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Some Help Please


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#1 Guest_Rebel5555_*

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Posted 07 January 2009 - 08:32 AM

Hello,

I'm trying to port the Aragorn 2 Mod to BFME 1.3. I've pretty mutch got it done, but I get a problem when playing the game. When Aragorn is Finally recruited he comes out of the citadel completly invisible but still shows a shadow. I always use the Sy's Assest builder when dealing with textures and w3d files. I'm just wondering if anyone knows what I'm doing wrong?

#2 Guest_Rebel5555_*

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Posted 07 January 2009 - 08:51 AM

I forgot to mention that when i click the mount/dismount button the horse shows up but aragorn is invisible.

#3 Rebel5555

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  • Location:Roanoke, Virginia USA

Posted 07 January 2009 - 09:04 AM

I checked the w3d files in the W3d viewer and they do show up. Here's The INI that I edited if it might help.

CODE
;------------------------------------------------------------------------------
;
; AragornII.ini
;
;------------------------------------------------------------------------------

; AragornII
Object GondorAragornII
; *** ART Parameters ***

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

; ButtonImage for Heros is button image on Hero Select UI to select hero. HI = HeroIcon or HeroImage.
ButtonImage = HIAragorn

Draw = W3DScriptedModelDraw ModuleTag_DRAW
OkToChangeModelColor = Yes
StaticModelLODMode = yes; Will append M or L to the skin name depending on GameLOD

ExtraPublicBone = arrow
ExtraPublicBone = PASSENGERBONE

DependencySharedModelFlags = TURN_LEFT_HIGH_SPEED TURN_RIGHT_HIGH_SPEED MOVING ACCELERATE DECELERATE TURN_LEFT TURN_RIGHT ATTACKING BACKING_UP

;;====================== MODELS ================================================================
DefaultModelConditionState
Model = guara2_r
WeaponLaunchBone = PRIMARY arrow
End

; --------- On Horseback ------------
ModelConditionState = MOUNTED
Model = guara2_hrs_r
WeaponLaunchBone = PRIMARY PASSENGERBONE
End

; --------- BladeMaster -------------
ModelConditionState = WEAPONSET_HERO_MODE
ParticleSysBone = BAT_RIBS BladeMaster FollowBone:Yes
End

;;================== ANIMATIONS =================================================================

;;----------- Captain of Gondor Mounted
AnimationState = PACKING_TYPE_2 MOUNTED
StateName = STATE_CaptainMounted

Animation = GUFaramir_IDLC
AnimationName = RUHHs_Theo_SKL.RUHHs_Theo_IDLC
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.5 0.5
End
End

;;----------- Captain of Gondor - Sword
AnimationState = PACKING_TYPE_2 WEAPONSET_TOGGLE_1
StateName = CaptainPower
Animation = GUFaramir_CHRC
AnimationName = GUFaramir_SKL.GUFaramir_CHRC
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.2 1.2
End
End

;;----------- Captain of Gondor - Bow
AnimationState = PACKING_TYPE_2
StateName = STATE_CaptainBow
Animation = GUFaramir_CHRD
AnimationName = GUFaramir_SKL.GUFaramir_CHRD
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.75 0.75
End
End


; --------- MOUNTED ------------

; --- Dying Anims
AnimationState = MOUNTED FREEFALL
Animation = freefall
AnimationName = RUHHs_Theo_SKL.RUHHs_Theo_FLYC
AnimationMode = LOOP
End
Flags = RANDOMSTART
End

AnimationState = MOUNTED STUNNED_FLAILING
Animation = JustDie
AnimationName = RUHHs_Theo_SKL.RUHHs_Theo_FLYC
AnimationMode = LOOP
End
Flags = RANDOMSTART
End

AnimationState = MOUNTED DYING SPLATTED
Animation = Land
AnimationName = RUHHs_Theo_SKL.RUHHs_Theo_LNDA
AnimationMode = ONCE
End
End

; This is the no-spawn-horse type of death
AnimationState = MOUNTED DYING
Animation = JustDie
AnimationName = RUHHs_Theo_SKL.RUHHs_Theo_DIEA
AnimationMode = ONCE
End
End

AnimationState = MOUNTED STUNNED_STANDING_UP
Animation = StandUp
AnimationName = RUHHs_Theo_SKL.RUHHs_Theo_GTPA
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.5 1.5
End
End

AnimationState = MOUNTED STUNNED
Animation = Land
AnimationName = RUHHs_Theo_SKL.RUHHs_Theo_LNDA
AnimationMode = ONCE
End
End


; --- Attacking Anims
AnimationState = MOUNTED FIRING_OR_PREATTACK_A ATTACKING_STRUCTURE
StateName = Attacking
Animation = attackinga building while mounted.
AnimationName = RUHHs_Theo_SKL.RUHHs_Theo_ATKA ;ATKB looked pretty silly.
AnimationMode = ONCE
UseWeaponTiming = Yes
End
End



AnimationState = MOUNTED MOVING FIRING_OR_PREATTACK_A
ShareAnimation = Yes
Animation = MountedRunAndFire
AnimationName = RUHHs_Theo_SKL.RUHHs_Theo_ATRA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End

AnimationState = MOUNTED FIRING_OR_PREATTACK_A
Animation = AttackA
AnimationName = RUHHs_Theo_SKL.RUHHs_Theo_ATKA
AnimationMode = ONCE
UseWeaponTiming = Yes
End
Animation = AttackB
AnimationName = RUHHs_Theo_SKL.RUHHs_Theo_ATKB
AnimationMode = ONCE
UseWeaponTiming = Yes
End
End

