On my kin's forum on LOTRO, I posted a tutorial on how to play it (or any other computer game) with a PS3 controller.
If I get three "Yes" answers on the poll, I will post the tutorial on the T3A website under miscellaneous files.
It takes some getting used to to play with a PS3 controller, but if you are a warden, gameplay is easier (3 skills and a gambit...)
When I post the tutorial, I will comment and give the link.
BigBrainiac (on LOTRO -Ithrond, Trunin, and Arvenir)
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BigBrainiac
Member Since 09 Aug 2010Offline Last Active Aug 04 2011 09:58 PM
About Me
A reasonable person, a coder, a nooby skinner, and a mapper
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Ghosts of Arnor (for RotWK)
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Mod Leader/ Coder / Skinner / Mapper
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Living life
Contact Information
- Website URL http://
- ModDB BigBrainiac
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LotRO Main character : Trunin (Brandywine server)
Guild Wars: Warmaster Everard
I'm BigBrainiac for just about every other BFME game/website.
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LOTRO with a PS3 Controller!
27 February 2011 - 05:54 PM
Strange Crash
05 December 2010 - 06:16 AM
With my new Imrahil unit (courtesy to Nertea for model/skin), the game works fine... until he is built.
The moment he is made from the fortress, the game crashes with a game.dat error that gives no clues as to what the problem is.
Here is Imrahil's entire code in case someone sees something.
;------------------------------------------------------------------------------
;
; Boromir.ini
;
;------------------------------------------------------------------------------
; Boromir
Object GondorImrahil
; *** ART Parameters ***
; SelectPortrait for Heros is portrait behind skill buttons. HP = HeroPortrait.
SelectPortrait = CPCaptainofGondor
; ButtonImage for Heros is button image on Hero Select UI to select hero. HI = HeroIcon or HeroImage.
ButtonImage = HICAHCaptainGondor
DescriptionStrategic = CONTROLBAR:LW_ToolTip_Imrahil
Draw = W3DScriptedModelDraw ModuleTag_DRAW
StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD
OkToChangeModelColor = No
; DependencySharedModelFlags = TURN_LEFT_HIGH_SPEED TURN_RIGHT_HIGH_SPEED MOVING ACCELERATE DECELERATE TURN_LEFT TURN_RIGHT ATTACKING BACKING_UP
DefaultModelConditionState
Model = guimrahil
End
;;;;;;;;;;; MOUNTED STATE ;;;;;;;;;;;;;;;
ModelConditionState = MOUNTED
Model = guimrahilhrs
Skeleton = RURohrm_SKL
WeaponLaunchBone = PRIMARY PASSENGERBONE
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
End
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 = 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 = BURNINGDEATH MOUNTED
Animation
AnimationName = RURohrm_SKL.RURohrm_MFDA
AnimationMode = LOOP
Distance = 100
End
End
AnimationState = PARALYZED MOUNTED
Animation
AnimationName = RURohrm_SKL.RURohrm_IDLB
AnimationMode = LOOP
End
End
AnimationState = MOUNTED TURN_LEFT_HIGH_SPEED
Animation = TurnLeft
AnimationName = RURohrm_SKL.RURohrm_TNL1
AnimationMode = LOOP
AnimationBlendTime = 20
End
End
AnimationState = MOUNTED TURN_RIGHT_HIGH_SPEED
Animation = TurnRight
AnimationName = RURohrm_SKL.RURohrm_TNR1
AnimationMode = LOOP
AnimationBlendTime = 20
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 ACCELERATE MOUNTED
Animation = Accelerate
AnimationName = RURohrm_SKL.RURohrm_ACCL
AnimationMode = ONCE ; was LOOP
End
End
AnimationState = MOVING DECELERATE MOUNTED
Animation = Decelerate
AnimationName = RURohrm_SKL.RURohrm_DECL
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.55 0.55
End
End
AnimationState = MOVING WALKING MOUNTED
Animation = Walk1
AnimationName = RURohrm_SKL.RURohrm_WLKB
AnimationMode = LOOP
Distance = 25
End
Flags = RANDOMSTART
End
AnimationState = MOVING BACKING_UP MOUNTED
Animation = BACKING UP
AnimationName = RURohrm_SKL.RURohrm_BAKA
AnimationMode = LOOP
End
End
AnimationState = MOUNTED MOVING FIRING_OR_PREATTACK_A
ShareAnimation = Yes
Animation = TrotAndFire
AnimationName = RURohrm_SKL.RURohrm_ATRB
AnimationMode = LOOP
Distance = 70; 35
End
Flags = RANDOMSTART
End
AnimationState = MOVING MOUNTED
Animation = RunA
AnimationName = RURohrm_SKL.RURohrm_RUNA
AnimationMode = LOOP
Distance = 40
End
Flags = RANDOMSTART
End
AnimationState = FIRING_OR_PREATTACK_A MOUNTED
Animation = AttackA1
AnimationName = RURohrm_SKL.RURohrm_ATKA
AnimationMode = ONCE
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
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End
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
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
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_Mounted")
EndScript
End
TransitionState = TRANS_Idle_to_Selected_Mounted
Animation = ATNA
AnimationName = RURohrm_SKL.RURohrm_ATNA
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 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
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_Mounted")
end
EndScript
End
; --- Idle Anims
IdleAnimationState
StateName = Idle
; Animation = IDLA
; AnimationName = GUBoromir_SKL.GUBoromir_IDLA 0 15
; AnimationMode = ONCE
; End
Animation = IDLB
AnimationName = GUBoromir_SKL.GUBoromir_IDLB
AnimationMode = ONCE
AnimationPriority = 20
End
Animation = IDLD
AnimationName = GUBoromir_SKL.GUBoromir_IDLD
AnimationMode = ONCE
AnimationPriority = 1
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "Selected" then CurDrawableSetTransitionAnimState("TRANS_Selected_To_Idle") end
EndScript
End
TransitionState = Trans_None_To_Sword
Animation = GUBoromir_STHA
AnimationName = GUBoromir_SKL.GUBoromir_STHA ;
AnimationMode = ONCE
End
End
TransitionState = Trans_Sword_To_None
Animation = GUBoromir_STHB
AnimationName = GUBoromir_SKL.GUBoromir_STHB ;
AnimationMode = ONCE
End
End
AnimationState = STUNNED_FLAILING
Flags = RANDOMSTART
Animation = GUBoromir_FLYA
AnimationName = GUBoromir_SKL.GUBoromir_FLYA
AnimationMode = LOOP
End
End
; --- Dying anims
AnimationState = DYING SPLATTED
Animation = GUBoromir_LNDA
AnimationName = GUBoromir_SKL.GUBoromir_LNDA
