Gandalf the grey
#1
Posted 16 December 2009 - 05:56 PM
#2
Posted 16 December 2009 - 08:00 PM
Gandalf's part.. there should be an upgrade somewhere named GandalfWhite or something like that
#3
Posted 16 December 2009 - 08:14 PM
Well, If I wanted to make a new Hero, Gandalf the Grey.. In the Gandalf.ini, from where shall I remove the text? I am a tad bit confused of his .ini file
Edited by Zarmoz, 16 December 2009 - 08:16 PM.
#4
Posted 16 December 2009 - 08:22 PM
#5
Posted 16 December 2009 - 08:25 PM
;------------------------------------------------------------------------------
;
; Gandalf.ini
;
;------------------------------------------------------------------------------
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Gandalf the Grey
;; Currently a cut and paste of Gandalf the White
;; Will need to make changes accordingly
;;
;; OBSOLETE!!!!
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
#6
Posted 16 December 2009 - 09:10 PM
#7
Posted 17 December 2009 - 12:48 PM
;;; MODEL STATES;;; DefaultModelConditionState;gandalf is grey to start out with Model = GUGandalfG_SKN WeaponLaunchBone = TERTIARY STAFF End ;;; White Only versions of Gandalf (for solo missions excluding Moria);;; ModelConditionState = USER_2 MOUNTED Model = GUGdfHrs_SKN_M WeaponLaunchBone = PRIMARY PASSENGERBONE WeaponLaunchBone = TERTIARY STAFF End ModelConditionState = USER_2 Model = GUGandalf_SKN WeaponLaunchBone = TERTIARY STAFF End ;;; Grey versions of Gandalf USER MODELS (For Moria only) -- never becomes white;;; ModelConditionState = USER_1 MOUNTED Model = GUGdfGHrs_SKN WeaponLaunchBone = PRIMARY PASSENGERBONE WeaponLaunchBone = TERTIARY STAFF Shadow = SHADOW_ADDITIVE_DECAL ShadowSizeX = 200; ShadowSizeY = 200; ShadowTexture = EXGandalfGlow; End ModelConditionState = USER_1 Model = GUGandalfG_SKN WeaponLaunchBone = TERTIARY STAFF ; ParticleSysBone = STAFF GandalfMoriaLight FollowBone:Yes ; ParticleSysBone = STAFF GandalfMoriaLightCenter FollowBone:Yes Shadow = SHADOW_ADDITIVE_DECAL ShadowSizeX = 200; ShadowSizeY = 200; ShadowTexture = EXGandalfGlow; End ;;; Mounted version of Gandalf White;;; ModelConditionState = MOUNTED HERO Model = GUGdfHrs_SKN_M WeaponLaunchBone = PRIMARY PASSENGERBONE WeaponLaunchBone = TERTIARY STAFF End ;;; Mounted version of Gandalf Grey;;; ModelConditionState = MOUNTED Model = GUGdfGHrs_SKN WeaponLaunchBone = PRIMARY PASSENGERBONE WeaponLaunchBone = TERTIARY STAFF End ;;; Gandalf the White version on foot;;; ModelConditionState = HERO;turn me white when the spell is cast Model = GUGandalf_SKN WeaponLaunchBone = TERTIARY STAFF End ModelConditionState = WORLD_BUILDER Model = None End
- ';;; Grey versions of Gandalf USER MODELS (For Moria only) -- never becomes white;;;' looks useful...
#8
Posted 17 December 2009 - 02:00 PM
;Gandalfthegrey.ini
;Made By Zarmoz 17.12.2009 With help from RG
; This Gandalf won't become the white wizard.
;------------------------------------------------------------------------------
; Gandalf the Generic
;he is now grey to start out with until we use the spell
Object GondorGandalfg
; *** ART Parameters ***
; SelectPortrait for Heros is portrait behind skill buttons. HP = HeroPortrait.
SelectPortrait = HPGandalf
; ButtonImage for Heros is button image on Hero Select UI to select hero. HI = HeroIcon or HeroImage.
ButtonImage = HIGandalf
DescriptionStrategic = CONTROLBAR:LW_ToolTip_Gandalf
Draw = W3DScriptedModelDraw ModuleTag_W3DModelDrawInWorldBuilder
;When in Worldbuilder, show the normal Gandalf. He's inherited as mounted mode, so we have to get creative.
;Because his other draw module has a default state, we need to not show anything if it's in WorldBuilder.
