Hallo MU,
ich habe mir von the3rdage.net ein neues Modell gedownloadet(Ostling Schwertkämpfer) und mir eine neue Einheit und eine neue Horde erstellt.
Im Spiel sind die Schwertkämpfer auch herstellbar und man kann sie auch an verschiedene Orte schicken, alle Upgrades funktionieren einwandfrei, nur eines geht nicht: Angreifen!
Man kann ihnen zwar den Befehl geben, einen Feind anzugreifen, aber wenn sie den Feind erreicht haben, bleiben sie einfach stehen und machen 
nichts!
Ich denke, dass der Fehler in den Objecten oder der Weapon liegt, habe ihn aber bisher nicht gefunden.
Einheit:
;----------------------------------------------------------------
Object EasterlingWarrior
	// *** ART Parameters ***
	SelectPortrait         = UPMordor_Eastering
	ButtonImage         = BMHaradrimPalace_SoldiersRhun
	Draw = W3DHordeModelDraw ModuleTag_01
		OkToChangeModelColor = Yes	
		StaticModelLODMode = Yes
		
		// specify options for static LODs
		LodOptions							= LOW
			AllowMultipleModels				= ALLOW_MULTIPLE_MODELS_LOW
			MaxRandomTextures				= MAX_RANDOM_TEXTURES_LOW
			MaxRandomAnimations				= MAX_RANDOM_ANIMATIONS_LOW
			MaxAnimFrameDelta				= MAX_ANIM_FRAME_DELTA_LOW
		End
		
		LodOptions							= MEDIUM
			AllowMultipleModels				= ALLOW_MULTIPLE_MODELS_MED
			MaxRandomTextures				= MAX_RANDOM_TEXTURES_MED
			MaxRandomAnimations				= MAX_RANDOM_ANIMATIONS_MED
			MaxAnimFrameDelta				= MAX_ANIM_FRAME_DELTA_MED
		End
		
		LodOptions							= HIGH
			AllowMultipleModels				= ALLOW_MULTIPLE_MODELS_HIGH
			MaxRandomTextures				= MAX_RANDOM_TEXTURES_HIGH
			MaxRandomAnimations				= MAX_RANDOM_ANIMATIONS_HIGH
			MaxAnimFrameDelta				= MAX_ANIM_FRAME_DELTA_HIGH
		End
		WadingParticleSys = WaterRipplesTrail  // used when the unit is wading in shallow water.
//================ MODELS =================================================================
		DefaultModelConditionState
			Model							= mueastswrd_skn
			Skeleton						= GUMAArms_SKL
		End
		ModelConditionState WEAPONSET_PLAYER_UPGRADE
			Model							= mueastswrd_skn
			Skeleton						= GUMAArms_SKL
		End
		
		ModelConditionState = USER_4		// This state is used in cinematics to get the old style armor
			Model							= mueastswrd_skn	
			Skeleton						= GUMAArms_SKL
		End
//=============== ANIMATIONS ===============================================================
//======= FALLING & FLYING
		AnimationState						= PASSENGER
			Animation						= Grabbed
				AnimationName				= GUMAArms_FLLA
				AnimationMode				= LOOP
			End
		End
		
		AnimationState        				= THROWN_PROJECTILE
			Animation           			= FlyA
				AnimationName      	 		= GUMAARMS_FLYA
				AnimationMode       		= LOOP
			End
			Animation           			= FlyB
				AnimationName       		= GUMAARMS_FLYB
				AnimationMode       		= LOOP
			End
			Animation           			= FlyC
				AnimationName       		= GUMAARMS_FLYC
				AnimationMode       		= LOOP
			End
			Animation           			= FlyD
				AnimationName       		= GUMAARMS_FLYD
				AnimationMode       		= LOOP
			End
			Flags               			= RANDOMSTART
		End
		
		AnimationState						= FREEFALL
			Animation						= Falling
				AnimationName				= GUMAArms_FLYD
				AnimationMode				= LOOP
				AnimationBlendTime			= 10
			End
			Animation						= Falling
				AnimationName				= GUMAArms_FLYC
				AnimationMode				= LOOP
				AnimationBlendTime			= 10
				AnimationSpeedFactorRange	= 0.5	0.5
			End
		End
		
