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?
Some Help Please
Started by
Guest_Rebel5555_*
, Jan 07 2009 08:32 AM
4 replies to this topic
#1 Guest_Rebel5555_*
Posted 07 January 2009 - 08:32 AM
#2 Guest_Rebel5555_*
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
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.
;------------------------------------------------------------------------------
;
; 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
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
Lead me, follow me, or get out of my way
George S. Patton
#4
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
Lead me, follow me, or get out of my way
George S. Patton
#5
Posted 07 January 2009 - 10:54 PM
wierd about the asset builders.
That's cool dude. Next time though, please use
when putting up long sections of code.
That's cool dude. Next time though, please use
[codebox][/codebox]
when putting up long sections of code.