OkToChangeModelColor = Yes
DefaultModelConditionState
Model = None
End
ModelConditionState = WORLD_BUILDER
Model = GUGandalf_SKN
End
End
Draw = W3DScriptedModelDraw ModuleTag_01
GlowEnabled = No;
GlowEmissive = No;
OkToChangeModelColor = Yes
StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD
ExtraPublicBone = STAFF
ExtraPublicBone = B_SWORDBONE
ExtraPublicBone = PASSENGERBONE
DependencySharedModelFlags = TURN_LEFT_HIGH_SPEED TURN_RIGHT_HIGH_SPEED MOVING ACCELERATE DECELERATE TURN_LEFT TURN_RIGHT ATTACKING BACKING_UP
;;; MODEL STATES ;;;
DefaultModelConditionState ;gandalf is grey to start out with
Model = GUGandalfG_SKN
WeaponLaunchBone = TERTIARY STAFF
End
;;; White Only versions of Gandalf (for solo missions excluding Moria) ;;;
ModelConditionState = USER_2 MOUNTED
Model = GUGdfHrs_SKN_M
WeaponLaunchBone = PRIMARY PASSENGERBONE
WeaponLaunchBone = TERTIARY STAFF
End
ModelConditionState = USER_2
Model = GUGandalf_SKN
WeaponLaunchBone = TERTIARY STAFF
End
;;; Grey versions of Gandalf USER MODELS (For Moria only) -- never becomes white;;;
ModelConditionState = USER_1 MOUNTED
Model = GUGdfGHrs_SKN
WeaponLaunchBone = PRIMARY PASSENGERBONE
WeaponLaunchBone = TERTIARY STAFF
Shadow = SHADOW_ADDITIVE_DECAL
ShadowSizeX = 200;
ShadowSizeY = 200;
ShadowTexture = EXGandalfGlow;
End
ModelConditionState = USER_1
Model = GUGandalfG_SKN
WeaponLaunchBone = TERTIARY STAFF
; ParticleSysBone = STAFF GandalfMoriaLight FollowBone:Yes
; ParticleSysBone = STAFF GandalfMoriaLightCenter FollowBone:Yes
Shadow = SHADOW_ADDITIVE_DECAL
ShadowSizeX = 200;
ShadowSizeY = 200;
ShadowTexture = EXGandalfGlow;
End
;;; Mounted version of Gandalf White ;;;
ModelConditionState = MOUNTED HERO
Model = GUGdfHrs_SKN_M
WeaponLaunchBone = PRIMARY PASSENGERBONE
WeaponLaunchBone = TERTIARY STAFF
End
;;; Mounted version of Gandalf Grey ;;;
ModelConditionState = MOUNTED
Model = GUGdfGHrs_SKN
WeaponLaunchBone = PRIMARY PASSENGERBONE
WeaponLaunchBone = TERTIARY STAFF
End
;;; Gandalf the White version on foot ;;;
ModelConditionState = HERO ;turn me white when the spell is cast
Model = GUGandalf_SKN
WeaponLaunchBone = TERTIARY STAFF
End
ModelConditionState = WORLD_BUILDER
Model = None
End
IdleAnimationState
StateName = Idle
Animation = Foot_IDLB ; Bored Idle
AnimationName = GUGandalfG_SKL.GUGandalfG_IDLB
AnimationMode = ONCE
AnimationPriority = 20
End
Animation = Foot_IDLC ; Bored Fidget
AnimationName = GUGandalfG_SKL.GUGandalfG_IDLC
AnimationMode = ONCE
AnimationPriority = 2
End
Animation = Foot_IDLD ; Bored Fidget
AnimationName = GUGandalfG_SKL.GUGandalfG_IDLD
AnimationMode = ONCE
AnimationPriority = 1
End
Animation = Foot_IDLE ; Bored Fidget
AnimationName = GUGandalfG_SKL.GUGandalfG_IDLE
AnimationMode = ONCE
AnimationPriority = 2
End
;Animation = Foot_IDLF ; Bored Fidget
; AnimationName = GUGandalfG_SKL.GUGandalfF_IDLF does not exist...
; AnimationMode = ONCE
; AnimationPriority = 1
;End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "Selected" then CurDrawableSetTransitionAnimState("TRANS_Selected_To_Idle") end
CurDrawableHideSubObject("STAFF_LIGHT")
EndScript
End
; --- stunned anims Which must go before deaths in case we are dying in the air. Plus, DyingSplatted must of course be before Dying
AnimationState = MOUNTED STUNNED_FLAILING
Animation = JustDie
AnimationName = GUGdfHrs_SKL.GUGdfHrs_FLYB
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
AnimationState = MOUNTED DYING SPLATTED
Animation = Land
AnimationName = GUGdfHrs_SKL.GUGdfHrs_LNDA
AnimationMode = ONCE
End
End
AnimationState = MOUNTED DYING
Animation = JustDie
AnimationName = GUGdfHrs_SKL.GUGdfHrs_DIEA
AnimationMode = ONCE
End
End
AnimationState = MOUNTED STUNNED_STANDING_UP
Animation = StandUp
AnimationName = GUGdfHrs_SKL.GUGdfHrs_GTPA
AnimationMode = ONCE
End
End
AnimationState = MOUNTED STUNNED
Animation = Land
AnimationName = GUGdfHrs_SKL.GUGdfHrs_LNDA
AnimationMode = ONCE
End
End
AnimationState = PARALYZED MOUNTED
Animation
AnimationName = GUGdfHrs_SKL.GUGdfHrs_IDLA
AnimationMode = LOOP
End
End
AnimationState = STUNNED_FLAILING
Animation = StunnedFlail
AnimationName = GUGandalfG_SKL.GUGandalfG_FLYA
AnimationMode = LOOP
End
End
AnimationState = DYING SPLATTED
Animation = Stunned
AnimationName = GUGandalfG_SKL.GUGandalfG_LNDA
AnimationMode = ONCE
End
; ;ParticleSysBone = None GandalfIllumination FollowBone:yes FXTrigger:NONE Persist:KILL PersistID:100
