Hier sin die codes ich weis nicht was ich falsch gemacht habe
Horde ini
Object MorgulSoldier
// This is required for garrisoned objects - please put in all objects.
ButtonImage = WOR_GondorSoldier
SelectPortrait = UPGondor_Soldier
Draw = W3DScriptedModelDraw ModuleTag_W3DModelDraw
DependencySharedModelFlags = EMOTION_ALERT EMOTION_MORALE_HIGH EMOTION_MORALE_LOW EMOTION_AFRAID EMOTION_COWER EMOTION_TERROR EMOTION_LOOK_TO_SKY EMOTION_TAUNTING EMOTION_POINTING SELECTED
DefaultModelConditionState
Model = None //InvisHrdeTmp5x2
End
ModelConditionState = HORDE_EMPTY
Model = None
End
ModelConditionState = WORLD_BUILDER
Model = HordeMarkGUSol
End
End
Side = Men
EditorSorting = UNIT
EmotionRange = 240
DisplayName = OBJECT:HordeGondorSoldier
DisplayNameStrategic = CONTROLBAR:LW_Unit_GondorFighterHorde
DescriptionStrategic = CONTROLBAR:LW_ToolTip_GondorFighterHorde
WeaponSet
Conditions = None
Weapon = PRIMARY NormalMeleeHordeRangefinder
End
// *** AUDIO Parameters ***//
// Note: Don't put voice parameters here -- they will be ignored. Voice play requests
// are always passed through to members
#include "..\..\..\includes\StandardHordeEvaEvents.inc"
UnitSpecificSounds
VoiceDesperateAttack = GondorSoldierVoiceDesperateCharge
End
BuildCost = GONDOR_SOLDIER_BUILDCOST
BuildTime = GONDOR_SOLDIER_BUILDTIME
ShroudClearingRange = GONDOR_SOLDIER_HORDE_SHROUD_RANGE
VisionRange = GONDOR_SOLDIER_HORDE_VISION_RANGE
VisionSide = 50%
VisionRear = 25%
MaxVisionBonusPercent = 300%
VisionBonusTestRadius = 200
VisionBonusPercentPerFoot = 1.0%
CommandPoints = 60
FormationWidth = 2 // Width it occupies in formations. Current choices are 1 or 2.
FormationDepth = 1 // Depth it occupies in formations. Current choices are 1 or 2.
CrushableLevel = 0 //What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CrusherLevel = 0
TransportSlotCount = TRANSPORTSLOTCOUNT_SMALL_HORDE
KindOf = SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT INFANTRY HORDE MELEE_HORDE NOTIFY_OF_PREATTACK ARMY_SUMMARY LARGE_RECTANGLE_PATHFIND //UNATTACKABLE
ThreatLevel = GONDOR_FIGHTER_HORDE_THREAT
ThreatBreakdown GondorFighterHorde_DetailedThreat
AIKindOf = INFANTRY
End
Body = ImmortalBody ModuleTag_ImmortalBody
MaxHealth = 1
End
#include "..\..\..\includes\CaptureBuilding.inc"
Behavior = StancesBehavior ModuleTag_StancesBehavior
StanceTemplate = FighterHorde
End
Behavior = HordeAIUpdate ModuleTag_HordeAIUpdate
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
MoodAttackCheckRate = 500
MaxCowerTime = 5000
MinCowerTime = 3000
AILuaEventsList = InfantryFunctions
AttackPriority = AttackPriority_Infantry
End
Behavior = HordeContain ModuleTag_HordeContain
FrontAngle = 270
FlankedDelay = 2000
ObjectStatusOfContained =
InitialPayload = MorgulSoldier GOOD_MEN_GIANT_HORDE_SIZE
Slots = 15
PassengerFilter = NONE +INFANTRY
ShowPips = No
ThisFormationIsTheMainFormation = Yes //Used to determine which armorset to use (and anything else we want!)
