i could use some help to finish this Ice Balrog to upload it, i changed all textures and effects except 3 i cant find them;
-The Fire effect when the balrog Walks; it create fire each step
-The Fire in his back-neck
-A glow fire on his sword (the sword texture i found)
here is the image of him:
http://www.mypicx.co...2011/icebalrog/
and his code:
;------------------------------------------------------------------------------ Object IceBalrog ; *** ART Parameters *** ; SelectPortrait for Heros is portrait behind skill buttons. HP = HeroPortrait. SelectPortrait = HPBalrog ; ButtonImage for Heros is button image on Hero Select UI to select hero. HI = HeroIcon or HeroImage. ButtonImage = HIIceBalrog DescriptionStrategic = CONTROLBAR:LW_ToolTip_IceBalrog Draw = W3DScriptedModelDraw ModuleTag_BodyDraw ; GlowEnabled = Yes ; GlowEmissive = Yes ; StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD RandomTexture = mubalrog_ice.tga 0 mubalrog.tga RandomTexture = mubalrogwings_ice.tga 0 mubalrogwings.tga RandomTexture = s3_icelava.tga 0 s3_lava.tga OkToChangeModelColor = Yes ExtraPublicBone = ZZZPASSENGERBON ExtraPublicBone = ZZZWHIPCOIL ExtraPublicBone = SWORD ;------------------------- DefaultModelConditionState ; Not DefaultConditionState, because that keyword copies anything in here to every other state Model = MUBalrog_SKN ParticleSysBone = SWORD IceBalrogSwordFlare FollowBone:yes ; Not SWORDBONE, because SWORD is the bone that gets art-hidden mid animation in WIPX ParticleSysBone = SWORD IceBalrogSwordEmbers FollowBone:yes ;ParticleSysBone = MANEBONE BalrogManeFlare FollowBone:yes ;ParticleSysBone = MANEBONE BalrogManeEmbers FollowBone:yes ;ParticleSysBone = MANEBONE BalrogManeFire FollowBone:yes ParticleSysBone = RTWINGBONE IceBalrogWingSmokeLite FollowBone:yes ParticleSysBone = LFWINGBONE IceBalrogWingSmokeLite FollowBone:yes End ; This is triggered by the single player only HitReaction module for the lightningsword ModelConditionState = HIT_LEVEL_2 Model = MUBalLIT_SKN End ModelConditionState = HERO Model = MUBalIGNT_SKN ;ParticleSysBone = MANEBONE BalrogManeFlare FollowBone:yes ;ParticleSysBone = MANEBONE BalrogManeEmbers FollowBone:yes ;ParticleSysBone = MANEBONE BalrogManeFire FollowBone:yes ParticleSysBone = RTWINGBONE IceBalrogWingEmbers FollowBone:yes ParticleSysBone = LFWINGBONE IceBalrogWingEmbers FollowBone:yes ParticleSysBone = SWORD IceBalrogSwordFlare FollowBone:yes ; Not SWORDBONE, because SWORD is the bone that gets art-hidden mid animation in WIPX ParticleSysBone = SWORD IceBalrogSwordEmbers FollowBone:yes ParticleSysBone = NONE BalrogIgniteHeatWave FollowBone:no End ;----------------- IdleAnimationState StateName = State_Idle Animation = Breathe AnimationName = MUBalrog_SKL.MUBalrog_IDLA AnimationMode = ONCE AnimationBlendTime = 10 AnimationPriority = 20 End Animation = LookAround AnimationName = MUBalrog_SKL.MUBalrog_IDLB AnimationMode = ONCE AnimationBlendTime = 10 AnimationPriority = 2 End Animation = SnortLikeABull AnimationName = MUBalrog_SKL.MUBalrog_IDLC AnimationMode = ONCE AnimationBlendTime = 10 AnimationPriority = 1 End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "State_JustBuilt" then CurDrawableSetTransitionAnimState("TRANS_JustBuilt_To_Idle") end