Jump to content


Photo

2 questions on modding


  • Please log in to reply
33 replies to this topic

#21 yorxdestroyer uu

yorxdestroyer uu
  • Members
  • 45 posts

Posted 15 May 2009 - 11:04 AM

2 last question : How do you add new Fortress menu
and which one for the dragon attack anim
IdleAnimationState
			StateName = Idle
			Animation = IDLA
				AnimationName = WUDrogoth_SKL.WUDrogoth_FLYA
				AnimationMode = LOOP
			;AnimationBlendTime = 10
				AnimationSpeedFactorRange = 0.95 1.05
			End
			BeginScript
 				Prev = CurDrawablePrevAnimationState()
 				if Prev == "STATE_WingBlastLoop" then
 					CurDrawableSetTransitionAnimState("TRANS_WingBlastStop") end
 			EndScript
		End

		  AnimationState = DYING
   			StateName = DYING
			Animation = DyingA
				AnimationName = WUDrogoth_SKL.WUDrogoth_DIEK
				  AnimationMode = ONCE
			  ;AnimationBlendTime = 10
			   ;AnimationSpeedFactorRange = 0.5 0.5
			  End
		End

 		AnimationState	= BACKING_UP
   			StateName = backup
   			Animation = IDLA
   				AnimationName = WUDrogoth_SKL.WUDrogoth_FLYA
   				AnimationMode = LOOP
   			;AnimationBlendTime = 10
				AnimationSpeedFactorRange = 0.95 1.05
   			End
   		End
   
   		AnimationState = DIVING
   			StateName = Diving
   			Animation = Diving
   				AnimationName = WUDrogoth_SKL.WUDrogoth_SPCB
   				AnimationMode = LOOP
   			;AnimationBlendTime = 10
 				AnimationSpeedFactorRange = 0.95 1.05
			  End
   		End



		AnimationState = ABOUT_TO_HIT; clawing
			StateName = Claw
			Animation = Claw
				AnimationName = WUDrogoth_SKL.WUDrogoth_SPCB
				AnimationMode = LOOP
			;AnimationBlendTime = 10
			End
		End

		AnimationState = FIRING_OR_PREATTACK_A MOVING; Need this, otherwise we slide between attacks.
			Animation
				AnimationName				= WUDrogoth_SKL.WUDrogoth_SPCB
				AnimationMode				= LOOP
				AnimationSpeedFactorRange	= 1.3 1.3
			End
			ParticleSysBone = B_MAINBONE SummonedDragonWaves	FollowBone:Yes
			ParticleSysBone = B_MAINBONE SummonedDragonSmokeWaves FollowBone:Yes
		End

		AnimationState = FIRING_OR_PREATTACK_A
			Animation			= Burninate
				AnimationName	= WUDrogoth_SKL.WUDrogoth_SPCB
				AnimationMode	= ONCE
			End
			ParticleSysBone = BAT_HEAD SummonedDragonFireBreath2	FollowBone:Yes
			ParticleSysBone = BAT_HEAD SummonedDragonHeat	FollowBone:Yes
			ParticleSysBone = BAT_HEAD SummonedDragonEmbers		FollowBone:Yes
			ParticleSysBone = BAT_HEAD SummonedDragonSmoke			FollowBone:Yes
			ParticleSysBone = BAT_HEAD SummonedDragonFireProxy2			FollowBone:Yes
			ParticleSysBone = B_MAINBONE SummonedDragonWaves	FollowBone:Yes
			ParticleSysBone = B_MAINBONE SummonedDragonSmokeWaves FollowBone:Yes
		End

Edited by yorxdestroyer uu, 15 May 2009 - 11:06 AM.

I'm a BFME and Spore modder

#22 yorxdestroyer uu

yorxdestroyer uu
  • Members
  • 45 posts

Posted 15 May 2009 - 12:03 PM

Thank you
I'm a BFME and Spore modder

#23 yorxdestroyer uu

yorxdestroyer uu
  • Members
  • 45 posts

Posted 15 May 2009 - 01:53 PM

It won't work instead of a stop or circling and breathe fire, it just fly by and the unit below is burning no fire is breathed.
I'm a BFME and Spore modder

#24 Ridder Geel

Ridder Geel

    Master Yelloh

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

Posted 15 May 2009 - 02:19 PM

Mmm.... thats annoying :p For a new "Menu" in the fortress you need to edit commandbuttons and commandsets :p
Ridder Geel

#25 yorxdestroyer uu

yorxdestroyer uu
  • Members
  • 45 posts

Posted 15 May 2009 - 02:32 PM

thanks however
I'm a BFME and Spore modder

#26 yorxdestroyer uu

yorxdestroyer uu
  • Members
  • 45 posts

Posted 16 May 2009 - 03:21 AM

Should I delete the dive and back up?
I'm a BFME and Spore modder

#27 Ridder Geel

Ridder Geel

    Master Yelloh

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

Posted 16 May 2009 - 09:04 AM

What do you mean delete the dive? :xd:
Do you mean animations? yes maybe you should :p
Ridder Geel

