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Sharku mount/dismount


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#1 Kyross

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Posted 17 October 2009 - 07:11 AM

So although the Wars of the East mod is officially flatlined, I'm still chipping away at it in the background. One thing I've been stuck on for a very long time however is getting Sharku to have a working mount/dismount ability. I'm either making it too complicated and missing a small detail or am entirely off in the wrong direction. We have an unmounted model, which has been made default state, and he runs around fine but upon using the toggle insane things happen. Can anyone shed some light on how to properly go about this? I'd be massively grateful.

Edited by Kyross, 17 October 2009 - 07:11 AM.

Posted Image <-- Actually more like coder/mapper/modeller, but there's no bar for that.

#2 Ridder Geel

Ridder Geel

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Posted 17 October 2009 - 08:28 AM

well if you give me the ini i might be able to fix it for u :p
Ridder Geel

#3 Kyross

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Posted 17 October 2009 - 06:07 PM

Alright, but with the unmounted model yae wouldn't be able to test it. Also if it looks like an unforgiveable mess that's because I've tried so many different things in different combinations. I'm sure it's just a matter of sorting out modelstates and animations, which uses regular orc warrior anims for dismounted state. iusharkuf_skl is the unmounted model. This file has had the orc anims removed, I'd rather just start with the original sharku and know how to simply add it from there...


This lil block of code isn't even functioning I dun think
;------------------------------------------------------------------------------
; Sharku
Object IsengardSharku
; *** ART Parameters ***

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

   ; SelectPortrait for Heros is portrait behind skill buttons. HP = HeroPortrait.
	SelectPortrait = HPSharku
	
	DescriptionStrategic = CONTROLBAR:LW_ToolTip_Sharku
   
	Draw = W3DScriptedModelDraw ModuleTag_DRAW

	;WadingParticleSys = EntRipples

		OkToChangeModelColor = Yes
		
		StaticModelLODMode = yes
		
		ExtraPublicBone	= B_PASSENGER01

		DefaultModelConditionState
			Model					= IUShrkMnt_SKN
			Skeleton				= IUShrkMnt_SKL
		End

		ModelConditionState			= USER_3
			Model					= IUShrkMnt_SKN
			Skeleton				= IUShrkMnt_SKL
			ParticleSysBone = NONE ChaseThePreyCon FOLLOWBONE:YES
		End

		ModelConditionState			= USER_2
			Model					= IUSharkuf_SKN
			Skeleton				= MUOrcWarr_SKL
		End

		ModelConditionState = MOUNTED
			Model					= IUSharku_SKN
			Skeleton				= IUShrkMnt_SKL
		End
		
	; -------------- STUNNED ANIMS ----------------
		AnimationState						= PASSENGER MOUNTED
			Animation						= Grabbed
				AnimationName				= IUShrkMnt_GBDA
				AnimationMode				= LOOP
			End
		End
		
		AnimationState						= FREEFALL MOUNTED
			Animation						= freefall
				AnimationName				= IUShrkMnt_FLYA
				AnimationMode				= LOOP
				AnimationBlendTime			= 10
			End
		End
		
		AnimationState				=	STUNNED_FLAILING MOUNTED
			Animation				=	JustDie
				AnimationName	   =	IUShrkMnt_FLYA
				AnimationMode	   =	LOOP
			End
		End

		AnimationState				=	DYING SPLATTED MOUNTED
			Animation				=	splatted
				AnimationName		=	IUShrkMnt_LNDA
				AnimationMode		=	ONCE
			End
		End
		
		AnimationState = EATING
			FrameForPristineBonePositions = 99
			Animation
				AnimationName = IUShrkMnt_SPCA
				AnimationMode = ONCE
			End
		End

		AnimationState				=	DYING MOUNTED
			Animation				=	JustDie
				AnimationName		=	IUShrkMnt_DIEA
				AnimationMode		=	ONCE
			End
		End		
		
		AnimationState				=	STUNNED_STANDING_UP MOUNTED
			Animation				=	StandUp
				AnimationName	   =	IUShrkMnt_GTPA
				AnimationMode	   =	ONCE
				AnimationSpeedFactorRange = 1.5 1.5
			End
		End
		
		AnimationState				=	STUNNED MOUNTED
			Animation				=	Land
				AnimationName	   =	IUShrkMnt_LNDA
				AnimationMode	   =	ONCE
			End
		End

		AnimationState						= PARALYZED MOUNTED
			Animation
				AnimationName				= IUShrkMnt_IDLB
				AnimationMode				= LOOP
			End
		End

	; -------------- MOVING ANIMS ---------------
		

		AnimationState  = COMING_OUT_OF_FACTORY MOUNTED
			Animation = Being_Built
				AnimationName		= IUShrkMnt_RUNA
				AnimationMode		= LOOP
				AnimationBlendTime	= 0
			End
		End		
		
		AnimationState = MOVING FIRING_OR_PREATTACK_A MOUNTED
			Animation = TrotAndFire
				AnimationName = IUShrkMnt_ATRA
				AnimationMode = LOOP
			End
			Flags = RANDOMSTART
		;ParticleSysBone = None InfantryDustTrails
		End
		
		AnimationState				=	TURN_LEFT_HIGH_SPEED MOUNTED  
			Animation				=	MTurnLeft
				AnimationName		=	IUShrkMnt_RUNA;IUShrkMnt_TNL1
				AnimationMode		=	LOOP
			End
		End

		AnimationState				=	TURN_RIGHT_HIGH_SPEED MOUNTED
			Animation				=	MTurnRight
				AnimationName		=	IUShrkMnt_RUNA;IUShrkMnt_TNR1
				AnimationMode		=	LOOP
			End
		End
		
		AnimationState				=	TURN_LEFT MOUNTED  
			Animation				=	TurnRight
				AnimationName		=	IUShrkMnt_TRNL
				AnimationMode		=	LOOP
				AnimationSpeedFactorRange = 2.0 2.0
			End
		End

		AnimationState				=	TURN_RIGHT MOUNTED 
			Animation				=	TurnRight
				AnimationName		=	IUShrkMnt_TRNR
				AnimationMode		=	LOOP
				AnimationSpeedFactorRange = 2.0 2.0
			End
		End

		AnimationState				=	MOVING ACCELERATE MOUNTED 
			Animation				=	Accelerate
				AnimationName		=	IUShrkMnt_ACCL
				AnimationMode		=	ONCE
			End
;			ParticleSysBone				= None GenericSiegeTrailDust
		End
	
		AnimationState				=	MOVING DECELERATE MOUNTED
			Animation				=	Decelerate
				AnimationName		=	IUShrkMnt_DECL
				AnimationMode		=	ONCE
			End
;			ParticleSysBone				= None GenericSiegeTrailDust
		End
		
;		AnimationState				=	MOVING BACKING_UP MOUNTED
;			Animation				=	BackingUp
;				AnimationName		=	IUShrkMnt_BAKA
;				AnimationMode		=	LOOP
;			End
;		End
		
		AnimationState				=	MOVING MOUNTED
			ShareAnimation			=	Yes
			Animation				=	RunA
				AnimationName		=	IUShrkMnt_RUNA
				AnimationMode		=	LOOP
			End
		;ParticleSysBone			=	None CalvaryDustTrails  
		End
		