		
		AnimationState        				= STUNNED_FLAILING 
			Animation           			= FlyA
				AnimationName       		= GUMAARMS_FLYA
				AnimationMode       		= LOOP
				AnimationSpeedFactorRange	= 0.4 0.6
			End
			Animation           			= FlyB
				AnimationName       		= GUMAARMS_FLYB
				AnimationMode       		= LOOP
				AnimationSpeedFactorRange	= 0.4 0.6
			End
			Animation           			= FlyC
				AnimationName       		= GUMAARMS_FLYC
				AnimationMode       		= LOOP
				AnimationSpeedFactorRange	= 0.4 0.6
			End
			Animation           			= FlyD
				AnimationName      		 	= GUMAARMS_FLYD
				AnimationMode       		= LOOP
				AnimationSpeedFactorRange	= 0.4 0.6
			End
			Flags               			= RANDOMSTART
		End
		AnimationState						= DYING BURNINGDEATH
			Animation
				AnimationName				= GUManMocap_DIEB
				AnimationMode				= ONCE
				AnimationBlendTime			= 10
			End
			Animation
				AnimationName				= GUManMocap_DIEC
				AnimationMode				= ONCE
				AnimationBlendTime			= 10
			End
			Animation
				AnimationName				= GUManMocap_DIED
				AnimationMode				= ONCE
				AnimationBlendTime			= 10
			End
			Animation
				AnimationName				= GUManMocap_DIEE
				AnimationMode				= ONCE
				AnimationBlendTime			= 10
			End
		End
		AnimationState 						= DYING SPLATTED
			Animation 						= Splatted_On_Ground
				AnimationName 				= GUMAARMS_LNDA
				AnimationMode 				= ONCE
			End
			EnteringStateFX					= FX_OrcHitGround
		End
		AnimationState						= DYING AFLAME
			Animation						= MFDA
				AnimationName				= GUManMocap_MFDA
				AnimationMode				= LOOP
			End
		End
		AnimationState						= DYING
			//Animation						= DIEA
			
			//	AnimationName				= GUManMocap_DIEA
			//	AnimationMode				= ONCE
			//End
			Animation						= DIEB
				AnimationName				= GUManMocap_DIEB
				AnimationMode				= ONCE
			End
			Animation						= DIEC
				AnimationName				= GUManMocap_DIEC
				AnimationMode				= ONCE
			End
			Animation						= DIED
				AnimationName				= GUManMocap_DIED
				AnimationMode				= ONCE
			End
			Animation						= DIEE
				AnimationName				= GUManMocap_DIEE
				AnimationMode				= ONCE
			End
		End
		AnimationState						= BURNINGDEATH
			Animation
				AnimationName				= GUManMocap_MFDA
				AnimationMode				= LOOP
				Distance					= 50
			End
		End
		AnimationState						= PARALYZED
			Animation
				AnimationName				= GUManMocap_IDLB
				AnimationMode				= LOOP
			End
		End
//======= LANDING & STANDING
		AnimationState						= STUNNED_STANDING_UP
			Animation						= GTPA
				AnimationName				= GUMAArms_GTPA
				AnimationMode				= ONCE
				AnimationSpeedFactorRange	= 2.0 2.0
			End
			Animation						= GTPB
				AnimationName				= GUMAArms_GTPD
				AnimationMode				= ONCE
				AnimationSpeedFactorRange	= 2.0 2.0
			End
		End
	
		AnimationState			=	 STUNNED
			Animation			=	 Slatted_On_Ground
			AnimationName 				= GUMAARMS_LNDA
				AnimationMode 				= ONCE
			End
			EnteringStateFX					= FX_OrcHitGround
       End 
       
		AnimationState        = MOVING FIRING_OR_PREATTACK_A
			ShareAnimation		= Yes
			Animation           = RunAndFire
				AnimationName       = GUManMocap_ATRA
				AnimationMode       = LOOP
			End
			Flags               = RANDOMSTART  
		End
		
//====== TERROR
		
		AnimationState						= MOVING EMOTION_TERROR EMOTION_LOOK_TO_SKY
			//@@@KM Add distance
			Animation					= TerrorFromTheSky
				AnimationName			= GUManMocap_RUND
				AnimationMode			= LOOP
			End
			Animation					= TerrorFromTheSky
				AnimationName			= GUManMocap_RUNE
				AnimationMode			= LOOP
			End
			Flags = RANDOMSTART
		End
		AnimationState						= MOVING EMOTION_TERROR
			//@@@KM Add distance
			Animation						= TerrorFromTheSky
				AnimationName				= GUManMocap_RUND
				AnimationMode				= ONCE
			End
			Animation						= TerrorFromTheSky
				AnimationName				= GUManMocap_RUNE
				AnimationMode				= ONCE
			End
			Flags							= RESTART_ANIM_WHEN_COMPLETE
		End
		
//======= BACK UP
		
		AnimationState						= MOVING BACKING_UP
			//@@@KM Add distance
			Animation						= BAKA
				AnimationName				= GUManMocap_BAKA
				AnimationMode				= LOOP
			End
			Animation						= BAKB
				AnimationName				= GUManMocap_BAKB
				AnimationMode				= LOOP
			End
			Animation						= BAKC
				AnimationName				= GUManMocap_BAKC
				AnimationMode				= LOOP
			End
			Flags = RANDOMSTART
		End
		AnimationState						= MOVING PANICKING
			//@@@KM - Add Distance
			Animation						= MFDA
				AnimationName				= GUManMocap_MFDA
				AnimationMode				= LOOP
			End
			Flags							= RANDOMSTART
			//ParticleSysBone				= None InfantryDustTrails
		End
		
		AnimationState						= MOVING ATTACKING
			ShareAnimation					= Yes//
			Animation						= RUNA
				AnimationName				= GUManMocap_RUNA
				AnimationMode				= LOOP
				Distance					= 25
			End
			Flags							= RANDOMSTART
			//ParticleSysBone				= None InfantryDustTrails
		End
		