RandomOffset=X:0 Y:0
MeleeBehavior = Amoeba
End
// Banner Carrier info
BannerCarriersAllowed = GondorInfantryBanner // types of units that are allowed as banner carriers
BannerCarrierPosition = UnitType:MorgulSoldier Pos:X:70.0 Y:0.0 // (DEFAULT) position of banner carrier
RankInfo = RankNumber:1 UnitType:MorgulSoldier Position:X:50 Y:0 Position:X:50 Y:20 Position:X:50 Y:-20 Position:X:50 Y:40 Position:X:50 Y:-40
RankInfo = RankNumber:2 UnitType:MorgulSoldier Position:X:30 Y:0 Leader 1 0 Position:X:30 Y:20 Leader 1 1 Position:X:30 Y:-20 Leader 1 2 Position:X:30 Y:40 Leader 1 3 Position:X:30 Y:-40 Leader 1 4
RankInfo = RankNumber:3 UnitType:MorgulSoldier Position:X:10 Y:0 Leader 2 0 Position:X:10 Y:20 Leader 2 1 Position:X:10 Y:-20 Leader 2 2 Position:X:10 Y:40 Leader 2 3 Position:X:10 Y:-40 Leader 2 4
RanksToReleaseWhenAttacking = 1
MeleeAttackLeashDistance = 1 //How far the hordes can move from the center of the horde when melee attacking.
BackUpMinDelayTime = 1 //The minimum amount of time to delay before backing up
BackUpMaxDelayTime = 3000 //The maximum amount of time to delay before backing up
BackUpMinDistance = 1 //The minimum number of cells to backup
BackUpMaxDistance = 3 //The maximum number of cells to backup
BackupPercentage = 80% //The amount of chance that a unit will back up.
End
Behavior = PhysicsBehavior ModuleTag_PhysicsBehavior
GravityMult = 1.0
End
Behavior = CommandButtonHuntUpdate ModuleTag_CommandButtonHuntUpdate
End
Behavior = EmotionTrackerUpdate Module_EmotionTracker
TauntAndPointDistance = INFANTRY_TAUNT_POINT_RADIUS // max distance to taunted/pointed objet
TauntAndPointUpdateDelay = 1000 // how often scan (milliseconds)
TauntAndPointExcluded = NONE
AfraidOf = EMOTION_AFRAIDOF_OBJECTFILTER
AlwaysAfraidOf = EMOTION_ALWAYS_AFRAIDOF_OBJECTFILTER
PointAt = EMOTION_POINTAT_OBJECTFILTER
HeroScanDistance = 150
FearScanDistance = INFANTRY_FEAR_SCAN_RADIUS
AddEmotion = Terror_Base
AddEmotion = Doom_Base //OVERRIDE
//StartFXList = FX_GondorSoldierDoom //these have been hooked up in the FXList.INI
//End
AddEmotion = BraceForBeingCrushed_Base
AddEmotion = UncontrollableFear_Base //OVERRIDE
//StartFXList = FX_GondorSoldierFear
//End
AddEmotion = FearIdle_Base //OVERRIDE
//StartFXList = FX_GondorSoldierFear
//End
AddEmotion = FearBusy_Base //OVERRIDE
//StartFXList = FX_GondorSoldierFear
//End
AddEmotion = Point_Base //OVERRIDE
//Duration = 13980
//StartFXList = FX_GondorSoldierPoint
//End
AddEmotion = Taunt_Base //OVERRIDE
//AttributeModifier = GondorFighterTaunt
//End
AddEmotion = CheerIdle_Base
AddEmotion = CheerBusy_Base
AddEmotion = HeroCheerIdle_Base
AddEmotion = HeroCheerBusy_Base
AddEmotion = Alert_Base
End
Behavior = PickupStuffUpdate ModuleTag_PickupStuffUpdate
SkirmishAIOnly = Yes
StuffToPickUp = NONE +CRATE
ScanRange = 200
ScanIntervalSeconds = 0.5
End
LocomotorSet
Locomotor = NormalMeleeHordeLocomotor
Condition = SET_NORMAL
Speed = NORMAL_FOOT_SLOW_HORDE_SPEED
End
LocomotorSet
Locomotor = ScaredMeleeHordeLocomotor
Condition = SET_SCARED
Speed = NORMAL_FOOT_MED_HORDE_SPEED
End
Behavior = ProductionUpdate ProductionUpdateModuleTag
GiveNoXP = Yes
End
Behavior = LevelUpUpgrade ModuleTag_BasicTraining
TriggeredBy = Upgrade_GondorBasicTraining
LevelsToGain = 1
LevelCap = 2
End
Behavior = StatusBitsUpgrade ModuleTag_ProductionLegality
