ; DEATH_2 Normally has DEATH_2, but just as a backup don't insist
Animation
AnimationName = MUBlkRider_SKL.MUBlkRider_DIEA
AnimationMode = ONCE
End
Animation
AnimationName = MUBlkRider_SKL.MUBlkRider_DIEC
AnimationMode = ONCE
End
End

AnimationState = STUNNED_STANDING_UP MOUNTED
Animation = StandUp
AnimationName = MUBlkRider_SKL.MUBlkRider_GTPA
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.5 1.5
End
End

AnimationState = STUNNED MOUNTED
Animation = Land
AnimationName = MUBlkRider_SKL.MUBlkRider_LNDA
AnimationMode = ONCE
End
End

AnimationState = MOVING FIRING_OR_PREATTACK_A MOUNTED
ShareAnimation = Yes
Animation = TrotAndFire
AnimationName = MUBlkRider_SKL.MUBlkRider_ATRA
AnimationMode = LOOP
Distance = 70; 35
End
Flags = RANDOMSTART
End

AnimationState = TURN_LEFT_HIGH_SPEED MOUNTED
Animation = TurnLeft
AnimationName = MUBlkRider_SKL.MUBlkRider_RUNA
AnimationMode = LOOP
AnimationBlendTime = 20
End
End

AnimationState = TURN_RIGHT_HIGH_SPEED MOUNTED
Animation = TurnLeft
AnimationName = MUBlkRider_SKL.MUBlkRider_RUNA
AnimationMode = LOOP
AnimationBlendTime = 20
End
End

;;======= TERROR
AnimationState = MOVING EMOTION_TERROR EMOTION_LOOK_TO_SKY MOUNTED
Animation = RUNB
AnimationName = MUBlkRider_SKL.MUBlkRider_RUNB
AnimationMode = LOOP
End
End
AnimationState = MOVING EMOTION_TERROR MOUNTED
Animation = RUNB
AnimationName = MUBlkRider_SKL.MUBlkRider_RUNB
AnimationMode = LOOP
End
End
;;===== BACKUP
AnimationState = MOVING BACKING_UP MOUNTED
Animation = BackingUp
AnimationName = MUBlkRider_SKL.MUBlkRider_BAKA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End

AnimationState = MOVING TURN_LEFT MOUNTED
Animation = TurnLeft
AnimationName = MUBlkRider_SKL.MUBlkRider_TRNL
AnimationMode = LOOP
AnimationSpeedFactorRange= .8 .8
End
End

AnimationState = MOVING TURN_RIGHT MOUNTED
Animation = TurnLeft
AnimationName = MUBlkRider_SKL.MUBlkRider_TRNR
AnimationMode = LOOP
AnimationSpeedFactorRange= .8 .8
End
End

AnimationState = MOVING ACCELERATE MOUNTED
Animation = Accelerate
AnimationName = MUBlkRider_SKL.MUBlkRider_ACCL
AnimationMode = ONCE ; was LOOP
End
End

AnimationState = MOVING DECELERATE MOUNTED
Animation = Decelerate
AnimationName = MUBlkRider_SKL.MUBlkRider_DECL
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.6 0.6
End
End

AnimationState = MOVING MOUNTED
ShareAnimation = Yes
Animation = RunA
AnimationName = MUBlkRider_SKL.MUBlkRider_RUNA
AnimationMode = LOOP
End
Animation = RunB
AnimationName = MUBlkRider_SKL.MUBlkRider_RUNB
AnimationMode = LOOP
End
Flags = RANDOMSTART
End


AnimationState = FIRING_OR_PREATTACK_A MOUNTED
Animation = ATKA
AnimationName = MUBlkRider_SKL.MUBlkRider_ATKA
AnimationMode = ONCE
End
Animation = ATKB
AnimationName = MUBlkRider_SKL.MUBlkRider_ATKB
AnimationMode = ONCE
End
Animation = Defend
AnimationName = MUBlkRider_SKL.MUBlkRider_DFDA
AnimationMode = ONCE
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End

; --- Morgul Blade Weapon anim
AnimationState = SPECIAL_WEAPON_ONE MOUNTED
Animation = ATKA
AnimationName = MUBlkRider_SKL.MUBlkRider_ATKA
AnimationMode = ONCE
End
End