; --- Moving Anims
AnimationState = MOUNTED TURN_LEFT_HIGH_SPEED
Animation = TurnLeft
AnimationName = RUHHs_Theo_SKL.RUHHs_Theo_TNL1
AnimationMode = LOOP
AnimationSpeedFactorRange= 1.2 1.2
AnimationBlendTime = 20
End
End

AnimationState = MOUNTED TURN_RIGHT_HIGH_SPEED
Animation = TurnLeft
AnimationName = RUHHs_Theo_SKL.RUHHs_Theo_TNR1
AnimationMode = LOOP
AnimationSpeedFactorRange= 1.2 1.2
AnimationBlendTime = 20
End
End




AnimationState = MOUNTED MOVING TURN_LEFT
Animation = TurnLeft
AnimationName = RUHHs_Theo_SKL.RUHHs_Theo_TRNL
AnimationMode = LOOP
AnimationSpeedFactorRange= 1.5 1.5
End
; ;ParticleSysBone = None CalvaryDustTrails
End

AnimationState = MOUNTED MOVING TURN_RIGHT
Animation = TurnRight
AnimationName = RUHHs_Theo_SKL.RUHHs_Theo_TRNR
AnimationMode = LOOP
AnimationSpeedFactorRange= 1.5 1.5
End
; ;ParticleSysBone = None CalvaryDustTrails
End

AnimationState = MOUNTED MOVING ACCELERATE
Animation = Accelerate
AnimationName = RUHHs_Theo_SKL.RUHHs_Theo_ACCL
AnimationMode = LOOP
End
;ParticleSysBone = None CalvaryDustTrails
End

AnimationState = MOUNTED MOVING DECELERATE
Animation = Decelerate
AnimationName = RUHHs_Theo_SKL.RUHHs_Theo_DECL
AnimationMode = ONCE
End
;ParticleSysBone = None CalvaryDustTrails
End

AnimationState = MOUNTED MOVING WALKING
Animation = Walk
AnimationName = RUHHs_Theo_SKL.RUHHs_Theo_WLKA
AnimationMode = LOOP
End
Flags = RANDOMSTART
;ParticleSysBone = None InfantryDustTrails
End

AnimationState = MOUNTED MOVING BACKING_UP
Animation = BackingUp
AnimationName = RUHHs_Theo_SKL.RUHHs_Theo_BAKA
AnimationMode = LOOP
End
Flags = RANDOMSTART
;ParticleSysBone = None InfantryDustTrails
End


AnimationState = MOUNTED MOVING
Animation = RunA
AnimationName = RUHHs_Theo_SKL.RUHHs_Theo_RUNA
AnimationMode = LOOP
End
Flags = RANDOMSTART
;ParticleSysBone = None CalvaryDustTrails
End

; --- Selected Anims
AnimationState = MOUNTED SELECTED
SimilarRestart = Yes
StateName = AtAttentionIdle
Animation = ATNB
AnimationName = RUHHs_Theo_SKL.RUHHs_Theo_IDLH
AnimationMode = LOOP
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_MountedSelect") end
if Prev == "AtAttentionIdle" then CurDrawableSetTransitionAnimState("TRANS_MountedSelect") end
if Prev == "STATE_CaptainMounted" then CurDrawableSetTransitionAnimState("TRANS_MountedSelect") end
EndScript
End

TransitionState = TRANS_MountedSelect
Animation = ATNA
AnimationName = RUHHs_Theo_SKL.RUHHs_Theo_ATNA
AnimationMode = ONCE
End
End

; HITA not available on Theoden
; AnimationState = MOUNTED HIT_REACTION
; Animation = Hit_Level_1_a
; AnimationName = RUHHs_Theo_SKL.RUHHs_Theo_HITA
; AnimationMode = ONCE
; End
; End

; --- Idle Anims
AnimationState = MOUNTED
StateName = Idle
Animation = IdleA
AnimationName = RUHHs_Theo_SKL.RUHHs_Theo_IDLA
AnimationPriority = 30
AnimationMode = ONCE
AnimationBlendTime = 15
End
Animation = IdleC
AnimationName = RUHHs_Theo_SKL.RUHHs_Theo_IDLC
AnimationMode = ONCE
AnimationBlendTime = 15
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End

;;------------------ DYING -------------------------------------------------------------

; --- Flying through the air.
AnimationState = STUNNED_FLAILING WEAPONSET_TOGGLE_1
StateName = STATE_Sword
Animation = GUFaramir_FLYB
AnimationName = GUFaramir_SKL.GUFaramir_FLYB
AnimationMode = LOOP
End
Flags = RANDOMSTART
End

AnimationState = STUNNED_FLAILING
StateName = STATE_Bow
Animation = GUFaramir_FLYA
AnimationName = GUFaramir_SKL.GUFaramir_FLYA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End

; --- Dying anims
AnimationState = DYING SPLATTED WEAPONSET_TOGGLE_1
StateName = STATE_Sword
Animation = GUFaramir_LNDB
AnimationName = GUFaramir_SKL.GUFaramir_LNDB
AnimationMode = ONCE
End
End

AnimationState = DYING SPLATTED
StateName = STATE_Bow
Animation = GUFaramir_LNDA
AnimationName = GUFaramir_SKL.GUFaramir_LNDA
AnimationMode = ONCE
End
End

; with sword
AnimationState = DYING WEAPONSET_TOGGLE_1 ;WEAPONSTATE_CLOSE_RANGE
StateName = STATE_Sword

Animation = GUFaramir_DIEA
AnimationName = GUFaramir_SKL.GUFaramir_DIEA
AnimationMode = ONCE
End

Animation = GUFaramir_DIEB
AnimationName = GUFaramir_SKL.GUFaramir_DIEB
AnimationMode = ONCE
End
End