End
AnimationState = DYING AFLAME
Animation = DieAflame
AnimationName = GUGandalfG_SKL.GUGandalfG_MFDA
AnimationMode = LOOP
End
End
AnimationState = DYING
Animation = Die
AnimationName = GUGandalfG_SKL.GUGandalfG_DIEB
AnimationMode = ONCE
End
; ;ParticleSysBone = None GandalfIllumination FollowBone:yes FXTrigger:NONE Persist:KILL PersistID:100
End
AnimationState = STUNNED_STANDING_UP
Animation = GUGandalfG_GTPA
AnimationName = GUGandalfG_SKL.GUGandalfG_GTPA
AnimationMode = ONCE
End
End
AnimationState = STUNNED
Animation = Stunned
AnimationName = GUGandalfG_SKL.GUGandalfG_LNDA
AnimationMode = ONCE
End
; ;ParticleSysBone = None GandalfIllumination FollowBone:yes FXTrigger:NONE Persist:KILL PersistID:100
End
AnimationState = PARALYZED
Animation
AnimationName = GUGandalfG_SKL.GUGandalfG_IDLB
AnimationMode = LOOP
End
End
AnimationState = PASSENGER EATING
StateName = BeingEaten
Animation
AnimationName = GUGandalfG_SKL.GUGandalfG_EATA
AnimationMode = ONCE
AnimationBlendTime = 4
End
End
AnimationState = PASSENGER
StateName = BeingEaten
Animation
AnimationName = GUGandalfG_SKL.GUGandalfG_FLLA
AnimationMode = LOOP
AnimationBlendTime = 4
End
End
;;; WORD OF POWER ANIMS MOUNTED ;;;
AnimationState = SPECIAL_WEAPON_ONE MOUNTED
StateName = Attacking
Animation
AnimationName = GUGdfHrs_SKL.GUGdfHrs_SPLA
AnimationMode = ONCE
AnimationBlendTime = 4
End
FXEvent = Frame:5 Name:FX_GandalfPreAttackBlast
End
;;; WORD OF POWER ANIMS ON FOOT ;;;
AnimationState = SPECIAL_WEAPON_ONE
StateName = Attacking
Animation
AnimationName = GUGandalfG_SKL.GUGandalfG_SPCK
AnimationMode = ONCE
End
FXEvent = Frame:5 Name:FX_GandalfPreAttackBlast
End
;;; WIZARD BLAST ANIMS MOUNTED ;;;
AnimationState = SPECIAL_WEAPON_TWO MOUNTED
StateName = Attacking
Animation
AnimationName = GUGdfHrs_SKL.GUGdfHrs_SPLD
AnimationMode = ONCE
End
End
;;; WIZARD BLAST ANIMS ON FOOT ;;;
AnimationState = SPECIAL_WEAPON_TWO
StateName = Attacking
Animation
AnimationName = GUGandalfG_SKL.GUGandalfG_SPCL
AnimationMode = ONCE
End
End
;;; LIGHTNING CHARGE ANIMS MOUNTED ;;;
AnimationState = MOUNTED PACKING_TYPE_1 UNPACKING
StateName = Attacking
Animation = LightningSwordStart
AnimationName = GUGdfHrs_SKL.GUGdfHrs_SPE1
AnimationMode = ONCE
End
FXEvent = Frame:14 Name:FX_GandalfLightningCharge
; FXEvent = Frame:70 Name:FX_GandalfLightningFizzle
FXEvent = Frame:14 Name:FX_GandalfLightningSword FrameStop:70
End
AnimationState = MOUNTED PACKING_TYPE_1 PREPARING
StateName = Attacking
Animation = LightningSwordLoop
AnimationName = GUGdfHrs_SKL.GUGdfHrs_SPE2
AnimationMode = LOOP
End
End
AnimationState = MOUNTED PACKING_TYPE_1 PACKING
StateName = Attacking
Animation = LightningSwordPutAway
AnimationName = GUGdfHrs_SKL.GUGdfHrs_SPE3
AnimationMode = ONCE
End
End
;;; LIGHTNING CHARGE ANIMS ON FOOT ;;;
AnimationState = PACKING_TYPE_1 UNPACKING
StateName = Attacking
Animation = LightningSwordStart
AnimationName = GUGandalfG_SKL.GUGandalfG_SPE3
AnimationMode = ONCE
End
FXEvent = Frame:14 Name:FX_GandalfLightningCharge
; FXEvent = Frame:70 Name:FX_GandalfLightningFizzle
FXEvent = Frame:14 Name:FX_GandalfLightningSword FrameStop:70
End
AnimationState = PACKING_TYPE_1 PREPARING
StateName = Attacking
Animation = LightningSwordLoop
AnimationName = GUGandalfG_SKL.GUGandalfG_SPE2
AnimationMode = LOOP
End
End
AnimationState = PACKING_TYPE_1 PACKING
StateName = Attacking
Animation = LightningSwordPutAway
AnimationName = GUGandalfG_SKL.GUGandalfG_SPE1
AnimationMode = ONCE
End
End
;;; ISTARI LIGHT STAFF WEAPON MOUNTED ;;;
AnimationState = MOUNTED SPECIAL_WEAPON_THREE ; FIRING_OR_PREATTACK_C
StateName = Attacking
Animation = StaffLaser
AnimationName = GUGdfHrs_SKL.GUGdfHrs_SPLG
AnimationMode = ONCE
End
FXEvent = Frame:30 Name:FX_GandalfStaffFlare
End
;;; ISTARI LIGHT STAFF WEAPON ON FOOT ;;;
AnimationState = SPECIAL_WEAPON_THREE ; FIRING_OR_PREATTACK_C
StateName = Attacking
Animation = StaffLaser
AnimationName = GUGandalfG_SKL.GUGandalfG_SPCH ; isitari's light?
AnimationMode = ONCE
End
FXEvent = Frame:30 Name:FX_GandalfStaffFlare
End
;;; Summoning Shadow Fax ;;;
AnimationState = UNPACKING USER_2
StateName = Attacking
Animation
AnimationName = GUGandalf_SKN.GUGdfHrs_IDLB ; GUGdfHrs_SPCJ does not exist.
AnimationMode = LOOP
End
End
AnimationState = UNPACKING
StateName = Attacking
Animation
AnimationName = GUGdfHrs_SKL.GUGdfHrs_IDLA ; GUGdfHrs_SPCJ does not exist.