AnimationMode = ONCE
End
End
AnimationState = DYING AFLAME
Animation = DieAflame
AnimationName = GUBoromir_SKL.GUBoromir_MFDA
AnimationMode = LOOP
End
End
AnimationState = DYING
Animation = GUBoromir_DTHA
AnimationName = GUBoromir_SKL.GUBoromir_DTHA
AnimationMode = ONCE
End
End
AnimationState = PARALYZED
Animation
AnimationName = GUBoromir_IDLB
AnimationMode = LOOP
End
End
; --- Stunned anims
AnimationState = STUNNED_STANDING_UP
Animation = GUBoromir_GTPA
AnimationName = GUBoromir_SKL.GUBoromir_GTPA
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.3 1.3
End
End
AnimationState = STUNNED
Animation = GUBoromir_LNDA
AnimationName = GUBoromir_SKL.GUBoromir_LNDA
AnimationMode = ONCE
End
End
AnimationState = PACKING_TYPE_2
StateName = CaptainPower
Animation = GUBoromir_CHRA
AnimationName = GUBoromir_SKL.GUBoromir_CHRA
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.2 1.2
End
End
; -- Horn anims
AnimationState = UNPACKING SPECIAL_POWER_1
Animation
AnimationName = GUBoromir_SKL.GUBoromir_HRNA
AnimationMode = ONCE
End
End
AnimationState = PREPARING SPECIAL_POWER_1
Animation
AnimationName = GUBoromir_SKL.GUBoromir_HRNB
AnimationMode = ONCE
End
EnteringStateFX = FX_BoromirHorn
End
AnimationState = PACKING SPECIAL_POWER_1
Animation
AnimationName = GUBoromir_SKL.GUBoromir_HRNC
AnimationMode = ONCE
End
End
AnimationState = SPECIAL_POWER_1
Animation
AnimationName = GUBoromir_SKL.GUBoromir_HRNB
AnimationMode = LOOP
End
End
; -- Last Stand Animations
AnimationState = UNPACKING SPECIAL_WEAPON_ONE
Animation
AnimationName = GUBoromir_SKL.GUBoromir_SPCA
AnimationMode = ONCE
End
End
AnimationState = PREPARING SPECIAL_WEAPON_ONE
Animation
AnimationName = GUBoromir_SKL.GUBoromir_SPCB
AnimationMode = ONCE
End
Animation
AnimationName = GUBoromir_SKL.GUBoromir_SPCC
AnimationMode = ONCE
End
EnteringStateFX = FX_BoromirHorn
End
AnimationState = PACKING SPECIAL_WEAPON_ONE
Animation
AnimationName = GUBoromir_SKL.GUBoromir_SPCE
AnimationMode = ONCE
End
End
AnimationState = SPECIAL_WEAPON_ONE
Animation
AnimationName = GUBoromir_SKL.GUBoromir_SPCB
AnimationMode = ONCE
End
Animation
AnimationName = GUBoromir_SKL.GUBoromir_SPCC
AnimationMode = ONCE
End
End
; --- Moving Anims
AnimationState = MOVING WANDER WEAPONSTATE_CLOSE_RANGE
StateName = WithSword
;ParticleSysBone = None InfantryDustTrails
Animation = GUBoromir_WLKA
AnimationName = GUBoromir_SKL.GUBoromir_WLKA
AnimationMode = LOOP
End
End
; non mo cap
; AnimationState = MOVING WEAPONSTATE_CLOSE_RANGE
; StateName = WithSword
; Flags = RANDOMSTART
; ;ParticleSysBone = None InfantryDustTrails
; Animation = GUBoromir_RUNB
; AnimationName = GUBoromir_SKL.GUBoromir_RUNB
; AnimationMode = LOOP
; End
; End
; AnimationState = MOVING DAMAGED
; Flags = RANDOMSTART
; ;ParticleSysBone = None InfantryDustTrails
; Animation = GUBoromir_IWKA
; AnimationName = GUBoromir_SKL.GUBoromir_IWKA
; AnimationMode = LOOP
; End
; End
AnimationState = MOVING WANDER
;ParticleSysBone = None InfantryDustTrails
Animation = GUBoromir_WLKA
AnimationName = GUBoromir_SKL.GUBoromir_WLKA
AnimationMode = LOOP
End
End
AnimationState = MOVING FIRING_OR_PREATTACK_A
ShareAnimation = Yes
Animation = RunAndFire
AnimationName = GUBoromir_SKL.GUBoromir_ATRA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
AnimationState = MOVING
;ParticleSysBone = None InfantryDustTrails
Flags = RANDOMSTART
Animation = GUBoromir_RUNB
AnimationName = GUBoromir_SKL.GUBoromir_RUNA
AnimationMode = LOOP
End
End
; Attacking Anims [Weapon_A]
AnimationState = FIRING_OR_PREATTACK_A WEAPONSTATE_CLOSE_RANGE
StateName = WithSword
Animation = ATKA
AnimationName = GUBoromir_SKL.GUBoromir_ATKA
AnimationMode = ONCE
UseWeaponTiming = Yes
End
Animation = ATKB
AnimationName = GUBoromir_SKL.GUBoromir_ATKB
AnimationMode = ONCE
UseWeaponTiming = Yes
End
End
AnimationState = FIRING_OR_PREATTACK_A
Animation = GUBoromir_ATD1
AnimationName = GUBoromir_SKL.GUBoromir_ATKB
AnimationMode = ONCE
UseWeaponTiming = Yes
End
End
; --------- Idle Anims -non mocap-
; AnimationState = WEAPONSTATE_CLOSE_RANGE
; StateName = WithSword
; Animation = GUBoromir_IDLC
; AnimationName = GUBoromir_SKL.GUBoromir_IDLC
; AnimationMode = ONCE
; End
; End
; ATTACKING
AnimationState = ATTACKING
Animation = ALERT_1
AnimationName = GUBoromir_SKL.GUBoromir_IDLA
AnimationMode = LOOP; ONCE
End
; Flags = RESTART_ANIM_WHEN_COMPLETE ; acts like an idle animation & keeps running the animations.
End
; --------- Selected Anims and Transitions
TransitionState = TRANS_Idle_to_Selected
Animation = ATND
AnimationName = GUBoromir_SKL.GUBoromir_ATND
AnimationMode = ONCE
End
End
TransitionState = TRANS_Selected_To_Idle
Animation = ATNE
AnimationName = GUBoromir_SKL.GUBoromir_ATNE
AnimationMode = ONCE
End
End
AnimationState = LEVELED ; This state clears itself in 3 seconds
Animation = LevelUp
AnimationName = GUBoromir_SKL.GUBoromir_CHRA
AnimationMode = ONCE
End
End
AnimationState = RAISING_FLAG
Animation = CHRA
AnimationName = GUBoromir_SKL.GUBoromir_CHRA
AnimationMode = Once
End
Animation = CHRB
AnimationName = GUBoromir_SKL.GUBoromir_CHRB
AnimationMode = Once
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End
AnimationState = SELECTED
StateName = Selected
SimilarRestart = Yes
Animation = ATNB
AnimationName = GUBoromir_SKL.GUBoromir_ATNB
AnimationMode = LOOP
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_Idle_to_Selected") end
EndScript
End
;------------emotions---------------
AnimationState = EMOTION_TAUNTING
Animation = CHRA
AnimationName = GUBoromir_SKL.GUBoromir_CHRA
AnimationMode = Once
End
End
AnimationState = EMOTION_CELEBRATING
Animation = CHRB
AnimationName = GUBoromir_SKL.GUBoromir_CHRB
AnimationMode = Once
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End
AnimationState = EMOTION_ALERT EMOTION_MORALE_HIGH
Animation = Taunting
AnimationName = GUBoromir_SKL.GUBoromir_TNTB
AnimationMode = ONCE
End
Flags = RANDOMSTART RESTART_ANIM_WHEN_COMPLETE
End
; READY IDLE
AnimationState = EMOTION_ALERT
Animation = ALERT_1
AnimationName = GUBoromir_SKL.GUBoromir_IDLA
AnimationMode = LOOP ;ONCE
End
; Flags = RESTART_ANIM_WHEN_COMPLETE ; acts like an idle animation & keeps running the animations.
