Hi,
I am playing around a little bit and wanted to do some "hero" changes in BFME2. In particular, I want to add Horse Toggle to Boromir. So, I took Faramir as a reference and add the code to Boromir I thought would be working, used RandomTexture to change the horse/object texture of the Faramir on the horse and everything seems to be working, except one thing. 
While the Horse Toggle is pushed there should be some fade out of the character and then fade in of the horse model. The horse model fade in nicely but the character (Boromir on foot) disappears instantly, no animation or fade out. If Boromir is on the horse and I push the horse toggle, the Horse model fade out nicely but again, the character (Boromir) model shows instantly. 
I have tried to change the Boromir model to Aragorn SKN or Eomer, the hero was walking funny since the model wasn't right but the fade in/out worked.  I have no idea why it is not working here... any ideas, thoughts?
ps: the ini code below.
;------------------------------------------------------------------------------
;
;    Boromir.ini
;
;------------------------------------------------------------------------------
; 
Object GondorBoromirParent
    ; *** ART Parameters ***
    ; SelectPortrait for Heros is portrait behind skill buttons. HP = HeroPortrait.
    SelectPortrait = HPBorimir
    
    ; ButtonImage for Heros is button image on Hero Select UI to select hero. HI = HeroIcon or HeroImage.
    ButtonImage = HIBorimir
    
    DescriptionStrategic = CONTROLBAR:LW_ToolTip_Boromir
 
  
    ;Draw = W3DScriptedModelDraw ModuleTag_01
   Draw = W3DScriptedModelDraw ModuleTag_DRAW
   StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD
      OkToChangeModelColor = Yes
        DefaultModelConditionState
            Model               = GUBoromir2_SKN ;RUEomer_SKN
        End
        ; --- Idle Anims
      ModelConditionState = WEAPONSET_HERO_MODE USER_3
        ParticleSysBone = BAT_RIBS BladeMaster FollowBone:Yes
        ParticleSysBone = BAT_HEAD AragornElendill FollowBone:Yes
      End
      
      ModelConditionState = WEAPONSET_HERO_MODE
          ParticleSysBone = BAT_RIBS BladeMaster FollowBone:Yes
      End
      
      ModelConditionState = USER_3
          ParticleSysBone = BAT_HEAD AragornElendill FollowBone:Yes
      End
;////start---Tomalf, mounted Boromir
	ExtraPublicBone = PASSENGERBONE
	 DependencySharedModelFlags = TURN_LEFT_HIGH_SPEED TURN_RIGHT_HIGH_SPEED MOVING ACCELERATE DECELERATE TURN_LEFT TURN_RIGHT ATTACKING BACKING_UP
; --------- On Horseback ------------
RandomTexture = gubaramir.tga 0 gufaramir.tga 
RandomTexture = gubrmirhrse.tga 0 gufrmirhrse.tga 
RandomTexture = gubrmirshield.tga 0 gufrmirshield.tga 
		ModelConditionState		= MOUNTED
			Model               = GUFrmrHrs_SKN
			WeaponLaunchBone    = PRIMARY PASSENGERBONE
		End
;;----------- Captain of Gondor Mounted
		AnimationState        = PACKING_TYPE_2 MOUNTED
			StateName		  =	STATE_CaptainMounted
			
			Animation           =  GUFaramir_IDLC ;;GUBoromir_IDLC
				AnimationName     = RUHHs_Theo_SKL.RUHHs_Theo_IDLC ;; GUBoromir_SKL.GUBoromir_IDLC
				AnimationMode     = ONCE
				;AnimationBlendTime = 5
                AnimationSpeedFactorRange = 0.5 0.5
			End
		End
        
; --------- MOUNTED  ------------	
; --- Dying Anims
		AnimationState				=	MOUNTED FREEFALL 
			Animation				=	freefall
				AnimationName		=	RUHHs_Theo_SKL.RUHHs_Theo_FLYC
				AnimationMode		=	LOOP
			End
			Flags					=	RANDOMSTART
		End
		AnimationState				=	MOUNTED STUNNED_FLAILING 
			Animation				=	JustDie
				AnimationName		=	RUHHs_Theo_SKL.RUHHs_Theo_FLYC
				AnimationMode		=	LOOP
			End
			Flags					=	RANDOMSTART
		End
		
		AnimationState				=	MOUNTED DYING SPLATTED
			Animation				=	Land
				AnimationName		=	RUHHs_Theo_SKL.RUHHs_Theo_LNDA
				AnimationMode		=	ONCE
			End
		End
		
		; This is the no-spawn-horse type of death
		AnimationState				=	MOUNTED DYING
			Animation				=	JustDie
				AnimationName		=	RUHHs_Theo_SKL.RUHHs_Theo_DIEA
				AnimationMode		=	ONCE
			End
		End
		
		AnimationState				=	MOUNTED STUNNED_STANDING_UP
			Animation				=	StandUp
				AnimationName		=	RUHHs_Theo_SKL.RUHHs_Theo_GTPA
				AnimationMode		=	ONCE
				AnimationSpeedFactorRange = 1.5 1.5
			End
		End
		AnimationState				=	MOUNTED STUNNED
			Animation				=	Land
				AnimationName		=	RUHHs_Theo_SKL.RUHHs_Theo_LNDA
				AnimationMode		=	ONCE
			End
		End
		
		AnimationState						= PARALYZED MOUNTED
			Animation
				AnimationName				= RUHHs_Theo_SKL.RUHHs_Theo_IDLA
				AnimationMode				= LOOP
			End
		End
; --- Attacking Anims		
		AnimationState        =  MOUNTED FIRING_OR_PREATTACK_A ATTACKING_STRUCTURE
			StateName = Attacking
			Animation = attackinga  building while mounted.
				AnimationName           = RUHHs_Theo_SKL.RUHHs_Theo_ATKA  ;ATKB looked pretty silly.
				AnimationMode       = ONCE
				UseWeaponTiming = Yes
			End
		End
		
		
		