; with bow
AnimationState = DYING
StateName = STATE_Bow
Animation = GUFaramir_DIEC
AnimationName = GUFaramir_SKL.GUFaramir_DIEC
AnimationMode = ONCE
End
End


; --- Stunned anims


AnimationState = STUNNED_STANDING_UP WEAPONSET_TOGGLE_1
StateName = STATE_Sword
Animation = GUFaramir_GTPB
AnimationName = GUFaramir_SKL.GUFaramir_GTPB
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.5 1.5
End
End

AnimationState = STUNNED_STANDING_UP
StateName = STATE_Bow
Animation = GUFaramir_GTPA
AnimationName = GUFaramir_SKL.GUFaramir_GTPA
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.5 1.5
End
End

AnimationState = STUNNED WEAPONSET_TOGGLE_1
StateName = STATE_Sword

Animation = GUFaramir_LNDB
AnimationName = GUFaramir_SKL.GUFaramir_LNDB
AnimationMode = ONCE
End
End

AnimationState = STUNNED
StateName = STATE_Bow

Animation = GUFaramir_LNDA
AnimationName = GUFaramir_SKL.GUFaramir_LNDA
AnimationMode = ONCE
End
End

;;----------- pose
AnimationState = USER_1
;*****************************************************************
;ParticleSysBone = B_SWORDBONE AndruilEfxParent FollowBone:yes
;*****************************************************************
Animation = GUFaramir_POSA
AnimationName = GUFaramir_SKL.GUFaramir_POSA
AnimationMode = ONCE
End
End

;--------------------- Wound Arrow anim
AnimationState = SPECIAL_WEAPON_ONE
StateName = STATE_Bow
Animation
AnimationName = GUFaramir_SKL.GUFaramir_ATKC
AnimationMode = ONCE
End
FrameForPristineBonePositions = 59
BeginScript
CurDrawableShowSubObject("arrow")
EndScript
End

;;------------------ ATTACKING --------------------------------------------------------------------
; Attacking Anims [Weapon_A]



AnimationState = MOVING WEAPONSET_TOGGLE_1 FIRING_OR_PREATTACK_A
Animation = TrotAndFire
AnimationName = GUFaramir_SKL.GUFaramir_ATRA
AnimationMode = LOOP
End
Flags = RANDOMSTART
StateName = RunAndSwing
End

AnimationState = FIRING_OR_PREATTACK_A WEAPONSET_TOGGLE_1
StateName = STATE_Sword

Animation = ATKD
AnimationName = GUFaramir_SKL.GUFaramir_ATKD
AnimationMode = ONCE
UseWeaponTiming = Yes
End

Animation = ATKE
AnimationName = GUFaramir_SKL.GUFaramir_ATKE
AnimationMode = ONCE
UseWeaponTiming = Yes
End

Animation = ATKF
AnimationName = GUFaramir_SKL.GUFaramir_ATKF
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.2 1.2
End
Flags = RESTART_ANIM_WHEN_COMPLETE
; FrameForPristineBonePositions = 59
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Bow" then CurDrawableSetTransitionAnimState("TRANS_BowToSword") end
EndScript
End

;;------------------ MOVING -------------------------------------------------------------

AnimationState = MOVING USER_4 ; Moving slaughter
StateName = Slaughter
Flags = RANDOMSTART
;ParticleSysBone = None InfantryDustTrails
Animation = GUFaramir_ATKE
AnimationName = GUFaramir_SKL.GUFaramir_ATKE
AnimationMode = LOOP
End
StateName = NoSword
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "Sword" then CurDrawableSetTransitionAnimState("TRANS_SwordToBow") end
EndScript
End

;--- Running with sword
AnimationState = MOVING WEAPONSET_TOGGLE_1 ;WEAPONSTATE_CLOSE_RANGE
StateName = STATE_RunningSword
Flags = RANDOMSTART
;ParticleSysBone = None InfantryDustTrails

Animation = GUFaramir_RUNB
AnimationName = GUFaramir_SKL.GUFaramir_RUNB
; AnimationMode = LOOP
AnimationSpeedFactorRange = 0.85 0.85
Distance = 28
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Bow" then CurDrawableSetTransitionAnimState("TRANS_BowToSword") end
if Prev == "STATE_RunningBow" then CurDrawableSetTransitionAnimState("TRANS_BowToSword_Running") end
EndScript
End

;--- Running with bow
AnimationState = MOVING
StateName = STATE_RunningBow
Flags = RANDOMSTART
;ParticleSysBone = None InfantryDustTrails

Animation = GUFaramir_RUNA
AnimationName = GUFaramir_SKL.GUFaramir_RUNA
; AnimationMode = LOOP
AnimationSpeedFactorRange = 0.85 0.85
Distance = 28
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Sword" then CurDrawableSetTransitionAnimState("TRANS_SwordToBow") end
if Prev == "STATE_RunningSword" then CurDrawableSetTransitionAnimState("TRANS_SwordToBow_Running") end
EndScript
End

;---------------------------------------------------
;New style firing with bow
AnimationState = PREATTACK_A
StateName = STATE_Firing
Animation = ReadyToDrawn
AnimationName = GUFaramir_SKL.GUFaramir_ATKA1
AnimationMode = ONCE
; UseWeaponTiming = Yes ; UseWeaponTiming plus random weapon field equals desync. Leaving as warning
;AnimationBlendTime = 10
End
End

AnimationState = FIRING_OR_RELOADING_A
StateName = STATE_Firing
Animation = LooseReloadDraw
AnimationName = GUFaramir_SKL.GUFaramir_ATKA2
AnimationMode = ONCE
; UseWeaponTiming = Yes ; UseWeaponTiming plus random weapon field equals desync. Leaving as warning
AnimationSpeedFactorRange = 1.1 1.1 ; Therefore, this is all you get. A slight speed up so that the animation can always finish before any possible random value Design sets the range for
;AnimationBlendTime = 10
End
End
;---------------------End New style firing

