i wish i could insert the code better but here it goes
boromir.ini
commandbutton.ini
[codebox];------------------------------------------------------------------------------
;
; Boromir.ini
;
;------------------------------------------------------------------------------
; Boromir
Object GondorBoromir
; *** ART Parameters ***
; SelectPortrait for Heros is portrait behind skill buttons. HP = HeroPortrait.
SelectPortrait = HPBorimir
; ButtonImage for Heros is button image on Hero Select UI to select hero. HI = HeroIcon or HeroImage.
ButtonImage = HIBorimir
DescriptionStrategic = CONTROLBAR:LW_ToolTip_Boromir
Draw = W3DScriptedModelDraw ModuleTag_DRAW
StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD
OkToChangeModelColor = Yes
DefaultModelConditionState
Model = GUBoromir_SKN
End
; --- Idle Anims
IdleAnimationState
StateName = Idle
Animation = IDLA
AnimationName = GUBoromir_SKL.GUBoromir_IDLA 0 15
AnimationMode = ONCE
End
Animation = IDLB
AnimationName = GUBoromir_SKL.GUBoromir_IDLB
AnimationMode = ONCE
AnimationPriority = 20
End
Animation = IDLD
AnimationName = GUBoromir_SKL.GUBoromir_IDLD
AnimationMode = ONCE
AnimationPriority = 1
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "Selected" then CurDrawableSetTransitionAnimState("TRANS_Selected_To_Idle") end
EndScript
End
TransitionState = Trans_None_To_Sword
Animation = GUBoromir_STHA
AnimationName = GUBoromir_SKL.GUBoromir_STHA ;
AnimationMode = ONCE
End
End
TransitionState = Trans_Sword_To_None
Animation = GUBoromir_STHB
AnimationName = GUBoromir_SKL.GUBoromir_STHB ;
AnimationMode = ONCE
End
End
AnimationState = STUNNED_FLAILING
Flags = RANDOMSTART
Animation = GUBoromir_FLYA
AnimationName = GUBoromir_SKL.GUBoromir_FLYA
AnimationMode = LOOP
End
End
; --- Dying anims
AnimationState = DYING SPLATTED
Animation = GUBoromir_LNDA
AnimationName = GUBoromir_SKL.GUBoromir_LNDA
AnimationMode = ONCE
End
End
AnimationState = DYING AFLAME
Animation = DieAflame
AnimationName = GUBoromir_SKL.GUBoromir_MFDA
AnimationMode = LOOP
End
End
AnimationState = DYING
Animation = GUBoromir_DTHA
AnimationName = GUBoromir_SKL.GUBoromir_DTHA
AnimationMode = ONCE
End
End
AnimationState = PARALYZED
Animation
AnimationName = GUBoromir_IDLB
AnimationMode = LOOP
End
End
; --- Stunned anims
AnimationState = STUNNED_STANDING_UP
Animation = GUBoromir_GTPA
AnimationName = GUBoromir_SKL.GUBoromir_GTPA
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.3 1.3
End
End
AnimationState = STUNNED
Animation = GUBoromir_LNDA
AnimationName = GUBoromir_SKL.GUBoromir_LNDA
AnimationMode = ONCE
End
End
AnimationState = PACKING_TYPE_2
StateName = CaptainPower
Animation = GUBoromir_CHRA
AnimationName = GUBoromir_SKL.GUBoromir_CHRA
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.2 1.2
End
End
; -- Horn anims
AnimationState = UNPACKING SPECIAL_POWER_1
Animation
AnimationName = GUBoromir_SKL.GUBoromir_HRNA
AnimationMode = ONCE
End
End
AnimationState = PREPARING SPECIAL_POWER_1
Animation
AnimationName = GUBoromir_SKL.GUBoromir_HRNB
AnimationMode = ONCE
End
EnteringStateFX = FX_BoromirHorn
End
AnimationState = PACKING SPECIAL_POWER_1