		AnimationState        = MOUNTED MOVING FIRING_OR_PREATTACK_A
			ShareAnimation		= Yes
			Animation           = MountedRunAndFire
				AnimationName       = RUHHs_Theo_SKL.RUHHs_Theo_ATRA
				AnimationMode       = LOOP
			End
			Flags               = RANDOMSTART  
		End
		AnimationState				=	MOUNTED FIRING_OR_PREATTACK_A
			Animation				=	AttackA
				AnimationName		=	RUHHs_Theo_SKL.RUHHs_Theo_ATKA
				AnimationMode		=	ONCE
				UseWeaponTiming		= Yes
			End
			Animation				=	AttackB
				AnimationName		=	RUHHs_Theo_SKL.RUHHs_Theo_ATKB
				AnimationMode		=	ONCE
				UseWeaponTiming		= Yes
			End
		End
; --- Moving Anims
		AnimationState				=	MOUNTED TURN_LEFT_HIGH_SPEED
			Animation				=	TurnLeft
				AnimationName		=	RUHHs_Theo_SKL.RUHHs_Theo_TNL1
				AnimationMode		=	LOOP
				AnimationSpeedFactorRange= 1.2 1.2
				AnimationBlendTime	=	20
			End
		End
		
		AnimationState				=	MOUNTED TURN_RIGHT_HIGH_SPEED
			Animation				=	TurnLeft
				AnimationName		=	RUHHs_Theo_SKL.RUHHs_Theo_TNR1
				AnimationMode		=	LOOP
				AnimationSpeedFactorRange= 1.2 1.2
				AnimationBlendTime	=	20
			End
		End
		
		
		
		AnimationState				=	MOUNTED MOVING TURN_LEFT 
			Animation				=	TurnLeft
				AnimationName		=	RUHHs_Theo_SKL.RUHHs_Theo_TRNL
				AnimationMode		=	LOOP
				AnimationSpeedFactorRange= 1.5 1.5
			End
;			;ParticleSysBone			=	None CalvaryDustTrails
		End
		AnimationState				=	MOUNTED MOVING TURN_RIGHT 
			Animation				=	TurnRight
				AnimationName		=	RUHHs_Theo_SKL.RUHHs_Theo_TRNR
				AnimationMode		=	LOOP
				AnimationSpeedFactorRange= 1.5 1.5
			End
;			;ParticleSysBone			=	None CalvaryDustTrails
		End
		AnimationState				=	MOUNTED MOVING ACCELERATE
			Animation				=	Accelerate
				AnimationName		=	RUHHs_Theo_SKL.RUHHs_Theo_ACCL
				AnimationMode		=	LOOP
			End
			;ParticleSysBone			=	None CalvaryDustTrails
		End
		AnimationState				=	MOUNTED MOVING DECELERATE
			Animation				=	Decelerate
				AnimationName		=	RUHHs_Theo_SKL.RUHHs_Theo_DECL
				AnimationMode		=	ONCE
				AnimationSpeedFactorRange	= 0.55 0.55
			End
			;ParticleSysBone			=	None CalvaryDustTrails
		End
		AnimationState				=	MOUNTED MOVING WALKING
			Animation				=	Walk
				AnimationName		=	RUHHs_Theo_SKL.RUHHs_Theo_WLKA
				AnimationMode		=	LOOP
			End
			Flags					=	RANDOMSTART
			;ParticleSysBone			=	None InfantryDustTrails  
		End
		
		AnimationState				=	MOUNTED MOVING BACKING_UP
			Animation				=	BackingUp
				AnimationName		=	RUHHs_Theo_SKL.RUHHs_Theo_BAKA
				AnimationMode		=	LOOP
			End
			Flags					=	RANDOMSTART
			;ParticleSysBone			=	None InfantryDustTrails  
		End
		AnimationState				=	MOUNTED MOVING
			Animation				=	RunA
				AnimationName		=	RUHHs_Theo_SKL.RUHHs_Theo_RUNA
				AnimationMode		=	LOOP
			End
 			Flags					=	RANDOMSTART
			;ParticleSysBone			=	None CalvaryDustTrails  
		End
; --- Selected Anims		
		AnimationState				=	MOUNTED SELECTED
			SimilarRestart			=   Yes			
			StateName				=	AtAttentionIdle
			Animation				=	ATNB
				AnimationName		=	RUHHs_Theo_SKL.RUHHs_Theo_IDLH
				AnimationMode		=	LOOP
			End
			BeginScript
				Prev = CurDrawablePrevAnimationState()
				if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_MountedSelect") end
				if Prev == "AtAttentionIdle" then CurDrawableSetTransitionAnimState("TRANS_MountedSelect") end
				if Prev == "STATE_CaptainMounted" then CurDrawableSetTransitionAnimState("TRANS_MountedSelect") end
			EndScript
		End
		TransitionState				=	TRANS_MountedSelect
			Animation				=	ATNA
				AnimationName		=	RUHHs_Theo_SKL.RUHHs_Theo_ATNA
				AnimationMode		=	ONCE
			End
		End
;////end---Tomalf, mounted Boromir
; HITA not available on Theoden
;		AnimationState = MOUNTED HIT_REACTION
;			Animation = Hit_Level_1_a
;				AnimationName = RUHHs_Theo_SKL.RUHHs_Theo_HITA
;				AnimationMode = ONCE
;			End
;		End
; --- Idle Anims		
		AnimationState = MOUNTED
			StateName = Idle
			Animation	=	IdleA
				AnimationName		=	RUHHs_Theo_SKL.RUHHs_Theo_IDLA
				AnimationPriority	=	30
				AnimationMode		=	ONCE
				AnimationBlendTime	=	15
           End     
//addiotnal animation, IdleB
           Animation			=	IdleB
				AnimationName		=	RUHHs_Theo_SKL.RUHHs_Theo_IDLB
				AnimationMode		=	ONCE
				AnimationBlendTime	=	15                
			End
			Animation				=	IdleC
				AnimationName		=	RUHHs_Theo_SKL.RUHHs_Theo_IDLC
				AnimationMode		=	ONCE
				AnimationBlendTime	=	15
			End
			Flags					=	RESTART_ANIM_WHEN_COMPLETE
		End
                        
