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The problem with Aragorn


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#1 Vardamir

Vardamir
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Posted 02 November 2009 - 09:56 PM

I have a problem with the change of models with Aragorn. I'm doing a USER

ModelConditionState = USER_4
			 Model = guaraghel
		 End

		 ModelConditionState = USER_1
			 Model = guaragki
		 End

		Behavior = ModelConditionUpgrade ModuleTag_ModellAragorn
		 TriggeredBy = Upgrade_AragornLeadership
		 AddConditionFlags = USER_4
		 Permanent = Yes
	 End

	 Behavior = ModelConditionUpgrade ModuleTag_ModellEllesar
		 TriggeredBy = Upgrade_AragornOathbreakers
		 AddConditionFlags = USER_1
		 Permanent = Yes
	 End


The problem is that the model of Helm's Deep defender Falls varies, but the king is not.

Edited by Vardamir, 02 November 2009 - 09:57 PM.


#2 Ridder Geel

Ridder Geel

    Master Yelloh

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Posted 02 November 2009 - 10:15 PM

...I hope that those pieces of code do not come directly after each other :mellow: Otherwise thats the problem :p
Ridder Geel

#3 Vardamir

Vardamir
  • Members
  • 71 posts

Posted 02 November 2009 - 10:25 PM

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

;

;	Aragorn.ini

;

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



; Aragorn GondorAragorn

Object GondorAragorn

   ; *** 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



	DescriptionStrategic = CONTROLBAR:LW_ToolTip_Aragorn

	

	Draw = W3DScriptedModelDraw ModuleTag_DRAW

		OkToChangeModelColor = Yes

	StaticModelLODMode = yes; Will append M or L to the skin name depending on GameLOD



		DefaultModelConditionState

			Model			   = GUAragorn_SKN

		End

		

		ModelConditionState = USER_4

			Model			   = guaraghel

		End



		ModelConditionState = USER_1

			Model			   = guaragki

		End

		ModelConditionState = WEAPONSET_HERO_MODE USER_3

			ParticleSysBone = BAT_RIBS BladeMaster FollowBone:Yes

			ParticleSysBone = BAT_HEAD AragornElendill FollowBone:Yes

		End



		ModelConditionState = WEAPONSET_HERO_MODE

			ParticleSysBone = BAT_RIBS BladeMaster FollowBone:Yes

		End



		ModelConditionState = USER_3

			ParticleSysBone = BAT_HEAD AragornElendill FollowBone:Yes

		End



		TransitionState				= TRANS_boredToAttention_Elendil

			Animation				= GUAragorn_ATND

				AnimationName		= GUAragorn_SKL.GUAragorn_ATND 

				AnimationMode		= ONCE

			End

			FXEvent	= Name: FX_ElendilGlowEvent

		End



		TransitionState				= TRANS_attentionToBored_Elendil

			Animation				= GUAragorn_ATND

				AnimationName		= GUAragorn_SKL.GUAragorn_ATND

				AnimationMode		= ONCE_BACKWARDS

			End

			FXEvent					= Name: FX_ElendilGlowEvent

			Flags					= START_FRAME_LAST

		End



		TransitionState				= TRANS_boredToAttention

			Animation				= GUAragorn_ATND

				AnimationName		= GUAragorn_SKL.GUAragorn_ATND 

				AnimationMode		= ONCE

			End

		End

		

		TransitionState				= TRANS_attentionToBored

			Animation				= GUAragorn_ATND

				AnimationName		= GUAragorn_SKL.GUAragorn_ATND

				AnimationMode		= ONCE_BACKWARDS

			End

			Flags					= START_FRAME_LAST

		End



   ; --- Idle Anims

		IdleAnimationState

			StateName				= STATE_bored

			

			Animation				= GUAragorn_IDLE	   ;no_fidget

				AnimationName		= GUAragorn_SKL.GUAragorn_IDLE

				AnimationMode		= ONCE

				AnimationPriority	= 12

			End

			