#28 yorxdestroyer uu

yorxdestroyer uu
  • Members
  • 45 posts

Posted 16 May 2009 - 12:05 PM

No good it still fly low with no breathe fire anim
I'm a BFME and Spore modder

#29 Ridder Geel

Ridder Geel

    Master Yelloh

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

Posted 16 May 2009 - 02:23 PM

Post all of your code? :xd:
Ridder Geel

#30 yorxdestroyer uu

yorxdestroyer uu
  • Members
  • 45 posts

Posted 17 May 2009 - 01:38 AM

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

; Aka Drogoth the dragon lord

Object Dragon

; *** ART Parameters ***



	SelectPortrait = HPSummonedDragon

	ButtonImage = SummonedDragon

	

	DescriptionStrategic = CONTROLBAR:LW_ToolTip_Drogoth

	

	ShockwaveResistance = SHOCKWAVE_RESISTANCE_ALWAYS



	Draw = W3DScriptedModelDraw ModuleTag_01

			  

		OkToChangeModelColor = Yes

		

		StaticModelLODMode = Yes

			  

		DefaultModelConditionState

			Model				= SumnDrag_SKN

			WeaponLaunchBone	= PRIMARY BAT_JAW

			WeaponLaunchBone	= SECONDARY BAT_TAIL08

					ParticleSysBone = B_MAINBONE SummonedDragonWaves	FollowBone:Yes

			ParticleSysBone = B_MAINBONE SummonedDragonSmokeWaves FollowBone:Yes

		End		

		

	IdleAnimationState

			StateName = Idle

			Animation = IDLA

				AnimationName = WUDrogoth_SKL.WUDrogoth_FLYA

				AnimationMode = LOOP

			;AnimationBlendTime = 10

				AnimationSpeedFactorRange = 0.95 1.05

			End



			BeginScript

				ParticleSysBone = BAT_HEAD SummonedDragonFireSnort	FollowBone:Yes

			ParticleSysBone = BAT_HEAD SummonedDragonSnortEmbers	FollowBone:Yes

			ParticleSysBone = B_MAINBONE SummonedDragonWaves	FollowBone:Yes

			ParticleSysBone = B_MAINBONE SummonedDragonSmokeWaves FollowBone:Yes

 				Prev = CurDrawablePrevAnimationState()

 				if Prev == "STATE_WingBlastLoop" then

 					CurDrawableSetTransitionAnimState("TRANS_WingBlastStop") end

 			EndScript

		End



		  AnimationState = DYING

   			StateName = DYING

			Animation = DyingA

				AnimationName = WUDrogoth_SKL.WUDrogoth_DIEK

				  AnimationMode = ONCE

			  ;AnimationBlendTime = 10

			   ;AnimationSpeedFactorRange = 0.5 0.5

			  End

		End



 		

 		AnimationState	= BACKING_UP

   			StateName = backup

   			Animation = IDLA

   				AnimationName = WUDrogoth_SKL.WUDrogoth_FLYA

   				AnimationMode = LOOP

   			;AnimationBlendTime = 10

				AnimationSpeedFactorRange = 0.95 1.05

   			End

   		End

   