	; ----------- ATTACKING ANIMS --------------		
		AnimationState				=	BETWEEN_FIRING_SHOTS_A MOUNTED
			Animation				=	BetweenFiringShots
				AnimationName		=	IUShrkMnt_IDLA
				AnimationMode		=	LOOP
				AnimationBlendTime	=   10
			End
		End

		AnimationState				=	FIRING_OR_PREATTACK_A MOUNTED
			Animation				=	AttackA3
				AnimationName		=	IUShrkMnt_ATKA
				AnimationMode		=	ONCE
				UseWeaponTiming		=	Yes
				AnimationBlendTime  =	10
			End
		End
		
;		AnimationState					= EMOTION_UNCONTROLLABLY_AFRAID
;			Animation					= FERA
;				AnimationName			= IUShrkMnt_FERA
;				AnimationMode			= LOOP
;			End
;		End
				
		AnimationState				=	ATTACKING MOUNTED
			Animation				=	AttackA3
				AnimationName		=	IUShrkMnt_ATKA
				AnimationMode		=	MANUAL
			End
		End

	; ----------- WAR CHANT ANIMS -------------
		AnimationState = WAR_CHANT MOUNTED
			Animation = Chant
				AnimationName = IUShrkMnt_TNTA
				AnimationMode = LOOP
			End
		End

	; ----------- EMOTION ANIMS ---------------
;		AnimationState					= EMOTION_ALERT EMOTION_AFRAID
;			Animation					= Apprehensive
;				AnimationName			= IUShrkMnt_APPA
;				AnimationMode			= LOOP;Change this to ONCE if adding additional anims
;			End
;		End
		
;		AnimationState					= EMOTION_AFRAID;coming soon
;			Animation					= FERA
;				AnimationName			= IUShrkMnt_FERA
;				AnimationMode			= LOOP
;			End
;		End
				
		AnimationState					= EMOTION_TAUNTING MOUNTED
			Animation					= TNTA
				AnimationName			= IUShrkMnt_TNTA
				AnimationMode			= LOOP
			End
			Flags					= RANDOMSTART	
		End
;		AnimationState					= EMOTION_POINTING
;			Animation					= Pointing1
;				AnimationName			= IUShrkMnt_PNTA
;				AnimationMode			= LOOP
;			End
;			Flags					= RANDOMSTART	
;		End

		AnimationState					= EMOTION_CELEBRATING MOUNTED
			Animation				   = CHRA
				AnimationName			= IUShrkMnt_CHRA
				AnimationMode			= ONCE
			End
			Flags					= RANDOMSTART
		End
		
	; ----------- IDLE ANIMS ---------------
		AnimationState							= EMOTION_ALERT MOUNTED
			StateName							= STATE_Ready 
			Animation							= ALERT
				AnimationName					= IUShrkMnt_IDLA
				AnimationMode					= LOOP
			End
			BeginScript
				Prev = CurDrawablePrevAnimationState()
				if Prev == "Selected" then CurDrawableSetTransitionAnimState("Selected_to_Ready") end
			EndScript	
		End
		
		AnimationState					= RAISING_FLAG MOUNTED
			Animation				   = CHRA
				AnimationName			= IUShrkMnt_CHRA
				AnimationMode			= LOOP
			End
		End

	; ----------- SELECTED ANIMS --------------
		AnimationState				=	SELECTED MOUNTED
			SimilarRestart			=   Yes
			Animation				=	AtAttention
				AnimationName		=	IUShrkMnt_ATNB
				AnimationMode		=	LOOP
			End
			StateName				= Selected
			BeginScript
				Prev = CurDrawablePrevAnimationState()
				if Prev == "Idle" then CurDrawableSetTransitionAnimState("Idle_to_Selected") end
				if Prev == "STATE_Ready" then CurDrawableSetTransitionAnimState("Ready_to_Selected") end
			EndScript
		End
		TransitionState				=	TRANS_Select
			Animation				=	ATNA
				AnimationName		=	RUHHs_Theo_SKL.RUHHs_Theo_ATNA
				AnimationMode		=	ONCE
			End
		End		

		IdleAnimationState
			Animation
				AnimationName		=	IUShrkMnt_IDLB
				AnimationMode		=	ONCE
				AnimationBlendTime	=	10
				AnimationPriority   =	20
			End
			Animation
				AnimationName		=	IUShrkMnt_IDLC
				AnimationMode		=	ONCE
				AnimationBlendTime	=	10
				AnimationPriority   =	1
			End
			Animation
				AnimationName		=	IUShrkMnt_IDLD
				AnimationMode		=	ONCE
				AnimationBlendTime	=	10
				AnimationPriority   =	1
			End
			StateName				= Idle 
			BeginScript
				Prev = CurDrawablePrevAnimationState()
				if Prev == "Selected" then CurDrawableSetTransitionAnimState("Selected_to_Idle") end
			EndScript
		End

	;------------ TRANSITION ANIMS ----------------
		TransitionState	   = Selected_to_Idle
			Animation		   = ATNE
				AnimationName		=	IUShrkMnt_ATNC
				AnimationMode		=	ONCE
				AnimationSpeedFactorRange = 0.7 1.3
			End
		End
		
		TransitionState	   = Idle_to_Selected
			Animation		   = ATND
				AnimationName	 = IUShrkMnt_ATNA
				AnimationMode   =	ONCE
				AnimationSpeedFactorRange = 0.7 1.3
			End
		End

		TransitionState	   = Ready_to_Selected
			Animation		   = ATNC
				AnimationName	 = IUShrkMnt_ATNA
				AnimationMode   =	ONCE
				AnimationSpeedFactorRange = 0.7 1.3
			End
		End

		TransitionState	   = Selected_to_Ready
			Animation		   = ATNCReverse
				AnimationName	 = IUShrkMnt_ATNC
				AnimationMode   =	ONCE_BACKWARDS
				AnimationSpeedFactorRange = 0.7 1.3
			End
		End
		
	End
	
	Draw = W3DScriptedModelDraw DustEffects
		DefaultModelConditionState
		  Model = None
		End
		IdleAnimationState
		End
		AnimationState = MOVING WADING
			ParticleSysBone = None FootstepSlash
		End
		AnimationState = MOVING ACCELERATE
			ParticleSysBone = None GenericSiegeTrailDust
		End
		AnimationState = MOVING DECELERATE
			ParticleSysBone = None GenericSiegeTrailDust
		End
		AnimationState = MOVING
		End
	End
	