			Animation				= GUAragorn_IDLF	   ;fidget

				AnimationName		= GUAragorn_SKL.GUAragorn_IDLF

				AnimationMode		= ONCE

				AnimationPriority	= 1

			End

			

			BeginScript

				Prev = CurDrawablePrevAnimationState()

				if	Prev == "STATE_attention" or

					Prev == "STATE_running" or

					Prev == "OATH_BREAKERS" then CurDrawableSetTransitionAnimState("TRANS_attentionToBored") end

			EndScript

		End

		

		AnimationState			= THROWN_PROJECTILE

			Animation			= FLYA

				AnimationName	= GUAragorn_SKL.GUAragorn_FLYA

				AnimationMode	= LOOP

			End

		End

		

		AnimationState			= STUNNED_FLAILING

			Animation			= FLYA

				AnimationName	= GUAragorn_SKL.GUAragorn_FLYA

				AnimationMode	= LOOP

				AnimationSpeedFactorRange	= 0.4 0.6

			End

		End

		

		AnimationState			 = DYING SPLATTED

			Animation		 = Splatted_On_Ground

				AnimationName	= GUAragorn_SKL.GUAragorn_LNDA

				AnimationMode	= ONCE

			End

			EnteringStateFX		= FX_SoldierHitGround

		End

		

	   ; --- Dying anims

		AnimationState				= DYING

			Animation				= GUAragorn_DIEA

				AnimationName		= GUAragorn_SKL.GUAragorn_DIEA

				AnimationMode		= ONCE

			End

			Animation				= GUAragorn_DIEB

				AnimationName		= GUAragorn_SKL.GUAragorn_DIEB

				AnimationMode		= ONCE

			End

		End

		

		AnimationState						= PARALYZED

			Animation

				AnimationName				= GUAragorn_IDLE

				AnimationMode				= LOOP

			End

		End



		AnimationState				= STUNNED_STANDING_UP

			Animation				= GUAragorn_GTPB

				AnimationName		= GUAragorn_SKL.GUAragorn_GTPB

				AnimationMode		= ONCE

				AnimationSpeedFactorRange = 1.5 1.5

			End

		End



		AnimationState			= STUNNED

			Animation			= LNDA

				AnimationName	= GUAragorn_SKL.GUAragorn_LNDA

				AnimationMode	= ONCE

			End

			EnteringStateFX		= FX_SoldierHitGround

		End	

	

	





   ; --- Attacking Anims [Weapon_A]

	

	

	

		AnimationState		= MOVING FIRING_OR_PREATTACK_A

			ShareAnimation		= Yes

			Animation		   = RunAndFire

				AnimationName	   = GUAragorn_SKL.GUAragorn_ATRA

				AnimationMode	   = LOOP

			End

			Flags			   = RANDOMSTART  

		End

		

		AnimationState				= FIRING_OR_PREATTACK_A WEAPONSET_HERO_MODE; Blademaster Mode

			StateName				= STATE_ready

			Animation				= ATKF

				AnimationName		= GUAragorn_SKL.GUAragorn_ATKF

				AnimationMode		= ONCE

				UseWeaponTiming		= Yes

			End

			Flags					= RESTART_ANIM_WHEN_COMPLETE

			FXEvent	= Frame:25 Name: FX_BladeMasterHitOrient

			FXEvent	= Frame:45 Name: FX_BladeMasterHitOrient

		End



		AnimationState				= FIRING_OR_PREATTACK_A

			StateName				= STATE_ready

			Animation				= ATKD

				AnimationName		= GUAragorn_SKL.GUAragorn_ATKD

				AnimationMode		= ONCE

				UseWeaponTiming		= Yes

				AnimationPriority	= 3

			End

			Animation				= ATKE

				AnimationName		= GUAragorn_SKL.GUAragorn_ATKE

				AnimationMode		= ONCE

				UseWeaponTiming		= Yes

				AnimationPriority	= 2

			End

			Flags					=	RESTART_ANIM_WHEN_COMPLETE

		End

		

		

		

		

		



   ; --- Moving Anims	

		AnimationState				= MOVING

			StateName				= STATE_running

			

