This lil block of code isn't even functioning I dun think
;------------------------------------------------------------------------------ ; Sharku Object IsengardSharku ; *** ART Parameters *** ; ButtonImage for Heros is button image on Hero Select UI to select hero. HI = HeroIcon or HeroImage. ; This is required for garrisoned objects - please put in all objects. ButtonImage = HISharku ; SelectPortrait for Heros is portrait behind skill buttons. HP = HeroPortrait. SelectPortrait = HPSharku DescriptionStrategic = CONTROLBAR:LW_ToolTip_Sharku Draw = W3DScriptedModelDraw ModuleTag_DRAW ;WadingParticleSys = EntRipples OkToChangeModelColor = Yes StaticModelLODMode = yes ExtraPublicBone = B_PASSENGER01 DefaultModelConditionState Model = IUShrkMnt_SKN Skeleton = IUShrkMnt_SKL End ModelConditionState = USER_3 Model = IUShrkMnt_SKN Skeleton = IUShrkMnt_SKL ParticleSysBone = NONE ChaseThePreyCon FOLLOWBONE:YES End ModelConditionState = USER_2 Model = IUSharkuf_SKN Skeleton = MUOrcWarr_SKL End ModelConditionState = MOUNTED Model = IUSharku_SKN Skeleton = IUShrkMnt_SKL End ; -------------- STUNNED ANIMS ---------------- AnimationState = PASSENGER MOUNTED Animation = Grabbed AnimationName = IUShrkMnt_GBDA AnimationMode = LOOP End End AnimationState = FREEFALL MOUNTED Animation = freefall AnimationName = IUShrkMnt_FLYA AnimationMode = LOOP AnimationBlendTime = 10 End End AnimationState = STUNNED_FLAILING MOUNTED Animation = JustDie AnimationName = IUShrkMnt_FLYA AnimationMode = LOOP End End AnimationState = DYING SPLATTED MOUNTED Animation = splatted AnimationName = IUShrkMnt_LNDA AnimationMode = ONCE End End AnimationState = EATING FrameForPristineBonePositions = 99 Animation AnimationName = IUShrkMnt_SPCA AnimationMode = ONCE End End AnimationState = DYING MOUNTED Animation = JustDie AnimationName = IUShrkMnt_DIEA AnimationMode = ONCE End End AnimationState = STUNNED_STANDING_UP MOUNTED Animation = StandUp AnimationName = IUShrkMnt_GTPA AnimationMode = ONCE AnimationSpeedFactorRange = 1.5 1.5 End End AnimationState = STUNNED MOUNTED Animation = Land AnimationName = IUShrkMnt_LNDA AnimationMode = ONCE End End AnimationState = PARALYZED MOUNTED Animation AnimationName = IUShrkMnt_IDLB AnimationMode = LOOP End End ; -------------- MOVING ANIMS --------------- AnimationState = COMING_OUT_OF_FACTORY MOUNTED Animation = Being_Built AnimationName = IUShrkMnt_RUNA AnimationMode = LOOP AnimationBlendTime = 0 End End AnimationState = MOVING FIRING_OR_PREATTACK_A MOUNTED Animation = TrotAndFire AnimationName = IUShrkMnt_ATRA AnimationMode = LOOP End Flags = RANDOMSTART ;ParticleSysBone = None InfantryDustTrails End AnimationState = TURN_LEFT_HIGH_SPEED MOUNTED Animation = MTurnLeft AnimationName = IUShrkMnt_RUNA;IUShrkMnt_TNL1 AnimationMode = LOOP End End AnimationState = TURN_RIGHT_HIGH_SPEED MOUNTED Animation = MTurnRight AnimationName = IUShrkMnt_RUNA;IUShrkMnt_TNR1 AnimationMode = LOOP End End AnimationState = TURN_LEFT MOUNTED Animation = TurnRight AnimationName = IUShrkMnt_TRNL AnimationMode = LOOP AnimationSpeedFactorRange = 2.0 2.0 End End AnimationState = TURN_RIGHT MOUNTED Animation = TurnRight AnimationName = IUShrkMnt_TRNR AnimationMode = LOOP AnimationSpeedFactorRange = 2.0 2.0 End End AnimationState = MOVING ACCELERATE MOUNTED Animation = Accelerate AnimationName = IUShrkMnt_ACCL AnimationMode = ONCE End ; ParticleSysBone = None GenericSiegeTrailDust End AnimationState = MOVING DECELERATE MOUNTED Animation = Decelerate AnimationName = IUShrkMnt_DECL AnimationMode = ONCE End ; ParticleSysBone = None GenericSiegeTrailDust End ; AnimationState = MOVING BACKING_UP MOUNTED ; Animation = BackingUp ; AnimationName = IUShrkMnt_BAKA ; AnimationMode = LOOP ; End ; End AnimationState = MOVING MOUNTED ShareAnimation = Yes Animation = RunA AnimationName = IUShrkMnt_RUNA AnimationMode = LOOP End ;ParticleSysBone = None CalvaryDustTrails End ; ----------- ATTACKING ANIMS -------------- AnimationState = BETWEEN_FIRING_SHOTS_A MOUNTED Animation = BetweenFiringShots AnimationName = IUShrkMnt_IDLA AnimationMode = LOOP AnimationBlendTime = 10 End End AnimationState = FIRING_OR_PREATTACK_A MOUNTED Animation = AttackA3 AnimationName = IUShrkMnt_ATKA AnimationMode = ONCE UseWeaponTiming = Yes AnimationBlendTime = 10 End End ; AnimationState = EMOTION_UNCONTROLLABLY_AFRAID ; Animation = FERA ; AnimationName = IUShrkMnt_FERA ; AnimationMode = LOOP ; End ; End AnimationState = ATTACKING