TriggeredBy = Upgrade_GondorForgedBlades
End
Behavior = StatusBitsUpgrade ModuleTag_ProductionLegality2
TriggeredBy = Upgrade_GondorHeavyArmor
End
/////////////////////
// AISpecialPowers
/////////////////////
Behavior = AISpecialPowerUpdate GondorFighterHordeCaptureBuildingAI
CommandButtonName = Command_CaptureBuilding
SpecialPowerAIType = AI_SPECIAL_POWER_CAPTURE_BUILDING
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
CommandSet = GondorFighterHordeCommandSet
Geometry = BOX
GeometryMajorRadius = 30.0
GeometryMinorRadius = 45.0
GeometryHeight = 20.0
GeometryIsSmall = No
//-------------------------------------------------------------------------------------------------
// World Map specific data
//-------------------------------------------------------------------------------------------------
// *** AUTO RESOLVE DATA ***
AutoResolveUnitType = AutoResolveUnit_Soldier
AutoResolveCombatChain = AutoResolve_SoldierCombatChain
AutoResolveBody = AutoResolve_GondorFighterHordeBody
AutoResolveArmor
RequiredUpgrades = Upgrade_GondorHeavyArmor
Armor = AutoResolve_GondorSoldierHeavyArmor
End
AutoResolveArmor
ExcludedUpgrades = Upgrade_GondorHeavyArmor
Armor = AutoResolve_GondorSoldierArmor
End
AutoResolveWeapon
RequiredUpgrades = Upgrade_GondorForgedBlades
Weapon = AutoResolve_GondorSoldierUpgradedWeapon
End
AutoResolveWeapon
ExcludedUpgrades = Upgrade_GondorForgedBlades
Weapon = AutoResolve_GondorSoldierWeapon
End
WorldMapArmoryUpgradesAllowed = Upgrade_GondorBasicTraining Upgrade_GondorForgedBlades Upgrade_GondorHeavyArmor
End
ChildObject MorgulSoldierHorde MorgulSoldierHorde_Summoned
IsTrainable = No
CommandPoints = 0
CommandSet = GondorFighterHordeCommandSet_Summoned
EquivalentTo = GondorFighterHorde
DisplayName = OBJECT:HordeGondorSoldier
Behavior = HordeContain ModuleTag_HordeContain
FrontAngle = 270
FlankedDelay = 2000
ObjectStatusOfContained =
InitialPayload = GondorFighter_Summoned GOOD_MEN_GIANT_HORDE_SIZE
Slots = 15
PassengerFilter = NONE +INFANTRY
ShowPips = No
ThisFormationIsTheMainFormation = Yes //Used to determine which armorset to use (and anything else we want!)
RandomOffset = X:0 Y:0
MeleeBehavior = Amoeba
End
RankInfo = RankNumber:1 UnitType:GondorFighter_Summoned Position:X:50 Y:0 Position:X:50 Y:20 Position:X:50 Y:-20 Position:X:50 Y:40 Position:X:50 Y:-40
RankInfo = RankNumber:2 UnitType:GondorFighter_Summoned Position:X:30 Y:0 Leader 1 0 Position:X:30 Y:20 Leader 1 1 Position:X:30 Y:-20 Leader 1 2 Position:X:30 Y:40 Leader 1 3 Position:X:30 Y:-40 Leader 1 4
RankInfo = RankNumber:3 UnitType:GondorFighter_Summoned Position:X:10 Y:0 Leader 2 0 Position:X:10 Y:20 Leader 2 1 Position:X:10 Y:-20 Leader 2 2 Position:X:10 Y:40 Leader 2 3 Position:X:10 Y:-40 Leader 2 4
RanksToReleaseWhenAttacking = 1
AlternateFormation = GondorFighterHordeBlock
MeleeAttackLeashDistance = 1 //How far the hordes can move from the center of the horde when melee attacking.
BackUpMinDelayTime = 1 //The minimum amount of time to delay before backing up
BackUpMaxDelayTime = 3000 //The maximum amount of time to delay before backing up
BackUpMinDistance = 1 //The minimum number of cells to backup
BackUpMaxDistance = 3 //The maximum number of cells to backup
BackupPercentage = 80% //The amount of chance that a unit will back up.
