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Zarmoz
Member Since 15 Mar 2008Offline Last Active Sep 19 2010 11:55 AM
About Me
About me? hm.... what's there to say?
OK.
My name is Markus, i live in Bodรธ (Bodo), Norway.
I have a Cat named Max.
I have archery training twice a week (Tuesday and Friday).
I am new at modding and mapping in Rotwk, but i think i will learn from you other.
I currently have made 10 maps, i have uploaded them all here : Zarmoz's Map Collection
I am currently learning how to edit the gamedata.ini.
maybe i will make a mod soon.
So long
~~Zarmoz~~
Community Stats
- Group Members
- Active Posts 51
- Profile Views 2,066
- Age 30 years old
- Birthday September 2, 1994
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Gender
Male
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Location
Bodรธ, Norway
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Blue Text
Mapper & Coder
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Interests
Gaming, being with my friends, Archery and newbie modding
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Posts I've Made
In Topic: SRPS 1: Cursed Town [95% ready][BFME2]
24 December 2009 - 01:44 PM
Wow, you are really good
In Topic: Skins <- need help (Solved)
23 December 2009 - 07:40 PM
Worked great, throwing in a picture; http://i47.tinypic.com/2up9xmx.jpg
In Topic: Skins <- need help (Solved)
23 December 2009 - 07:25 PM
Ok, thanks. But what's Haldir's skin?
In Topic: Skins <- need help (Solved)
23 December 2009 - 06:47 PM
;------------------------------------------------------------------------------ ; ; Haldir.ini ; ;------------------------------------------------------------------------------ Object ElvenHaldir ; *** ART Parameters *** SelectPortrait = HPHaldir ButtonImage = HIHaldir DescriptionStrategic = CONTROLBAR:LW_ToolTip_Haldir Draw = W3DScriptedModelDraw ModuleTag_DRAW StaticModelLODMode = yes OkToChangeModelColor = Yes RandomTexture = euhaldirhitx.tga 0 euhaldir.dds RandomTexture = euhaldirhitx.tga 0 euhaldir_c.dds ; Sword version DefaultModelConditionState Model = EUHaldir_SKN Skeleton = EUHaldir_SKL WeaponLaunchBone = PRIMARY ARROW End ; Bow version ModelConditionState = WEAPONSET_TOGGLE_1 Model = EUHaldir_SKN Skeleton = EUHaldir_SKL End AnimationState = PASSENGER WEAPONSET_TOGGLE_1 StateName = STATE_Grabbed Animation = Bow AnimationName = EUHaldir_FLYA AnimationMode = LOOP End End AnimationState = PASSENGER StateName = STATE_Grabbed Animation = Sword AnimationName = EUHaldir_FLYB AnimationMode = LOOP End End AnimationState = FREEFALL WEAPONSET_TOGGLE_1 StateName = STATE_Falling Animation = Bow AnimationName = EUHaldir_FLYA AnimationMode = LOOP AnimationBlendTime = 10 AnimationSpeedFactorRange = 0.5 0.5 End End AnimationState = FREEFALL StateName = STATE_Falling Animation = Sword AnimationName = EUHaldir_FLYB AnimationMode = LOOP AnimationBlendTime = 10 AnimationSpeedFactorRange = 0.24 0.24 End End AnimationState = STUNNED_FLAILING WEAPONSET_TOGGLE_1 StateName = STATE_Fly Animation AnimationName = EUHaldir_FLYA AnimationMode = LOOP AnimationSpeedFactorRange = 0.4 0.6 End Flags = MAINTAIN_FRAME_ACROSS_STATES2 End AnimationState = STUNNED_FLAILING StateName = STATE_Fly Animation = Sword AnimationName = EUHaldir_FLYB AnimationMode = LOOP AnimationSpeedFactorRange = 0.4 0.6 End Flags = MAINTAIN_FRAME_ACROSS_STATES2 BeginScript PrevState = CurDrawablePrevAnimationState() PrevAnim = CurDrawablePrevAnimation() if PrevState == "Ready_Bow" or PrevState == "Moving_Bow" or PrevState == "Bored_Bow" then CurDrawableShowSubObject("arrow") CurDrawableShowSubObject("arrownock") return "WantSword" elseif PrevState == "STATE_Fly" then if PrevAnim == "Bow" or PrevAnim == "WantSword" then CurDrawableShowSubObject("arrow") CurDrawableShowSubObject("arrownock") return "WantSword" end end CurDrawableHideSubObject("ArrowNock") CurDrawableHideSubObject("arrow") return "Sword" EndScript End AnimationState = DYING DEATH_1 SPLATTED WEAPONSET_TOGGLE_1 StateName = STATE_Dead Animation = Bow AnimationName = EUHaldir_LNDA AnimationMode = ONCE End End AnimationState = DYING DEATH_1 SPLATTED StateName = STATE_Dead Animation = Sword AnimationName = EUHaldir_LNDB AnimationMode = ONCE End End AnimationState = DYING DEATH_1 WEAPONSET_TOGGLE_1 Animation = Bow1 AnimationName = EUHaldir_DIEBV5 AnimationMode = ONCE End Animation = Bow2 AnimationName = EUHaldir_DIEBV5 AnimationMode = ONCE End Animation = WantBow AnimationName = EUHaldir_LNDA AnimationMode = ONCE End BeginScript PrevState = CurDrawablePrevAnimationState() PrevAnim = CurDrawablePrevAnimation() if PrevState == "STATE_Fly" then CurDrawableHideSubObject("ArrowNock") CurDrawableHideSubObject("arrow") return "WantBow" end if GetClientRandomNumberReal(0,2) < 1 then CurDrawableShowSubObject("arrow") CurDrawableShowSubObject("arrownock") return "Bow1" else CurDrawableShowSubObject("arrow") CurDrawableShowSubObject("arrownock") return "Bow2" end EndScript End AnimationState = DYING DEATH_1 Animation = Sword1 AnimationName = EUHaldir_DIESv5 AnimationMode = ONCE End Animation = Sword2 AnimationName = EUHaldir_DIESV5 AnimationMode = ONCE End Animation = WantSword AnimationName = EUHaldir_LNDB AnimationMode = ONCE End BeginScript PrevState = CurDrawablePrevAnimationState() PrevAnim = CurDrawablePrevAnimation() if PrevState == "STATE_Fly" then CurDrawableShowSubObject("arrow") CurDrawableShowSubObject("arrownock") return "WantSword" end CurDrawableHideSubObject("ArrowNock") CurDrawableHideSubObject("arrow") if GetClientRandomNumberReal(0,2) < 1 then return "Sword1" else return "Sword2" end EndScript End AnimationState = DYING DEATH_2 WEAPONSET_TOGGLE_1 Animation = FadeOut AnimationName = EUHaldir_DIEBV5 AnimationMode = ONCE End End AnimationState = DYING DEATH_2 Animation = FadeOut AnimationName = EUHaldir_DIESV5 AnimationMode = LOOP End End AnimationState = STUNNED_STANDING_UP WEAPONSET_TOGGLE_1 StateName = STATE_GetUp Animation = Bow AnimationName = EUHaldir_GTPB AnimationMode = ONCE AnimationSpeedFactorRange = 1.42 1.42 End Animation = WantBow AnimationName = EUHaldir_GTPSX1 AnimationMode = ONCE End Flags = MAINTAIN_FRAME_ACROSS_STATES4 BeginScript PrevState = CurDrawablePrevAnimationState() PrevAnim = CurDrawablePrevAnimation() if PrevState == "STATE_GetUp" or PrevState == "STATE_Land" then if PrevAnim == "WantBow" or PrevAnim == "Sword" then CurDrawableHideSubObject("ArrowNock") CurDrawableHideSubObject("arrow") return "WantBow" end else CurDrawableShowSubObject("arrow") CurDrawableShowSubObject("arrownock") return "Bow" end EndScript End AnimationState = STUNNED_STANDING_UP StateName = STATE_GetUp Animation = Sword AnimationName = EUHaldir_GTPSX1 AnimationMode = ONCE AnimationSpeedFactorRange = 1.2 1.2 End Animation = WantSword AnimationName = EUHaldir_GTPB AnimationMode = ONCE End Flags = MAINTAIN_FRAME_ACROSS_STATES4 BeginScript PrevState = CurDrawablePrevAnimationState() PrevAnim = CurDrawablePrevAnimation() if PrevState == "STATE_GetUp" or PrevState == "STATE_Land" then if PrevAnim == "Bow" or PrevAnim == "WantSword" then CurDrawableShowSubObject("arrow") CurDrawableShowSubObject("arrownock") return "WantSword" end end CurDrawableHideSubObject("ArrowNock") CurDrawableHideSubObject("arrow") return "Sword" EndScript End AnimationState = STUNNED WEAPONSET_TOGGLE_1 StateName = STATE_Land Animation = Bow AnimationName = EUHaldir_LNDA AnimationMode = ONCE End Animation = WantBow AnimationName = EUHaldir_LNDB AnimationMode = ONCE End Flags = MAINTAIN_FRAME_ACROSS_STATES3 BeginScript PrevState = CurDrawablePrevAnimationState() PrevAnim = CurDrawablePrevAnimation() if PrevState == "STATE_Fly" then if PrevAnim == "WantBow" or PrevAnim == "Sword" then CurDrawableHideSubObject("ArrowNock") CurDrawableHideSubObject("arrow") return "WantBow" end end CurDrawableShowSubObject("arrow") CurDrawableShowSubObject("arrownock") return "Bow" EndScript End AnimationState = STUNNED StateName = STATE_Land Animation = Sword AnimationName = EUHaldir_LNDB AnimationMode = ONCE End Animation = WantSword AnimationName = EUHaldir_LNDA AnimationMode = ONCE End BeginScript PrevState = CurDrawablePrevAnimationState() PrevAnim = CurDrawablePrevAnimation() if PrevState == "STATE_Fly" then if PrevAnim == "WantSword" or PrevAnim == "Bow" then CurDrawableShowSubObject("arrow") CurDrawableShowSubObject("arrownock") return "WantSword" end end Flags = MAINTAIN_FRAME_ACROSS_STATES3 CurDrawableHideSubObject("ArrowNock") CurDrawableHideSubObject("arrow") return "Sword" EndScript End AnimationState = PARALYZED Animation AnimationName = EUHaldir_IDLF AnimationMode = LOOP End End AnimationState = FIRING_OR_PREATTACK_A WEAPONSET_TOGGLE_1 StateName = Attacking_Bow Animation AnimationName = EUHaldir_ATA2 AnimationMode = ONCE UseWeaponTiming = Yes AnimationBlendTime = 20 End BeginScript CurDrawableShowSubObject("arrow") CurDrawableShowSubObject("ArrowNock") EndScript End AnimationState = FIRING_OR_PREATTACK_A StateName = Ready_Sword Animation = AttackWithSwordA AnimationName = EUHaldir_ATKSV2 AnimationMode = ONCE UseWeaponTiming = Yes End Animation = AttackWithSwordB AnimationName = EUHaldir_ATKSV2 AnimationMode = ONCE UseWeaponTiming = Yes End Animation = AttackWithSwordD AnimationName = EUHaldir_ATKSV4 AnimationMode = ONCE UseWeaponTiming = Yes End BeginScript CurDrawableHideSubObject("ArrowNock") CurDrawableHideSubObject("arrow") EndScript End AnimationState = SPECIAL_WEAPON_ONE Animation AnimationName = EUHaldir_SPCA AnimationMode = ONCE End FrameForPristineBonePositions = 60 BeginScript CurDrawableShowSubObject("arrow") CurDrawableShowSubObject("arrownock") EndScript End AnimationState = MOVING WEAPONSET_TOGGLE_1 StateName = Moving_Bow Animation AnimationName = EUHaldir_RUNB AnimationMode = LOOP End Flags = RANDOMSTART BeginScript CurDrawableShowSubObject("arrow") CurDrawableShowSubObject("arrownock") Prev = CurDrawablePrevAnimationState() if Prev == "Moving_Sword" then CurDrawableSetTransitionAnimState("TRANS_SwordToBow_Moving") end EndScript