AnimationMode = ONCE
End
End
;;; Moving Standard Attack Anims ;;;
AnimationState = MOUNTED FIRING_OR_PREATTACK_A MOVING
Animation = MountedRunAndFire
AnimationName = GUGdfHrs_SKL.GUGdfHrs_ATRA
AnimationMode = LOOP
Distance = 60
End
End
AnimationState = MOUNTED BETWEEN_FIRING_SHOTS_A MOVING
Animation = TrotBetweenShotsMoving
AnimationName = GUGdfHrs_SKL.GUGdfHrs_WLKA
AnimationMode = LOOP
Distance = 30
End
End
;;; Standard Attack Anims ;;;
AnimationState = MOUNTED FIRING_OR_PREATTACK_A
Animation = MountedSlash
AnimationName = GUGdfHrs_SKL.GUGdfHrs_ATKA
AnimationMode = ONCE
UseWeaponTiming = Yes
End
Animation = MountedStab
AnimationName = GUGdfHrs_SKL.GUGdfHrs_ATKB
AnimationMode = ONCE
UseWeaponTiming = Yes
End
End
AnimationState = MOVING FIRING_OR_PREATTACK_A
ShareAnimation = Yes
Animation = RunAndFire
AnimationName = GUGandalfG_SKL.GUGandalfG_ATRA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
AnimationState = FIRING_OR_PREATTACK_A
Animation = StaffSwing
AnimationName = GUGandalfG_SKL.GUGandalfG_ATKA
AnimationMode = ONCE
UseWeaponTiming = Yes
End
Animation = SwordSwing
AnimationName = GUGandalfG_SKL.GUGandalfG_ATKB
AnimationMode = ONCE
UseWeaponTiming = Yes
End
Animation = SpinningSwordStaff
AnimationName = GUGandalfG_SKL.GUGandalfG_ATKC
AnimationMode = ONCE
UseWeaponTiming = Yes
End
End
;;; Moving Anims ;;;
AnimationState = MOUNTED TURN_RIGHT_HIGH_SPEED
Animation = TurnRight
AnimationName = GUGdfHrs_SKL.GUGdfHrs_TNR1
AnimationMode = LOOP
End
; ;ParticleSysBone = None CalvaryDustTrails
End
AnimationState = MOUNTED TURN_LEFT_HIGH_SPEED
Animation = TurnRight
AnimationName = GUGdfHrs_SKL.GUGdfHrs_TNL1
AnimationMode = LOOP
End
; ;ParticleSysBone = None CalvaryDustTrails
End
AnimationState = MOUNTED TURN_LEFT
Animation = TurnLeft
AnimationName = GUGdfHrs_SKL.GUGdfHrs_TRNL
AnimationMode = LOOP
End
; ;ParticleSysBone = None CalvaryDustTrails
End
AnimationState = MOUNTED TURN_RIGHT
Animation = TurnRight
AnimationName = GUGdfHrs_SKL.GUGdfHrs_TRNR
AnimationMode = LOOP
End
; ;ParticleSysBone = None CalvaryDustTrails
End
AnimationState = MOUNTED MOVING ACCELERATE
Animation = Accelerate
AnimationName = GUGdfHrs_SKL.GUGdfHrs_ACCL
AnimationMode = LOOP
End
;ParticleSysBone = None CalvaryDustTrails
End
AnimationState = MOUNTED MOVING DECELERATE
Animation = Decelerate
AnimationName = GUGdfHrs_SKL.GUGdfHrs_DECL
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.6 0.6
End
;ParticleSysBone = None CalvaryDustTrails
End
AnimationState = MOUNTED MOVING WALKING
Animation = Walk
AnimationName = GUGdfHrs_SKL.GUGdfHrs_WLKA
AnimationMode = LOOP
End
Flags = RANDOMSTART
;ParticleSysBone = None InfantryDustTrails
End
AnimationState = MOUNTED MOVING BACKING_UP
Animation = BackingUp
AnimationName = GUGdfHrs_SKL.GUGdfHrs_BAKA
AnimationMode = LOOP
End
Flags = RANDOMSTART
;ParticleSysBone = None InfantryDustTrails
End
AnimationState = MOUNTED MOVING
Animation = RunA
AnimationName = GUGdfHrs_SKL.GUGdfHrs_RUNA
AnimationMode = LOOP
End
Flags = RANDOMSTART
;ParticleSysBone = None CalvaryDustTrails
End
AnimationState = MOVING WANDER
Animation = Wandering
AnimationName = GUGandalfG_SKL.GUGandalfG_WLKA ;32
AnimationMode = LOOP
End
End
AnimationState = MOVING
Animation = Moving
AnimationName = GUGandalfG_SKL.GUGandalfG_RUNB ;20
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
AnimationState = MOUNTED LEVELED USER_1; This state clears itself in 3 of your Earth seconds
Animation = Yippee
AnimationName = GUGdfHrs_SKL.GUGdfHrs_LVLA
AnimationMode = ONCE
End
BeginScript
CurDrawableShowSubObject("STAFF_LIGHT")
EndScript
End
AnimationState = MOUNTED LEVELED ; This state clears itself in 3 of your Earth seconds
Animation = Yippee
AnimationName = GUGdfHrs_SKL.GUGdfHrs_LVLA
AnimationMode = ONCE
End
End
; READY IDLE
AnimationState = MOUNTED EMOTION_ALERT
Animation = ALERT_1
AnimationName = GUGdfHrs_SKL.GUGdfHrs_IDLA
AnimationMode = LOOP
End
End
AnimationState = EMOTION_ALERT
Animation = ALERT_1
AnimationName = GUGandalfG_SKL.GUGandalfG_IDLA
AnimationMode = ONCE
End
Flags = RESTART_ANIM_WHEN_COMPLETE ; acts like an idle animation & keeps running the animations.