if Prev == "State_AboutToHitGround" then CurDrawableSetTransitionAnimState("TRANS_AboutToHitGround_To_Idle") end EndScript End AnimationState = DYING DEATH_1 Animation = Dying AnimationName = MUBalrog_SKL.MUBalrog_DIEA AnimationMode = ONCE End ParticleSysBone = None BalrogFallDust FollowBone:No End AnimationState = DYING DEATH_2 Animation = FadingOut AnimationName = MUBalrog_SKL.MUBalrog_RORC AnimationMode = ONCE End End ; This is triggered by the single player only HitReaction module for the lightningsword ; It is highest instead of lowest priority, because the hit reaction Paralyzes us, where for others it is just a fancy idle. AnimationState = HIT_LEVEL_2 Animation = Owowowowowowowow AnimationName = MUBalrog_SKL.MUBalrog_HITB AnimationMode = ONCE End End AnimationState = EATING Animation = DoingHorribleThingToGrabbedGuy AnimationName = MUBalrog_SKL.MUBalrog_BRNA AnimationMode = ONCE AnimationBlendTime = 0 End ParticleSysBone = ZZZPassengerBon icebalrogHandSqueezeFlames FollowBone:Yes ParticleSysBone = ZZZPassengerBon icebalrogHandSqueezeFlames2 FollowBone:Yes ParticleSysBone = ZZZPassengerBon icebalrogHandSqueezeFlamesFinal FollowBone:Yes ParticleSysBone = ZZZPassengerBon iceBalrogHandSqueezeFlash FollowBone:Yes ParticleSysBone = ZZZPassengerBon BalrogHandSmoke FollowBone:Yes ParticleSysBone = RING_2_L balrogHandAsh FollowBone:Yes ParticleSysBone = RING_2_L balrogHandAshSmall FollowBone:Yes End AnimationState = UNPACKING PACKING_TYPE_3 Animation = GrabbingToTouching AnimationName = MUBalrog_SKL.MUBalrog_GRBA AnimationMode = ONCE AnimationBlendTime = 0 End End AnimationState = PACKING PACKING_TYPE_3 Animation = GrabbingFollowThrough AnimationName = MUBalrog_SKL.MUBalrog_GRBC AnimationMode = ONCE AnimationBlendTime = 0 End End AnimationState = JUST_BUILT StateName = State_JustBuilt Animation AnimationName = MUBalrog_SKL.MUBalrog_RORA AnimationMode = MANUAL AnimationBlendTime = 0 End End TransitionState = TRANS_JustBuilt_To_Idle Animation = BeingSummoned AnimationName = MUBalrog_SKL.MUBalrog_RORA AnimationMode = ONCE End End AnimationState = FIRING_OR_PREATTACK_B Animation = CrackThatWhip AnimationName = MUBalrog_SKL.MUBalrog_WIPA AnimationMode = ONCE End ParticleSysBone = RTHANDBONE IceBalrogWhip2swordEfx FollowBone:Yes End AnimationState = SPECIAL_POWER_1 Animation = RoaringFear AnimationName = MUBalrog_SKL.MUBalrog_RORB AnimationMode = ONCE End ParticleSysBone = BAT_JAW iceBalrogScreamEffect FollowBone:Yes FXEvent = Frame:20 Name:FX_BalrogScreamEfx ParticleSysBone = BAT_JAW balrogPixelDisplScrm FollowBone:Yes ParticleSysBone = BAT_JAW icebalrogScrmEmbers FollowBone:Yes End AnimationState = SPECIAL_WEAPON_ONE Animation = BreathingFireAnimation AnimationName = MUBalrog_SKL.MUBalrog_FIRA AnimationMode = ONCE End ;This is Balrog's ice breath efx by GUSTAVO ASSUMPCAO ParticleSysBone = BAT_JAW balrogIceBreath FollowBone:Yes ParticleSysBone = BAT_JAW icebalrogBreathEmbers FollowBone:Yes ParticleSysBone = BAT_JAW icebalrogBreathSmoke FollowBone:Yes ParticleSysBone = BAT_JAW icebalrogBreathProxy FollowBone:Yes End AnimationState = SPECIAL_WEAPON_TWO UNPACKING StateName = State_LeapStart Animation = GettingReadyToLeap AnimationName = MUBalrog_SKL.MUBalrog_JMP1 