AnimationState = CONTINUOUS_FIRE_MEAN
Animation = HangFrameWhileCoasting
AnimationName = GUFaramir_SKL.GUFaramir_ATKA2
AnimationMode = MANUAL
End
End

AnimationState = CONTINUOUS_FIRE_SLOW
;StateName = STATE_Idle_Bow
Animation = PutAwayArrow
AnimationName = GUFaramir_SKL.GUFaramir_ATKA3
AnimationMode = ONCE
End
End

;End New style firing
;---------------------------------------------------



;;-------------------- HIT REACTIONS -----------------------------------------------------------

; this hit animation attack stance
AnimationState = EMOTION_ALERT HIT_REACTION WEAPONSET_TOGGLE_1
Animation = Hit_Level_1_d
AnimationName = GUFaramir_SKL.GUFaramir_HITD
AnimationMode = ONCE
End
End

AnimationState = HIT_REACTION WEAPONSET_TOGGLE_1
Animation = Hit_Level_1_b
AnimationName = GUFaramir_SKL.GUFaramir_HITB
AnimationMode = ONCE
End
End

AnimationState = HIT_REACTION
Animation = Hit_Level_1_c
AnimationName = GUFaramir_SKL.GUFaramir_HITC
AnimationMode = ONCE
End
End

;;------------ EMOTIONS ------------------------------------------------------------------


;;====== LEVELED
AnimationState = LEVELED WEAPONSET_TOGGLE_1 ; This state clears itself in 3 seconds
Animation = LevelUp
AnimationName = GUFaramir_SKL.GUFaramir_CHRC
AnimationMode = ONCE
End
End

AnimationState = LEVELED ; This state clears itself in 3 seconds
Animation = LevelUp
AnimationName = GUFaramir_SKL.GUFaramir_CHRD
AnimationMode = ONCE
End
End

;;====== CELEBRATING

; AnimationState = EMOTION_CELEBRATING
; Animation = CHRA
; AnimationName = GUFaramir_SKL.GUFaramir_CHRA
; AnimationMode = ONCE
; AnimationPriority = 10
; End
; Animation = CHRB
; AnimationName = GUFaramir_SKL.GUFaramir_CHRB
; AnimationMode = ONCE
; AnimationPriority = 5
; End
; Flags = RESTART_ANIM_WHEN_COMPLETE
; End

;;------------------- SELECTED STATES ------------------------------------------------------------

AnimationState = ATTACKING WEAPONSET_TOGGLE_1
StateName = STATE_Sword
Animation = ATKD
AnimationName = GUFaramir_SKL.GUFaramir_ATKD
AnimationMode = MANUAL
End
End

;;------------------- SELECTED STATES ------------------------------------------------------------

AnimationState = SELECTED WEAPONSET_TOGGLE_1
StateName = STATE_Selected_Sword

Animation = ATNE
AnimationName = GUFaramir_SKL.GUFaramir_ATNE
AnimationMode = LOOP
AnimationBlendTime = 15
End
Flags = RESTART_ANIM_WHEN_COMPLETE
BeginScript
CurDrawableHideSubObject("arrow")
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Selected_Bow" then CurDrawableSetTransitionAnimState("TRANS_BowToSword") end
if Prev == "STATE_Idle_Sword" then CurDrawableSetTransitionAnimState("TRANS_BoredToSelectedSword") return end
EndScript
End

;;====== ALERT
AnimationState = EMOTION_ALERT WEAPONSET_TOGGLE_1
StateName = STATE_READY
Animation = ready
AnimationName = GUFaramir_SKL.GUFaramir_IDLA
AnimationMode = LOOP
AnimationBlendTime = 20
End
End

AnimationState = SELECTED
StateName = STATE_Selected_Bow

Animation = ATNB
AnimationName = GUFaramir_SKL.GUFaramir_ATNB
AnimationMode = LOOP
AnimationBlendTime = 15
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Selected_Sword" then CurDrawableSetTransitionAnimState("TRANS_SwordToBow") end
if Prev == "STATE_Idle_Bow" then CurDrawableSetTransitionAnimState("TRANS_BoredToSelectedBow") return end
if Prev == "STATE_CaptainBow" then CurDrawableSetTransitionAnimState("TRANS_CaptainBowToSelectedBow") end
EndScript
End



;;--------------- IDLE STATES -----------------------------------------------------------------

AnimationState = WEAPONSET_TOGGLE_1
StateName = STATE_Idle_Sword

Animation = IDLE
AnimationName = GUFaramir_SKL.GUFaramir_IDLE
AnimationMode = LOOP
AnimationPriority = 20
AnimationBlendTime = 15
End

Animation = IDLF
AnimationName = GUFaramir_SKL.GUFaramir_IDLF
AnimationMode = LOOP
AnimationPriority = 1
End

Animation = IDLG
AnimationName = GUFaramir_SKL.GUFaramir_IDLG
AnimationMode = LOOP
AnimationPriority = 1
End

BeginScript
CurDrawableHideSubObject("arrow")
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Idle_Bow" then CurDrawableSetTransitionAnimState("TRANS_BowToSword") end
if Prev == "STATE_Selected_Sword" then CurDrawableSetTransitionAnimState("TRANS_SelectedToBoredSword") end
EndScript
End

