CODE
;
; ElvenGuard.ini
;
;------------------------------------------------------------------------------
Object ElvenGuard
; *** ART Parameters ***
SelectPortrait = UPElven_RivendellLancer
ButtonImage = WOR_RivendellLancer
Draw = W3DHordeModelDraw ModuleTag_01
OkToChangeModelColor = Yes
WadingParticleSys = WaterRipplesTrail ; used when the unit is wading in shallow water.
;--------------------------------------------------
; new method
; RandomTexture = RUHorse01.tga 0 RUHorse03.tga
; RandomTexture = RUHorse02.tga 0 RUHorse03.tga
; RandomTexture = RUHorse03.tga 0 RUHorse03.tga
; RandomTexture = RUHorse04.tga 0 RUHorse03.tga
;--------------------------------------------------
;Random Rivendell Riders textures - new method
; RandomTexture = RURohrm01.tga 0 RURohrm02.tga
; RandomTexture = RURohrm02.tga 0 RURohrm02.tga
; RandomTexture = RURohrm03.tga 0 RURohrm02.tga
; RandomTexture = RURohrm04.tga 0 RURohrm02.tga
ParticlesAttachedToAnimatedBones = yes
DefaultModelConditionState
Model = EULorWar_SKN
Skeleton = EULorWar_SKL
End
; Spear.
ModelConditionState = MOUNTED
Model = EURivenLan_SKN
End
AnimationState = MOUNTED
StateName = Idle
Animation = IdleB
AnimationName = RURohrm_SKL.RURohrm_IDLB
AnimationMode = ONCE
AnimationBlendTime = 15
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "State_Selected" then CurDrawableSetTransitionAnimState("TRANS_Selected_To_Idle") end
EndScript
End
AnimationState = PASSENGER MOUNTED
Animation = grabbed
AnimationName = RURohrm_SKL.RURohrm_GBDA
AnimationMode = LOOP
End
End
; --- stunned anims
AnimationState = FREEFALL MOUNTED
Animation = free fall
AnimationName = RURohrm_SKL.RURohrm_FLYB
AnimationMode = LOOP
AnimationBlendTime = 10
End
End
AnimationState = STUNNED_FLAILING MOUNTED
Animation = JustDie
AnimationName = RURohrm_SKL.RURohrm_FLYC
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
AnimationState = DYING BURNINGDEATH MOUNTED
Animation
AnimationName = RURohrm_SKL.RURohrm_DIEA
AnimationMode = ONCE
AnimationBlendTime = 10
End
End
; This is the no-spawn-horse type of death
AnimationState = DYING DEATH_1 SPLATTED MOUNTED
Animation = splatted
AnimationName = RURohrm_SKL.RURohrm_LNDA
AnimationMode = ONCE
AnimationBlendTime = 2
End
FXEvent = Frame:2 Name:FX_SplatDust
End
AnimationState = DYING DEATH_1 MOUNTED
Animation = JustDie
AnimationName = RURohrm_SKL.RURohrm_DIEA
AnimationMode = ONCE
End
End
AnimationState = DYING DEATH_2 MOUNTED
Animation = FadeOut
AnimationName = RURohrm_SKL.RURohrm_IDLB
AnimationMode = ONCE
End
End
AnimationState = BURNINGDEATH MOUNTED
Animation
AnimationName = RURohrm_SKL.RURohrm_MFDA
AnimationMode = LOOP
Distance = 90
End
End
AnimationState = STUNNED_STANDING_UP MOUNTED
Animation = StandUp
AnimationName = RURohrm_SKL.RURohrm_GTPA
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.5 1.5
End
End
AnimationState = STUNNED MOUNTED
Animation = Land
AnimationName = RURohrm_SKL.RURohrm_LNDA
AnimationMode = ONCE
End
End
AnimationState = PARALYZED MOUNTED
Animation
AnimationName = RURohrm_SKL.RURohrm_IDLB
AnimationMode = LOOP
End
End
AnimationState = MOVING FIRING_OR_PREATTACK_A MOUNTED
ShareAnimation = Yes
Animation = TrotAndFire
AnimationName = RURohrm_SKL.RURohrm_ATRB