Animation
AnimationName = GUBoromir_SKL.GUBoromir_HRNC
AnimationMode = ONCE
End
End
AnimationState = SPECIAL_POWER_1
Animation
AnimationName = GUBoromir_SKL.GUBoromir_HRNB
AnimationMode = LOOP
End
End
; -- Last Stand Animations
AnimationState = UNPACKING SPECIAL_WEAPON_ONE
Animation
AnimationName = GUBoromir_SKL.GUBoromir_SPCA
AnimationMode = ONCE
End
End
AnimationState = PREPARING SPECIAL_WEAPON_ONE
Animation
AnimationName = GUBoromir_SKL.GUBoromir_SPCB
AnimationMode = ONCE
End
Animation
AnimationName = GUBoromir_SKL.GUBoromir_SPCC
AnimationMode = ONCE
End
EnteringStateFX = FX_BoromirHorn
End
AnimationState = PACKING SPECIAL_WEAPON_ONE
Animation
AnimationName = GUBoromir_SKL.GUBoromir_SPCE
AnimationMode = ONCE
End
End
AnimationState = SPECIAL_WEAPON_ONE
Animation
AnimationName = GUBoromir_SKL.GUBoromir_SPCB
AnimationMode = ONCE
End
Animation
AnimationName = GUBoromir_SKL.GUBoromir_SPCC
AnimationMode = ONCE
End
End
; --- Moving Anims
AnimationState = MOVING WANDER WEAPONSTATE_CLOSE_RANGE
StateName = WithSword
;ParticleSysBone = None InfantryDustTrails
Animation = GUBoromir_WLKA
AnimationName = GUBoromir_SKL.GUBoromir_WLKA
AnimationMode = LOOP
End
End
; non mo cap
AnimationState = MOVING WEAPONSTATE_CLOSE_RANGE
StateName = WithSword
Flags = RANDOMSTART
;ParticleSysBone = None InfantryDustTrails
Animation = GUBoromir_RUNB
AnimationName = GUBoromir_SKL.GUBoromir_RUNB
AnimationMode = LOOP
End
End
AnimationState = MOVING DAMAGED
Flags = RANDOMSTART
;ParticleSysBone = None InfantryDustTrails
Animation = GUBoromir_IWKA
AnimationName = GUBoromir_SKL.GUBoromir_IWKA
AnimationMode = LOOP
End
End
AnimationState = MOVING WANDER
;ParticleSysBone = None InfantryDustTrails
Animation = GUBoromir_WLKA
AnimationName = GUBoromir_SKL.GUBoromir_WLKA
AnimationMode = LOOP
End
End
AnimationState = MOVING FIRING_OR_PREATTACK_A
ShareAnimation = Yes
Animation = RunAndFire
AnimationName = GUBoromir_SKL.GUBoromir_ATRA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
AnimationState = MOVING
;ParticleSysBone = None InfantryDustTrails
Flags = RANDOMSTART
Animation = GUBoromir_RUNB
AnimationName = GUBoromir_SKL.GUBoromir_RUNA
AnimationMode = LOOP
End
End
; Attacking Anims [Weapon_A]
AnimationState = FIRING_OR_PREATTACK_A WEAPONSTATE_CLOSE_RANGE
StateName = WithSword
Animation = ATKA
AnimationName = GUBoromir_SKL.GUBoromir_ATKA
AnimationMode = ONCE
UseWeaponTiming = Yes
End
Animation = ATKB
AnimationName = GUBoromir_SKL.GUBoromir_ATKB
AnimationMode = ONCE
UseWeaponTiming = Yes
End
End
AnimationState = FIRING_OR_PREATTACK_A
Animation = GUBoromir_ATD1
AnimationName = GUBoromir_SKL.GUBoromir_ATKB
AnimationMode = ONCE
UseWeaponTiming = Yes
End
End
; --------- Idle Anims -non mocap-
; AnimationState = WEAPONSTATE_CLOSE_RANGE
; StateName = WithSword
; Animation = GUBoromir_IDLC
; AnimationName = GUBoromir_SKL.GUBoromir_IDLC
; AnimationMode = ONCE
; End
; End
; ATTACKING
AnimationState = ATTACKING
Animation = ALERT_1
AnimationName = GUBoromir_SKL.GUBoromir_IDLA
AnimationMode = LOOP; ONCE
End
; Flags = RESTART_ANIM_WHEN_COMPLETE ; acts like an idle animation & keeps running the animations.