        IdleAnimationState
            StateName = Idle            
;            Animation           = IDLA
;                AnimationName     = GUBoromir_SKL.GUBoromir_IDLA 0 15
;                AnimationMode     = ONCE
;            End            
            Animation           = IDLB
                AnimationName     = GUBoromir_SKL.GUBoromir_IDLB
                AnimationMode     = ONCE
                AnimationPriority   = 20
            End            
            Animation           = IDLD
                AnimationName     = GUBoromir_SKL.GUBoromir_IDLD
                AnimationMode     = ONCE
                AnimationPriority   = 1
            End     
            Animation           = IDLC
                AnimationName     = GUBoromir_SKL.GUBoromir_IDLC
                AnimationMode     = ONCE
                AnimationPriority   = 1
                AnimationBlendTime = 5
            End  
            Animation           = IDLE
                AnimationName     = GUBoromir_SKL.GUBoromir_IDLE
                AnimationMode     = ONCE
                AnimationPriority   = 1
                AnimationBlendTime = 5
            End         
            BeginScript
                Prev = CurDrawablePrevAnimationState()
                if Prev == "Selected" then CurDrawableSetTransitionAnimState("TRANS_Selected_To_Idle") end
            EndScript            
        End
        TransitionState       = Trans_None_To_Sword
            Animation           = GUBoromir_STHA
                AnimationName     = GUBoromir_SKL.GUBoromir_STHA ;
                AnimationMode     = ONCE
            End
        End
        TransitionState       = Trans_Sword_To_None
            Animation           = GUBoromir_STHB
                AnimationName     = GUBoromir_SKL.GUBoromir_STHB ;
                AnimationMode     = ONCE
            End
        End
        
        AnimationState        = STUNNED_FLAILING 
            Flags               = RANDOMSTART
            Animation           = GUBoromir_FLYA
                AnimationName     = GUBoromir_SKL.GUBoromir_FLYA
                AnimationMode     = LOOP
                AnimationSpeedFactorRange	= 0.4 0.6 ;Tomalf
            End
        End
        ; --- Dying anims
        
        AnimationState        = DYING SPLATTED
            Animation           = GUBoromir_LNDA
                AnimationName     = GUBoromir_SKL.GUBoromir_LNDA
                AnimationMode     = ONCE
            End
        End
        AnimationState        = DYING AFLAME
            Animation = DieAflame
                AnimationName       = GUBoromir_SKL.GUBoromir_MFDA
                AnimationMode       = LOOP
            End
        End
        AnimationState        = DYING
            Animation           = GUBoromir_DTHA
                AnimationName     = GUBoromir_SKL.GUBoromir_DTHA
                AnimationMode     = ONCE
            End
        End
        
        AnimationState                        = PARALYZED
            Animation
                AnimationName                = GUBoromir_IDLB
                AnimationMode                = LOOP
            End
        End
        ; --- Stunned anims
        AnimationState        = STUNNED_STANDING_UP
            Animation           = GUBoromir_GTPA
                AnimationName     = GUBoromir_SKL.GUBoromir_GTPA
                AnimationMode     = ONCE
                AnimationSpeedFactorRange = 1.3 1.3
            End
        End
        AnimationState        = STUNNED 
            Animation           = GUBoromir_LNDA
                AnimationName     = GUBoromir_SKL.GUBoromir_LNDA
                AnimationMode     = ONCE
            End
        End
        
        AnimationState        = PACKING_TYPE_2
            StateName          =    CaptainPower
            Animation           = GUBoromir_CHRA
                AnimationName     = GUBoromir_SKL.GUBoromir_CHRA
                AnimationMode     = ONCE
                AnimationSpeedFactorRange = 1.2 1.2
            End
        End
        ; -- Horn anims
        AnimationState        = UNPACKING SPECIAL_POWER_1
            Animation           
                AnimationName     = GUBoromir_SKL.GUBoromir_HRNA
                AnimationMode     = ONCE
            End
        End
        AnimationState        = PREPARING SPECIAL_POWER_1
            Animation           
                AnimationName     = GUBoromir_SKL.GUBoromir_HRNB
                AnimationMode     = ONCE
            End
            EnteringStateFX = FX_BoromirHorn
        End
        AnimationState        = PACKING SPECIAL_POWER_1
            Animation           
                AnimationName     = GUBoromir_SKL.GUBoromir_HRNC
                AnimationMode     = ONCE
            End
        End
        AnimationState        = SPECIAL_POWER_1
            Animation           
                AnimationName     = GUBoromir_SKL.GUBoromir_HRNB
                AnimationMode     = LOOP
            End
        End
        
        ; -- Last Stand Animations
        AnimationState        = UNPACKING SPECIAL_WEAPON_ONE
            Animation           
                AnimationName     = GUBoromir_SKL.GUBoromir_SPCA
                AnimationMode     = ONCE
            End
        End
        AnimationState        = PREPARING SPECIAL_WEAPON_ONE
            Animation           
                AnimationName     = GUBoromir_SKL.GUBoromir_SPCB
                AnimationMode     = ONCE
            End
            Animation           
                AnimationName     = GUBoromir_SKL.GUBoromir_SPCC
                AnimationMode     = ONCE
            End
        EnteringStateFX = FX_BoromirHorn
        End
        AnimationState        = PACKING SPECIAL_WEAPON_ONE
            Animation           
                AnimationName     = GUBoromir_SKL.GUBoromir_SPCE
                AnimationMode     = ONCE
            End
        End
        AnimationState        = SPECIAL_WEAPON_ONE
            Animation           
                AnimationName     = GUBoromir_SKL.GUBoromir_SPCB
                AnimationMode     = ONCE
            End
            Animation           
                AnimationName     = GUBoromir_SKL.GUBoromir_SPCC
                AnimationMode     = ONCE
            End
        End
        
        ; --- Moving Anims
        AnimationState        = MOVING WANDER WEAPONSTATE_CLOSE_RANGE
            StateName           = WithSword
            ;ParticleSysBone     = None InfantryDustTrails
            Animation           = GUBoromir_WLKA
                AnimationName     = GUBoromir_SKL.GUBoromir_WLKA
                AnimationMode     = LOOP
            End
        End
        ; non mo cap
;        AnimationState        = MOVING WEAPONSTATE_CLOSE_RANGE
;            StateName           = WithSword
;            Flags               = RANDOMSTART
;            ;ParticleSysBone     = None InfantryDustTrails
;            Animation           = GUBoromir_RUNB
;                AnimationName     = GUBoromir_SKL.GUBoromir_RUNB
;                AnimationMode     = LOOP
;            End
;        End
;        AnimationState        = MOVING DAMAGED
;            Flags               = RANDOMSTART
;            ;ParticleSysBone     = None InfantryDustTrails
;            Animation           = GUBoromir_IWKA
;                AnimationName     = GUBoromir_SKL.GUBoromir_IWKA
;                AnimationMode     = LOOP
;            End
;        End
        AnimationState        = MOVING WANDER
            ;ParticleSysBone     = None InfantryDustTrails
            Animation           = GUBoromir_WLKA
                AnimationName     = GUBoromir_SKL.GUBoromir_WLKA
                AnimationMode     = LOOP
            End
        End
        