End
; --------- Click and Hit Reactions ------------
AnimationState = HIT_REACTION HIT_LEVEL_1
Animation = Hit_Level_1_a
AnimationName = GUBoromir_SKL.GUBoromir_HITA
AnimationMode = ONCE
End
End
AnimationState = FIRING_OR_PREATTACK_A WEAPONSET_HERO_MODE ; Blademaster Mode
StateName = STATE_ready
Animation = GUBoromir_ATD1
AnimationName = GUBoromir_SKL.GUBoromir_ATKB
AnimationMode = ONCE
UseWeaponTiming = Yes
End
Flags = RESTART_ANIM_WHEN_COMPLETE
FXEvent = Frame:25 Name: FX_BladeMasterHitOrient
FXEvent = Frame:45 Name: FX_BladeMasterHitOrient
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\StunDrawModuleSmall.inc"
; ***DESIGN parameters ***
Side = Men
EditorSorting = UNIT
ThreatLevel = BOROMIR_THREAT_LEVEL
ThingClass = CHARACTER_UNIT
BuildCost = 2000
BuildTime = 1
ShockwaveResistance = SHOCKWAVE_RESISTANCE_STRONG
;//DisplayMeleeDamage = BOROMIR_DAMAGE
HeroSortOrder = 50
TransportSlotCount = TRANSPORTSLOTCOUNT_HERO
WeaponSet
Conditions = None
Weapon = PRIMARY ImrahilSword
;AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
WeaponSet
Conditions = MOUNTED
Weapon = PRIMARY ImrahilSwordMounted
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
ArmorSet
Conditions = None
Armor = HeroArmor
DamageFX = NormalDamageFX
End
ArmorSet
Conditions = MOUNTED
Armor = HeroArmorMounted
DamageFX = NormalDamageFX
End
VisionRange = VISION_HERO_STANDARD
ShroudClearingRange = SHROUD_CLEAR_HERO
MaxVisionBonusPercent = 300%
VisionBonusTestRadius = 200
VisionBonusPercentPerFoot = 1.0%
BountyValue = GONDOR_BOROMIR_BOUNTY_VALUE
DisplayName = OBJECT:GondorImrahil
RecruitText = CONTROLBAR:GondorImrahilRecruit
ReviveText = CONTROLBAR:GondorImrahilRevive
Hotkey = CONTROLBAR:GondorImrahilHotkey
CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CommandSet = ImrahilCommandSet
CommandPoints = 40
; *** AUTO RESOLVE DATA ***
AutoResolveUnitType = AutoResolveUnit_Hero
AutoResolveCombatChain = AutoResolve_HeroCombatChain
AutoResolveBody = AutoResolve_BoromirBody
AutoResolveArmor
Armor = AutoResolve_BoromirArmor
End
AutoResolveWeapon
Weapon = AutoResolve_BoromirWeapon
End
AutoResolveLeadership = AutoResolve_BoromirBonus
; *** AUDIO Parameters ***;
VoiceAttack = HeroWestMaleVoiceAttack
VoiceAttackAir = HeroWestMaleVoiceAttack
VoiceAttackCharge = HeroWestMaleVoiceAttackCharge
VoiceAttackMachine = HeroWestMaleVoiceAttack
VoiceAttackStructure = HeroWestMaleVoiceAttackBuilding
VoiceCreated = HeroWestMaleVoiceSalute
VoiceFear = HeroWestMaleVoiceHelpMe
VoiceFullyCreated = HeroWestMaleVoiceSalute
VoiceGuard = HeroWestMaleVoiceMove
VoiceMove = HeroWestMaleVoiceMove
VoiceMoveToCamp = HeroWestMaleVoiceMoveCamp
VoiceMoveWhileAttacking = HeroWestMaleVoiceDisengage
VoicePriority = 95
VoiceRetreatToCastle = HeroWestMaleVoiceRetreat
VoiceSelect = HeroWestMaleVoiceSelectMS
VoiceSelectBattle = HeroWestMaleVoiceSelectBattle
SoundImpact = ImpactHorse
UnitSpecificSounds
VoiceEnterUnitElvenTransportShip = HeroWestMaleVoiceMoveShip
VoiceEnterUnitMordorMumakil = HeroWestMaleVoiceMove
VoiceEnterUnitSlaughterHouse = HeroWestMaleVoiceMove
VoiceEnterUnitTransportShip = HeroWestMaleVoiceMove
VoiceGarrison = HeroWestMaleVoiceMoveGarrison
VoiceInitiateCaptureBuilding = HeroWestMaleVoiceCaptureBuilding
End
#include "..\..\..\includes\StandardUnitEvaEvents.inc"
CrowdResponseKey = GoodMen
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
MaxUpdateRangeCap = 800
AnimationSound = Sound:SwordIntoScabbard1 Animation:GUBoromir_SKL.GUBoromir_HRNA Frames:7
AnimationSound = Sound:BoromirHorn Animation:GUBoromir_SKL.GUBoromir_HRNB Frames:0
AnimationSound = Sound:SwordShingClean1 Animation:GUBoromir_SKL.GUBoromir_HRNC Frames:5
AnimationSound = Sound:FootstepDirtA Animation:GUBoromir_SKL.GUBoromir_RUNA Frames:10 22
AnimationSound = Sound:FootstepDirtA Animation:GUBoromir_SKL.GUBoromir_RUNB Frames:10 22
AnimationSound = Sound:FootstepDirtA Animation:GUBoromir_SKL.GUBoromir_ATRA Frames:11 23 35 47
AnimationSound = Sound:FootstepDirtA Animation:GUBoromir_SKL.GUBoromir_MFDA Frames:8 20 31 41
AnimationSound = Sound:BodyFallGenericNoArmor Animation:GUBoromir_SKL.GUBoromir_DTHA Frames:116
AnimationSound = Sound:BodyFallSoldier Animation:GUBoromir_SKL.GUBoromir_LNDA Frames:4
AnimationSound = Sound:BodyFallGenericNoArmor Animation:GUBoromir_SKL.GUBoromir_SPCE Frames:82
End
Behavior = LargeGroupAudioUpdate ModuleTag_LGAU ; Tie into LargeGroupAudio system
Key = Humanoid_Male Man Man_Male Unit Infantry Hero
UnitWeight = 2
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE HERO ARMY_SUMMARY HEAVY_MELEE_HITTER
PathfindDiameter = 40.0
CamouflageDetectionMultiplier = CAMOUFLAGE_DETECTION_DISTANCE_LONG
; Body = DelayedDeathBody ModuleTag_DelayedDeathBody ;DelayedDeath is a variation of RespawnBody
; CheerRadius = EMOTION_CHEER_RADIUS
; MaxHealth = BOROMIR_HEALTH ; BALANCE
; DelayedDeathTime = 10000 ; Amount of time spent still fighting after being killed
; DelayedDeathPrerequisiteUpgrade = Upgrade_BoromirLastStand ; Need this upgrade to be able to delay my death.
; InvulnerableFX = FX_BoromirLastStand
;
; PermanentlyKilledByFilter = NONE ;Who kills me permanently?
; DodgePercent = HERO_DODGE_PERCENT
; End
; Body = ActiveBody ModuleTag_ActiveBody
; CheerRadius = EMOTION_CHEER_RADIUS
; MaxHealth = BOROMIR_HEALTH ; BALANCE
; DodgePercent = HERO_DODGE_PERCENT
; End
; Behavior = UnpauseSpecialPowerUpgrade ModuleTag_TheodenLeadership
; SpecialPowerTemplate = SpecialAbilityFakeLeadership
; TriggeredBy = Upgrade_BoromirLastStand
; End
Behavior = SpecialPowerModule ModuleTag_TheodenLeadershipUpdate
SpecialPowerTemplate = SpecialAbilityFakeLeadership
UpdateModuleStartsAttack = No
StartsPaused = Yes
End
Body = RespawnBody ModuleTag_RespawnBody
CheerRadius = EMOTION_CHEER_RADIUS
MaxHealth = BOROMIR_HEALTH ;BALANCE Eomer 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_HeroDieToRespawn //FXList to play when killed-to-respawn
DeathAnimationTime = 5000 //How long DeathAnim will take.
InitialSpawnFX = FX_HeroInitialSpawn
RespawnAnim = LEVELED //Animation to play when respawning.
RespawnFX = FX_HeroRespawn //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 = HICAHCaptainGondor_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:625 Time:60000 Health:100% ;DEFAULT VALUES
End
Behavior = AutoHealBehavior ModuleTag_BoromirHealing
StartsActive = Yes
HealingAmount = HERO_HEAL_AMOUNT
HealingDelay = 1000
StartHealingDelay = HERO_HEAL_DELAY
HealOnlyIfNotInCombat = Yes
End
Behavior = LifetimeUpdate ModuleTag_LifeTime ; Used after 'death' to continue for a certain time before really dying.