   		AnimationState = DIVING

   			StateName = Diving

   			Animation = Diving

   				AnimationName = WUDrogoth_SKL.WUDrogoth_FLYA

   				AnimationMode = LOOP

   			;AnimationBlendTime = 10

 				AnimationSpeedFactorRange = 0.95 1.05

			  End

   		End



	AnimationState = FIRING_OR_PREATTACK_A

			StateName			= Claw

			Animation			= Burninate

				AnimationName	= SumnDrag_ATKA

				AnimationMode	= ONCE

			End

			ParticleSysBone = BAT_HEAD SummonedDragonFireBreath2	FollowBone:Yes

			ParticleSysBone = BAT_HEAD SummonedDragonHeat	FollowBone:Yes

			ParticleSysBone = BAT_HEAD SummonedDragonEmbers		FollowBone:Yes

			ParticleSysBone = BAT_HEAD SummonedDragonSmoke			FollowBone:Yes

			ParticleSysBone = BAT_HEAD SummonedDragonFireProxy2			FollowBone:Yes

			ParticleSysBone = B_MAINBONE SummonedDragonWaves	FollowBone:Yes

			ParticleSysBone = B_MAINBONE SummonedDragonSmokeWaves FollowBone:Yes

		End



			TransitionState = TRANS_Idle_to_Selected

			Animation			= Salute

				AnimationName	= WUDrogoth_SKL.WUDrogoth_SPCB

				AnimationMode	= ONCE

			End

			ParticleSysBone = BAT_HEAD SummonedDragonFireRoar	FollowBone:Yes

			ParticleSysBone = BAT_HEAD SummonedDragonSmokeRoar	FollowBone:Yes

			ParticleSysBone = B_MAINBONE SummonedDragonWaves	FollowBone:Yes

			ParticleSysBone = B_MAINBONE SummonedDragonSmokeWaves FollowBone:Yes	

			 		ParticleSysBone = BAT_HEAD SummonedDragonFireBreath2	FollowBone:Yes

			ParticleSysBone = BAT_HEAD SummonedDragonHeat	FollowBone:Yes

			ParticleSysBone = BAT_HEAD SummonedDragonEmbers		FollowBone:Yes

			ParticleSysBone = BAT_HEAD SummonedDragonSmoke			FollowBone:Yes

			ParticleSysBone = BAT_HEAD SummonedDragonFireProxy2			FollowBone:Yes

			ParticleSysBone = B_MAINBONE SummonedDragonWaves	FollowBone:Yes

			ParticleSysBone = B_MAINBONE SummonedDragonSmokeWaves FollowBone:Yes

		End







	;--- FIREBALL ----------------------------------------------------------------------------

		AnimationState			= SPECIAL_WEAPON_ONE			; fireball

			Animation

				AnimationName	= WUDrogoth_SKL.WUDrogoth_SPCA

				AnimationMode   = LOOP							; loop it, because this looks better than just stopping immediately after.

			End

		End

		

	



	;--- INCINERATE ----------------------------------------------------------------------------

		AnimationState			= SPECIAL_WEAPON_TWO			; incinerate

			Animation

				AnimationName	= WUDrogoth_SKL.WUDrogoth_SPCB

				AnimationMode   = LOOP

			End



			ParticleSysBone = BAT_HEAD DrogothFireBreath FollowBone:Yes

			ParticleSysBone = BAT_JAW balrogBreathEmbers FollowBone:Yes

			ParticleSysBone = BAT_JAW balrogBreathSmoke FollowBone:Yes

			ParticleSysBone = BAT_HEAD DrogothBreathProxy FollowBone:Yes

		End

		

	;--- WING BLAST ----------------------------------------------------------------------------

		AnimationState			= SPECIAL_WEAPON_THREE			; wing blast

			StateName			= STATE_WingBlastLoop

			Animation

				AnimationName				= WUDrogoth_SKL.WUDrogoth_SPC2

				AnimationMode				= LOOP

				AnimationSpeedFactorRange	= 0.9 0.9			; to match the weapon timing.

			End

			FXEvent	= Frame:6 Name:FX_WindBlast

 	 		BeginScript

 				Prev = CurDrawablePrevAnimationState()

 				if Prev ~= "TRANS_WingBlastStart" and Prev ~= "STATE_WingBlastLoop" then

 					CurDrawableSetTransitionAnimState("TRANS_WingBlastStart") end

 			EndScript

		End



   		TransitionState = TRANS_WingBlastStart

   			Animation

   				AnimationName = WUDrogoth_SKL.WUDrogoth_SPC1

   				AnimationMode = ONCE

   			End  

   		End

   		

   		TransitionState = TRANS_WingBlastStop

   			Animation

   				AnimationName = WUDrogoth_SKL.WUDrogoth_SPC3

   				AnimationMode = ONCE

   			End  

   		End

   		

   	;--- FIREFLIGHT ----------------------------------------------------------------------------

		AnimationState			= USER_1

			Animation

				AnimationName	= WUDrogoth_SKL.WUDrogoth_SPCF

				AnimationMode	= ONCE

			End

		End



;--- HARD FLAPPING ----------------------------------------------------------------------------

		AnimationState = CLIMBING

			StateName = Climbing

			Animation = Moving

				AnimationName	= WUDrogoth_SKL.WUDrogoth_SPCB

				AnimationMode = LOOP

			;AnimationBlendTime = 10

				AnimationSpeedFactorRange = 0.95 1.05

	

					

			End



			ParticleSysBone = BAT_HEAD DrogothFireBreath FollowBone:Yes

			ParticleSysBone = BAT_JAW balrogBreathEmbers FollowBone:Yes

			ParticleSysBone = BAT_JAW balrogBreathSmoke FollowBone:Yes

			ParticleSysBone = BAT_HEAD DrogothBreathProxy FollowBone:Yes

		End

		End

		AnimationState = FREEFALL

			StateName = Freefall

			Animation = Moving

				AnimationName = WUDrogoth_SKL.WUDrogoth_SPCB

				AnimationMode = LOOP

			;AnimationBlendTime = 10

			End

				ParticleSysBone = BAT_HEAD DrogothFireBreath FollowBone:Yes

			ParticleSysBone = BAT_JAW balrogBreathEmbers FollowBone:Yes

			ParticleSysBone = BAT_JAW balrogBreathSmoke FollowBone:Yes

			ParticleSysBone = BAT_HEAD DrogothBreathProxy FollowBone:Yes

		End



		AnimationState = MOVING

			StateName = Moving

			Animation = Moving

				AnimationName = WUDrogoth_SKL.WUDrogoth_FLYB

				AnimationMode = LOOP

			;AnimationBlendTime = 10

				AnimationSpeedFactorRange = 0.9 1.1

			End

 	 		BeginScript

 				Prev = CurDrawablePrevAnimationState()

 				if Prev == "Idle"	then CurDrawableSetTransitionAnimState("Trans_Begin_Moving") return end

 				if Prev == "Climbing"	then CurDrawableSetTransitionAnimState("Trans_Begin_Moving") return end

 				if Prev == "STATE_WingBlastLoop" then

 					CurDrawableSetTransitionAnimState("TRANS_WingBlastStop") end

 			EndScript

 		End



   		TransitionState = Trans_Begin_Moving

   			Animation = Transition

   				AnimationName = WUDrogoth_SKL.WUDrogoth_FLYC

   				AnimationMode = ONCE

   				AnimationBlendTime = 6

   			End  

   		End

   		