        
        AnimationState        = MOVING FIRING_OR_PREATTACK_A
            ShareAnimation        = Yes
            Animation           = RunAndFire
                AnimationName       = GUBoromir_SKL.GUBoromir_ATRA
                AnimationMode       = LOOP
            End
            Flags               = RANDOMSTART  
        End
        
        
        AnimationState        = MOVING
            ;ParticleSysBone     = None InfantryDustTrails
            Flags               = RANDOMSTART
            Animation           = GUBoromir_RUNB
                AnimationName     = GUBoromir_SKL.GUBoromir_RUNA
                AnimationMode     = LOOP
            End
        End
        
        
        ; Attacking Anims [Weapon_A]
        AnimationState        = FIRING_OR_PREATTACK_A WEAPONSTATE_CLOSE_RANGE
            StateName           = WithSword
            Animation           = ATKA
                AnimationName     = GUBoromir_SKL.GUBoromir_ATKA
                AnimationMode     = ONCE
                UseWeaponTiming        = Yes
            End
            Animation           = ATKB
                AnimationName    = GUBoromir_SKL.GUBoromir_ATKB
                AnimationMode     = ONCE
                UseWeaponTiming        = Yes
            End
        End
        AnimationState        = FIRING_OR_PREATTACK_A
            Animation           = GUBoromir_ATD1
                AnimationName     = GUBoromir_SKL.GUBoromir_ATKB 
                AnimationMode     = ONCE
                UseWeaponTiming        = Yes
            End
        End
        AnimationState = FIRING_OR_PREATTACK_A WEAPONSET_HERO_MODE ; Blademaster Mode
          StateName = STATE_ready
          Animation = GUBoromir_ATD1
          AnimationName = GUBoromir_SKL.GUBoromir_CHRA
          AnimationMode = ONCE
          UseWeaponTiming = Yes
          End
          Flags = RESTART_ANIM_WHEN_COMPLETE
          FXEvent = Frame:25 Name: FX_BladeMasterHitOrient
          FXEvent = Frame:45 Name: FX_BladeMasterHitOrient
        End
        ; --------- Idle Anims -non mocap-
;        AnimationState        = WEAPONSTATE_CLOSE_RANGE
;            StateName           = WithSword
;            Animation           = GUBoromir_IDLC
;                AnimationName     = GUBoromir_SKL.GUBoromir_IDLC
;                AnimationMode     = ONCE
;            End
;        End
        ; ATTACKING
        AnimationState        = ATTACKING
            Animation           = ALERT_1
                AnimationName     = GUBoromir_SKL.GUBoromir_IDLA
                AnimationMode     = LOOP; ONCE
            End
;            Flags               = RESTART_ANIM_WHEN_COMPLETE ; acts like an idle animation & keeps running the animations.
        End
        
        ; --------- Selected Anims and Transitions
        TransitionState                    =    TRANS_Idle_to_Selected
            Animation                    =    ATND
                AnimationName            =    GUBoromir_SKL.GUBoromir_ATND
                AnimationMode            =    ONCE
            End
        End
        
        TransitionState                    =    TRANS_Selected_To_Idle
            Animation                    =    ATNE
                AnimationName            =    GUBoromir_SKL.GUBoromir_ATNE
                AnimationMode            =    ONCE
            End
        End
        
        AnimationState                = LEVELED                         ; This state clears itself in 3 seconds
            Animation                = LevelUp
                AnimationName        = GUBoromir_SKL.GUBoromir_CHRA
                AnimationMode        = ONCE
            End
        End
        AnimationState            = RAISING_FLAG
            Animation           = CHRA
                AnimationName   = GUBoromir_SKL.GUBoromir_CHRA
                AnimationMode   = Once
            End
            Animation           = CHRB
                AnimationName   = GUBoromir_SKL.GUBoromir_CHRB
                AnimationMode   = Once
            End
            Flags                =    RESTART_ANIM_WHEN_COMPLETE
        End
        AnimationState                =    SELECTED
            StateName                =    Selected
            SimilarRestart            =   Yes            
            Animation                =    ATNB
                AnimationName        =    GUBoromir_SKL.GUBoromir_ATNB
                AnimationMode        =    LOOP
            End
            BeginScript
                Prev = CurDrawablePrevAnimationState()
                if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_Idle_to_Selected") end
            EndScript
        End
        
        ;------------emotions---------------
        AnimationState            = EMOTION_TAUNTING
            Animation           = CHRA
                AnimationName   = GUBoromir_SKL.GUBoromir_CHRA
                AnimationMode   = Once
            End
        End
        
        AnimationState            = EMOTION_CELEBRATING
            Animation           = CHRB
                AnimationName   = GUBoromir_SKL.GUBoromir_CHRB
                AnimationMode   = Once
            End
            Flags                =    RESTART_ANIM_WHEN_COMPLETE
        End
        
        AnimationState                    = EMOTION_ALERT EMOTION_MORALE_HIGH
            Animation                    = Taunting
                AnimationName            =  GUBoromir_SKL.GUBoromir_TNTB
                AnimationMode            = ONCE
            End
            Flags                        = RANDOMSTART RESTART_ANIM_WHEN_COMPLETE
        End
        
        ; READY IDLE
        AnimationState        = EMOTION_ALERT
            Animation           = ALERT_1
                AnimationName     = GUBoromir_SKL.GUBoromir_IDLA
                AnimationMode     = LOOP ;ONCE
            End
;            Flags               = RESTART_ANIM_WHEN_COMPLETE ; acts like an idle animation & keeps running the animations.
        End
        
        
        ; --------- Click and Hit Reactions ------------
        AnimationState = HIT_REACTION HIT_LEVEL_1
            Animation = Hit_Level_1_a
                AnimationName = GUBoromir_SKL.GUBoromir_HITA
                AnimationMode = ONCE
            End
        End        
    End
    