; --------- Click and Hit Reactions ------------
AnimationState = HIT_REACTION HIT_LEVEL_1 MOUNTED
Animation = Hit_Level_1_a
AnimationName = MUBlkRider_SKL.MUBlkRider_HFMA
AnimationMode = ONCE
End
End
;;------------- EMOTIONS ---------------------------------------------
// AnimationState = EMOTION_ALERT EMOTION_AFRAID MOUNTED
// ShareAnimation = Yes
// Animation = Apprehensive
// AnimationName = MUBlkRider_SKL.MUBlkRider_APPA
// AnimationMode = LOOP ;Change this to ONCE if adding additional anims
// End
// End
//
// AnimationState = EMOTION_AFRAID MOUNTED
// ShareAnimation = Yes
// Animation = FERA
// AnimationName = MUBlkRider_SKL.MUBlkRider_FERA
// AnimationMode = LOOP
// End
// Animation = FERB
// AnimationName = MUBlkRider_SKL.MUBlkRider_FERB
// AnimationMode = LOOP
// End
// End

AnimationState = EMOTION_TAUNTING MOUNTED
ShareAnimation = Yes
Animation = Taunting
AnimationName = MUBlkRider_SKL.MUBlkRider_TNTA
AnimationMode = ONCE
End
Animation = Taunting
AnimationName = MUBlkRider_SKL.MUBlkRider_TNTB
AnimationMode = ONCE
End
Animation = Taunting2
AnimationName = MUBlkRider_SKL.MUBlkRider_TNTC
AnimationMode = ONCE
End
Flags = RANDOMSTART RESTART_ANIM_WHEN_COMPLETE
End

AnimationState = EMOTION_POINTING MOUNTED
Animation = Pointing1
AnimationName = MUBlkRider_SKL.MUBlkRider_PNTA
AnimationMode = LOOP
End
End

AnimationState = EMOTION_CELEBRATING MOUNTED
ShareAnimation = Yes
Animation = CHRA
AnimationName = MUBlkRider_SKL.MUBlkRider_CHRA
AnimationMode = ONCE
End
Animation = CHRB
AnimationName = MUBlkRider_SKL.MUBlkRider_CHRB
AnimationMode = ONCE
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End

AnimationState = EMOTION_ALERT MOUNTED
Animation = IDLA
AnimationName = MUBlkRider_SKL.MUBlkRider_IDLA
AnimationMode = LOOP
End
End

AnimationState = RAISING_FLAG MOUNTED
ShareAnimation = Yes
Animation = CHRA
AnimationName = MUBlkRider_SKL.MUBlkRider_CHRA
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.9 1.1
End
Animation = CHRB
AnimationName = MUBlkRider_SKL.MUBlkRider_CHRB
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.9 1.1
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End

AnimationState = SELECTED MOUNTED
StateName = State_Selected
Animation = AtAttention
AnimationName = MUBlkRider_SKL.MUBlkRider_IDLG
AnimationMode = Loop
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_Idle_To_Selected") end
EndScript
End

AnimationState = MOUNTED
StateName = Idle
Animation = IdleA
AnimationName = MUBlkRider_SKL.MUBlkRider_IDLA
AnimationPriority = 20
AnimationMode = ONCE
AnimationBlendTime = 15
End
Animation = IdleB
AnimationName = MUBlkRider_SKL.MUBlkRider_IDLB
AnimationMode = ONCE
AnimationBlendTime = 15
End
Animation = IdleC
AnimationName = MUBlkRider_SKL.MUBlkRider_IDLC
AnimationMode = ONCE
AnimationBlendTime = 15
End
Animation = IdleG
AnimationName = MUBlkRider_SKL.MUBlkRider_IDLG
AnimationMode = ONCE
AnimationBlendTime = 15
End
Flags = RANDOMSTART RESTART_ANIM_WHEN_COMPLETE
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "State_Selected" then CurDrawableSetTransitionAnimState("TRANS_Selected_To_Idle") end
EndScript
End


TransitionState = TRANS_Idle_to_Selected
Animation = ATNA
AnimationName = MUBlkRider_SKL.MUBlkRider_ATNA
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.8 1.2
End
End