WaitForWakeUp = Yes
End
Behavior = StancesBehavior ModuleTag_StancesBehavior
StanceTemplate = Hero
End
#include "..\..\..\includes\CaptureBuilding.inc"
Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
MoodAttackCheckRate = 500
AILuaEventsList = BoromirFunctions
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 = HeroHumanLocomotor
Condition = SET_NORMAL
Speed = NORMAL_GOOD_HERO_SPEED
End
LocomotorSet
Locomotor = HeroHorseLocomotor
Condition = SET_MOUNTED
Speed = 90
End
Behavior = AutoAbilityBehavior ModuleTag_AutoAbilityBehavior
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 = DualWeaponBehavior ModuleTag_13
SwitchWeaponOnCloseRangeDistance = 161
End
Behavior = PhysicsBehavior ModuleTag_04
GravityMult = 1.0
ShockStandingTime = 4000 ;msec
End
Behavior = SlowDeathBehavior ModuleTag_05
DeathTypes = ALL
SinkDelay = 3000
SinkRate = 0.40 ; in Dist/Sec
DestructionDelay = 8000
Sound = INITIAL BoromirVoiceDie
; - Where does this stuff go? -
; UnpackTime = 2000
; PreparationTime = 1
; PersistentPrepTime = 4000
; PackTime = 2000
; WhichSpecialWeapon = 1
End
Behavior = SquishCollide ModuleTag_06
;nothing
End
Behavior = HitReactionBehavior HitReactionBehaviorModuleTag
HitReactionLifeTimer1 = 7 ; level 1 (light damage) hit reaction animations in frames (5 per sec)
HitReactionLifeTimer2 = 15 ; level 2 (medium damage) hit reaction animations in frames (5 per sec)
HitReactionLifeTimer3 = 10 ; level 3 (heavy damage) hit reaction animations in frames (5 per sec)
HitReactionThreshold1 = 0.0 ; level 1 (light damage) threshold trigger
HitReactionThreshold2 = 25.0 ; level 2 (medium damage) threshold trigger
HitReactionThreshold3 = 50.0 ; level 3 (heavy damage) threshold trigger
End
;------------ CAPTAIN OF GONDOR -----------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_KingsFavorEnabler
SpecialPowerTemplate = SpecialAbilityKingsFavor
TriggeredBy = Upgrade_ObjectLevel6
End
Behavior = SpecialPowerModule ModuleTag_KingsFavorSpecialPowerModule
SpecialPowerTemplate = SpecialAbilityKingsFavor
StartsPaused = Yes
UpdateModuleStartsAttack = Yes
; InitiateSound = BoromirVoiceCaptainOfGondor
End
Behavior = LevelGrantSpecialPower ModuleTag_KingsFavor
SpecialPowerTemplate = SpecialAbilityKingsFavor
UnpackingVariation = 2
StartAbilityRange = 200.0
LevelFX = FX_LevelUp
Experience = 50
RadiusEffect = 150
AcceptanceFilter = KINGSFAVOR_OBJECTFILTER
UnpackTime = 2000
PreparationTime = 1
FreezeAfterTriggerDuration = 2000 ; Hold AI for this long after we fire.
End
;--------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_GothmogSummonEnabler
SpecialPowerTemplate = SpecialAbilityImrahilSummonKnights
TriggeredBy = Upgrade_ObjectLevel10
End
Behavior = OCLSpecialPower ModuleTag_OCLSpecialPower
SpecialPowerTemplate = SpecialAbilityImrahilSummonKnights
OCL = OCL_SpawnImrahilKnights
CreateLocation = CREATE_AT_LOCATION
StartsPaused = Yes
End
;--------------------- Start Leadership bonus ---------------
Behavior = AttributeModifierAuraUpdate ModuleTag_BoromirLeadership
StartsActive = No ;If no, requires upgrade to turn on.
BonusName = GenericHeroLeadership
TriggeredBy = Upgrade_ObjectLevel1
RefreshDelay = 2000
Range = 200
AntiCategory = BUFF
ObjectFilter = GENERIC_BUFF_RECIPIENT_OBJECT_FILTER
End
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_UnpauseLeadership
SpecialPowerTemplate = SpecialAbilityFakeLeadership
TriggeredBy = Upgrade_ObjectLevel1
End
Behavior = SpecialPowerModule ModuleTag_BoromirLeadershipUpdate
SpecialPowerTemplate = SpecialAbilityFakeLeadership
UpdateModuleStartsAttack = No
StartsPaused = Yes
End
;;; SPEED BOOST ;;;
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_ImrahilBonusEnabler
SpecialPowerTemplate = SpecialAbilityImrahilSpeedBonus
TriggeredBy = Upgrade_ObjectLevel4
End
Behavior = SpecialPowerModule ModuleTag_ImrahilBonusStarter
SpecialPowerTemplate = SpecialAbilityImrahilSpeedBonus
UpdateModuleStartsAttack = Yes
StartsPaused = Yes
End
Behavior = AttributeModifierAuraUpdate ModuleTag_LeadershipSelf
StartsActive = No
BonusName = ImrahilSpeed
TriggeredBy = Upgrade_ObjectLevel4
RefreshDelay = 2000
Range = 10
ObjectFilter = NONE +GondorImrahil
AllowSelf = Yes
End
;;; MOUNTED HORDER SPECIAL ABILITY ;;;
Behavior = SpecialPowerModule ModuleTag_HorseToggleStarter
SpecialPowerTemplate = SpecialAbilityToggleMounted
UpdateModuleStartsAttack = Yes
;InitiateSound =
StartsPaused = No
End
Behavior = ToggleMountedSpecialAbilityUpdate ModuleTag_HorseToggle
SpecialPowerTemplate = SpecialAbilityToggleMounted
;UnpackingVariation = 2
UnpackTime = 2000
PreparationTime = 1
PersistentPrepTime = 250
PackTime = 2000
OpacityTarget = .3 ; How see-thru to be at peak of change
AwardXPForTriggering = 0
End
;--------------------- End Leadership bonus ---------------
;///////////////////
; 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 BoromirHornOfGondorAI
CommandButtonName = Command_SpecialAbilityHornOfGondor
SpecialPowerAIType = AI_SPECIAL_POWER_BASIC_SELF_BUFF
End
Behavior = AISpecialPowerUpdate SpecialPowerBoromirGiveXPAoE
CommandButtonName = Command_SpecialAbilityCaptainOfGondorBoromir
SpecialPowerAIType = AI_SPECIAL_POWER_GIVEXP_AOE
SpecialPowerRadius = 30.0
End
Geometry = CYLINDER
GeometryMajorRadius = 8.0
GeometryMinorRadius = 8.0
GeometryHeight = 19.2
GeometryIsSmall = Yes
Shadow = SHADOW_DECAL
ShadowSizeX = 20;
ShadowSizeY = 20;
ShadowTexture = ShadowI;
End
;------------------------------------------------------------------------------
ChildObject GondorImrahilCavalry GondorImrahil
Draw = W3DScriptedModelDraw ModuleTag_W3DModelDrawInWorldBuilder
;When in Worldbuilder, show the mounted version of Theoden!
OkToChangeModelColor = Yes
DefaultModelConditionState
;Model = RUHHs_Theo_M
;WeaponLaunchBone = PRIMARY PASSENGERBONE
Model = None
End
ModelConditionState = WORLD_BUILDER
Model = guimrahilhrs
End
End
Behavior = ToggleMountedSpecialAbilityUpdate ModuleTag_HorseToggle
SpecialPowerTemplate = SpecialAbilityToggleMounted
TriggerInstantlyOnCreate = Yes ;Instantly puts Theoden on a horse.
UnpackTime = 2000
PreparationTime = 1
PersistentPrepTime = 250
PackTime = 2000
OpacityTarget = .3 ; How see-thru to be at peak of change
; PackSound =
; UnpackSound =
; TriggerSound =
; PrepSoundLoop =
AwardXPForTriggering = 0
End
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
MaxUpdateRangeCap = 800
AnimationSound = Sound: HorseWhinny50Percent Animation: GUGdfHrs_SKL.GUGdfHrs_IDLC Frames: 0
End
; *** AUDIO Parameters ***;
;VoiceMove = TheodenVoiceMoveMounted
;SoundMoveStart = GondorHorseMoveStart
;TheodenVoiceDismountHobbit
;TheodenVoiceFavor
;TheodenVoiceGloriousCharge
;TheodenVoiceJoinHobbit
;TheodenVoiceModeFoot
;TheodenVoiceModeMount
;TheodenVoiceRespawn
;TheodenVoiceSpeech
;TheodenRousingSpeechEnd (old speech?)