MOUNTED Animation = AttackA3 AnimationName = IUShrkMnt_ATKA AnimationMode = MANUAL End End ; ----------- WAR CHANT ANIMS ------------- AnimationState = WAR_CHANT MOUNTED Animation = Chant AnimationName = IUShrkMnt_TNTA AnimationMode = LOOP End End ; ----------- EMOTION ANIMS --------------- ; AnimationState = EMOTION_ALERT EMOTION_AFRAID ; Animation = Apprehensive ; AnimationName = IUShrkMnt_APPA ; AnimationMode = LOOP;Change this to ONCE if adding additional anims ; End ; End ; AnimationState = EMOTION_AFRAID;coming soon ; Animation = FERA ; AnimationName = IUShrkMnt_FERA ; AnimationMode = LOOP ; End ; End AnimationState = EMOTION_TAUNTING MOUNTED Animation = TNTA AnimationName = IUShrkMnt_TNTA AnimationMode = LOOP End Flags = RANDOMSTART End ; AnimationState = EMOTION_POINTING ; Animation = Pointing1 ; AnimationName = IUShrkMnt_PNTA ; AnimationMode = LOOP ; End ; Flags = RANDOMSTART ; End AnimationState = EMOTION_CELEBRATING MOUNTED Animation = CHRA AnimationName = IUShrkMnt_CHRA AnimationMode = ONCE End Flags = RANDOMSTART End ; ----------- IDLE ANIMS --------------- AnimationState = EMOTION_ALERT MOUNTED StateName = STATE_Ready Animation = ALERT AnimationName = IUShrkMnt_IDLA AnimationMode = LOOP End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Selected" then CurDrawableSetTransitionAnimState("Selected_to_Ready") end EndScript End AnimationState = RAISING_FLAG MOUNTED Animation = CHRA AnimationName = IUShrkMnt_CHRA AnimationMode = LOOP End End ; ----------- SELECTED ANIMS -------------- AnimationState = SELECTED MOUNTED SimilarRestart = Yes Animation = AtAttention AnimationName = IUShrkMnt_ATNB AnimationMode = LOOP End StateName = Selected BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Idle" then CurDrawableSetTransitionAnimState("Idle_to_Selected") end if Prev == "STATE_Ready" then CurDrawableSetTransitionAnimState("Ready_to_Selected") end EndScript End TransitionState = TRANS_Select Animation = ATNA AnimationName = RUHHs_Theo_SKL.RUHHs_Theo_ATNA AnimationMode = ONCE End End IdleAnimationState Animation AnimationName = IUShrkMnt_IDLB AnimationMode = ONCE AnimationBlendTime = 10 AnimationPriority = 20 End Animation AnimationName = IUShrkMnt_IDLC AnimationMode = ONCE AnimationBlendTime = 10 AnimationPriority = 1 End Animation AnimationName = IUShrkMnt_IDLD AnimationMode = ONCE AnimationBlendTime = 10 AnimationPriority = 1 End StateName = Idle BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Selected" then CurDrawableSetTransitionAnimState("Selected_to_Idle") end EndScript End ;------------ TRANSITION ANIMS ---------------- TransitionState = Selected_to_Idle Animation = ATNE AnimationName = IUShrkMnt_ATNC AnimationMode = ONCE AnimationSpeedFactorRange = 0.7 1.3 End End TransitionState = Idle_to_Selected Animation = ATND AnimationName = IUShrkMnt_ATNA AnimationMode = ONCE AnimationSpeedFactorRange = 0.7 1.3 End End TransitionState = Ready_to_Selected Animation = ATNC AnimationName = IUShrkMnt_ATNA AnimationMode = ONCE AnimationSpeedFactorRange = 0.7 1.3 End End TransitionState = Selected_to_Ready Animation = ATNCReverse AnimationName = IUShrkMnt_ATNC AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 0.7 1.3 End End End Draw = W3DScriptedModelDraw DustEffects DefaultModelConditionState Model = None End IdleAnimationState End AnimationState = MOVING WADING ParticleSysBone = None FootstepSlash End AnimationState = MOVING ACCELERATE ParticleSysBone = None GenericSiegeTrailDust End AnimationState = MOVING DECELERATE ParticleSysBone = None GenericSiegeTrailDust End AnimationState = MOVING End End Draw = W3DScriptedModelDraw BloodHuntEffects ; Dedicated draw module for blood hunt FX. DefaultModelConditionState Model = None End AnimationState = USER_1 ParticleSysBone = None SpellWarChant BeginScript CurDrawablePlaySound("SharkuBloodHunt") EndScript End End ;;;ANIMS UNMOUNTED IdleAnimationState StateName = STATE_Idle Animation = IDLB; bored AnimationName = MUOrcWarr_IDLB AnimationPriority = 4 AnimationMode = ONCE AnimationBlendTime = 15 End Animation = IDLO AnimationName = MUOrcWarr_IDLO AnimationPriority = 1 AnimationMode = ONCE AnimationBlendTime = 15 End Animation = IDLP AnimationName = MUOrcWarr_IDLP AnimationPriority = 1 AnimationMode = ONCE AnimationBlendTime = 15 End Animation = IDLQ AnimationName = MUOrcWarr_IDLQ AnimationPriority = 1 AnimationMode = ONCE AnimationBlendTime = 15 End Animation = IDLR AnimationName = MUOrcWarr_IDLR