Hi!
I have a little problem. I create new easterling unit form cah model, and it doesn't turning when moving.
There is the code:
Spoiler
Object EasterlingFighter ; *** ART Parameters *** //*** ART Parameters *** 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 = MOUNTED MOVING End End // All faction icon. Draw = W3DScriptedModelDraw ModuleTag_IconDraw DefaultModelConditionState Model = None End ModelConditionState = PREORDER CREATE_A_HERO_11 ; Troll 1 Model = IconLarge End ModelConditionState = PREORDER CREATE_A_HERO_10 ; Troll 2 Model = IconLarge End ModelConditionState = PREORDER Model = Icon End End ; SelectPortrait for Heros is portrait behind skill buttons. HP = HeroPortrait. SelectPortrait = CPEasterling ; ButtonImage for Heros is button image on Hero Select UI to select hero. HI = HeroIcon or HeroImage. ButtonImage = HICAHEasterling Draw = W3DScriptedModelDraw ModuleTag_01 StaticModelLODMode = yes //Will append M or L to the skin name depending on GameLOD ; RandomTexture = upelven_transport.tga 0 char_el_00.tga OkToChangeModelColor = Yes ExtraPublicBone = arrow ExtraPublicBone = PASSENGERBONE DependencySharedModelFlags = TURN_LEFT_HIGH_SPEED TURN_RIGHT_HIGH_SPEED MOVING ACCELERATE DECELERATE TURN_LEFT TURN_RIGHT ATTACKING BACKING_UP //====================== MODELS ================================================================ DefaultModelConditionState Model = CHCM_CM_U_SKN Skeleton = CHCM_CM_U_SKL ModelAnimationPrefix = CHCM_CM WeaponLaunchBone = PRIMARY ARROW End //================== ANIMATIONS ================================================================= //================== ANIMATIONS ================================================================= //================== ANIMATIONS ================================================================= //----------- Climbing/rappelling --------------- AnimationState = CLIMBING WEAPONSET_TOGGLE_1 StateName = STATE_Climbing Animation = Climbing AnimationName = CHCM_CM_U_WALB AnimationMode = LOOP AnimationBlendTime = 10 End BeginScript//script to set transition from moving Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Running" then CurDrawableSetTransitionAnimState("Trans_RunningToClimbing_WeaponToggle") return end EndScript End TransitionState = Trans_RunningToClimbing_WeaponToggle Animation = Transition AnimationName = CHCM_CM_B_WALA AnimationMode = ONCE End End AnimationState = CLIMBING StateName = STATE_Climbing Animation = Climbing AnimationName = CHCM_CM_U_WALB AnimationMode = LOOP AnimationBlendTime = 10 End BeginScript//script to set transition from moving Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Running" then CurDrawableSetTransitionAnimState("Trans_RunningToClimbing") return end EndScript End TransitionState = Trans_RunningToClimbing Animation = Transition AnimationName = CHCM_CM_U_WALA AnimationMode = ONCE End End AnimationState = RAPPELLING WEAPONSET_TOGGLE_1 StateName = STATE_Rappelling Animation = Rapelling AnimationName = CHCM_CM_U_WALD AnimationMode = LOOP AnimationBlendTime = 10 End BeginScript//script to set transition from moving Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Climbing" then CurDrawableSetTransitionAnimState("Trans_ClimbingToRappelling") return end EndScript End AnimationState = RAPPELLING StateName = STATE_Rappelling Animation = Rapelling AnimationName = CHCM_CM_U_WALD AnimationMode = LOOP AnimationBlendTime = 10 End BeginScript//script to set transition from moving Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Climbing" then CurDrawableSetTransitionAnimState("Trans_ClimbingToRappelling") return end EndScript End TransitionState = Trans_ClimbingToRappelling Animation = Transition AnimationName = CHCM_CM_U_WALC AnimationMode = ONCE End End TransitionState = Trans_RappellingToRunning_WeaponToggle Animation = Transition AnimationName = MUGblnSwrd_B_WALE AnimationMode = ONCE End End TransitionState = Trans_RappellingToRunning Animation = Transition AnimationName = MUGblnSwrd_U_WALE AnimationMode = ONCE End End //------------------ DYING ------------------------------------------------------------- // --- Flying through the air. AnimationState = STUNNED_FLAILING WEAPONSET_TOGGLE_1 StateName = STATE_Bow Animation AnimationName = CHCM_CM_B_FLYA AnimationMode = LOOP End Flags = RANDOMSTART End AnimationState = STUNNED_FLAILING StateName = STATE_Sword Animation AnimationName = CHCM_CM_U_FLYA AnimationMode = LOOP End Flags = RANDOMSTART End // --- Dying anims AnimationState = DYING SPLATTED WEAPONSET_TOGGLE_1 StateName = STATE_Bow Animation AnimationName = CHCM_CM_B_LNDA AnimationMode = ONCE End End AnimationState = DYING SPLATTED StateName = STATE_Sword Animation AnimationName = CHCM_CM_U_LNDA AnimationMode = ONCE End End AnimationState = DYING WEAPONSET_TOGGLE_1 //WEAPONSTATE_CLOSE_RANGE StateName = STATE_Bow Animation AnimationName = CHCM_CM_B_DIEA AnimationMode = ONCE End End AnimationState = DYING StateName = STATE_Sword Animation AnimationName = CHCM_CM_U_DIEA AnimationMode = ONCE End Animation = GUHero_DIEB AnimationName = CHCM_CM_U_DIEB AnimationMode = ONCE End End // --- Stunned anims AnimationState = STUNNED_STANDING_UP WEAPONSET_TOGGLE_1 StateName = STATE_Bow Animation AnimationName = CHCM_CM_B_GTPA AnimationMode = ONCE AnimationSpeedFactorRange = 1.5 1.5 End End AnimationState = STUNNED_STANDING_UP StateName = STATE_Sword Animation AnimationName = CHCM_CM_U_GTPA AnimationMode = ONCE AnimationSpeedFactorRange = 1.5 1.5 End End AnimationState = STUNNED WEAPONSET_TOGGLE_1 StateName = STATE_Bow Animation AnimationName = CHCM_CM_B_LNDA AnimationMode = ONCE End End AnimationState = STUNNED StateName = STATE_Sword Animation = GUHero_LNDA AnimationName = CHCM_CM_U_LNDA AnimationMode = ONCE End End //------------------ SPECIAL POWER ANIMS --------------------- // RAIN OF ARROWS SPECIAL POWER // AnimationState = PACKING_TYPE_1 WEAPONSET_TOGGLE_1 StateName = rainofarrows Animation AnimationName = CHCM_CM_B_ATKA2 AnimationMode = LOOP End // FXEvent = Frame:6 Name: FX_SarumanDominateAtSelf End // DOMINATE SPECIAL POWER // AnimationState = PACKING_TYPE_1 StateName = Curse Animation AnimationName = CHCM_CM_U_LVLA AnimationMode = ONCE End // FXEvent = Frame:6 Name: FX_SarumanDominateAtSelf End // TELEPORT SPECIAL POWER // AnimationState = PACKING_TYPE_3 StateName = Curse Animation AnimationName = CHCM_CM_U_SPCA AnimationMode = ONCE End // FXEvent = Frame:6 Name: FX_SarumanDominateAtSelf End //--------------------- Wound Arrow anim AnimationState = SPECIAL_WEAPON_TWO StateName = STATE_Bow Animation AnimationName = CHCM_CM_U_SPCL CHCM_CM_U_ATKC AnimationMode = ONCE End FrameForPristineBonePositions = 59 BeginScript CurDrawableShowSubObject("arrow") EndScript End //------------------ MOVING ------------------------------------------------------------- AnimationState = MOVING USER_4 // Moving slaughter StateName = Slaughter Flags = RANDOMSTART //ParticleSysBone = None InfantryDustTrails Animation = GUHero_ATKE AnimationName = CHCM_CM_U_ATKE AnimationMode = LOOP End StateName = NoSword BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Sword" then CurDrawableSetTransitionAnimState("TRANS_SwordToBow") end EndScript End //--- Running with bow AnimationState = MOVING WEAPONSET_TOGGLE_1 //WEAPONSTATE_CLOSE_RANGE StateName = STATE_RunningBow Flags = RANDOMSTART //ParticleSysBone = None InfantryDustTrails Animation AnimationName = CHCM_CM_B_RUNA // AnimationMode = LOOP AnimationSpeedFactorRange = 0.85 0.85 // Distance = 28 End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Sword" then CurDrawableSetTransitionAnimState("TRANS_SwordToBow") end if Prev == "STATE_RunningSword" then