TransitionState = TRANS_Selected_to_Idle
Animation = ATNA
AnimationName = MUBlkRider_SKL.MUBlkRider_ATNA
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 0.8 1.2
End
Flags = START_FRAME_LAST
End


;-------------------------- NON MOUNTED VERSION ---------------------------------------------------------



AnimationState = DYING BURNINGDEATH
Animation
AnimationName = MUNazgul_SKL.MUNazgul_DTHA
AnimationMode = ONCE
AnimationBlendTime = 10
End
End


AnimationState = DYING
Animation
AnimationName = MUNazgul_SKL.MUNazgul_DTHA
AnimationMode = ONCE
End
End

AnimationState = BURNINGDEATH
Animation
AnimationName = MUNazgul_SKL.MUNazgul_MFDA
AnimationMode = LOOP
Distance = 90
End
End

AnimationState = FREEFALL
Animation
AnimationName = MUNazgul_SKL.MUNazgul_FLYA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End

AnimationState = STUNNED_FLAILING
Animation
AnimationName = MUNazgul_SKL.MUNazgul_FLYA
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.4 0.6
End
Flags = RANDOMSTART
End

AnimationState = STUNNED_STANDING_UP
Animation
AnimationName = MUNazgul_SKL.MUNazgul_GTPA
AnimationMode = ONCE
End
End

AnimationState = MOVING FIRING_OR_PREATTACK_A
Animation
AnimationName = MUNazgul_SKL.MUNazgul_RUNB
AnimationMode = LOOP
End

Flags = RESTART_ANIM_WHEN_COMPLETE
End

AnimationState = FIRING_OR_PREATTACK_A
Animation
AnimationName = MUNazgul_SKL.MUNazgul_ATKA
AnimationMode = ONCE
End
Animation
AnimationName = MUNazgul_SKL.MUNazgul_ATKB
AnimationMode = ONCE
End
End

AnimationState = MOVING
Animation
AnimationName = MUNazgul_SKL.MUNazgul_RUNA
AnimationMode = LOOP
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End

; --------- Click and Hit Reactions ------------
AnimationState = HIT_REACTION HIT_LEVEL_1
Animation = Hit_Level_1_a
AnimationName = MUNazgul_SKL.MUNazgul_HITA
AnimationMode = ONCE
End
End

AnimationState = LEVELED
Animation = Hit_Level_1_a
AnimationName = MUNazgul_SKL.MUNazgul_LVLA
AnimationMode = ONCE
End
End

; AnimationState = ENGAGED
; Animation
; AnimationName = MUNazgul_SKL.MUNazgul_APPA
; AnimationMode = LOOP
; End
; End


AnimationState = EMOTION_CELEBRATING
Animation
AnimationName = MUNazgul_SKL.MUNazgul_CHRA
AnimationMode = LOOP
End
End

AnimationState = EMOTION_TAUNTING
Animation = TNTA
AnimationName = MUNazgul_SKL.MUNazgul_TNTA
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.8 1.2
End
End

AnimationState = RAISING_FLAG
Animation
AnimationName = MUNazgul_SKL.MUNazgul_CHRA
AnimationMode = LOOP
End
End

AnimationState = SELECTED
Animation
AnimationName = MUNazgul_SKL.MUNazgul_ATNB
AnimationMode = LOOP
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Idle" then CurDrawableSetTransitionAnimState("TRANS_Idle_to_Selected") end
EndScript
End

TransitionState = TRANS_Idle_to_Selected
Animation = ATNA
AnimationName = MUNazgul_SKL.MUNazgul_ATNA
AnimationMode = ONCE
AnimationBlendTime = 10
End
End

TransitionState = TRANS_Selected_to_Idle
Animation = ATNF
AnimationName = MUNazgul_SKL.MUNazgul_ATNF
AnimationMode = ONCE
AnimationBlendTime = 10
End
End

End

Draw = W3DScriptedModelDraw DustEffects
DefaultModelConditionState
Model = None
End
IdleAnimationState
End
AnimationState = MOVING WADING MOUNTED
ParticleSysBone = None FootstepSlash
End
AnimationState = MOVING ACCELERATE MOUNTED
ParticleSysBone = None GenericSiegeTrailDust
End
AnimationState = MOVING DECELERATE MOUNTED
ParticleSysBone = None GenericSiegeTrailDust
End
AnimationState = MOVING MOUNTED
End
End