IdleAnimationState
StateName = STATE_Idle_Bow

Animation = IdleBow
AnimationName = GUFaramir_SKL.GUFaramir_IDLC
AnimationMode = ONCE
AnimationBlendTime = 15
End
BeginScript
CurDrawableShowSubObject("arrow")
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Idle_Sword" then CurDrawableSetTransitionAnimState("TRANS_SwordToBow") end
if Prev == "STATE_Selected_Bow" then CurDrawableSetTransitionAnimState("TRANS_SelectedToBoredBow") end
EndScript
End

;---transitions--------------------------------------------

TransitionState = TRANS_BoredToSelectedSword
Animation = ANTD
AnimationName = GUFaramir_SKL.GUFaramir_ANTD
AnimationMode = ONCE
End
End

TransitionState = TRANS_SelectedToBoredSword
Animation = ATNF
AnimationName = GUFaramir_SKL.GUFaramir_ATNF
AnimationMode = ONCE
End
End

TransitionState = TRANS_BoredToSelectedBow
Animation = ATNC
AnimationName = GUFaramir_SKL.GUFaramir_ATNC
AnimationMode = ONCE
End
End

TransitionState = TRANS_CaptainBowToSelectedBow
Animation = ATNC
AnimationName = GUFaramir_SKL.GUFaramir_ATNC
AnimationMode = ONCE
AnimationBlendTime = 10
AnimationSpeedFactorRange = 1.5 1.5
End
End

TransitionState = TRANS_SelectedToBoredBow
Animation = ATNA
; AnimationName = GUFaramir_SKL.GUFaramir_ATNA
AnimationName = GUFaramir_SKL.GUFaramir_ATND
AnimationMode = ONCE
End
End


TransitionState = TRANS_BowToSword
Animation = GUFaramir_STHA
AnimationName = GUFaramir_SKL.GUFaramir_STHA
AnimationMode = ONCE
End
End

TransitionState = TRANS_SwordToBow
Animation = GUFaramir_STHB
AnimationName = GUFaramir_SKL.GUFaramir_STHB
AnimationMode = ONCE
End
End

TransitionState = TRANS_BowToSword_Running
Animation = DrawSwords
AnimationName = GUFaramir_SKL.GUFaramir_STHD
AnimationMode = ONCE
End
End

TransitionState = TRANS_SwordToBow_Running
Animation = DrawBow
AnimationName = GUFaramir_SKL.GUFaramir_STHC
AnimationMode = ONCE
End
End

End

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


; ***DESIGN parameters ***
Side = Gondor
EditorSorting = UNIT
ThreatLevel = 5.0
ThingClass = CHARACTER_UNIT
BuildCost = M_ARAGORN_BUILDCOST
BuildTime = M_ARAGORN_BUILDTIME
TransportSlotCount = 1
MaxSimultaneousOfType = 1

DisplayMeleeDamage = M_ARAGORN_DAMAGE
DisplayRangedDamage = 30

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

WeaponSet
Conditions = WEAPONSET_HERO_MODE
Weapon = PRIMARY GondorAragornIIHeroSword
End
WeaponSet
Conditions = WEAPONSET_TOGGLE_1 ;CLOSE_RANGE CONTESTING_BUILDING
Weapon = PRIMARY GondorAragornIISword
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End

ArmorSet
Conditions = None
Armor = AragornHeroArmor
DamageFX = NormalDamageFX
End
ArmorSet
Conditions = MOUNTED
Armor = HeroArmorMounted
DamageFX = NormalDamageFX
End

VisionRange = M_VISION_HERO_RANGED
ShroudClearingRange = M_SHROUD_CLEAR_RANGED_HERO

BountyValue = M_GONDOR_ARAGORN_BOUNTY_VALUE
DisplayName = OBJECT:GondorAragornII
RecruitText = CONTROLBAR:GondorAragornIIRecruit
ReviveText = CONTROLBAR:GondorAragornIIRevive
Hotkey = CONTROLBAR:GondorAragornIIHotkey
CrusherLevel = 0 ;Can I crush anything?
MountedCrusherLevel = 1 ;Crush level when mounted.
CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = cavalry/heroes
MountedCrushableLevel = 2 ;Crusable level when mounted.

CrushWeapon = HeroCrush

MinCrushVelocityPercent = 50; Has to be moving at at least 50% of full speed.
CrushDecelerationPercent = 30; Lose xx percent of max velocity when crushing.

CrushKnockback = 40
CrushZFactor = 1.0

CommandSet = GondorAragornIICommandSet
CommandPoints = 0


; *** AUDIO Parameters ***;

VoiceAmbushed = AragornVoiceAmbush
VoiceAttack = AragornVoiceAttack
VoiceAttackStructure = AragornVoiceAttackBuilding
VoiceAttackMachine = AragornVoiceAttack
VoiceAttackCharge = AragornVoiceAttackCharge
VoiceEnterStateAttack = AragornVoiceEnterStateAttack
VoiceEnterStateAttackStructure = AragornVoiceEnterStateAttackBuilding
VoiceEnterStateAttackMachine = AragornVoiceEnterStateAttackBuilding
VoiceEnterStateAttackCharge = AragornVoiceEnterStateAttackCharge
;VoiceCreated = AragornVoiceSalute ;this conflicts with his respawn dialogue line -- rehooked to FX_GandalfInitialSpawn
VoiceFear = AragornVoiceHelpMe
VoiceMove = AragornVoiceMove
VoiceMoveToCamp = AragornVoiceMoveCamp
VoiceMoveWhileAttacking = AragornVoiceDisengage
VoiceEnterStateMove = AragornVoiceEnterStateMove
VoiceEnterStateMoveToCamp = AragornVoiceEnterStateMoveCamp
VoiceEnterStateMoveWhileAttacking = AragornVoiceEnterStateDisengage
VoicePriority = 90 ;Default is 5. In mixed groups, Aragorn almost always 'wins'
VoiceRetreatToCastle = AragornVoiceRetreat
VoiceEnterStateRetreatToCastle = AragornVoiceEnterStateRetreat
VoiceSelect = AragornVoiceSelect
VoiceSelect2 = HeroVoiceSelect2
VoiceSelectBattle = AragornVoiceSelectBattle
VoiceGuard = AragornVoiceMove