End
AnimationState = LEVELED USER_1; This state clears itself in 3 of your Earth seconds
Animation = Yippee
AnimationName = GUGandalfG_SKL.GUGandalfG_LVLA
AnimationMode = ONCE
End
BeginScript
CurDrawableShowSubObject("STAFF_LIGHT")
EndScript
End
AnimationState = LEVELED ; This state clears itself in 3 of your Earth seconds
Animation = Yippee
AnimationName = GUGandalfG_SKL.GUGandalfG_LVLA
AnimationMode = ONCE
End
End
AnimationState = MOUNTED SELECTED USER_1
SimilarRestart = Yes
StateName = AtAttentionIdle
Animation = ATNB
AnimationName = GUGdfHrs_SKL.GUGdfHrs_ATNB
AnimationMode = LOOP
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_MountedSelect") end
if Prev == "AtAttentionIdle" then CurDrawableSetTransitionAnimState("TRANS_MountedSelect") end
EndScript
End
AnimationState = MOUNTED RAISING_FLAG
Animation
AnimationName = GUGdfHrs_SKL.GUGdfHrs_LVLA
AnimationMode = LOOP
End
End
AnimationState = MOUNTED EMOTION_CELEBRATING
Animation
AnimationName = GUGdfHrs_SKL.GUGdfHrs_LVLA
AnimationMode = LOOP
End
End
AnimationState = MOUNTED EMOTION_TAUNTING
Animation
AnimationName = GUGdfHrs_SKL.GUGdfHrs_LVLA
AnimationMode = LOOP
End
End
AnimationState = MOUNTED SELECTED
SimilarRestart = Yes
StateName = AtAttentionIdle
Animation = ATNB
AnimationName = GUGdfHrs_SKL.GUGdfHrs_ATNB
AnimationMode = LOOP
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_MountedSelect") end
if Prev == "AtAttentionIdle" then CurDrawableSetTransitionAnimState("TRANS_MountedSelect") end
CurDrawableHideSubObject("STAFF_LIGHT")
EndScript
End
TransitionState = TRANS_MountedSelect
Animation = ATNA
AnimationName = GUGdfHrs_SKL.GUGdfHrs_ATNA
AnimationMode = ONCE
End
End
TransitionState = TRANS_Idle_to_Selected
Animation = ATNA
AnimationName = GUGandalfG_SKL.GUGandalfG_ATNA
AnimationMode = ONCE
End
End
TransitionState = TRANS_Selected_To_Idle
Animation = ATNE ;ATNC
AnimationName = GUGandalfG_SKL.GUGandalfG_ATNE ;C
AnimationMode = ONCE
End
End
AnimationState = SELECTED USER_1
StateName = Selected
SimilarRestart = Yes
Animation = ATNB
AnimationName = GUGandalfG_SKL.GUGandalfG_ATNB
AnimationMode = LOOP
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_Idle_to_Selected") end
EndScript
End
AnimationState = RAISING_FLAG
Animation
AnimationName = GUGandalfG_SKL.GUGandalfG_LVLA
AnimationMode = LOOP
End
End
AnimationState = EMOTION_CELEBRATING
Animation
AnimationName = GUGandalfG_SKL.GUGandalfG_LVLA
AnimationMode = LOOP
End
End
AnimationState = EMOTION_TAUNTING
Animation
AnimationName = GUGandalfG_SKL.GUGandalfG_LVLA
AnimationMode = LOOP
End
End
AnimationState = SELECTED
StateName = Selected
SimilarRestart = Yes
Animation = ATNB
AnimationName = GUGandalfG_SKL.GUGandalfG_ATNB
AnimationMode = LOOP
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_Idle_to_Selected") end
CurDrawableHideSubObject("STAFF_LIGHT")
EndScript
End
AnimationState = MOUNTED HIT_REACTION HIT_LEVEL_1
Animation = Hit_Level_1_a
AnimationName = GUGdfHrs_SKL.GUGdfHrs_HITA
AnimationMode = ONCE
End
End
AnimationState = HIT_REACTION HIT_LEVEL_1
Animation = Hit_Level_1_a
AnimationName = GUGandalfG_SKL.GUGandalfG_HITA
AnimationMode = ONCE
End
End
AnimationState = MOUNTED
StateName = Idle
Animation = IdleA
AnimationName = GUGdfHrs_SKL.GUGdfHrs_IDLA
AnimationPriority = 30
AnimationMode = ONCE
AnimationBlendTime = 15
End
Animation = IdleC
AnimationName = GUGdfHrs_SKL.GUGdfHrs_IDLC
AnimationMode = ONCE
AnimationBlendTime = 15
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End
AnimationState = USER_1
StateName = user_1_idle
Animation = Foot_IDLB ; Bored Idle
AnimationName = GUGandalfG_SKL.GUGandalfG_IDLB
AnimationMode = ONCE
AnimationPriority = 2
End
Animation = Foot_IDLC ; Bored Fidget
AnimationName = GUGandalfG_SKL.GUGandalfG_IDLC
AnimationMode = ONCE
AnimationPriority = 2
End
Animation = Foot_IDLD ; Bored Fidget
AnimationName = GUGandalfG_SKL.GUGandalfG_IDLD
AnimationMode = ONCE
AnimationPriority = 1
End
Animation = Foot_IDLE ; Bored Fidget
AnimationName = GUGandalfG_SKL.GUGandalfG_IDLE
AnimationMode = ONCE
AnimationPriority = 2
End
;Animation = Foot_IDLF ; Bored Fidget
; AnimationName = GUGandalfG_SKL.GUGandalfF_IDLF does not exist...