			Animation				= GUAragorn_RUNB

				AnimationName		= GUAragorn_SKL.GUAragorn_RUNB

				AnimationMode		= LOOP

			End

		End



		AnimationState				= LEVELED   ; This state clears itself in 3 seconds

			Animation				= LevelUp

				AnimationName		= GUAragorn_SKL.GUAragorn_ATKO

				AnimationMode		= ONCE

			End

		End



		AnimationState				= SPECIAL_POWER_1						   ; Aragorn shouting Elendil anim

			StateName				= STATE_ready

			Animation				= GUAragorn_ATKL

				AnimationName		= GUAragorn_SKL.GUAragorn_ATKL

				AnimationMode		= ONCE

			End

			ParticleSysBone			= B_SWORDBONE ElendilFlare FollowBone:yes

			ParticleSysBone			= B_SWORDBONE ElendilSwordFlare FollowBone:yes

;			FXEvent	= Name: FX_ElendilGlowEvent

		End

		

		AnimationState				= USER_2

			StateName				= ATHELAS

			Animation				= ATKP

				AnimationName		= GUAragorn_SKL.GUAragorn_ATKP

				AnimationMode		= ONCE

			End

		End

		

		AnimationState				= USER_1

			StateName				= OATH_BREAKERS

			Animation				= ATKN

				AnimationName		= GUAragorn_SKL.GUAragorn_CHRB

				AnimationMode		= ONCE

			End

		End

		

		

		

   ; --------- Click and Hit Reactions ------------



		AnimationState				= HIT_REACTION HIT_LEVEL_3

			StateName				= STATE_bored

			Animation				= Hit_Level_1_b

				AnimationName		= GUAragorn_SKL.GUAragorn_HITB

				AnimationMode		= ONCE

			End

		End

		

   ;----Emotion Animations



		AnimationState				= EMOTION_CELEBRATING

			StateName				= STATE_ready

			Animation				= CHRB

				AnimationName		= GUAragorn_SKL.GUAragorn_CHRB

				AnimationMode		= ONCE

				AnimationPriority	= 1

			End

			Flags					= RESTART_ANIM_WHEN_COMPLETE				

		End

		

		AnimationState				= EMOTION_TAUNTING

			StateName				= STATE_ready

			Animation				= CHRB

				AnimationName		= GUAragorn_SKL.GUAragorn_CHRB

				AnimationMode		= ONCE

				AnimationPriority	= 1

			End

			Flags					= RESTART_ANIM_WHEN_COMPLETE				

		End

		

		AnimationState				= EMOTION_ALERT

			StateName				= STATE_ready

			Animation				= IDLA

				AnimationName		= GUAragorn_SKL.GUAragorn_IDLA

				AnimationMode		= ONCE

				AnimationPriority	= 1

			End

		End



		AnimationState				= EMOTION_MORALE_HIGH

			StateName				= STATE_ready

			Animation				= ATKN

				AnimationName		= GUAragorn_SKL.GUAragorn_ATKN

				AnimationMode		= ONCE

				AnimationPriority	= 1

			End

			Animation				= ATKP

				AnimationName		= GUAragorn_SKL.GUAragorn_ATKP

				AnimationMode		= ONCE

				AnimationPriority	= 15

			End

			Animation				= TNTC

				AnimationName		= GUAragorn_SKL.GUAragorn_TNTD

				AnimationMode		= ONCE

				AnimationPriority	= 30

			End

			Animation				= TNTD

				AnimationName		= GUAragorn_SKL.GUAragorn_TNTD

				AnimationMode		= ONCE

				AnimationPriority	= 30

			End

			Flags					= RESTART_ANIM_WHEN_COMPLETE				

		End

		