	Draw = W3DScriptedModelDraw BloodHuntEffects		; Dedicated draw module for blood hunt FX.
		DefaultModelConditionState
		  Model = None
		End
		AnimationState = USER_1
			ParticleSysBone = None SpellWarChant
			BeginScript
				CurDrawablePlaySound("SharkuBloodHunt")
			EndScript
		End
	End
;;;ANIMS UNMOUNTED
	IdleAnimationState
		StateName 	= STATE_Idle
		Animation 	= IDLB; bored
			AnimationName 		= MUOrcWarr_IDLB
			AnimationPriority 	= 4
			AnimationMode		= ONCE
			AnimationBlendTime	= 15
		End
		Animation = IDLO
			AnimationName = MUOrcWarr_IDLO
			AnimationPriority = 1
			AnimationMode		=	ONCE
			AnimationBlendTime	= 15
		End		
		Animation = IDLP
			AnimationName = MUOrcWarr_IDLP
			AnimationPriority = 1
			AnimationMode		=	ONCE
			AnimationBlendTime	= 15
		End		
		Animation = IDLQ
			AnimationName = MUOrcWarr_IDLQ
			AnimationPriority = 1
			AnimationMode		=	ONCE
			AnimationBlendTime	= 15
		End		
		Animation = IDLR
			AnimationName = MUOrcWarr_IDLR
			AnimationPriority = 1
			AnimationMode		=	ONCE
			AnimationBlendTime	= 15
		End		
		Animation = IDLS
			AnimationName = MUOrcWarr_IDLS
			AnimationPriority = 1
			AnimationMode		=	ONCE
			AnimationBlendTime	= 15
		End
		Animation = IDLM
			AnimationName = MUOrcWarr_IDLM
			AnimationPriority = 1
			AnimationMode		=	ONCE
			AnimationBlendTime	= 15
		End
		Animation = IDLL
			AnimationName = MUOrcWarr_IDLL
			AnimationPriority = 1
			AnimationMode		=	ONCE
			AnimationBlendTime	= 15
		End
		Flags				=	RESTART_ANIM_WHEN_COMPLETE								
		BeginScript
			Prev = CurDrawablePrevAnimationState()
			if Prev == "STATE_Selected" then CurDrawableSetTransitionAnimState("TRANS_Selected_to_Idle") end
		EndScript		
	End	
	AnimationState = THROWN_PROJECTILE
			   ; - McCarthy says this anim sucks, so its cut
	;Animation = Thrown
	;	AnimationName = MUOrcWarr_FLYA
	;	AnimationMode = LOOP
	;End
		Animation = Thrown
			AnimationName = MUOrcWarr_FLYB
			AnimationMode = LOOP
		End
		Animation = Thrown
			AnimationName = MUOrcWarr_FLYC
			AnimationMode = LOOP
		End
	End

	AnimationState						= PASSENGER FREEFALL
		Animation					= gettingGrabbed
			AnimationName				= MUOrcWarr_FLLA
			AnimationMode				= LOOP
		End
	End
	
	AnimationState						= FREEFALL
		Animation					= Falling
			AnimationName				= MUOrcWarr_FLYC
			AnimationMode				= LOOP
			AnimationSpeedFactorRange		= 0.45	0.45
			AnimationBlendTime			= 5
		End
	End

	AnimationState						= PASSENGER EATING
		Animation					= being eaten
			AnimationName				= MUOrcWarr_EATA
			AnimationMode				= ONCE
		End
	End

	AnimationState						= PASSENGER SIEGE_CONTAIN
		Animation					= IDLP
			AnimationName				= MUOrcWarr_IDLB;<- gentle crouch----------------
			AnimationBlendTime			= 5
			AnimationMode				= LOOP
		End
	End
	
	
	
		AnimationState				= DYING BURNINGDEATH
			Animation
				AnimationName		= MUOrcWarr_DIEA
				AnimationMode		= ONCE
				AnimationBlendTime 	= 10
			End
			Animation
				AnimationName	= MUOrcWarr_DIEB
				AnimationMode	= ONCE
				AnimationBlendTime = 10
			End
			Animation
				AnimationName	= MUOrcWarr_DIEC
				AnimationMode	= ONCE
				AnimationBlendTime = 10
			End
			Animation
				AnimationName	= MUOrcWarr_DIED
				AnimationMode	= ONCE
				AnimationBlendTime = 10
			End
			Animation
				AnimationName	= MUOrcWarr_DIEE
				AnimationMode	= ONCE
				AnimationBlendTime = 10
			End
			Animation
				AnimationName	= MUOrcWarr_DIEF
				AnimationMode	= ONCE
				AnimationBlendTime = 10
			End
		End


	AnimationState = DYING DEATH_2
		Animation = Splatted_On_Ground
			AnimationName = MUOrcWarr_IDLA
			AnimationMode = LOOP
		End
	End
	AnimationState = DYING SPLATTED
		Animation = Splatted_On_Ground
			AnimationName = MUOrcWarr_LNDA
			AnimationMode = ONCE
		End
		EnteringStateFX = FX_OrcHitGround
	End

	AnimationState = DYING AFLAME
		Animation = Flaming_Death
			AnimationName = MUOrcWarr_MFDA
			AnimationMode = LOOP
		End
	End

	AnimationState = DYING
		Animation = Dying_1
			AnimationName = MUOrcWarr_DIEA
			AnimationMode = ONCE
			AnimationPriority = 1
		End
		Animation = Dying_2
			AnimationName = MUOrcWarr_DIEB
			AnimationMode = ONCE
			AnimationPriority = 20
		End
		Animation = Dying_3
			AnimationName = MUOrcWarr_DIEC
			AnimationMode = ONCE
			AnimationPriority = 6
		End
		Animation = Dying_4
			AnimationName = MUOrcWarr_DIED
			AnimationMode = ONCE
			AnimationPriority = 20
		End
		Animation = Dying_5
			AnimationName = MUOrcWarr_DIEE
			AnimationMode = ONCE
			AnimationPriority = 20
		End
		Animation = Dying_6
			AnimationName = MUOrcWarr_DIEF
			AnimationMode = ONCE
			AnimationPriority = 4
		End
	End
	
	AnimationState = STUNNED_STANDING_UP  
		Animation = Standing_Back_Up
			AnimationName = MUOrcWarr_GTPA
			AnimationMode = ONCE
			AnimationSpeedFactorRange = 1.5 1.5
		End
	End

	AnimationState = STUNNED
		Animation = Splatted_On_Ground
			AnimationName = MUOrcWarr_LNDA
			AnimationMode = ONCE
		End
		EnteringStateFX = FX_OrcHitGround
	End

	
	
		AnimationState			= BURNINGDEATH
			Animation
				AnimationName	= MUOrcWarr_MFDA
				AnimationMode	= LOOP
				Distance	= 50
			End
		End

	AnimationState				= PARALYZED
		Animation
			AnimationName		= MUOrcWarr_IDLA
			AnimationMode		= LOOP
		End
	End



	AnimationState = MOVING FIRING_OR_PREATTACK_A
			Animation = TrotAndFire
				AnimationName = MUOrcWarr_ATRA
				AnimationMode = LOOP
			End
			Flags = RANDOMSTART
		;ParticleSysBone = None InfantryDustTrails
		End
	
	 AnimationState = MOVING CLIMBING BACKING_UP
		ShareAnimation = Yes
		Animation = Climbing_Down
			AnimationName = MUOrcWarr_CLMA
			AnimationMode = LOOP_BACKWARDS
		End
	End

	AnimationState = MOVING CLIMBING
		ShareAnimation = Yes
		Animation = Climbing_Up
			AnimationName = MUOrcWarr_CLMA
			AnimationMode = LOOP
		End
	End

   AnimationState				=	MOVING BACKING_UP
		Animation			=	BackingUpA
			AnimationName		=	MUOrcWarr_BAKA
			AnimationMode		=	LOOP
		End
		Animation			=	BackingUpB
			AnimationName		=	MUOrcWarr_BAKB
			AnimationMode		=	LOOP
		End
		Flags				=	RANDOMSTART 
	End