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

; ***DESIGN parameters ***
Side = Mordor
EditorSorting = UNIT
ThreatLevel = BLACKRIDER_THREAT_LEVEL
TransportSlotCount = TRANSPORTSLOTCOUNT_HERO
BountyValue = EVILMEN_BLACKRIDER_BOUNTY_VALUE
DisplayName = OBJECT:EvilMenBlackRider
RecruitText = CONTROLBAR:BlackRiderRecruit
ReviveText = CONTROLBAR:BlackRiderRevive
Hotkey = CONTROLBAR:BlackRiderHotkey
CommandPoints = HERO_COMMAND_POINT
CommandSet = EvilMenBlackRiderORIGINALCommandSet

BuildCost = EVILMEN_BLACKRIDER_BUILDCOST
BuildTime = 5
ShockwaveResistance = SHOCKWAVE_RESISTANCE_STRONG
ShroudClearingRange = EVILMEN_BLACKRIDER_SHROUD_RANGE
VisionRange = EVILMEN_BLACKRIDER_VISION_RANGE
MaxVisionBonusPercent = 300%
VisionBonusTestRadius = 200
VisionBonusPercentPerFoot = 2.0%
MaxSimultaneousOfType = 9

CrushableLevel = 2 ; What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles

MountedCrusherLevel = 1
MountedCrushableLevel = 3
CrushWeapon = KnightCrush

MinCrushVelocityPercent = 50 ; Has to be moving at at least 50% of full speed.
CrushDecelerationPercent = 20 ; Lose 80 percent of max velocity when crushing.

RamPower = 30;
RamZMult = 0.5;

ArmorSet
Conditions = None
Armor = HeroArmor
DamageFX = NormalDamageFX
End

ArmorSet
Conditions = MOUNTED
Armor = HeroArmorMounted
DamageFX = NormalDamageFX
End

WeaponSet
Conditions = None
Weapon = PRIMARY EvilMenBlackRiderSword
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End


// *** AUTO RESOLVE DATA ***
AutoResolveUnitType = AutoResolveUnit_Hero
AutoResolveCombatChain = AutoResolve_HeroCombatChain

AutoResolveBody = AutoResolve_BlackRiderBody

AutoResolveArmor
Armor = AutoResolve_BlackRiderArmor
End

AutoResolveWeapon
Weapon = AutoResolve_BlackRiderWeapon
End


; *** AUDIO Parameters ***;

VoiceAttack = FellBeastVoiceAttack
VoiceAttackCharge = FellBeastVoiceAttack
VoiceAttackMachine = FellBeastVoiceAttack
VoiceAttackStructure = FellBeastVoiceAttack
VoiceCreated = EVA:NazgulCreated
VoiceFullyCreated = EVA:NazgulCreated
VoiceGuard = FellBeastVoiceMove
VoiceMove = FellBeastVoiceMove
VoicePriority = 51
VoiceRetreatToCastle = FellBeastVoiceMove
VoiceSelect = FellBeastVoiceSelect
VoiceSelectBattle = FellBeastVoiceSelect

SoundImpact = ImpactHorse

;GondorKnightVoiceFearCower
;GondorKnightVoiceFearDisperse
;GondorKnightVoiceFearPoint
;GondorKnightVoiceFearRegroup
;GondorKnightVoiceJoinAnybody
;GondorKnightVoiceLineFormation
;GondorKnightVoiceWedgeFormation

UnitSpecificSounds
VoiceEnterUnitEvilMenTransportShip = FellBeastVoiceMove
VoiceEnterUnitMordorMumakil = FellBeastVoiceMove
VoiceEnterUnitSlaughterHouse = FellBeastVoiceMove
VoiceGarrison = FellBeastVoiceMove
VoiceInitiateCaptureBuilding = FellBeastVoiceMove
End