ShadowSizeX = 30;
ShadowSizeY = 21;
End
The moment he is made from the fortress, the game crashes with a game.dat error that gives no clues as to what the problem is.
Here is Imrahil's entire code in case someone sees something.
CODE
;
; Boromir.ini
;
;------------------------------------------------------------------------------
; Boromir
Object GondorImrahil
; *** ART Parameters ***
; SelectPortrait for Heros is portrait behind skill buttons. HP = HeroPortrait.
SelectPortrait = CPCaptainofGondor
; ButtonImage for Heros is button image on Hero Select UI to select hero. HI = HeroIcon or HeroImage.
ButtonImage = HICAHCaptainGondor
DescriptionStrategic = CONTROLBAR:LW_ToolTip_Imrahil
Draw = W3DScriptedModelDraw ModuleTag_DRAW
StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD
OkToChangeModelColor = No
; DependencySharedModelFlags = TURN_LEFT_HIGH_SPEED TURN_RIGHT_HIGH_SPEED MOVING ACCELERATE DECELERATE TURN_LEFT TURN_RIGHT ATTACKING BACKING_UP
DefaultModelConditionState
Model = guimrahil
End
;;;;;;;;;;; MOUNTED STATE ;;;;;;;;;;;;;;;
ModelConditionState = MOUNTED
Model = guimrahilhrs
Skeleton = RURohrm_SKL
WeaponLaunchBone = PRIMARY PASSENGERBONE
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
End
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 = 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 = BURNINGDEATH MOUNTED
Animation
AnimationName = RURohrm_SKL.RURohrm_MFDA
AnimationMode = LOOP
Distance = 100
End
End
AnimationState = PARALYZED MOUNTED
Animation
AnimationName = RURohrm_SKL.RURohrm_IDLB
AnimationMode = LOOP
End
End
AnimationState = MOUNTED TURN_LEFT_HIGH_SPEED
Animation = TurnLeft
AnimationName = RURohrm_SKL.RURohrm_TNL1
AnimationMode = LOOP
AnimationBlendTime = 20
End
End
AnimationState = MOUNTED TURN_RIGHT_HIGH_SPEED
Animation = TurnRight
AnimationName = RURohrm_SKL.RURohrm_TNR1
AnimationMode = LOOP
AnimationBlendTime = 20
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 ACCELERATE MOUNTED
Animation = Accelerate
AnimationName = RURohrm_SKL.RURohrm_ACCL
AnimationMode = ONCE ; was LOOP
End
End
AnimationState = MOVING DECELERATE MOUNTED
Animation = Decelerate
AnimationName = RURohrm_SKL.RURohrm_DECL
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.55 0.55
End
End
AnimationState = MOVING WALKING MOUNTED
Animation = Walk1
AnimationName = RURohrm_SKL.RURohrm_WLKB
AnimationMode = LOOP
Distance = 25
End
Flags = RANDOMSTART
End
AnimationState = MOVING BACKING_UP MOUNTED
Animation = BACKING UP
AnimationName = RURohrm_SKL.RURohrm_BAKA
AnimationMode = LOOP
End
End
AnimationState = MOUNTED MOVING FIRING_OR_PREATTACK_A
ShareAnimation = Yes
Animation = TrotAndFire
AnimationName = RURohrm_SKL.RURohrm_ATRB
AnimationMode = LOOP
Distance = 70; 35
End
Flags = RANDOMSTART
End
AnimationState = MOVING MOUNTED
Animation = RunA
AnimationName = RURohrm_SKL.RURohrm_RUNA
AnimationMode = LOOP
Distance = 40
End
Flags = RANDOMSTART
End
AnimationState = FIRING_OR_PREATTACK_A MOUNTED
Animation = AttackA1
AnimationName = RURohrm_SKL.RURohrm_ATKA
AnimationMode = ONCE
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
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End
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
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
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_Mounted")
EndScript
End
TransitionState = TRANS_Idle_to_Selected_Mounted
Animation = ATNA
AnimationName = RURohrm_SKL.RURohrm_ATNA
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 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
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_Mounted")
end
EndScript
End
; --- Idle Anims
IdleAnimationState
StateName = Idle
; Animation = IDLA
; AnimationName = GUBoromir_SKL.GUBoromir_IDLA 0 15
; AnimationMode = ONCE
; End
Animation = IDLB
AnimationName = GUBoromir_SKL.GUBoromir_IDLB
AnimationMode = ONCE
AnimationPriority = 20
End
Animation = IDLD
AnimationName = GUBoromir_SKL.GUBoromir_IDLD
AnimationMode = ONCE
AnimationPriority = 1
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "Selected" then CurDrawableSetTransitionAnimState("TRANS_Selected_To_Idle") end
EndScript
End
TransitionState = Trans_None_To_Sword
Animation = GUBoromir_STHA
AnimationName = GUBoromir_SKL.GUBoromir_STHA ;
AnimationMode = ONCE
End
End
TransitionState = Trans_Sword_To_None
Animation = GUBoromir_STHB
AnimationName = GUBoromir_SKL.GUBoromir_STHB ;
AnimationMode = ONCE
End
End
AnimationState = STUNNED_FLAILING
Flags = RANDOMSTART
Animation = GUBoromir_FLYA
AnimationName = GUBoromir_SKL.GUBoromir_FLYA
AnimationMode = LOOP
End
End
; --- Dying anims
AnimationState = DYING SPLATTED
Animation = GUBoromir_LNDA
AnimationName = GUBoromir_SKL.GUBoromir_LNDA
AnimationMode = ONCE
End
End
AnimationState = DYING AFLAME
Animation = DieAflame
AnimationName = GUBoromir_SKL.GUBoromir_MFDA
AnimationMode = LOOP
End
End
AnimationState = DYING
Animation = GUBoromir_DTHA
AnimationName = GUBoromir_SKL.GUBoromir_DTHA
AnimationMode = ONCE
End
End
AnimationState = PARALYZED
Animation
AnimationName = GUBoromir_IDLB
AnimationMode = LOOP
End
End
; --- Stunned anims
AnimationState = STUNNED_STANDING_UP
Animation = GUBoromir_GTPA
AnimationName = GUBoromir_SKL.GUBoromir_GTPA
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.3 1.3
End
End
AnimationState = STUNNED
Animation = GUBoromir_LNDA
AnimationName = GUBoromir_SKL.GUBoromir_LNDA
AnimationMode = ONCE
End
End
AnimationState = PACKING_TYPE_2
StateName = CaptainPower
Animation = GUBoromir_CHRA
AnimationName = GUBoromir_SKL.GUBoromir_CHRA
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.2 1.2
End
End
; -- Horn anims
AnimationState = UNPACKING SPECIAL_POWER_1
Animation
AnimationName = GUBoromir_SKL.GUBoromir_HRNA
AnimationMode = ONCE
End
End
AnimationState = PREPARING SPECIAL_POWER_1
Animation
AnimationName = GUBoromir_SKL.GUBoromir_HRNB
AnimationMode = ONCE
End
EnteringStateFX = FX_BoromirHorn
End
AnimationState = PACKING SPECIAL_POWER_1
Animation
AnimationName = GUBoromir_SKL.GUBoromir_HRNC
AnimationMode = ONCE
End
End
AnimationState = SPECIAL_POWER_1
Animation
AnimationName = GUBoromir_SKL.GUBoromir_HRNB
AnimationMode = LOOP
End
End
; -- Last Stand Animations
AnimationState = UNPACKING SPECIAL_WEAPON_ONE
Animation
AnimationName = GUBoromir_SKL.GUBoromir_SPCA
AnimationMode = ONCE
End
End
AnimationState = PREPARING SPECIAL_WEAPON_ONE
Animation
AnimationName = GUBoromir_SKL.GUBoromir_SPCB
AnimationMode = ONCE
End
Animation
AnimationName = GUBoromir_SKL.GUBoromir_SPCC
AnimationMode = ONCE
End
EnteringStateFX = FX_BoromirHorn
End
AnimationState = PACKING SPECIAL_WEAPON_ONE
Animation