SoundImpact = ImpactHorse

;AragornVoiceDismissOathbreakers
;AragornVoiceJoinAnybody

UnitSpecificSounds
VoiceGarrison = AragornVoiceGarrison
End

EvaEventDamagedOwner = UnitUnderAttack ;Eva event to trigger when unit is damaged
EvaEventDieOwner = AragornDie ;Eva event to trigger on unit's death. NOTICE THAT this is only for permanent deaths
; For deaths you can respawn from, use the DeathFX

Behavior = LargeGroupAudioUpdate ModuleTag_LGAU ; Tie into LargeGroupAudio system
Key = Human Unit Infantry Hero
UnitWeight = 2
End

ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
MaxUpdateRangeCap = 800
AnimationSound = Sound:AragornVoiceElendil Animation:GUAragorn_SKL.GUAragorn_ATKL Frames:21
AnimationSound = Sound:AragornVoiceSummonOathbreakers Animation:GUAragorn_SKL.GUAragorn_CHRB Frames:20
AnimationSound = Sound:AragornVoiceEnterStateElendil Animation:GUAragorn_SKL.GUAragorn_ATKL Frames:21
AnimationSound = Sound:AragornVoiceEnterStateSummonOathbreakers Animation:GUAragorn_SKL.GUAragorn_ATKN Frames:60
AnimationSound = Sound:FootstepDirtA Animation:GUAragorn_SKL.GUAragorn_RUNB Frames:8 17 26 36

AnimationSound = Sound:BodyFallGenericNoArmor Animation:GUAragorn_SKL.GUAragorn_DIEA Frames:55
AnimationSound = Sound:BodyFallGenericNoArmor Animation:GUAragorn_SKL.GUAragorn_DIEB Frames:70
AnimationSound = Sound:BodyFallSoldier Animation:GUAragorn_SKL.GUAragorn_LNDA Frames:1
End


; *** ENGINEERING Parameters ***

RadarPriority = UNIT
KindOf = HERO PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE ARMY_SUMMARY ATTACK_NEEDS_LINE_OF_SIGHT ARAGORN
PathfindDiameter = 40.0

;;;----------------------------------------------------;;;
;;;AragornII Athelas Code;;;

Behavior = SpecialPowerModule ModuleTag_AragornAthelas
SpecialPowerTemplate = SpecialAbilityAragornAthelas
UpdateModuleStartsAttack = Yes
TriggerFX = FX_AragornAthelas
SetModelCondition = ModelConditionState:USER_2
SetModelConditionTime = 2.1
End

Behavior = SpecialAbilityUpdate ModuleTag_AragornAthelasUpdate
SpecialPowerTemplate = SpecialAbilityAragornAthelas
StartAbilityRange = 1.6
UnpackTime = 1 ; Nothing to touching it
PreparationTime = 3 ; touching it to grabbing it
PackTime = 2096 ; whacking it to holding it nice
AwardXPForTriggering = 0
End

; Athelas needs to be first because the special power just turns on the first one it finds. No time to fix it better.
Behavior = AutoHealBehavior ModuleTag_AthelasHealing
StartsActive = Yes ; Active, as in no upgrade required
ButtonTriggered = Yes ; But doesn't actually run on its own.
HealingAmount = 600
Radius = 200
HealOnlyOthers = No
SingleBurst = Yes
UnitHealPulseFX = FX_AragornAthelas
KindOf = HERO
End

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

Behavior = AttributeModifierUpgrade ModuleTag_AndurilBonus2
TriggeredBy = Upgrade_AndurilGandalfWhite
AttributeModifier = SpellBookAnduril2
End

Behavior = ArmorUpgrade ModuleTag_ArmorUpgrade
TriggeredBy = Upgrade_AragornIIRanger
ArmorSetFlag = PLAYER_UPGRADE
End

Behavior = SubObjectsUpgrade Armor_Upgrade
TriggeredBy = Upgrade_AragornIIRanger
UpgradeTexture = gufaramir_m.tga 0 guaragornII_king_n.tga
RecolorHouse = no
End

Body = RespawnBody ModuleTag_RespawnBody
CheerRadius = M_EMOTION_CHEER_RADIUS
MaxHealth = M_ARAGORN_HEALTH;BALANCE Aragorn Health
PermanentlyKilledByFilter = NONE ;Who kills me permanently?
DodgePercent = M_HERO_DODGE_PERCENT
End
Behavior = RespawnUpdate ModuleTag_RespawnUpdate
DeathAnim = DYING ;Model condition to play when killed-to-respawn
DeathFX = FX_AragornDieToRespawn ;FXList to play when killed-to-respawn
DeathAnimationTime = 3933 ;How long DeathAnim will take.
InitialSpawnFX = FX_AragornInitialSpawn ;FXList to play when respawning.
RespawnAnim = LEVELED ;Animation to play when respawning.
RespawnFX = FX_ResurrectionAragorn ;FXList to play when respawning.
RespawnAnimationTime = 2000 ;Time it takes for respawn to play.
AutoRespawnAtObjectFilter = NONE +CASTLE_KEEP ;Respawn at this location -- and at it's exit production point if possible.
ButtonImage = HIAragorn