End
; --------- Selected Anims and Transitions
TransitionState = TRANS_Idle_to_Selected
Animation = ATND
AnimationName = GUBoromir_SKL.GUBoromir_ATND
AnimationMode = ONCE
End
End
TransitionState = TRANS_Selected_To_Idle
Animation = ATNE
AnimationName = GUBoromir_SKL.GUBoromir_ATNE
AnimationMode = ONCE
End
End
AnimationState = LEVELED ; This state clears itself in 3 seconds
Animation = LevelUp
AnimationName = GUBoromir_SKL.GUBoromir_CHRA
AnimationMode = ONCE
End
End
AnimationState = RAISING_FLAG
Animation = CHRA
AnimationName = GUBoromir_SKL.GUBoromir_CHRA
AnimationMode = Once
End
Animation = CHRB
AnimationName = GUBoromir_SKL.GUBoromir_CHRB
AnimationMode = Once
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End
AnimationState = SELECTED
StateName = Selected
SimilarRestart = Yes
Animation = ATNB
AnimationName = GUBoromir_SKL.GUBoromir_ATNB
AnimationMode = LOOP
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_Idle_to_Selected") end
EndScript
End
;------------emotions---------------
AnimationState = EMOTION_TAUNTING
Animation = CHRA
AnimationName = GUBoromir_SKL.GUBoromir_CHRA
AnimationMode = Once
End
End
AnimationState = EMOTION_CELEBRATING
Animation = CHRB
AnimationName = GUBoromir_SKL.GUBoromir_CHRB
AnimationMode = Once
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End
AnimationState = EMOTION_ALERT EMOTION_MORALE_HIGH
Animation = Taunting
AnimationName = GUBoromir_SKL.GUBoromir_TNTB
AnimationMode = ONCE
End
Flags = RANDOMSTART RESTART_ANIM_WHEN_COMPLETE
End
; READY IDLE
AnimationState = EMOTION_ALERT
Animation = ALERT_1
AnimationName = GUBoromir_SKL.GUBoromir_IDLA
AnimationMode = LOOP ;ONCE
End
; Flags = RESTART_ANIM_WHEN_COMPLETE ; acts like an idle animation & keeps running the animations.
End
; --------- Click and Hit Reactions ------------
AnimationState = HIT_REACTION HIT_LEVEL_1
Animation = Hit_Level_1_a
AnimationName = GUBoromir_SKL.GUBoromir_HITA
AnimationMode = ONCE
End
End
End
#include "..\..\..\includes\StunDrawModuleSmall.inc"
; ***DESIGN parameters ***
Side = Men
EditorSorting = UNIT
ThreatLevel = BOROMIR_THREAT_LEVEL
ThingClass = CHARACTER_UNIT
BuildCost = BOROMIR_BUILDCOST
BuildTime = BOROMIR_BUILDTIME
ShockwaveResistance = SHOCKWAVE_RESISTANCE_STRONG
;//DisplayMeleeDamage = BOROMIR_DAMAGE
HeroSortOrder = 50
TransportSlotCount = TRANSPORTSLOTCOUNT_HERO
WeaponSet
Conditions = None
Weapon = PRIMARY BoromirSword
;AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
ArmorSet
Conditions = None
Armor = ToughHeroArmor
DamageFX = NormalDamageFX
End
VisionRange = VISION_HERO_STANDARD
ShroudClearingRange = SHROUD_CLEAR_HERO
MaxVisionBonusPercent = 300%
VisionBonusTestRadius = 200
VisionBonusPercentPerFoot = 1.0%
BountyValue = GONDOR_BOROMIR_BOUNTY_VALUE
DisplayName = OBJECT:GondorBoromir
RecruitText = CONTROLBAR:GondorBoromirRecruit
ReviveText = CONTROLBAR:GondorBoromirRevive
Hotkey = CONTROLBAR:GondorBoromirHotkey
CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CommandSet = BoromirCommandSet
CommandPoints = 0
; *** AUTO RESOLVE DATA ***
AutoResolveUnitType = AutoResolveUnit_Hero
AutoResolveCombatChain = AutoResolve_HeroCombatChain