AnimationMode = ONCE End End AnimationState = SPECIAL_WEAPON_TWO PACKING Animation = FirstWingBeatGoingUp AnimationName = MUBalrog_SKL.MUBalrog_JMP2 AnimationMode = ONCE End End AnimationState = ABOUT_TO_HIT ; Before ThrownProjectile, since by definition this set for nn frames while T_P is still on StateName = State_AboutToHitGround Animation = StartingToLandToTouchingGround AnimationName = MUBalrog_SKL.MUBalrog_LND1 AnimationMode = ONCE End End AnimationState = THROWN_PROJECTILE Animation = HurtlingThroughAir AnimationName = MUBalrog_SKL.MUBalrog_FLYA AnimationMode = LOOP AnimationBlendTime = 10 End End TransitionState = TRANS_AboutToHitGround_To_Idle Animation = SplashAtEndOfJump AnimationName = MUBalrog_SKL.MUBalrog_LND2 AnimationMode = ONCE AnimationBlendTime = 0 End End AnimationState = TURN_RIGHT Animation = TurningRight AnimationName = MUBalrog_SKL.MUBalrog_TRNA AnimationMode = LOOP AnimationBlendTime = 10 End End AnimationState = TURN_LEFT Animation = TurningLeft AnimationName = MUBalrog_SKL.MUBalrog_TRNB AnimationMode = LOOP AnimationBlendTime = 10 End End AnimationState = MOVING Animation = Running AnimationName = MUBalrog_SKL.MUBalrog_WLKA AnimationMode = LOOP AnimationBlendTime = 10 End Flags = RANDOMSTART FXEvent = Frame:20 FireWhenSkipped Name:FX_BalrogRightFootStep FXEvent = Frame:44 FireWhenSkipped Name:FX_BalrogLeftFootStep End AnimationState = WEAPONSET_HERO_MODE UNPACKING PACKING_TYPE_1 Animation = StartIgniteRoar AnimationName = MUBalrog_SKL.MUBalrog_IGNTA AnimationMode = ONCE End End AnimationState = HERO PACKING PACKING_TYPE_1 Animation = FinishIgniteRoar AnimationName = MUBalrog_SKL.MUBalrog_IGNTB AnimationMode = ONCE End EnteringStateFX = FX_BalrogIgniteStart End AnimationState = FIRING_OR_PREATTACK_A Animation = Swipe AnimationName = MUBalrog_SKL.MUBalrog_ATKB AnimationMode = ONCE UseWeaponTiming = Yes End End AnimationState = FIRING_OR_PREATTACK_C Animation = Chop AnimationName = MUBalrog_SKL.MUBalrog_ATKA AnimationMode = ONCE UseWeaponTiming = Yes End ParticleSysBone = SWORDBONE BalrogSword FollowBone:yes End End ;-------------------------- Draw = W3DScriptedModelDraw ModuleTag_WhipDraw GlowEnabled = Yes GlowEmissive = Yes ShadowForceDisable = Yes ;The shadow setting is for the whole drawable, but this individual draw module wants to not have a shadow. ; StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD DefaultModelConditionState Model = None End ModelConditionState = FIRING_OR_PREATTACK_B Model = MUBalsWhip_SKN End ;------------------ IdleAnimationState End AnimationState = FIRING_OR_PREATTACK_B Animation = CrackThatWhip AnimationName = MUBalsWhip_SKL.MUBalsWhip_WIPA AnimationMode = ONCE AnimationBlendTime = 0 End End WadingParticleSys = BalrogRiverSteam End ; ***DESIGN parameters *** ;//DisplayMeleeDamage = BALROG_DAMAGE_DISPLAY Side = Neutral EditorSorting = UNIT ThreatLevel = BALROG_THREAT_LEVEL BuildCost = 1000 ;8000 BuildTime = 5 ;80 ThingClass = CHARACTER_UNIT CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushWeapon = YoungBalrogCrush Scale = .5 TransportSlotCount = TRANSPORTSLOTCOUNT_MONSTER WeaponSet Conditions = None Weapon = PRIMARY IceBalrogSwordSwipe Weapon = SECONDARY IceBalrogWhip Weapon = TERTIARY