   		AnimationState = LEVELED

			Animation

				AnimationName = WUDrogoth_SKL.WUDrogoth_LVLA

				AnimationMode = LOOP

			End

		End



	;AnimationState = RUBBLE 

	;	Animation = RubbleDieF

	;		AnimationName = WUDrogoth_SKL.WUDrogoth_FLYA

	;		AnimationMode = ONCE

	;		AnimationBlendTime = 4

	;	End

	;End

		

	End; Draw



; ***DESIGN parameters ***

	Side				= Wild

	EditorSorting		= UNIT

	ThreatLevel			= DROGOTH_THREAT_LEVEL

	ThingClass			= LARGE_MONSTER

	TransportSlotCount	= TRANSPORTSLOTCOUNT_NOT_TRANSPORTABLE

;//DisplayMeleeDamage	= DROGOTH_PLOW_DAMAGE_INNER

 	BuildCost			= DROGOTH_BUILDCOST				

 	BuildTime			= DROGOTH_BUILDTIME

 			

	WeaponSet

	



		

		Weapon				= SECONDARY		FireDrakeFlame

		PreferredAgainst	= SECONDARY		STRUCTURE MACHINE HORDE INFANTRY CAVALRY MONSTER 



		Weapon				= PRIMARY		NazgulGrabAttack

		OnlyAgainst			= PRIMARY		 STRUCTURE  THROWN_OBJECT STRUCTURE





		ReadyStatusSharedWithinSet = Yes

		

	End





	ArmorSet

		Conditions	  = None

		Armor		   = DrogothArmor

		DamageFX		= FellBeastDamageFX

	End



	VisionRange			= VISION_FLIER

	ShroudClearingRange = SHROUD_CLEAR_FLIER

	

	DisplayName			= OBJECT:DragonFrill

	RecruitText			= CONTROLBAR:RecruitFrill

	ReviveText			= CONTROLBAR:WildDrogothRevive

	Hotkey				= CONTROLBAR:WildDrogothHotkey

	RamPower			= 80

	RamZMult			= 1.5

	CrusherLevel		= 3								;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles

	CrushKnockback		= 90

	CrushZFactor		= 1.0

	CommandSet			= SuperDragonCommandSet

	CommandPoints		= 25





; *** AUTO RESOLVE DATA *** 

	AutoResolveUnitType = AutoResolveUnit_Hero

	AutoResolveCombatChain = AutoResolve_HeroCombatChain



	AutoResolveBody = AutoResolve_DrogothBody



	AutoResolveArmor

		Armor = AutoResolve_DrogothArmor

	End



	AutoResolveWeapon

		Weapon = AutoResolve_DrogothWeapon

	End



;AutoResolveLeadership = AutoResolve_DrogothBonus



	 

; *** AUDIO Parameters ***;



	VoiceAttack							= DrogothVoxAttack

	VoiceAttackCharge					= DrogothVoxAttackCharge

	VoiceCreated						= EVA:DrogothCreated

	VoiceFullyCreated					= EVA:DrogothCreated

	VoiceFear							= EVA:DrogothHelpMe

	VoiceGuard							= DrogothVoxMoveMS

	VoiceMove							= DrogothVoxMoveMS

	VoicePriority						= 90

	VoiceSelect							= DrogothVoxSelect



	VoiceEnterStateAttack				= DrogothVoxEnterStateAttack

	VoiceEnterStateAttackCharge			= DrogothVoxEnterStateAttackCharge

	VoiceEnterStateAttackStructure		= DrogothVoxEnterStateAttackBuilding



	SoundAmbient						= DrogothVoxAmbientLoop

	SoundImpact							= ImpactHorse

	SoundMoveStart						= FellBeastMoveStart

  

;UnitSpecificSounds

;End



	#include "..\..\..\includes\StandardUnitEvaEvents.inc"

	EvaEventDieOwner		= DrogothDie		;Eva event to trigger on unit's death. NOTICE THAT this is only for permanent deaths



	ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_foo

		ModelCondition = Required:SPECIAL_WEAPON_TWO	Excluded:DYING Sound:DrogothIncinerateMS

		ModelCondition = Required:SPECIAL_WEAPON_THREE	Excluded:DYING Sound:DrogothWingBlastLoop

	End



	ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior

		MaxUpdateRangeCap = 800

		AnimationSound = Sound: FellBeastWingFlaps			Animation:WUDrogoth_SKL.WUDrogoth_FLYA 	Frames: 1

		AnimationSound = Sound: FellBeastWingFlaps			Animation:WUDrogoth_SKL.WUDrogoth_FLYB 	Frames: 1

		AnimationSound = Sound: FellBeastWingFlaps			Animation:WUDrogoth_SKL.WUDrogoth_FLYC 	Frames: 1 43 91