AnimationMode = LOOP
Distance = 70; 35
End
Flags = RANDOMSTART
End
;;======= BACKING UP
AnimationState = MOVING BACKING_UP MOUNTED
Animation = BACKING UP
AnimationName = RURohrm_SKL.RURohrm_BAKA
AnimationMode = LOOP
End
End
AnimationState = TURN_LEFT_HIGH_SPEED MOUNTED
Animation = TurnLeft
AnimationName = RURohrm_SKL.RURohrm_TNL1
AnimationMode = LOOP
AnimationBlendTime = 20
End
End
AnimationState = TURN_RIGHT_HIGH_SPEED MOUNTED
Animation = TurnRight
AnimationName = RURohrm_SKL.RURohrm_TNR1
AnimationMode = LOOP
AnimationBlendTime = 20
End
End
AnimationState = MOVING WANDER MOUNTED
Animation = WLKA
AnimationName = RURohrm_SKL.RURohrm_WLKA
AnimationMode = LOOP
End
End
AnimationState = MOVING TURN_LEFT MOUNTED
Animation = TurnLeft
AnimationName = RURohrm_SKL.RURohrm_TRNL
AnimationMode = LOOP
End
End
AnimationState = MOVING TURN_RIGHT MOUNTED
Animation = TurnRight
AnimationName = RURohrm_SKL.RURohrm_TRNR
AnimationMode = LOOP
End
End
AnimationState = MOVING ENGAGED MOUNTED
Animation = Moving_Engaged
AnimationName = RURohrm_SKL.RURohrm_RUNC
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
; AnimationState = MOVING WALKING MOUNTED
; Animation = Walk1
; AnimationName = RURohrm_SKL.RURohrm_WLKB
; AnimationMode = LOOP
; Distance = 25
; End
; End
AnimationState = MOVING ACCELERATE MOUNTED
Animation = Accelerate
AnimationName = RURohrm_SKL.RURohrm_ACCL
AnimationMode = ONCE ; was LOOP
End
End
AnimationState = DECELERATE MOUNTED
Animation = Decelerate
AnimationName = RURohrm_SKL.RURohrm_DECL
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.55 0.55
End
End
AnimationState = MOVING MOUNTED
Animation = RunA
AnimationName = RURohrm_SKL.RURohrm_RUNA
AnimationMode = LOOP
Distance = 40
End
Flags = RANDOMSTART
End
;---------------------------------------------------------------------------------------------------------
; Standard attack with spear.
AnimationState = FIRING_OR_PREATTACK_A MOUNTED
Animation = AttackA1
AnimationName = RURohrm_SKL.RURohrm_ATKA
AnimationMode = ONCE
End
End
;---------------------------------------------------------------------------------------------------------
;;--------------------- EMOTIONS ----------------------------------------------------------------------------------
;;===== TERROR
AnimationState = MOVING EMOTION_TERROR EMOTION_LOOK_TO_SKY MOUNTED
Animation = TerrorFromTheSky
AnimationName = RURohrm_SKL.RURohrm_RUNB
AnimationMode = LOOP
End
End
AnimationState = MOVING EMOTION_TERROR MOUNTED
Animation = TerrorFromTheSky
AnimationName = RURohrm_SKL.RURohrm_RUNB
AnimationMode = LOOP
End
End
;;======= APPREHENSIVE
AnimationState = EMOTION_ALERT EMOTION_AFRAID MOUNTED
Animation = Apprehensive
AnimationName = RURohrm_SKL.RURohrm_APPA
AnimationMode = LOOP ;Change this to ONCE if adding additional anims
End
End
;;======= AFRAID
AnimationState = EMOTION_AFRAID MOUNTED
Animation = FERA
AnimationName = RURohrm_SKL.RURohrm_FERA
AnimationMode = LOOP
End
;Animation = FERB
; AnimationName = RURohrm_SKL.RURohrm_FERB
; AnimationMode = LOOP
;End
End
;;======= CELEBRATING
AnimationState = EMOTION_CELEBRATING MOUNTED
Animation = CheerA
AnimationName = RURohrm_SKL.RURohrm_CHRA
AnimationMode = ONCE