AutoResolveBody = AutoResolve_BoromirBody
AutoResolveArmor
Armor = AutoResolve_BoromirArmor
End
AutoResolveWeapon
Weapon = AutoResolve_BoromirWeapon
End
AutoResolveLeadership = AutoResolve_BoromirBonus
; *** AUDIO Parameters ***;
VoiceAttack = BoromirVoiceAttack
VoiceAttackCharge = BoromirVoiceAttackCharge
VoiceAttackMachine = BoromirVoiceAttack
VoiceAttackStructure = BoromirVoiceAttackBuilding
;VoiceCreated = BoromirVoiceSalute ;this conflicts with his respawn dialogue line -- rehooked to spawn FX
;VoiceFullyCreated = BoromirVoiceSalute ;this conflicts with his respawn dialogue line -- rehooked to spawn FX
VoiceFear = BoromirVoiceHelpMe
VoiceMove = BoromirVoiceMove
VoiceMoveToCamp = BoromirVoiceMoveCamp
VoiceMoveWhileAttacking = BoromirVoiceDisengage
VoicePriority = 84
VoiceRetreatToCastle = BoromirVoiceRetreat
VoiceSelect = BoromirVoiceSelectMS
VoiceSelectBattle = BoromirVoiceSelectBattle
VoiceGuard = BoromirVoiceMove
SoundImpact = ImpactHorse
;BoromirVoiceJoinAnybody
UnitSpecificSounds
VoiceGarrison = BoromirVoiceGarrison
VoiceEnterUnitElvenTransportShip = BoromirVoiceMove
VoiceInitiateCaptureBuilding = BoromirVoiceMove
End
CrowdResponseKey = GoodMen
#include "..\..\..\includes\StandardUnitEvaEvents.inc"
EvaEventDieOwner = BoromirDie ;Eva event to trigger on unit's death. NOTICE THAT this is only for permanent deaths
;For deaths you can respawn from, use the DeathFX
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
MaxUpdateRangeCap = 800
AnimationSound = Sound:SwordIntoScabbard1 Animation:GUBoromir_SKL.GUBoromir_HRNA Frames:7
AnimationSound = Sound:BoromirHorn Animation:GUBoromir_SKL.GUBoromir_HRNB Frames:0
AnimationSound = Sound:SwordShingClean1 Animation:GUBoromir_SKL.GUBoromir_HRNC Frames:5
AnimationSound = Sound:FootstepDirtA Animation:GUBoromir_SKL.GUBoromir_RUNA Frames:10 22
AnimationSound = Sound:FootstepDirtA Animation:GUBoromir_SKL.GUBoromir_RUNB Frames:10 22
AnimationSound = Sound:FootstepDirtA Animation:GUBoromir_SKL.GUBoromir_ATRA Frames:11 23 35 47
AnimationSound = Sound:FootstepDirtA Animation:GUBoromir_SKL.GUBoromir_MFDA Frames:8 20 31 41
AnimationSound = Sound:BodyFallGenericNoArmor Animation:GUBoromir_SKL.GUBoromir_DTHA Frames:116
AnimationSound = Sound:BodyFallSoldier Animation:GUBoromir_SKL.GUBoromir_LNDA Frames:4
AnimationSound = Sound:BodyFallGenericNoArmor Animation:GUBoromir_SKL.GUBoromir_SPCE Frames:82
End
Behavior = LargeGroupAudioUpdate ModuleTag_LGAU ; Tie into LargeGroupAudio system
Key = Humanoid_Male Man Man_Male Unit Infantry Hero
;UnitWeight = 2
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE HERO ARMY_SUMMARY HEAVY_MELEE_HITTER
PathfindDiameter = 40.0
CamouflageDetectionMultiplier = CAMOUFLAGE_DETECTION_DISTANCE_LONG
Body = DelayedDeathBody ModuleTag_DelayedDeathBody ;DelayedDeath is a variation of RespawnBody
CheerRadius = EMOTION_CHEER_RADIUS
MaxHealth = BOROMIR_HEALTH ; BALANCE
DelayedDeathTime = 10000 ; Amount of time spent still fighting after being killed
DelayedDeathPrerequisiteUpgrade = Upgrade_BoromirLastStand ; Need this upgrade to be able to delay my death.