		AnimationSound = Sound: FellBeastWingFlapsShort		Animation:WUDrogoth_SKL.WUDrogoth_HITA 	Frames: 11

		AnimationSound = Sound: FellBeastWingFlaps			Animation:WUDrogoth_SKL.WUDrogoth_LVLA 	Frames: 1 42

		AnimationSound = Sound: DrogothVoxVeterancy			Animation:WUDrogoth_SKL.WUDrogoth_LVLA 	Frames: 15

		AnimationSound = Sound: FellBeastWingFlapsShort		Animation:WUDrogoth_SKL.WUDrogoth_SPC1 	Frames: 1 22	;WingBlast start

		AnimationSound = Sound: DrogothWingBlastWingFlaps	Animation:WUDrogoth_SKL.WUDrogoth_SPC1 	Frames: 56		;WingBlast start

		AnimationSound = Sound: DrogothWingBlastWingFlaps	Animation:WUDrogoth_SKL.WUDrogoth_SPC2 	Frames: 0		;WingBlast end

		AnimationSound = Sound: FellBeastWingFlapsShort		Animation:WUDrogoth_SKL.WUDrogoth_SPC3 	Frames: 1		;WingBlast

		AnimationSound = Sound: FellBeastWingFlaps			Animation:WUDrogoth_SKL.WUDrogoth_SPCA 	Frames: 1 41	;Fireball

		AnimationSound = Sound: FellBeastWingFlaps			Animation:WUDrogoth_SKL.WUDrogoth_SPCB 	Frames: 1 37 71 106;Incinerate

		AnimationSound = Sound: FellBeastWingFlaps			Animation:WUDrogoth_SKL.WUDrogoth_SPCF 	Frames: 1		;Fireflight

		AnimationSound = Sound: DrogothWingBlastWingFlaps	Animation:WUDrogoth_SKL.WUDrogoth_SPCF 	Frames: 28		;Fireflight

	End





; *** ENGINEERING Parameters ***



	RadarPriority = UNIT

	KindOf = HERO PRELOAD SELECTABLE CAN_CAST_REFLECTIONS SCORE NO_FREEWILL_ENTER SCARY MONSTER CANNOT_RETALIATE ARMY_SUMMARY GIANT_BIRD

 

	Body = RespawnBody ModuleTag_02

		CheerRadius 	  = EMOTION_CHEER_RADIUS

		MaxHealth		 = DROGOTH_HEALTH

		HealingBuffFx	 = None

	End



	Behavior = AutoHealBehavior ModuleTag_FellbeastHealing

		StartsActive			= Yes

		HealingAmount			= DROGOTH_HEAL_AMOUNT

		HealingDelay			= 1000

		StartHealingDelay		= 15000

		HealOnlyIfNotInCombat	= Yes

	End



	 

	Behavior = StancesBehavior ModuleTag_StancesBehavior

		StanceTemplate = Hero

	End



	 Behavior = GiantBirdAIUpdate ModuleTag_GiantBirdAI

		AutoAcquireEnemiesWhenIdle	= Yes ATTACK_BUILDINGS

		MoodAttackCheckRate			= 500

		AILuaEventsList				= FellBeastFunctions	

		FollowThroughDistance		= 200

		FollowThroughCheckStep		= 50

		FollowThroughGradient		= 1.0

		

		GrabTossTimeTrigger			= 2.5

		GrabTossHeightTrigger		= 100.0

		TossFX						= FX_DiebyFalling

		SpecialContactPoints		= Swoop



		AttackPriority = AttackPriority_FellBeast

	  End

	

	LocomotorSet

		Locomotor = FellBeastLocomotor

		Condition = SET_NORMAL 

		Speed	 = 100 ;95

	End

	LocomotorSet

		Locomotor = FellBeastLocomotor

		Condition = SET_SUPERSONIC 

		Speed	 = 180;150

	End

	LocomotorSet

		Locomotor = FellBeastLocomotor

		Condition = SET_WANDER 

		Speed	 = 90

	End

	LocomotorSet

		Locomotor = FellBeastSwoopLocomotor

		Condition = SET_PANIC

		Speed	 = 200

	End

	

	Behavior = PhysicsBehavior ModuleTag_04

	End

 