	AnimationState				= MOVING EMOTION_TERROR
		ShareAnimation = Yes
		Animation			= Terror1
			AnimationName		= MUOrcWarr_RUND
			AnimationMode		= LOOP
		End
		Animation			= Terror2
			AnimationName		= MUOrcWarr_RUNE
			AnimationMode		= LOOP
		End
	End
	
	AnimationState = MOVING ATTACKING
		ShareAnimation = Yes
		Animation = RUNA
			AnimationName = MUOrcWarr_RUNA 
			AnimationMode = LOOP
			AnimationPriority = 7
		End
		Animation = RUNB
			AnimationName = MUOrcWarr_RUNB 
			AnimationMode = LOOP
		End
		Animation = RUNC
			AnimationName = MUOrcWarr_RUNC
			AnimationMode = LOOP
			AnimationPriority = 2
		End
	End

	AnimationState = MOVING
		ShareAnimation = Yes
		Animation = RUNB
			AnimationName = MUOrcWarr_RUNB 
			AnimationMode = LOOP
		End
		Animation = RUNC
			AnimationName = MUOrcWarr_RUNC
			AnimationMode = LOOP
			AnimationPriority = 2
		End
		ParticleSysBone = None InfantryDustTrails
	End

   ; --- stunned anims
	AnimationState = STUNNED_FLAILING
		Animation = Flying_2
			AnimationName = MUOrcWarr_FLYC
			AnimationMode = LOOP
			AnimationPriority = 10
			AnimationSpeedFactorRange	= 0.4 0.6
		End
		Animation = Flying_3
			AnimationName = MUOrcWarr_FLYB
			AnimationMode = LOOP
			AnimationPriority = 2
			AnimationSpeedFactorRange	= 0.4 0.6
		End
	End

; --------- Click and Hit Reactions ------------
	AnimationState = HIT_REACTION HIT_LEVEL_1
		Animation = Hit_Level_1_a
			AnimationName = MUOrcWarr_HITA
			AnimationMode = ONCE
		End
	End
	AnimationState = HIT_REACTION HIT_LEVEL_2
		Animation = Hit_Level_2_a
			AnimationName = MUOrcWarr_HITB
			AnimationMode = ONCE
		End
	End
	AnimationState = HIT_REACTION
		Animation = Hit_Level_1_a
			AnimationName = MUOrcWarr_HITA
			AnimationMode = ONCE
		End
		Animation = Hit_Level_2_a
			AnimationName = MUOrcWarr_HITB
			AnimationMode = ONCE
		End
	End			

	AnimationState = FIRING_OR_PREATTACK_A
		Animation = ATKA
			AnimationName = MUOrcWarr_ATKA
			AnimationMode = LOOP
			UseWeaponTiming		= Yes
		End
		Animation = ATKB
			AnimationName = MUOrcWarr_ATKB
			AnimationMode = LOOP
			UseWeaponTiming		= Yes
		End
		Animation = ATKC
			AnimationName = MUOrcWarr_ATKC
			AnimationMode = LOOP
			UseWeaponTiming		= Yes
		End
		Animation = ATKD
			AnimationName = MUOrcWarr_ATKD
			AnimationMode = LOOP
			UseWeaponTiming		= Yes
		End
	End

	AnimationState = WAR_CHANT
		Animation = ChantA
			AnimationName = MUOrcWarr_CHRA
			AnimationMode = ONCE
		End
		Animation = ChantB
			AnimationName = MUOrcWarr_CHRB
			AnimationMode = ONCE
		End
		Animation = ChantC
			AnimationName = MUOrcWarr_CHRC
			AnimationMode = ONCE
		End
		Animation = ChantD
			AnimationName = MUOrcWarr_CHRD
			AnimationMode = ONCE
		End
		Animation = IDLH
			AnimationName = MUOrcWarr_IDLH
			AnimationMode = ONCE
		End
		Animation = IDLI
			AnimationName = MUOrcWarr_IDLI
			AnimationMode = ONCE
		End
		Flags				= RANDOMSTART RESTART_ANIM_WHEN_COMPLETE
	End
	
   ; Must go before selected so we don't become unafraid.
	AnimationState					= EMOTION_AFRAID UNCONTROLLABLE
		Animation				= FERA
			AnimationName			= MUOrcWarr_FERA
			AnimationMode			= LOOP
		End
		Animation				= FERB
			AnimationName			= MUOrcWarr_FERB
			AnimationMode			= LOOP
		End
		Animation				= FERC
			AnimationName			= MUOrcWarr_FERC
			AnimationMode			= LOOP
		End
	End
	
;-emotions--
	AnimationState					= EMOTION_AFRAID
		Animation				= FERA
			AnimationName			= MUOrcWarr_FERA
			AnimationMode			= LOOP
		End
		Animation				= FERB
			AnimationName			= MUOrcWarr_FERB
			AnimationMode			= LOOP
		End
		Animation				= FERC
			AnimationName			= MUOrcWarr_FERC
			AnimationMode			= LOOP
		End
	End
	
	AnimationState					= EMOTION_TAUNTING
		Animation				= TNTA
			AnimationName			= MUOrcWarr_TNTA
			AnimationMode			= ONCE
			AnimationSpeedFactorRange	= 0.8 1.2
		End
		Animation				= TNTA
			AnimationName			= MUOrcWarr_TNTC
			AnimationMode			= ONCE
			AnimationSpeedFactorRange	= 0.8 1.2
		End
		Flags					= RANDOMSTART RESTART_ANIM_WHEN_COMPLETE
	End
	
	AnimationState					= EMOTION_POINTING
		Animation				= Pointing1
			AnimationName			= MUOrcWarr_PNTA
			AnimationMode			= LOOP
		End
		Animation				= Pointing1
			AnimationName			= MUOrcWarr_PNTB
			AnimationMode			= LOOP
		End
	End
	
	AnimationState					= EMOTION_CELEBRATING
		Animation				= ChantA
			AnimationName			= MUOrcWarr_CHRA
			AnimationMode			= ONCE
		End
		Animation				= ChantB
			AnimationName			= MUOrcWarr_CHRB
			AnimationMode			= ONCE
		End
		Animation				= ChantC
			AnimationName			= MUOrcWarr_CHRC
			AnimationMode			= ONCE
		End
		Animation				= ChantD
			AnimationName			= MUOrcWarr_CHRD
			AnimationMode			= ONCE
		End
		Flags					= RESTART_ANIM_WHEN_COMPLETE	
	End
	
	AnimationState					= EMOTION_ALERT
		Animation				= ALERT
			AnimationName			= MUOrcWarr_IDLA
			AnimationMode			= LOOP
		End
		Flags					= RESTART_ANIM_WHEN_COMPLETE RANDOMSTART
	End
	
	AnimationState					= RAISING_FLAG
		Animation				= ChantA
			AnimationName			= MUOrcWarr_CHRA
			AnimationMode			= ONCE
			AnimationSpeedFactorRange	= 0.9 1.1
		End
		Animation				= ChantB
			AnimationName			= MUOrcWarr_CHRB
			AnimationMode			= ONCE
			AnimationSpeedFactorRange	= 0.9 1.1
		End
		Animation				= ChantC
			AnimationName			= MUOrcWarr_CHRC
			AnimationMode			= ONCE
			AnimationSpeedFactorRange	= 0.9 1.1
		End
		Animation				= ChantD
			AnimationName			= MUOrcWarr_CHRD
			AnimationMode			= ONCE
			AnimationSpeedFactorRange	= 0.9 1.1
		End
		Flags				=	RESTART_ANIM_WHEN_COMPLETE	
	End