    ;////start---Tomalf, mounted Boromir
    Draw = W3DScriptedModelDraw DustEffects
	    DefaultModelConditionState
	      Model = None
	    End
	    IdleAnimationState
	    End
	    AnimationState = MOUNTED MOVING WADING
			ParticleSysBone = None FootstepSlash
	    End
	    AnimationState = MOUNTED MOVING ACCELERATE
			ParticleSysBone = None GenericSiegeTrailDust
	    End
	    AnimationState = MOUNTED MOVING ACCELERATE
			ParticleSysBone = None GenericSiegeTrailDust
	    End
	    AnimationState = MOUNTED MOVING
	    End
	End
    ;////end---Tomalf, mounted Boromir
    #include "..\includes\StunDrawModuleSmall.inc"
    ; ***DESIGN parameters ***
    Side = Men
    EditorSorting = UNIT
    ThreatLevel = BOROMIR_THREAT_LEVEL
    ThingClass = CHARACTER_UNIT
      BuildCost         = 5;BOROMIR_EM_BUILDCOST                
      BuildTime         = 5;BOROMIR_EM_BUILDTIME    
    ShockwaveResistance = SHOCKWAVE_RESISTANCE_STRONG    
    ;//DisplayMeleeDamage = BOROMIR_DAMAGE        
    
    HeroSortOrder = 50
    
    TransportSlotCount = TRANSPORTSLOTCOUNT_HERO
    WeaponSet
        Conditions = None 
        Weapon = PRIMARY    BoromirSword
        ;AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
    End
   ;////start---Tomalf, mounted Boromir
    WeaponSet
		Conditions			= MOUNTED
		Weapon				= PRIMARY	BoromirSword
	End
    ;////end---Tomalf, mounted Boromir
    ArmorSet
        Conditions      = None
        Armor           = ToughHeroArmor
        DamageFX        = NormalDamageFX
    End
    ;////start---Tomalf, mounted Boromir    
    ArmorSet
		Conditions      = MOUNTED
		Armor           = HeroArmorMounted
		DamageFX        = NormalDamageFX
	End
    ;////end---Tomalf, mounted Boromir    
    VisionRange = VISION_HERO_STANDARD                
    ShroudClearingRange = SHROUD_CLEAR_HERO
    MaxVisionBonusPercent = 300%
    VisionBonusTestRadius = 200
    VisionBonusPercentPerFoot = 1.0%
    BountyValue = GONDOR_BOROMIR_BOUNTY_VALUE
    DisplayName = OBJECT:GondorBoromir
    RecruitText = CONTROLBAR:GondorBoromirRecruit
    ReviveText    = CONTROLBAR:GondorBoromirRevive
    Hotkey        = CONTROLBAR:GondorBoromirHotkey
     ;////start---Tomalf, mounted Boromir
    CrusherLevel = 0			;Can I crush anything?
	MountedCrusherLevel = 1		;Crush level when mounted.
    ;////end---Tomalf, mounted Boromir    
    CrushableLevel = 2  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
    ;////start---Tomalf, mounted Boromir
    MountedCrushableLevel = 2	;Crusable level when mounted.
    
    CrushWeapon		= HeroCrush  
	MinCrushVelocityPercent = 50 ; Has to be moving at at least 50% of full speed.
	CrushDecelerationPercent = 30 ; Lose xx percent of max velocity when crushing.
	
	CrushKnockback = 40
	CrushZFactor = 1.0
     ;////end---Tomalf, mounted Boromir 
    CommandSet = BoromirCommandSet 
    CommandPoints = CPBOROMIR_EM
    ; *** AUTO RESOLVE DATA *** 
    AutoResolveUnitType = AutoResolveUnit_Hero
    AutoResolveCombatChain = AutoResolve_HeroCombatChain
    AutoResolveBody = AutoResolve_BoromirBody
    