End AnimationState = MOVING StateName = Moving_Sword Animation AnimationName = EUHaldir_RUNS AnimationMode = LOOP End Flags = RANDOMSTART BeginScript CurDrawableHideSubObject("arrow") CurDrawableHideSubObject("arrownock") Prev = CurDrawablePrevAnimationState() if Prev == "Moving_Bow" then CurDrawableSetTransitionAnimState("TRANS_BowToSword_Moving") end EndScript End AnimationState = PREATTACK_A WEAPONSET_TOGGLE_1 Animation = ReadyToDrawn AnimationName = EUHaldir_ATA1 AnimationMode = ONCE AnimationBlendTime = 0 UseWeaponTiming = Yes End BeginScript CurDrawableShowSubObject("arrow") CurDrawableShowSubObject("ArrowNock") EndScript End AnimationState = FIRING_OR_RELOADING_A WEAPONSET_TOGGLE_1 StateName = STATE_Firing Animation AnimationName = EUHaldir_ATA2 AnimationMode = ONCE AnimationBlendTime = 30 UseWeaponTiming = Yes AnimationSpeedFactorRange = 1.5 1.5 End Flags = START_FRAME_FIRST BeginScript CurDrawableHideSubObject("arrow") CurDrawableHideSubObject("ArrowNock") EndScript End AnimationState = MOVING BACKING_UP WEAPONSET_TOGGLE_1 StateName = STATE_BackingUp Animation = Bow AnimationName = EUHaldir_BAKB AnimationMode = LOOP End Animation = WantBow AnimationName = EUHaldir_BAKS AnimationMode = LOOP End Flags = MAINTAIN_FRAME_ACROSS_STATES4 BeginScript CurDrawableShowSubObject("arrow") CurDrawableShowSubObject("arrownock") PrevAnim = CurDrawablePrevAnimation() PrevState = CurDrawablePrevAnimationState() if PrevState == "STATE_BackingUp" then if PrevAnim == "WantBow" or PrevAnim == "Sword" then return "WantBow" end end return "Bow" EndScript End AnimationState = MOVING BACKING_UP StateName = STATE_BackingUp Animation = Sword AnimationName = EUHaldir_BAKS AnimationMode = LOOP End Animation = WantSword AnimationName = EUHaldir_BAKS AnimationMode = LOOP End Flags = MAINTAIN_FRAME_ACROSS_STATES4 BeginScript CurDrawableHideSubObject("ARROW") CurDrawableHideSubObject("ARROWNOCK") PrevAnim = CurDrawablePrevAnimation() PrevState = CurDrawablePrevAnimationState() if PrevState == "STATE_BackingUp" then if PrevAnim == "Bow" or PrevAnim == "WantSword" then return "WantSword" end end return "Sword" EndScript End AnimationState = CONTINUOUS_FIRE_MEAN Animation = HangFrameWhileCoasting AnimationName = EUHaldir_ATA2 AnimationMode = MANUAL AnimationBlendTime = 20 End Flags = START_FRAME_LAST BeginScript CurDrawableShowSubObject("arrow") CurDrawableShowSubObject("ARROWNOCK") if CurDrawablePrevAnimationState() == "STATE_Firing" then CurDrawableAllowToContinue() end EndScript ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;; ;;;; VERY IMPORTANT ARCHER INFORMATION ;;;; THIS WILL STOP THE JITTERS, AND BEST ;;;; YET, IT'S A COMPLETE HACK! Just look above. ;;;; We say that if we get into this state ;;;; from firing, just continue to fire. DONE. ;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; End AnimationState = CONTINUOUS_FIRE_SLOW StateName = Ready_Bow Animation = PutAwayArrow AnimationName = EUHaldir_ATA3 AnimationMode = ONCE End BeginScript CurDrawableShowSubObject("arrow") CurDrawableShowSubObject("ARROWNOCK") EndScript End AnimationState = ATTACKING WEAPONSET_TOGGLE_1 StateName = Ready_Bow Animation = IDLB AnimationName = EUHaldir_IDLB AnimationMode = LOOP End BeginScript CurDrawableShowSubObject("arrow") CurDrawableShowSubObject("arrownock") PrevAnim = CurDrawablePrevAnimation() Prev = CurDrawablePrevAnimationState() if Prev == "Bored_Bow" then CurDrawableSetTransitionAnimState("TRANS_BR_Bow") end if Prev == "Selected_Bow" then CurDrawableSetTransitionAnimState("TRANS_SelectedToReady_Bow") end if Prev == "Selected_Sword" or Prev == "Moving_Sword" or Prev == "Ready_Sword" or Prev == "Bored_Sword" or PrevAnim == "WantBow" then CurDrawableSetTransitionAnimState("TRANS_SwordToBow_Ready") end EndScript End AnimationState = ATTACKING StateName = Ready_Sword Animation = Alert_1 AnimationName = EUHaldir_IDLST1 AnimationMode = LOOP End BeginScript PrevAnim = CurDrawablePrevAnimation() Prev = CurDrawablePrevAnimationState() CurDrawableHideSubObject("ArrowNock") CurDrawableHideSubObject("arrow") if Prev == "Bored_Sword" then CurDrawableSetTransitionAnimState("TRANS_BR_Sword") end if Prev == "Selected_Bow" or Prev == "Moving_Bow" or Prev == "Ready_Bow" or Prev == "Bored_Bow" or PrevAnim == "WantSword" then CurDrawableSetTransitionAnimState("TRANS_BowToSword_Ready") end EndScript End AnimationState = ENGAGED WEAPONSET_TOGGLE_1 StateName = Ready_Bow Animation = IDLB AnimationName = EUHaldir_IDLB AnimationMode = LOOP End BeginScript CurDrawableShowSubObject("arrow") CurDrawableShowSubObject("arrownock") PrevAnim = CurDrawablePrevAnimation() Prev = CurDrawablePrevAnimationState() if Prev == "Bored_Bow" then CurDrawableSetTransitionAnimState("TRANS_BR_Bow") end if Prev == "Selected_Bow" then CurDrawableSetTransitionAnimState("TRANS_SelectedToReady_Bow") end if Prev == "Selected_Sword" or Prev == "Moving_Sword" or Prev == "Ready_Sword" or Prev == "Bored_Sword" or PrevAnim == "WantBow" then CurDrawableSetTransitionAnimState("TRANS_SwordToBow_Ready") end