	AnimationState = SELECTED
		StateName			= STATE_Selected
		SimilarRestart			=   Yes
		Flags				= RESTART_ANIM_WHEN_COMPLETE 

		Animation = IDLA
			AnimationName		= MUOrcWarr_IDLA
			AnimationMode		= ONCE
			AnimationPriority	= 4
			AnimationBlendTime	= 10
		End
		Animation = IDLC
			AnimationName		= MUOrcWarr_IDLC
			AnimationMode		= ONCE
			AnimationPriority	= 10
			AnimationBlendTime	= 10
		End
		Animation = IDLE
			AnimationName		= MUOrcWarr_IDLE
			AnimationMode		= ONCE
			AnimationPriority	= 2
			AnimationBlendTime	= 10
		End
		Animation = IDLZ
			AnimationName		= MUOrcWarr_IDLZ
			AnimationMode		= ONCE
			AnimationPriority	= 8
			AnimationBlendTime	= 10
		End
		
		BeginScript
			Prev = CurDrawablePrevAnimationState()
			if Prev == "STATE_Idle" then CurDrawableSetTransitionAnimState("TRANS_Idle_to_Selected") end
		EndScript
	End
	
	TransitionState = TRANS_Idle_to_Selected
		Animation = ATNA
			AnimationName		= MUOrcWarr_ATNA
			AnimationMode		= ONCE
			AnimationBlendTime	= 10
		End
	End
	
	TransitionState = TRANS_Selected_to_Idle
		Animation = ATNF
			AnimationName		= MUOrcWarr_ATNF
			AnimationMode		= ONCE
			AnimationBlendTime	= 10
		End
	End
	
   ;-emotions--	
	AnimationState = QUARRELSOME_FIGHTING
		StateName = SomeState
		Animation = ATKB
			AnimationName 	= MUOrcWarr_ATKB
			AnimationMode 	= ONCE
		End
		Animation = ATKC
			AnimationName 	= MUOrcWarr_ATKC
			AnimationMode 	= ONCE
		End
		Flags			= RESTART_ANIM_WHEN_COMPLETE
	End
	
	AnimationState = EMOTION_QUARRELSOME
		SimilarRestart = Yes
		StateName = Quarrel
		  Animation = Chant;
			AnimationName = MUOrcWarr_CHRA
			AnimationMode = ONCE
			AnimationPriority = 500
		End
		Animation = Chant1
			AnimationName = MUOrcWarr_IDLB
			AnimationMode = ONCE
			AnimationPriority = 500
		End
		Animation = Chant2
			AnimationName = MUOrcWarr_IDLF
			AnimationMode = ONCE
			AnimationPriority = 500
		End
		Animation = Chant3
			AnimationName = MUOrcWarr_IDLG
			AnimationMode = ONCE
			AnimationPriority = 500
		End
		Animation = Chant4
			AnimationName = MUOrcWarr_IDLJ
			AnimationMode = ONCE
			AnimationPriority = 500
		End
		Animation = BIG_BLEND_QUARREL
			AnimationName = MUOrcWarr_CHRA
			AnimationMode = ONCE
			AnimationBlendTime	= 15
			AnimationPriority = 1
		End
		Flags = RESTART_ANIM_WHEN_COMPLETE RANDOMSTART
		BeginScript
			Prev = CurDrawablePrevAnimationState()
			if Prev ~= "Quarrel"
			then
				return "BIG_BLEND_QUARREL"
			end
		EndScript

	End
  End
	#include "..\..\..\includes\StunDrawModuleLarge.inc"

	#include "..\..\..\includes\StunDrawModuleLarge.inc"

; ***DESIGN parameters ***
	Side = Isengard
	EditorSorting = UNIT
	ThreatLevel = SHARKU_THREAT_LEVEL
	ThingClass = CHARACTER_UNIT
	BuildCost		 = 1400
	BuildTime		 = SHARKU_BUILDTIME
	ShockwaveResistance = SHOCKWAVE_RESISTANCE_STRONG
;//DisplayMeleeDamage = SHARKU_DAMAGE

	MaxSimultaneousOfType = 1
  
	TransportSlotCount = TRANSPORTSLOTCOUNT_HERO
	
	WeaponSet
		Conditions = None 
		Weapon = PRIMARY	SharkuWeapon
		AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
	End
;WeaponSet
;	Conditions = MOUNTED
;	Weapon = PRIMARY	WargRiderWeapon
;	AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
;End
	
;ArmorSet
;	Conditions	  = None
;	Armor		   = HeroArmor
;	DamageFX		= NormalDamageFX
;End
	ArmorSet
		Conditions	  = None
		Armor		   = HeroArmorMounted
		DamageFX		= NormalDamageFX
	End

	VisionRange = VISION_STANDARD_HORSE				
	ShroudClearingRange = SHROUD_CLEAR_HERO	
	
	MaxVisionBonusPercent = 300%
	VisionBonusTestRadius = 200
	VisionBonusPercentPerFoot = 1.0%

	DisplayName = OBJECT:IsengardSharku
	RecruitText		= CONTROLBAR:IsengardSharkuRecruit
	ReviveText		= CONTROLBAR:IsengardSharkuRevive
	Hotkey			= CONTROLBAR:IsengardSharkuHotkey
	
	CrusherLevel = 0		;Can I crush anything?
	MountedCrusherLevel = 3	;Crush level when mounted.
	CrushableLevel = 0		;What am I?:		0 = for infantry, 1 = for trees, 2 = cavalry/heroes
	MountedCrushableLevel = 3;Crusable level when mounted.
	
	CrushWeapon = WargCrush

	CommandSet = SharkuCommandSet
	CommandPoints = 50
	
	MinCrushVelocityPercent = 40; Has to be moving at at least 50% of full speed.
	CrushDecelerationPercent =10; Lose 10 percent of max velocity when crushing.
	
	RamPower = 50;
	RamZMult = 0.5;


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

	AutoResolveBody = AutoResolve_SharkuBody
	
	AutoResolveArmor
		Armor = AutoResolve_SharkuArmor
	End

	AutoResolveWeapon
		Weapon = AutoResolve_SharkuWeapon
	End
	
	AutoResolveLeadership = AutoResolve_SharkuBonus


; *** AUDIO Parameters ***;

	VoiceAttack								= SharkuVoiceAttack
	VoiceAttackCharge						= SharkuVoiceAttackCharge
	VoiceAttackMachine						= SharkuVoiceAttack
	VoiceAttackStructure					= SharkuVoiceAttackBuilding
	VoiceFear								= SharkuVoiceHelpMe
	VoiceGuard								= SharkuVoiceMove
	VoiceMove								= SharkuVoiceMove
	VoiceMoveToCamp							= SharkuVoiceMoveCamp
	VoiceMoveWhileAttacking					= SharkuVoiceDisengage
	VoicePriority							= 66
	VoiceRetreatToCastle					= SharkuVoiceRetreat
	VoiceSelect								= SharkuVoiceSelectMS
	VoiceSelectBattle 						= SharkuVoiceSelectBattle