		AnimationState				= MOVING ALTERNATE_FORMATION
			Animation
				AnimationName				= GUMAArms_SPCA
				AnimationMode				= LOOP
				Distance					= 20
			End
			Flags							= RANDOMSTART
		End
		
		AnimationState						= MOVING
			//@@@KM - Add Distance
			ShareAnimation					= Yes//
			Animation						= RUNB
				AnimationName				= GUManMocap_RUNB
				AnimationMode				= LOOP
				Distance					= 30
			End
			Animation						= RUNC
				AnimationName				= GUManMocap_RUNC
				AnimationMode				= LOOP
				Distance					= 30
			End
			Flags							= RANDOMSTART
			//ParticleSysBone				= None InfantryDustTrails
		End
//======= UNCONTROLLABLY AFRAID
	// This is before Attacking so it overrides it.  Normal fear is below so you don't go to little-fear in between swings.
		AnimationState						= EMOTION_UNCONTROLLABLY_AFRAID
			Animation						= FERA
				AnimationName				= GUManMocap_FERA
				AnimationMode				= LOOP
			End 
			Animation						= FERB
				AnimationName				= GUManMocap_FERB
				AnimationMode				= LOOP
			End
			Animation						= FERC
				AnimationName				= GUManMocap_FERC
				AnimationMode				= LOOP
			End
			Animation						= FERD
				AnimationName				= GUManMocap_FERD
				AnimationMode				= LOOP
			End
			Animation						= FERE
				AnimationName				= GUManMocap_FERE
				AnimationMode				= LOOP
			End
			Animation						= FERF
				AnimationName				= GUManMocap_FERF
				AnimationMode				= LOOP
			End
		End
//---------------------- ATTACKING ----------------------------------------------------------------
		AnimationState						= FIRING_OR_PREATTACK_A
			Animation						= ATA1
				AnimationName				= GUManMocap_ATKA
				AnimationMode				= ONCE
				UseWeaponTiming				= Yes
			End
			//ParticleSysBone				= None MeleeDust
		End
		
		;AnimationState						= ATTACKING
		;	Animation						= ALERT_1
		;		AnimationName				= GUManMocap_IDLA
		;		AnimationMode				= LOOP
		;	End
		;End
//----------------- HIT REACTIONS -------------------------------------------------------------------------
;		AnimationState						= HIT_REACTION
			//Animation						= HITA
			//	AnimationName				= GUManMocap_HITA
			//	AnimationMode				= ONCE
			//End
;			Animation						= HITB
;				AnimationName				= GUManMocap_HITB
;				AnimationMode				= ONCE
;			End
;		End
//----------------- EMOTIONS ----------------------------------------------------------------
//======= APPREHENSIVE
		AnimationState						= EMOTION_ALERT EMOTION_AFRAID
			Animation						= APPA
				AnimationName				= GUManMocap_APPA
				AnimationMode				= ONCE
			End
			Animation						= APPB
				AnimationName				= GUManMocap_APPB
				AnimationMode				= ONCE
			End
			Flags							= RANDOMSTART RESTART_ANIM_WHEN_COMPLETE
		End
		
//======= AFRAID
		AnimationState						= EMOTION_AFRAID
			Animation						= FERA
				AnimationName				= GUManMocap_FERA
				AnimationMode				= LOOP
			End 
			Animation						= FERB
				AnimationName				= GUManMocap_FERB
				AnimationMode				= LOOP
			End
			Animation						= FERC
				AnimationName				= GUManMocap_FERC
				AnimationMode				= LOOP
			End
			Animation						= FERD
				AnimationName				= GUManMocap_FERD
				AnimationMode				= LOOP
			End
			Animation						= FERE
				AnimationName				= GUManMocap_FERE
				AnimationMode				= LOOP
			End
			Animation						= FERF
				AnimationName				= GUManMocap_FERF
				AnimationMode				= LOOP
			End
			Flags							= RANDOMSTART
		End
		
//======== POINTING
		AnimationState						= EMOTION_POINTING
			Animation						= Pointing1
				AnimationName				= GUManMocap_RCTA
				AnimationMode				= LOOP
			End
			Flags							= RANDOMSTART
		End
		