InvulnerableFX = FX_BoromirLastStand
PermanentlyKilledByFilter = NONE ;Who kills me permanently?
DodgePercent = HERO_DODGE_PERCENT
End
Body = ActiveBody ModuleTag_ActiveBody
CheerRadius = EMOTION_CHEER_RADIUS
MaxHealth = BOROMIR_HEALTH ; BALANCE
DodgePercent = HERO_DODGE_PERCENT
End
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_TheodenLeadership
SpecialPowerTemplate = SpecialAbilityFakeLeadership
TriggeredBy = Upgrade_BoromirLastStand
End
Behavior = SpecialPowerModule ModuleTag_TheodenLeadershipUpdate
SpecialPowerTemplate = SpecialAbilityFakeLeadership
UpdateModuleStartsAttack = No
StartsPaused = Yes
End
; Body = RespawnBody ModuleTag_RespawnBody
; CheerRadius = EMOTION_CHEER_RADIUS
; MaxHealth = BOROMIR_HEALTH ;BALANCE Eomer Health
; PermanentlyKilledByFilter = NONE ;Who kills me permanently?
; DodgePercent = HERO_DODGE_PERCENT
; End
Behavior = RespawnUpdate ModuleTag_RespawnUpdate
DeathAnim = STUNNED ;Model condition to play when killed-to-respawn
DeathAnim = DYING ;Model condition to play when killed-to-respawn
DeathFX = FX_BoromirDieToRespawn ;FXList to play when killed-to-respawn
DeathAnimationTime = 4966 ;1133 ;How long DeathAnim will take.
InitialSpawnFX = FX_BoromirInitialSpawn
RespawnAnim = LEVELED ;Animation to play when respawning.
RespawnFX = FX_BoromirRespawn ;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 = HIBorimir_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:625 Time:60000 Health:100% ;DEFAULT VALUES
End
Behavior = AutoHealBehavior ModuleTag_BoromirHealing
StartsActive = Yes
HealingAmount = HERO_HEAL_AMOUNT
HealingDelay = 1000
StartHealingDelay = HERO_HEAL_DELAY
HealOnlyIfNotInCombat = Yes
End
Behavior = LifetimeUpdate ModuleTag_LifeTime ; Used after 'death' to continue for a certain time before really dying.
WaitForWakeUp = Yes
End
Behavior = StancesBehavior ModuleTag_StancesBehavior
StanceTemplate = Hero
End
#include "..\..\..\includes\CaptureBuilding.inc"
Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
MoodAttackCheckRate = 500
AILuaEventsList = BoromirFunctions
End
Behavior = EmotionTrackerUpdate Module_EmotionTracker
TauntAndPointDistance = 300
TauntAndPointUpdateDelay = 10000
AddEmotion = Doom_Base
// AddEmotion = BraceForBeingCrushed_Base
// AddEmotion = FearIdle_Base
// AddEmotion = FearBusy_Base
AddEmotion = Point_Base
AddEmotion = Taunt_Base
AddEmotion = CheerIdle_Base
AddEmotion = CheerBusy_Base
// AddEmotion = HeroCheerIdle_Base
// AddEmotion = HeroCheerBusy_Base
AddEmotion = Alert_Base
AddEmotion = CheerForAboutToCrush_Base
End
LocomotorSet
Locomotor = HeroHumanLocomotor
Condition = SET_NORMAL
Speed = NORMAL_GOOD_HERO_SPEED
End
Behavior = AutoAbilityBehavior ModuleTag_AutoAbilityBehavior
End
Behavior = AutoHealBehavior ModuleTag_ElvenGiftHealing
StartsActive = No
TriggeredBy = Upgrade_ElvenGift
HealingAmount = ELVEN_GIFT_REGEN_AMOUNT
HealingDelay = ELVEN_GIFT_REGEN_DELAY
StartHealingDelay = HERO_HEAL_DELAY
HealOnlyIfNotInCombat = Yes
End
Behavior = AttributeModifierUpgrade ModuleTag_ElvenGiftBonus
