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thenewch
Member Since 27 May 2007Offline Last Active Nov 27 2008 08:20 PM
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In Topic: Problems with new powers
08 December 2007 - 01:15 AM
Ok, I understand now, that would explain the other problems I was having! Thank You!!
In Topic: Problems with new powers
06 December 2007 - 11:57 PM
I looked it over about 4 times and still couldn't find anything wrong, but here it is -
;------------------------------------------------------------------------------ Object Balrog2 ; *** 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 = HIBalrog Draw = W3DScriptedModelDraw ModuleTag_BodyDraw ; GlowEnabled = Yes ; GlowEmissive = Yes ; StaticModelLODMode = yes; Will append M or L to the skin name depending on GameLOD OkToChangeModelColor = Yes ExtraPublicBone = ZZZPASSENGERBON ExtraPublicBone = ZZZWHIPCOIL ExtraPublicBone = SWORD ;------------------------- ModelConditionState = NONE; Not DefaultConditionState, because that keyword copies anything in here to every other state Model = MUBalrog_SKN ParticleSysBone = SWORD BalrogSwordFlare FollowBone:yes; Not SWORDBONE, because SWORD is the bone that gets art-hidden mid animation in WIPX ParticleSysBone = SWORD BalrogSwordEmbers FollowBone:yes ParticleSysBone = MANEBONE BalrogManeFlare FollowBone:yes ParticleSysBone = MANEBONE BalrogManeEmbers FollowBone:yes ParticleSysBone = MANEBONE BalrogManeFire FollowBone:yes ParticleSysBone = RTWINGBONE BalrogWingSmokeLite FollowBone:yes ParticleSysBone = LFWINGBONE BalrogWingSmokeLite 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 BalrogWingEmbers FollowBone:yes ParticleSysBone = LFWINGBONE BalrogWingEmbers FollowBone:yes ParticleSysBone = SWORD BalrogSwordFlare FollowBone:yes; Not SWORDBONE, because SWORD is the bone that gets art-hidden mid animation in WIPX ParticleSysBone = SWORD BalrogSwordEmbers 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 balrogHandSqueezeFlames FollowBone:Yes ParticleSysBone = ZZZPassengerBon balrogHandSqueezeFlames2 FollowBone:Yes ParticleSysBone = ZZZPassengerBon balrogHandSqueezeFlamesFinal FollowBone:Yes ParticleSysBone = ZZZPassengerBon BalrogHandSqueezeFlash 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 BalrogWhip2swordEfx FollowBone:Yes End AnimationState = SPECIAL_POWER_1 Animation = RoaringFear AnimationName = MUBalrog_SKL.MUBalrog_RORB AnimationMode = ONCE End ParticleSysBone = BAT_JAW BalrogScreamEffect FollowBone:Yes FXEvent = Frame:20 Name:FX_BalrogScreamEfx ParticleSysBone = BAT_JAW balrogPixelDisplScrm FollowBone:Yes ParticleSysBone = BAT_JAW balrogScrmEmbers FollowBone:Yes End AnimationState = SPECIAL_WEAPON_ONE Animation = BreathingFireAnimation AnimationName = MUBalrog_SKL.MUBalrog_FIRA AnimationMode = ONCE End ;This is Balrog's fire breath efx ParticleSysBone = BAT_JAW balrogFireBreath FollowBone:Yes ParticleSysBone = BAT_JAW balrogBreathEmbers FollowBone:Yes ParticleSysBone = BAT_JAW balrogBreathSmoke FollowBone:Yes ParticleSysBone = BAT_JAW balrogBreathProxy 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 *** DisplayName = OBJECT:BalrogGothmog BountyValue = 2000 RecruitText = CONTROLBAR:BalrogGothmogRecruit ReviveText = CONTROLBAR:BalrogGothmogRevive Hotkey = CONTROLBAR:BalrogGothmogHotkey DisplayMeleeDamage = BALROG_GOTHMOG_DAMAGE BuildCost = BALROG_GOTHMOG_BUILDCOST BuildTime = BALROG_GOTHMOG_BUILDTIME Side = Angband EditorSorting = UNIT ThreatLevel = 4.0 ThingClass = CHARACTER_UNIT CrusherLevel = 1;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushWeapon = BalrogGothmogCrush TransportSlotCount = TRANSPORTSLOTCOUNT_MONSTER WeaponSet Conditions = None Weapon = PRIMARY BalrogGothmogSwordSwipe End ArmorSet Conditions = None Armor = BalrogArmor DamageFX = NormalDamageFX End VisionRange = VISION_BALROG ShroudClearingRange = SHROUD_CLEAR_BALROG DisplayName = OBJECT:Balrog ShockwaveResistance = SHOCKWAVE_RESISTANCE_ALWAYS CommandSet = BalrogGothmogCommandSet CanPathThroughGates = Yes IsTrainable = No 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 ThreatBreakdown MordorBalrog_DetailedThreat AIKindOf = SIEGEWEAPON End Body = RespawnBody ModuleTag_RespawnBody CheerRadius = EMOTION_CHEER_RADIUS MaxHealth = BALROG_GOTHMOG_HEALTH;BALANCE MouthOfSauron Health PermanentlyKilledByFilter = NONE;Who kills me permanently? DodgePercent = HERO_DODGE_PERCENT End Behavior = RespawnUpdate ModuleTag_RespawnUpdate