; AnimationMode = ONCE
; AnimationPriority = 1
;End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "Selected" then CurDrawableSetTransitionAnimState("TRANS_Selected_To_Idle") end
CurDrawableShowSubObject("STAFF_LIGHT")
EndScript
End
End
#include "..\..\..\includes\StunDrawModuleSmall.inc"
; ;
Draw = W3DScriptedModelDraw ModuleTag_ShieldBubble
DefaultModelConditionState
Model = None
End
ModelConditionState = USER_3 ; HERO -- not using HERO anymore since HERO is used for Gandalf White
Model = GUGANDALFCRSTL
ParticleSysBone = ROOTTRANSFORM GandalfCrystalSphere FollowBone:Yes
ParticleSysBone = ROOTTRANSFORM GandalfBeamGlow2 FollowBone:Yes
End
End
; Draw = W3DLightDraw ModuleTag_DrawLight
; Ambient = R:25 G:25 B:25
; Diffuse = R:128 G:128 B:175
; Radius = 75
; Intensity = 75
; AttachToBoneInAnotherModule = STAFF
; End
Draw = W3DScriptedModelDraw ModuleTag_LightController
DefaultModelConditionState
Model = None
End
ModelConditionState = USER_1
Model = Invisible
Shadow = SHADOW_ADDITIVE_DECAL_DYNAMIC
ShadowSizeX = 200;
ShadowSizeY = 200;
ShadowTexture = EXGandalfGlow;
ShadowOpacityStart = 0
ShadowOpacityFadeInTime = 1000
ShadowOpacityPeak = 255
ShadowOpacityFadeOutTime = 1000
ShadowOpacityEnd = 0
End
IdleAnimationState
; BeginScript
; CurDrawableHideModule("ModuleTag_DrawLight")
; EndScript
End
AnimationState = USER_1
; BeginScript
; CurDrawableShowModule("ModuleTag_DrawLight")
; EndScript
End
; AttachToBoneInAnotherModule = STAFF
End
; Draw = W3DScriptedModelDraw ModuleTag_PermanentDecal
; OkToChangeModelColor = yes
;
; DefaultModelConditionState
; Model = Invisible
;
; ; Give hero a permanent selection decal look-alike
; Shadow = SHADOW_ALPHA_DECAL
; ShadowSizeX = 40;
; ShadowSizeY = 40;
; ShadowTexture = decal_hero_good;
; ShadowOpacityPeak = 150 ; opacity between 0 and 255 here, so 150 is about 59%
;
; ; That's the corresponding selection decal setup in ExperienceLevels.ini.
; ; This will be drawn on top of the permanent one here.
; ;Texture = decal_hero_good ; see ShadowTexture
; ;Style = SHADOW_ALPHA_DECAL ; see Shadow
; ;OpacityMin = 50% ; see ShadowOpacityPeak
; ;OpacityMax = 100%
; ;MinRadius = 40 ; see ShadowSizeX/Y
; ;MaxRadius = 200
; ;MaxSelectedUnits = 40
; End
; End
Draw = W3DScriptedModelDraw DustEffects
DefaultModelConditionState
Model = None
End
IdleAnimationState
End
AnimationState = MOUNTED MOVING WADING
ParticleSysBone = None FootstepSlash
End
AnimationState = MOUNTED MOVING ACCELERATE
ParticleSysBone = None GenericSiegeTrailDust
End
AnimationState = MOUNTED MOVING ACCELERATE
ParticleSysBone = None GenericSiegeTrailDust
End
AnimationState = MOVING
End
End
; ***DESIGN parameters ***
Side = Men
EditorSorting = UNIT
ThreatLevel = GANDALF_THREAT_LEVEL
ThingClass = CHARACTER_UNIT
;//DisplayMeleeDamage = GANDALF_THE_GREY_DAMAGE
HeroSortOrder = 10
LiveCameraOffset = X:-112 Y:81 Z:57
LiveCameraPitch = 25.0
IsTrainable = Yes
BuildCost = 1800
BuildTime = 35
ShockwaveResistance = SHOCKWAVE_RESISTANCE_STRONG
TransportSlotCount = TRANSPORTSLOTCOUNT_HERO
CommandSet = GondorGandalfgCommandSet
CommandPoints = 100 ; ;75
WeaponSet
Conditions = None
Weapon = PRIMARY GandalfgSword
End
ArmorSet
Conditions = None
Armor = HeroArmor
DamageFX = NormalDamageFX
End
; ;
ArmorSet
Conditions = Mounted
Armor = ToughHeroArmor
DamageFX = NormalDamageFX
End
VisionRange = VISION_HERO_STANDARD
ShroudClearingRange = SHROUD_CLEAR_HERO
MaxVisionBonusPercent = 300%
VisionBonusTestRadius = 200
VisionBonusPercentPerFoot = 1.0%
BountyValue = GONDOR_GANDALFWHITE_BOUNTY_VALUE
DisplayName = OBJECT:GandalfTheWhite
RecruitText = CONTROLBAR:GandalfTheWhiteRecruit
ReviveText = CONTROLBAR:GandalfTheWhiteRevive
Hotkey = CONTROLBAR:GandalfTheWhiteHotkey
CrusherLevel = 0 ; Can I crush anything?
MountedCrusherLevel = 1 ; Crush level when mounted.
CrushableLevel = 2 ; What am I?: 0 = for infantry, 1 = for trees, 2 = cavalry/heroes
MountedCrushableLevel = 2 ; Crusable level when mounted.
CrushWeapon = RohirrimCrush
MinCrushVelocityPercent = 50 ; Has to be moving at at least 50% of full speed.
CrushDecelerationPercent = 30 ; Lose xx percent of max velocity when crushing.