End
Animation = CheerB
AnimationName = RURohrm_SKL.RURohrm_CHRB
AnimationMode = ONCE
End
Animation = CheerC
AnimationName = RURohrm_SKL.RURohrm_CHRC
AnimationMode = ONCE
End
Animation = CheerD
AnimationName = RURohrm_SKL.RURohrm_CHRD
AnimationMode = ONCE
End
Animation = Salute
AnimationName = RURohrm_SKL.RURohrm_SLTA
AnimationMode = ONCE
End
Flags = RANDOMSTART RESTART_ANIM_WHEN_COMPLETE
End
;;======= TAUNTING
AnimationState = EMOTION_TAUNTING MOUNTED
Animation = Taunting
AnimationName = RURohrm_SKL.RURohrm_TNTA
AnimationMode = ONCE
End
Animation = Taunting2
AnimationName = RURohrm_SKL.RURohrm_TNTB
AnimationMode = ONCE
End
Flags = RANDOMSTART RESTART_ANIM_WHEN_COMPLETE
End
;;======= POINTING
AnimationState = EMOTION_POINTING MOUNTED
Animation = Pointing1
AnimationName = RURohrm_SKL.RURohrm_PNTA
AnimationMode = LOOP
End
End
;;======== ALERT
AnimationState = EMOTION_ALERT MOUNTED
Animation = IDLA
AnimationName = RURohrm_SKL.RURohrm_IDLA
AnimationMode = LOOP
End
End
AnimationState = RAISING_FLAG MOUNTED
Animation = CheerA
AnimationName = RURohrm_SKL.RURohrm_CHRA
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.9 1.1
End
Animation = CheerB
AnimationName = RURohrm_SKL.RURohrm_CHRB
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.9 1.1
End
Animation = CheerC
AnimationName = RURohrm_SKL.RURohrm_CHRC
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.9 1.1
End
Animation = CheerD
AnimationName = RURohrm_SKL.RURohrm_CHRD
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.9 1.1
End
Animation = Salute
AnimationName = RURohrm_SKL.RURohrm_SLTA
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.9 1.1
End
Flags = RANDOMSTART RESTART_ANIM_WHEN_COMPLETE
End
;;-------------------- SELECTED ---------------------------------------------------------------
AnimationState = SELECTED MOUNTED
StateName = State_Selected
SimilarRestart = Yes
Animation = AtAttention
AnimationName = RURohrm_SKL.RURohrm_IDLA
AnimationMode = LOOP
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_Idle_To_Selected") end
EndScript
End
TransitionState = TRANS_Idle_to_Selected MOUNTED
Animation = ATNA
AnimationName = RURohrm_SKL.RURohrm_ATNA
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.6 1.0
End
End
TransitionState = TRANS_Selected_to_Idle MOUNTED
Animation = ATNC
AnimationName = RURohrm_SKL.RURohrm_ATNA
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 0.6 1.0
End
Flags = START_FRAME_LAST
End
;;================== ANIMATIONS =================================================================
; ------ Flying ------- ;
AnimationState = PASSENGER
StateName = STATE_Grabbed
Animation = Sword
AnimationName = EULorWar_FLLA
AnimationMode = LOOP
End
End
AnimationState = FREEFALL
StateName = STATE_Falling
Animation = Sword
AnimationName = EULorWar_FLYA
AnimationMode = LOOP
AnimationBlendTime = 10
AnimationSpeedFactorRange = 0.24 0.24
End
End
AnimationState = FREEFALL
StateName = STATE_Falling
Animation = Bow
AnimationName = EULorWar_FLYA
AnimationMode = LOOP
AnimationBlendTime = 10
AnimationSpeedFactorRange = 0.5 0.5
End
End
AnimationState = STUNNED_FLAILING
StateName = STATE_Fly
Animation = Sword
AnimationName = EULorWar_FLYA