End
Behavior = LifetimeUpdate ModuleTag_LifetimeUpdate
// This one displays the timer, but the one in the uint does the work
MinLifetime = CREATE_A_HERO_REINFORCEMENT_LIFETIME
MaxLifetime = CREATE_A_HERO_REINFORCEMENT_LIFETIME
DeathType = FADED
End
End
//------------------------------------------------------------------------------
ChildObject MorgulSoldierHordeBlock MorgulSoldierHorde
// Note - for alternate formations, all info outside of the Contain Behavior module is ignored.
// Any modifications need to be done via the Attribute Modifiers in the contain module.
Behavior = HordeContain ModuleTag_HordeContain
FrontAngle = 270
FlankedDelay = 2000
ObjectStatusOfContained =
InitialPayload = GondorFighter GOOD_MEN_GIANT_HORDE_SIZE
Slots = 15
PassengerFilter = NONE +INFANTRY
ShowPips = No
ThisFormationIsTheMainFormation = No //Used to determine which armorset to use (and anything else we want!)
AttributeModifiers = GondorFighterBlock
RandomOffset = X:0 Y:0
MeleeBehavior = Amoeba
End
// Banner Carrier info
BannerCarriersAllowed = GondorInfantryBanner // types of units that are allowed as banner carriers
BannerCarrierPosition = UnitType:GondorFighter Pos:X:46.0 Y:0.0 // (DEFAULT) position of banner carrier
RankInfo = RankNumber:1 UnitType:GondorFighter Position:X:34 Y:0 Position:X:34 Y:10 Position:X:34 Y:-10 Position:X:34 Y:20 Position:X:34 Y:-20
RankInfo = RankNumber:2 UnitType:GondorFighter Position:X:22 Y:0 Leader 1 0 Position:X:22 Y:10 Leader 1 1 Position:X:22 Y:-10 Leader 1 2 Position:X:22 Y:20 Leader 1 3 Position:X:22 Y:-20 Leader 1 4
RankInfo = RankNumber:3 UnitType:GondorFighter Position:X:10 Y:0 Leader 2 0 Position:X:10 Y:10 Leader 2 1 Position:X:10 Y:-10 Leader 2 2 Position:X:10 Y:20 Leader 2 3 Position:X:10 Y:-20 Leader 2 4
RanksToReleaseWhenAttacking = 1
AlternateFormation = GondorFighterHorde
MeleeAttackLeashDistance = 1 //How far the hordes can move from the center of the horde when melee attacking.
BackUpMinDelayTime = 1 //The minimum amount of time to delay before backing up
BackUpMaxDelayTime = 3000 //The maximum amount of time to delay before backing up
BackUpMinDistance = 1 //The minimum number of cells to backup
BackUpMaxDistance = 3 //The maximum number of cells to backup
BackupPercentage = 80% //The amount of chance that a unit will back up.
End
End
Object MordorFighterHorde
; This is required for garrisoned objects - please put in all objects.
ButtonImage = WOR_OrcWarrior
SelectPortrait = UPMordor_OrcHorde
Draw = W3DScriptedModelDraw ModuleTag_W3DModelDraw
DependencySharedModelFlags = EMOTION_ALERT EMOTION_MORALE_HIGH EMOTION_MORALE_LOW EMOTION_AFRAID EMOTION_COWER SELECTED EMOTION_TERROR EMOTION_LOOK_TO_SKY SIEGE_CONTAIN
DefaultModelConditionState
Model = None ;InvisHrdeTmp
End
ModelConditionState = HORDE_EMPTY
Model = None
End
ModelConditionState = WORLD_BUILDER
Model = HordeMarkMUOrc
End
End
Side = Mordor
EditorSorting = UNIT
EmotionRange = 240
DisplayName = OBJECT:HordeMordorOrcs
DisplayNameStrategic = CONTROLBAR:LW_Unit_MordorFighterHorde
DescriptionStrategic = CONTROLBAR:LW_ToolTip_MordorFighterHorde
IsAutoBuilt = Yes;
WeaponSet
Conditions = None
Weapon = PRIMARY NormalMeleeHordeRangefinder
End
; *** AUDIO Parameters ***;
; Note: Don't put voice parameters here -- they will be ignored. Voice play requests
; are always passed through to members
#include "..\..\..\includes\StandardHordeEvaEvents.inc"
BuildCost = MORDOR_FIGHTER_BUILDCOST
BuildTime = MORDOR_FIGHTER_BUILDTIME
ShroudClearingRange = MORDOR_FIGHTER_HORDE_SHROUDCLEAR_RANGE
VisionRange = MORDOR_FIGHTER_HORDE_VISION_RANGE
VisionSide = 50%
VisionRear = 25%
VisionBonusPercentPerFoot = 1.0%
CrushableLevel = 0 ; What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CrusherLevel = 0 ; What can I crush?: 0 = small animals, 1 = infantry, 2 = trees, 3 = vehicles
CommandPoints = 40 ; originally 60
CommandSet = MordorFighterHordeCommandSet
FormationWidth = 2 ; Width it occupies in formations. Current choices are 1 or 2.