    AutoResolveArmor
        Armor = AutoResolve_BoromirArmor
    End
    AutoResolveWeapon
        Weapon = AutoResolve_BoromirWeapon
    End
    AutoResolveLeadership = AutoResolve_BoromirBonus
    ; *** AUDIO Parameters ***;
    VoiceAttack                = BoromirVoiceAttack
    VoiceAttackCharge            = BoromirVoiceAttackCharge
    VoiceAttackMachine        = BoromirVoiceAttack
    VoiceAttackStructure        = BoromirVoiceAttackBuilding
    VoiceCreated            = BoromirVoiceSalute    ;this conflicts with his respawn dialogue line -- rehooked to spawn FX
    VoiceFullyCreated         = BoromirVoiceSalute    ;this conflicts with his respawn dialogue line -- rehooked to spawn FX
    VoiceFear                 = BoromirVoiceHelpMe
    VoiceMove                = BoromirVoiceMove
    VoiceMoveToCamp            = BoromirVoiceMoveCamp
    VoiceMoveWhileAttacking        = BoromirVoiceDisengage
    VoicePriority            = 84
    VoiceRetreatToCastle        = BoromirVoiceRetreat
    VoiceSelect                = BoromirVoiceSelectMS
    VoiceSelectBattle         = BoromirVoiceSelectBattle
    VoiceGuard                = BoromirVoiceMove
    SoundImpact                = ImpactHorse
;BoromirVoiceJoinAnybody
    UnitSpecificSounds
        VoiceGarrison                        = BoromirVoiceGarrison
        VoiceEnterUnitElvenTransportShip    = BoromirVoiceMove
        VoiceInitiateCaptureBuilding        = BoromirVoiceMove
    End
;////start---Tomalf, mounted Boromir    
ClientBehavior = ModelConditionSoundSelectorClientBehavior ModuleTag_MCSoundSelector
		SoundState = MOUNTED
			VoiceAttack				= FaramirKnightVoiceAttack
			VoiceAttackCharge			= FaramirKnightVoiceAttackCharge
			VoiceAttackMachine		= FaramirKnightVoiceAttackBuilding
			VoiceAttackStructure		= FaramirKnightVoiceAttackBuilding
			VoiceCreated			= FaramirRangerVoiceSalute	;this conflicts with his respawn dialogue line
			VoiceFullyCreated 		= FaramirRangerVoiceSalute	;this conflicts with his respawn dialogue line
			VoiceFear 				= FaramirKnightVoiceHelpMe
			VoiceMove				= FaramirKnightVoiceMove
			VoiceMoveToCamp			= FaramirKnightVoiceMoveCamp
			VoiceMoveWhileAttacking		= FaramirKnightVoiceDisengage
			VoiceRetreatToCastle		= FaramirKnightVoiceRetreat
			VoiceSelect				= FaramirKnightVoiceSelectMS
			VoiceSelectBattle 		= FaramirKnightVoiceSelectBattle
			VoiceGuard				= FaramirKnightVoiceMove
			;SoundMoveStart			= GondorHorseMoveStart		;this is for horse hordes
			SoundImpact				= ImpactHorse
			VoicePriority			= 82   ; You could do this if you wanted to... 
			UnitSpecificSounds
				VoiceGarrison		= FaramirKnightVoiceMove  ; Just double-checking we don't play a ranger voice here            
				VoiceMoveToTrees	= FaramirKnightVoiceMove  ; So we don't play a ranger voice here
			End
		End
	End
;////end---Tomalf, mounted Boromir    
    CrowdResponseKey = GoodMen
   ; #include "..\includes\DefaultInvisibilityUpdate.inc"
    #include "..\includes\StandardUnitEvaEvents.inc"
    EvaEventDieOwner = BoromirDie                        ;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
    ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
        MaxUpdateRangeCap = 800
        AnimationSound = Sound:SwordIntoScabbard1        Animation:GUBoromir_SKL.GUBoromir_HRNA     Frames:7
        AnimationSound = Sound:BoromirHorn            Animation:GUBoromir_SKL.GUBoromir_HRNB     Frames:0
        AnimationSound = Sound:SwordShingClean1        Animation:GUBoromir_SKL.GUBoromir_HRNC     Frames:5
        AnimationSound = Sound:FootstepDirtA        Animation:GUBoromir_SKL.GUBoromir_RUNA     Frames:10 22
        AnimationSound = Sound:FootstepDirtA        Animation:GUBoromir_SKL.GUBoromir_RUNB     Frames:10 22
        AnimationSound = Sound:FootstepDirtA        Animation:GUBoromir_SKL.GUBoromir_ATRA     Frames:11 23 35 47 
        AnimationSound = Sound:FootstepDirtA        Animation:GUBoromir_SKL.GUBoromir_MFDA    Frames:8 20 31 41
        AnimationSound = Sound:BodyFallGenericNoArmor    Animation:GUBoromir_SKL.GUBoromir_DTHA     Frames:116
        AnimationSound = Sound:BodyFallSoldier        Animation:GUBoromir_SKL.GUBoromir_LNDA     Frames:4
        AnimationSound = Sound:BodyFallGenericNoArmor    Animation:GUBoromir_SKL.GUBoromir_SPCE     Frames:82
 ;////start---Tomalf, mounted Boromir           
		AnimationSound = Sound:HorseMoveFootsteps		Animation:RUHHs_Theo_SKL.RUHHs_Theo_ACCL		Frames:14 32
		AnimationSound = Sound:HorseMoveFootsteps		Animation:RUHHs_Theo_SKL.RUHHs_Theo_RUNA		Frames:0
		AnimationSound = Sound:HorseMoveFootsteps		Animation:RUHHs_Theo_SKL.RUHHs_Theo_TNL1		Frames:0
		AnimationSound = Sound:HorseMoveFootsteps		Animation:RUHHs_Theo_SKL.RUHHs_Theo_TNR1		Frames:0
		AnimationSound = Sound:HorseWhinny50Percent	Animation:RUHHs_Theo_SKL.RUHHs_Theo_IDLC		Frames:0
		AnimationSound = Sound:HorseDieForHero		Animation:RUHHs_Theo_SKL.RUHHs_Theo_LNDA		Frames:0
		AnimationSound = Sound:BodyFallSoldier		Animation:RUHHs_Theo_SKL.RUHHs_Theo_LNDA		Frames:1 9
		AnimationSound = Sound:HorseDieForHero		Animation:RUHHs_Theo_SKL.RUHHs_Theo_DIEA		Frames:0
		AnimationSound = Sound:BodyFallGenericNoArmor	Animation:RUHHs_Theo_SKL.RUHHs_Theo_DIEA		Frames:4
		AnimationSound = Sound:BodyFallSoldier		Animation:RUHHs_Theo_SKL.RUHHs_Theo_DIEA		Frames:42
;////end---Tomalf, mounted Boromir            
    End
    Behavior = LargeGroupAudioUpdate ModuleTag_LGAU            ; Tie into LargeGroupAudio system
        Key = Humanoid_Male Man Man_Male Unit Infantry Hero
        ;UnitWeight = 2
    End
    ; *** ENGINEERING Parameters ***
    RadarPriority = UNIT
    KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE HERO ARMY_SUMMARY HEAVY_MELEE_HITTER
    PathfindDiameter = 40.0
    CamouflageDetectionMultiplier = CAMOUFLAGE_DETECTION_DISTANCE_LONG
;    Body = DelayedDeathBody ModuleTag_DelayedDeathBody ;DelayedDeath is a variation of RespawnBody
;        CheerRadius                 = EMOTION_CHEER_RADIUS
;        MaxHealth                = BOROMIR_HEALTH        ; BALANCE
;        DelayedDeathTime            = 10000                        ; Amount of time spent still fighting after being killed
;        DelayedDeathPrerequisiteUpgrade        = Upgrade_BoromirLastStand    ; Need this upgrade to be able to delay my death.
;        InvulnerableFX                = FX_BoromirLastStand
;
;        PermanentlyKilledByFilter        = NONE        ;Who kills me permanently?
;          DodgePercent                  = HERO_DODGE_PERCENT                
;    End
;
    Body = ActiveBody ModuleTag_ActiveBody
        CheerRadius                 = EMOTION_CHEER_RADIUS
        MaxHealth                    = BOROMIR_EM_HEALTH        ; BALANCE
         DodgePercent                  = HERO_DODGE_PERCENT                
    End
;    
;    Behavior = UnpauseSpecialPowerUpgrade ModuleTag_TheodenLeadership
;        SpecialPowerTemplate = SpecialAbilityFakeLeadership
;        TriggeredBy = Upgrade_BoromirLastStand
;    End
;
;    Behavior = SpecialPowerModule ModuleTag_TheodenLeadershipUpdate   
;        SpecialPowerTemplate      = SpecialAbilityFakeLeadership
;        UpdateModuleStartsAttack  = No
;        StartsPaused = Yes
;    End
    Behavior = AutoHealBehavior ModuleTag_BoromirHealing
        StartsActive = Yes
        HealingAmount = HERO_HEAL_AMOUNT
        HealingDelay = 1000
        StartHealingDelay = HERO_HEAL_DELAY
        HealOnlyIfNotInCombat = Yes
    End
    