AnimationName = GUBoromir_SKL.GUBoromir_SPCE
AnimationMode = ONCE
End
End
AnimationState = SPECIAL_WEAPON_ONE
Animation
AnimationName = GUBoromir_SKL.GUBoromir_SPCB
AnimationMode = ONCE
End
Animation
AnimationName = GUBoromir_SKL.GUBoromir_SPCC
AnimationMode = ONCE
End
End
; --- Moving Anims
AnimationState = MOVING WANDER WEAPONSTATE_CLOSE_RANGE
StateName = WithSword
;ParticleSysBone = None InfantryDustTrails
Animation = GUBoromir_WLKA
AnimationName = GUBoromir_SKL.GUBoromir_WLKA
AnimationMode = LOOP
End
End
; non mo cap
; AnimationState = MOVING WEAPONSTATE_CLOSE_RANGE
; StateName = WithSword
; Flags = RANDOMSTART
; ;ParticleSysBone = None InfantryDustTrails
; Animation = GUBoromir_RUNB
; AnimationName = GUBoromir_SKL.GUBoromir_RUNB
; AnimationMode = LOOP
; End
; End
; AnimationState = MOVING DAMAGED
; Flags = RANDOMSTART
; ;ParticleSysBone = None InfantryDustTrails
; Animation = GUBoromir_IWKA
; AnimationName = GUBoromir_SKL.GUBoromir_IWKA
; AnimationMode = LOOP
; End
; End
AnimationState = MOVING WANDER
;ParticleSysBone = None InfantryDustTrails
Animation = GUBoromir_WLKA
AnimationName = GUBoromir_SKL.GUBoromir_WLKA
AnimationMode = LOOP
End
End
AnimationState = MOVING FIRING_OR_PREATTACK_A
ShareAnimation = Yes
Animation = RunAndFire
AnimationName = GUBoromir_SKL.GUBoromir_ATRA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
AnimationState = MOVING
;ParticleSysBone = None InfantryDustTrails
Flags = RANDOMSTART
Animation = GUBoromir_RUNB
AnimationName = GUBoromir_SKL.GUBoromir_RUNA
AnimationMode = LOOP
End
End
; Attacking Anims [Weapon_A]
AnimationState = FIRING_OR_PREATTACK_A WEAPONSTATE_CLOSE_RANGE
StateName = WithSword
Animation = ATKA
AnimationName = GUBoromir_SKL.GUBoromir_ATKA
AnimationMode = ONCE
UseWeaponTiming = Yes
End
Animation = ATKB
AnimationName = GUBoromir_SKL.GUBoromir_ATKB
AnimationMode = ONCE
UseWeaponTiming = Yes
End
End
AnimationState = FIRING_OR_PREATTACK_A
Animation = GUBoromir_ATD1
AnimationName = GUBoromir_SKL.GUBoromir_ATKB
AnimationMode = ONCE
UseWeaponTiming = Yes
End
End
; --------- Idle Anims -non mocap-
; AnimationState = WEAPONSTATE_CLOSE_RANGE
; StateName = WithSword
; Animation = GUBoromir_IDLC
; AnimationName = GUBoromir_SKL.GUBoromir_IDLC
; AnimationMode = ONCE
; End
; End
; ATTACKING
AnimationState = ATTACKING
Animation = ALERT_1
AnimationName = GUBoromir_SKL.GUBoromir_IDLA
AnimationMode = LOOP; ONCE
End
; Flags = RESTART_ANIM_WHEN_COMPLETE ; acts like an idle animation & keeps running the animations.
End
; --------- Selected Anims and Transitions
TransitionState = TRANS_Idle_to_Selected
Animation = ATND
AnimationName = GUBoromir_SKL.GUBoromir_ATND
AnimationMode = ONCE
End
End
TransitionState = TRANS_Selected_To_Idle
Animation = ATNE
AnimationName = GUBoromir_SKL.GUBoromir_ATNE
AnimationMode = ONCE
End
End
AnimationState = LEVELED ; This state clears itself in 3 seconds
Animation = LevelUp
AnimationName = GUBoromir_SKL.GUBoromir_CHRA
AnimationMode = ONCE
End
End
AnimationState = RAISING_FLAG
Animation = CHRA
AnimationName = GUBoromir_SKL.GUBoromir_CHRA
AnimationMode = Once
End
Animation = CHRB
AnimationName = GUBoromir_SKL.GUBoromir_CHRB
AnimationMode = Once
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End
AnimationState = SELECTED
StateName = Selected
SimilarRestart = Yes
Animation = ATNB
AnimationName = GUBoromir_SKL.GUBoromir_ATNB
AnimationMode = LOOP
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_Idle_to_Selected") end
EndScript
End
;------------emotions---------------
AnimationState = EMOTION_TAUNTING
Animation = CHRA
AnimationName = GUBoromir_SKL.GUBoromir_CHRA
AnimationMode = Once
End
End
AnimationState = EMOTION_CELEBRATING
Animation = CHRB
AnimationName = GUBoromir_SKL.GUBoromir_CHRB
AnimationMode = Once
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End
AnimationState = EMOTION_ALERT EMOTION_MORALE_HIGH
Animation = Taunting
AnimationName = GUBoromir_SKL.GUBoromir_TNTB
AnimationMode = ONCE
End
Flags = RANDOMSTART RESTART_ANIM_WHEN_COMPLETE
End
; READY IDLE
AnimationState = EMOTION_ALERT
Animation = ALERT_1
AnimationName = GUBoromir_SKL.GUBoromir_IDLA
AnimationMode = LOOP ;ONCE
End
; Flags = RESTART_ANIM_WHEN_COMPLETE ; acts like an idle animation & keeps running the animations.
End
; --------- Click and Hit Reactions ------------
AnimationState = HIT_REACTION HIT_LEVEL_1
Animation = Hit_Level_1_a
AnimationName = GUBoromir_SKL.GUBoromir_HITA
AnimationMode = ONCE
End
End
AnimationState = FIRING_OR_PREATTACK_A WEAPONSET_HERO_MODE ; Blademaster Mode
StateName = STATE_ready
Animation = GUBoromir_ATD1
AnimationName = GUBoromir_SKL.GUBoromir_ATKB
AnimationMode = ONCE
UseWeaponTiming = Yes
End
Flags = RESTART_ANIM_WHEN_COMPLETE
FXEvent = Frame:25 Name: FX_BladeMasterHitOrient
FXEvent = Frame:45 Name: FX_BladeMasterHitOrient
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\StunDrawModuleSmall.inc"
; ***DESIGN parameters ***
Side = Men
EditorSorting = UNIT
ThreatLevel = BOROMIR_THREAT_LEVEL
ThingClass = CHARACTER_UNIT
BuildCost = 2000
BuildTime = 1
ShockwaveResistance = SHOCKWAVE_RESISTANCE_STRONG
;//DisplayMeleeDamage = BOROMIR_DAMAGE
HeroSortOrder = 50
TransportSlotCount = TRANSPORTSLOTCOUNT_HERO
WeaponSet
Conditions = None
Weapon = PRIMARY ImrahilSword
;AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
WeaponSet
Conditions = MOUNTED
Weapon = PRIMARY ImrahilSwordMounted
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
ArmorSet
Conditions = None
Armor = HeroArmor
DamageFX = NormalDamageFX
End
ArmorSet
Conditions = MOUNTED
Armor = HeroArmorMounted
DamageFX = NormalDamageFX
End
VisionRange = VISION_HERO_STANDARD
ShroudClearingRange = SHROUD_CLEAR_HERO
MaxVisionBonusPercent = 300%
VisionBonusTestRadius = 200
VisionBonusPercentPerFoot = 1.0%
BountyValue = GONDOR_BOROMIR_BOUNTY_VALUE
DisplayName = OBJECT:GondorImrahil
RecruitText = CONTROLBAR:GondorImrahilRecruit
ReviveText = CONTROLBAR:GondorImrahilRevive
Hotkey = CONTROLBAR:GondorImrahilHotkey
CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CommandSet = ImrahilCommandSet
CommandPoints = 40
; *** AUTO RESOLVE DATA ***
AutoResolveUnitType = AutoResolveUnit_Hero
AutoResolveCombatChain = AutoResolve_HeroCombatChain
AutoResolveBody = AutoResolve_BoromirBody
AutoResolveArmor
Armor = AutoResolve_BoromirArmor
End
AutoResolveWeapon
Weapon = AutoResolve_BoromirWeapon
End
AutoResolveLeadership = AutoResolve_BoromirBonus
; *** AUDIO Parameters ***;
VoiceAttack = HeroWestMaleVoiceAttack
VoiceAttackAir = HeroWestMaleVoiceAttack
VoiceAttackCharge = HeroWestMaleVoiceAttackCharge
VoiceAttackMachine = HeroWestMaleVoiceAttack
VoiceAttackStructure = HeroWestMaleVoiceAttackBuilding