DeathAnim = DYING ;STUNNED;Model condition to play when killed-to-respawn DeathFX = FX_MouthOfSauronDieToRespawn;FXList to play when killed-to-respawn DeathAnimationTime = 3333;1133 ;How long DeathAnim will take. InitialSpawnFX = FX_MouthOfSauronInitialSpawn RespawnAnim = LEVELED ;Animation to play when respawning. RespawnFX = FX_MouthOfSauronRespawn ;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 = HIMouthSauron_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:1000 Time:70000 Health:100%;DEFAULT VALUES RespawnEntry = Level:2 Cost:1000 Time:70000 ;;50% cost, 1x buildtime;For other levels, only override what is different. RespawnEntry = Level:3 Cost:1000 Time:70000 RespawnEntry = Level:4 Cost:1000 Time:70000 RespawnEntry = Level:5 Cost:1300 Time:140000 ;;65% cost, 2x buildtime RespawnEntry = Level:6 Cost:1300 Time:140000 RespawnEntry = Level:7 Cost:1300 Time:140000 RespawnEntry = Level:8 Cost:1600 Time:210000 ;;80% cost, 3x buildtime RespawnEntry = Level:9 Cost:1600 Time:210000 RespawnEntry = Level:10 Cost:1600 Time:210000 End Behavior = StancesBehavior ModuleTag_StancesBehavior StanceTemplate = FighterHorde 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_BalrogJumpHitGround 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 = MordorBalrogHeroEffect FireDelay = 0 OneShot = No End End Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL -FADED DestructionDelay = 2500 FX = FINAL FX_BalrogFinalDeath DeathFlags = DEATH_1 End ;-----------------------------------Balrog Leadership--------------------------------------- Behavior = AttributeModifierAuraUpdate ModuleTag_Leadership StartsActive = Yes BonusName = GothmogBalrogLeadership RefreshDelay = 2000 Range = GOTHMOG_LEADERSHIP_RANGE ObjectFilter = GOTHMOG_BALROG_LEADFILTER End Behavior = SpecialPowerModule ModuleTag_GothmogLeadershipUpdate SpecialPowerTemplate = SpecialAbilityFakeLeadership UpdateModuleStartsAttack = No StartsPaused = No End ;------------------------------------BREATH------------------------------------- Behavior = UnpauseSpecialPowerUpgrade ModuleTag_BreathEnabler SpecialPowerTemplate = SpecialAbilityGothmogBreath TriggeredBy = Upgrade_MouthOfSauronDissent End Behavior = SpecialPowerModule ModuleTag_BreathStarter SpecialPowerTemplate = SpecialAbilityGothmogBreath UpdateModuleStartsAttack = Yes InitiateSound = BalrogSpecialPowerRoar;this plays on right-click target, not when Balrog leaps StartsPaused = Yes End Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_BreathUpdate SpecialPowerTemplate = SpecialAbilityGothmogBreath UnpackTime = 1300; Drawing the horn PackTime = 3700; Putting horn away AwardXPForTriggering = 0 StartAbilityRange = 40.0 SpecialWeapon = GothmogFireBreath WhichSpecialWeapon = 1 End ;-------------------------------------- Leadership 2 --------------------------------------- Behavior = UnpauseSpecialPowerUpgrade ModuleTag_Captain SpecialPowerTemplate = SpecialAbilityFakeLeadership2 TriggeredBy = Upgrade_LurtzPillage End Behavior = SpecialPowerModule ModuleTag_CaptainUpdate SpecialPowerTemplate = SpecialAbilityFakeLeadership2 UpdateModuleStartsAttack = No StartsPaused = Yes End Behavior = AttributeModifierAuraUpdate ModuleTag_CaptainAura StartsActive = No ; If no, requires upgrade to turn on. BonusName = GothmogCaptainLeadership TriggeredBy = Upgrade_LurtzPillage RefreshDelay = 2000 Range = GOTHMOG_LEADERSHIP_RANGE ObjectFilter = GOTHMOG_CAPTAIN_FILTER 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 ;-------------------------------------- Summon Balrog ----------------------------- Behavior = UnpauseSpecialPowerUpgrade ModuleTag_SummonBalrogEnabler SpecialPowerTemplate = SpecialAbilitySummonBalrog TriggeredBy = Upgrade_SummonBalrog End Behavior = OCLSpecialPower ModuleTag_SummonBalrogPower SpecialPowerTemplate = SpecialAbilitySummonBalrog OCL = OCL_SummonBalrog CreateLocation = CREATE_AT_LOCATION StartsPaused = Yes TriggerFX = FX_DrakeSummon SetModelCondition = ModelConditionState:USER_2 SetModelConditionTime = 3.5 DisableDuringAnimDuration = Yes End
In Topic: Morphing a hero
27 November 2007 - 12:46 AM
that's just what i needed! thx Solinx!
In Topic: CAH Heroes
22 October 2007 - 09:04 PM
ah, didn't see that tutorial, thx
In Topic: Question about assets
16 October 2007 - 12:18 AM
how would I extract the art assets? I've tried but the letters don't come out the same and make the images pink/invisible
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