AnimationPriority = 1 AnimationMode = ONCE AnimationBlendTime = 15 End Animation = IDLS AnimationName = MUOrcWarr_IDLS AnimationPriority = 1 AnimationMode = ONCE AnimationBlendTime = 15 End Animation = IDLM AnimationName = MUOrcWarr_IDLM AnimationPriority = 1 AnimationMode = ONCE AnimationBlendTime = 15 End Animation = IDLL AnimationName = MUOrcWarr_IDLL AnimationPriority = 1 AnimationMode = ONCE AnimationBlendTime = 15 End Flags = RESTART_ANIM_WHEN_COMPLETE BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Selected" then CurDrawableSetTransitionAnimState("TRANS_Selected_to_Idle") end EndScript End AnimationState = THROWN_PROJECTILE ; - McCarthy says this anim sucks, so its cut ;Animation = Thrown ; AnimationName = MUOrcWarr_FLYA ; AnimationMode = LOOP ;End Animation = Thrown AnimationName = MUOrcWarr_FLYB AnimationMode = LOOP End Animation = Thrown AnimationName = MUOrcWarr_FLYC AnimationMode = LOOP End End AnimationState = PASSENGER FREEFALL Animation = gettingGrabbed AnimationName = MUOrcWarr_FLLA AnimationMode = LOOP End End AnimationState = FREEFALL Animation = Falling AnimationName = MUOrcWarr_FLYC AnimationMode = LOOP AnimationSpeedFactorRange = 0.45 0.45 AnimationBlendTime = 5 End End AnimationState = PASSENGER EATING Animation = being eaten AnimationName = MUOrcWarr_EATA AnimationMode = ONCE End End AnimationState = PASSENGER SIEGE_CONTAIN Animation = IDLP AnimationName = MUOrcWarr_IDLB;<- gentle crouch---------------- AnimationBlendTime = 5 AnimationMode = LOOP End End AnimationState = DYING BURNINGDEATH Animation AnimationName = MUOrcWarr_DIEA AnimationMode = ONCE AnimationBlendTime = 10 End Animation AnimationName = MUOrcWarr_DIEB AnimationMode = ONCE AnimationBlendTime = 10 End Animation AnimationName = MUOrcWarr_DIEC AnimationMode = ONCE AnimationBlendTime = 10 End Animation AnimationName = MUOrcWarr_DIED AnimationMode = ONCE AnimationBlendTime = 10 End Animation AnimationName = MUOrcWarr_DIEE AnimationMode = ONCE AnimationBlendTime = 10 End Animation AnimationName = MUOrcWarr_DIEF AnimationMode = ONCE AnimationBlendTime = 10 End End AnimationState = DYING DEATH_2 Animation = Splatted_On_Ground AnimationName = MUOrcWarr_IDLA AnimationMode = LOOP End End AnimationState = DYING SPLATTED Animation = Splatted_On_Ground AnimationName = MUOrcWarr_LNDA AnimationMode = ONCE End EnteringStateFX = FX_OrcHitGround End AnimationState = DYING AFLAME Animation = Flaming_Death AnimationName = MUOrcWarr_MFDA AnimationMode = LOOP End End AnimationState = DYING Animation = Dying_1 AnimationName = MUOrcWarr_DIEA AnimationMode = ONCE AnimationPriority = 1 End Animation = Dying_2 AnimationName = MUOrcWarr_DIEB AnimationMode = ONCE AnimationPriority = 20 End Animation = Dying_3 AnimationName = MUOrcWarr_DIEC AnimationMode = ONCE AnimationPriority = 6 End Animation = Dying_4 AnimationName = MUOrcWarr_DIED AnimationMode = ONCE AnimationPriority = 20 End Animation = Dying_5 AnimationName = MUOrcWarr_DIEE AnimationMode = ONCE AnimationPriority = 20 End Animation = Dying_6 AnimationName = MUOrcWarr_DIEF AnimationMode = ONCE AnimationPriority = 4 End End AnimationState = STUNNED_STANDING_UP Animation = Standing_Back_Up AnimationName = MUOrcWarr_GTPA AnimationMode = ONCE AnimationSpeedFactorRange = 1.5 1.5 End End AnimationState = STUNNED Animation = Splatted_On_Ground AnimationName = MUOrcWarr_LNDA AnimationMode = ONCE End EnteringStateFX = FX_OrcHitGround End AnimationState = BURNINGDEATH Animation AnimationName = MUOrcWarr_MFDA AnimationMode = LOOP Distance = 50 End End AnimationState = PARALYZED Animation AnimationName = MUOrcWarr_IDLA AnimationMode = LOOP End End AnimationState = MOVING FIRING_OR_PREATTACK_A Animation = TrotAndFire AnimationName = MUOrcWarr_ATRA AnimationMode = LOOP End Flags = RANDOMSTART ;ParticleSysBone = None InfantryDustTrails End AnimationState = MOVING CLIMBING BACKING_UP ShareAnimation = Yes Animation = Climbing_Down AnimationName = MUOrcWarr_CLMA AnimationMode = LOOP_BACKWARDS End End AnimationState = MOVING CLIMBING ShareAnimation = Yes Animation = Climbing_Up AnimationName = MUOrcWarr_CLMA AnimationMode = LOOP End End AnimationState = MOVING BACKING_UP Animation = BackingUpA AnimationName = MUOrcWarr_BAKA AnimationMode = LOOP End Animation = BackingUpB AnimationName = MUOrcWarr_BAKB AnimationMode = LOOP End Flags = RANDOMSTART End AnimationState = MOVING EMOTION_TERROR ShareAnimation = Yes Animation = Terror1 AnimationName = MUOrcWarr_RUND AnimationMode = LOOP End Animation = Terror2 AnimationName = MUOrcWarr_RUNE AnimationMode = LOOP End End AnimationState = MOVING ATTACKING ShareAnimation = Yes Animation = RUNA AnimationName = MUOrcWarr_RUNA AnimationMode = LOOP AnimationPriority = 7 End Animation = RUNB AnimationName = MUOrcWarr_RUNB AnimationMode = LOOP End Animation = RUNC AnimationName = MUOrcWarr_RUNC AnimationMode = LOOP AnimationPriority = 2 End End AnimationState = MOVING ShareAnimation = Yes Animation = RUNB AnimationName = MUOrcWarr_RUNB AnimationMode = LOOP End Animation = RUNC AnimationName = MUOrcWarr_RUNC AnimationMode = LOOP AnimationPriority = 2 End ParticleSysBone = None InfantryDustTrails End ; --- stunned anims AnimationState = STUNNED_FLAILING Animation = Flying_2 AnimationName = MUOrcWarr_FLYC AnimationMode = LOOP AnimationPriority = 10 AnimationSpeedFactorRange = 0.4 0.6 End Animation = Flying_3 AnimationName = MUOrcWarr_FLYB AnimationMode = LOOP AnimationPriority = 2 AnimationSpeedFactorRange = 0.4 0.6 End End ; --------- Click and Hit Reactions ------------ AnimationState = HIT_REACTION HIT_LEVEL_1 Animation = Hit_Level_1_a AnimationName = MUOrcWarr_HITA AnimationMode = ONCE End End AnimationState = HIT_REACTION HIT_LEVEL_2 Animation = Hit_Level_2_a AnimationName = MUOrcWarr_HITB AnimationMode = ONCE End End AnimationState = HIT_REACTION Animation = Hit_Level_1_a AnimationName = MUOrcWarr_HITA AnimationMode = ONCE End Animation = Hit_Level_2_a AnimationName = MUOrcWarr_HITB AnimationMode = ONCE End End AnimationState = FIRING_OR_PREATTACK_A Animation = ATKA AnimationName = MUOrcWarr_ATKA AnimationMode = LOOP UseWeaponTiming = Yes End Animation = ATKB AnimationName = MUOrcWarr_ATKB AnimationMode = LOOP UseWeaponTiming = Yes End Animation = ATKC AnimationName = MUOrcWarr_ATKC AnimationMode = LOOP UseWeaponTiming = Yes End Animation = ATKD AnimationName = MUOrcWarr_ATKD AnimationMode = LOOP UseWeaponTiming = Yes End End AnimationState = WAR_CHANT Animation = ChantA AnimationName = MUOrcWarr_CHRA AnimationMode = ONCE End Animation = ChantB AnimationName = MUOrcWarr_CHRB AnimationMode = ONCE End Animation = ChantC AnimationName = MUOrcWarr_CHRC AnimationMode = ONCE End Animation = ChantD AnimationName = MUOrcWarr_CHRD AnimationMode = ONCE End Animation = IDLH AnimationName = MUOrcWarr_IDLH AnimationMode = ONCE End Animation = IDLI AnimationName = MUOrcWarr_IDLI AnimationMode = ONCE End Flags = RANDOMSTART RESTART_ANIM_WHEN_COMPLETE End ; Must go before selected so we don't become unafraid. AnimationState = EMOTION_AFRAID UNCONTROLLABLE Animation = FERA AnimationName = MUOrcWarr_FERA AnimationMode = LOOP End Animation = FERB AnimationName = MUOrcWarr_FERB AnimationMode = LOOP End Animation = FERC AnimationName = MUOrcWarr_FERC AnimationMode = LOOP End End ;-emotions-- AnimationState = EMOTION_AFRAID Animation = FERA AnimationName = MUOrcWarr_FERA AnimationMode = LOOP End Animation = FERB AnimationName = MUOrcWarr_FERB AnimationMode = LOOP End Animation = FERC AnimationName = MUOrcWarr_FERC AnimationMode = LOOP End End AnimationState = EMOTION_TAUNTING Animation = TNTA AnimationName = MUOrcWarr_TNTA AnimationMode = ONCE AnimationSpeedFactorRange = 0.8 1.2 End Animation = TNTA AnimationName = MUOrcWarr_TNTC AnimationMode = ONCE AnimationSpeedFactorRange = 0.8 1.2 End Flags = RANDOMSTART RESTART_ANIM_WHEN_COMPLETE End AnimationState = EMOTION_POINTING Animation = Pointing1 AnimationName = MUOrcWarr_PNTA AnimationMode = LOOP End Animation = Pointing1 AnimationName = MUOrcWarr_PNTB AnimationMode = LOOP End End AnimationState = EMOTION_CELEBRATING Animation = ChantA AnimationName = MUOrcWarr_CHRA AnimationMode = ONCE End Animation = ChantB AnimationName = MUOrcWarr_CHRB AnimationMode = ONCE End Animation = ChantC AnimationName = MUOrcWarr_CHRC AnimationMode = ONCE End Animation = ChantD AnimationName = MUOrcWarr_CHRD AnimationMode = ONCE End Flags = RESTART_ANIM_WHEN_COMPLETE End AnimationState = EMOTION_ALERT Animation = ALERT AnimationName = MUOrcWarr_IDLA AnimationMode = LOOP End Flags = RESTART_ANIM_WHEN_COMPLETE RANDOMSTART End AnimationState = RAISING_FLAG Animation = ChantA AnimationName = MUOrcWarr_CHRA AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 End Animation = ChantB AnimationName = MUOrcWarr_CHRB AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 End Animation = ChantC AnimationName = MUOrcWarr_CHRC AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 