; ***DESIGN parameters ***
Side = Men
EditorSorting = UNIT
ThreatLevel = MERRY_THREAT_LEVEL
ThingClass = CHARACTER_UNIT
;//DisplayMeleeDamage = HOBBIT_SWORD_DAMAGE
;//DisplayRangedDamage = HOBBIT_ROCK_DAMAGE
HeroSortOrder = 80
MaxSimultaneousOfType = 1
TransportSlotCount = TRANSPORTSLOTCOUNT_HERO
WeaponSet
Conditions = None
Weapon = PRIMARY HobbitSword
Weapon = SECONDARY HobbitRockThrow
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
AutoChooseSources = SECONDARY NONE
End
WeaponSet
Conditions = CONTAINED WEAPONSET_TOGGLE_1
Weapon = PRIMARY HobbitRockThrow
;;;AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
WeaponSet
Conditions = CONTAINED
Weapon = PRIMARY HobbitRockThrow
;;;AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
WeaponSet
Conditions = WEAPONSET_TOGGLE_1
Weapon = PRIMARY HobbitRockThrow
;;;AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
Behavior = AIUpdateInterface ModuleTag_AIUpdateInterface
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
MoodAttackCheckRate = 500
HoldGroundCloseRangeDistance = 140
CanAttackWhileContained = Yes ; But they don't
End
;------------------------\\TREEBEARD STUFF\\----------------------; Also Tried GARRISON in KindOf With No luck
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS MONSTER SCORE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT PATH_THROUGH_INFANTRY CAN_ATTACK_WALLS SCARY HERO BIG_MONSTER HEAVY_MELEE_HITTER SIEGEENGINE TRANSPORT
BuildCost = 0.0 ;;;2000 FIENX TESTING
BuildTime = 1.0 ;;;60.0 FIENX TESTING
;;;;;;;;;;;;;;;;;;;;;;;;; MERRY AND PIPPIN MODE ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; battle wagon dwarves
Behavior = TransportContain ModuleTag_MerryAndPippin
ObjectStatusOfContained = UNSELECTABLE CAN_ATTACK
PassengerFilter = NONE +RohanMerry +RohanPippin
Slots = 2
ShowPips = No
AllowEnemiesInside = No
AllowNeutralInside = No
AllowAlliesInside = No
AllowOwnPlayerInsideOverride = Yes
DamagePercentToUnits = 10%
TypeOneForWeaponSet = HOBBIT
PassengerBonePrefix = PassengerBone:PASSENGER KindOf:HOBBIT
EjectPassengersOnDeath = Yes
GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting
ForceOrientationContainer = Yes ; otherwise contained units can't orient themselves towards their targets...
BoneSpecificConditionState 1 PASSENGER_VARIATION_1
BoneSpecificConditionState 2 PASSENGER_VARIATION_2
EnterSound = TreebeardVoiceJoinHobbit
FadeFilter = ALL
FadePassengerOnEnter = Yes
EnterFadeTime = 2000
FadePassengerOnExit = Yes
ExitFadeTime = 2000
End