		AnimationState				= ENGAGED

			StateName				= STATE_ready

			Animation				= IDLA

				AnimationName		= GUAragorn_SKL.GUAragorn_IDLA

				AnimationMode		= ONCE

				UseWeaponTiming		= Yes

				AnimationPriority	= 1

			End

			Flags					=	RESTART_ANIM_WHEN_COMPLETE

		End



		AnimationState				= RAISING_FLAG

			StateName				= STATE_ready

			Animation				= CHRB

				AnimationName		= GUAragorn_SKL.GUAragorn_CHRB

				AnimationMode		= LOOP

			End

		End



		AnimationState				= SELECTED

			StateName				= STATE_attention

			Animation				= ATNE

				AnimationName		= GUAragorn_SKL.GUAragorn_ATNE

				AnimationMode		= LOOP

				AnimationBlendTime	= 5

				AnimationMustCompleteBlend = yes

			End

			BeginScript

				Prev = CurDrawablePrevAnimationState()

				if Prev == "STATE_bored" then CurDrawableSetTransitionAnimState("TRANS_boredToAttention") end

			EndScript

		End

				

	End



	#include "..\..\..\includes\StunDrawModuleSmall.inc"



; ***DESIGN parameters ***

	Side = Men

	EditorSorting = UNIT

	ThreatLevel = ARAGORN_THREAT_LEVEL

	ThingClass = CHARACTER_UNIT

	TransportSlotCount = TRANSPORTSLOTCOUNT_HERO



   ;//DisplayMeleeDamage = ARAGORN_DAMAGE

	

	HeroSortOrder = 20



	BuildCost = ARAGORN_BUILDCOST	

	BuildTime = ARAGORN_BUILDTIME

	MaxSimultaneousOfType = 1

	 ShockwaveResistance = SHOCKWAVE_RESISTANCE_STRONG 

	WeaponSet

		Conditions		= None 

		Weapon			= PRIMARY	GondorAragornSword

	End

	WeaponSet

		Conditions		= WEAPONSET_HERO_MODE

		Weapon			= PRIMARY	GondorAragornHeroSword

	End

	WeaponSet

		Conditions		= PASSENGER_TYPE_ONE 

		Weapon			= SECONDARY	GondorAragornDwarfToss

	End



	ArmorSet

		Conditions		= None

		Armor		   = HeroArmor

		DamageFX		= NormalDamageFX

	End

	

	VisionRange = VISION_HERO_STANDARD				

	ShroudClearingRange = SHROUD_CLEAR_HERO

	MaxVisionBonusPercent = 300%

	VisionBonusTestRadius = 200

	VisionBonusPercentPerFoot = 1.0%



	BountyValue = GONDOR_ARAGORN_BOUNTY_VALUE

	DisplayName = OBJECT:GondorAragorn

	RecruitText = CONTROLBAR:GondorAragornRecruit

	ReviveText	= CONTROLBAR:GondorAragornRevive

	Hotkey		= CONTROLBAR:GondorAragornHotkey

	CrushableLevel = 2 ;What am I?:		0 = for infantry, 1 = for trees, 2 = general vehicles

;  CrusherLevel = 1

	



	CommandSet = GondorAragornCommandSet 

	CommandPoints = 15





   ; *** AUTO RESOLVE DATA *** 

	AutoResolveUnitType = AutoResolveUnit_Hero

	AutoResolveCombatChain = AutoResolve_HeroCombatChain



	AutoResolveBody = AutoResolve_AragornBody

	

	AutoResolveArmor

		Armor = AutoResolve_AragornArmor

	End



	AutoResolveWeapon

		Weapon = AutoResolve_AragornWeapon

	End

	

	AutoResolveLeadership = AutoResolve_AragornBonus





   ; *** AUDIO Parameters ***;

	

   ;VoiceAmbushed				= AragornVoiceAmbush	  OBSOLETE VOICE

	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					= AragornVoiceSelectMS

	VoiceSelectBattle				= AragornVoiceSelectBattle

	VoiceGuard					= AragornVoiceMove



	SoundImpact					= ImpactHorse

	

;AragornVoiceDismissOathbreakers

;AragornVoiceJoinAnybody



	UnitSpecificSounds

		VoiceEnterUnitElvenTransportShip	= AragornVoiceMove

		VoiceGarrison						= AragornVoiceGarrison

		VoiceInitiateCaptureBuilding		= AragornVoiceMove

	End



	CrowdResponseKey = GoodMen



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

	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 = Humanoid_Male Man Man_Male 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 = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE HERO ARMY_SUMMARY ARAGORN HEAVY_MELEE_HITTER