End Animation = ChantD AnimationName = MUOrcWarr_CHRD AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 End Flags = RESTART_ANIM_WHEN_COMPLETE End AnimationState = SELECTED StateName = STATE_Selected SimilarRestart = Yes Flags = RESTART_ANIM_WHEN_COMPLETE Animation = IDLA AnimationName = MUOrcWarr_IDLA AnimationMode = ONCE AnimationPriority = 4 AnimationBlendTime = 10 End Animation = IDLC AnimationName = MUOrcWarr_IDLC AnimationMode = ONCE AnimationPriority = 10 AnimationBlendTime = 10 End Animation = IDLE AnimationName = MUOrcWarr_IDLE AnimationMode = ONCE AnimationPriority = 2 AnimationBlendTime = 10 End Animation = IDLZ AnimationName = MUOrcWarr_IDLZ AnimationMode = ONCE AnimationPriority = 8 AnimationBlendTime = 10 End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Idle" then CurDrawableSetTransitionAnimState("TRANS_Idle_to_Selected") end EndScript End TransitionState = TRANS_Idle_to_Selected Animation = ATNA AnimationName = MUOrcWarr_ATNA AnimationMode = ONCE AnimationBlendTime = 10 End End TransitionState = TRANS_Selected_to_Idle Animation = ATNF AnimationName = MUOrcWarr_ATNF AnimationMode = ONCE AnimationBlendTime = 10 End End ;-emotions-- AnimationState = QUARRELSOME_FIGHTING StateName = SomeState Animation = ATKB AnimationName = MUOrcWarr_ATKB AnimationMode = ONCE End Animation = ATKC AnimationName = MUOrcWarr_ATKC AnimationMode = ONCE End Flags = RESTART_ANIM_WHEN_COMPLETE End AnimationState = EMOTION_QUARRELSOME SimilarRestart = Yes StateName = Quarrel Animation = Chant; AnimationName = MUOrcWarr_CHRA AnimationMode = ONCE AnimationPriority = 500 End Animation = Chant1 AnimationName = MUOrcWarr_IDLB AnimationMode = ONCE AnimationPriority = 500 End Animation = Chant2 AnimationName = MUOrcWarr_IDLF AnimationMode = ONCE AnimationPriority = 500 End Animation = Chant3 AnimationName = MUOrcWarr_IDLG AnimationMode = ONCE AnimationPriority = 500 End Animation = Chant4 AnimationName = MUOrcWarr_IDLJ AnimationMode = ONCE AnimationPriority = 500 End Animation = BIG_BLEND_QUARREL AnimationName = MUOrcWarr_CHRA AnimationMode = ONCE AnimationBlendTime = 15 AnimationPriority = 1 End Flags = RESTART_ANIM_WHEN_COMPLETE RANDOMSTART BeginScript Prev = CurDrawablePrevAnimationState() if Prev ~= "Quarrel" then return "BIG_BLEND_QUARREL" end EndScript End End #include "..\..\..\includes\StunDrawModuleLarge.inc" #include "..\..\..\includes\StunDrawModuleLarge.inc" ; ***DESIGN parameters *** Side = Isengard EditorSorting = UNIT ThreatLevel = SHARKU_THREAT_LEVEL ThingClass = CHARACTER_UNIT BuildCost = 1400 BuildTime = SHARKU_BUILDTIME ShockwaveResistance = SHOCKWAVE_RESISTANCE_STRONG ;//DisplayMeleeDamage = SHARKU_DAMAGE MaxSimultaneousOfType = 1 TransportSlotCount = TRANSPORTSLOTCOUNT_HERO WeaponSet Conditions = None Weapon = PRIMARY SharkuWeapon AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI End ;WeaponSet ; Conditions = MOUNTED ; Weapon = PRIMARY WargRiderWeapon ; AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI ;End ;ArmorSet ; Conditions = None ; Armor = HeroArmor ; DamageFX = NormalDamageFX ;End ArmorSet Conditions = None Armor = HeroArmorMounted DamageFX = NormalDamageFX End VisionRange = VISION_STANDARD_HORSE ShroudClearingRange = SHROUD_CLEAR_HERO MaxVisionBonusPercent = 300% VisionBonusTestRadius = 200 VisionBonusPercentPerFoot = 1.0% DisplayName = OBJECT:IsengardSharku RecruitText = CONTROLBAR:IsengardSharkuRecruit ReviveText = CONTROLBAR:IsengardSharkuRevive Hotkey = CONTROLBAR:IsengardSharkuHotkey CrusherLevel = 0 ;Can I crush anything? MountedCrusherLevel = 3 ;Crush level when mounted. CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = cavalry/heroes MountedCrushableLevel = 3;Crusable level when mounted. CrushWeapon = WargCrush CommandSet = SharkuCommandSet CommandPoints = 50 MinCrushVelocityPercent = 40; Has to be moving at at least 50% of full speed. CrushDecelerationPercent =10; Lose 10 percent of max velocity when crushing. RamPower = 50; RamZMult = 0.5; ; *** AUTO RESOLVE DATA *** AutoResolveUnitType = AutoResolveUnit_Hero AutoResolveCombatChain = AutoResolve_HeroCombatChain AutoResolveBody = AutoResolve_SharkuBody AutoResolveArmor Armor = AutoResolve_SharkuArmor End AutoResolveWeapon Weapon = AutoResolve_SharkuWeapon End AutoResolveLeadership = AutoResolve_SharkuBonus ; *** AUDIO Parameters ***; VoiceAttack = SharkuVoiceAttack VoiceAttackCharge = SharkuVoiceAttackCharge VoiceAttackMachine = SharkuVoiceAttack VoiceAttackStructure = SharkuVoiceAttackBuilding VoiceFear = SharkuVoiceHelpMe VoiceGuard = SharkuVoiceMove VoiceMove = SharkuVoiceMove VoiceMoveToCamp = SharkuVoiceMoveCamp VoiceMoveWhileAttacking = SharkuVoiceDisengage VoicePriority = 66 VoiceRetreatToCastle = SharkuVoiceRetreat VoiceSelect = SharkuVoiceSelectMS VoiceSelectBattle = SharkuVoiceSelectBattle SoundAmbient = WargAmbienceVOX SoundImpact = ImpactHorse UnitSpecificSounds VoiceEnterUnitEvilMenTransportShip = SharkuVoiceMoveShip VoiceEnterUnitMordorMumakil = SharkuVoiceMoveGarrison VoiceEnterUnitSlaughterHouse = SharkuVoiceMoveGarrison VoiceGarrison = SharkuVoiceMoveGarrison VoiceInitiateCaptureBuilding = SharkuVoiceCaptureBuilding End CrowdResponseKey = Uruk ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_foo ModelCondition = Required:EMOTION_CELEBRATING Excluded:DYING ENGAGED Sound:EmotionSharkuVoxCheerLoop;MOVING ATTACKING ModelCondition = Required:EMOTION_TAUNTING Excluded:DYING ENGAGED Sound:EmotionSharkuVoxTauntLoop;MOVING ATTACKING End #include "..\..\..\includes\StandardUnitEvaEvents.inc" EvaEventDieOwner = SharkuDie ;Eva event to trigger on unit's death. NOTICE THAT this is only for permanent deaths Behavior = LargeGroupAudioUpdate ModuleTag_LGAU;Tie into LargeGroupAudio system Key = Hero End ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior MaxUpdateRangeCap = 800 ;AnimationSound = Sound:SharkuManEaterMS Animation:IUShrkMnt_SKL.IUShrkMnt_SPCA Frames:5 AnimationSound = Sound:WargMoveFootsteps Animation:IUShrkMnt_SKL.IUShrkMnt_RUNA Frames:0 AnimationSound = Sound:WargMoveFootsteps Animation:IUShrkMnt_SKL.IUShrkMnt_TNL1 Frames:0 AnimationSound = Sound:WargMoveFootsteps Animation:IUShrkMnt_SKL.IUShrkMnt_TNR1 Frames:0 AnimationSound = Sound:WargMoveFootsteps Animation:IUShrkMnt_SKL.IUShrkMnt_TRNL Frames:0 AnimationSound = Sound:WargMoveFootsteps Animation:IUShrkMnt_SKL.IUShrkMnt_TRNR Frames:0 AnimationSound = Sound:WargMoveFootsteps Animation:IUShrkMnt_SKL.IUShrkMnt_ACCL Frames:0 AnimationSound = Sound:WargRiderTauntCallouts Animation:IUShrkMnt_SKL.IUShrkMnt_TNTA Frames:27 AnimationSound = Sound:WargTauntCallouts Animation:IUShrkMnt_SKL.IUShrkMnt_TNTA Frames:26 AnimationSound = Sound:WargTauntCallouts Animation:IUShrkMnt_SKL.IUShrkMnt_ATND Frames:7 AnimationSound = Sound:WargTauntCallouts Animation:IUShrkMnt_SKL.IUShrkMnt_HWLA Frames:17 AnimationSound = Sound:WargTauntFootstep Animation:IUShrkMnt_SKL.IUShrkMnt_TNTA Frames:7 12 64 73 AnimationSound = Sound:WargSaddleFoleySingles Animation:IUShrkMnt_SKL.IUShrkMnt_TNTA Frames:25 AnimationSound = Sound:WargSaddleFoleySingles Animation:IUShrkMnt_SKL.IUShrkMnt_RUNA Frames:5 AnimationSound = Sound:WargSaddleFoleySingles Animation:IUShrkMnt_SKL.IUShrkMnt_TNL1 Frames:5 AnimationSound = Sound:WargSaddleFoleySingles Animation:IUShrkMnt_SKL.IUShrkMnt_TNR1 Frames:5 AnimationSound = Sound:WargSaddleFoleySingles Animation:IUShrkMnt_SKL.IUShrkMnt_ACCL Frames:5 AnimationSound = Sound:WargSaddleFoleySingles Animation:IUShrkMnt_SKL.IUShrkMnt_ATNA Frames:5 AnimationSound = Sound:WargSaddleFoleySingles Animation:IUShrkMnt_SKL.IUShrkMnt_ATND Frames:5 AnimationSound = Sound:WargSaddleFoleySingles Animation:IUShrkMnt_SKL.IUShrkMnt_GTPA Frames:5 101 AnimationSound = Sound:WargSaddleFoleySingles Animation:IUShrkMnt_SKL.IUShrkMnt_HWLA Frames:15 AnimationSound = Sound:WargSaddleFoleySingles Animation:IUShrkMnt_SKL.IUShrkMnt_RDYA Frames:5 AnimationSound = Sound:WargSaddleFoleySingles Animation:IUShrkMnt_SKL.IUShrkMnt_RDYB Frames:5 AnimationSound = Sound:BuildingWargPitRiderDrop Animation:IUShrkMnt_SKL.IUShrkMnt_BLDB Frames:44 AnimationSound = Sound:BodyFallOrc Animation:IUShrkMnt_SKL.IUShrkMnt_DIEB Frames:10 AnimationSound = Sound:BodyFallGenericNoArmor Animation:IUShrkMnt_SKL.IUShrkMnt_DIEB Frames:45 AnimationSound = Sound:BodyFallOrc Animation:IUShrkMnt_SKL.IUShrkMnt_LNDA Frames:1 17 End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = HERO PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT ARMY_SUMMARY URUK NO_FREEWILL_ENTER HEAVY_MELEE_HITTER PathfindDiameter = 40.0 Body = RespawnBody ModuleTag_RespawnBody CheerRadius = EMOTION_CHEER_RADIUS MaxHealth = SHARKU_HEALTH;BALANCE Sharku Health PermanentlyKilledByFilter = NONE ;Who kills me permanently? DodgePercent = HERO_DODGE_PERCENT End Behavior = RespawnUpdate ModuleTag_RespawnUpdate DeathAnim = DYING ;Model condition to play when killed-to-respawn DeathFX = FX_SharkuDieToRespawn;FXList