;-----INCINERATE---------------------------------------------------------------

	Behavior = UnpauseSpecialPowerUpgrade ModuleTag_IncinerateUnpause

		SpecialPowerTemplate	= SpecialAbilityDrogothIncinerate

		  TriggeredBy				= Upgrade_ObjectLevel1; Upgrade_ObjectLevel1

	End



	Behavior = SpecialPowerModule ModuleTag_IncinerateStarter

		SpecialPowerTemplate		= SpecialAbilityDrogothIncinerate

		UpdateModuleStartsAttack	= Yes

		StartsPaused				= Yes

		InitiateSound				= DrogothVoxAttack

	End



	Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_IncinerateUpdate

		SpecialPowerTemplate	= SpecialAbilityDrogothIncinerate

		UnpackTime			  = 1300

		PackTime				= 3700

		AwardXPForTriggering	= 0

		StartAbilityRange		= 40.0

		SpecialWeapon			= DrogothIncinerate

		WhichSpecialWeapon		= 2					; sets SPECIAL_WEAPON_TWO

	;UnpackSound				= DrogothIncinerateMS

	;TriggerSound			= DrogothIncinerateMS	;too much delay

	End	





;-- AUTO ABILITY MODULES -------------------------------------------------------------------------

	Behavior = AutoAbilityBehavior ModuleTag_FireBallAutoAbility

		SpecialAbility	= SpecialAbilityDrogothFireball

		Query			= 1 ALL ENEMIES

	End		



	Behavior = AutoAbilityBehavior ModuleTag_FireflightAutoAbility

		SpecialAbility	= SpecialAbilityDrogothFireflight

		Query			= 1 ANY ENEMIES +HERO						; try a hero first

		Query			= 10 ANY ENEMIES +INFANTRY +CAVALRY			; then a group of guys

		Query			= 1 ALL ENEMIES								; then anything

	End		



;///////////////////

; AISpecialPowers

;///////////////////

	

	Behavior = AISpecialPowerUpdate GondorFighterHordeStanceBattle

		CommandButtonName = Command_SetStanceBattle

		SpecialPowerAIType = AI_SPECIAL_POWER_STANCEBATTLE

	End



	Behavior = AISpecialPowerUpdate GondorFighterHordeStanceAggressive

		CommandButtonName = Command_SetStanceAggressive

		SpecialPowerAIType = AI_SPECIAL_POWER_STANCEAGGRESSIVE

	End



	Behavior = AISpecialPowerUpdate GondorFighterHordeHoldGround

		CommandButtonName = Command_SetStanceHoldGround

		SpecialPowerAIType = AI_SPECIAL_POWER_STANCEHOLDGROUND

	End



	

	Behavior = AISpecialPowerUpdate DrogothFireballAI

		CommandButtonName = Command_DrogothFireball

		SpecialPowerAIType = AI_SPECIAL_POWER_ENEMY_TYPE_KILLER_RANGED

	End



	Behavior = AISpecialPowerUpdate DrogothWingBlastAI

		CommandButtonName = Command_DrogothWingBlast

		SpecialPowerAIType = AI_SPECIAL_POWER_RANGED_AOE_ATTACK

		SpecialPowerRadius = 100

	End

	

	Behavior = AISpecialPowerUpdate DrogothIncinerateAI

		CommandButtonName = Command_DrogothIncinerate2

		SpecialPowerAIType = AI_SPECIAL_POWER_RANGED_AOE_ATTACK

		SpecialPowerRadius = 100

	End

	

	Behavior = AISpecialPowerUpdate DrogothFireflightAI

		CommandButtonName = Command_DrogothFireflight

		SpecialPowerAIType = AI_SPECIAL_POWER_RANGED_AOE_ATTACK

		SpecialPowerRadius = 100

	End

	

	FormationPreviewDecal 

			Texture = FPflyingUnitDecal

			Width = 128

			Height = 128

		End	



	Geometry			= CYLINDER

	GeometryMinorRadius = 39.0

	GeometryMajorRadius = 39.0

	GeometryHeight		= 40.0

	GeometryOffset		= X:0 Y:0 Z:-10

	GeometryIsSmall		= No

	Shadow				= SHADOW_VOLUME_NON_SELF_3; volumetric shadow that doesn't cast onto all objects using SHADOW_VOLUME_NON_SELF_3

	ShadowSunAngle		= 89; clamp the angle so shadow casts straight down.

End



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

ChildObject DragonJH1 SummonedDragon



SelectPortrait = HPSummonedDragon

	ButtonImage = SummonedDragon





	Draw = W3DScriptedModelDraw ModuleTag_01

	

		StaticModelLODMode = Yes

		RandomTextureFixedRandomIndex	= Yes

	;// this set of replacements correspond (in number and in order) to ...

		RandomTexture					= JHDragon_Dark.tga		0 JHDragon_Dark.tga

		RandomTexture					= JHDragon_Light.tga	0 JHDragon_Dark.tga

	;// ... this set

		RandomTexture					= JHDragonWings.tga		0 JHDragonWings.tga

		RandomTexture					= JHDragonWingsBlue.tga	0 JHDragonWings.tga

	

		DefaultModelConditionState

			Model = SumnDrag_SKN

			Skeleton = SumnDrag_SKL

		End

		

		IdleAnimationState

			StateName = STATE_Idle

			Animation = Breathe

				AnimationName = JHDrag_IDLA

				AnimationMode = ONCE

				AnimationPriority = 20

			End

			

			ParticleSysBone = BAT_HEAD SummonedDragonFireSnort	FollowBone:Yes

			ParticleSysBone = BAT_HEAD SummonedDragonSnortEmbers	FollowBone:Yes

			ParticleSysBone = B_MAINBONE SummonedDragonWaves	FollowBone:Yes

			ParticleSysBone = B_MAINBONE SummonedDragonSmokeWaves FollowBone:Yes

			