       
    Behavior = LifetimeUpdate ModuleTag_LifeTime            ; Used after 'death' to continue for a certain time before really dying.
        WaitForWakeUp = Yes
    End
    ;////start---Tomalf, mounted Boromir  
    Behavior = NotifyTargetsOfImminentProbableCrushingUpdate ModuleTag_NotifyCrushScan
	End
    ;////end---Tomalf, mounted Boromir  
    Behavior = StancesBehavior ModuleTag_StancesBehavior
        StanceTemplate = Hero
    End
    
    #include "..\includes\CaptureBuilding.inc"
    
    Behavior = AIUpdateInterface ModuleTag_03
        AutoAcquireEnemiesWhenIdle    = Yes ATTACK_BUILDINGS
        MoodAttackCheckRate            = 500
        AILuaEventsList                = BoromirFunctions
    End
    Behavior = EmotionTrackerUpdate    Module_EmotionTracker
        TauntAndPointDistance                = 300
        TauntAndPointUpdateDelay            = 10000
        AddEmotion            =    Terror_Base
        AddEmotion            =    Doom_Base
        //    AddEmotion            =   BraceForBeingCrushed_Base
        AddEmotion            =    UncontrollableFear_Base
        //    AddEmotion            =    FearIdle_Base
        //    AddEmotion            =    FearBusy_Base
        AddEmotion            =    Point_Base
        AddEmotion            =    Taunt_Base
         AddEmotion            =    CheerIdle_Base
        AddEmotion            =    CheerBusy_Base
        //    AddEmotion            =    HeroCheerIdle_Base
        //    AddEmotion            =    HeroCheerBusy_Base
        AddEmotion            =    Alert_Base
        AddEmotion            =    CheerForAboutToCrush_Base
    End
    
    LocomotorSet
        Locomotor = HeroHumanLocomotor
        Condition = SET_NORMAL 
        Speed     = NORMAL_GOOD_HERO_SPEED
    End
    
    Behavior = AutoAbilityBehavior ModuleTag_AutoAbilityBehavior
    End        
    
    Behavior = AutoHealBehavior ModuleTag_ElvenGiftHealing
        StartsActive                = No
        TriggeredBy                    = Upgrade_ElvenGift
        HealingAmount                = ELVEN_GIFT_REGEN_AMOUNT
        HealingDelay                = ELVEN_GIFT_REGEN_DELAY
        StartHealingDelay = HERO_HEAL_DELAY
        HealOnlyIfNotInCombat = Yes
    End
    
;////start---Tomalf, mounted Boromir    
    Behavior = RousingSpeechUpdate ModuleTag_11
		SpecialPowerTemplate    = SpecialAbilityRousingSpeech
		RequiredConditions		= MOUNTED
		StartAbilityRange		= 1.0
		UpdateInterval			= 500
		ApproachRequiresLOS		= No
		BonusRadius				= 250
		SpeechDuration          = 2500
		LeaderFX				= FX_TheodenSpeechFX
		FollowerFX				= FX_TheodenFollowerFX	
		CreateWave				= Yes
		WaveWidth				= 50
		ModifierName			= RohanCharge 
	End
    
    LocomotorSet
		Locomotor = HeroHorseLocomotor
		Condition = SET_MOUNTED 
		Speed     = NORMAL_CAVALRY_HORDE_SPEED
	End
;////end---Tomalf, mounted Boromir    
    Behavior = AttributeModifierUpgrade ModuleTag_ElvenGiftBonus
        TriggeredBy = Upgrade_ElvenGift
        AttributeModifier = SpellBookElvenGifts
    End
    
    Behavior = DualWeaponBehavior ModuleTag_13
        SwitchWeaponOnCloseRangeDistance = 161
    End
    Behavior = PhysicsBehavior ModuleTag_04
        GravityMult = 1.0
        ;ShockStandingTime = 2533	;msec
        ShockStandingTime        = 4000    ;msec
    End
    
    Behavior = SlowDeathBehavior ModuleTag_05
        DeathTypes = ALL 
        SinkDelay = 3000
        SinkRate = 0.40     ; in Dist/Sec
        DestructionDelay = 8000
        Sound = INITIAL BoromirVoiceDie
;        - Where does this stuff go? -
;        UnpackTime              = 2000 
;        PreparationTime         = 1   
;        PersistentPrepTime      = 4000 
;        PackTime                = 2000
;        WhichSpecialWeapon = 1
    End
    
    Behavior = SquishCollide ModuleTag_06
        ;nothing
    End
    
    Behavior = HitReactionBehavior HitReactionBehaviorModuleTag
        HitReactionLifeTimer1 = 7 ; level 1 (light  damage)  hit reaction animations in frames (5 per sec)
        HitReactionLifeTimer2 = 15 ; level 2 (medium damage)  hit reaction animations in frames (5 per sec)
        HitReactionLifeTimer3 = 10 ; 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
    
    Behavior = UnpauseSpecialPowerUpgrade ModuleTag_EnableHorn
        SpecialPowerTemplate        = SpecialAbilityHornOfGondor
        TriggeredBy                    = Upgrade_ObjectLevel2
    End
    Behavior = SpecialPowerModule ModuleTag_HornStarter                        
        SpecialPowerTemplate        = SpecialAbilityHornOfGondor
        UpdateModuleStartsAttack    = Yes
        AntiCategory                = LEADERSHIP
        AttributeModifier            = BoromirGondorHornAntiCategory        ; Used for the anti category duration only.
        AttributeModifierRange        = 100.0
        StartsPaused                = Yes                                ; obtained on level 2
    End
    Behavior = ModelConditionSpecialAbilityUpdate ModuleTag_HornUpdate   
        SpecialPowerTemplate    = SpecialAbilityHornOfGondor
;        StartAbilityRange       = 2.0
        UnpackTime              = 1700                                    ; Drawing the horn
        PreparationTime         = 1                                        ; nothing
        PersistentPrepTime      = 1600                                    ; Blowing
        PackTime                = 1666                                    ; Putting horn away
;    PackSound               = 
;    UnpackSound             = 
;    TriggerSound            = 
;    PrepSoundLoop           = 
        AwardXPForTriggering    = 0
    End
;------------ Rider Horse -----------------------------------------------    
;////start---Tomalf, mounted Boromir    
    	Behavior = UnpauseSpecialPowerUpgrade ModuleTag_UnpauseHorseToggle
		SpecialPowerTemplate		= SpecialAbilityToggleMounted
		TriggeredBy					= Upgrade_ObjectLevel2
	End
 	Behavior = SpecialPowerModule ModuleTag_HorseToggleStarter
 		SpecialPowerTemplate      = SpecialAbilityToggleMounted
 		UpdateModuleStartsAttack  = Yes
 		;InitiateSound           = 
 		StartsPaused = Yes
 	End
	Behavior = ToggleMountedSpecialAbilityUpdate ModuleTag_HorseToggle
 		SpecialPowerTemplate    = SpecialAbilityToggleMounted
     ;   MountedTemplate            = GondorBoromirCavalry 
 		UnpackTime              = 2000
 		PreparationTime         = 1  
 		PersistentPrepTime      = 250
 		PackTime                = 2000
 		