FormationDepth = 2 ; Depth it occupies in formations. Current choices are 1 or 2.
TransportSlotCount = TRANSPORTSLOTCOUNT_LARGE_HORDE
KindOf = SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_USE_SIEGE_TOWER INFANTRY HORDE ORC MELEE_HORDE ARMY_SUMMARY LARGE_RECTANGLE_PATHFIND ;BUILD_FOR_FREE - not anymore you dont.
ThreatLevel = MORDOR_FIGHTER_HORDE_THREAT
ThreatBreakdown MordorFighterHorde_DetailedThreat
AIKindOf = INFANTRY
End
Body = ImmortalBody ModuleTag_ImmortalBody
MaxHealth = 1
End
#include "..\..\..\includes\CaptureBuilding.inc"
Behavior = StancesBehavior ModuleTag_StancesBehavior
StanceTemplate = FighterHorde
End
Behavior = HordeAIUpdate ModuleTag_HordeAIUpdate
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
MoodAttackCheckRate = 500
AILuaEventsList = InfantryFunctions
MaxCowerTime = 5000
MinCowerTime = 3000
AttackPriority = AttackPriority_Infantry
End
Behavior = HordeContain ModuleTag_HordeContain
FrontAngle = 270
FlankedDelay = 2000
ObjectStatusOfContained =
InitialPayload = MordorFighter 20
Slots = 20
PassengerFilter = ANY +INFANTRY +MONSTER
ShowPips = No
; Banner Carrier info
BannerCarriersAllowed = MordorBannerOrc ; types of units that are allowed as banner carriers
BannerCarrierPosition = UnitType:MordorFighter Pos:X:70.0 Y:0.0 ; (DEFAULT) position of banner carrier for fighter horde
RandomOffset = X:5 Y:3
MeleeBehavior = Amoeba
End
RankInfo = RankNumber:1 UnitType:MordorFighter Position:X:50 Y:0 Position:X:50 Y:20 Position:X:50 Y:-20 Position:X:50 Y:40 Position:X:50 Y:-40
RankInfo = RankNumber:2 UnitType:MordorFighter Position:X:30 Y:0 Leader 1 0 Position:X:30 Y:20 Leader 1 1 Position:X:30 Y:-20 Leader 1 2 Position:X:30 Y:40 Leader 1 3 Position:X:30 Y:-40 Leader 1 4
RankInfo = RankNumber:3 UnitType:MordorFighter Position:X:10 Y:0 Leader 2 0 Position:X:10 Y:20 Leader 2 1 Position:X:10 Y:-20 Leader 2 2 Position:X:10 Y:40 Leader 2 3 Position:X:10 Y:-40 Leader 2 4
RankInfo = RankNumber:3 UnitType:MordorFighter Position:X:-10 Y:0 Leader 3 0 Position:X:-10 Y:20 Leader 3 1 Position:X:-10 Y:-20 Leader 3 2 Position:X:-10 Y:40 Leader 3 3 Position:X:-10 Y:-40 Leader 3 4
RanksToReleaseWhenAttacking = 1
MeleeAttackLeashDistance = 1; How far the hordes can move from the center of the horde when melee attacking.
