no one can make me a working horde of nazguls :/ ?
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Zorakun
Member Since 11 Jan 2015Offline Last Active May 19 2015 01:52 PM
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In Topic: horde of nazguls is seperate
17 March 2015 - 07:34 PM
In Topic: horde of nazguls is seperate
16 March 2015 - 07:26 PM
What I would suggest is making a separate Object for a Nazgul as a member of the horde - say, MordorBlackRiderHorder, paste the original MordorBlackRider Object's code to it, and then dispose of all unnecessary stuff in the MordorBlackRiderHorder (e.g. special abilities, unused on-foot animations and the corresponding model condition) - if it doesn't help, at least you'll have a smaller file to work with and the original code will be kept intact. Additionally, in this case you'll have to change UnitType:MordorBlackRider to UnitType:MordorBlackRiderHorder in the RankInfo in MordorBlackRiderHorde.
I did understand what you mean...but I'm just a beginner, I haven't been working with bfme 2 mods...I only started 2 weeks ago or something...I don't know what are the unnecessary stuff, I do know which ones are the special abilities, but I dont know which ones are the unused animations... :/
In Topic: horde of nazguls is seperate
16 March 2015 - 08:55 AM
In Topic: horde of nazguls is seperate
13 March 2015 - 12:36 PM
Maybe change the RespawnBody to a normal one from a normal unit? (like an orc or gondor soldiers or whatever) (activebody or something like that if im not mistaken)
I just tried, I had to comment the CanRespawn and PermanentlyKilledByFilter but same thing
also I forgot to mention that they are always set to hold ground, I mean the battle stance button cannot be clicked, it's grey.
In Topic: horde of nazguls is seperate
13 March 2015 - 09:42 AM
That's because your horde breaks
But also post the unit code?
//------------------------------------------------------------------------------ // // BlackRider.ini // //------------------------------------------------------------------------------ // aka BlackRider Object MordorBlackRider // *** ART Parameters *** // SelectPortrait for Heros is portrait behind skill buttons. HP = HeroPortrait. SelectPortrait = HPBlackRider // 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 = HIBlackRider DescriptionStrategic = CONTROLBAR:LW_ToolTip_BlackRider Draw = W3DHordeModelDraw ModuleTag_01 OkToChangeModelColor = Yes // temporarily commented out to remove the house color //WadingParticleSys = EntRipples StaticModelLODMode = Yes // Will append M or L to the skin name depending on GameLOD DefaultModelConditionState Model = MUNazgul_SKN End ModelConditionState = MOUNTED USER_3 Model = MUBlkRider_SKN ParticleSysBone = None BlackRiderFlare FXTrigger:NONE Persist:SPAWN PersistID:100 // ParticleSysBone = NONE Vapor FollowBone:Yes //cinematics // ParticleSysBone = NONE Vapor2 FollowBone:Yes //cinematics // ParticleSysBone = NONE Vapor3 FollowBone:Yes //cinematics // ParticleSysBone = NONE Vapor FollowBone:Yes //cinematics // ParticleSysBone = NONE Vapor2 FollowBone:Yes //cinematics // ParticleSysBone = NONE Vapor3 FollowBone:Yes //cinematics End ModelConditionState = MOUNTED Model = MUBlkRider_SKN // ParticleSysBone = NONE Vapor FollowBone:Yes //cinematics // ParticleSysBone = NONE Vapor2 FollowBone:Yes //cinematics // ParticleSysBone = NONE Vapor3 FollowBone:Yes //cinematics // ParticleSysBone = NONE Vapor FollowBone:Yes //cinematics // ParticleSysBone = NONE Vapor2 FollowBone:Yes //cinematics // ParticleSysBone = NONE Vapor3 FollowBone:Yes //cinematics End ModelConditionState = USER_3 ParticleSysBone = None BlackRiderFlare FXTrigger:NONE Persist:SPAWN PersistID:100 End IdleAnimationState StateName = Idle Animation AnimationName = MUNazgul_SKL.MUNazgul_IDLB AnimationPriority = 4 AnimationBlendTime = 15 AnimationMode = ONCE End Animation AnimationName = MUNazgul_SKL.MUNazgul_IDLC AnimationPriority = 1 AnimationBlendTime = 15 AnimationMode = ONCE End Animation AnimationName = MUNazgul_SKL.MUNazgul_IDLD AnimationPriority = 1 AnimationBlendTime = 15 AnimationMode = ONCE End Flags = RESTART_ANIM_WHEN_COMPLETE BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Selected" then CurDrawableSetTransitionAnimState("TRANS_Selected_to_Idle") end EndScript End //-------------------------- MOUNTED VERSION --------------------------------------------------------- AnimationState = PASSENGER MOUNTED Animation = grabbed AnimationName = MUBlkRider_SKL.MUBlkRider_GBDA AnimationMode = LOOP End Flags = RANDOMSTART End // --- stunned anims AnimationState = FREEFALL MOUNTED Animation = freefall AnimationName = MUBlkRider_SKL.MUBlkRider_FLYB AnimationMode = LOOP End Flags = RANDOMSTART End AnimationState = STUNNED_FLAILING MOUNTED Animation = JustDie AnimationName = MUBlkRider_SKL.MUBlkRider_FLYB AnimationMode = LOOP End Flags = RANDOMSTART End AnimationState = DYING SPLATTED MOUNTED Animation = splatted AnimationName = MUBlkRider_SKL.MUBlkRider_LNDA AnimationMode = ONCE End End AnimationState = BURNINGDEATH MOUNTED DYING Animation AnimationName = MUBlkRider_SKL.MUBlkRider_DIEA AnimationMode = ONCE AnimationBlendTime = 10 End Animation AnimationName = MUBlkRider_SKL.MUBlkRider_DIEC AnimationMode = ONCE AnimationBlendTime = 10 End End AnimationState = BURNINGDEATH MOUNTED Animation AnimationName = MUBlkRider_SKL.MUBlkRider_MFDA AnimationMode = LOOP AnimationBlendTime = 10 Distance = 80 End End AnimationState = DYING MOUNTED // DEATH_2 Normally has DEATH_2, but just as a backup don't insist Animation AnimationName = MUBlkRider_SKL.MUBlkRider_DIEA AnimationMode = ONCE End Animation AnimationName = MUBlkRider_SKL.MUBlkRider_DIEC AnimationMode = ONCE End End AnimationState = STUNNED_STANDING_UP MOUNTED Animation = StandUp AnimationName = MUBlkRider_SKL.MUBlkRider_GTPA AnimationMode = ONCE AnimationSpeedFactorRange = 1.5 1.5 End End AnimationState = STUNNED MOUNTED Animation = Land AnimationName = MUBlkRider_SKL.MUBlkRider_LNDA AnimationMode = ONCE End End AnimationState = MOVING FIRING_OR_PREATTACK_A MOUNTED ShareAnimation = Yes Animation = TrotAndFire AnimationName = MUBlkRider_SKL.MUBlkRider_ATRA AnimationMode = LOOP Distance = 70// 35 End Flags = RANDOMSTART End AnimationState = TURN_LEFT_HIGH_SPEED MOUNTED Animation = TurnLeft AnimationName = MUBlkRider_SKL.MUBlkRider_RUNA AnimationMode = LOOP AnimationBlendTime = 20 End End AnimationState = TURN_RIGHT_HIGH_SPEED MOUNTED Animation = TurnLeft AnimationName = MUBlkRider_SKL.MUBlkRider_RUNA AnimationMode = LOOP AnimationBlendTime = 20 End End ////======= TERROR AnimationState = MOVING EMOTION_TERROR EMOTION_LOOK_TO_SKY MOUNTED Animation = RUNB AnimationName = MUBlkRider_SKL.MUBlkRider_RUNB AnimationMode = LOOP End End AnimationState = MOVING EMOTION_TERROR MOUNTED Animation = RUNB AnimationName = MUBlkRider_SKL.MUBlkRider_RUNB AnimationMode = LOOP End End ////===== BACKUP AnimationState = MOVING BACKING_UP MOUNTED Animation = BackingUp AnimationName = MUBlkRider_SKL.MUBlkRider_BAKA AnimationMode = LOOP End Flags = RANDOMSTART End AnimationState = MOVING TURN_LEFT MOUNTED Animation = TurnLeft AnimationName = MUBlkRider_SKL.MUBlkRider_TRNL AnimationMode = LOOP AnimationSpeedFactorRange= .8 .8 End End AnimationState = MOVING TURN_RIGHT MOUNTED Animation = TurnLeft AnimationName = MUBlkRider_SKL.MUBlkRider_TRNR AnimationMode = LOOP AnimationSpeedFactorRange= .8 .8 End End AnimationState = MOVING ACCELERATE MOUNTED Animation = Accelerate AnimationName = MUBlkRider_SKL.MUBlkRider_ACCL AnimationMode = ONCE // was LOOP End End AnimationState = MOVING DECELERATE MOUNTED Animation = Decelerate AnimationName = MUBlkRider_SKL.MUBlkRider_DECL AnimationMode = ONCE AnimationSpeedFactorRange = 0.6 0.6 End End AnimationState = MOVING MOUNTED ShareAnimation = Yes Animation = RunA AnimationName = MUBlkRider_SKL.MUBlkRider_RUNA AnimationMode = LOOP End Animation = RunB AnimationName = MUBlkRider_SKL.MUBlkRider_RUNB AnimationMode = LOOP End Flags = RANDOMSTART End AnimationState = FIRING_OR_PREATTACK_A MOUNTED Animation = ATKA AnimationName = MUBlkRider_SKL.MUBlkRider_ATKA AnimationMode = ONCE End Animation = ATKB AnimationName = MUBlkRider_SKL.MUBlkRider_ATKB AnimationMode = ONCE End Animation = Defend AnimationName = MUBlkRider_SKL.MUBlkRider_DFDA AnimationMode = ONCE End Flags = RESTART_ANIM_WHEN_COMPLETE End // --- Morgul Blade Weapon anim AnimationState = SPECIAL_WEAPON_ONE MOUNTED Animation = ATKA AnimationName = MUBlkRider_SKL.MUBlkRider_ATKA AnimationMode = ONCE End End // --------- Click and Hit Reactions ------------ AnimationState = HIT_REACTION HIT_LEVEL_1 MOUNTED Animation = Hit_Level_1_a AnimationName = MUBlkRider_SKL.MUBlkRider_HFMA AnimationMode = ONCE End End ////------------- EMOTIONS --------------------------------------------- // AnimationState = EMOTION_ALERT EMOTION_AFRAID MOUNTED // ShareAnimation = Yes // Animation = Apprehensive // AnimationName = MUBlkRider_SKL.MUBlkRider_APPA // AnimationMode = LOOP //Change this to ONCE if adding additional anims // End // End // // AnimationState = EMOTION_AFRAID MOUNTED // ShareAnimation = Yes // Animation = FERA // AnimationName = MUBlkRider_SKL.MUBlkRider_FERA // AnimationMode = LOOP // End // Animation = FERB // AnimationName = MUBlkRider_SKL.MUBlkRider_FERB // AnimationMode = LOOP // End // End AnimationState = EMOTION_TAUNTING MOUNTED ShareAnimation = Yes Animation = Taunting AnimationName = MUBlkRider_SKL.MUBlkRider_TNTA AnimationMode = ONCE End Animation = Taunting AnimationName = MUBlkRider_SKL.MUBlkRider_TNTB AnimationMode = ONCE End Animation = Taunting2 AnimationName = MUBlkRider_SKL.MUBlkRider_TNTC AnimationMode = ONCE End Flags = RANDOMSTART RESTART_ANIM_WHEN_COMPLETE End AnimationState = EMOTION_POINTING MOUNTED Animation = Pointing1 AnimationName = MUBlkRider_SKL.MUBlkRider_PNTA AnimationMode = LOOP End End AnimationState = EMOTION_CELEBRATING MOUNTED ShareAnimation = Yes Animation = CHRA AnimationName = MUBlkRider_SKL.MUBlkRider_CHRA AnimationMode = ONCE End Animation = CHRB AnimationName = MUBlkRider_SKL.MUBlkRider_CHRB AnimationMode = ONCE End Flags = RESTART_ANIM_WHEN_COMPLETE End AnimationState = EMOTION_ALERT MOUNTED Animation = IDLA AnimationName = MUBlkRider_SKL.MUBlkRider_IDLA AnimationMode = LOOP End End AnimationState = RAISING_FLAG MOUNTED ShareAnimation = Yes Animation = CHRA AnimationName = MUBlkRider_SKL.MUBlkRider_CHRA AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 End Animation = CHRB