//======= TAUNTING
		AnimationState						= EMOTION_TAUNTING
			Animation						= Taunting1
				AnimationName				= GUManMocap_TNTA
				AnimationMode				= ONCE
			End
			Animation						= Taunting2
				AnimationName				= GUManMocap_TNTB
				AnimationMode				= ONCE
			End
			Animation						= Taunting3
				AnimationName				= GUManMocap_TNTC
				AnimationMode				= ONCE
			End
			Animation						= Taunting4
				AnimationName				= GUManMocap_IDLC
				AnimationMode				= ONCE
			End
			Animation						= Taunting5
				AnimationName				= GUManMocap_IDLA
				AnimationMode				= ONCE
			End
			Animation						= Taunting6
				AnimationName				= GUManMocap_IDLH
				AnimationMode				= ONCE
			End
			Flags							= RANDOMSTART RESTART_ANIM_WHEN_COMPLETE
		End
//======= CELEBRATING
		AnimationState						= EMOTION_CELEBRATING
			Animation						= CHRB
				AnimationName				= GUManMocap_CHRB
				AnimationMode				= ONCE
			End
			Animation						= CHRC
				AnimationName				= GUManMocap_CHRC
				AnimationMode				= ONCE
			End
			Animation						= IDLD
				AnimationName				= GUManMocap_IDLD
				AnimationMode				= ONCE
			End
			Flags							=	RESTART_ANIM_WHEN_COMPLETE
		End
//----------------- ALERT STATE ---------------------------------------------------------------------------
		AnimationState						= ATTACKING
			Animation						= ALERT_1
				AnimationName				= GUManMocap_IDLA
				AnimationMode				= LOOP
			End
		End	
		AnimationState						= EMOTION_ALERT
			Animation						= ALERT_1
				AnimationName				= GUManMocap_IDLA
				AnimationMode				= LOOP//ONCE
				AnimationPriority			= 10
			End
			Flags							= RESTART_ANIM_WHEN_COMPLETE // acts like an idle animation & keeps running the animations.
		End
		
		AnimationState						= RAISING_FLAG
			Animation						= CHRB
				AnimationName				= GUManMocap_CHRB
				AnimationMode				= ONCE
				AnimationSpeedFactorRange	= 0.9 1.1
			End
			Animation						= CHRC
				AnimationName				= GUManMocap_CHRC
				AnimationMode				= ONCE
				AnimationSpeedFactorRange	= 0.9 1.1
			End
			Flags							=	RESTART_ANIM_WHEN_COMPLETE
		End
		
//----------------- SELECTED STATES -----------------------------------------------------------------------
		AnimationState        = SELECTED
			StateName           = STATE_Selected
			Animation           = ATNB
				AnimationName     = GUManMocap_ATNB
				AnimationMode     = LOOP
			End
			
			BeginScript
				Prev = CurDrawablePrevAnimationState()
				if Prev == "STATE_Idle" 
				then 
					CurDrawableSetTransitionAnimState("TRANS_IdleToSelected") 
				end
				if CurDrawableModelcondition("ATTACKING")
				then
					return "IDLA"
				else
					return "ATNA"
				end
			EndScript
			
			BeginScript
				Prev = CurDrawablePrevAnimationState()
				if Prev == "STATE_Idle" then CurDrawableSetTransitionAnimState("TRANS_IdleToSelected") end
			EndScript
		End
		
//----------------- IDLE STATES ---------------------------------------------------------------------------
		AnimationState				= WEAPONSET_PLAYER_UPGRADE
			StateName				= STATE_Idle
			Animation				= IDLI
				AnimationName       = GUManMocap_IDLH
				AnimationMode       = ONCE
				AnimationSpeedFactorRange = 0.9 1.1
			End
			Animation				= IDLD
				AnimationName       = GUManMocap_IDLD
				AnimationMode       = ONCE
				AnimationSpeedFactorRange = 0.9 1.1
			End
			Animation				= IDLH
				AnimationName       = GUManMocap_IDLH
				AnimationMode       = ONCE
				AnimationSpeedFactorRange = 0.9 1.1
			End
			Animation				= CHRB
				AnimationName       = GUManMocap_CHRB
				AnimationMode       = ONCE
				AnimationSpeedFactorRange = 0.9 1.1
			End
			Animation				= CHRC
				AnimationName       = GUManMocap_CHRC
				AnimationMode       = ONCE
				AnimationSpeedFactorRange = 0.9 1.1
			End
			Flags					= RESTART_ANIM_WHEN_COMPLETE			
			BeginScript
				Prev = CurDrawablePrevAnimationState()
				if Prev == "STATE_Selected" then CurDrawableSetTransitionAnimState("TRANS_SelectedToIdle") end
			EndScript
		End		
		AnimationState				= USER_3
			StateName				= STATE_User_3
			Animation				= GUARD_STANCE
				AnimationName		= GUManMocap_IDLA
				AnimationMode		= LOOP
			End
		End
		IdleAnimationState
			StateName				= STATE_Idle
			Animation				= IDLB
				AnimationName       = GUManMocap_IDLB
				AnimationMode       = ONCE
				AnimationPriority   = 20
				AnimationSpeedFactorRange = 0.9 1.1
				AnimationBlendTime	= 15
			End
			Animation				= IDLF
				AnimationName       = GUManMocap_IDLF
				AnimationMode       = ONCE
				AnimationPriority   = 1
				AnimationSpeedFactorRange = 0.9 1.1
				AnimationBlendTime	= 15
			End
			Animation				= IDLG
				AnimationName       = GUManMocap_IDLG
				AnimationMode       = ONCE
				AnimationPriority   = 1
				AnimationSpeedFactorRange = 0.9 1.1
				AnimationBlendTime	= 15
			End
			Animation				= IDLJ
				AnimationName       = GUManMocap_IDLJ
				AnimationMode       = ONCE
				AnimationPriority   = 1
				AnimationSpeedFactorRange = 0.9 1.1
				AnimationBlendTime	= 15
			End
			Animation				= IDLK
				AnimationName       = GUManMocap_IDLK
				AnimationMode       = ONCE
				AnimationPriority   = 1
				AnimationSpeedFactorRange = 0.9 1.1
				AnimationBlendTime	= 15
			End
			Animation				= IDLL
				AnimationName       = GUManMocap_IDLL
				AnimationMode       = ONCE
				AnimationPriority   = 1
				AnimationSpeedFactorRange = 0.9 1.1
				AnimationBlendTime	= 15
			End
			Animation				= IDLN
				AnimationName       = GUManMocap_IDLN
				AnimationMode       = ONCE
				AnimationPriority   = 1
				AnimationSpeedFactorRange = 0.9 1.1
				AnimationBlendTime	= 15
			End
			Animation				= IDLO
				AnimationName       = GUManMocap_IDLO
				AnimationMode       = ONCE
				AnimationPriority   = 1
				AnimationSpeedFactorRange = 0.9 1.1
				AnimationBlendTime	= 15
			End
			Animation				= IDLP
				AnimationName       = GUManMocap_IDLP
				AnimationMode       = ONCE
				AnimationPriority   = 1
				AnimationSpeedFactorRange = 0.9 1.1
				AnimationBlendTime	= 15
			End		
			BeginScript
				Prev = CurDrawablePrevAnimationState()
				if Prev == "STATE_Selected" then CurDrawableSetTransitionAnimState("TRANS_SelectedToIdle") end
			EndScript
		End
//--------------- TRANSITIONS ---------------------------------------------------------------------------
		TransitionState       = TRANS_TO_USER_1
			Animation
				AnimationName     = GUManMocap_RCTA
				AnimationMode     = ONCE
			End
		End
		TransitionState       = TRANS_IdleToSelected
			Animation           = ATNA
				AnimationName     = GUManMocap_ATNA
				AnimationMode     = ONCE
				AnimationSpeedFactorRange = 0.9 1.0
				
