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Need some help to finish Ice Balrog


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#1 gustavowizard

gustavowizard
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  • 240 posts

Posted 05 August 2011 - 09:00 AM

Hello guys, i dunno if i post this on right seccion, if i did not sorry u guys can move thje post;

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:
Posted Image
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


#2 newbkiller.williams

newbkiller.williams
  • Members
  • 66 posts

Posted 08 August 2011 - 05:55 PM

shouldnt be in the FXparticles ini's?
_[ ]_
{-_-}
THE LEGEND

#3 kazenokoeki

kazenokoeki
  • Members
  • 18 posts

Posted 08 August 2011 - 11:41 PM

-The Fire effect when the balrog Walks; it create fire each step

                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


well there is the nomal footstep of the balrog, and as you see it has an efect, just found or create a snow efect and replace the "FX_BalrogLeftFootStep" stuff. (see how EA made the original one)




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