CurDrawableSetTransitionAnimState("TRANS_SwordToBow_Running") end if Prev == "STATE_Rappelling" then CurDrawableSetTransitionAnimState("Trans_RappellingToRunning_WeaponToggle") return end EndScript End //--- Running with sword AnimationState = MOVING StateName = STATE_RunningSword Flags = RANDOMSTART //ParticleSysBone = None InfantryDustTrails Animation AnimationName = CHCM_CM_U_RUNA // AnimationMode = LOOP AnimationSpeedFactorRange = 0.85 0.85 // Distance = 28 End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Bow" then CurDrawableSetTransitionAnimState("TRANS_BowToSword") end if Prev == "STATE_RunningBow" then CurDrawableSetTransitionAnimState("TRANS_BowToSword_Running") end if Prev == "STATE_Rappelling" then CurDrawableSetTransitionAnimState("Trans_RappellingToRunning") return end EndScript End //--------------------------------------------------- //New style firing with bow AnimationState = PREATTACK_A WEAPONSET_TOGGLE_1 StateName = STATE_Firing Animation = ReadyToDrawn AnimationName = CHCM_CM_B_ATKA1 AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 // UseWeaponTiming = Yes // UseWeaponTiming plus random weapon field equals desync. Leaving as warning //AnimationBlendTime = 10 End End AnimationState = FIRING_OR_RELOADING_A WEAPONSET_TOGGLE_1 StateName = STATE_Firing Animation = LooseReloadDraw AnimationName = CHCM_CM_B_ATKA2 AnimationMode = ONCE // UseWeaponTiming = Yes // UseWeaponTiming plus random weapon field equals desync. Leaving as warning AnimationSpeedFactorRange = 0.9 1.1 // Therefore, this is all you get. A slight speed up so that the animation can always finish before any possible random value Design sets the range for //AnimationBlendTime = 10 End End ;---------------------End New style firing AnimationState = CONTINUOUS_FIRE_MEAN WEAPONSET_TOGGLE_1 Animation = HangFrameWhileCoasting AnimationName = CHCM_CM_B_ATKA2 AnimationMode = MANUAL End End AnimationState = CONTINUOUS_FIRE_SLOW WEAPONSET_TOGGLE_1 ;StateName = STATE_Idle_Bow Animation = PutAwayArrow AnimationName = CHCM_CM_B_ATKA3 AnimationMode = ONCE End End ;End New style firing ;--------------------------------------------------- ; AnimationState = FIRING_OR_PREATTACK_A WEAPONSET_TOGGLE_1 ; StateName = STATE_Firing ; Animation ; AnimationName = CHCM_CM_B_ATKA1 ; AnimationMode = ONCE ; UseWeaponTiming = No // UseWeaponTiming plus random weapon field equals desync. Leaving as warning ; End ; End ; AnimationState = FIRING_OR_PREATTACK_A // Melee attack. Animation AnimationName = CHCM_CM_U_ATKA1 CHCM_CM_U_ATKA CHCM_CM_U_ATKB AnimationMode = ONCE UseWeaponTiming = Yes End End //-------------------- HIT REACTIONS ----------------------------------------------------------- // this hit animation attack stance AnimationState = EMOTION_ALERT HIT_REACTION WEAPONSET_TOGGLE_1 Animation AnimationName = CHCM_CM_B_HITA AnimationMode = ONCE End End AnimationState = HIT_REACTION WEAPONSET_TOGGLE_1 Animation AnimationName = CHCM_CM_B_HITA AnimationMode = ONCE End End AnimationState = HIT_REACTION Animation = Sword_HITA AnimationName = CHCM_CM_U_HITA AnimationMode = ONCE End Animation = Sword_HITB AnimationName = CHCM_CM_U_HITB AnimationMode = ONCE End BeginScript PrevAnim = CurDrawablePrevAnimation() if PrevAnim == "Foot_IDLB" then return "Sword_HITB" else return "Swort_HITA" end EndScript End //------------ SPECIAL POWERS ------------------------------------------------------------------ AnimationState = THROWN_PROJECTILE Animation AnimationName = CHCM_CM_U_LEP2 AnimationMode = LOOP End End AnimationState = ABOUT_TO_HIT Animation AnimationName = CHCM_CM_U_LEP3 AnimationMode = ONCE End End AnimationState = SPECIAL_POWER_1 ; Aragorn shouting Elendil anim StateName = STATE_ready Animation AnimationName = CHCM_CM_U_SPCA AnimationMode = ONCE End ParticleSysBone = B_SWORDBONE ElendilFlare FollowBone:yes ParticleSysBone = B_SWORDBONE ElendilSwordFlare FollowBone:yes ; FXEvent = Name: FX_ElendilGlowEvent End // WORD OF POWER ANIMS ON FOOT // AnimationState = SPECIAL_WEAPON_ONE StateName = Attacking Animation AnimationName = CHCM_CM_U_SPCA AnimationMode = ONCE End //FXEvent = Frame:5 Name:FX_GandalfPreAttackBlast End // WIZARD BLAST ANIMS MOUNTED // AnimationState = SPECIAL_WEAPON_TWO MOUNTED StateName = Attacking Animation AnimationName = CHCM_CM_U_SPLD CHCM_CM_U_ATKA AnimationMode = ONCE End End // WIZARD BLAST ANIMS ON FOOT // AnimationState = SPECIAL_WEAPON_TWO StateName = Attacking Animation AnimationName = CHCM_CM_U_SPCB CHCM_CM_U_ATKA AnimationMode = ONCE End End // ISTARI LIGHT STAFF WEAPON MOUNTED // AnimationState = SPECIAL_WEAPON_THREE MOUNTED // FIRING_OR_PREATTACK_C StateName = Attacking Animation = StaffLaser AnimationName = CHCM_CM_U_SPCD CHCM_CM_U_ATKA 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 = CHCM_CM_U_SPCE CHCM_CM_U_ATKA// isitari's light? AnimationMode = ONCE End FXEvent = Frame:30 Name:FX_GandalfStaffFlare End ; Throwing and cripple strike AnimationState = SPECIAL_WEAPON_FOUR StateName = Attacking Animation AnimationName = CHCM_CM_U_SPCD AnimationMode = ONCE End FrameForPristineBonePositions = 44 End AnimationState = SPECIAL_WEAPON_FIVE StateName = Attacking Animation AnimationName = CHCM_CM_U_SPCE AnimationMode = ONCE End End AnimationState = SPECIAL_WEAPON_SIX StateName = Attacking Animation AnimationName = CHCM_CM_U_SPCF AnimationMode = ONCE End End // Special Power 1 AnimationState = PACKING_TYPE_1 UNPACKING StateName = Attacking Animation = LightningSwordStart AnimationName = CHCM_CM_U_SPCC CHCM_CM_U_ATKA AnimationMode = ONCE End FXEvent = Frame:14 Name:FX_CreateAHeroLightningCharge // 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 = CHCM_CM_U_SPCA CHCM_CM_U_ATKA AnimationMode = LOOP End End AnimationState = PACKING_TYPE_1 PACKING StateName = Attacking Animation = LightningSwordPutAway AnimationName = CHCM_CM_U_SPCB CHCM_CM_U_ATKA AnimationMode = ONCE End End // (specific) dwarf train allies. AnimationState = PACKING_TYPE_2 CREATE_A_HERO_20 CREATE_A_HERO_21 Animation AnimationName = CHCM_CM_U_SPCC AnimationMode = LOOP End End // Special Power 2 AnimationState = PACKING_TYPE_2 UNPACKING StateName = Attacking Animation = LightningSwordStart AnimationName = CHCM_CM_U_SPCC CHCM_CM_U_ATKA AnimationMode = ONCE End FXEvent = Frame:14 Name:FX_CreateAHeroLightningCharge // FXEvent = Frame:70 Name:FX_GandalfLightningFizzle FXEvent = Frame:14 Name:FX_GandalfLightningSword FrameStop:70 End AnimationState = PACKING_TYPE_2 PREPARING StateName = Attacking Animation = LightningSwordLoop AnimationName = CHCM_CM_U_SPCA CHCM_CM_U_ATKA AnimationMode = LOOP End End AnimationState = PACKING_TYPE_2 PACKING StateName = Attacking Animation = LightningSwordPutAway AnimationName = CHCM_CM_U_SPCB CHCM_CM_U_ATKA AnimationMode = ONCE End End //----------- Captain of Gondor - Sword -------------------------------------------- AnimationState = PACKING_TYPE_2 WEAPONSET_TOGGLE_1 StateName = CaptainPower Animation = GUHero_CHRC AnimationName = CHCM_CM_U_CHRC AnimationMode = ONCE AnimationSpeedFactorRange = 1.2 1.2 End End //----------- Captain of Gondor - Bow ----------------------------------------------- AnimationState = PACKING_TYPE_2 StateName = STATE_CaptainBow Animation = GUHero_CHRD AnimationName = CHCM_CM_U_SPCE CHCM_CM_U_SPCA CHCM_CM_U_CHRD AnimationMode = ONCE // AnimationSpeedFactorRange = 0.75 0.75 End End // Special Power 3 AnimationState = PACKING_TYPE_3 UNPACKING StateName = Attacking Animation = LightningSwordStart AnimationName = CHCM_CM_U_SPCC CHCM_CM_U_ATKA AnimationMode = ONCE End FXEvent = Frame:14 Name:FX_CreateAHeroLightningCharge // FXEvent = Frame:70 Name:FX_GandalfLightningFizzle FXEvent = Frame:14 Name:FX_GandalfLightningSword FrameStop:70 