	SoundAmbient							= WargAmbienceVOX
	SoundImpact								= ImpactHorse

	UnitSpecificSounds
		VoiceEnterUnitEvilMenTransportShip	= SharkuVoiceMoveShip
		VoiceEnterUnitMordorMumakil			= SharkuVoiceMoveGarrison
		VoiceEnterUnitSlaughterHouse		= SharkuVoiceMoveGarrison
		VoiceGarrison						= SharkuVoiceMoveGarrison
		VoiceInitiateCaptureBuilding		= SharkuVoiceCaptureBuilding
	End

	CrowdResponseKey = Uruk

	ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_foo
		ModelCondition = Required:EMOTION_CELEBRATING	Excluded:DYING ENGAGED	Sound:EmotionSharkuVoxCheerLoop;MOVING ATTACKING 
		ModelCondition = Required:EMOTION_TAUNTING		Excluded:DYING ENGAGED	Sound:EmotionSharkuVoxTauntLoop;MOVING ATTACKING
	End

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

	Behavior = LargeGroupAudioUpdate ModuleTag_LGAU;Tie into LargeGroupAudio system
		Key = Hero
	End

	ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
		MaxUpdateRangeCap = 800
	;AnimationSound = Sound:SharkuManEaterMS	 		Animation:IUShrkMnt_SKL.IUShrkMnt_SPCA	Frames:5

		AnimationSound = Sound:WargMoveFootsteps 		Animation:IUShrkMnt_SKL.IUShrkMnt_RUNA 	Frames:0
		AnimationSound = Sound:WargMoveFootsteps 		Animation:IUShrkMnt_SKL.IUShrkMnt_TNL1 	Frames:0
		AnimationSound = Sound:WargMoveFootsteps 		Animation:IUShrkMnt_SKL.IUShrkMnt_TNR1 	Frames:0
		AnimationSound = Sound:WargMoveFootsteps 		Animation:IUShrkMnt_SKL.IUShrkMnt_TRNL 	Frames:0
		AnimationSound = Sound:WargMoveFootsteps 		Animation:IUShrkMnt_SKL.IUShrkMnt_TRNR 	Frames:0
		AnimationSound = Sound:WargMoveFootsteps 		Animation:IUShrkMnt_SKL.IUShrkMnt_ACCL 	Frames:0

		AnimationSound = Sound:WargRiderTauntCallouts 	Animation:IUShrkMnt_SKL.IUShrkMnt_TNTA 	Frames:27

		AnimationSound = Sound:WargTauntCallouts 		Animation:IUShrkMnt_SKL.IUShrkMnt_TNTA 	Frames:26
		AnimationSound = Sound:WargTauntCallouts 		Animation:IUShrkMnt_SKL.IUShrkMnt_ATND 	Frames:7 
		AnimationSound = Sound:WargTauntCallouts 		Animation:IUShrkMnt_SKL.IUShrkMnt_HWLA 	Frames:17
		AnimationSound = Sound:WargTauntFootstep 		Animation:IUShrkMnt_SKL.IUShrkMnt_TNTA 	Frames:7 12 64 73

		AnimationSound = Sound:WargSaddleFoleySingles 	Animation:IUShrkMnt_SKL.IUShrkMnt_TNTA 	Frames:25 
		AnimationSound = Sound:WargSaddleFoleySingles 	Animation:IUShrkMnt_SKL.IUShrkMnt_RUNA 	Frames:5 
		AnimationSound = Sound:WargSaddleFoleySingles 	Animation:IUShrkMnt_SKL.IUShrkMnt_TNL1 	Frames:5 
		AnimationSound = Sound:WargSaddleFoleySingles 	Animation:IUShrkMnt_SKL.IUShrkMnt_TNR1 	Frames:5 
		AnimationSound = Sound:WargSaddleFoleySingles 	Animation:IUShrkMnt_SKL.IUShrkMnt_ACCL 	Frames:5 
		AnimationSound = Sound:WargSaddleFoleySingles 	Animation:IUShrkMnt_SKL.IUShrkMnt_ATNA 	Frames:5 
		AnimationSound = Sound:WargSaddleFoleySingles 	Animation:IUShrkMnt_SKL.IUShrkMnt_ATND 	Frames:5 
		AnimationSound = Sound:WargSaddleFoleySingles 	Animation:IUShrkMnt_SKL.IUShrkMnt_GTPA 	Frames:5 101 
		AnimationSound = Sound:WargSaddleFoleySingles 	Animation:IUShrkMnt_SKL.IUShrkMnt_HWLA 	Frames:15 
		AnimationSound = Sound:WargSaddleFoleySingles 	Animation:IUShrkMnt_SKL.IUShrkMnt_RDYA 	Frames:5 
		AnimationSound = Sound:WargSaddleFoleySingles 	Animation:IUShrkMnt_SKL.IUShrkMnt_RDYB 	Frames:5

		AnimationSound = Sound:BuildingWargPitRiderDrop	Animation:IUShrkMnt_SKL.IUShrkMnt_BLDB	Frames:44

		AnimationSound = Sound:BodyFallOrc		 	Animation:IUShrkMnt_SKL.IUShrkMnt_DIEB	Frames:10
		AnimationSound = Sound:BodyFallGenericNoArmor	Animation:IUShrkMnt_SKL.IUShrkMnt_DIEB	Frames:45
		AnimationSound = Sound:BodyFallOrc		 	Animation:IUShrkMnt_SKL.IUShrkMnt_LNDA	Frames:1 17
	End


; *** ENGINEERING Parameters ***

	RadarPriority = UNIT
	KindOf = HERO PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT ARMY_SUMMARY URUK NO_FREEWILL_ENTER HEAVY_MELEE_HITTER
	PathfindDiameter = 40.0

	  Body = RespawnBody ModuleTag_RespawnBody
		CheerRadius 			= EMOTION_CHEER_RADIUS
   		MaxHealth		 		= SHARKU_HEALTH;BALANCE Sharku Health
		  PermanentlyKilledByFilter	= NONE	;Who kills me permanently?
   		DodgePercent	 		= HERO_DODGE_PERCENT
	  End

	Behavior = RespawnUpdate ModuleTag_RespawnUpdate
		DeathAnim					= DYING				;Model condition to play when killed-to-respawn
		DeathFX						= FX_SharkuDieToRespawn;FXList to play when killed-to-respawn
		DeathAnimationTime			= 6033				;How long DeathAnim will take.
		InitialSpawnFX				= FX_SharkuInitialSpawn
		RespawnAnim					= LEVELED			;Animation to play when respawning.
		RespawnFX					= FX_SharkuRespawn	;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					= HISharku_res
	
;RespawnEntries determine the ruleset for how a character can be revived. Some units may automatically respawn, others
;may require a specific revive action performed on him. You can specify different values for each level... or use Level:Any
		RespawnRules =	AutoSpawn:No	Cost:900		Time:60000		Health:100%	;DEFAULT VALUES
	End

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

	Behavior = AutoHealBehavior ModuleTag_CurunirsWisdomHealing
		StartsActive				= No
		TriggeredBy					= Upgrade_CurunirsWisdom
		HealingAmount				= ELVEN_GIFT_REGEN_AMOUNT
		HealingDelay				= ELVEN_GIFT_REGEN_DELAY
		StartHealingDelay = HERO_HEAL_DELAY
		 	HealOnlyIfNotInCombat = Yes
	End
	