AnimationName = MUBlkRider_SKL.MUBlkRider_CHRB AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 End Flags = RESTART_ANIM_WHEN_COMPLETE End AnimationState = SELECTED MOUNTED StateName = State_Selected Animation = AtAttention AnimationName = MUBlkRider_SKL.MUBlkRider_IDLG AnimationMode = Loop End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_Idle_To_Selected") end EndScript End AnimationState = MOUNTED StateName = Idle Animation = IdleA AnimationName = MUBlkRider_SKL.MUBlkRider_IDLA AnimationPriority = 20 AnimationMode = ONCE AnimationBlendTime = 15 End Animation = IdleB AnimationName = MUBlkRider_SKL.MUBlkRider_IDLB AnimationMode = ONCE AnimationBlendTime = 15 End Animation = IdleC AnimationName = MUBlkRider_SKL.MUBlkRider_IDLC AnimationMode = ONCE AnimationBlendTime = 15 End Animation = IdleG AnimationName = MUBlkRider_SKL.MUBlkRider_IDLG AnimationMode = ONCE AnimationBlendTime = 15 End Flags = RANDOMSTART RESTART_ANIM_WHEN_COMPLETE BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "State_Selected" then CurDrawableSetTransitionAnimState("TRANS_Selected_To_Idle") end EndScript End TransitionState = TRANS_Idle_to_Selected Animation = ATNA AnimationName = MUBlkRider_SKL.MUBlkRider_ATNA AnimationMode = ONCE AnimationSpeedFactorRange = 0.8 1.2 End End TransitionState = TRANS_Selected_to_Idle Animation = ATNA AnimationName = MUBlkRider_SKL.MUBlkRider_ATNA AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 0.8 1.2 End Flags = START_FRAME_LAST End //-------------------------- NON MOUNTED VERSION --------------------------------------------------------- AnimationState = DYING BURNINGDEATH Animation AnimationName = MUNazgul_SKL.MUNazgul_DTHA AnimationMode = ONCE AnimationBlendTime = 10 End End AnimationState = DYING Animation AnimationName = MUNazgul_SKL.MUNazgul_DTHA AnimationMode = ONCE End End AnimationState = BURNINGDEATH Animation AnimationName = MUNazgul_SKL.MUNazgul_MFDA AnimationMode = LOOP Distance = 90 End End AnimationState = FREEFALL Animation AnimationName = MUNazgul_SKL.MUNazgul_FLYA AnimationMode = LOOP End Flags = RANDOMSTART End AnimationState = STUNNED_FLAILING Animation AnimationName = MUNazgul_SKL.MUNazgul_FLYA AnimationMode = LOOP AnimationSpeedFactorRange = 0.4 0.6 End Flags = RANDOMSTART End AnimationState = STUNNED_STANDING_UP Animation AnimationName = MUNazgul_SKL.MUNazgul_GTPA AnimationMode = ONCE End End AnimationState = MOVING FIRING_OR_PREATTACK_A Animation AnimationName = MUNazgul_SKL.MUNazgul_RUNB AnimationMode = LOOP End Flags = RESTART_ANIM_WHEN_COMPLETE End AnimationState = FIRING_OR_PREATTACK_A Animation AnimationName = MUNazgul_SKL.MUNazgul_ATKA AnimationMode = ONCE End Animation AnimationName = MUNazgul_SKL.MUNazgul_ATKB AnimationMode = ONCE End End AnimationState = MOVING Animation AnimationName = MUNazgul_SKL.MUNazgul_RUNA AnimationMode = LOOP End Flags = RESTART_ANIM_WHEN_COMPLETE End // --------- Click and Hit Reactions ------------ AnimationState = HIT_REACTION HIT_LEVEL_1 Animation = Hit_Level_1_a AnimationName = MUNazgul_SKL.MUNazgul_HITA AnimationMode = ONCE End End AnimationState = LEVELED Animation = Hit_Level_1_a AnimationName = MUNazgul_SKL.MUNazgul_LVLA AnimationMode = ONCE End End // AnimationState = ENGAGED // Animation // AnimationName = MUNazgul_SKL.MUNazgul_APPA // AnimationMode = LOOP // End // End AnimationState = EMOTION_CELEBRATING Animation AnimationName = MUNazgul_SKL.MUNazgul_CHRA AnimationMode = LOOP End End AnimationState = EMOTION_TAUNTING Animation = TNTA AnimationName = MUNazgul_SKL.MUNazgul_TNTA AnimationMode = ONCE AnimationSpeedFactorRange = 0.8 1.2 End End AnimationState = RAISING_FLAG Animation AnimationName = MUNazgul_SKL.MUNazgul_CHRA AnimationMode = LOOP End End AnimationState = SELECTED Animation AnimationName = MUNazgul_SKL.MUNazgul_ATNB AnimationMode = LOOP 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 = MUNazgul_SKL.MUNazgul_ATNA AnimationMode = ONCE AnimationBlendTime = 10 End End TransitionState = TRANS_Selected_to_Idle Animation = ATNF AnimationName = MUNazgul_SKL.MUNazgul_ATNF AnimationMode = ONCE AnimationBlendTime = 10 End End End Draw = W3DScriptedModelDraw DustEffects DefaultModelConditionState Model = None End IdleAnimationState End AnimationState = MOVING WADING MOUNTED ParticleSysBone = None FootstepSlash End AnimationState = MOVING ACCELERATE MOUNTED ParticleSysBone = None GenericSiegeTrailDust End AnimationState = MOVING DECELERATE MOUNTED ParticleSysBone = None GenericSiegeTrailDust End AnimationState = MOVING MOUNTED End End // NOTE, PLEASE: If you are changing this unit in any way, you should consider changing // GondorCavalryRiderless in FactionSubObject.ini // ***DESIGN parameters *** Side = Mordor EditorSorting = UNIT ThreatLevel = BLACKRIDER_THREAT_LEVEL TransportSlotCount = TRANSPORTSLOTCOUNT_UNIT MaxSimultaneousOfType = 6 BountyValue = EVILMEN_BLACKRIDER_BOUNTY_VALUE DisplayName = OBJECT:EvilMenBlackRider RecruitText = CONTROLBAR:BlackRiderRecruit ReviveText = CONTROLBAR:BlackRiderRevive Hotkey = CONTROLBAR:BlackRiderHotkey CommandPoints = 25 CommandSet = EvilMenBlackRiderCommandSet BuildCost = EVILMEN_BLACKRIDER_BUILDCOST BuildTime = EVILMEN_BLACKRIDER_BUILDTIME ShockwaveResistance = SHOCKWAVE_RESISTANCE_STRONG ShroudClearingRange = EVILMEN_BLACKRIDER_SHROUD_RANGE VisionRange = EVILMEN_BLACKRIDER_VISION_RANGE MaxVisionBonusPercent = 300% VisionBonusTestRadius = 200 VisionBonusPercentPerFoot = 2.0% CrushableLevel = 2 // What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles MountedCrusherLevel = 1 MountedCrushableLevel = 3 CrushWeapon = KnightCrush MinCrushVelocityPercent = 50 // Has to be moving at at least 50% of full speed. CrushDecelerationPercent = 20 // Lose 80 percent of max velocity when crushing. RamPower = 30// RamZMult = 0.5// ArmorSet Conditions = None Armor = HeroArmor DamageFX = NormalDamageFX End ArmorSet Conditions = MOUNTED Armor = HeroArmorMounted DamageFX = NormalDamageFX End WeaponSet Conditions = None Weapon = PRIMARY EvilMenBlackRiderSword AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI End // *** AUTO RESOLVE DATA *** AutoResolveUnitType = AutoResolveUnit_Hero AutoResolveCombatChain = AutoResolve_HeroCombatChain AutoResolveBody = AutoResolve_BlackRiderBody AutoResolveArmor Armor = AutoResolve_BlackRiderArmor End AutoResolveWeapon Weapon = AutoResolve_BlackRiderWeapon End // *** AUDIO Parameters ***// VoiceAttack = FellBeastVoiceAttack VoiceAttackCharge = FellBeastVoiceAttack VoiceAttackMachine = FellBeastVoiceAttack VoiceAttackStructure = FellBeastVoiceAttack VoiceCreated = EVA:NazgulCreated VoiceFullyCreated = EVA:NazgulCreated VoiceGuard = FellBeastVoiceMove VoiceMove = FellBeastVoiceMove VoicePriority = 51 VoiceRetreatToCastle = FellBeastVoiceMove VoiceSelect = FellBeastVoiceSelect VoiceSelectBattle = FellBeastVoiceSelect SoundImpact = ImpactHorse //GondorKnightVoiceFearCower //GondorKnightVoiceFearDisperse //GondorKnightVoiceFearPoint //GondorKnightVoiceFearRegroup //GondorKnightVoiceJoinAnybody //GondorKnightVoiceLineFormation //GondorKnightVoiceWedgeFormation UnitSpecificSounds VoiceEnterUnitEvilMenTransportShip = FellBeastVoiceMove VoiceEnterUnitMordorMumakil = FellBeastVoiceMove VoiceEnterUnitSlaughterHouse = FellBeastVoiceMove VoiceGarrison = FellBeastVoiceMove VoiceInitiateCaptureBuilding = FellBeastVoiceMove End ClientBehavior = ModelConditionSoundSelectorClientBehavior ModuleTag_MCSoundSelector SoundState = MOUNTED VoiceMove = BlackRiderVoiceMoveMountedMS VoiceSelect = BlackRiderVoiceSelectMountedMS //SoundMoveStart = GondorHorseMoveStart End End #include "..\..\..\includes\StandardUnitEvaEvents.inc" EvaEventDieOwner = NazgulDie //Eva event to trigger on unit's death. NOTICE THAT this is only for permanent deaths ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior MaxUpdateRangeCap = 800 AnimationSound = Sound:FootstepDirtA Animation:MUBLKRIDER_SKL.MUBLKRIDER_CHRA Frames:26 38 AnimationSound = Sound:HorseMoveFootstepsLoose Animation:MUBlkRider_SKL.MUBlkRider_ACCL Frames:8 30 AnimationSound = Sound:HorseMoveFootstepsLoose Animation:MUBlkRider_SKL.MUBlkRider_RUNA Frames:0 AnimationSound = Sound:HorseMoveFootstepsLoose Animation:MUBlkRider_SKL.MUBlkRider_RUNB Frames:0 AnimationSound = Sound:HorseMoveFootstepsLoose Animation:MUBlkRider_SKL.MUBlkRider_TNL1 Frames:0 AnimationSound = Sound:HorseMoveFootstepsLoose Animation:MUBlkRider_SKL.MUBlkRider_TNR1 Frames:0 AnimationSound = Sound:HorseMoveFootstepsLoose Animation:MUBlkRider_SKL.MUBlkRider_TRNL Frames:0 AnimationSound = Sound:HorseMoveFootstepsLoose Animation:MUBlkRider_SKL.MUBlkRider_TRNR Frames:0 AnimationSound = Sound:HorseWhinny Animation:MUBlkRider_SKL.MUBlkRider_DIEA Frames:0 //AnimationSound = Sound:HorseWhinny Animation:MUBlkRider_SKL.MUBlkRider_DIEB Frames:0 AnimationSound = Sound:HorseWhinny Animation:MUBlkRider_SKL.MUBlkRider_DIEC Frames:0 //AnimationSound = Sound:HorseWhinny Animation:MUBlkRider_SKL.MUBlkRider_DIED Frames:0 AnimationSound = Sound:HorseWhinny Animation:MUBlkRider_SKL.MUBlkRider_IDLC Frames:9 AnimationSound = Sound:HorseWhinny Animation:MUBlkRider_SKL.MUBlkRider_TNTB Frames:9 AnimationSound = Sound:BodyFallGeneric1 Animation:MUBlkRider_SKL.MUBlkRider_DIEA Frames:10 46 AnimationSound = Sound:BodyFallGeneric1 Animation:MUBlkRider_SKL.MUBlkRider_DIEC Frames:20 43 AnimationSound = Sound:BodyFallGenericNoArmor Animation:MUBlkRider_SKL.MUBlkRider_DIEC Frames:70 AnimationSound = Sound:BodyFallGeneric1 Animation:MUBlkRider_SKL.MUBlkRider_LNDA Frames:3 11 AnimationSound = Sound:HorseWhinny Animation:MUBlkRider_SKL.MUBlkRider_LNDA Frames:0 End Behavior = LargeGroupAudioUpdate ModuleTag_LGAU //Tie into LargeGroupAudio system Key = Human Unit Cavalry Knight End // *** ENGINEERING Parameters *** RadarPriority = UNIT ThingClass = CAVALRY_UNIT KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS SCORE GRAB_AND_DROP CAVALRY HEAVY_MELEE_HITTER Body = RespawnBody ModuleTag_RespawnBody CheerRadius = EMOTION_CHEER_RADIUS MaxHealth = EVILMEN_BLACKRIDER_HEALTH MaxHealthDamaged = EVILMEN_BLACKRIDER_HEALTH_DAMAGED RecoveryTime = EVILMEN_BLACKRIDER_HEALTH_RECOVERY_TIME CanRespawn = No PermanentlyKilledByFilter = NONE //Who kills me permanently? DodgePercent = HERO_DODGE_PERCENT BurningDeathBehavior = Yes BurningDeathFX = FX_InfantryBurningFlame End // Behavior = RespawnUpdate ModuleTag_RespawnUpdate // DeathAnim = DYING //Model condition to play when killed-to-respawn // DeathFX = FX_BlacRiderDieToRespawn //FXList to play when killed-to-respawn // DeathAnimationTime = 3933 //How long DeathAnim will take. // //InitialSpawnFX = FX_BlackRiderInitialSpawn //FXList to play when respawning. // RespawnAnim = LEVELED //Animation to play when respawning. // //RespawnFX = FX_ResurrectionBlackRider //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 = HIBlackRider_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:750 Time:80000 Health:100% //DEFAULT VALUES // End // Behavior = StancesBehavior ModuleTag_StancesBehavior // StanceTemplate = Hero // End // Behavior = AutoHealBehavior ModuleTag_EowynHealing // StartsActive = Yes // HealingAmount = HERO_HEAL_AMOUNT // HealingDelay = 1000 // StartHealingDelay = HERO_HEAL_DELAY // HealOnlyIfNotInCombat = Yes // End Behavior = AIUpdateInterface ModuleTag_03 AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS AILuaEventsList = EvilMenBlackRiderFunctions BurningDeathTime = BURNINGDEATH_DURATION_INFANTRY End LocomotorSet Locomotor = NormalHorseHordeMemberLocomotor Condition = SET_NORMAL Speed = NORMAL_EVIL_FAST_MEMBER_SPEED End LocomotorSet Locomotor = NormalHorseHordeMemberLocomotor Condition = SET_MOUNTED Speed = NORMAL_CAVALRY_FAST_MEMBER_SPEED End LocomotorSet Locomotor = BurningDeathLocomotorInfantry Condition = SET_BURNINGDEATH Speed = 60 End Behavior = PhysicsBehavior ModuleTag_04 GravityMult = 1.0 ShockStandingTime = 2533 //msec End Behavior = SquishCollide ModuleTag_06 //nothing End Behavior = HordeMemberCollide ModuleTag_HMC //nothing End Behavior = SlowDeathBehavior ModuleTag_08 // Die and don't spawn horse DeathTypes = ALL SinkDelay = 3000 SinkRate = 0.80 // in Dist/Sec DestructionDelay = 12000 //ProbabilityModifier = 33 Sound = INITIAL GondorSoldierVoiceDie End Behavior = HitReactionBehavior HitReactionBehaviorModuleTag HitReactionLifeTimer1 = 2000 // level 1 (light damage) hit reaction animations in frames (5 per sec) HitReactionLifeTimer2 = 2000 // level 2 (medium damage) hit reaction animations in frames (5 per sec) HitReactionLifeTimer3 = 2000 // 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 ////// CAPTURE ////// #include "..\..\..\includes\CaptureBuilding.inc" //--------- SCREECH ----------------------------------------------------------------------------------- Behavior = UnpauseSpecialPowerUpgrade ModuleTag_BlackRiderScreechEnabler SpecialPowerTemplate = SpecialAbilityScreech TriggeredBy = Upgrade_BlackRiderNazgulScreech End Behavior = SpecialPowerModule ModuleTag_BlackRiderScreech SpecialPowerTemplate = SpecialAbilityScreech UpdateModuleStartsAttack = Yes StartsPaused = Yes TriggerFX = FX_FearBlast End Behavior = SpecialAbilityUpdate ModuleTag_BlackRiderScreechSAUpdate SpecialPowerTemplate = SpecialAbilityScreech UnpackTime = 0 AwardXPForTriggering = 0 TriggerSound = NazgulScreech Instant = Yes EffectRange = 180 End //--------- DREAD VISAGE ----------------------------------------------------------------------------------- Behavior = UnpauseSpecialPowerUpgrade ModuleTag_BlackRiderDreadVisage SpecialPowerTemplate = SpecialAbilityFakeLeadership TriggeredBy = Upgrade_BlackRiderDreadVisage End Behavior = SpecialPowerModule ModuleTag_BlackRiderDreadVisageUpdate SpecialPowerTemplate = SpecialAbilityFakeLeadership UpdateModuleStartsAttack = Yes StartsPaused = Yes End Behavior = AttributeModifierAuraUpdate ModuleTag_DreadVisage StartsActive = No //If no, requires upgrade to turn on. BonusName = GenericDebuff TriggeredBy = Upgrade_BlackRiderDreadVisage RefreshDelay = 2000 Range = 200 TargetEnemy = Yes AntiCategory = LEADERSHIP BUFF // This means cancel all previous leadership bonuses ObjectFilter = ANY +INFANTRY +CAVALRY -STRUCTURE -BASE_FOUNDATION -HERO -HORDE End Behavior = ModelConditionUpgrade ModuleTag_DreadVisageModelCondition TriggeredBy = Upgrade_BlackRiderDreadVisage AddConditionFlags = USER_3 End Behavior = RadiateFearUpdate ModuleTag_DreadVisageFear InitiallyActive = No TriggeredBy = Upgrade_BlackRiderDreadVisage WhichSpecialPower = 1 GenerateTerror = No GenerateFear = Yes EmotionPulseRadius = 100 EmotionPulseInterval = 1000 End //--------- MORGUL BLADE ----------------------------------------------------------------------------------- Behavior = UnpauseSpecialPowerUpgrade ModuleTag_BlackRiderMorgulBlade SpecialPowerTemplate = SpecialAbilityBlackRiderMorgulBlade TriggeredBy = Upgrade_BlackRiderMorgulBlade End Behavior = SpecialPowerModule ModuleTag_BlackRiderMorgulBladeStarter SpecialPowerTemplate = SpecialAbilityBlackRiderMorgulBlade UpdateModuleStartsAttack = Yes StartsPaused = Yes InitiateSound = FellBeastVoiceAttack //LurtzVoiceAttackCripplingStrike End Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_BlackRiderMorgulBladeUpdate SpecialPowerTemplate = SpecialAbilityBlackRiderMorgulBlade SkipContinue = Yes UnpackTime = 250 PreparationTime = 1 PersistentPrepTime = 500 PackTime = 100 AwardXPForTriggering = 0 StartAbilityRange = 15.0 SpecialWeapon = EvilMenBlackRiderMorgulBlade WhichSpecialWeapon = 1 End Behavior = AutoAbilityBehavior ModuleTag_MorgulBladeAutoAbility SpecialAbility = SpecialAbilityBlackRiderMorgulBlade ForbiddenStatus = INSIDE_GARRISON AllowSelf = No Query = 1 MORGULBLADE_OBJECT_FILTER 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 Black Rider 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 // Behavior = NotifyTargetsOfImminentProbableCrushingUpdate ModuleTag_NotifyCrushScan // End // Generic auto ability. Behavior = AutoAbilityBehavior ModuleTag_AutoAbilityBehavior End ///////////////////// // AISpecialPowers ///////////////////// Behavior = AISpecialPowerUpdate ToggleMountedAI CommandButtonName = Command_MountHorseBlackRider SpecialPowerAIType = AI_SPECIAL_POWER_TOGGLE_MOUNTED End 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 ScreechAI CommandButtonName = Command_SpecialAbilityScreechBlackRider SpecialPowerAIType = AI_SPECIAL_POWER_BASIC_SELF_BUFF End Behavior = AISpecialPowerUpdate MorgulBladeAI CommandButtonName = Command_BlackRiderMorgulBlade SpecialPowerAIType = AI_SPECIAL_POWER_ENEMY_TYPE_KILLER End Geometry = CYLINDER GeometryMajorRadius = 16.0 GeometryHeight = 25.0 GeometryIsSmall = Yes Shadow = SHADOW_DECAL ShadowSizeX = 30 ShadowSizeY = 21 ShadowTexture = ShadowI // Do I need to change GondorCavalryRiderless? End //------------------------------------------------------------------------------ ChildObject MordorBlackRiderMounted EvilMenBlackRider Draw = W3DScriptedModelDraw ModuleTag_W3DModelDrawInWorldBuilder //When in Worldbuilder, show the mounted version of the Black Rider! OkToChangeModelColor = Yes DefaultModelConditionState Model = None End ModelConditionState = WORLD_BUILDER Model = MUBlkRider_SKN End End //--- AUDIO Parameters --- SoundMoveStart = GondorHorseMoveStart //------- Behavior = ToggleMountedSpecialAbilityUpdate ModuleTag_HorseToggle SpecialPowerTemplate = SpecialAbilityToggleMounted TriggerInstantlyOnCreate = Yes //Instantly puts Black Rider 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 End
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