VoiceCreated = HeroWestMaleVoiceSalute
VoiceFear = HeroWestMaleVoiceHelpMe
VoiceFullyCreated = HeroWestMaleVoiceSalute
VoiceGuard = HeroWestMaleVoiceMove
VoiceMove = HeroWestMaleVoiceMove
VoiceMoveToCamp = HeroWestMaleVoiceMoveCamp
VoiceMoveWhileAttacking = HeroWestMaleVoiceDisengage
VoicePriority = 95
VoiceRetreatToCastle = HeroWestMaleVoiceRetreat
VoiceSelect = HeroWestMaleVoiceSelectMS
VoiceSelectBattle = HeroWestMaleVoiceSelectBattle
SoundImpact = ImpactHorse
UnitSpecificSounds
VoiceEnterUnitElvenTransportShip = HeroWestMaleVoiceMoveShip
VoiceEnterUnitMordorMumakil = HeroWestMaleVoiceMove
VoiceEnterUnitSlaughterHouse = HeroWestMaleVoiceMove
VoiceEnterUnitTransportShip = HeroWestMaleVoiceMove
VoiceGarrison = HeroWestMaleVoiceMoveGarrison
VoiceInitiateCaptureBuilding = HeroWestMaleVoiceCaptureBuilding
End
#include "..\..\..\includes\StandardUnitEvaEvents.inc"
CrowdResponseKey = GoodMen
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
MaxUpdateRangeCap = 800
AnimationSound = Sound:SwordIntoScabbard1 Animation:GUBoromir_SKL.GUBoromir_HRNA Frames:7
AnimationSound = Sound:BoromirHorn Animation:GUBoromir_SKL.GUBoromir_HRNB Frames:0
AnimationSound = Sound:SwordShingClean1 Animation:GUBoromir_SKL.GUBoromir_HRNC Frames:5
AnimationSound = Sound:FootstepDirtA Animation:GUBoromir_SKL.GUBoromir_RUNA Frames:10 22
AnimationSound = Sound:FootstepDirtA Animation:GUBoromir_SKL.GUBoromir_RUNB Frames:10 22
AnimationSound = Sound:FootstepDirtA Animation:GUBoromir_SKL.GUBoromir_ATRA Frames:11 23 35 47
AnimationSound = Sound:FootstepDirtA Animation:GUBoromir_SKL.GUBoromir_MFDA Frames:8 20 31 41
AnimationSound = Sound:BodyFallGenericNoArmor Animation:GUBoromir_SKL.GUBoromir_DTHA Frames:116
AnimationSound = Sound:BodyFallSoldier Animation:GUBoromir_SKL.GUBoromir_LNDA Frames:4
AnimationSound = Sound:BodyFallGenericNoArmor Animation:GUBoromir_SKL.GUBoromir_SPCE Frames:82
End
Behavior = LargeGroupAudioUpdate ModuleTag_LGAU ; Tie into LargeGroupAudio system
Key = Humanoid_Male Man Man_Male Unit Infantry Hero
UnitWeight = 2
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE HERO ARMY_SUMMARY HEAVY_MELEE_HITTER
PathfindDiameter = 40.0
CamouflageDetectionMultiplier = CAMOUFLAGE_DETECTION_DISTANCE_LONG
; Body = DelayedDeathBody ModuleTag_DelayedDeathBody ;DelayedDeath is a variation of RespawnBody
; CheerRadius = EMOTION_CHEER_RADIUS
; MaxHealth = BOROMIR_HEALTH ; BALANCE
; DelayedDeathTime = 10000 ; Amount of time spent still fighting after being killed
; DelayedDeathPrerequisiteUpgrade = Upgrade_BoromirLastStand ; Need this upgrade to be able to delay my death.
; InvulnerableFX = FX_BoromirLastStand
;
; PermanentlyKilledByFilter = NONE ;Who kills me permanently?
; DodgePercent = HERO_DODGE_PERCENT
; End
; Body = ActiveBody ModuleTag_ActiveBody
; CheerRadius = EMOTION_CHEER_RADIUS
; MaxHealth = BOROMIR_HEALTH ; BALANCE
; DodgePercent = HERO_DODGE_PERCENT
; End
; Behavior = UnpauseSpecialPowerUpgrade ModuleTag_TheodenLeadership
; SpecialPowerTemplate = SpecialAbilityFakeLeadership
; TriggeredBy = Upgrade_BoromirLastStand
; End
Behavior = SpecialPowerModule ModuleTag_TheodenLeadershipUpdate
SpecialPowerTemplate = SpecialAbilityFakeLeadership
UpdateModuleStartsAttack = No
StartsPaused = Yes
End
Body = RespawnBody ModuleTag_RespawnBody
CheerRadius = EMOTION_CHEER_RADIUS
MaxHealth = BOROMIR_HEALTH ;BALANCE Eomer 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_HeroDieToRespawn //FXList to play when killed-to-respawn
DeathAnimationTime = 5000 //How long DeathAnim will take.
InitialSpawnFX = FX_HeroInitialSpawn
RespawnAnim = LEVELED //Animation to play when respawning.
RespawnFX = FX_HeroRespawn //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 = HICAHCaptainGondor_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:625 Time:60000 Health:100% ;DEFAULT VALUES
End
Behavior = AutoHealBehavior ModuleTag_BoromirHealing
StartsActive = Yes
HealingAmount = HERO_HEAL_AMOUNT
HealingDelay = 1000
StartHealingDelay = HERO_HEAL_DELAY
HealOnlyIfNotInCombat = Yes
End
Behavior = LifetimeUpdate ModuleTag_LifeTime ; Used after 'death' to continue for a certain time before really dying.
WaitForWakeUp = Yes
End
Behavior = StancesBehavior ModuleTag_StancesBehavior
StanceTemplate = Hero
End
#include "..\..\..\includes\CaptureBuilding.inc"
Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
MoodAttackCheckRate = 500
AILuaEventsList = BoromirFunctions
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 = HeroHumanLocomotor
Condition = SET_NORMAL
Speed = NORMAL_GOOD_HERO_SPEED
End
LocomotorSet
Locomotor = HeroHorseLocomotor
Condition = SET_MOUNTED
Speed = 90
End
Behavior = AutoAbilityBehavior ModuleTag_AutoAbilityBehavior
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 = DualWeaponBehavior ModuleTag_13
SwitchWeaponOnCloseRangeDistance = 161
End
Behavior = PhysicsBehavior ModuleTag_04
GravityMult = 1.0
ShockStandingTime = 4000 ;msec
End
Behavior = SlowDeathBehavior ModuleTag_05
DeathTypes = ALL
SinkDelay = 3000
SinkRate = 0.40 ; in Dist/Sec
DestructionDelay = 8000
Sound = INITIAL BoromirVoiceDie
; - Where does this stuff go? -
; UnpackTime = 2000
; PreparationTime = 1
; PersistentPrepTime = 4000
; PackTime = 2000
; WhichSpecialWeapon = 1
End
Behavior = SquishCollide ModuleTag_06
;nothing
End
Behavior = HitReactionBehavior HitReactionBehaviorModuleTag
HitReactionLifeTimer1 = 7 ; level 1 (light damage) hit reaction animations in frames (5 per sec)
HitReactionLifeTimer2 = 15 ; level 2 (medium damage) hit reaction animations in frames (5 per sec)
HitReactionLifeTimer3 = 10 ; level 3 (heavy damage) hit reaction animations in frames (5 per sec)
HitReactionThreshold1 = 0.0 ; level 1 (light damage) threshold trigger
HitReactionThreshold2 = 25.0 ; level 2 (medium damage) threshold trigger
HitReactionThreshold3 = 50.0 ; level 3 (heavy damage) threshold trigger
End
;------------ CAPTAIN OF GONDOR -----------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_KingsFavorEnabler
SpecialPowerTemplate = SpecialAbilityKingsFavor
TriggeredBy = Upgrade_ObjectLevel6
End
Behavior = SpecialPowerModule ModuleTag_KingsFavorSpecialPowerModule
SpecialPowerTemplate = SpecialAbilityKingsFavor
StartsPaused = Yes
UpdateModuleStartsAttack = Yes
; InitiateSound = BoromirVoiceCaptainOfGondor
End
Behavior = LevelGrantSpecialPower ModuleTag_KingsFavor
SpecialPowerTemplate = SpecialAbilityKingsFavor
UnpackingVariation = 2
StartAbilityRange = 200.0
LevelFX = FX_LevelUp
Experience = 50
RadiusEffect = 150
AcceptanceFilter = KINGSFAVOR_OBJECTFILTER
UnpackTime = 2000
PreparationTime = 1
FreezeAfterTriggerDuration = 2000 ; Hold AI for this long after we fire.