EndScript End AnimationState = ENGAGED StateName = Ready_Sword Animation = Alert_1 AnimationName = EUHaldir_IDLST1 AnimationMode = LOOP End BeginScript PrevAnim = CurDrawablePrevAnimation() Prev = CurDrawablePrevAnimationState() CurDrawableHideSubObject("ArrowNock") CurDrawableHideSubObject("arrow") if Prev == "Bored_Sword" then CurDrawableSetTransitionAnimState("TRANS_BR_Sword") end if Prev == "Selected_Bow" or Prev == "Moving_Bow" or Prev == "Ready_Bow" or Prev == "Bored_Bow" or PrevAnim == "WantSword" then CurDrawableSetTransitionAnimState("TRANS_BowToSword_Ready") end EndScript End AnimationState = EMOTION_ALERT WEAPONSET_TOGGLE_1 StateName = Ready_Bow Animation = IDLB AnimationName = EUHaldir_IDLB AnimationMode = LOOP End BeginScript CurDrawableShowSubObject("arrow") CurDrawableShowSubObject("arrownock") PrevAnim = CurDrawablePrevAnimation() Prev = CurDrawablePrevAnimationState() if Prev == "Bored_Bow" then CurDrawableSetTransitionAnimState("TRANS_BR_Bow") end if Prev == "Selected_Bow" then CurDrawableSetTransitionAnimState("TRANS_SelectedToReady_Bow") end if Prev == "Selected_Sword" or Prev == "Moving_Sword" or Prev == "Ready_Sword" or Prev == "Bored_Sword" or PrevAnim == "WantBow" then CurDrawableSetTransitionAnimState("TRANS_SwordToBow_Ready") end EndScript End AnimationState = EMOTION_ALERT StateName = Ready_Sword Animation = Alert_1 AnimationName = EUHaldir_IDLST1 AnimationMode = LOOP End BeginScript PrevAnim = CurDrawablePrevAnimation() Prev = CurDrawablePrevAnimationState() CurDrawableHideSubObject("ArrowNock") CurDrawableHideSubObject("arrow") if Prev == "Bored_Sword" then CurDrawableSetTransitionAnimState("TRANS_BR_Sword") end if Prev == "Selected_Bow" or Prev == "Moving_Bow" or Prev == "Ready_Bow" or Prev == "Bored_Bow" or PrevAnim == "WantSword" then CurDrawableSetTransitionAnimState("TRANS_BowToSword_Ready") end EndScript End AnimationState = EMOTION_CELEBRATING WEAPONSET_TOGGLE_1 StateName = STATE_Emotion_Bow Animation = Bow AnimationName = EUHaldir_CHRB AnimationMode = ONCE End Animation = Bow2 AnimationName = EUHaldir_CHRB AnimationMode = ONCE End Flags = MAINTAIN_FRAME_ACROSS_STATES RESTART_ANIM_WHEN_COMPLETE BeginScript PrevState = CurDrawablePrevAnimationState() CurDrawableShowSubObject("arrow") CurDrawableShowSubObject("arrownock") if PrevState == "STATE_Emotion_Sword" then CurDrawableAllowToContinue() if( CurDrawablePrevAnimFraction() > .89 ) then CurDrawableSetTransitionAnimState("TRANS_SwordToBow_Ready") end elseif PrevState == "STATE_Emotion_Bow" then CurDrawableAllowToContinue() elseif PrevState == "Selected_Bow" then CurDrawableSetTransitionAnimState("TRANS_SelectedToReady_Bow") end EndScript End AnimationState = EMOTION_CELEBRATING StateName = STATE_Emotion_Sword Animation = Sword AnimationName = EUHaldir_CHRS AnimationMode = ONCE End Animation = Sword2 AnimationName = EUHaldir_CHRS AnimationMode = ONCE End Flags = MAINTAIN_FRAME_ACROSS_STATES RESTART_ANIM_WHEN_COMPLETE BeginScript PrevState = CurDrawablePrevAnimationState() CurDrawableHideSubObject("arrow") CurDrawableHideSubObject("arrownock") if PrevState == "STATE_Emotion_Bow" then CurDrawableAllowToContinue() if( CurDrawablePrevAnimFraction() > .89 ) then CurDrawableSetTransitionAnimState("TRANS_BowToSword_Ready") end elseif PrevState == "STATE_Emotion_Sword" then CurDrawableAllowToContinue() elseif PrevState == "Bored_Sword" then CurDrawableSetTransitionAnimState("TRANS_BR_Sword") end EndScript End AnimationState = EMOTION_TAUNTING WEAPONSET_TOGGLE_1 StateName = STATE_Emotion_Bow Animation = Bow1 AnimationName = EUHaldir_TNTA AnimationMode = ONCE End Animation = Bow2 AnimationName = EUHaldir_TNTA AnimationMode = ONCE End Flags = RESTART_ANIM_WHEN_COMPLETE BeginScript PrevState = CurDrawablePrevAnimationState() CurDrawableShowSubObject("arrow") CurDrawableShowSubObject("arrownock") if PrevState == "STATE_Emotion_Sword" then CurDrawableAllowToContinue() if( CurDrawablePrevAnimFraction() > .89 ) then CurDrawableSetTransitionAnimState("TRANS_SwordToBow_Ready") end elseif PrevState == "STATE_Emotion_Bow" then CurDrawableAllowToContinue() elseif PrevState == "Selected_Bow" then CurDrawableSetTransitionAnimState("TRANS_SelectedToReady_Bow") elseif PrevState == "Bored_Bow" then CurDrawableSetTransitionAnimState("TRANS_BR_Bow") end EndScript End AnimationState = EMOTION_TAUNTING StateName = STATE_Emotion_Sword Animation = Sword AnimationName = EUHaldir_TNTB AnimationMode = ONCE End Animation = Sword2 AnimationName = EUHaldir_TNTB AnimationMode = ONCE End Flags = RESTART_ANIM_WHEN_COMPLETE BeginScript PrevState = CurDrawablePrevAnimationState() CurDrawableHideSubObject("arrow") CurDrawableHideSubObject("arrownock") if PrevState == "STATE_Emotion_Bow" then CurDrawableAllowToContinue() if( CurDrawablePrevAnimFraction() > .89 ) then CurDrawableSetTransitionAnimState("TRANS_BowToSword_Ready") end elseif PrevState == "STATE_Emotion_Sword" then CurDrawableAllowToContinue() elseif PrevState == "Bored_Sword" then CurDrawableSetTransitionAnimState("TRANS_BR_Sword") end EndScript End AnimationState = EMOTION_POINTING WEAPONSET_TOGGLE_1 StateName = STATE_Emotion_Bow Animation = Bow AnimationName = EUHaldir_PNTA AnimationMode = ONCE End Animation = Bow2 AnimationName = EUHaldir_PNTA AnimationMode = ONCE End Flags = MAINTAIN_FRAME_ACROSS_STATES RESTART_ANIM_WHEN_COMPLETE BeginScript PrevState = CurDrawablePrevAnimationState() CurDrawableShowSubObject("arrow") CurDrawableShowSubObject("arrownock") if PrevState == "STATE_Emotion_Sword" then CurDrawableAllowToContinue() if( CurDrawablePrevAnimFraction() > .89 ) then CurDrawableSetTransitionAnimState("TRANS_SwordToBow_Ready") end elseif PrevState == "STATE_Emotion_Bow" then CurDrawableAllowToContinue() elseif PrevState == "Selected_Bow" then CurDrawableSetTransitionAnimState("TRANS_SelectedToReady_Bow") elseif PrevState == "Bored_Bow" then CurDrawableSetTransitionAnimState("TRANS_BR_Bow") end EndScript End AnimationState = EMOTION_POINTING StateName = STATE_Emotion_Sword Animation = Sword AnimationName = EUHaldir_PNTB AnimationMode = ONCE End Animation = Sword2 AnimationName = EUHaldir_PNTB AnimationMode = ONCE End Flags = MAINTAIN_FRAME_ACROSS_STATES RESTART_ANIM_WHEN_COMPLETE BeginScript PrevState = CurDrawablePrevAnimationState() CurDrawableHideSubObject("arrow") CurDrawableHideSubObject("arrownock") if PrevState == "STATE_Emotion_Bow" then CurDrawableAllowToContinue() if( CurDrawablePrevAnimFraction() > .89 ) then CurDrawableSetTransitionAnimState("TRANS_BowToSword_Ready") end elseif PrevState == "STATE_Emotion_Sword" then CurDrawableAllowToContinue() elseif PrevState == "Bored_Sword" then CurDrawableSetTransitionAnimState("TRANS_BR_Sword") end EndScript End AnimationState = HIT_REACTION HIT_LEVEL_1 WEAPONSET_TOGGLE_1 StateName = Bored_Bow Animation AnimationName = EUHaldir_HITA AnimationMode = ONCE AnimationSpeedFactorRange = .9 .9 End End AnimationState = HIT_REACTION HIT_LEVEL_1 StateName = Bored_Sword Animation AnimationName = EUHaldir_HITE AnimationMode = ONCE End End AnimationState = RAISING_FLAG WEAPONSET_TOGGLE_1 StateName = STATE_Emotion_Bow Animation = Bow AnimationName = EUHaldir_CHRB AnimationMode = ONCE End Animation = Bow2 AnimationName = EUHaldir_CHRB AnimationMode = ONCE End Flags = RESTART_ANIM_WHEN_COMPLETE End AnimationState = SELECTED WEAPONSET_TOGGLE_1 StateName = Selected_Bow Animation = ATNE AnimationName = EUHaldir_ATNE AnimationMode = LOOP End BeginScript CurDrawableShowSubObject("arrow") CurDrawableShowSubObject("arrownock") PrevAnim = CurDrawablePrevAnimation() Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Emotion_Bow" or Prev == "STATE_Emotion_Sword" then CurDrawableAllowToContinue() end if Prev == "Bored_Bow" then CurDrawableSetTransitionAnimState("TRANS_BoredToSelected_Bow") end if Prev == "Ready_Bow" then CurDrawableSetTransitionAnimState("TRANS_RS_Bow") end if Prev == "Selected_Sword" or Prev == "Moving_Sword" or Prev == "Ready_Sword" or Prev == "Bored_Sword" or PrevAnim == "WantBow" then CurDrawableSetTransitionAnimState("TRANS_SwordToBow_Selected") end EndScript End AnimationState = RAISING_FLAG StateName = STATE_Emotion_Sword Animation = Sword AnimationName = EUHaldir_CHRS AnimationMode = ONCE End Animation = Sword2 AnimationName = EUHaldir_CHRS AnimationMode = ONCE End Flags = RESTART_ANIM_WHEN_COMPLETE End AnimationState = SELECTED StateName = Selected_Sword Animation = ATNA AnimationName = EUHaldir_ATNS AnimationMode = LOOP End BeginScript CurDrawableHideSubObject("ARROW") CurDrawableHideSubObject("ARROWNOCK") PrevAnim = CurDrawablePrevAnimation() Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Emotion_Bow" or Prev == "STATE_Emotion_Sword" then CurDrawableAllowToContinue() end if Prev == "Bored_Sword" then CurDrawableSetTransitionAnimState("TRANS_BoredToSelected_Sword") end if Prev == "Ready_Sword" then CurDrawableSetTransitionAnimState("TRANS_ReadyToSelected_Sword") end if Prev == "Selected_Bow" or Prev == "Moving_Bow" or Prev == "Ready_Bow" or Prev == "Bored_Bow" or PrevAnim == "WantSword" or PrevAnim == "EUHaldir_STHB" then CurDrawableSetTransitionAnimState("TRANS_BowToSword_Selected") end EndScript End IdleAnimationState StateName = Bored_Sword Animation = Idle_Sword1 AnimationName = EUHaldir_IDLF AnimationMode = ONCE End Animation = Idle_Sword2 AnimationName = EUHaldir_IDLF AnimationMode = ONCE End Animation = Idle_Sword3 AnimationName = EUHaldir_IDLF AnimationMode = ONCE End Animation = IdleNoFidget AnimationName = EUHaldir_IDLF AnimationMode = ONCE AnimationPriority = 20 End Animation = IdleNoFidget2 AnimationName = EUHaldir_IDLF AnimationMode = ONCE AnimationPriority = 0 End Flags = RESTART_ANIM_WHEN_COMPLETE BeginScript CurDrawableHideSubObject("ARROW") CurDrawableHideSubObject("ARROWNOCK") PrevAnim = CurDrawablePrevAnimation() Prev = CurDrawablePrevAnimationState() if Prev == "TRANS_SelectedToBored_Sword" or Prev == "TRANS_RB_Sword" then return "IdleNoFidget" end if Prev == "Selected_Sword" then