to play when killed-to-respawn DeathAnimationTime = 6033 ;How long DeathAnim will take. InitialSpawnFX = FX_SharkuInitialSpawn RespawnAnim = LEVELED ;Animation to play when respawning. RespawnFX = FX_SharkuRespawn ;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 = HISharku_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:900 Time:60000 Health:100% ;DEFAULT VALUES End Behavior = AutoHealBehavior ModuleTag_SharkuHealing StartsActive = Yes HealingAmount = HERO_HEAL_AMOUNT HealingDelay = 1000 StartHealingDelay = HERO_HEAL_DELAY HealOnlyIfNotInCombat = Yes End Behavior = AutoHealBehavior ModuleTag_CurunirsWisdomHealing StartsActive = No TriggeredBy = Upgrade_CurunirsWisdom HealingAmount = ELVEN_GIFT_REGEN_AMOUNT HealingDelay = ELVEN_GIFT_REGEN_DELAY StartHealingDelay = HERO_HEAL_DELAY HealOnlyIfNotInCombat = Yes End Behavior = StancesBehavior ModuleTag_StancesBehavior StanceTemplate = Hero End #include "..\..\..\includes\CaptureBuilding.inc" Behavior = AIUpdateInterface ModuleTag_03 AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS MoodAttackCheckRate = 500 End Behavior = EmotionTrackerUpdate Module_EmotionTracker TauntAndPointDistance = 300 TauntAndPointUpdateDelay = 10000 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 LocomotorSet Locomotor = WargLocomotor Condition = SET_USER_2 Speed = 100 End LocomotorSet Locomotor = WargLocomotor Condition = SET_NORMAL Speed = 32 End Behavior = PhysicsBehavior ModuleTag_04 GravityMult = 1.0 ShockStandingTime = 2533;msec End Behavior = SlowDeathBehavior ModuleTag_08 ; Die and don't spawn horse DeathTypes = ALL SinkDelay = 5000 SinkRate = 1.50 ; in Dist/Sec DestructionDelay = 17000 Sound = INITIAL SharkuDieMS End Behavior = SquishCollide ModuleTag_06 ;nothing End Behavior = NotifyTargetsOfImminentProbableCrushingUpdate ModuleTag_NotifyCrushScan End ;;; TOGGLE MOUNTED ABILITY;;; Behavior = SpecialPowerModule ModuleTag_HorseToggleStarter SpecialPowerTemplate = SpecialAbilityToggleMounted UpdateModuleStartsAttack = Yes StartsPaused = No End Behavior = ToggleMountedSpecialAbilityUpdate ModuleTag_HorseToggle SpecialPowerTemplate = SpecialAbilityToggleMounted TriggerInstantlyOnCreate = Yes ;Instantly puts Eomer on a horse. UnpackTime = 2000 PreparationTime = 1 PersistentPrepTime = 250 PackTime = 2000 OpacityTarget = .3 ; How see-thru to be at peak of change AwardXPForTriggering = 0 End ;//----------------------Blood Hunt Ability----------------------------------------------- Behavior = UnpauseSpecialPowerUpgrade ModuleTag_SharkuBloodHuntEnabler SpecialPowerTemplate = SpecialAbilitySharkuBloodHunt TriggeredBy = Upgrade_SharkuBloodHunt End Behavior = SpecialPowerModule ModuleTag_SharkuBloodHuntUpdate SpecialPowerTemplate = SpecialAbilitySharkuBloodHunt UpdateModuleStartsAttack = No StartsPaused = Yes End Behavior = ModelConditionUpgrade ModuleTag_LeadershipFX TriggeredBy = Upgrade_SharkuBloodHunt AddConditionFlags = USER_1 End Behavior = AttributeModifierAuraUpdate ModuleTag_Leadership StartsActive = No BonusName = SharkuCommonHuntLeadership TriggeredBy = Upgrade_SharkuBloodHunt RefreshDelay = 2000 Range = 200 AntiCategory = BUFF ObjectFilter = ANY +IsengardWargRider +NeutralWarg +IsengardWargPack +IsengardWargPackHorde ALLIES End Behavior = AISpecialPowerUpdate EomerToggleMountedAI CommandButtonName = Command_MountHorseEomer SpecialPowerAIType = AI_SPECIAL_POWER_TOGGLE_MOUNTED End ;//----------------------Tame The Beast Ability----------------------------------------------- Behavior = UnpauseSpecialPowerUpgrade ModuleTag_DominateEnabler SpecialPowerTemplate = SpecialAbilityTameTheBeast TriggeredBy = Upgrade_SharkuTameTheBeast End Behavior = SpecialPowerModule ModuleTag_DominateEnemySpecialPowerModule SpecialPowerTemplate = SpecialAbilityTameTheBeast StartsPaused = Yes UpdateModuleStartsAttack = Yes InitiateSound = SharkuVoiceAttack AttributeModifierAffects = NONE +IsengardWargRiderHorde +NeutralWarg End Behavior = DominateEnemySpecialPower ModuleTag_DominateEnemySpecialPower SpecialPowerTemplate = SpecialAbilityTameTheBeast UnpackingVariation = 1 StartAbilityRange = 200.0 DominateRadius = 60; DominatedFX = FX_SarumanDominateTargets TriggerFX = FX_SarumanDominateTrigger UnpackTime = 2000 PreparationTime = 1 AttributeModifierAffects = NONE +IsengardWargRiderHorde +NeutralWarg +IsengardWargPack +IsengardWargPackHorde FreezeAfterTriggerDuration = 2500; Hold AI for this long after we fire. End ;//----------------------Man Eater----------------------------------------------- Behavior = UnpauseSpecialPowerUpgrade ModuleTag_ManEaterEnabler SpecialPowerTemplate = SpecialAbilityIsengardSharkuManEaterGrab TriggeredBy = Upgrade_SharkuManEater End Behavior = SpecialPowerModule ModuleTag_SpecialPowerModuleGrabStarter SpecialPowerTemplate = SpecialAbilityIsengardSharkuManEaterGrab UpdateModuleStartsAttack = Yes StartsPaused = Yes InitiateSound = SharkuManeaterStartMS End Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_WeaponFireSpecialAbilityUpdateGrab SpecialPowerTemplate = SpecialAbilityIsengardSharkuManEaterGrab SkipContinue = Yes UnpackTime = 933 ; Frame 28/99 ; PackTime = 2367 ; Remaining 71/99 frames StartAbilityRange = 8.0 SpecialWeapon = IsengardSharkuManEaterGrab ChainedButton = Command_SpecialAbilityIsengardSharkuManEaterFlingPassenger CustomAnimAndDuration = AnimState:EATING AnimTime:3300 TriggerAttributeModifier = SharkuManEater AttributeModifierDuration = 20000 TriggerSound = SharkuManEaterEatingMS BusyForDuration = 2000 End Behavior = PlayerHealSpecialPower ModuleTag_SpecialPowerModuleFlingPassengerStarter SpecialPowerTemplate = SpecialAbilityIsengardSharkuManEaterDrop UpdateModuleStartsAttack = Yes StartsPaused = No HealAmount = 1.0 HealAsPercent = Yes HealAffects = HERO HealRadius = 0.0 HealFX = FX_SpellHealUnitHealBuff End Behavior = FlingPassengerSpecialAbilityUpdate ModuleTag_FlingPassengerSpecialAbilityUpdate SpecialPowerTemplate = SpecialAbilityIsengardSharkuManEaterDrop UnpackTime = 1250 FlingPassengerVelocity = X:0 Y:0 Z:0 FlingPassengerLandingWarhead = IsengardSharkuManEaterWarhead ;kills victim when released End ;;; AUTO ABILITY MODULE;;; Behavior = AutoAbilityBehavior ModuleTag_AutoAbilityBehavior End ;//------------------------------------------------------------------------------------------ Behavior = TransportContain ModuleTag_09 ObjectStatusOfContained = UNSELECTABLE PassengerFilter = NONE +INFANTRY -HERO ; ManualPickUpFilter = NONE +INFANTRY; we do not want the user to be able to manually pick up an orc with a troll. Slots = 1 ShowPips = No AllowEnemiesInside = Yes AllowNeutralInside = Yes AllowAlliesInside = No ;DamagePercentToUnits = 500% DestroyRidersWhoAreNotFreeToExit = Yes ForceOrientationContainer = No PassengerBonePrefix = PassengerBone:B_PASSENGER01 KindOf:INFANTRY ;EjectPassengersOnDeath = Yes End Behavior = AttributeModifierUpgrade ModuleTag_CurunirsWisdomBonus TriggeredBy = Upgrade_CurunirsWisdom AttributeModifier = SpellBookCurunirsWisdom End ;;; CHASE THE PREY;;; Behavior = UnpauseSpecialPowerUpgrade ModuleTag_ChaseThePrey SpecialPowerTemplate = SpecialAbilityEowynShieldMaiden TriggeredBy = Upgrade_ObjectLevel1 End Behavior = SpecialPowerModule ModuleTag_ChaseThePreyUpdate SpecialPowerTemplate = SpecialAbilityEowynShieldMaiden UpdateModuleStartsAttack = No StartsPaused = Yes SetModelCondition = ModelConditionState:USER_3 SetModelConditionTime = 25.0; This is how long Shield Maiden Lasts AttributeModifier = SharkuChaseThePreyBuff AttributeModifierRange = 1 AttributeModifierAffectsSelf = Yes AttributeModifierAffects = ANY +CAVALRY AttributeModifierFX = FX_SharkuChaseThePrey 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 ManEaterAI CommandButtonName = Command_SpecialAbilitySharkuManEater SpecialPowerAIType = AI_SPECIAL_POWER_ENEMY_TYPE_KILLER End Behavior = AISpecialPowerUpdate TameAI CommandButtonName = Command_SpecialAbilityTameTheBeast SpecialPowerAIType = AI_SPECIAL_POWER_TAME_THE_BEAST SpecialPowerRadius = 200 End Geometry = CYLINDER GeometryMajorRadius = 8.0 GeometryHeight = 25 GeometryIsSmall = Yes Shadow = SHADOW_DECAL ShadowSizeX = 19 ShadowSizeY = 19 ShadowTexture = ShadowI End ;------------------------------------------------------------------------------ ChildObject IsengardSharkuUnmounted IsengardSharku Draw = W3DScriptedModelDraw ModuleTag_W3DModelDrawInWorldBuilder ;When in Worldbuilder, show the mounted version of Eomer! OkToChangeModelColor = Yes DefaultModelConditionState Model = IUSharkuf_SKN End ModelConditionState = WORLD_BUILDER Model = IUSharkuf_SKN End End Behavior = ToggleMountedSpecialAbilityUpdate ModuleTag_HorseToggle SpecialPowerTemplate = SpecialAbilityToggleMounted TriggerInstantlyOnCreate = Yes ;Instantly puts Eomer on a horse. UnpackTime = 2000 PreparationTime = 1 PersistentPrepTime = 250 PackTime = 2000 OpacityTarget = .3 ; How see-thru to be at peak of change End