IceBalrogSwordChop AutoChooseSources = SECONDARY None OnlyAgainst = TERTIARY STRUCTURE BIG_MONSTER End ArmorSet Conditions = None Armor = ToughHeroArmor ;SauronArmor DamageFX = NormalDamageFX End VisionRange = VISION_BALROG ShroudClearingRange = SHROUD_CLEAR_BALROG DisplayName = OBJECT:IceBalrog RecruitText = CONTROLBAR:IceBalrogRecruit ReviveText = CONTROLBAR:IceBalrogRevive Hotkey = CONTROLBAR:WildBalrogHotkey ShockwaveResistance = SHOCKWAVE_RESISTANCE_ALWAYS CommandSet = IceBalrogCommandSet CommandPoints = 1 CommandPointBonus = 50 CanPathThroughGates = Yes IsTrainable = Yes DeadCollideSize = LARGE ; How big does the AOD consider this unit for damage fx & behavior. ;------------------ AUDIO Parameters ---------------------- VoiceAttack = BalrogVoiceAttack VoiceAttackCharge = BalrogVoiceAttack VoiceAttackMachine = BalrogVoiceAttack VoiceAttackStructure = BalrogVoiceAttack VoiceGuard = BalrogVoiceMove VoiceMove = BalrogVoiceMove VoiceSelect = BalrogVoiceSelect VoiceSelectBattle = BalrogVoiceSelect SoundAmbient = BalrogAmbientLoop SoundImpact = ImpactHorse #include "..\..\..\includes\StandardUnitEvaEvents.inc" ; Warn the player when the enemy gets a unit. Override the normal sighting event from StandardUnitEvaEvents.inc EvaEnemyObjectSightedEvent = DiscoveredEnemyBalrog ClientUpdate = EvaAnnounceClientCreate ModuleTag_CreateAnnounce AnnouncementEventEnemy = DiscoveredEnemyBalrog AnnouncementEventAlly = None AnnouncementEventOwner = None OnlyIfVisible = Yes ; Don't announce if hidden in the shroud CountAsFirstSightedAnnoucement = Yes ; Don't re-annouce if going into shroud & back UseObjectsPosition = No ; Play from central Fortress, not at unit's position CreateFakeRadarEvent = Yes ; Allow player to jump to unit after hearing annoucement End ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior MaxUpdateRangeCap = 800 AnimationSound = Sound: BalrogFootstep Animation: MUBalrog_SKL.MUBalrog_WLKA Frames: 42 17 AnimationSound = Sound: BalrogFootstep Animation: MUBalrog_SKL.MUBalrog_TRNA Frames: 21 52 AnimationSound = Sound: BalrogFootstep Animation: MUBalrog_SKL.MUBalrog_TRNB Frames: 21 52 AnimationSound = Sound: BalrogWhipPart1 Animation: MUBalrog_SKL.MUBalrog_WIPA Frames: 1 AnimationSound = Sound: BalrogWhipPart2 Animation: MUBalrog_SKL.MUBalrog_WIPA Frames: 21 AnimationSound = Sound: ImpactWhipCrack Animation: MUBalrog_SKL.MUBalrog_WIPA Frames: 34 AnimationSound = Sound: BalrogSwordSwipe Animation: MUBalrog_SKL.MUBalrog_ATKB Frames: 32 AnimationSound = Sound: BalrogSwordSwipe Animation: MUBalrog_SKL.MUBalrog_ATKA Frames: 32 AnimationSound = Sound: ImpactBalrogAttackGeneric Animation: MUBalrog_SKL.MUBalrog_ATKA Frames:41 AnimationSound = Sound: ImpactBalrogAttackGeneric Animation: MUBalrog_SKL.MUBalrog_ATKB Frames:40 AnimationSound = Sound: ImpactBalrogAttackGeneric Animation: MUBalrog_SKL.MUBalrog_ATKC Frames:27 53 88 AnimationSound = Sound: BalrogJump_Part1 Animation: MUBalrog_SKL.MUBalrog_JMP1 Frames: 0 AnimationSound = Sound: BalrogJump_Part2 Animation: MUBalrog_SKL.MUBalrog_JMP1 Frames: 41 AnimationSound = Sound: BalrogWingFlaps Animation: MUBalrog_SKL.MUBalrog_FLYA Frames: 9 AnimationSound = Sound: BalrogLand Animation: MUBalrog_SKL.MUBalrog_LND1 Frames: 0 