TriggeredBy = Upgrade_ElvenGift
AttributeModifier = SpellBookElvenGifts
End
Behavior = DualWeaponBehavior ModuleTag_13
SwitchWeaponOnCloseRangeDistance = 161
End
Behavior = PhysicsBehavior ModuleTag_04
GravityMult = 1.0
ShockStandingTime = 4000 ;msec
End
Behavior = SlowDeathBehavior ModuleTag_05
DeathTypes = ALL
SinkDelay = 3000
SinkRate = 0.40 ; in Dist/Sec
DestructionDelay = 8000
Sound = INITIAL BoromirVoiceDie
; - Where does this stuff go? -
; UnpackTime = 2000
; PreparationTime = 1
; PersistentPrepTime = 4000
; PackTime = 2000
; WhichSpecialWeapon = 1
End
Behavior = SquishCollide ModuleTag_06
;nothing
End
Behavior = HitReactionBehavior HitReactionBehaviorModuleTag
HitReactionLifeTimer1 = 7 ; level 1 (light damage) hit reaction animations in frames (5 per sec)
HitReactionLifeTimer2 = 15 ; level 2 (medium damage) hit reaction animations in frames (5 per sec)
HitReactionLifeTimer3 = 10 ; level 3 (heavy damage) hit reaction animations in frames (5 per sec)
HitReactionThreshold1 = 0.0 ; level 1 (light damage) threshold trigger
HitReactionThreshold2 = 25.0 ; level 2 (medium damage) threshold trigger
HitReactionThreshold3 = 50.0 ; level 3 (heavy damage) threshold trigger
End
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_EnableHorn
SpecialPowerTemplate = SpecialAbilityHornOfGondor
TriggeredBy = Upgrade_BoromirHornOfGondor
End
Behavior = SpecialPowerModule ModuleTag_HornStarter
SpecialPowerTemplate = SpecialAbilityHornOfGondor
UpdateModuleStartsAttack = Yes
AntiCategory = LEADERSHIP
AttributeModifier = BoromirGondorHornAntiCategory ; Used for the anti category duration only.
AttributeModifierRange = 100.0
StartsPaused = Yes ; obtained on level 2
End
Behavior = ModelConditionSpecialAbilityUpdate ModuleTag_HornUpdate
SpecialPowerTemplate = SpecialAbilityHornOfGondor
; StartAbilityRange = 2.0
UnpackTime = 1700 ; Drawing the horn
PreparationTime = 1 ; nothing
PersistentPrepTime = 1600 ; Blowing
PackTime = 1666 ; Putting horn away
; PackSound =
; UnpackSound =
; TriggerSound =
; PrepSoundLoop =
AwardXPForTriggering = 0
End
;------------ CAPTAIN OF GONDOR -----------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_KingsFavorEnabler
SpecialPowerTemplate = SpecialAbilityKingsFavor
TriggeredBy = Upgrade_FaramirCaptainOfGondor
End
Behavior = SpecialPowerModule ModuleTag_KingsFavorSpecialPowerModule
SpecialPowerTemplate = SpecialAbilityKingsFavor
StartsPaused = Yes
UpdateModuleStartsAttack = Yes
InitiateSound = BoromirVoiceCaptainOfGondor
End
Behavior = LevelGrantSpecialPower ModuleTag_KingsFavor
SpecialPowerTemplate = SpecialAbilityKingsFavor
UnpackingVariation = 2
StartAbilityRange = 200.0
LevelFX = FX_LevelUp
Experience = 50
RadiusEffect = 150
AcceptanceFilter = KINGSFAVOR_OBJECTFILTER
UnpackTime = 2000
PreparationTime = 1
FreezeAfterTriggerDuration = 2000 ; Hold AI for this long after we fire.
End
;--------------------- Start Leadership bonus ---------------
Behavior = AttributeModifierAuraUpdate ModuleTag_BoromirLeadership
StartsActive = No ;If no, requires upgrade to turn on.