			End
		End
		TransitionState		= TRANS_SelectedToIdle
			Animation			= ATND
				AnimationName	= GUManMocap_ATND
				AnimationMode	= ONCE
				AnimationSpeedFactorRange = 0.9 1.0
			End
		End
//-----------------------------------------------------------------------------------------------------------
	End
	
    #include "..\..\..\includes\StunDrawModuleSmall.inc"
	;----------------------------------- DESIGN parameters ----------------------------------------------------
	Side			= Mordor
	EditorSorting		= UNIT
	ThreatLevel		= 1.0
	ThingClass		= HORDE_UNIT
	CommandPoints		= CP_TROOP		originally 6
	TransportSlotCount	= TRANSPORTSLOTCOUNT_UNIT
	ArmorSet
		Conditions	= None
		Armor		= RhunSwordArmor
		DamageFX	= NormalDamageFX
	End
	ArmorSet 
		Conditions	= PLAYER_UPGRADE
		Armor		= RhunSwordHeavyArmor
		DamageFX	= NormalDamageFX
	End
	WeaponSet
		Conditions	= None 
		Weapon		= PRIMARY MordorEasterlingSword
		AutoChooseSources	= PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
	End
	WeaponSet
		Conditions	= PLAYER_UPGRADE 
		Weapon		= PRIMARY MordorEasterlingSword
		AutoChooseSources	= PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
	End
  	VisionRange 		= MORDOR_SOLDIERRHUN_VISION_RANGE
  	ShroudClearingRange 	= SHROUD_CLEAR_STANDARD
  	
	VisionSide = 35%
	VisionRear = 25%
	
	MaxVisionBonusPercent = 300%
	VisionBonusTestRadius = 200
	VisionBonusPercentPerFoot = 2.0%
	BountyValue						=   MORDOR_SOLDIERRHUN_BOUNTY_VALUE
	DisplayName						=	OBJECT:MordorEasterlingSword
	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
	CrushRevengeWeapon = BasicInfantryCrushRevenge
	