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.4 0.6
End
Flags = MAINTAIN_FRAME_ACROSS_STATES2
End
AnimationState = STUNNED_FLAILING
StateName = STATE_Fly
Animation
AnimationName = EULorWar_FLYA
AnimationMode = LOOP
End
Flags = MAINTAIN_FRAME_ACROSS_STATES2
End
AnimationState = DYING BURNINGDEATH
Animation
AnimationName = EULorWar_DIEA
AnimationMode = ONCE
AnimationBlendTime = 10
End
Animation
AnimationName = EULorWar_DIEB
AnimationMode = ONCE
AnimationBlendTime = 10
End
Animation
AnimationName = EULorWar_DIEC
AnimationMode = ONCE
AnimationBlendTime = 10
End
End
AnimationState = BURNINGDEATH
Animation
AnimationName = EULorWar_MFDA
AnimationMode = LOOP
Distance = 130
End
End
AnimationState = DYING DEATH_1 SPLATTED
StateName = STATE_Dead
Animation = Sword
AnimationName = EULorWar_LNDA
AnimationMode = ONCE
End
End
; ------ Dying ------- ;
AnimationState = DYING DEATH_1
Animation = Sword1
AnimationName = EULorWar_DIEA
AnimationMode = ONCE
End
Animation = Sword2
AnimationName = EULorWar_DIEB
AnimationMode = ONCE
End
Animation = WantSword
AnimationName = EULorWar_DIEC
AnimationMode = ONCE
End
End
AnimationState = DYING DEATH_2
Animation = FadeOut
AnimationName = EULorWar_IDLG
AnimationMode = LOOP
End
End
AnimationState = PARALYZED
Animation
AnimationName = EULorWar_IDLA
AnimationMode = LOOP
End
End
AnimationState = STUNNED_STANDING_UP
StateName = STATE_GetUp
Animation = Sword
AnimationName = EULorWar_GTPA
AnimationMode = ONCE
End
Flags = MAINTAIN_FRAME_ACROSS_STATES4
End
AnimationState = STUNNED
StateName = STATE_Land
Animation = Sword
AnimationName = EULorWar_LNDA
AnimationMode = ONCE
End
End
;;======== TERROR
AnimationState = MOVING EMOTION_TERROR
StateName = Moving_Sword
Animation = Terror
AnimationName = EULorWar_RUNE
AnimationMode = LOOP
End
End
; ------ Attacking ------- ;
AnimationState = FIRING_OR_PREATTACK_A
StateName = Ready_Sword
Animation = AttackWithSwordA
AnimationName = EULorWar_ATKA
AnimationMode = ONCE
UseWeaponTiming = Yes
End
Animation = AttackWithSwordB
AnimationName = EULorWar_ATKB
AnimationMode = ONCE
UseWeaponTiming = Yes
End
Animation = AttackWithSwordD
AnimationName = EULorWar_ATKC
AnimationMode = ONCE
UseWeaponTiming = Yes
End
End
;;------------------------- BACKUP --------------------------------------------------------------------
AnimationState = MOVING BACKING_UP
StateName = STATE_BackingUp
Animation = Sword
AnimationName = EULorWar_BAKA
AnimationMode = LOOP
End
Flags = MAINTAIN_FRAME_ACROSS_STATES4
End
; ------------ Moving ------------- ;
AnimationState = MOVING ATTACKING
StateName = Moving_Sword
SimilarRestart = Yes
Animation = run_s
AnimationName = EULorWar_RUNA
AnimationMode = LOOP
End
Animation = finishrun_b
AnimationName = EULorWar_RUNB
AnimationMode = LOOP
End
End
AnimationState = MOVING
StateName = Moving_Sword
SimilarRestart = Yes
Animation = run_s
AnimationName = EULorWar_RUNA
AnimationMode = LOOP
End
Animation = finishrun_b
AnimationName = EULorWar_RUNB
AnimationMode = LOOP
End
End
AnimationState = EMOTION_UNCONTROLLABLY_AFRAID
StateName = STATE_Emotion_Sword
Animation = Sword
AnimationName = EULorWar_FERA
AnimationMode = ONCE
End
Animation = Sword2
AnimationName = EULorWar_FERA