			BeginScript

				Prev = CurDrawablePrevAnimationState()

				if Prev == "STATE_Selected"	then 

				CurDrawableSetTransitionAnimState("TRANS_Selected_to_Idle") return end

			EndScript			

			AllowRepeatInRandomPick = Yes

		End



		AnimationState			= USER_2

			StateName = State_JustBuilt

			Animation

				AnimationName = JHDrag_LNDA

				AnimationMode = ONCE

				AnimationBlendTime = 0

			End

			ParticleSysBone = NONE SummonedDragonDust	FollowBone:Yes

		End



		AnimationState					=	DYING DEATH_1

			Animation					=	Dying 

				AnimationName			=	JHDrag_DIEA

				AnimationMode			=	ONCE

				AnimationBlendTime		=	15

			End

			ParticleSysBone = BAT_HEAD SummonedDragonDeathEmbers		FollowBone:Yes

			ParticleSysBone = BAT_HEAD SummonedDragonDeathSmoke			FollowBone:Yes

			ParticleSysBone = NONE SummonedDragonDeathDust

		End



		AnimationState					=	DYING DEATH_2

			Animation					=	JumpingAwayAtTimeUp 

				AnimationName			=	JHDrag_JMPA

				AnimationMode			=	ONCE

				AnimationBlendTime		=	15

			End

			ParticleSysBone = BAT_HEAD SummonedDragonDeathEmbers		FollowBone:Yes

			ParticleSysBone = BAT_HEAD SummonedDragonDeathSmoke			FollowBone:Yes

		End





		AnimationState = FIRING_OR_PREATTACK_A MOVING; Need this, otherwise we slide between attacks.

			Animation

				AnimationName				= JHDrag_WLKA

				AnimationMode				= LOOP

				AnimationSpeedFactorRange	= 1.3 1.3

			End

			ParticleSysBone = B_MAINBONE SummonedDragonWaves	FollowBone:Yes

			ParticleSysBone = B_MAINBONE SummonedDragonSmokeWaves FollowBone:Yes

		End



		AnimationState = FIRING_OR_PREATTACK_A

			Animation			= Burninate

				AnimationName	= JHDrag_ATKA

				AnimationMode	= ONCE

				AnimationSpeedFactorRange = 0.83 0.83

			End

			ParticleSysBone = BAT_HEAD SummonedDragonFireBreath	FollowBone:Yes

			ParticleSysBone = BAT_HEAD SummonedDragonHeat	FollowBone:Yes

			ParticleSysBone = BAT_HEAD SummonedDragonEmbers		FollowBone:Yes

			ParticleSysBone = BAT_HEAD SummonedDragonSmoke			FollowBone:Yes

			ParticleSysBone = BAT_HEAD SummonedDragonFireProxy			FollowBone:Yes

			ParticleSysBone = B_MAINBONE SummonedDragonWaves	FollowBone:Yes

			ParticleSysBone = B_MAINBONE SummonedDragonSmokeWaves FollowBone:Yes

		End



		AnimationState = HIT_REACTION HIT_LEVEL_1

			Animation

				AnimationName			= JHDrag_HITA

				AnimationMode			= ONCE

			End

		End

		

		AnimationState = TURN_LEFT_HIGH_SPEED MOVING

			Animation			= Left

				AnimationName	= JHDrag_WLKA

				AnimationMode	= LOOP

				AnimationBlendTime		=	15

			End

		End



		AnimationState = TURN_RIGHT_HIGH_SPEED MOVING

			Animation			= YourOtherLeft

				AnimationName	= JHDrag_WLKA

				AnimationMode	= LOOP

				AnimationBlendTime		=	15

			End

		End



		AnimationState = TURN_LEFT

			Animation			= Left

				AnimationName	= JHDrag_TRNL

				AnimationMode	= LOOP

				AnimationSpeedFactorRange = 2.0 2.0

				AnimationBlendTime		=	15

			End

		End



		AnimationState = TURN_RIGHT

			Animation			= YourOtherLeft

				AnimationName	= JHDrag_TRNR

				AnimationMode	= LOOP

				AnimationSpeedFactorRange = 2.0 2.0

				AnimationBlendTime		=	15

			End

		End



		AnimationState = MOVING DECELERATE

			Animation

				AnimationName	= JHDrag_DECL

				AnimationMode	= ONCE

				AnimationSpeedFactorRange = 0.76 0.76

			End

		End



		AnimationState = MOVING DECELERATE

			Animation

				AnimationName	= JHDrag_DECL

				AnimationMode	= ONCE

				AnimationSpeedFactorRange = 0.9 0.9

			End

		End

		

		AnimationState = MOVING

			Animation

				AnimationName	= JHDrag_WLKA

				AnimationMode	= LOOP

				AnimationSpeedFactorRange = 1.2 1.2

			End

		End



		AnimationState = UNPACKING

			StateName			= STATE_TakeOff

			Animation

				AnimationName	= JHDrag_JMPA

				AnimationMode	= ONCE

			End

		End



		AnimationState = PACKING

			StateName				= STATE_Land

			Animation

				AnimationName		= JHDrag_LNDA

				AnimationMode		= ONCE

			;AnimationBlendTime	= 0

			End

		End



	;// There is one frame between the unpacking and packing in which neither are set and

	;// the IDLA is played. It causes all sorts of badness with the animation. Use PREPARING

	;// to intercept and preempt IDLA.

