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thenewch

Member Since 27 May 2007
Offline Last Active Nov 27 2008 08:20 PM

Posts I've Made

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