AnimationMode = ONCE
End
Flags = MAINTAIN_FRAME_ACROSS_STATES RESTART_ANIM_WHEN_COMPLETE
End
; -------- Alert ------- ;
AnimationState = EMOTION_AFRAID
StateName = STATE_Emotion_Sword
Animation
AnimationName = EULorWar_FERA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
AnimationState = EMOTION_ALERT
StateName = Ready_Sword
Animation = Alert_1
AnimationName = EULorWar_IDLA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
AnimationState = ENGAGED
StateName = Ready_Sword
Animation = Alert_1
AnimationName = EULorWar_IDLA
AnimationMode = LOOP
End
End
AnimationState = ATTACKING
StateName = Ready_Sword
Animation = Alert_1
AnimationName = EULorWar_IDLA
AnimationMode = LOOP
End
End
;;------------ EMOTIONS ------------------------------------------------------------------
;;======= AFRAID
;;====== CELEBRATING
AnimationState = EMOTION_CELEBRATING
StateName = STATE_Emotion_Sword
Animation = Sword
AnimationName = EULorWar_CHRA
AnimationMode = ONCE
End
Animation = Sword2
AnimationName = EULorWar_CHRB
AnimationMode = ONCE
End
Animation = Sword2
AnimationName = EULorWar_CHRC
AnimationMode = ONCE
End
Flags = MAINTAIN_FRAME_ACROSS_STATES RESTART_ANIM_WHEN_COMPLETE
End
;;====== TAUNTING
AnimationState = EMOTION_TAUNTING
StateName = STATE_Emotion_Sword
Animation = Sword
AnimationName = EULorWar_TNTA
AnimationMode = ONCE
End
Animation = Sword2
AnimationName = EULorWar_TNTB
AnimationMode = ONCE
End
Animation = Sword2
AnimationName = EULorWar_TNTC
AnimationMode = ONCE
End
Flags = RESTART_ANIM_WHEN_COMPLETE ;MAINTAIN_FRAME_ACROSS_STATES
End
;;====== POINTING
AnimationState = EMOTION_POINTING
StateName = STATE_Emotion_Sword
Animation = Sword
AnimationName = EULorWar_PNTA
AnimationMode = ONCE
End
Animation = Sword2
AnimationName = EULorWar_PNTB
AnimationMode = ONCE
End
Flags = MAINTAIN_FRAME_ACROSS_STATES RESTART_ANIM_WHEN_COMPLETE
End
AnimationState = RAISING_FLAG
StateName = STATE_Emotion_Sword
Animation = Sword
AnimationName = EULorWar_CHRA
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.9 1.1
End
Animation = Sword2
AnimationName = EULorWar_CHRB
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.9 1.1
End
Animation = Sword2
AnimationName = EULorWar_CHRC
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.9 1.1
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End
; ------ Selected ------ ;
AnimationState = SELECTED
StateName = STATE_Selected
Animation
AnimationName = EULorWar_ATNB
AnimationMode = LOOP
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev ~= "STATE_Selected" and Prev ~= "TRANS_IdleToSelected" then
CurDrawableSetTransitionAnimState("TRANS_IdleToSelected")
end
EndScript
End
TransitionState = TRANS_IdleToSelected
Animation
AnimationName = EULorWar_ATNA
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.9 1.1
End
End
TransitionState = TRANS_SelectedToIdle
Animation
AnimationName = EULorWar_ATNC
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.9 1.1
End
End
; --------- Hit Reactions ---------- ;
; AnimationState = HIT_REACTION HIT_LEVEL_1
; StateName = Bored_Sword
; Animation = Hit_Level_1_a
; AnimationName = EULorWar_HITA
; AnimationMode = ONCE
; End
; End
; ------- Bored -------- ;