ClientBehavior = ModelConditionSoundSelectorClientBehavior ModuleTag_MCSoundSelector
SoundState = MOUNTED
VoiceMove = BlackRiderVoiceMoveMountedMS
VoiceSelect = BlackRiderVoiceSelectMountedMS
;SoundMoveStart = GondorHorseMoveStart
End
End

#include "..\..\..\includes\StandardUnitEvaEvents.inc"
EvaEventDieOwner = NazgulDie ;Eva event to trigger on unit's death. NOTICE THAT this is only for permanent deaths

ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
MaxUpdateRangeCap = 800

AnimationSound = Sound:FootstepDirtA Animation:MUBLKRIDER_SKL.MUBLKRIDER_CHRA Frames:26 38

AnimationSound = Sound:HorseMoveFootstepsLoose Animation:MUBlkRider_SKL.MUBlkRider_ACCL Frames:8 30
AnimationSound = Sound:HorseMoveFootstepsLoose Animation:MUBlkRider_SKL.MUBlkRider_RUNA Frames:0
AnimationSound = Sound:HorseMoveFootstepsLoose Animation:MUBlkRider_SKL.MUBlkRider_RUNB Frames:0
AnimationSound = Sound:HorseMoveFootstepsLoose Animation:MUBlkRider_SKL.MUBlkRider_TNL1 Frames:0
AnimationSound = Sound:HorseMoveFootstepsLoose Animation:MUBlkRider_SKL.MUBlkRider_TNR1 Frames:0
AnimationSound = Sound:HorseMoveFootstepsLoose Animation:MUBlkRider_SKL.MUBlkRider_TRNL Frames:0
AnimationSound = Sound:HorseMoveFootstepsLoose Animation:MUBlkRider_SKL.MUBlkRider_TRNR Frames:0
AnimationSound = Sound:HorseWhinny Animation:MUBlkRider_SKL.MUBlkRider_DIEA Frames:0
;AnimationSound = Sound:HorseWhinny Animation:MUBlkRider_SKL.MUBlkRider_DIEB Frames:0
AnimationSound = Sound:HorseWhinny Animation:MUBlkRider_SKL.MUBlkRider_DIEC Frames:0
;AnimationSound = Sound:HorseWhinny Animation:MUBlkRider_SKL.MUBlkRider_DIED Frames:0
AnimationSound = Sound:HorseWhinny Animation:MUBlkRider_SKL.MUBlkRider_IDLC Frames:9
AnimationSound = Sound:HorseWhinny Animation:MUBlkRider_SKL.MUBlkRider_TNTB Frames:9
AnimationSound = Sound:BodyFallGeneric1 Animation:MUBlkRider_SKL.MUBlkRider_DIEA Frames:10 46
AnimationSound = Sound:BodyFallGeneric1 Animation:MUBlkRider_SKL.MUBlkRider_DIEC Frames:20 43
AnimationSound = Sound:BodyFallGenericNoArmor Animation:MUBlkRider_SKL.MUBlkRider_DIEC Frames:70
AnimationSound = Sound:BodyFallGeneric1 Animation:MUBlkRider_SKL.MUBlkRider_LNDA Frames:3 11
AnimationSound = Sound:HorseWhinny Animation:MUBlkRider_SKL.MUBlkRider_LNDA Frames:0
End

Behavior = LargeGroupAudioUpdate ModuleTag_LGAU ;Tie into LargeGroupAudio system
Key = Human Unit Cavalry Knight
End


; *** ENGINEERING Parameters ***
RadarPriority = UNIT
ThingClass = CAVALRY_UNIT

KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS SCORE HERO GRAB_AND_DROP INFANTRY ARMY_SUMMARY HEAVY_MELEE_HITTER



; Note - Not a RespawnBody, as we do not want to put them back in the respawnable hero list when dead.
Body = ActiveBody ModuleTag_Body
MaxHealth = EVILMEN_BLACKRIDER_ORIGINAL_HEALTH
End




; Body = RespawnBody ModuleTag_RespawnBody
; CheerRadius = EMOTION_CHEER_RADIUS
;
; MaxHealth = EVILMEN_BLACKRIDER_ORIGINAL_HEALTH
; MaxHealthDamaged = EVILMEN_BLACKRIDER_HEALTH_DAMAGED
; RecoveryTime = EVILMEN_BLACKRIDER_HEALTH_RECOVERY_TIME
;
; PermanentlyKilledByFilter = NONE ;Who kills me permanently?
; DodgePercent = HERO_DODGE_PERCENT
; BurningDeathBehavior = Yes
; BurningDeathFX = FX_InfantryBurningFlame
; End