CrushKnockback = 40
CrushZFactor = 1.0
; *** AUTO RESOLVE DATA ***
AutoResolveUnitType = AutoResolveUnit_Hero
AutoResolveCombatChain = AutoResolve_HeroCombatChain
AutoResolveBody = AutoResolve_GandalfBody
AutoResolveWeapon
Weapon = AutoResolve_GandalfWeapon
End
AutoResolveArmor
Armor = AutoResolve_GandalfArmor
End
;AutoResolveLeadership = AutoResolve_GandalfBonus
; *** AUDIO Parameters ***;
VoiceAttack = GandalfVoiceAttack
VoiceAttackCharge = GandalfVoiceAttackCharge
VoiceAttackMachine = GandalfVoiceAttack
VoiceAttackStructure = GandalfVoiceAttack
;VoiceCreated = GandalfVoiceSalute ;this conflicts with his respawn dialogue line -- rehooked to spawn FX
;VoiceFullyCreated = GandalfVoiceSalute ;this conflicts with his respawn dialogue line -- rehooked to spawn FX
VoiceFear = GandalfVoiceHelpMe
VoiceMove = GandalfVoiceMove
VoiceMoveToCamp = GandalfVoiceMoveCamp
VoiceMoveWhileAttacking = GandalfVoiceDisengage
VoicePriority = 96
VoiceRetreatToCastle = GandalfVoiceRetreat
VoiceSelect = GandalfVoiceSelectMS
VoiceSelectBattle = GandalfVoiceSelectBattle
VoiceGuard = GandalfVoiceMove
SoundImpact = ImpactHorse
;GandalfVoiceJoinAnybody
;GandalfVoiceJoinAragorn
;GandalfVoiceJoinGimli
;GandalfVoiceJoinHobbit
;GandalfVoiceJoinLegolas
UnitSpecificSounds
VoiceGarrison = GandalfVoiceGarrison
VoiceEnterUnitElvenTransportShip = GandalfVoiceMove
VoiceInitiateCaptureBuilding = GandalfVoiceMove
End
ClientBehavior = ModelConditionSoundSelectorClientBehavior ModuleTag_MCSoundSelector
SoundState = MOUNTED
VoiceMove = GandalfVoiceMoveMounted
VoiceSelect = GandalfVoiceSelectMountedMS
End
End
CrowdResponseKey = GoodMen
#include "..\..\..\includes\StandardUnitEvaEvents.inc"
EvaEventDieOwner = GandalfDie ;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 = Humanoid_Male Man Man_Male Unit Infantry Hero
;UnitWeight = 2
End
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
MaxUpdateRangeCap = 800
AnimationSound = Sound:FootstepDirtA Animation:GUGandalfG_SKL.GUGandalfG_RUNA Frames:10 20
AnimationSound = Sound:FootstepDirtA Animation:GUGandalfG_SKL.GUGandalfG_RUNB Frames:10 22 33 45
AnimationSound = Sound:BodyFallGenericNoArmor Animation:GUGandalfG_SKL.GUGandalfG_DIEB Frames:63
AnimationSound = Sound:BodyFallGenericNoArmor Animation:GUGandalfG_SKL.GUGandalfG_LNDA Frames:2
AnimationSound = Sound:HorseMoveFootsteps Animation:GUGdfHrs_SKL.GUGdfHrs_ACCL Frames:15 32
AnimationSound = Sound:HorseMoveFootsteps Animation:GUGdfHrs_SKL.GUGdfHrs_RUNA Frames:0
AnimationSound = Sound:HorseMoveFootsteps Animation:GUGdfHrs_SKL.GUGdfHrs_TNL1 Frames:0
AnimationSound = Sound:HorseMoveFootsteps Animation:GUGdfHrs_SKL.GUGdfHrs_TNR1 Frames:0
AnimationSound = Sound:HorseWhinny50Percent Animation:GUGdfHrs_SKL.GUGdfHrs_IDLC Frames:0
AnimationSound = Sound:HorseWhinnyForEowynSmite Animation:GUGdfHrs_SKL.GUGdfHrs_LVLA Frames:64
AnimationSound = Sound:HorseWhinnyForEowynSmite Animation:GUGdfHrs_SKL.GUGdfHrs_SPLA Frames:74
AnimationSound = Sound:BodyFallGenericNoArmor Animation:GUGdfHrs_SKL.GUGdfHrs_DIEA Frames:2 42
AnimationSound = Sound:HorseDieForHero Animation:GUGdfHrs_SKL.GUGdfHrs_DIEA Frames:1
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = HERO HEAVY_MELEE_HITTER PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE ATTACK_NEEDS_LINE_OF_SIGHT NOTIFY_OF_PREATTACK ARMY_SUMMARY SCARY GANDALF
PathfindDiameter = 40.0
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_GandalfWhiteBonus
TriggeredBy = Upgrade_GandalfWhite
AttributeModifier = SpellBookGandalfWhite
End
Body = RespawnBody ModuleTag_RespawnBody
CheerRadius = EMOTION_CHEER_RADIUS
MaxHealth = GANDALF_THE_WHITE_HEALTH ;BALANCE Eomer Health
PermanentlyKilledByFilter = NONE ;Who kills me permanently?
DodgePercent = HERO_DODGE_PERCENT
End
Behavior = RespawnUpdate ModuleTag_RespawnUpdate
DeathAnim = DYING ;STUNNED ;Model condition to play when killed-to-respawn
DeathFX = FX_GandalfDieToRespawn ;FXList to play when killed-to-respawn
DeathAnimationTime = 5367 ;1133 ;How long DeathAnim will take.
InitialSpawnFX = FX_GandalfInitialSpawn
RespawnAnim = LEVELED ;Animation to play when respawning.
RespawnFX = FX_GandalfRespawn ;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 = HIGandalf_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:2500 Time:55000 Health:100% ; ;DEFAULT VALUES
RespawnEntry = Level:2 Cost:2500 Time:55000 ; ;50% cost, 1x buildtime ;For other levels, only override what is different.