BonusName = GenericHeroLeadership
TriggeredBy = Upgrade_BoromirForGondorSpeech
RefreshDelay = 2000
Range = 200
AntiCategory = BUFF
ObjectFilter = GENERIC_BUFF_RECIPIENT_OBJECT_FILTER
End
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_UnpauseLeadership
SpecialPowerTemplate = SpecialAbilityFakeLeadership
TriggeredBy = Upgrade_BoromirForGondorSpeech
End
Behavior = SpecialPowerModule ModuleTag_BoromirLeadershipUpdate
SpecialPowerTemplate = SpecialAbilityFakeLeadership
UpdateModuleStartsAttack = No
StartsPaused = Yes
End
;--------------------- End Leadership bonus ---------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_GondorSoldiersEnabler
SpecialPowerTemplate = SuperweaponGondorSoldiers
TriggeredBy = Upgrade_BoromirGondorSoldiers
End
Behavior = OCLSpecialPower ModuleTag_OCLSpecialPower
SpecialPowerTemplate = SuperweaponGondorSoldiers
OCL = OCL_GondorSoldiers
CreateLocation = USE_OWNER_OBJECT
StartsPaused = yes
SetModelCondition = ModelConditionState:USER_1
SetModelConditionTime = 8.1
End
;///////////////////
; AISpecialPowers
;///////////////////
Behavior = AISpecialPowerUpdate GondorFighterHordeStanceBattle
CommandButtonName = Command_SetStanceBattle
SpecialPowerAIType = AI_SPECIAL_POWER_STANCEBATTLE
End
Behavior = AISpecialPowerUpdate GondorFighterHordeStanceAggressive
CommandButtonName = Command_SetStanceAggressive
SpecialPowerAIType = AI_SPECIAL_POWER_STANCEAGGRESSIVE
End
Behavior = AISpecialPowerUpdate GondorFighterHordeHoldGround
CommandButtonName = Command_SetStanceHoldGround
SpecialPowerAIType = AI_SPECIAL_POWER_STANCEHOLDGROUND
End
Behavior = AISpecialPowerUpdate BoromirHornOfGondorAI
CommandButtonName = Command_SpecialAbilityHornOfGondor
SpecialPowerAIType = AI_SPECIAL_POWER_BASIC_SELF_BUFF
End
Behavior = AISpecialPowerUpdate SpecialPowerBoromirGiveXPAoE
CommandButtonName = Command_SpecialAbilityCaptainOfGondorBoromir
SpecialPowerAIType = AI_SPECIAL_POWER_GIVEXP_AOE
SpecialPowerRadius = 30.0
End
Geometry = CYLINDER
GeometryMajorRadius = 8.0
GeometryMinorRadius = 8.0
GeometryHeight = 19.2
GeometryIsSmall = Yes
Shadow = SHADOW_DECAL
ShadowSizeX = 20;
ShadowSizeY = 20;
ShadowTexture = ShadowI;
End[/codebox]
commandbutton.ini
[codebox]CommandButton Command_BoromirLastStandFakeButton
Command = SPECIAL_POWER
SpecialPower = SpecialAbilityFakeLeadership
Options = NONPRESSABLE
TextLabel = CONTROLBAR:LastStand
ButtonImage = HSBorimirLastStand
RadiusCursorType = TrainingRadiusCursor
Upgrade = Upgrade_BoromirLastStand
ButtonBorderType = ACTION
DescriptLabel = CONTROLBAR:ToolTipLastStand
InPalantir = Yes
;UnitSpecificSound = TheodenVoiceSpeech
End[/codebox]
and commandset.ini
[codebox]CommandSet BoromirCommandSet
1 = Command_ToggleStance
2 = Command_SpecialAbilityHornOfGondor
3 = Command_BoromirLastStandFakeButton
4 = Command_SpecialAbilityBoromirForGondor
5 = Command_SpecialAbilityCaptainOfGondorBoromir
6 = Command_GondorSoldiers
12 = Command_CaptureBuilding
13 = Command_AttackMove
14 = Command_Stop
16 = Command_SetStanceBattle
17 = Command_SetStanceAggressive
18 = Command_SetStanceHoldGround
End[/codebox]
so what should i do to make it work just fine??any help is most welcome
Edited by sporting1986, 09 December 2008 - 04:07 AM.