; Behavior = RespawnUpdate ModuleTag_RespawnUpdate
; DeathAnim = DYING ;Model condition to play when killed-to-respawn
; DeathFX = FX_BlacRiderDieToRespawn ;FXList to play when killed-to-respawn
; DeathAnimationTime = 3933 ;How long DeathAnim will take.
; ;InitialSpawnFX = FX_BlackRiderInitialSpawn ;FXList to play when respawning.
; RespawnAnim = LEVELED ;Animation to play when respawning.
; ;RespawnFX = FX_ResurrectionBlackRider ;FXList to play when respawning.
; RespawnAnimationTime = 2000 ;Time it takes for respawn to play.
; AutoRespawnAtObjectFilter = NONE +CASTLE_KEEP ;Respawn at this location -- and at it's exit production point if possible.
; ButtonImage = HIBlackRider_res




; ;RespawnEntries determine the ruleset for how a character can be revived. Some units may automatically respawn, others
; ;may require a specific revive action performed on him. You can specify different values for each level... or use Level:Any
; RespawnRules = AutoSpawn:No Cost:2000 Time:1000 Health:100% ;DEFAULT VALUES
; End



Behavior = StancesBehavior ModuleTag_StancesBehavior
StanceTemplate = Hero
End

Behavior = AutoHealBehavior ModuleTag_EowynHealing
StartsActive = Yes
HealingAmount = HERO_HEAL_AMOUNT
HealingDelay = 1000
StartHealingDelay = HERO_HEAL_DELAY
HealOnlyIfNotInCombat = Yes
End

Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
AILuaEventsList = EvilMenBlackRiderFunctions
BurningDeathTime = BURNINGDEATH_DURATION_INFANTRY
End

LocomotorSet
Locomotor = NormalHorseHordeMemberLocomotor
Condition = SET_NORMAL
Speed = NORMAL_EVIL_FAST_MEMBER_SPEED
End

LocomotorSet
Locomotor = NormalHorseHordeMemberLocomotor
Condition = SET_MOUNTED
Speed = NORMAL_CAVALRY_FAST_MEMBER_SPEED
End

LocomotorSet
Locomotor = BurningDeathLocomotorInfantry
Condition = SET_BURNINGDEATH
Speed = 60
End

Behavior = PhysicsBehavior ModuleTag_04
GravityMult = 1.0
ShockStandingTime = 2533 ;msec
End

Behavior = SquishCollide ModuleTag_06
;nothing
End

Behavior = HordeMemberCollide ModuleTag_HMC
;nothing
End

Behavior = SlowDeathBehavior ModuleTag_08
; Die and don't spawn horse
DeathTypes = ALL -FADED
SinkDelay = 30
SinkRate = 0.80 ; in Dist/Sec
DestructionDelay = 10
;ProbabilityModifier = 33
Sound = INITIAL GondorSoldierVoiceDie
End

Behavior = HitReactionBehavior HitReactionBehaviorModuleTag
HitReactionLifeTimer1 = 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 trigger
HitReactionThreshold2 = 25.0 ; level 2 (medium damage) threshold trigger
HitReactionThreshold3 = 50.0 ; level 3 (heavy damage) threshold trigger
End

;;; CAPTURE ;;;
#include "..\..\..\includes\CaptureBuilding.inc"

;--------- SCREECH -----------------------------------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_BlackRiderScreechEnabler
SpecialPowerTemplate = SpecialAbilityScreech
TriggeredBy = Upgrade_BlackRiderNazgulScreech
End
Behavior = SpecialPowerModule ModuleTag_BlackRiderScreech
SpecialPowerTemplate = SpecialAbilityScreech
UpdateModuleStartsAttack = Yes
StartsPaused = Yes
End
Behavior = SpecialAbilityUpdate ModuleTag_BlackRiderScreechSAUpdate
SpecialPowerTemplate = SpecialAbilityScreech
UnpackTime = 0
AwardXPForTriggering = 0
TriggerSound = NazgulScreech
Instant = Yes
EffectRange = 180
End