	PathfindDiameter = 40.0



	Body = RespawnBody ModuleTag_RespawnBody

		CheerRadius			 = EMOTION_CHEER_RADIUS

		MaxHealth				 = ARAGORN_HEALTH   ;BALANCE Aragorn 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_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_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:1000		Time:60000		Health:100%	   ;DEFAULT VALUES

	End



	Behavior = SubObjectsUpgrade Anduril_Upgrade

		TriggeredBy		= Upgrade_Anduril

		ShowSubObjects	= PLANE02

	End

	

;	Behavior = SubObjectsUpgrade Costume_01

;		TriggeredBy		= Upgrade_AragornCostume_01

;		UpgradeTexture	= guaragorn_2trs.tga 0 guaragorn_rotk.tga

;		RecolorHouse	= Yes

;	End

;	Behavior = SubObjectsUpgrade Costume_01a

;		TriggeredBy		= Upgrade_AragornCostume_01

;		UpgradeTexture	= guaragfel.tga 0 guaragorn_rotk.tga

;		RecolorHouse	= Yes

;	End

;	

;	Behavior = SubObjectsUpgrade Costume_02

;		TriggeredBy		= Upgrade_AragornCostume_02

;		UpgradeTexture	= guaragorn_rotk.tga 0 guaragfel.tga

;		RecolorHouse	= Yes

;	End

;	Behavior = SubObjectsUpgrade Costume_02a

;		TriggeredBy		= Upgrade_AragornCostume_02

;		UpgradeTexture	= guaragorn_2trs.tga 0 guaragfel.tga	

;		   RecolorHouse	= Yes

;	End

;

;	Behavior = SubObjectsUpgrade Costume_03

;		TriggeredBy		= Upgrade_AragornCostume_03

;		UpgradeTexture	= guaragfel.tga 0 guaragorn_2trs.tga

;		RecolorHouse	= Yes

;	End	

;	Behavior = SubObjectsUpgrade Costume_03a

;		TriggeredBy		= Upgrade_AragornCostume_03

;		UpgradeTexture	= guaragorn_rotk.tga 0 guaragorn_2trs.tga

;		RecolorHouse	= Yes

;	End

	

	Behavior = StancesBehavior ModuleTag_StancesBehavior

		StanceTemplate = Hero

	End

	

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

	

	

	Behavior = AIUpdateInterface ModuleTag_03

		AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS

		MoodAttackCheckRate		= 500

		AILuaEventsList				= AragornFunctions

	End



	Behavior = EmotionTrackerUpdate	Module_EmotionTracker

		TauntAndPointDistance				= 300

		TauntAndPointUpdateDelay			= 10000

		AddEmotion			=	Doom_Base

		//	AddEmotion			=   BraceForBeingCrushed_Base

		//	AddEmotion			=	FearIdle_Base

		//	AddEmotion			=	FearBusy_Base

		AddEmotion			=	Point_Base

		AddEmotion			=	Taunt_Base

		 AddEmotion			=	CheerIdle_Base

		AddEmotion			=	CheerBusy_Base

		//	AddEmotion			=	HeroCheerIdle_Base

		//	AddEmotion			=	HeroCheerBusy_Base

		AddEmotion			=	Alert_Base

		AddEmotion			=	CheerForAboutToCrush_Base

	End

	

	LocomotorSet

		Locomotor = HeroHumanLocomotor

		Condition = SET_NORMAL 

		Speed	 = NORMAL_GOOD_HERO_SPEED

	End

	

	Behavior = PhysicsBehavior ModuleTag_04

		GravityMult = 1.0

		ShockStandingTime = 2133   ;msec

	End

	

	Behavior = SlowDeathBehavior ModuleTag_05

		DeathTypes = ALL 

		SinkDelay = 3000

		SinkRate = 0.40	; in Dist/Sec

		DestructionDelay = 8000

		Sound = INITIAL AragornVoiceDie

	End

	