RespawnEntry = Level:3 Cost:2500 Time:55000
RespawnEntry = Level:4 Cost:2500 Time:55000
RespawnEntry = Level:5 Cost:3250 Time:110000 ; ;65% cost, 2x buildtime
RespawnEntry = Level:6 Cost:3250 Time:110000
RespawnEntry = Level:7 Cost:3250 Time:110000
RespawnEntry = Level:8 Cost:4000 Time:165000 ; ;80% cost, 3x buildtime
RespawnEntry = Level:9 Cost:4000 Time:165000
RespawnEntry = Level:10 Cost:4000 Time:165000
End
Behavior = AutoHealBehavior ModuleTag_GandalfHealing
StartsActive = Yes
HealingAmount = HERO_HEAL_AMOUNT
HealingDelay = 1000
StartHealingDelay = HERO_HEAL_DELAY
HealOnlyIfNotInCombat = Yes
End
Behavior = NotifyTargetsOfImminentProbableCrushingUpdate ModuleTag_NotifyCrushScan
End
Behavior = StancesBehavior ModuleTag_StancesBehavior
StanceTemplate = Hero
End
#include "..\..\..\includes\CaptureBuilding.inc"
Behavior = AIUpdateInterface ModuleTag_04
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
AILuaEventsList = GandalfFunctions
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
LocomotorSet
Locomotor = HeroHorseLocomotor
Condition = SET_MOUNTED
Speed = NORMAL_CAVALRY_HORDE_SPEED
End
Behavior = PhysicsBehavior ModuleTag_05
GravityMult = 1.0
ShockStandingTime = 3800 ;msec
End
Behavior = SlowDeathBehavior ModuleTag_06
DeathTypes = ALL -KNOCKBACK
SinkDelay = 3000
SinkRate = 0.40 ; in Dist/Sec
DestructionDelay = 8000
Sound = INITIAL GandalfVoiceDie ;GandalfDie
End
Behavior = SquishCollide ModuleTag_07
;nothing
End
Behavior = SlowDeathBehavior ModuleTag_08
; Same as normal death, but no sound (sound already played by SoundImpact = ... )
DeathTypes = NONE +KNOCKBACK
SinkDelay = 3000
SinkRate = 0.40 ; in Dist/Sec
DestructionDelay = 8000
End
Behavior = OCLSpecialPower ModuleTag_09
SpecialPowerTemplate = SuperweaponPartTheHeavens
OCL = SUPERWEAPON_PartTheHeavens
End
Behavior = AutoAbilityBehavior ModuleTag_AutoAbilityBehavior
End
; ;
Behavior = SpecialPowerModule ModuleTag_ShieldBubbleStarter
SpecialPowerTemplate = SpecialPowerShieldBubble
UpdateModuleStartsAttack = No
AttributeModifier = GandalfShieldBubbleBonus
AttributeModifierAffectsSelf = Yes
SetModelCondition = ModelConditionState:USER_3
SetModelConditionTime = 2.5 ; in seconds
End
Behavior = HitReactionBehavior HitReactionBehaviorModuleTag
HitReactionLifeTimer1 = 2000 ; level 1 (light damage) hit reaction animations in frames (5 per sec)
HitReactionThreshold1 = 5.0 ; level 1 (light damage) threshold trigger
End
;------- WIZARD BLAST SPELL --------------------------------------------------------------------------------
Behavior = SpecialPowerModule ModuleTag_BlastStarter
SpecialPowerTemplate = SpecialAbilityWizardBlast
UpdateModuleStartsAttack = Yes
StartsPaused = No
InitiateSound = GandalfVoiceAttackWizardBlast ;this plays when he targets, not when he fires
End
Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_WizardBlastWeaponFireUpdate
SpecialPowerTemplate = SpecialAbilityWizardBlast
WhichSpecialWeapon = 2
SkipContinue = Yes
UnpackTime = 900
PreparationTime = 1
PersistentPrepTime = 1500
PackTime = 1100
AwardXPForTriggering = 0
StartAbilityRange = 80.0
MustFinishAbility = Yes
SpecialWeapon = GandalfWizardBlast
End
;------- LIGHTNING SWORD SPELL --------------------------------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_LightningEnabler
SpecialPowerTemplate = SpecialAbilityLightningSword
TriggeredBy = Upgrade_GandalfLightningSword
End
Behavior = SpecialPowerModule ModuleTag_11
SpecialPowerTemplate = SpecialAbilityLightningSword
UpdateModuleStartsAttack = Yes
StartsPaused = Yes
InitiateSound = GandalfVoiceAttackLightningSword ;this plays when he targets, not when he fires
End
Behavior = ArrowStormUpdate ModuleTag_12
SpecialPowerTemplate = SpecialAbilityLightningSword
StartAbilityRange = 275.0
UnpackingVariation = 1
UnpackTime = 2500 ; Pull out arrow
PreparationTime = 1 ; Quick shot
PersistentPrepTime = 500 ; looping the quick shot
PackTime = 1500 ; back to idle
ApproachRequiresLOS = Yes ; required so that it doesn't shoot through walls
AwardXPForTriggering = 0
ActiveLoopSound = GandalfLightningLoop ; Sound loops entire time ability is actively firing
;Specific to ArrowStorm
WeaponTemplate = GandalfLightningSwordBlastWeapon
TargetRadius = 120
ShotsPerTarget = 1
ShotsPerBurst = 1
MaxShots = 11 ; will double up if run out of targets
End
;///////////////////
; AISpecialPowers
;///////////////////
Behavior = AISpecialPowerUpdate GandalfWizardBlastAI
CommandButtonName = Command_SpecialAbilityWizardBlast
SpecialPowerAIType = AI_SPECIAL_POWER_GANDALF_WIZARD_BLAST
SpecialPowerRadius = 100
End
Behavior = AISpecialPowerUpdate GandalfLightningSwordAI
CommandButtonName = Command_GondorGandalfLightningSword
SpecialPowerAIType = AI_SPECIAL_POWER_RANGED_AOE_ATTACK
SpecialPowerRadius = 100
End
Geometry = CYLINDER
GeometryMajorRadius = 8.0
GeometryHeight = 25
GeometryIsSmall = Yes
Shadow = SHADOW_DECAL
ShadowSizeX = 20
ShadowSizeY = 20
ShadowTexture = ShadowI
End
End
Oh, The error is somewhere in the Visionrange area if im correct.
Edited by Zarmoz, 17 December 2009 - 02:01 PM.
#9
Posted 17 December 2009 - 02:26 PM
#10
Posted 17 December 2009 - 02:33 PM
#11
Posted 17 December 2009 - 02:57 PM