The fist one is this;-
Behavior = WargBehavior ModuleTag_WargBehaviour EndAll I recall about this is that it should be used on the NeutralWarg and IsengardWargRider objects, as the module is hardcoded to instantiate some behaviour for those objects exclusively, but I don't remember the parameters or what exactly it did. You can include it on the objects without any parameters but obviously you see no effect.
The second one is this;-
Behavior = WoundArrowUpdate ModuleTag_WoundArrowUpdateModule EndAgain I don't remember the parameters for this but I'm sure it goes on a unit that has a special power with Enum = SPECIAL_WOUND_ARROW - using it without the required parameters cases a crash when the special power completes. Ii may be that it should be placed on the wound arrow projectile itself since IIRC the projectile then travels through any object dealing it's damage as it goes, but again same effect when no parameters are specified.
And finally;-
Behavior = RousingSpeechUpdate ModuleTag_11 SpecialPowerTemplate = SpecialAbilityRousingSpeech StartAbilityRange = 8.0 UpdateInterval = 100 ApproachRequiresLOS = No ModifierName = RohanCharge ObjectFilter = ANY +CAVALRY -STRUCTURE BonusRadius = 250 SpeechDuration = 2500 ;; UniqueBenefactorLabel = LordOfTheMark LeaderFX = FX_TheodenSpeechFX FollowerFX = FX_TheodenFollowerFX CreateWave = Yes WaveWidth = 50 EndThis causes weird behaviour even though I know I have used it correctly, and I know it should be used on an object that has a special power with Enum = SPECIAL_ROUSING_SPEECH but it seems even if you can get it to work it will only ever trigger once.
So has anyone any ideas or thoughts?