CurDrawableSetTransitionAnimState("TRANS_SelectedToBored_Sword") end if Prev == "Ready_Sword" then CurDrawableSetTransitionAnimState("TRANS_RB_Sword") end if Prev == "Selected_Bow" or Prev == "Moving_Bow" or Prev == "Ready_Bow" or Prev == "Bored_Bow" or PrevAnim == "WantSword" then CurDrawableSetTransitionAnimState("TRANS_BowToSword_Selected") end EndScript End AnimationState = WEAPONSET_TOGGLE_1 StateName = Bored_Bow Animation = IdleBowB AnimationName = EUHaldir_IDLE AnimationMode = ONCE End Animation = IdleBowD AnimationName = EUHaldir_IDLE AnimationMode = ONCE End Animation = IdleNoFidget AnimationName = EUHaldir_IDLE AnimationMode = ONCE AnimationPriority = 20 End Animation = IdleNoFidget2 AnimationName = EUHaldir_IDLE AnimationMode = ONCE AnimationPriority = 10 End Flags = RESTART_ANIM_WHEN_COMPLETE BeginScript CurDrawableShowSubObject("arrow") CurDrawableShowSubObject("arrownock") PrevAnim = CurDrawablePrevAnimation() Prev = CurDrawablePrevAnimationState() if Prev == "TRANS_SelectedToBored_Bow" or Prev == "TRANS_RB_Bow" then return "IdleNoFidget" end if Prev == "Selected_Bow" then CurDrawableSetTransitionAnimState("TRANS_SelectedToBored_Bow") end if Prev == "Ready_Bow" then CurDrawableSetTransitionAnimState("TRANS_RB_Bow") end if Prev == "Selected_Sword" or Prev == "Moving_Sword" or Prev == "Ready_Sword" or Prev == "Bored_Sword" or PrevAnim == "WantBow" then CurDrawableSetTransitionAnimState("TRANS_SwordToBow_Selected") end EndScript End ; Transitions TransitionState = TRANS_BoredToSelected_Bow Animation AnimationName = EUHaldir_ATNB AnimationMode = ONCE AnimationBlendTime = 10 End End TransitionState = TRANS_SelectedToReady_Bow Animation = ATNE AnimationName = EUHaldir_IDLB AnimationMode = ONCE AnimationBlendTime = 10 End End TransitionState = TRANS_SelectedToBored_Bow Animation AnimationName = EUHaldir_ATNB AnimationMode = ONCE_BACKWARDS End Flags = START_FRAME_LAST End TransitionState = TRANS_RS_Bow Animation = ATNF AnimationName = EUHaldir_IDLB AnimationMode = ONCE_BACKWARDS AnimationBlendTime = 10 End Flags = START_FRAME_LAST End TransitionState = TRANS_BR_Bow Animation = IDLB AnimationName = EUHaldir_IDLST1 AnimationMode = ONCE AnimationBlendTime = 20 End End TransitionState = TRANS_RB_Bow Animation = IDLD AnimationName = EUHaldir_IDLB AnimationMode = ONCE AnimationBlendTime = 20 End End TransitionState = TRANS_BoredToSelected_Sword Animation = ATNA AnimationName = EUHaldir_ATNA AnimationMode = ONCE End End TransitionState = TRANS_SR_Sword Animation = ATNC AnimationName = EUHaldir_STHA AnimationMode = ONCE End End TransitionState = TRANS_SelectedToBored_Sword Animation = ATNA AnimationName = EUHaldir_ATNA AnimationMode = ONCE_BACKWARDS End Flags = START_FRAME_LAST End TransitionState = TRANS_ReadyToSelected_Sword Animation = ATNC AnimationName = EUHaldir_IDLST1 AnimationMode = ONCE_BACKWARDS AnimationBlendTime = 20 End Flags = START_FRAME_LAST End TransitionState = TRANS_BR_Sword Animation = ATNS AnimationName = EUHaldir_STHA AnimationMode = ONCE AnimationBlendTime = 20 End End TransitionState = TRANS_RB_Sword Animation = IDLG AnimationName = EUHaldir_STHA AnimationMode = ONCE AnimationBlendTime = 20 End End TransitionState = TRANS_SwordToBow_Moving Animation = DrawBow AnimationName = EUHaldir_STHC AnimationMode = ONCE End End TransitionState = TRANS_BowToSword_Moving Animation = DrawSword AnimationName = EUHaldir_STHD AnimationMode = ONCE End End TransitionState = TRANS_BowToSword_Ready Animation = DrawSwords AnimationName = EUHaldir_STHA AnimationMode = ONCE End End TransitionState = TRANS_SwordToBow_Ready Animation = DrawBow AnimationName = EUHaldir_STHB AnimationMode = ONCE End End TransitionState = TRANS_BowToSword_Selected Animation = DrawSwords AnimationName = EUHaldir_STHA AnimationMode = ONCE End End TransitionState = TRANS_SwordToBow_Selected Animation = DrawBow AnimationName = EUHaldir_STHB AnimationMode = ONCE End End End #include "..\..\..\includes\StunDrawModuleSmall.inc" ; ***DESIGN parameters *** Side = Elves EditorSorting = UNIT ThreatLevel = HALDIR_THREAT_LEVEL ThingClass = CHARACTER_UNIT BuildCost = HALDIR_BUILDCOST BuildTime = HALDIR_BUILDTIME ShockwaveResistance = SHOCKWAVE_RESISTANCE_STRONG TransportSlotCount = TRANSPORTSLOTCOUNT_HERO VisionRange = VISION_HERO_RANGED ShroudClearingRange = SHROUD_CLEAR_RANGED_HERO MaxVisionBonusPercent = 300% VisionBonusTestRadius = 200 VisionBonusPercentPerFoot = 1.0% BountyValue = ELVEN_HALDIR_BOUNTY_VALUE RecruitText = CONTROLBAR:HaldirRecruit ReviveText = CONTROLBAR:HaldirRevive Hotkey = CONTROLBAR:ElvenHaldirHotkey DisplayName = OBJECT:ElvenHaldir CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = ElvenHaldirCommandSet CommandPoints = 50 ;//DisplayMeleeDamage = HALDIR_SWORD_DAMAGE ;//DisplayRangedDamage = HALDIR_BOW_DAMAGE HeroSortOrder = 40 WeaponSet Conditions = WEAPONSET_TOGGLE_1 CONTAINED Weapon = PRIMARY HaldirBow AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI End WeaponSet Conditions = CONTAINED Weapon = PRIMARY