;--------- DREAD VISAGE -----------------------------------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_BlackRiderDreadVisage
SpecialPowerTemplate = SpecialAbilityFakeLeadership
TriggeredBy = Upgrade_BlackRiderDreadVisage
End
Behavior = SpecialPowerModule ModuleTag_BlackRiderDreadVisageUpdate
SpecialPowerTemplate = SpecialAbilityFakeLeadership
UpdateModuleStartsAttack = Yes
StartsPaused = Yes
End
Behavior = AttributeModifierAuraUpdate ModuleTag_DreadVisage
StartsActive = No ;If no, requires upgrade to turn on.
BonusName = GenericDebuff
TriggeredBy = Upgrade_BlackRiderDreadVisage
RefreshDelay = 2000
Range = 200
TargetEnemy = Yes
AntiCategory = LEADERSHIP BUFF ; This means cancel all previous leadership bonuses
ObjectFilter = ANY +INFANTRY +CAVALRY -STRUCTURE -BASE_FOUNDATION -HERO -HORDE
End
Behavior = ModelConditionUpgrade ModuleTag_DreadVisageModelCondition
TriggeredBy = Upgrade_BlackRiderDreadVisage
AddConditionFlags = USER_3
End

Behavior = RadiateFearUpdate ModuleTag_DreadVisageFear
InitiallyActive = No
TriggeredBy = Upgrade_BlackRiderDreadVisage
WhichSpecialPower = 1
GenerateTerror = No
GenerateFear = Yes
EmotionPulseRadius = 100
EmotionPulseInterval = 1000
End



//--------------------------------------------------------------------------
// ATTACH SPY SPECIAL POWER Level 2
//--------------------------------------------------------------------------


Behavior = SpecialPowerModule ModuleTag_CreateAHeroAttachSpyStarter_Level2
SpecialPowerTemplate = SpecialAbilityCreateAHeroAttachSpy_Level2
UpdateModuleStartsAttack = Yes
StartsPaused = No
TriggerFX = FX_AttachSpy
//InitiateSound = EomerVoiceAttackSpear
End

Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_CreateAHeroAttachSpyUpdate_Level2
SpecialPowerTemplate = SpecialAbilityCreateAHeroAttachSpy_Level2

UnpackTime = 2000
PackTime = 2000

AwardXPForTriggering = 0

StartAbilityRange = CREATE_A_HERO_SPY_DO_POWER_RANGE_L2
ApproachRequiresLOS = Yes

SpecialWeapon = CreateAHero_AttachSpy_Level2
WhichSpecialWeapon = 1
End

Behavior = OCLSpecialPower ModuleTag_OCLCrebain
SpecialPowerTemplate = Crebain
OCL = SUPERWEAPON_SpawnCrebain
CreateLocation = CREATE_AT_LOCATION
AvailableAtStart = Yes
End



; Farsight ---------------------------------------------------------------------------------------------------------------------

Behavior = OCLSpecialPower ModuleTag_FarsightOCL
StartsPaused = No
SpecialPowerTemplate = SpecialAbilityElrondFarsight
OCL = OCL_SpecialPowerFarSeeing
CreateLocation = CREATE_AT_LOCATION
End








;--------- MORGUL BLADE -----------------------------------------------------------------------------------

Behavior = SpecialPowerModule ModuleTag_BlackRiderMorgulBladeStarter
SpecialPowerTemplate = SpecialAbilityBlackRiderMorgulBlade
UpdateModuleStartsAttack = Yes
StartsPaused = No
InitiateSound = FellBeastVoiceAttack ;LurtzVoiceAttackCripplingStrike
End
Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_BlackRiderMorgulBladeUpdate
SpecialPowerTemplate = SpecialAbilityBlackRiderMorgulBlade
SkipContinue = Yes

UnpackTime = 250
PreparationTime = 1
PersistentPrepTime = 500
PackTime = 100
MustFinishAbility = Yes