	CommandSet = MordorEasterlingCommandSet
	; *** AUDIO Parameters ***;
	VoiceAttack								= EasterlingVoiceAttack
	VoiceAttackCharge						= EasterlingVoiceAttackCharge
	VoiceAttackMachine						= EasterlingVoiceAttack
	VoiceAttackStructure					= EasterlingVoiceAttackBuilding
	VoiceCreated							= EVA:EasterlingCreated
	VoiceFullyCreated						= EVA:EasterlingCreated
	VoiceGuard								= EasterlingVoiceMove
	VoiceMove								= EasterlingVoiceMove
	VoiceMoveToCamp							= EasterlingVoiceMoveCamp
	VoiceMoveWhileAttacking					= EasterlingVoiceDisengage
	VoicePriority							= 52
	VoiceRetreatToCastle					= EasterlingVoiceRetreat
	VoiceSelect								= EasterlingVoiceSelectMS
	VoiceSelectBattle 						= EasterlingVoiceSelectBattle
	VoiceEnterStateAttack					= EasterlingVoiceEnterStateAttack
	VoiceEnterStateAttackCharge				= EasterlingVoiceEnterStateAttackCharge
	VoiceEnterStateAttackMachine			= EasterlingVoiceEnterStateAttack
	VoiceEnterStateAttackStructure			= EasterlingVoiceEnterStateAttackBuilding
	VoiceEnterStateMove						= EasterlingVoiceEnterStateMove
	VoiceEnterStateMoveToCamp				= EasterlingVoiceEnterStateMoveCamp
	VoiceEnterStateMoveWhileAttacking		= EasterlingVoiceEnterStateDisengage
	VoiceEnterStateRetreatToCastle			= EasterlingVoiceEnterStateRetreat
	SoundImpact								= ImpactHorse
	UnitSpecificSounds
		VoiceEnterUnitEvilMenTransportShip	= EasterlingVoiceMoveShip
		VoiceEnterUnitMordorMumakil			= EasterlingVoiceMoveGarrison
		VoiceEnterUnitSlaughterHouse		= EasterlingVoiceMoveGarrison
		VoiceGarrison						= EasterlingVoiceMoveGarrison
		VoiceInitiateCaptureBuilding		= EasterlingVoiceCaptureBuilding
	End
	CrowdResponseKey = EvilMen1
	ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_foo
		ModelCondition = Required:EMOTION_CELEBRATING	Excluded:DYING ENGAGED	Sound:EmotionEasterlingVoxCheerLoop	;MOVING ATTACKING 
		ModelCondition = Required:EMOTION_TAUNTING		Excluded:DYING ENGAGED	Sound:EmotionEasterlingVoxTauntLoop	;MOVING ATTACKING
		;pointing in LGAS
		;ModelCondition = Required:EMOTION_POINTING		Excluded:DYING ENGAGED	Sound:EmotionEasterlingVoxTauntLoop
		ModelCondition = Required:RAISING_FLAG			Excluded:DYING ENGAGED	Sound:EmotionEasterlingVoxTauntLoop
	End
    #include "..\..\..\includes\StandardUnitEvaEvents.inc"
	;EvaEventDieOwner			= GroupSoldiersOfRhunDie	;Eva event to trigger on unit's death. NOTICE THAT this is only for permanent deaths
										;For deaths you can respawn from, use the DeathFX
	Behavior = LargeGroupAudioUpdate ModuleTag_LGAU		; Tie into LargeGroupAudio system
		Key	= Humanoid_Male Man Man_Male Easterling_Infantry
	End
	ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
	      MaxUpdateRangeCap = 800
			AnimationSound = Sound:BodyFallSoldier 		Animation:MUEastern_SKL.MUEastern_LNDA 	Frames:2
			AnimationSound = Sound:BodyFallGeneric1 		Animation:MUEastern_SKL.MUEastern_DIEA 	Frames:52
	End
	;----------------------------------- ENGINEERING parameters ----------------------------------------------------
	RadarPriority				=	UNIT
	KindOf					=	PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER CAN_USE_SIEGE_TOWER SCORE GRAB_AND_DROP
	Body = ActiveBody ModuleTag_02
		CheerRadius 	  = EMOTION_CHEER_RADIUS
		MaxHealth         = MORDOR_SOLDIERRHUN_SWORD_HEALTH
		MaxHealthDamaged  = GONDOR_SOLDIER_HEALTH_DAMAGED
		BurningDeathBehavior = Yes
		BurningDeathFX       = FX_InfantryBurningFlame
	End
	
	Behavior = WeaponSetUpgrade WeaponSetUpgradeModuleTag
		TriggeredBy = Upgrade_MordorForgedBlades
	End
 
	Behavior						=	AIUpdateInterface ModuleTag_03
		AutoAcquireEnemiesWhenIdle	=	Yes ATTACK_BUILDINGS
		CanAttackWhileContained		=	Yes
		HoldGroundCloseRangeDistance=	80
		AILuaEventsList			   = GondorFighterFunctions
		AttackPriority			= 	AttackPriority_Infantry
		BurningDeathTime		=	BURNINGDEATH_DURATION_INFANTRY
	End
	LocomotorSet
		Locomotor			=	HumanLocomotor
		Condition			=	SET_NORMAL 
		Speed				=	NORMAL_FOOT_MED_MEMBER_SPEED
	End
	LocomotorSet
		Locomotor = BurningDeathLocomotorInfantry
		Condition = SET_BURNINGDEATH
		Speed	  = BURNINGDEATH_WANDERSPEED_INFANTRY
	End
	Behavior				=	PhysicsBehavior ModuleTag_04
		GravityMult			=	1.0
		ShockStandingTime		=	1333	;msec
	End
 
	Behavior				=	SlowDeathBehavior ModuleTag_05
		DeathTypes			=	ALL
		SinkDelay			=	3000
		SinkRate			=	1.20     ; in Dist/Sec
		DestructionDelay		=	10000
		Sound				=	INITIAL ManEvilGenericVoiceDie
	End
	
