Ich wollte fragen wie ich es ereichen kann das ein held in einer kaserne nur einmal baubar ist ......ich weiß man muss das mit diesem sim.....typeof = 1 machenaber wenn ich den eintrag in die helden.ini schreibe passiert nichts also hier ist die ini von khamul
Object BlackRiderMountedInterface ; Khamul
; *** ART Parameters ***
; SelectPortrait for Heros is portrait behind skill buttons. HP = HeroPortrait.
SelectPortrait = UP_Khamu
; 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 = Button_khamu
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_HERO
MaxSimultaneousOfType = 6
BountyValue = EVILMEN_BLACKRIDER_BOUNTY_VALUE
DisplayName = OBJECT:MordorKhamul
DisplayNameStrategic = OBJECT:MordorNazgul
RecruitText = CONTROLBAR:MordorKhamulRecruit
ReviveText = CONTROLBAR:MordorKhamulRevive
Hotkey = CONTROLBAR:MordorKhamul
CommandSet = KhamulCommandSet
CommandPoints = 25
BuildCost = NAZGUL_BUILDCOST
BuildTime = NAZGUL_BUILDTIME
ShockwaveResistance = SHOCKWAVE_RESISTANCE_STRONG
ShroudClearingRange = EVILMEN_BLACKRIDER_SHROUD_RANGE
VisionRange = EVILMEN_BLACKRIDER_VISION_RANGE
MaxVisionBonusPercent = 300%
VisionBonusTestRadius = 200
VisionBonusPercentPerFoot = 2.0%
MaxSimultaneousOfType = 1
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 = ToughHeroArmor
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 HERO GRAB_AND_DROP INFANTRY ARMY_SUMMARY HEAVY_MELEE_HITTER
Body = RespawnBody ModuleTag_RespawnBody
CheerRadius = EMOTION_CHEER_RADIUS
MaxHealth = NAZGUL_HEALTH
MaxHealthDamaged = NAZGUL_HEALTHDAMAGED
RecoveryTime = NAZGUL_HEALTHRECOVERY_TIME
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
;----------------------ABLE TO FIND THE RING BY SMELLING---------------------------
Behavior = StealthDetectorUpdate StealthDetectorUpdateModuleTag
DetectionRate = 500
CancelOneRingEffect = Yes ; forces uses of one-ring to pop out of it
End
;----------------------------CHILL SOUL-----------------------------------------
Behavior = FireWeaponUpdate ModuleTag_WeaponFiring
FireWeaponNugget
WeaponName = ChillSoulRadiusWeapon
Offset = X:0 Y:0 Z:0
FireDelay = 0
OneShot = No
End
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
;-------------------------------Wrong King------------------------------------------------------
Behavior = StealthUpdate ModuleTag_BilboDisguiseModule
StealthDelay = 1
DisguisesAsTeam = Yes
RevealDistanceFromTarget = 50.0f
OrderIdleEnemiesToAttackMeUponReveal = Yes
InnateStealth = Yes
DisguiseTransitionTime = 2000
DisguiseRevealTransitionTime = 1000
End
Behavior = SpecialPowerModule ModuleTag_BilboDisguiseStarter
SpecialPowerTemplate = SpecialAbilityBilboDisguise
UpdateModuleStartsAttack = no
StartsPaused = No
InitiateSound = CaH_Disguise
End
Behavior = SpecialAbilityUpdate ModuleTag_BilboDisguiseUpdate
SpecialPowerTemplate = SpecialAbilityBilboDisguise
StartAbilityRange = 1000000.0
ApproachRequiresLOS = No
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 = KhamulMorgulBlade
WhichSpecialWeapon = 1
End
Behavior = AutoAbilityBehavior ModuleTag_MorgulBladeAutoAbility
SpecialAbility = SpecialAbilityBlackRiderMorgulBlade
ForbiddenStatus = INSIDE_GARRISON
AllowSelf = No
Query = 1 MORGULBLADE_OBJECT_FILTER
End
Behavior = NotifyTargetsOfImminentProbableCrushingUpdate ModuleTag_NotifyCrushScan
End
; Generic auto ability.
Behavior = AutoAbilityBehavior ModuleTag_AutoAbilityBehavior
End
;///////////////////
; AISpecialPowers
;///////////////////
Behavior = AISpecialPowerUpdate ToggleMountedAI
CommandButtonName = Command_KhamulToggleMounted
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 KhamulMounted BlackRiderMountedInterface
;---------MOUNT------------------------------------------------------------------------
Behavior = SpecialPowerModule ModuleTag_HorseToggleStarter
SpecialPowerTemplate = SpecialAbilityToggleMounted
UpdateModuleStartsAttack = Yes
StartsPaused = No
;InitiateSound = FellBeastVoiceMove
End
Behavior = ToggleMountedSpecialAbilityUpdate ModuleTag_HorseToggle
SpecialPowerTemplate = SpecialAbilityToggleMounted
MountedTemplate = KhamulFellBeast
SynchronizeTimerOnSpecialPower = SpecialAbilityBlackRiderMorgulBlade SpecialAbilityScreech
UnpackTime = 2000
PreparationTime = 0 ; none, cause we hop onto our mount in no time at all :)
PackTime = 0 ; none, cause we hop onto our mount in no time at all :)
OpacityTarget = .0 ; How see-thru to be at peak of change
AwardXPForTriggering = 0
IgnoreFacingCheck = Yes
;TriggerSound = FellBeastVoiceMove
End
End