		AnimationState = PREPARING

			Animation

				AnimationName		= JHDrag_JMPA

				AnimationMode		= ONCE

			End

			Flags = START_FRAME_LAST

		End



		AnimationState = SELECTED

			StateName = STATE_Selected

			Animation

				AnimationName	= JHDrag_IDLA

				AnimationMode	= LOOP

				AnimationSpeedFactorRange = 1.3 1.3

			End

			

			BeginScript

				Prev = CurDrawablePrevAnimationState()

				if Prev == "STATE_Idle"	then 

					CurDrawableSetTransitionAnimState("TRANS_Idle_to_Selected") 

					return 

				end

			EndScript

		End



		TransitionState = TRANS_Idle_to_Selected

			Animation			= Salute

				AnimationName	= JHDrag_RORA

				AnimationMode	= ONCE

			End

			ParticleSysBone = BAT_HEAD SummonedDragonFireRoar	FollowBone:Yes

			ParticleSysBone = BAT_HEAD SummonedDragonSmokeRoar	FollowBone:Yes		

		End

	End



;--- AUDIO PARAMETERS ---



	ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior

		MaxUpdateRangeCap = 800

		AnimationSound = Sound: DragonAllyVoxRoarBig	Animation:JHDrag_SKL.JHDrag_RORA 	Frames: 9

		AnimationSound = Sound: DragonAllyFireExhale	Animation:JHDrag_SKL.JHDrag_RORA 	Frames: 10

		AnimationSound = Sound: DragonAllyLand			Animation:JHDrag_SKL.JHDrag_LNDA 	Frames: 50

		AnimationSound = Sound: FellBeastWingFlaps		Animation:JHDrag_SKL.JHDrag_LNDA 	Frames: 8 33 60

		AnimationSound = Sound: FellBeastWingFlaps		Animation:JHDrag_SKL.JHDrag_ATKA 	Frames: 20

		AnimationSound = Sound: DragonAllyVoxRoarBig	Animation:JHDrag_SKL.JHDrag_LNDA 	Frames: 74

		AnimationSound = Sound: DragonAllyBodyfall		Animation:JHDrag_SKL.JHDrag_DIEA 	Frames: 35

		AnimationSound = Sound: FellBeastWingFlaps		Animation:JHDrag_SKL.JHDrag_DIEA 	Frames: 12

		AnimationSound = Sound: DragonAllyFootstep		Animation:JHDrag_SKL.JHDrag_JMPA 	Frames: 11

		AnimationSound = Sound: BalrogJump_Part2		Animation:JHDrag_SKL.JHDrag_JMPA 	Frames: 29

		AnimationSound = Sound: FellBeastWingFlaps		Animation:JHDrag_SKL.JHDrag_JMPA 	Frames: 35 62 89

		AnimationSound = Sound: DragonAllyVoxHurt		Animation:JHDrag_SKL.JHDrag_HITA 	Frames: 1

		AnimationSound = Sound: DragonAllyFootstep		Animation:JHDrag_SKL.JHDrag_HITA 	Frames: 21 24

		AnimationSound = Sound: DragonAllyFootstep		Animation:JHDrag_SKL.JHDrag_WLKA 	Frames: 19 40

		AnimationSound = Sound: DragonAllyFootstep		Animation:JHDrag_SKL.JHDrag_TRNL 	Frames: 20 43

		AnimationSound = Sound: DragonAllyFootstep		Animation:JHDrag_SKL.JHDrag_TRNR 	Frames: 20 43

		AnimationSound = Sound: DragonAllyFootstep		Animation:JHDrag_SKL.JHDrag_DECL 	Frames: 7 28

		AnimationSound = Sound: DragonAllyVoxRoarSmall	Animation:JHDrag_SKL.JHDrag_DECL 	Frames: 2

	End

End

I'm a BFME and Spore modder

#31 yorxdestroyer uu

yorxdestroyer uu
  • Members
  • 45 posts

Posted 17 May 2009 - 02:35 AM

Now instead of breathe fire before hitting it breathe AFTER the hit
I'm a BFME and Spore modder

#32 Ridder Geel

Ridder Geel

    Master Yelloh

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

Posted 17 May 2009 - 11:56 AM

Weapon = PRIMARY NazgulGrabAttack
OnlyAgainst = PRIMARY STRUCTURE THROWN_OBJECT STRUCTURE

Change those lines :) ;)
DrogothIncinerate ;)
Ridder Geel

#33 yorxdestroyer uu

yorxdestroyer uu
  • Members
  • 45 posts

Posted 18 May 2009 - 10:21 AM

you sure primary will work?
I'm a BFME and Spore modder

#34 Ridder Geel

Ridder Geel

    Master Yelloh

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

Posted 18 May 2009 - 04:41 PM

you change the NazgulGrabAttack to the other weapon :p ;)
Ridder Geel




1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users