	Behavior = BezierProjectileBehavior ModuleTag_08 ;// Module starts asleep, and wakes up when thrown.
	;// To tweak a Bezier path
		FirstHeight					= 24  ;// Height of Bezier control points above highest intervening terrain
		SecondHeight				= 24
		FirstPercentIndent			= 30% ;// Percentage of shot distance control points are placed
		SecondPercentIndent			= 70%
		TumbleRandomly				= Yes
		CrushStyle					= Yes ;// I don't detonate, I just hit
		DieOnImpact					= Yes
		BounceCount					= 1   ;// When I hit the ground, I'll arc again
		BounceDistance				= 40  ;// this far
		BounceFirstHeight			= 24  ;// Height of Bezier control points above highest intervening terrain
		BounceSecondHeight			= 24
		BounceFirstPercentIndent	= 20% ;// Percentage of shot distance control points are placed
		BounceSecondPercentIndent	= 80%
		GroundHitFX       = FX_ThrownRockGroundHit
		GroundBounceFX    = FX_ThrownRockBounceHit
	End
 
 ; 	Behavior						=	HitReactionBehavior HitReactionBehaviorModuleTag
;		HitReactionLifeTimer1		=	1000 ; level 1
;		HitReactionLifeTimer2		=	1000 ; level 2
;		HitReactionLifeTimer3		=	1000 ; level 3
;		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	
	
	Behavior						=	SquishCollide ModuleTag_06
		;nothing
	End
	 
	Behavior						=	HordeMemberCollide ModuleTag_HMC
		;nothing
	End
  	;Heavy Armor
	Behavior = ArmorUpgrade ArmorUpgradeModuleTag
		TriggeredBy = Upgrade_MordorHeavyArmor
		ArmorSetFlag			= PLAYER_UPGRADE
	End
	Behavior = SubObjectsUpgrade Armor_Upgrade
		TriggeredBy		= Upgrade_MordorHeavyArmor
		UpgradeTexture	= MUEastern.tga 0 MUEastern_HA.tga
		RecolorHouse			= Yes
		ExcludeSubobjects		= Forged_Blade
	End
		
	Behavior = SubObjectsUpgrade ForgedBlades_Upgrade
		TriggeredBy		= Upgrade_MordorForgedBlades
		ShowSubObjects	= Forged_Blade
	End
		
	 
	Geometry						=	CYLINDER
	GeometryMajorRadius				=	8.0
	GeometryMinorRadius				=	8.0
	GeometryHeight					=	19.2
	GeometryIsSmall					=	Yes
    Shadow							=	SHADOW_DECAL
    ShadowSizeX						=	21;
    ShadowSizeY						=	21;
    ShadowTexture					=	ShadowI;
End
Horde:
Object MordorEasterlingSwordHorde
  	; This is required for garrisoned objects - please put in all objects.
	ButtonImage	= WOR_Easterling
	SelectPortrait	= UPMordor_Eastering
	Draw = W3DScriptedModelDraw ModuleTag_W3DModelDraw
	    DependencySharedModelFlags = EMOTION_ALERT EMOTION_MORALE_HIGH EMOTION_MORALE_LOW EMOTION_AFRAID EMOTION_COWER SELECTED EMOTION_TERROR EMOTION_LOOK_TO_SKY
		DefaultModelConditionState
			Model = None ;InvisHrdeTmp
		End
		ModelConditionState = HORDE_EMPTY
			Model = None
		End		
		ModelConditionState = WORLD_BUILDER
			Model = HordeMarkMUSol
		End
	End
	
	Side 			= Mordor
	EditorSorting 		= UNIT
	EmotionRange 		= 240
	TransportSlotCount 	= TRANSPORTSLOTCOUNT_SMALL_HORDE
	DisplayName 		= OBJECT:MordorEasterlingSword
	;DisplayNameStrategic 	= CONTROLBAR:LW_Unit_MordorEasterlingHorde
	;DescriptionStrategic 	= CONTROLBAR:LW_ToolTip_MordorEasterlingHorde
	
	WeaponSet
		Conditions 	= None 
		Weapon 		= PRIMARY    NormalMeeleHordeRangefinder
	End
	BuildCost = MORDOR_SOLDIERRHUN_SWORD_BUILDCOST
	BuildTime = MORDOR_SOLDIERRHUN_SWORD_BUILDTIME     
	
	ShroudClearingRange 	= MORDOR_SOLDIERRHUN_SHROUD_RANGE       
	VisionRange 		= MORDOR_SOLDIERRHUN_HORDE_VISION_RANGE
	
	VisionSide = 100%
	VisionRear = 100%
	
	MaxVisionBonusPercent 	= 300%
	VisionBonusTestRadius 	= 200
	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	; originall 60
	CommandSet 		= MordorEasterlingSwordHordeCommandSet
		
	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_SMALL_HORDE
	KindOf 			= SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT INFANTRY HORDE MELEE_HORDE ARMY_SUMMARY CAN_USE_SIEGE_TOWER LARGE_RECTANGLE_PATHFIND;UNATTACKABLE 
	
