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...