IdleAnimationState
StateName = Bored_Sword
Animation = Idle_Sword1
AnimationName = EULorWar_IDLB
AnimationMode = ONCE
End
Animation = Idle_Sword2
AnimationName = EULorWar_IDLC
AnimationMode = ONCE
End
Animation = Idle_Sword3
AnimationName = EULorWar_IDLD
AnimationMode = ONCE
End
Animation = IdleNoFidget
AnimationName = EULorWar_IDLE
AnimationMode = ONCE
AnimationPriority = 20
End
Flags = RESTART_ANIM_WHEN_COMPLETE
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Selected" then
CurDrawableSetTransitionAnimState("TRANS_SelectedToIdle")
end
EndScript
End
End
Draw = W3DScriptedModelDraw DustEffects
DefaultModelConditionState
Model = None
End
IdleAnimationState
End
AnimationState = MOUNTED MOVING WADING
ParticleSysBone = None FootstepSlash
End
AnimationState = MOUNTED MOVING ACCELERATE
ParticleSysBone = None GenericSiegeTrailDust
End
AnimationState = MOUNTED MOVING ACCELERATE
ParticleSysBone = None GenericSiegeTrailDust
End
AnimationState = MOUNTED MOVING
End
End
#include "..\..\..\includes\StunDrawModuleMedium.inc"
; ***DESIGN parameters ***
Side = Elves
EditorSorting = UNIT
ThreatLevel = 2.0
TransportSlotCount = TRANSPORTSLOTCOUNT_UNIT
; Weapon Sets
WeaponSet
Conditions = None
Weapon = PRIMARY ElvenWarriorSword
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
WeaponSet
Conditions = MOUNTED
Weapon = PRIMARY ElvenRivendellLancerLance
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
ArmorSet
Conditions = None
Armor = LorienWarriorArmor
DamageFX = NormalDamageFX
End
ArmorSet
Conditions = PLAYER_UPGRADE
Armor = LorienWarriorHeavyArmor
DamageFX = NormalDamageFX
End
ArmorSet
Conditions = MOUNTED
Armor = RivendellLancerArmor
DamageFX = NormalDamageFX
End
ArmorSet
Conditions = PLAYER_UPGRADE MOUNTED
Armor = RivendellLancerHeavyArmor
DamageFX = NormalDamageFX
End
BountyValue = ELVEN_RIVENDELLLANCER_BOUNTY_VALUE
VisionRange = ELVEN_RIVENDELLLANCER_VISION_RANGE
ShroudClearingRange = SHROUD_CLEAR_STANDARD
VisionSide = 35%
VisionRear = 25%
MaxVisionBonusPercent = 300%
VisionBonusTestRadius = 200
VisionBonusPercentPerFoot = 2.0%
CommandSet = ElvenGuardCommandSet
CommandPoints = 6
;SelectPortrait = SP_Gondor_Horseman
DisplayName = OBJECT:ElvenRivendellLancer
CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
MountedCrushableLevel = 1
CrusherLevel = 0
MountedCrusherLevel = 1
CrushWeapon = RivendellLancerCrush
MinCrushVelocityPercent = 40 ; Has to be moving at at least this % of full speed.
CrushDecelerationPercent = 20 ; Lose this % of max velocity when crushing.
CrushKnockback = 10;
CrushZFactor = 1.0;
; *** AUDIO Parameters ***;
VoiceAttack = ElfLancerVoiceAttack
VoiceAttackCharge = ElfLancerVoiceAttackCharge
VoiceAttackStructure = ElfLancerVoiceAttackBuilding
VoiceAttackMachine = ElfLancerVoiceAttack
VoiceCreated = ElfLancerVoiceSalute
VoiceFullyCreated = ElfLancerVoiceSalute
VoiceGuard = ElfLancerVoiceMove
VoiceMove = ElfLancerVoiceMove
VoiceMoveToCamp = ElfLancerVoiceMoveCamp
VoiceMoveWhileAttacking = ElfLancerVoiceDisengage
VoicePriority = 53
VoiceRetreatToCastle = ElfLancerVoiceMoveRetreat
VoiceSelect = ElfLancerVoiceSelectMS
VoiceSelectBattle = ElfLancerVoiceSelectBattle