	Behavior = SquishCollide ModuleTag_06

	   ;nothing

	End

		

;;;;;;;;;;;;;;;;;;;;;; CUT CUT CUT CUT CUT CUT CUT;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;	Behavior = UnpauseSpecialPowerUpgrade ModuleTag_AragornKnifeAttackEnabler

;		SpecialPowerTemplate = SpecialAbilityAragornKnifeAttack

;		TriggeredBy = Upgrade_AragornKnifeAttack

;	End

;	Behavior = SpecialPowerModule ModuleTag_KnifeAttack					 ; SpecialAbility is a SpecialPower, SpecialPower is anyting special

;		SpecialPowerTemplate	  = SpecialAbilityAragornKnifeAttack

;		UpdateModuleStartsAttack  = Yes

;		StartsPaused			  = Yes		

;	End

;	Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_KnifeAttackUpdate  ; So the difference in SpecialAbility is that it takes timing from this Update, instead of simply firing.

;		SpecialPowerTemplate	= SpecialAbilityAragornKnifeAttack

;

;		UnpackTime			  = 1300; Drawing the horn

;		PreparationTime		 = 1  ; nothing

;		PersistentPrepTime	  = 1600; Blowing

;		PackTime				= 3700; Putting horn away

;

;	PackSound			   = 

;	UnpackSound			 = 

;	TriggerSound			= 

;	PrepSoundLoop		   = 

;		AwardXPForTriggering	= 0		

;		StartAbilityRange = 300.0

;		

;		SpecialWeapon = GondorAragornKnifeThrow

;		WhichSpecialWeapon = 1

;	End

;;;;;;;;;;;;;;;;;;;;;; CUT CUT CUT CUT CUT CUT CUT;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;



	Behavior = UnpauseSpecialPowerUpgrade ModuleTag_AragornOathbreakersEnabler

		SpecialPowerTemplate = SuperweaponSpawnOathbreakers

		TriggeredBy = Upgrade_AragornOathbreakers

	End



	Behavior = OCLSpecialPower ModuleTag_OCLSpecialPower

		SpecialPowerTemplate	= SuperweaponSpawnOathbreakers

		OCL						= OCL_GondorArmyofTheDeadEggSmall

		CreateLocation			= CREATE_AT_LOCATION

		StartsPaused			= Yes

		SetModelCondition		= ModelConditionState:USER_1

		SetModelConditionTime	= 8.1

	End



	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 = HitReactionBehavior HitReactionBehaviorModuleTag

		HitReactionLifeTimer1 = 100; level 1 (light  damage)  hit reaction animations in ms

		HitReactionLifeTimer2 = 1000; level 2 (medium damage)  hit reaction animations in ms

		HitReactionLifeTimer3 = 1993; level 3 (heavy  damage)  hit reaction animations in ms



		HitReactionThreshold1 = 0.0  ; level 1 (light  damage) threshold trigger

		HitReactionThreshold2 = 25.0 ; level 2 (medium damage) threshold trigger

		HitReactionThreshold3 = 50.0 ; level 3 (heavy  damage) threshold trigger

	End



   ; --------- LEADERSHIP -----------------------------------------------------------------

	Behavior = AttributeModifierAuraUpdate ModuleTag_Leadership

		StartsActive	= No;If no, requires upgrade to turn on.

		BonusName		= GenericHeroLeadership

		TriggeredBy		= Upgrade_AragornLeadership

		RefreshDelay	= 2000

		Range			= 200

		AntiCategory	= BUFF

		ObjectFilter	= GENERIC_BUFF_RECIPIENT_OBJECT_FILTER

	End	

	