End AnimationState = PACKING_TYPE_3 PREPARING StateName = Attacking Animation = LightningSwordLoop AnimationName = CHCM_CM_U_SPCA CHCM_CM_U_ATKA AnimationMode = LOOP End End AnimationState = PACKING_TYPE_3 PACKING StateName = Attacking Animation = LightningSwordPutAway AnimationName = CHCM_CM_U_SPCB CHCM_CM_U_ATKA AnimationMode = ONCE End End // Special Power 4 AnimationState = PACKING_TYPE_4 UNPACKING Animation AnimationName = CHCM_CM_U_SPCA AnimationMode = ONCE End End AnimationState = PACKING_TYPE_4 PREPARING Animation AnimationName = CHCM_CM_U_SPCA AnimationMode = ONCE End End AnimationState = PACKING_TYPE_4 PACKING Animation AnimationName = CHCM_CM_U_SPCA AnimationMode = ONCE End End // Special Power 5 AnimationState = PACKING_TYPE_5 PACKING WEAPONSET_TOGGLE_1 Animation AnimationName = CHCM_CM_B_SPCB AnimationMode = ONCE AnimationSpeedFactorRange = 0.7333 0.7333 End End AnimationState = PACKING_TYPE_5 PACKING Animation AnimationName = CHCM_CM_U_SPCB AnimationMode = ONCE End End AnimationState = PACKING_TYPE_6 PACKING Animation AnimationName = CHCM_CM_U_SPCD AnimationMode = ONCE End End //====== LEVELED AnimationState = LEVELED WEAPONSET_TOGGLE_1 // This state clears itself in 3 seconds Animation = LevelUp AnimationName = CHCM_CM_B_CHRA CHCM_CM_B_LVLA AnimationMode = ONCE End End AnimationState = LEVELED // This state clears itself in 3 seconds Animation = LevelUp AnimationName = CHCM_CM_U_CHRA CHCM_CM_U_LVLA AnimationMode = ONCE End End //---------------------- EMOTIONS --------------------------------------------------------------- // cheer, w/ bow on foot AnimationState = EMOTION_CELEBRATING WEAPONSET_TOGGLE_1 Animation AnimationName = CHCM_CM_B_CHRA AnimationMode = ONCE End Flags = RESTART_ANIM_WHEN_COMPLETE End // cheer, on foot AnimationState = EMOTION_CELEBRATING Animation CHRA AnimationName = CHCM_CM_U_CHRA CHCM_CM_U_TNTA AnimationMode = ONCE End Animation CHRB AnimationName = CHCM_CM_U_CHRB CHCM_CM_U_CHRA CHCM_CM_U_TNTA AnimationMode = ONCE End Flags = RESTART_ANIM_WHEN_COMPLETE End // raise flag, w/ bow on foot AnimationState = RAISING_FLAG WEAPONSET_TOGGLE_1 Animation AnimationName = CHCM_CM_B_CHRA AnimationMode = ONCE End Flags = RESTART_ANIM_WHEN_COMPLETE End // cheer, on foot AnimationState = RAISING_FLAG Animation CHRA AnimationName = CHCM_CM_U_CHRA CHCM_CM_U_TNTA AnimationMode = ONCE End Animation CHRB AnimationName = CHCM_CM_U_CHRB CHCM_CM_U_CHRA CHCM_CM_U_TNTA AnimationMode = ONCE End Flags = RESTART_ANIM_WHEN_COMPLETE End // taunt, w/ bow on foot AnimationState = EMOTION_TAUNTING WEAPONSET_TOGGLE_1 Animation AnimationName = CHCM_CM_B_TNTA AnimationMode = ONCE End Flags = RESTART_ANIM_WHEN_COMPLETE End // taunt, on foot AnimationState = EMOTION_TAUNTING Animation CHRA AnimationName = CHCM_CM_U_TNTA AnimationMode = ONCE End Animation CHRB AnimationName = CHCM_CM_U_TNTB CHCM_CM_U_TNTA AnimationMode = ONCE End Flags = RESTART_ANIM_WHEN_COMPLETE End //====== ENGAGED AnimationState = ENGAGED WEAPONSET_TOGGLE_1 StateName = STATE_ready Animation AnimationName = CHCM_CM_B_IDLA AnimationMode = ONCE End End AnimationState = ENGAGED StateName = STATE_ready Animation AnimationName = CHCM_CM_U_IDLA AnimationMode = ONCE End End AnimationState = BETWEEN_FIRING_SHOTS_A WEAPONSET_TOGGLE_1 StateName = STATE_ready Animation AnimationName = CHCM_CM_B_IDLA AnimationMode = ONCE End End AnimationState = BETWEEN_FIRING_SHOTS_A StateName = STATE_ready Animation AnimationName = CHCM_CM_U_IDLA AnimationMode = ONCE End End // --- Idle Toggled AnimationState = SELECTED WEAPONSET_TOGGLE_1 StateName = STATE_Selected_Bow Animation = Selected_Loop AnimationName = CHCM_CM_B_ATNB AnimationMode = LOOP AnimationBlendTime = 10 End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Idle_Bow" then CurDrawableSetTransitionAnimState("TRANS_BoredToSelectedBow") end EndScript Flags = RESTART_ANIM_WHEN_COMPLETE End AnimationState = SELECTED StateName = STATE_Selected_Sword Animation = Selected_Loop AnimationName = CHCM_CM_U_ATNB AnimationMode = LOOP AnimationBlendTime = 10 End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Idle_Sword" then CurDrawableSetTransitionAnimState("TRANS_BoredToSelectedSword") end EndScript Flags = RESTART_ANIM_WHEN_COMPLETE End AnimationState = WEAPONSET_TOGGLE_1 StateName = STATE_Idle_Bow Animation AnimationName = CHCM_CM_B_IDLA AnimationPriority = 20 AnimationMode = ONCE AnimationBlendTime = 15 End Flags = RESTART_ANIM_WHEN_COMPLETE BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Idle_Sword" then CurDrawableSetTransitionAnimState("TRANS_SwordToBow") end EndScript End IdleAnimationState StateName = STATE_Idle_Sword Animation = Foot_IDLB // Bored Idle AnimationName = CHCM_CM_U_IDLB AnimationMode = ONCE AnimationPriority = 20 End Animation = Foot_IDLC // Bored Fidget AnimationName = CHCM_CM_U_IBFA AnimationMode = ONCE AnimationPriority = 2 End //Animation = Foot_IDLD // Bored Fidget // AnimationName = CHCM_CM_U_IBFB // AnimationMode = ONCE // AnimationPriority = 1 //End BeginScript CurDrawableHideSubObject("arrow") Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Selected_Sword" then CurDrawableSetTransitionAnimState("TRANS_SelectedToBoredSword") end if Prev == "STATE_Idle_Bow" then CurDrawableSetTransitionAnimState("TRANS_BowToSword") end EndScript End //---transitions-------------------------------------------- TransitionState = TRANS_BoredToSelectedSword // Once we have proper animations for enter -> idle -> exit, fix this properly. Animation = ANTD AnimationName = CHCM_CM_U_ATNA CHCM_CM_U_ATND CHCM_CM_U_IDLA AnimationMode = ONCE End End TransitionState = TRANS_SelectedToBoredSword Animation = ATNF AnimationName = CHCM_CM_U_ATNC CHCM_CM_U_ATNF CHCM_CM_U_ATNE AnimationMode = ONCE End End TransitionState = TRANS_BoredToSelectedBow Animation = ATNC AnimationName = CHCM_CM_U_ATNF CHCM_CM_U_ATNE AnimationMode = ONCE End End TransitionState = TRANS_CaptainBowToSelectedBow Animation = ATNC AnimationName = CHCM_CM_U_ATNF AnimationMode = ONCE AnimationBlendTime = 10 AnimationSpeedFactorRange = 1.5 1.5 End End TransitionState = TRANS_SelectedToBoredBow Animation = ATNA AnimationName = CHCM_CM_U_ATNF AnimationMode = ONCE End End TransitionState = TRANS_BowToSword Animation = CUHero_STHA AnimationName = CHCM_CM_B_STHA AnimationMode = ONCE End End TransitionState = TRANS_SwordToBow Animation = CUHero_STHB AnimationName = CHCM_CM_U_STHA AnimationMode = ONCE End End TransitionState = TRANS_BowToSword_Running Animation = DrawSwords AnimationName = CHCM_CM_B_STHB AnimationMode = ONCE End End TransitionState = TRANS_SwordToBow_Running Animation = DrawBow AnimationName = CHCM_CM_U_STHB AnimationMode = ONCE End End End #include "..\..\..\includes\StunDrawModuleSmall.inc" Behavior = SubObjectsUpgrade TrollWeapon_Upgrade23 TriggeredBy = Upgrade_CHW23 ShowSubObjects = SWRD_03 SWD_03 HideSubObjectsOnRemove = Yes FadeTimeInSeconds = 0.0 End Behavior = SubObjectsUpgrade ModuleTag_ShowTheHero TriggeredBy = Upgrade_ObjectLevel1 ShowSubObjects = GNLT_01 ShowSubObjects = SLDR_01 ShowSubObjects = HLMT_01 ShowSubObjects = BOOT_01 End Behavior = SubObjectsUpgrade ModuleTag_HideTheHero TriggeredBy = Upgrade_ObjectLevel1 ;HideSubObjects = BOOT_01 HideSubObjects = BOOT_02 HideSubObjects = BOOT_03 HideSubObjects = BOOT_04 ;HideSubObjects = GNLT_01 HideSubObjects = GNLT_02 HideSubObjects = GNLT_03 HideSubObjects = GNLT_04 ;HideSubObjects = HLMT_01 HideSubObjects = HLMT_02 HideSubObjects = HLMT_03 HideSubObjects = HLMT_04 HideSubObjects = HLMT_05 HideSubObjects = HLMT_06 HideSubObjects = HMR_01 ;HideSubObjects = SLDR_01 HideSubObjects = SLDR_02 HideSubObjects = SLDR_03 HideSubObjects = SLDR_04 HideSubObjects = SLDR_05 HideSubObjects = SLDR_06 End ; ***DESIGN parameters *** Side = Mordor EditorSorting = UNIT ThreatLevel = 1.0 ThingClass = HORDE_UNIT CommandPoints = 4 BountyValue = MORDOR_CORSAIR_BOUNTY_VALUE EmotionRange = 240 ; Make sure this value is greater than the fear distribution range. TransportSlotCount = TRANSPORTSLOTCOUNT_UNIT ;;; WEAPON SETS ;;; WeaponSet Conditions = None Weapon = PRIMARY CorsairSword AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI End ;;; ARMOUR SETS ;;; ArmorSet Conditions = None Armor = CorsairsArmor DamageFX = NormalDamageFX End VisionRange = VISION_STANDARD_MELEE ShroudClearingRange = SHROUD_CLEAR_STANDARD VisionSide = 50% VisionRear = 25% VisionBonusPercentPerFoot = 1.0% DisplayName = OBJECT:MordorCorsairsOfUmbar CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CrushRevengeWeapon = BasicInfantryCrushRevenge CommandSet = MordorCorsairsOfUmbarHordeCommandSet ; *** AUDIO Parameters ***; VoiceAttack = HeroEasterlingVoiceAttack VoiceAttackAir = HeroEasterlingVoiceAttack VoiceAttackCharge = HeroEasterlingVoiceAttack VoiceAttackMachine = HeroEasterlingVoiceAttack VoiceAttackStructure = HeroEasterlingVoiceAttack VoiceCreated = HeroEasterlingVoiceSalute VoiceFear = HeroEasterlingVoiceHelpMe VoiceFullyCreated = HeroEasterlingVoiceSalute VoiceGuard = HeroEasterlingVoiceMove VoiceMove = HeroEasterlingVoiceMove VoiceMoveToCamp = HeroEasterlingVoiceMove VoiceMoveWhileAttacking = HeroEasterlingVoiceMove VoicePriority = 95 VoiceRetreatToCastle = HeroEasterlingVoiceMove VoiceSelect = HeroEasterlingVoiceSelectMS VoiceSelectBattle = HeroEasterlingVoiceSelectBattle SoundImpact = ImpactHorse UnitSpecificSounds VoiceEnterUnitElvenTransportShip = HeroEasterlingVoiceMove VoiceEnterUnitMordorMumakil = HeroEasterlingVoiceMove VoiceEnterUnitSlaughterHouse = HeroEasterlingVoiceMove VoiceEnterUnitTransportShip = HeroEasterlingVoiceMove VoiceGarrison = HeroEasterlingVoiceMove VoiceInitiateCaptureBuilding = HeroEasterlingVoiceCaptureBuilding End ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior MaxUpdateRangeCap = 800 AnimationSound = Sound:BodyFallOrc Animation:MUCORSAR_SKL.MUCORSAR_DIEA Frames:51 78 AnimationSound = Sound:BodyFallOrc Animation:MUCORSAR_SKL.MUCORSAR_DIEB Frames:29 AnimationSound = Sound:BodyFallOrc Animation:MUCORSAR_SKL.MUCORSAR_DIEC Frames:49 AnimationSound = Sound:BodyFallOrc Animation:MUCORSAR_SKL.MUCORSAR_LNDA Frames:4 End CrowdResponseKey = EvilMen1 #include "..\..\..\includes\StandardUnitEvaEvents.inc" Behavior = LargeGroupAudioUpdate ModuleTag_LGAU Key = Humanoid_Male Man Man_Male Corsair End ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_foo ModelCondition = Required:EMOTION_CELEBRATING Excluded:DYING ENGAGED Sound:EmotionCorsairVoxCheerLoop ;MOVING ATTACKING ModelCondition = Required:EMOTION_TAUNTING Excluded:DYING ENGAGED Sound:EmotionCorsairVoxTauntLoop ;MOVING ATTACKING ;ModelCondition = Required:EMOTION_POINTING Excluded:DYING ENGAGED Sound:EmotionCorsairVoxTauntLoop ModelCondition = Required:RAISING_FLAG Excluded:DYING ENGAGED Sound:EmotionCorsairVoxTauntLoop End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE THROWN_OBJECT ATTACK_NEEDS_LINE_OF_SIGHT NOTIFY_OF_PREATTACK GRAB_AND_DROP CAN_CLIMB_WALLS Body = ActiveBody ModuleTag_02 CheerRadius = EMOTION_CHEER_RADIUS MaxHealth = GONDOR_SOLDIER_HEALTH MaxHealthDamaged = GONDOR_SOLDIER_HEALTH_DAMAGED BurningDeathBehavior = Yes BurningDeathFX = FX_InfantryBurningFlame End Behavior = SubObjectsUpgrade ForgedBlade_Upgrade TriggeredBy = Upgrade_MordorForgedBlades Upgrade_WildForgedBlades ShowSubObjects = Forged_Blade Forged_Blade01 UpgradeTexture = EXLnzFlarRed2.tga 0 EXLnzFlarBlue.tga CustomAnimAndDuration = AnimState:WEAPONSET_PLAYER_UPGRADE AnimTime:0 End Behavior = AIUpdateInterface ModuleTag_03 AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS MoodAttackCheckRate = 500 AILuaEventsList = MordorCorsairFunctions MinCowerTime = 3000 MaxCowerTime = 5000 AttackPriority = AttackPriority_Infantry BurningDeathTime = BURNINGDEATH_DURATION_INFANTRY End LocomotorSet Locomotor = HeroHumanLocomotor Condition = SET_NORMAL Speed = 50 End LocomotorSet Locomotor = WallScalingMeleeHordeLocomotor Condition = SET_NORMAL Speed = NORMAL_FOOT_SLOW_MEMBER_SPEED End LocomotorSet Locomotor = BurningDeathLocomotorInfantry Condition = SET_BURNINGDEATH Speed = BURNINGDEATH_WANDERSPEED_INFANTRY End Behavior = PhysicsBehavior ModuleTag_04 GravityMult = 1.0 ShockStunnedTimeLow = 1400 ;msec ShockStunnedTimeHigh = 2400 ;msec ShockStandingTime = 666 ;msec End Behavior = AttributeModifierUpgrade ModuleTag_AMU TriggeredBy = Upgrade_GondorFighterFearless AttributeModifier = FearlessForever End Behavior = SquishCollide ModuleTag_06 ;nothing End Behavior = HordeMemberCollide ModuleTag_HMC ;nothing End ; Behavior = HitReactionBehavior HitReactionBehaviorModuleTag ; HitReactionLifeTimer1 = 2500 ; level 1 (light damage) hit reaction animations in ms ; HitReactionLifeTimer2 = 2500 ; level 2 (medium damage) hit reaction animations in ms ; HitReactionLifeTimer3 = 2500 ; level 3 (heavy damage) hit reaction animations in ms ; HitReactionThreshold1 = 5.0 ; level 1 (light damage) threshold trigger ; HitReactionThreshold2 = 25.0 ; level 2 (medium damage) threshold trigger ; HitReactionThreshold3 = 50.0 ; level 3 (heavy damage) threshold trigger ; FastHitsResetReaction = Yes If set -- when hits occur faster than the reaction animations, it will reset the animation. (like getting riddled with machine gun bullets) ; End Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL -KNOCKBACK SinkDelay = 3000 SinkRate = 0.60 ; in Dist/Sec DestructionDelay = 10000 Sound = INITIAL ManEvilGenericVoiceDie End Behavior = SlowDeathBehavior ModuleTag_07 ; Same as normal death, but no sound (sound already played by SoundImpact = ... ) DeathTypes = NONE +KNOCKBACK SinkDelay = 3000 SinkRate = 0.60 ; in Dist/Sec DestructionDelay = 10000 End Behavior = BezierProjectileBehavior ModuleTag_08 ; Module starts asleep, and wakes up when thrown. ; To tweak a Bezier path FirstHeight = 24 ; Height of Bezier control points above highest intervening terrain SecondHeight = 24 FirstPercentIndent = 30% ; Percentage of shot distance control points are placed SecondPercentIndent = 70% TumbleRandomly = Yes CrushStyle = Yes ; I don't detonate, I just hit DieOnImpact = Yes BounceCount = 1 ; When I hit the ground, I'll arc again BounceDistance = 40 ; this far BounceFirstHeight = 24 ; Height of Bezier control points above highest intervening terrain BounceSecondHeight = 24 BounceFirstPercentIndent = 20% ; Percentage of shot distance control points are placed BounceSecondPercentIndent = 80% GroundHitFX = FX_ThrownRockGroundHit GroundBounceFX = FX_ThrownRockBounceHit End Geometry = CYLINDER GeometryMajorRadius = 8.0 GeometryMinorRadius = 8.0 GeometryHeight = 19.2 GeometryIsSmall = No Shadow = SHADOW_DECAL ShadowSizeX = 19; ShadowSizeY = 19; ShadowTexture = ShadowI; // *** AUTO RESOLVE DATA *** AutoResolveUnitType = AutoResolveUnit_Soldier AutoResolveCombatChain = AutoResolve_SoldierCombatChain AutoResolveBody = AutoResolve_MordorCorsairsOfUmbarHordeBody AutoResolveArmor Armor = AutoResolve_MordorCorsairsOfUmbarArmor End AutoResolveWeapon RequiredUpgrades = Upgrade_MordorForgedBlades Weapon = AutoResolve_MordorCorsairsOfUmbarUpgradedWeapon End AutoResolveWeapon RequiredUpgrades = Upgrade_WildForgedBlades Weapon = AutoResolve_MordorCorsairsOfUmbarUpgradedWeapon End AutoResolveWeapon ExcludedUpgrades = Upgrade_MordorForgedBlades Upgrade_WildForgedBlades Weapon = AutoResolve_MordorCorsairsOfUmbarWeapon End End
Please help me quickly!
Thank in advance.
Edited by Kwen, 07 July 2014 - 04:30 PM.
Spoiler tag for long code.