SoundCrushing = RohirrimCrushing ;Sound made when crushing another unit underhoof
SoundImpact = ImpactHorse
SoundMoveStart = GondorHorseMoveStart
VoiceEnterStateAttack = ElfLancerVoiceEnterStateAttack
VoiceEnterStateAttackCharge = ElfLancerVoiceEnterStateAttackCharge
VoiceEnterStateAttackStructure = ElfLancerVoiceEnterStateAttackBuilding
VoiceEnterStateAttackMachine = ElfLancerVoiceEnterStateAttackBuilding
VoiceEnterStateMove = ElfLancerVoiceEnterStateMove
VoiceEnterStateMoveToCamp = ElfLancerVoiceEnterStateMoveCamp
VoiceEnterStateMoveWhileAttacking = ElfLancerVoiceEnterStateDisengage
VoiceEnterStateRetreatToCastle = ElfLancerVoiceEnterStateMoveRetreat
UnitSpecificSounds
VoiceEnterUnitElvenTransportShip = ElfLancerVoiceMoveShip
VoiceGarrison = ElfLancerVoiceMove
VoiceInitiateCaptureBuilding = ElfLancerVoiceCaptureBuilding
End
CrowdResponseKey = Elf
Behavior = LargeGroupAudioUpdate ModuleTag_LGAU ; Tie into LargeGroupAudio system
Key = Humanoid_Male Elf Elf_Male Unit Cavalry Elf_Lancer
End
ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_foo
ModelCondition = Required:EMOTION_CELEBRATING Excluded:DYING ENGAGED Sound:EmotionElfCompilationVoxCheerSinglesLoop ;MOVING ATTACKING
ModelCondition = Required:EMOTION_TAUNTING Excluded:DYING ENGAGED Sound:EmotionElfCompilationVoxTauntSinglesLoop ;MOVING ATTACKING
ModelCondition = Required:EMOTION_POINTING Excluded:DYING ENGAGED Sound:EmotionElfCompilationVoxTauntSinglesLoop
ModelCondition = Required:RAISING_FLAG Excluded:DYING ENGAGED Sound:EmotionElfCompilationVoxTauntSinglesLoop
End
#include "..\..\..\Includes\StandardUnitEvaEvents.inc"
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
MaxUpdateRangeCap = 800
AnimationSound = Sound: HorseMoveFootstepsLoose Animation: RURohrm_SKL.RURohrm_ACCL Frames: 8 30
AnimationSound = Sound: HorseMoveFootstepsLoose Animation: RURohrm_SKL.RURohrm_RUNA Frames: 0
AnimationSound = Sound: HorseMoveFootstepsLoose Animation: RURohrm_SKL.RURohrm_RUNB Frames: 0
AnimationSound = Sound: HorseMoveFootstepsLoose Animation: RURohrm_SKL.RURohrm_RUNC Frames: 0
AnimationSound = Sound: HorseMoveFootstepsLoose Animation: RURohrm_SKL.RURohrm_TNL1 Frames: 0
AnimationSound = Sound: HorseMoveFootstepsLoose Animation: RURohrm_SKL.RURohrm_TNR1 Frames: 0
AnimationSound = Sound: HorseMoveFootstepsLoose Animation: RURohrm_SKL.RURohrm_TRNL Frames: 0
AnimationSound = Sound: HorseMoveFootstepsLoose Animation: RURohrm_SKL.RURohrm_TRNR Frames: 0
AnimationSound = Sound: HorseWhinny Animation: RURohrm_SKL.RURohrm_CHRB Frames: 8
AnimationSound = Sound: HorseWhinny Animation: RURohrm_SKL.RURohrm_CHRC Frames: 15
AnimationSound = Sound: HorseWhinny Animation: RURohrm_SKL.RURohrm_DIEA Frames: 0
;AnimationSound = Sound: HorseWhinny Animation: RURohrm_SKL.RURohrm_DIEB Frames: 0
AnimationSound = Sound: BodyFallGeneric1 Animation: RURohrm_SKL.RURohrm_DIEA Frames: 10 46
;AnimationSound = Sound: BodyFallGeneric1 Animation: RURohrm_SKL.RURohrm_DIEB Frames: 11
AnimationSound = Sound: BodyFallGeneric1 Animation: RURohrm_SKL.RURohrm_LNDA Frames: 3 11
;AnimationSound = Sound: TauntHitShieldPitchShifted Animation: RURohrm_SKL.RURohrm_TNTB Frames: 12 29
;need means for filtering for upgraded horse shields!