	Behavior = UnpauseSpecialPowerUpgrade ModuleTag_TheodenLeadership

		SpecialPowerTemplate = SpecialAbilityFakeLeadership

		TriggeredBy = Upgrade_AragornLeadership

	End



	Behavior = SpecialPowerModule ModuleTag_TheodenLeadershipUpdate   

		SpecialPowerTemplate	  = SpecialAbilityFakeLeadership

		UpdateModuleStartsAttack  = No

		StartsPaused = Yes

	End	



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

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

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

;					   Aragorn Upgrade

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

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

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



	Behavior = CommandSetUpgrade ModueTag_AragornLevel2CommandSet

		TriggeredBy			= Upgrade_AragornLeadership

		ConflictsWith		= Upgrade_AragornOathbreakers

		CommandSet			= GondorAragornCommandSetLevel2

	End   



	Behavior = CommandSetUpgrade ModueTag_AragornLevel3CommandSet

		TriggeredBy			= Upgrade_AragornOathbreakers		

		CommandSet			= GondorAragornCommandSetLevel3

	End  



	   Behavior = ModelConditionUpgrade ModuleTag_ModellAragorn

		TriggeredBy				= Upgrade_AragornLeadership

		AddConditionFlags		= USER_4

		Permanent				= Yes

	End



	Behavior = ModelConditionUpgrade ModuleTag_ModellEllesar

		TriggeredBy				= Upgrade_AragornOathbreakers

		AddConditionFlags		= USER_1

		Permanent				= Yes

	End

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

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

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

;					   Aragorn Upgrade End

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

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

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



 ; --------- ATHELAS -----------------------------------------------------------------

	  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

	

	Behavior = AutoAbilityBehavior ModuleTag_AthelasAutoAbility

		SpecialAbility	= SpecialAbilityAragornAthelas

		MaxScanRange	= 150

		Query			= 1 NONE +HERO ALLIES

	End

	

   ; --------- ELENDIL -----------------------------------------------------------------

	Behavior = UnpauseSpecialPowerUpgrade ModuleTag_EnableElendil

		SpecialPowerTemplate		= SpecialAbilityAragornElendil

		TriggeredBy					= Upgrade_AragornElendil

	End

	

	Behavior = SpecialPowerModule ModuleTag_ElendilStarter						

		SpecialPowerTemplate		= SpecialAbilityAragornElendil

		UpdateModuleStartsAttack	= Yes

		AntiCategory			= LEADERSHIP

		AttributeModifier			= AragornElendilAntiCategory	   ; Used for the anti category duration only.

		AttributeModifierRange		= 200.0

		StartsPaused			= Yes							   ; obtained on level 2

		SetModelCondition			= ModelConditionState:USER_3

		SetModelConditionTime		= 10.0; 10 secs of glow anim for sword

	End



	Behavior = ModelConditionSpecialAbilityUpdate ModuleTag_ElendilUpdate   

		SpecialPowerTemplate	= SpecialAbilityAragornElendil

		UnpackTime			  = 1400								   ; Drawing the horn

		PreparationTime		 = 1									   ; nothing

		PersistentPrepTime	  = 1000								   ; Blowing

		PackTime				= 1000								   ; Putting horn away



		GenerateTerror			= Yes

		EmotionPulseRadius		= 180

		ObjectFilter			= ELENDIL_OBJECT_FILTER

		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				= ATHELAS_HEAL_AMOUNT

		Radius					= 200

		HealOnlyOthers				= No

		SingleBurst				= Yes

		UnitHealPulseFX				= FX_AragornAthelas

		KindOf					= HERO

	End



	Behavior = AutoHealBehavior ModuleTag_ElvenGiftHealing

		StartsActive				= No

		TriggeredBy					= Upgrade_ElvenGift

		HealingAmount				= ELVEN_GIFT_REGEN_AMOUNT

		HealingDelay				= ELVEN_GIFT_REGEN_DELAY

		StartHealingDelay = HERO_HEAL_DELAY

		HealOnlyIfNotInCombat = Yes

	End

	

	Behavior = AttributeModifierUpgrade ModuleTag_ElvenGiftBonus

		TriggeredBy = Upgrade_ElvenGift

		AttributeModifier = SpellBookElvenGifts

	End

	

	Behavior = AttributeModifierUpgrade ModuleTag_AndurilBonus

		TriggeredBy = Upgrade_Anduril

		AttributeModifier = SpellBookAnduril

	End

	