AnimationSound = Sound: BalrogWingFlaps Animation: MUBalrog_SKL.MUBalrog_JMP2 Frames: 0 AnimationSound = Sound: BalrogLandSwordHit Animation: MUBalrog_SKL.MUBalrog_LND2 Frames: 6 AnimationSound = Sound: BalrogIdleB_Part3 Animation: MUBalrog_SKL.MUBalrog_LND2 Frames: 27 AnimationSound = Sound: BalrogBreathFireExhale Animation: MUBalrog_SKL.MUBalrog_FIRA Frames: 31 AnimationSound = Sound: BalrogBreathFireInhale Animation: MUBalrog_SKL.MUBalrog_FIRA Frames: 0 AnimationSound = Sound: BalrogRoar Animation: MUBalrog_SKL.MUBalrog_RORB Frames: 25 AnimationSound = Sound: BalrogVanquishedRoar Animation: MUBalrog_SKL.MUBalrog_RORC Frames: 21 AnimationSound = Sound: BalrogVanquished Animation: MUBalrog_SKL.MUBalrog_RORC Frames: 50 AnimationSound = Sound: BalrogInjuredB_Part1 Animation: MUBalrog_SKL.MUBalrog_HITB Frames: 0 AnimationSound = Sound: BalrogInjuredB_Part2 Animation: MUBalrog_SKL.MUBalrog_HITB Frames: 70 AnimationSound = Sound: BalrogChuckle Animation: MUBalrog_SKL.MUBalrog_IDLA Frames: 1 AnimationSound = Sound: BalrogContentVox Animation: MUBalrog_SKL.MUBalrog_IDLA Frames: 0 AnimationSound = Sound: BalrogIdleB_Part1 Animation: MUBalrog_SKL.MUBalrog_IDLB Frames: 0 AnimationSound = Sound: BalrogIdleB_Part2 Animation: MUBalrog_SKL.MUBalrog_IDLB Frames: 37 AnimationSound = Sound: BalrogIdleB_Part3 Animation: MUBalrog_SKL.MUBalrog_IDLB Frames: 95 AnimationSound = Sound: BalrogIdleC_Part2 Animation: MUBalrog_SKL.MUBalrog_IDLC Frames: 29 AnimationSound = Sound: BalrogIdleC_Part3 Animation: MUBalrog_SKL.MUBalrog_IDLC Frames: 60 AnimationSound = Sound: BalrogFootstep Animation: MUBalrog_SKL.MUBalrog_IDLC Frames: 61 AnimationSound = Sound: BalrogDieVox Animation: MUBalrog_SKL.MUBalrog_DIEA Frames: 13 AnimationSound = Sound: BalrogBodyfall1 Animation: MUBalrog_SKL.MUBalrog_DIEA Frames: 56 AnimationSound = Sound: BalrogBodyfall2 Animation: MUBalrog_SKL.MUBalrog_DIEA Frames: 57 AnimationSound = Sound: OliphantFall Animation: MUBalrog_SKL.MUBalrog_DIEA Frames: 21 AnimationSound = Sound: BalrogLandSwordHit Animation: MUBalrog_SKL.MUBalrog_DIEA Frames: 54 AnimationSound = Sound: BalrogIgnite Animation: MUBalrog_SKL.MUBalrog_IGNTA Frames: 51 End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = HERO PRELOAD SELECTABLE CAN_CAST_REFLECTIONS MONSTER SCORE CAN_ATTACK NO_FREEWILL_ENTER PATH_THROUGH_INFANTRY SCARY BIG_MONSTER CAN_ATTACK_WALLS SUMMONED ThreatBreakdown MordorBalrog_DetailedThreat AIKindOf = SIEGEWEAPON End Body = RespawnBody ModuleTag_RespawnBody MaxHealth = 8000 PermanentlyKilledByFilter = NONE ;Who kills me permanently? DodgePercent = 65 ; Change from 1.07 ; RJ_HERO_DODGE_PERCENT End Behavior = RespawnUpdate ModuleTag_RespawnUpdate ; DeathAnim = STUNNED ;Model condition to play when killed-to-respawn DeathFX = FX_HeroDieToRespawn ;FXList to play when killed-to-respawn DeathAnim = DYING ;Model condition to play when killed-to-respawn DeathAnimationTime = 6500 ;How long DeathAnim will take. InitialSpawnFX = FX_HeroInitialSpawn RespawnAnim = LEVELED ;Animation to play when respawning. RespawnFX = FX_HeroRespawn ;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 = HIBalrog_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:4000 Time:50000 Health:100% ;DEFAULT VALUES