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
ThingClass = CAVALRY_UNIT
KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS CAVALRY SCORE GRAB_AND_DROP
Body = ActiveBody ModuleTag_02
CheerRadius = EMOTION_CHEER_RADIUS
MaxHealth = ELVEN_RIVENDELLLANCER_HEALTH
MaxHealthDamaged = ELVEN_RIVENDELLLANCER_HEALTH_DAMAGED
BurningDeathBehavior = Yes
BurningDeathFX = FX_CavalryBurningFlame
End
#include "..\..\..\includes\CaptureBuilding.inc"
Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
AILuaEventsList = ElvenGuardFunctions
AttackPriority = AttackPriority_Cavalry
BurningDeathTime = BURNINGDEATH_DURATION_CAVALRY
End
LocomotorSet
Locomotor = NormalHorseHordeMemberLocomotor
Condition = SET_MOUNTED
Speed = NORMAL_MOUNTED_FAST_MEMBER_SPEED
End
LocomotorSet
Locomotor = HumanLocomotor
Condition = SET_NORMAL
Speed = NORMAL_FOOT_FAST_MEMBER_SPEED
End
LocomotorSet
Locomotor = HumanWanderLocomotor
Condition = SET_WANDER
Speed = NORMAL_FOOT_FAST_MEMBER_SPEED
End
LocomotorSet
Locomotor = HumanPanicLocomotor
Condition = SET_PANIC
Speed = NORMAL_FOOT_FAST_MEMBER_SPEED
End
LocomotorSet
Locomotor = HumanScaredLocomotor
Condition = SET_SCARED
Speed = NORMAL_FOOT_FAST_MEMBER_SPEED
End
LocomotorSet
Locomotor = BurningDeathLocomotorInfantry
Condition = SET_BURNINGDEATH
Speed = BURNINGDEATH_WANDERSPEED_INFANTRY
End
Behavior = PhysicsBehavior ModuleTag_04
GravityMult = 1.0
ShockStandingTime = 2533 ;msec
End
Behavior = SlowDeathBehavior ModuleTag_05
DeathTypes = ALL
SinkDelay = 3000
SinkRate = 1.40 ; in Dist/Sec
DestructionDelay = 8000
Sound = INITIAL ArwenVoiceDie
End
Behavior = DoCommandUpgrade ModuleTag_HordeMount
TriggeredBy = Upgrade_HordeMount
GetUpgradeCommandButtonName = Command_MountHorseArwen
End
Behavior = DoCommandUpgrade ModuleTag_HordeDismount
TriggeredBy = Upgrade_HordeDismount
GetUpgradeCommandButtonName = Command_MountHorseArwen
End
Behavior = RemoveUpgradeUpgrade Remove_Upgrade_HordeMount
TriggeredBy = Upgrade_HordeDismount
UpgradeToRemove = Upgrade_HordeMount
End
Behavior = RemoveUpgradeUpgrade Remove_Upgrade_HordeDismount
TriggeredBy = Upgrade_HordeMount
UpgradeToRemove = Upgrade_HordeDismount
End
Behavior = SpecialPowerModule ModuleTag_HorseToggleStarter
SpecialPowerTemplate = SpecialAbilityToggleMounted
UpdateModuleStartsAttack = Yes
;InitiateSound =
StartsPaused = No
End
Behavior = ToggleMountedSpecialAbilityUpdate ModuleTag_HorseToggle
SpecialPowerTemplate = SpecialAbilityToggleMounted
UnpackTime = 2000
PreparationTime = 1
PersistentPrepTime = 250
PackTime = 2000
OpacityTarget = .3 ; How see-thru to be at peak of change
AwardXPForTriggering = 0
End
GeometryIsSmall = Yes
Geometry = CYLINDER
GeometryMajorRadius = 10
GeometryHeight = 20.0
Shadow = SHADOW_DECAL
ShadowSizeX = 30;
ShadowSizeY = 21;
ShadowTexture = ShadowI;
End