	Behavior = StancesBehavior ModuleTag_StancesBehavior
		StanceTemplate = Hero
	End

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

	Behavior = AIUpdateInterface ModuleTag_03
		AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
		MoodAttackCheckRate		= 500
	End

	Behavior = EmotionTrackerUpdate	Module_EmotionTracker
		TauntAndPointDistance				= 300
		TauntAndPointUpdateDelay			= 10000
		AddEmotion			=	Doom_Base
		//	AddEmotion			=   BraceForBeingCrushed_Base
		//	AddEmotion			=	FearIdle_Base
		//	AddEmotion			=	FearBusy_Base
		AddEmotion			=	Point_Base
		AddEmotion			=	Taunt_Base
 		AddEmotion			=	CheerIdle_Base
		AddEmotion			=	CheerBusy_Base
		//	AddEmotion			=	HeroCheerIdle_Base
		//	AddEmotion			=	HeroCheerBusy_Base
		AddEmotion			=	Alert_Base
		AddEmotion			=	CheerForAboutToCrush_Base
	End
	
	LocomotorSet
		Locomotor = WargLocomotor
		Condition = SET_USER_2
		Speed	 = 100
	End

	LocomotorSet
		Locomotor = WargLocomotor
		Condition = SET_NORMAL
		Speed	 = 32
	End
	
	Behavior = PhysicsBehavior ModuleTag_04
		GravityMult = 1.0
		ShockStandingTime = 2533;msec
	End

	Behavior = SlowDeathBehavior ModuleTag_08
	; Die and don't spawn horse
		DeathTypes = ALL 
		SinkDelay = 5000
		SinkRate = 1.50	; in Dist/Sec
		DestructionDelay = 17000
		Sound = INITIAL SharkuDieMS
	End
	
	Behavior = SquishCollide ModuleTag_06
	;nothing
	End

	Behavior = NotifyTargetsOfImminentProbableCrushingUpdate ModuleTag_NotifyCrushScan
	End

;;; TOGGLE MOUNTED ABILITY;;;
 	Behavior = SpecialPowerModule ModuleTag_HorseToggleStarter					  
 		SpecialPowerTemplate		= SpecialAbilityToggleMounted
 		UpdateModuleStartsAttack	= Yes
 		StartsPaused				= No
 	End

	Behavior = ToggleMountedSpecialAbilityUpdate ModuleTag_HorseToggle
 		SpecialPowerTemplate		= SpecialAbilityToggleMounted
 		TriggerInstantlyOnCreate	= Yes ;Instantly puts Eomer on a horse.
 		UnpackTime					= 2000
 		PreparationTime				= 1  
 		PersistentPrepTime			= 250
 		PackTime					= 2000
 		OpacityTarget				= .3	; How see-thru to be at peak of change   
 		AwardXPForTriggering		= 0
	End
	
;//----------------------Blood Hunt Ability-----------------------------------------------
	Behavior = UnpauseSpecialPowerUpgrade ModuleTag_SharkuBloodHuntEnabler
		SpecialPowerTemplate		= SpecialAbilitySharkuBloodHunt
		TriggeredBy					= Upgrade_SharkuBloodHunt
	End
	
	Behavior = SpecialPowerModule ModuleTag_SharkuBloodHuntUpdate
		SpecialPowerTemplate		= SpecialAbilitySharkuBloodHunt
		UpdateModuleStartsAttack	= No
		StartsPaused				= Yes
	End
	
	Behavior = ModelConditionUpgrade ModuleTag_LeadershipFX
		TriggeredBy					= Upgrade_SharkuBloodHunt
		AddConditionFlags			= USER_1
	End
	
	Behavior = AttributeModifierAuraUpdate ModuleTag_Leadership
		StartsActive				= No
		BonusName					= SharkuCommonHuntLeadership
		TriggeredBy					= Upgrade_SharkuBloodHunt
		RefreshDelay				= 2000
		Range						= 200
		AntiCategory				= BUFF
		ObjectFilter				= ANY +IsengardWargRider +NeutralWarg +IsengardWargPack +IsengardWargPackHorde ALLIES
	End	

	Behavior = AISpecialPowerUpdate EomerToggleMountedAI
		CommandButtonName = Command_MountHorseEomer
		SpecialPowerAIType = AI_SPECIAL_POWER_TOGGLE_MOUNTED
	End 	

 ;//----------------------Tame The Beast Ability-----------------------------------------------

 	
 	Behavior = UnpauseSpecialPowerUpgrade ModuleTag_DominateEnabler
		SpecialPowerTemplate		= SpecialAbilityTameTheBeast
		TriggeredBy					= Upgrade_SharkuTameTheBeast
	End

	Behavior = SpecialPowerModule ModuleTag_DominateEnemySpecialPowerModule
		SpecialPowerTemplate		= SpecialAbilityTameTheBeast
		StartsPaused				= Yes
		UpdateModuleStartsAttack	= Yes
		InitiateSound				= SharkuVoiceAttack
		AttributeModifierAffects	= NONE +IsengardWargRiderHorde +NeutralWarg
	End

 	Behavior = DominateEnemySpecialPower ModuleTag_DominateEnemySpecialPower
		SpecialPowerTemplate		= SpecialAbilityTameTheBeast
		UnpackingVariation			= 1
		StartAbilityRange			= 200.0
		DominateRadius				= 60;
		DominatedFX					= FX_SarumanDominateTargets
		TriggerFX					= FX_SarumanDominateTrigger
		UnpackTime					= 2000
		PreparationTime				= 1   
		AttributeModifierAffects	= NONE +IsengardWargRiderHorde +NeutralWarg +IsengardWargPack +IsengardWargPackHorde
		FreezeAfterTriggerDuration	= 2500; Hold AI for this long after we fire.		
	End
 		
;//----------------------Man Eater-----------------------------------------------	

	Behavior = UnpauseSpecialPowerUpgrade ModuleTag_ManEaterEnabler
		SpecialPowerTemplate		= SpecialAbilityIsengardSharkuManEaterGrab
		TriggeredBy					= Upgrade_SharkuManEater
	End

	Behavior = SpecialPowerModule ModuleTag_SpecialPowerModuleGrabStarter
		SpecialPowerTemplate		= SpecialAbilityIsengardSharkuManEaterGrab
		UpdateModuleStartsAttack	= Yes
		StartsPaused				= Yes
		InitiateSound				= SharkuManeaterStartMS
	End
	
	Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_WeaponFireSpecialAbilityUpdateGrab
		SpecialPowerTemplate		= SpecialAbilityIsengardSharkuManEaterGrab
		SkipContinue				= Yes
		UnpackTime					= 933					; Frame 28/99
;		PackTime					= 2367					; Remaining 71/99 frames
		
		StartAbilityRange			= 8.0
		
		SpecialWeapon				= IsengardSharkuManEaterGrab
		ChainedButton				= Command_SpecialAbilityIsengardSharkuManEaterFlingPassenger
		CustomAnimAndDuration		= AnimState:EATING AnimTime:3300

		TriggerAttributeModifier	= SharkuManEater
		AttributeModifierDuration	= 20000
		TriggerSound				= SharkuManEaterEatingMS
		BusyForDuration				= 2000
	End