RespawnEntry = Level:2 Cost:4250 Time:50000 ; Change from 1.07 ; ;50% cost, 1x buildtime ;For other levels, only override what is different. RespawnEntry = Level:3 Cost:4500 Time:50000 ; Change from 1.07 RespawnEntry = Level:4 Cost:4750 Time:50000 ; Change from 1.07 RespawnEntry = Level:5 Cost:5000 Time:100000 ; Change from 1.07 ; ;65% cost, 2x buildtime RespawnEntry = Level:6 Cost:5250 Time:100000 ; Change from 1.07 RespawnEntry = Level:7 Cost:5500 Time:100000 ; Change from 1.07 RespawnEntry = Level:8 Cost:5750 Time:150000 ; Change from 1.07 ; ;80% cost, 3x buildtime RespawnEntry = Level:9 Cost:6000 Time:150000 ; Change from 1.07 RespawnEntry = Level:10 Cost:6250 Time:150000 ; Change from 1.07 End Behavior = StancesBehavior ModuleTag_StancesBehavior StanceTemplate = Hero End Behavior = AIUpdateInterface ModuleTag_03 AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS MoodAttackCheckRate = 500 AILuaEventsList = BalrogFunctions End LocomotorSet Locomotor = BalrogLocomotor Condition = SET_NORMAL Speed = 50 End Behavior = BezierProjectileBehavior ModuleTag_Projectile ; Module starts asleep, and wakes up when thrown. ; To tweak a Bezier path FirstHeight = 104 ; Height of Bezier control points above highest intervening terrain SecondHeight = 52 FirstPercentIndent = 20% ; Percentage of shot distance control points are placed SecondPercentIndent = 70% TumbleRandomly = Yes CrushStyle = Yes ; I don't detonate, I just hit BounceCount = 0 ; When I hit the ground, I'll arc again FinalStuckTime = 1766 ; Can't move for this long afterwards GroundHitFX = FX_IceBalrogJumpHitGround GroundHitWeapon = RohanGimliLeapWarhead PreLandingStateTime = 300; Look ahead to the end of the arc, and get the ABOUT_TO_HIT flag this far in advance End Behavior = PhysicsBehavior ModuleTag_04 GravityMult = 1.0 End Behavior = FireWeaponUpdate FireWeaponUpdateModuleTag FireWeaponNugget WeaponName = IceBalrogHeroEffect ;MordorBalrogHeroEffect FireDelay = 0 OneShot = No End HeroModeTrigger = Yes ; this only happens when hero mode is active End Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL -FADED DestructionDelay = 2500 FX = FINAL FX_BalrogUnsummonInitial DeathFlags = DEATH_1 End Behavior = SlowDeathBehavior ModuleTag_FadeDeath DeathTypes = NONE +FADED FX = INITIAL FX_BalrogUnsummonInitial DestructionDelay = 3800 FX = FINAL FX_BalrogUnsummonFinal DeathFlags = DEATH_2 End ;-------------------- IGNITE ---------------------------------- Behavior = SpecialPowerModule ModuleTag_IgniteStarter SpecialPowerTemplate = SpecialAbilityHeroMode UpdateModuleStartsAttack = Yes ;InitiateSound = End Behavior = HeroModeSpecialAbilityUpdate ModuleTag_IgniteUpdate SpecialPowerTemplate = SpecialAbilityHeroMode UnpackingVariation = 1 UnpackTime = 1800 PackTime = 1600 AwardXPForTriggering = 0 HeroAttributeModifier = BalrogIgniteState HeroEffectDuration = 30000 End ;------------------- SCREAM -------------------------------------- Behavior = SpecialPowerModule ModuleTag_ScreamStarter SpecialPowerTemplate = SpecialAbilityBalrogScream UpdateModuleStartsAttack = Yes ;InitiateSound = End Behavior = ModelConditionSpecialAbilityUpdate ModuleTag_ScreamUpdate ; So the difference in SpecialPower is that it takes timing from this