	Behavior = AutoHealBehavior ModuleTag_AragornHealing

		StartsActive = Yes

		HealingAmount = HERO_HEAL_AMOUNT

		HealingDelay = 1000

		StartHealingDelay = HERO_HEAL_DELAY

		HealOnlyIfNotInCombat = Yes

	End

	

	Behavior = AutoAbilityBehavior ModuleTag_AutoAbilityBehavior

	End

	

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

   ; AISpecialPowers

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

	

	  #include "..\..\..\..\includes\Battlestance_SEE.inc"



	  #include "..\..\..\..\includes\HeroAIInjuredBehavior_SEE.inc"





	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 AragornBladeMasterAI

		CommandButtonName = Command_SpecialAbilityBladeMaster

		SpecialPowerAIType = AI_SPECIAL_POWER_BASIC_SELF_BUFF

	End

	

	Behavior = AISpecialPowerUpdate AragornElendilAI

		CommandButtonName = Command_SpecialAbilityElendil

		SpecialPowerAIType = AI_SPECIAL_POWER_ELENDIL

		SpecialPowerRadius = 200;

	End

	

	Behavior = AISpecialPowerUpdate SpecialPowerAragornAthelas

		CommandButtonName = Command_SpecialAbilityAthelas

		SpecialPowerAIType = AI_SPECIAL_POWER_SELFAOEHEALHEROS

		SpecialPowerRadius = 30.0

	End

	

	Behavior = AISpecialPowerUpdate SpecialPowerAragornOathBreakers

		CommandButtonName = Command_SpawnOathbreakers

		SpecialPowerAIType = AI_SPECIAL_POWER_TARGETAOE_SUMMON

		SpecialPowerRadius = 30.0

	End





	Geometry = CYLINDER

	GeometryMajorRadius = 8.0

	GeometryMinorRadius = 8.0

	GeometryHeight = 19.2

	GeometryIsSmall = Yes

	Shadow = SHADOW_DECAL

	ShadowSizeX = 20;

	ShadowSizeY = 20;

	ShadowTexture = ShadowI;

End



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

;;; MP version of Aragorn with Costume Change;;;

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

ChildObject GondorAragornMP GondorAragorn

End


#4 Ridder Geel

Ridder Geel

    Master Yelloh

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  • Projects:RC Mod + SEE + RTS Engine
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Posted 02 November 2009 - 10:46 PM

Ok... So... Does he get the new commandsets? :mellow:
Ridder Geel

#5 Vardamir

Vardamir
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Posted 02 November 2009 - 10:51 PM

Yes, but they are updated commandsets working as it should be, and the model does not change

#6 JUS_SAURON

JUS_SAURON

    El Shaddai

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  •   INI Coder

Posted 02 November 2009 - 10:59 PM

so he gets the Helms Deep Costume at level 3
But no King Costume at level 10 Othbreakers

When you get to level 3 give him a new upgrade Upgrade_AragornLeadership_FAKE
use this to change the costume
When you get to level 10 use a remove upgrade module that removes Upgrade_AragornLeadership_FAKE upgrade

It seems that as long as you have the Upgrade_AragornLeadership he will be as Helms Deep Guy
But this upgrade stays basically forever as he levels
And you can't remove this as his power will not work so give him another upgrade at level3

Edited by JUS_SAURON, 02 November 2009 - 11:00 PM.


#7 Vardamir

Vardamir
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Posted 02 November 2009 - 11:32 PM

Can something as an example to show? but I do not quite understand what you suggest

#8 Ridder Geel

Ridder Geel

    Master Yelloh

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  •  The Dangerous T3A Team Chamber Member
  • Division:BFME
  • Job:T3A Staff

Posted 03 November 2009 - 07:33 AM

Add a line of code similar to this...
Behavior = RemoveUpgradeUpgrade Remove_Upgrade_AragornLeadership
		TriggeredBy		= Upgrade_AragornOathbreakers
		UpgradeToRemove		= Upgrade_AragornLeadership
	End

Ridder Geel




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