HaldirBow AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI End WeaponSet Conditions = WEAPONSET_TOGGLE_1 Weapon = PRIMARY HaldirBow AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI End WeaponSet Conditions = None Weapon = PRIMARY HaldirSword AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI End ArmorSet Conditions = None Armor = HeroLightArmor DamageFX = NormalDamageFX End ; *** AUTO RESOLVE DATA *** AutoResolveUnitType = AutoResolveUnit_Hero AutoResolveCombatChain = AutoResolve_HeroCombatChain AutoResolveBody = AutoResolve_HaldirBody AutoResolveArmor Armor = AutoResolve_HaldirArmor End AutoResolveWeapon Weapon = AutoResolve_HaldirWeapon End AutoResolveLeadership = AutoResolve_HaldirBonus ; *** AUDIO Parameters *** VoiceAttack = HaldirVoiceAttack VoiceAttackAir = HaldirVoiceAttack VoiceAttackCharge = HaldirVoiceAttackCharge VoiceAttackMachine = HaldirVoiceAttack VoiceAttackStructure = HaldirVoiceAttackBuilding VoiceFear = HaldirVoiceHelpMe VoiceGuard = HaldirVoiceMove VoiceMove = HaldirVoiceMove VoiceMoveToCamp = HaldirVoiceMoveCamp VoiceMoveWhileAttacking = HaldirVoiceDisengage VoicePriority = 62 VoiceRetreatToCastle = HaldirVoiceRetreat VoiceSelect = HaldirVoiceSelectMS VoiceSelectBattle = HaldirVoiceSelectBattle SoundImpact = ImpactHorse UnitSpecificSounds VoiceEnterUnitElvenTransportShip = HaldirVoiceMoveShip VoiceGarrison = HaldirVoiceMoveGarrison VoiceInitiateCaptureBuilding = HaldirVoiceCaptureBuilding ; From SpecialPower SpecialAbilityCaptureBuilding End CrowdResponseKey = ElfHero #include "..\..\..\includes\StandardUnitEvaEvents.inc" EvaEventDieOwner = HaldirDie Behavior = LargeGroupAudioUpdate ModuleTag_LGAU Key = Humanoid_Male Elf Elf_Male Unit Infantry Hero End ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior MaxUpdateRangeCap = 800 AnimationSound = Sound:ArrowDrawBow Animation:EUHaldir_SKL.EUHaldir_ATA1 Frames:6 AnimationSound = Sound:ArrowDrawBow Animation:EUHaldir_SKL.EUHaldir_ATA2 Frames:18 AnimationSound = Sound:SwordShingClean1 Animation:EUHaldir_SKL.EUHaldir_STHA Frames:24 AnimationSound = Sound:SwordIntoScabbard1 Animation:EUHaldir_SKL.EUHaldir_STHB Frames:9 AnimationSound = Sound:WeaponSwitchBow Animation:EUHaldir_SKL.EUHaldir_STHB Frames:15 AnimationSound = Sound:SwordShingClean1 Animation:EUHaldir_SKL.EUHaldir_STHC Frames:20 AnimationSound = Sound:SwordIntoScabbard1 Animation:EUHaldir_SKL.EUHaldir_STHD Frames:5 AnimationSound = Sound:WeaponSwitchBow Animation:EUHaldir_SKL.EUHaldir_STHD Frames:8 AnimationSound = Sound:SwordShingClean1 Animation:EUHaldir_SKL.EUHaldir_RUNC Frames:14 AnimationSound = Sound:SwordIntoScabbard1 Animation:EUHaldir_SKL.EUHaldir_RUNT Frames:4 AnimationSound = Sound:WeaponSwitchBow Animation:EUHaldir_SKL.EUHaldir_RUNT Frames:16 AnimationSound = Sound:BodyFallSoldier Animation:EUHaldir_SKL.EUHaldir_LNDA Frames:9 AnimationSound = Sound:BodyFallSoldier Animation:EUHaldir_SKL.EUHaldir_LNDB Frames:1 AnimationSound = Sound:BodyFallGenericNoArmor Animation:EUHaldir_SKL.EUHaldir_DIEB Frames:82 AnimationSound = Sound:BodyFallSoldier Animation:EUHaldir_SKL.EUHaldir_DIEBV5 Frames:25 AnimationSound = Sound:BodyFallSoldier Animation:EUHaldir_SKL.EUHaldir_DIESV4 Frames:26 AnimationSound = Sound:BodyFallGenericNoArmor Animation:EUHaldir_SKL.EUHaldir_DIESV5 Frames:100 End ;------------------------------------------ #include "..\..\..\includes\DefaultInvisibilityUpdate.inc" Behavior = HitReactionBehavior HitReactionBehaviorModuleTag HitReactionLifeTimer1 = 1500 HitReactionThreshold1 = 400 FastHitsResetReaction = Yes End ; ------- GOLDEN ARROW -------------------------------------------------------------------------------- Behavior = UnpauseSpecialPowerUpgrade ModuleTag_HaldirGoldenArrowUnpause SpecialPowerTemplate = SpecialAbilityHaldirGoldenArrow TriggeredBy = Upgrade_HaldirGoldenArrow End Behavior = SpecialPowerModule ModuleTag_HaldirGoldenArrowSpecialPower SpecialPowerTemplate = SpecialAbilityHaldirGoldenArrow StartsPaused = Yes UpdateModuleStartsAttack = Yes InitiateSound = HaldirVoiceGoldenArrow End Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_HaldirGoldenArrowWeaponFireUpdate SpecialPowerTemplate = SpecialAbilityHaldirGoldenArrow WhichSpecialWeapon = 1 UnpackTime = 600 PreparationTime = 1 PackTime = 2000 StartAbilityRange = HALDIR_BOW_RANGE MustFinishAbility = Yes SpecialWeapon = HaldirGoldenArrow End Behavior = AutoAbilityBehavior ModuleTag_GoldenArrowAutoAbility SpecialAbility = SpecialAbilityHaldirGoldenArrow MaxScanRange = HALDIR_BOW_RANGE Query = 1 ANY ENEMIES +HERO +MONSTER -STRUCTURE Query = 1 ANY ENEMIES +INFANTRY +CAVALRY -STRUCTURE End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = HERO PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE THROWN_OBJECT ARMY_SUMMARY ATTACK_NEEDS_LINE_OF_SIGHT HEAVY_MELEE_HITTER CamouflageDetectionMultiplier = CAMOUFLAGE_DETECTION_DISTANCE_MEDIUM PathfindDiameter = 40.0 Body = RespawnBody ModuleTag_RespawnBody CheerRadius = EMOTION_CHEER_RADIUS MaxHealth = HALDIR_HEALTH