UpdateG, instead of simply firing. SpecialPowerTemplate = SpecialAbilityBalrogScream UnpackTime = 1500 ; Drawing the horn PreparationTime = 1 ; nothing PackTime = 1800 ; Putting horn away AwardXPForTriggering = 0 WhichSpecialPower = 1 End ;-------------------- BREATH ------------------------------------ Behavior = SpecialPowerModule ModuleTag_BreathStarter SpecialPowerTemplate = SpecialAbilityBalrogBreath UpdateModuleStartsAttack = Yes InitiateSound = BalrogSpecialPowerRoar ;this plays on right-click target, not when Balrog leaps End Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_BreathUpdate SpecialPowerTemplate = SpecialAbilityBalrogBreath UnpackTime = 1300 ; Drawing the horn PackTime = 3700 ; Putting horn away AwardXPForTriggering = 0 StartAbilityRange = 40.0 SpecialWeapon = MordorBalrogBreath WhichSpecialWeapon = 1 End ;------------------- LEAP -------------------------------------- Behavior = SpecialPowerModule ModuleTag_LeapStarter SpecialPowerTemplate = SpecialAbilityBalrogWings UpdateModuleStartsAttack = Yes InitiateSound = BalrogSpecialPowerRoar ;this plays on right-click target, not when Balrog leaps End Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_LeapUpdate SpecialPowerTemplate = SpecialAbilityBalrogWings UnpackTime = 1733 ; Drawing the horn PackTime = 1160 ; Putting horn away AwardXPForTriggering = 0 StartAbilityRange = 800.0 ApproachRequiresLOS = No SpecialWeapon = MordorBalrogLeap BusyForDuration = 3000 ; don't accept any AI for this long... ai commands will be queued WhichSpecialWeapon = 2 End Behavior = CreateObjectDie ModuleTag_CrushUnitsOnDeath CreationList = OCL_BalrogDie End ;/////////////////// ; AISpecialPowers ;/////////////////// Behavior = AISpecialPowerUpdate IgniteAI CommandButtonName = Command_SpecialAbilityShadeChomp SpecialPowerAIType = AI_SPECIAL_POWER_BASIC_SELF_BUFF End Behavior = AISpecialPowerUpdate ScreamAI CommandButtonName = Command_SpecialAbilityCallPack SpecialPowerRange = 100 SpecialPowerAIType = AI_SPECIAL_POWER_BASIC_SELF_DEBUFF End Behavior = AISpecialPowerUpdate BreathAI CommandButtonName = Command_SpecialAbilityDarkLordsLament SpecialPowerAIType = AI_SPECIAL_POWER_RANGED_AOE_ATTACK End Geometry = CYLINDER GeometryMajorRadius = 30.0 GeometryHeight = 70.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME ;SHADOW_DECAL ; SHADOW_VOLUME has trouble with his wings. Possibly because of the transparent bits ShadowSizeX = 100 ShadowSizeY = 100 ShadowTexture = ShadowI End ;---------------------------------------------------- ;ChildObject IceBalrog_RingHero IceBalrog ; Player no longer has the ring hero upgrade when the hero is created. ;Behavior = RemoveUpgradeUpgrade ModuleTag_RemoveRing ;TriggeredBy = Upgrade_WildFaction Upgrade_IsengardFaction Upgrade_MordorFaction Upgrade_GoblinFaction Upgrade_AngmarFaction ;UpgradeToRemove = Upgrade_RingHero Upgrade_FortressRingHero ;RemoveFromAllPlayerObjects = Yes ;SuppressEvaEventForRemoval = Yes ;End ; Spawn a dropped ring object. ;Behavior = CreateObjectDie ModuleTag_DropTheRing ; CreationList = OCL_TheOneRing ;End ;Behavior = ExperienceLevelCreate ModuleTag_LevelBonus ;LevelToGrant = 10 ;MPOnly = No ;End ;End
Edited by Devon, 06 August 2011 - 03:05 AM.
codetags added