;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:800 Time:90000 Health:100% ;DEFAULT VALUES
RespawnEntry = Level:2 Cost:1000 Time:90000 ;For other levels, only override what is different.
RespawnEntry = Level:3 Cost:1200 Time:90000
RespawnEntry = Level:4 Cost:1400 Time:90000
RespawnEntry = Level:5 Cost:1600 Time:120000
RespawnEntry = Level:6 Cost:1800 Time:120000
RespawnEntry = Level:7 Cost:2000 Time:120000
RespawnEntry = Level:8 Cost:2200 Time:120000
RespawnEntry = Level:9 Cost:2400 Time:120000
RespawnEntry = Level:10 Cost:3000 Time:120000
End

Behavior = AutoHealBehavior ModuleTag_AragornHealing
StartsActive = Yes
HealingAmount = M_HERO_HEAL_AMOUNT
HealingDelay = 1000
StartHealingDelay = M_HERO_HEAL_DELAY
HealOnlyIfNotInCombat = Yes
End

Behavior = AttributeModifierAuraUpdate ModuleTag_HeroRadiateFear
StartsActive = No;If no, requires upgrade to turn on.
BonusName = HeroRadiateFear
TriggeredBy = Upgrade_HeroRadiateFear
RefreshDelay = 2000
Range = 500
TargetEnemy = Yes
ObjectFilter = ANY +ORC
End

Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS STEALTHED
MoodAttackCheckRate = 500
AILuaEventsList = AragornFunctions
HoldGroundCloseRangeDistance = 41
End

LocomotorSet
Locomotor = HeroHumanLocomotor
Condition = SET_NORMAL
Speed = M_NORMAL_GOOD_HERO_SPEED
End

Behavior = HeroDie ModuleTag_HeroDeath
SpecialPowerTemplate = SpecialAbilitySmite ;the special power that I recharge by dying
End

Behavior = AutoAbilityBehavior ModuleTag_AutoAbilityBehavior
End

Behavior = EmotionTrackerUpdate Module_EmotionTracker
TauntAndPointDistance = 300 ; max distance to taunted/pointed objet
TauntAndPointUpdateDelay = 1000 ; how often scan (milliseconds)

AddEmotion = Alert_Base
End

LocomotorSet
Locomotor = HeroHorseLocomotor
Condition = SET_MOUNTED
Speed = 72
End

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

Behavior = SlowDeathBehavior ModuleTag_05
DeathTypes = ALL
SinkDelay = 30000
SinkRate = 0.40 ; in Dist/Sec
DestructionDelay = 8000
Sound = INITIAL FaramirRangerVoiceDie
End

Behavior = SquishCollide ModuleTag_06
;nothing
End

Behavior = HitReactionBehavior HitReactionBehaviorModuleTag
HitReactionLifeTimer1 = 1500; level 1 (light damage) hit reaction animations in ms
HitReactionLifeTimer2 = 1500; level 2 (medium damage) hit reaction animations in ms
HitReactionLifeTimer3 = 1500; level 3 (heavy damage) hit reaction animations in ms

HitReactionThreshold1 = 5.0 ; level 1 (light damage) threshold trigger
HitReactionThreshold2 = 25.0 ; level 2 (medium damage) threshold trigger
HitReactionThreshold3 = 50.0 ; level 3 (heavy damage) threshold trigger

FastHitsResetReaction = Yes If set -- when hits occur faster than the reaction animations, it will reset the animation. (like getting riddled with machine gun bullets)
End

;;;-------------------------------------------------------------;;;
;;;Horse Toggle;;;

Behavior = UnpauseSpecialPowerUpgrade ModuleTag_UnpauseHorseToggle
SpecialPowerTemplate = SpecialAbilityToggleMounted
TriggeredBy = Upgrade_FaramirKnightRangerToggle
End

Behavior = SpecialPowerModule ModuleTag_HorseToggleStarter
SpecialPowerTemplate = SpecialAbilityToggleMounted
UpdateModuleStartsAttack = Yes
;InitiateSound =
StartsPaused = Yes
End

Behavior = ToggleMountedSpecialAbilityUpdate ModuleTag_HorseToggle
SpecialPowerTemplate = SpecialAbilityToggleMounted

UnpackTime = 2000
PreparationTime = 1
PersistentPrepTime = 250
PackTime = 2000

OpacityTarget = .3 ; How see-thru to be at peak of change

; PackSound =
; UnpackSound =
; TriggerSound =
; PrepSoundLoop =
AwardXPForTriggering = 0
End

;;;-------------------------------------------------------------;;;
;;;Stealth;;;

Behavior = StealthUpdate ModuleTag_Stealth
StealthDelay = 0; msec
StealthForbiddenConditions = MOUNTED AWAY_FROM_TREES
HintDetectableConditions = IS_FIRING_WEAPON
FriendlyOpacityMin = M_STEALTH_FRIENDLY_OPACITY_MIN;10
FriendlyOpacityMax = M_STEALTH_FRIENDLY_OPACITY_MAX;60
DetectedByAnyoneRange = 40
PulseFrequency = 750 ; msec
OrderIdleEnemiesToAttackMeUponReveal = Yes
End

;;;-------------------------------------------------------------;;;
;;;AragornII Summon Oathbreakers;;;

Behavior = UnpauseSpecialPowerUpgrade ModuleTag_AragornOathbreakersEnabler
SpecialPowerTemplate = SuperweaponSpawnOathbreakers;;;SpellBookArmyoftheDead
TriggeredBy = Upgrade_AragornOathbreakers
End

Behavior = OCLSpecialPower ModuleTag_SummonDead
SpecialPowerTemplate = SuperweaponSpawnOathbreakers
OCL = OCL_GondorArmyofTheDeadEgg;OCL_SpawnArmyOfTheDead
TriggerFX = FX_SummonAOD
CreateLocation = CREATE_AT_LOCATION
;AvailableAtStart = No
End