AwardXPForTriggering = 0
StartAbilityRange = 15.0

SpecialWeapon = EvilMenBlackRiderMorgulBlade
WhichSpecialWeapon = 1
End
Behavior = AutoAbilityBehavior ModuleTag_MorgulBladeAutoAbility
SpecialAbility = SpecialAbilityBlackRiderMorgulBlade
ForbiddenStatus = INSIDE_GARRISON
AllowSelf = No
Query = 1 MORGULBLADE_OBJECT_FILTER
End


Behavior = StealthDetectorUpdate ModuleTag_DetectStealth
DetectionRate = GOLLUM_STEALTH_DETECT_RATE ; how often to rescan for stealthed things in my sight (msec)
DetectionRange = TOWER_STEALTH_DETECT_RADIUS

End

; Behavior = CreateObjectDie ModuleTag_UNDEAD
; CreationList = OCL_SpawnEVILMENBLACKRIDER_GHOST
; End

Behavior = CreateObjectDie ModuleTag_UNDEAD
CreationList = OCL_SpawnRING_WRAITH
End



Behavior = InvisibilityUpdate ModuleTag_StealthForEscape
InvisibilityNugget
InvisibilityType = STEALTH
ForbiddenConditions = MOVING FIRING_ANY TAKING_DAMAGE USING_ABILITY
BecomeStealthedFX = FX_ElvenCloakOn
ExitStealthFX = FX_ElvenCloakOff
Options = UNTOGGLE_HIDDEN_WHEN_LEAVING_STEALTH
End
StartsActive = Yes
UpdatePeriod = 2000
End
;--------- TOGGLE MOUNTED ABILITY -----------------------------------------------------------------------------------
Behavior = SpecialPowerModule ModuleTag_HorseToggleStarter
SpecialPowerTemplate = SpecialAbilityToggleMounted
UpdateModuleStartsAttack = Yes
StartsPaused = No
End
Behavior = ToggleMountedSpecialAbilityUpdate ModuleTag_HorseToggle
SpecialPowerTemplate = SpecialAbilityToggleMounted
TriggerInstantlyOnCreate = Yes ;Instantly puts Black Rider on a horse.
UnpackTime = 2000
PreparationTime = 1
PersistentPrepTime = 250
PackTime = 2000
OpacityTarget = .3 ; How see-thru to be at peak of change
AwardXPForTriggering = 0
End

Behavior = NotifyTargetsOfImminentProbableCrushingUpdate ModuleTag_NotifyCrushScan
End

; Generic auto ability.
Behavior = AutoAbilityBehavior ModuleTag_AutoAbilityBehavior
End



Geometry = CYLINDER
GeometryMajorRadius = 16.0
GeometryHeight = 25.0
GeometryIsSmall = Yes

Shadow = SHADOW_DECAL
ShadowSizeX = 30
ShadowSizeY = 21
ShadowTexture = ShadowI

; Do I need to change GondorCavalryRiderless?
End[/codebox]



PS i have no problem giving out codes as i don't own any of this
TOLKIEN and EA GAMES Does !!ENJOY

#59 JUS_SAURON

JUS_SAURON

    El Shaddai

  • Members
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  • Projects: BFME2 MOD - Power Of The Ring
  •   INI Coder

Posted 06 December 2008 - 04:47 PM

Thanks for the help in adding realism
However i tried this already
also tried Using a modified treebeard and transport ship transport module
The cursur needs to change to the triple v
v
v
to allow frodo to enter .I even tried creating a child object of the transport ship
using the gwahir model but ended up whit a flying ship with wings (looked funny LOL!)

WRT the tower invisibility i realised that only TRANDWIL can shoot/ attack while invisible so i am tinkering with his codes as well

Edited by JUS_SAURON, 06 December 2008 - 04:49 PM.


#60 Ridder Geel

Ridder Geel

    Master Yelloh

  • T3A Staff
  • 10,852 posts
  • Location:The Netherlands (AKA: Holland)
  • Projects:RC Mod + SEE + RTS Engine
  •  The Dangerous T3A Team Chamber Member
  • Division:BFME
  • Job:T3A Staff

Posted 06 December 2008 - 04:48 PM

Sounds interesting ;)
Anyways I dont think im going to use that though, because it seems unfair to me for people to have 'unkillable' guys :p
Ridder Geel




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