End
Behavior = SiegeDeployHordeSpecialPower SiegeDeployHordeSpecialPowerModuleTag
SpecialPowerTemplate = SpecialAbilitySiegeDeploy
End
Behavior = BloodthirstyUpdate ModuleTag_Bloodthirsty
;In order to sacrifice or be sacrificed, you must have a BloodthirstyUpdate
SacrificeFilter = ALL ; Hordes with BloodthirstyUpdates I can sacrifice (hint: use template names)
ExperienceModifier = 1.95 ; Balance this so that a level 1 orc horde eating a level 1 orc horde gets enough exp to get to level 2
InitiateVoice = EVA:BloodthirstySacrificOfOrcs
End
Behavior = PhysicsBehavior ModuleTag_PhysicsBehavior
GravityMult = 1.0
End
Behavior = LargeGroupBonusUpdate ModuleTag_LargeGroupBonus
UpdateRate = 1000
HordeMemberFilter = NONE +MordorFighter +MordorArcher
Count = 100
Radius = 160.0
RubOffRadius = 160.0
AlliesOnly = Yes
AttributeModifier = MordorLargeGroupBonus
End
Behavior = EmotionTrackerUpdate Module_EmotionTracker
TauntAndPointDistance = INFANTRY_TAUNT_POINT_RADIUS; 350 ; max distance to taunted/pointed objet
TauntAndPointUpdateDelay = 1000 ; how often scan (milliseconds)
TauntAndPointExcluded = NONE
AfraidOf = EMOTION_AFRAIDOF_OBJECTFILTER
AlwaysAfraidOf = EMOTION_ALWAYS_AFRAIDOF_OBJECTFILTER
PointAt = EMOTION_POINTAT_OBJECTFILTER
HeroScanDistance = 150
FearScanDistance = INFANTRY_FEAR_SCAN_RADIUS ;250
AddEmotion = Terror_Base
AddEmotion = Doom_Base
AddEmotion = BraceForBeingCrushed_Base
AddEmotion = UncontrollableFear_Base_Evil
AddEmotion = FearIdle_Base
AddEmotion = FearBusy_Base
AddEmotion = Point_Base
AddEmotion = OVERRIDE Taunt_Base
;AttributeModifier = GondorFighterTaunt
End
AddEmotion = CheerIdle_Base
AddEmotion = CheerBusy_Base
AddEmotion = HeroCheerIdle_Base
AddEmotion = HeroCheerBusy_Base
QuarrelProbability = 0.0002%
AddEmotion = Quarrel_Base
AddEmotion = Alert_Base
End
LocomotorSet
Locomotor = NormalMeleeHordeLocomotor
Condition = SET_NORMAL
Speed = NORMAL_FOOT_MED_HORDE_SPEED
End
Behavior = ProductionUpdate ProductionUpdateModuleTag
GiveNoXP = Yes
End
Behavior = LevelUpUpgrade ModuleTag_BasicTraining
TriggeredBy = Upgrade_MordorBasicTraining
LevelsToGain = 1
LevelCap = 2
End
Behavior = StatusBitsUpgrade ModuleTag_ProductionLegality ; Added for BFME Expansion
TriggeredBy = Upgrade_MordorHeavyArmor
End
Behavior = StatusBitsUpgrade ModuleTag_ProductionLegality2 ; Added for BFME Expansion
TriggeredBy = Upgrade_MordorForgedBlades
End
Behavior = PickupStuffUpdate ModuleTag_PickupStuffUpdate
SkirmishAIOnly = Yes
StuffToPickUp = NONE +CRATE
ScanRange = 200
ScanIntervalSeconds = 0.5
End
;///////////////////
; AISpecialPowers
;///////////////////
Behavior = AISpecialPowerUpdate MordorFighterHordeCaptureBuildingAI
CommandButtonName = Command_CaptureBuilding
SpecialPowerAIType = AI_SPECIAL_POWER_CAPTURE_BUILDING
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
Geometry = BOX
GeometryMajorRadius = 40.0
GeometryMinorRadius = 50.0
GeometryHeight = 20.0
GeometryIsSmall = No
// *** AUTO RESOLVE DATA ***
AutoResolveUnitType = AutoResolveUnit_Soldier
AutoResolveCombatChain = AutoResolve_SoldierCombatChain
AutoResolveBody = AutoResolve_MordorFighterHordeBody
AutoResolveArmor
Armor = AutoResolve_MordorFighterArmor
End
AutoResolveWeapon
Weapon = AutoResolve_MordorFighterWeapon
End
WorldMapArmoryUpgradesAllowed = Upgrade_MordorBasicTraining
End