End
;--------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_GothmogSummonEnabler
SpecialPowerTemplate = SpecialAbilityImrahilSummonKnights
TriggeredBy = Upgrade_ObjectLevel10
End
Behavior = OCLSpecialPower ModuleTag_OCLSpecialPower
SpecialPowerTemplate = SpecialAbilityImrahilSummonKnights
OCL = OCL_SpawnImrahilKnights
CreateLocation = CREATE_AT_LOCATION
StartsPaused = Yes
End
;--------------------- Start Leadership bonus ---------------
Behavior = AttributeModifierAuraUpdate ModuleTag_BoromirLeadership
StartsActive = No ;If no, requires upgrade to turn on.
BonusName = GenericHeroLeadership
TriggeredBy = Upgrade_ObjectLevel1
RefreshDelay = 2000
Range = 200
AntiCategory = BUFF
ObjectFilter = GENERIC_BUFF_RECIPIENT_OBJECT_FILTER
End
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_UnpauseLeadership
SpecialPowerTemplate = SpecialAbilityFakeLeadership
TriggeredBy = Upgrade_ObjectLevel1
End
Behavior = SpecialPowerModule ModuleTag_BoromirLeadershipUpdate
SpecialPowerTemplate = SpecialAbilityFakeLeadership
UpdateModuleStartsAttack = No
StartsPaused = Yes
End
;;; SPEED BOOST ;;;
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_ImrahilBonusEnabler
SpecialPowerTemplate = SpecialAbilityImrahilSpeedBonus
TriggeredBy = Upgrade_ObjectLevel4
End
Behavior = SpecialPowerModule ModuleTag_ImrahilBonusStarter
SpecialPowerTemplate = SpecialAbilityImrahilSpeedBonus
UpdateModuleStartsAttack = Yes
StartsPaused = Yes
End
Behavior = AttributeModifierAuraUpdate ModuleTag_LeadershipSelf
StartsActive = No
BonusName = ImrahilSpeed
TriggeredBy = Upgrade_ObjectLevel4
RefreshDelay = 2000
Range = 10
ObjectFilter = NONE +GondorImrahil
AllowSelf = Yes
End
;;; MOUNTED HORDER SPECIAL ABILITY ;;;
Behavior = SpecialPowerModule ModuleTag_HorseToggleStarter
SpecialPowerTemplate = SpecialAbilityToggleMounted
UpdateModuleStartsAttack = Yes
;InitiateSound =
StartsPaused = No
End
Behavior = ToggleMountedSpecialAbilityUpdate ModuleTag_HorseToggle
SpecialPowerTemplate = SpecialAbilityToggleMounted
;UnpackingVariation = 2
UnpackTime = 2000
PreparationTime = 1
PersistentPrepTime = 250
PackTime = 2000
OpacityTarget = .3 ; How see-thru to be at peak of change
AwardXPForTriggering = 0
End
;--------------------- End Leadership bonus ---------------
;///////////////////
; 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 BoromirHornOfGondorAI
CommandButtonName = Command_SpecialAbilityHornOfGondor
SpecialPowerAIType = AI_SPECIAL_POWER_BASIC_SELF_BUFF
End
Behavior = AISpecialPowerUpdate SpecialPowerBoromirGiveXPAoE
CommandButtonName = Command_SpecialAbilityCaptainOfGondorBoromir
SpecialPowerAIType = AI_SPECIAL_POWER_GIVEXP_AOE
SpecialPowerRadius = 30.0
End
Geometry = CYLINDER
GeometryMajorRadius = 8.0
GeometryMinorRadius = 8.0
GeometryHeight = 19.2
GeometryIsSmall = Yes
Shadow = SHADOW_DECAL
ShadowSizeX = 20;
ShadowSizeY = 20;
ShadowTexture = ShadowI;
End
;------------------------------------------------------------------------------
ChildObject GondorImrahilCavalry GondorImrahil
Draw = W3DScriptedModelDraw ModuleTag_W3DModelDrawInWorldBuilder
;When in Worldbuilder, show the mounted version of Theoden!
OkToChangeModelColor = Yes
DefaultModelConditionState
;Model = RUHHs_Theo_M
;WeaponLaunchBone = PRIMARY PASSENGERBONE
Model = None
End
ModelConditionState = WORLD_BUILDER
Model = guimrahilhrs
End
End
Behavior = ToggleMountedSpecialAbilityUpdate ModuleTag_HorseToggle
SpecialPowerTemplate = SpecialAbilityToggleMounted
TriggerInstantlyOnCreate = Yes ;Instantly puts Theoden on a horse.
UnpackTime = 2000
PreparationTime = 1
PersistentPrepTime = 250
PackTime = 2000
OpacityTarget = .3 ; How see-thru to be at peak of change
; PackSound =
; UnpackSound =
; TriggerSound =
; PrepSoundLoop =
AwardXPForTriggering = 0
End
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
MaxUpdateRangeCap = 800
AnimationSound = Sound: HorseWhinny50Percent Animation: GUGdfHrs_SKL.GUGdfHrs_IDLC Frames: 0
End
; *** AUDIO Parameters ***;
;VoiceMove = TheodenVoiceMoveMounted
;SoundMoveStart = GondorHorseMoveStart
;TheodenVoiceDismountHobbit
;TheodenVoiceFavor
;TheodenVoiceGloriousCharge
;TheodenVoiceJoinHobbit
;TheodenVoiceModeFoot
;TheodenVoiceModeMount
;TheodenVoiceRespawn
;TheodenVoiceSpeech
;TheodenRousingSpeechEnd (old speech?)
ShadowSizeX = 30;
ShadowSizeY = 21;
End
Thanks if you find something or attempt to help!
Ghosts of Arnor
04 December 2010 - 09:17 PM
I've been working on the new release for my mod, and when the new release is out (hopefully it will be out later today), I would like to get a hosted forum (I don't need a website yet).
I do plan on continuing to work on my mod for a long time. (If I get hosted, I will work harder)
Thanks,
BigBrainiac
I do plan on continuing to work on my mod for a long time. (If I get hosted, I will work harder)
Thanks,
BigBrainiac
Online RJ RotWK
07 November 2010 - 07:05 PM
I'm making this topic as a hub for game setups (for RJ mod) without creating new topics.
If you are interested in playing someone, PM me (if you want to play me) or reply and say the network you will use.
EXAMPLE
Hopefully this will catch on and become the RJ hub for us T3A users.
If you are interested in playing someone, PM me (if you want to play me) or reply and say the network you will use.
EXAMPLE
Online name: T3Auser1 NETWORK: T3A_RJ
Hopefully this will catch on and become the RJ hub for us T3A users.
Hamachi Problems? SOLVED *Please close topic*
04 November 2010 - 11:38 PM
NEVER MIND, I figured out Hamachi
Can this topic be closed?
Can this topic be closed?