	ThreatLevel 	= MORDOR_EASTERLING_HORDE_THREAT
	ThreatBreakdown MordorEasterlingHorde_DetailedThreat
		AIKindOf = INFANTRY
	End
	
	#include "..\..\..\includes\StandardHordeEvaEvents.inc"
	#include "..\..\..\includes\CaptureBuilding.inc"
	Body = ImmortalBody ModuleTag_ImmortalBody
		MaxHealth = 1
	End
	
	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 		= EasterlingWarrior 20
		Slots 			= 20
		PassengerFilter		= NONE +INFANTRY
		ShowPips 		= No
		ThisFormationIsTheMainFormation = Yes	;Used to determine which armorset to use (and anything else we want!)
		RandomOffset		= X:2 Y:2
		MeleeBehavior 		= Amoeba
		End
		; Banner Carrier info		
		BannerCarriersAllowed	= MordorBannerOrc					; types of units that are allowed as banner carriers
		BannerCarrierPosition	= UnitType:MordorEasterling	Pos:X:50.0 Y:0.0	; (DEFAULT) position of banner carrier
		
		; Positions for 5
		RankInfo = RankNumber:1 UnitType:EasterlingWarrior Position:X:30 Y:-40		Position:X:30 Y:-20		Position:X:30 Y:0			Position:X:30 Y:20		Position:X:30 Y:40 
		RankInfo = RankNumber:2 UnitType:EasterlingWarrior Position:X:10 Y:-40 		Position:X:10 Y:-20 		Position:X:10 Y:0 		Position:X:10 Y:20 		Position:X:10 Y:40 
		RankInfo = RankNumber:3 UnitType:EasterlingWarrior Position:X:-10 Y:-40 		Position:X:-10 Y:-20 		Position:X:-10 Y:0 		Position:X:-10 Y:20 		Position:X:-10 Y:40
		RankInfo = RankNumber:4 UnitType:EasterlingWarrior Position:X:-30 Y:-40 		Position:X:-30 Y:-20 		Position:X:-30 Y:0 		Position:X:-30 Y:20 		Position:X:-30 Y:40
		
		RanksToReleaseWhenAttacking = 1 
		;AlternateFormation 		= MordorEasterlingHordePorcupine
		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 = 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		// Pikemen don't fear getting crushed
		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
		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_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_ProductionLegality2
		TriggeredBy	= Upgrade_MordorHeavyArmor
	End
	Behavior = StatusBitsUpgrade ModuleTag_ProductionLegality3
		TriggeredBy	= Upgrade_MordorForgedBlades
	End
	/////////////////////
	// AISpecialPowers
	/////////////////////
	
	Behavior = AISpecialPowerUpdate MordorEasterlingHordeCaptureBuildingAI
		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 = 20.0
	GeometryMinorRadius = 35.0
	GeometryHeight = 20.0
	GeometryIsSmall = No
End
Weapon:
;-----------------------------------
Weapon MordorEasterlingSword     ; BALANCE Mordor Easterling Pike
  LeechRangeWeapon      = Yes
  AttackRange           = STANDARD_MELEE_ATTACK_RANGE
  MeleeWeapon           = Yes
  PreAttackDelay        = GONDOR_SOLDIER_SWORD_PREATTACKDELAY             ; 867 is lance pierce delay time before contact with target.
  FiringDuration        = GONDOR_SOLDIER_SWORD_FIRINGDURATION    ; Duration of the lance pierce attack
  DelayBetweenShots     = GONDOR_SOLDIER_SWORD_DELAYBETWEENSHOTS            ; time between shots, msec
  PreAttackType         = PER_SHOT ; Do the delay each time we attack
  FireFX                = FX_GondorSwordHit
  FireFlankFX		= FX_Flanking
  DamageNugget                        ; A basic Nugget that just does damage
    Damage        			= MORDOR_SOLDIERRHUN_SWORD_DAMAGE
    Radius        			= 0.0
    DelayTime     			= 0
    DamageType    			= SLASH
    DamageFXType  			= SWORD_SLASH
    DeathType     			= NORMAL
    ForbiddenUpgradeNames	= Upgrade_MordorForgedBlades
  End
  DamageNugget                        ; A basic Nugget that just does damage
    Damage        			= MORDOR_SOLDIERRHUN_SWORD_DAMAGE_UPGRADED
    Radius        			= 0.0
    DelayTime     			= 0
    DamageType    			= SLASH
    DamageFXType  			= SWORD_SLASH
    DeathType     			= NORMAL
    RequiredUpgradeNames	= Upgrade_MordorForgedBlades
  End
End
Würde mich freuen, wenn hier jemand den Fehler findet, aber ich werde selbst auch nicht untätig sein und weitersuchen.
EDIT: Hab den Fehler gefunden, lag am Rangefinder, ich habe ausversehen M
eele, statt Mel
ee geschrieben. All der Aufwand nur wegen eines kleinen Schreibfehlers... 