	Behavior = PlayerHealSpecialPower ModuleTag_SpecialPowerModuleFlingPassengerStarter
		SpecialPowerTemplate		= SpecialAbilityIsengardSharkuManEaterDrop
		UpdateModuleStartsAttack	= Yes
		StartsPaused				= No
		HealAmount					= 1.0
		HealAsPercent				= Yes
		HealAffects					= HERO
		HealRadius					= 0.0
		HealFX						= FX_SpellHealUnitHealBuff
	End

	Behavior = FlingPassengerSpecialAbilityUpdate ModuleTag_FlingPassengerSpecialAbilityUpdate
		SpecialPowerTemplate			= SpecialAbilityIsengardSharkuManEaterDrop
		UnpackTime						= 1250
		FlingPassengerVelocity			= X:0 Y:0 Z:0
		FlingPassengerLandingWarhead	= IsengardSharkuManEaterWarhead   ;kills victim when released
	End		
	

;;; AUTO ABILITY MODULE;;;
	Behavior = AutoAbilityBehavior ModuleTag_AutoAbilityBehavior
	End
;//------------------------------------------------------------------------------------------

	Behavior = TransportContain ModuleTag_09
		ObjectStatusOfContained = UNSELECTABLE
		PassengerFilter			= NONE +INFANTRY -HERO
;		ManualPickUpFilter		= NONE +INFANTRY; we do not want the user to be able to manually pick up an orc with a troll.
		Slots					= 1
		ShowPips				= No
		AllowEnemiesInside		= Yes
		AllowNeutralInside		= Yes
		AllowAlliesInside		= No
	;DamagePercentToUnits	= 500%
		DestroyRidersWhoAreNotFreeToExit = Yes
		ForceOrientationContainer = No
		PassengerBonePrefix = PassengerBone:B_PASSENGER01		KindOf:INFANTRY
	;EjectPassengersOnDeath = Yes
	End

	Behavior = AttributeModifierUpgrade ModuleTag_CurunirsWisdomBonus
		TriggeredBy = Upgrade_CurunirsWisdom
		AttributeModifier = SpellBookCurunirsWisdom
	End

	   ;;; CHASE THE PREY;;;
	Behavior = UnpauseSpecialPowerUpgrade ModuleTag_ChaseThePrey
		SpecialPowerTemplate = SpecialAbilityEowynShieldMaiden
		TriggeredBy = Upgrade_ObjectLevel1
	End
	Behavior = SpecialPowerModule ModuleTag_ChaseThePreyUpdate   
		SpecialPowerTemplate	  = SpecialAbilityEowynShieldMaiden
		UpdateModuleStartsAttack  = No
		StartsPaused = Yes
		SetModelCondition			= ModelConditionState:USER_3
		SetModelConditionTime		= 25.0; This is how long Shield Maiden Lasts
		AttributeModifier = SharkuChaseThePreyBuff
		AttributeModifierRange = 1
		AttributeModifierAffectsSelf = Yes
		AttributeModifierAffects = ANY +CAVALRY
		AttributeModifierFX = FX_SharkuChaseThePrey
	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 ManEaterAI
		CommandButtonName = Command_SpecialAbilitySharkuManEater
		SpecialPowerAIType = AI_SPECIAL_POWER_ENEMY_TYPE_KILLER
	End

	
	Behavior = AISpecialPowerUpdate TameAI
		CommandButtonName = Command_SpecialAbilityTameTheBeast
		SpecialPowerAIType = AI_SPECIAL_POWER_TAME_THE_BEAST
		SpecialPowerRadius = 200
	End

	
	Geometry			= CYLINDER
	GeometryMajorRadius	= 8.0
	GeometryHeight		= 25
	GeometryIsSmall		= Yes
	
	Shadow				= SHADOW_DECAL
	ShadowSizeX			= 19
	ShadowSizeY			= 19
	ShadowTexture		= ShadowI
End
;------------------------------------------------------------------------------
ChildObject IsengardSharkuUnmounted IsengardSharku

	Draw = W3DScriptedModelDraw ModuleTag_W3DModelDrawInWorldBuilder
	;When in Worldbuilder, show the mounted version of Eomer!
		
		OkToChangeModelColor = Yes
		
		DefaultModelConditionState
			Model = IUSharkuf_SKN
		End
		ModelConditionState = WORLD_BUILDER
			Model = IUSharkuf_SKN
		End		
	End

	Behavior = ToggleMountedSpecialAbilityUpdate ModuleTag_HorseToggle
 		SpecialPowerTemplate	= SpecialAbilityToggleMounted
 		
 		TriggerInstantlyOnCreate = Yes ;Instantly puts Eomer on a horse.
 
 		UnpackTime			  = 2000
 		PreparationTime		 = 1  
 		PersistentPrepTime	  = 250
 		PackTime				= 2000
 		
 		OpacityTarget			= .3	; How see-thru to be at peak of change
End

Edited by Kyross, 17 October 2009 - 06:11 PM.

Posted Image <-- Actually more like coder/mapper/modeller, but there's no bar for that.

#4 Ridder Geel

Ridder Geel

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Posted 17 October 2009 - 07:05 PM

...thats cuz...
Draw = W3DScriptedModelDraw DustEffects
		DefaultModelConditionState
		  Model = None
		End
		IdleAnimationState
		End
		AnimationState = MOVING WADING
			ParticleSysBone = None FootstepSlash
		End
		AnimationState = MOVING ACCELERATE
			ParticleSysBone = None GenericSiegeTrailDust
		End
		AnimationState = MOVING DECELERATE
			ParticleSysBone = None GenericSiegeTrailDust
		End
		AnimationState = MOVING
		End
	End
	
	Draw = W3DScriptedModelDraw BloodHuntEffects	   ; Dedicated draw module for blood hunt FX.
		DefaultModelConditionState
		  Model = None
		End
		AnimationState = USER_1
			ParticleSysBone = None SpellWarChant
			BeginScript
				CurDrawablePlaySound("SharkuBloodHunt")
			EndScript
		End
	End

Ur anims are after that :p
They should be just before the end before the piece of code i just 'quoted' :p
Ridder Geel

#5 Guest_Guest_Kyross_*_*

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Posted 10 April 2010 - 08:59 PM

Yay thread necromancy.
Anyways, after more on and off trying with it, still no luck. Come on, I've been fighting with this for easily over a year. Ridder's advice didn't work and a former teammate couldn't get it either. Frankly, is there anyone who could do this FOR me? Because it's BS but I can't get off the idea.

#6 Elrond99

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Posted 13 April 2010 - 11:59 AM

You have twice #include "..\..\..\includes\StunDrawModuleLarge.inc", I don´t know if that has any effect


What I´d try is:

DefaultModelConditionState
Model = IUSharkuf_SKN
Skeleton = MUOrcWarr_SKL
End

ModelConditionState = USER_3
Model = IUSharkuf_SKN
Skeleton = MUOrcWarr_SKL
ParticleSysBone = NONE ChaseThePreyCon FOLLOWBONE:YES
End

ModelConditionState = MOUNTED USER_3
Model = IUSharku_SKN
ParticleSysBone = NONE ChaseThePreyCon FOLLOWBONE:YES
End

ModelConditionState = MOUNTED
Model = IUSharku_SKN
Skeleton = IUShrkMnt_SKL
End

and you need to add a locomotorset for the dismounted version




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