PermanentlyKilledByFilter = NONE DodgePercent = HERO_DODGE_PERCENT End Behavior = RespawnUpdate ModuleTag_RespawnUpdate DeathAnim = DYING DeathFX = FX_HaldirDieToRespawn DeathAnimationTime = 3000 InitialSpawnFX = FX_HaldirInitialSpawn RespawnAnim = LEVELED RespawnFX = FX_HaldirRespawn RespawnAnimationTime = 2000 AutoRespawnAtObjectFilter = NONE +CASTLE_KEEP ButtonImage = HIHaldir_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:1500 Time:60000 Health:100% End Behavior = EmotionTrackerUpdate Module_EmotionTracker TauntAndPointDistance = 200 TauntAndPointUpdateDelay = 10000 PointAt = ANY +HERO AddEmotion = Doom_Base // AddEmotion = BraceForBeingCrushed_Base // AddEmotion = FearIdle_Base // AddEmotion = FearBusy_Base AddEmotion = Point_Base AddEmotion = Taunt_Base AddEmotion = CheerIdle_Base AddEmotion = CheerBusy_Base // AddEmotion = HeroCheerIdle_Base // AddEmotion = HeroCheerBusy_Base AddEmotion = Alert_Base AddEmotion = CheerForAboutToCrush_Base End Behavior = AutoHealBehavior ModuleTag_LegolasHealing StartsActive = Yes HealingAmount = HERO_HEAL_AMOUNT HealingDelay = 1000 StartHealingDelay = HERO_HEAL_DELAY HealOnlyIfNotInCombat = Yes End Behavior = AutoHealBehavior ModuleTag_ElvenGiftHealing StartsActive = No TriggeredBy = Upgrade_ElvenGift HealingAmount = ELVEN_GIFT_REGEN_AMOUNT HealingDelay = ELVEN_GIFT_REGEN_DELAY StartHealingDelay = HERO_HEAL_DELAY HealOnlyIfNotInCombat = Yes End Behavior = AttributeModifierUpgrade ModuleTag_ElvenGiftBonus TriggeredBy = Upgrade_ElvenGift AttributeModifier = SpellBookElvenGifts End Behavior = StancesBehavior ModuleTag_StancesBehavior StanceTemplate = Hero End #include "..\..\..\includes\CaptureBuilding.inc" Behavior = AIUpdateInterface ModuleTag_03 AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS MoodAttackCheckRate = 500 CanAttackWhileContained = Yes AILuaEventsList = LegolasFunctions End Behavior = AutoAbilityBehavior ModuleTag_HaldirAutoAbility End LocomotorSet Locomotor = HumanLocomotor Condition = SET_NORMAL Speed = NORMAL_ELVEN_FAST_MEMBER_SPEED End LocomotorSet Locomotor = HumanWanderLocomotor Condition = SET_WANDER Speed = NORMAL_GOOD_FAST_MEMBER_SPEED End LocomotorSet Locomotor = HumanPanicLocomotor Condition = SET_PANIC Speed = NORMAL_ELVEN_FAST_MEMBER_SPEED End LocomotorSet Locomotor = HumanScaredLocomotor Condition = SET_SCARED Speed = NORMAL_ELVEN_FAST_MEMBER_SPEED End Behavior = PhysicsBehavior ModuleTag_04 GravityMult = 1.0 ShockStandingTime = 2000 End Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL -FADED SinkDelay = 3000 SinkRate = 0.5 DestructionDelay = 15000 Sound = INITIAL HaldirVoiceDie DeathFlags = DEATH_1 End Behavior = SlowDeathBehavior ModuleTag_FadeDeath DeathTypes = NONE +FADED FadeDelay = 0 FadeTime = 5000 DestructionDelay = 5000 DeathFlags = DEATH_2 FX = INITIAL FX_UnSummonElvenAllies End Behavior = SquishCollide ModuleTag_06 End Behavior = BezierProjectileBehavior ModuleTag_08 FirstHeight = 25 SecondHeight = 25 FirstPercentIndent = 30% SecondPercentIndent = 70% TumbleRandomly = Yes CrushStyle = Yes DieOnImpact = Yes BounceCount = 1 BounceDistance = 41 BounceFirstHeight = 25 BounceSecondHeight = 25 BounceFirstPercentIndent = 20% BounceSecondPercentIndent = 80% GroundHitFX = FX_ThrownRockGroundHit GroundBounceFX = FX_ThrownRockBounceHit End Behavior = AttributeModifierAuraUpdate ModuleTag_Leadership StartsActive = No BonusName = GenericHeroLeadership TriggeredBy = Upgrade_HaldirLeadership RefreshDelay = 2000 Range = 200 AntiCategory = BUFF ObjectFilter = GENERIC_BUFF_RECIPIENT_OBJECT_FILTER End Behavior = UnpauseSpecialPowerUpgrade ModuleTag_HaldirLeadership SpecialPowerTemplate = SpecialAbilityFakeLeadership TriggeredBy = Upgrade_HaldirLeadership End Behavior = SpecialPowerModule ModuleTag_HaldirLeadershipUpdate SpecialPowerTemplate = SpecialAbilityFakeLeadership UpdateModuleStartsAttack = No StartsPaused = Yes End ;/////////////////// ; AISpecialPowers ;/////////////////// Behavior = AISpecialPowerUpdate GondorFighterHordeStanceBattle CommandButtonName = Command_SetStanceBattle SpecialPowerAIType = AI_SPECIAL_POWER_STANCEBATTLE End Behavior = AISpecialPowerUpdate GondorFighterHordeStanceAggressive CommandButtonName = Command_SetStanceAggressive SpecialPowerAIType = AI_SPECIAL_POWER_STANCEAGGRESSIVE End Behavior = AISpecialPowerUpdate GondorFighterHordeHoldGround CommandButtonName = Command_SetStanceHoldGround SpecialPowerAIType = AI_SPECIAL_POWER_STANCEHOLDGROUND End Behavior = AISpecialPowerUpdate GoldenArrowAI CommandButtonName = Command_HaldirGoldenArrow SpecialPowerAIType = AI_SPECIAL_POWER_ENEMY_TYPE_KILLER SpecialPowerRadius = 250 End Geometry = CYLINDER GeometryMajorRadius = 8.0 GeometryHeight = 19.2 GeometryIsSmall = Yes Shadow = SHADOW_DECAL ShadowSizeX = 19; ShadowSizeY = 19; ShadowTexture = ShadowI; EndWhat's wrong??ยง?!
In Topic: Skins <- need help (Solved)
23 December 2009 - 03:35 PM
Anyone? It's a simple question, so I don't understand why no one is answering....
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