;Behavior = OCLSpecialPower ModuleTag_OCLSpecialPower
; SpecialPowerTemplate = SuperweaponSpawnOathbreakers
; OCL = OCL_GondorArmyofTheDeadEggSmall
; CreateLocation = CREATE_AT_LOCATION
; StartsPaused = Yes
; SetModelCondition = ModelConditionState:USER_1
; SetModelConditionTime = 8.1
;End

;;;-------------------------------------------------------------;;;
;;;AragornII BladeMaster;;;

Behavior = UnpauseSpecialPowerUpgrade ModuleTag_AragornBladeMasterEnabler
SpecialPowerTemplate = SpecialAbilityAragornBladeMaster
TriggeredBy = Upgrade_AragornBladeMaster
End

Behavior = SpecialPowerModule ModuleTag_AragornBladeMasterStarter ; SpecialAbility is a SpecialPower, SpecialPower is anyting special
SpecialPowerTemplate = SpecialAbilityAragornBladeMaster
StartsPaused = Yes
End

Behavior = HeroModeSpecialAbilityUpdate ModuleTag_AragornBladeMasterUpdate ; So the difference in SpecialAbility is that it takes timing from this Update, instead of simply firing.
SpecialPowerTemplate = SpecialAbilityAragornBladeMaster
HeroAttributeModifier = AragornBladeMaster
HeroEffectDuration = 30000; this should sync with the auto ability delay re-fire time in commandButtons.ini
UnpackTime = 1; insant unpack
TriggerSound = AragornBladeMaster
End

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

Behavior = AttributeModifierAuraUpdate ModuleTag_Leadership
StartsActive = No;If no, requires upgrade to turn on.
BonusName = AragornPassiveLeadership
TriggeredBy = Upgrade_AragornLeadership
RefreshDelay = 2000
Range = 200
ObjectFilter = ANY +INFANTRY +CAVALRY -STRUCTURE -BASE_FOUNDATION -HERO
End

Behavior = UnpauseSpecialPowerUpgrade ModuleTag_TheodenLeadership
SpecialPowerTemplate = SpecialAbilityFakeLeadership
TriggeredBy = Upgrade_AragornLeadership
End

Behavior = SpecialPowerModule ModuleTag_TheodenLeadershipUpdate
SpecialPowerTemplate = SpecialAbilityFakeLeadership
UpdateModuleStartsAttack = No
StartsPaused = Yes
End

;;;-------------------------------------------------------------;;;
;;;Elven Gifts;;;

Behavior = AutoHealBehavior ModuleTag_ElvenGiftHealing
StartsActive = No
TriggeredBy = Upgrade_ElvenGift
HealingAmount = M_ELVEN_GIFT_REGEN_AMOUNT
HealingDelay = M_ELVEN_GIFT_REGEN_DELAY
StartHealingDelay = M_HERO_HEAL_DELAY
HealOnlyIfNotInCombat = Yes
End

Behavior = AttributeModifierUpgrade ModuleTag_ElvenGiftBonus
TriggeredBy = Upgrade_ElvenGift
AttributeModifier = SpellBookElvenGifts
End

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


Behavior = ExperienceLevelCreate ModuleTag_MPLevelBonus
LevelToGrant = 5
MPOnly = Yes
End

Geometry = CYLINDER
GeometryMajorRadius = 8.0
GeometryMinorRadius = 8.0
GeometryHeight = 19.2
GeometryIsSmall = No
Shadow = SHADOW_DECAL
ShadowSizeX = 20;
ShadowSizeY = 20;
ShadowTexture = ShadowI;
End

;------------------------------------------------------------------------------
ChildObject GondorAragornIIFaramir GondorAragornII

Draw = W3DScriptedModelDraw ModuleTag_W3DModelDrawInWorldBuilder
;When in Worldbuilder, show the mounted version of Theoden!

OkToChangeModelColor = Yes

DefaultModelConditionState
Model = None
End
ModelConditionState = WORLD_BUILDER
Model = guara2_hrs_r
End
End

;;;---------------------------------------------------;;;
;;;Mount Toggle;;;
Behavior = ToggleMountedSpecialAbilityUpdate ModuleTag_HorseToggle
SpecialPowerTemplate = SpecialAbilityToggleMounted

TriggerInstantlyOnCreate = Yes ;Instantly puts Theoden on a horse.

UnpackTime = 2000
PreparationTime = 1
PersistentPrepTime = 250
PackTime = 2000

OpacityTarget = .3 ; How see-thru to be at peak of change

; PackSound =
; UnpackSound =
; TriggerSound =
; PrepSoundLoop =
AwardXPForTriggering = 0
End

;;;---------------------------------------------------;;;
End

Edited by Rebel5555, 09 January 2009 - 04:57 PM.

A good plan violently executed now is better than a perfect plan executed next week.
Lead me, follow me, or get out of my way
George S. Patton

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#4 Rebel5555

Rebel5555
  • Members
  • 15 posts
  • Location:Roanoke, Virginia USA

Posted 07 January 2009 - 09:55 PM

I finally fixed it! I tried using the asset builder from EA and it got it to work. I wonder why Sy's Asset builder won't work but EA's will. Sorry for the multiple posts by the way.
A good plan violently executed now is better than a perfect plan executed next week.
Lead me, follow me, or get out of my way
George S. Patton

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#5 Jeth Calark

Jeth Calark

    A man who used to be here

  • Project Team
  • 1,823 posts
  • Location:Texas
  •  Sithspit!

Posted 07 January 2009 - 10:54 PM

wierd about the asset builders. :p

That's cool dude. :p Next time though, please use
[codebox][/codebox]

when putting up long sections of code. :xd:




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