 		OpacityTarget			= .3		; How see-thru to be at peak of change
   
 ;    PackSound               = 
 ;    UnpackSound             = 
 ;    TriggerSound            = 
 ;    PrepSoundLoop           = 
 		AwardXPForTriggering    = 0
	End
;////end---Tomalf, mounted Boromir    
;------------ Rider Horse -----------------------------------------------  
    ;------------ CAPTAIN OF GONDOR -----------------------------------------------
    
    Behavior = UnpauseSpecialPowerUpgrade ModuleTag_KingsFavorEnabler
        SpecialPowerTemplate    = SpecialAbilityKingsFavor
        TriggeredBy                = Upgrade_ObjectLevel7
    End
    Behavior = SpecialPowerModule ModuleTag_KingsFavorSpecialPowerModule
        SpecialPowerTemplate        = SpecialAbilityKingsFavor 
        StartsPaused                = Yes
        UpdateModuleStartsAttack    = Yes
        InitiateSound                = BoromirVoiceCaptainOfGondor
    End
    Behavior = LevelGrantSpecialPower ModuleTag_KingsFavor
        SpecialPowerTemplate        = SpecialAbilityKingsFavor
        UnpackingVariation            = 2
        StartAbilityRange            = 200.0
        LevelFX                        = FX_LevelUp
        Experience                    = 50
        RadiusEffect                = 150
        AcceptanceFilter            = KINGSFAVOR_OBJECTFILTER
        UnpackTime                    = 2000
        PreparationTime                = 1   
        FreezeAfterTriggerDuration    = 2000    ; Hold AI for this long after we fire.        
    End    
        
;--------------------- Start Leadership bonus ---------------
    Behavior = AttributeModifierAuraUpdate ModuleTag_BoromirLeadership
        StartsActive    = No ;If no, requires upgrade to turn on.
        BonusName        = GenericHeroLeadership
        TriggeredBy        = Upgrade_ObjectLevel5
        RefreshDelay    = 2000
        Range            = 200
        AntiCategory    = BUFF
        ObjectFilter    = GENERIC_BUFF_RECIPIENT_OBJECT_FILTER
    End    
    Behavior = UnpauseSpecialPowerUpgrade ModuleTag_UnpauseLeadership
        SpecialPowerTemplate = SpecialAbilityFakeLeadership
        TriggeredBy = Upgrade_ObjectLevel5
    End
    Behavior = SpecialPowerModule ModuleTag_BoromirLeadershipUpdate   
        SpecialPowerTemplate      = SpecialAbilityFakeLeadership
        UpdateModuleStartsAttack  = No
        StartsPaused = Yes
    End   
;--------------------- End Leadership bonus ---------------
;--------------------- Blade Master bonus ---------------
    Behavior             = UnpauseSpecialPowerUpgrade ModuleTag_AragornBladeMasterEnabler
        SpecialPowerTemplate     = SpecialAbilityAragornBladeMaster
        TriggeredBy         = Upgrade_ObjectLevel8
    End
      Behavior             = SpecialPowerModule ModuleTag_AragornBladeMasterStarter                ; SpecialAbility is a SpecialPower, SpecialPower is anyting special
        SpecialPowerTemplate    = SpecialAbilityAragornBladeMaster
        StartsPaused        = Yes
    End
    Behavior             = HeroModeSpecialAbilityUpdate ModuleTag_AragornBladeMasterUpdate   ; So the difference in SpecialAbility is that it takes timing from this Update, instead of simply firing.
        SpecialPowerTemplate    = SpecialAbilityAragornBladeMaster
        HeroAttributeModifier    = AragornBladeMaster
        HeroEffectDuration    = 30000 ; this should sync with the auto ability delay re-fire time in commandButtons.ini
        UnpackTime              = 1 ; insant unpack
        TriggerSound        = AragornBladeMaster
    End
;--------------------- Blade Master bonus ---------------
    
    ;///////////////////
    ; AISpecialPowers
    ;///////////////////
    Behavior = AISpecialPowerUpdate BoromirHornOfGondorAI
        CommandButtonName = Command_SpecialAbilityHornOfGondor
        SpecialPowerAIType = AI_SPECIAL_POWER_BASIC_SELF_BUFF
    End
    
    Behavior = AISpecialPowerUpdate SpecialPowerBoromirGiveXPAoE
        CommandButtonName = Command_SpecialAbilityCaptainOfGondorBoromir
        SpecialPowerAIType = AI_SPECIAL_POWER_GIVEXP_AOE
        SpecialPowerRadius = 30.0
    End
    
   Behavior = AISpecialPowerUpdate AragornBladeMasterAI
		CommandButtonName = Command_SpecialAbilityBladeMasterBoromir
		SpecialPowerAIType = AI_SPECIAL_POWER_BASIC_SELF_BUFF
	End
    
;////start---Tomalf, mounted Boromir	
	Behavior = AISpecialPowerUpdate ToggleMountedAI
		CommandButtonName = Command_ToggleMounted
		SpecialPowerAIType = AI_SPECIAL_POWER_TOGGLE_MOUNTED
	End
;////end---Tomalf, mounted Boromir    
    Geometry = CYLINDER
    GeometryMajorRadius = 8.0
    GeometryMinorRadius = 8.0
    GeometryHeight = 19.2
    GeometryIsSmall = Yes
  Shadow = SHADOW_DECAL
  ShadowSizeX = 20;
  ShadowSizeY = 20;
  ShadowTexture = ShadowI;
End
;;///////////////////////////////////////////////////////////////////////////////////
;;///////////////////////////////////////////////////////////////////////////////////
ChildObject GondorBoromirCavalry GondorBoromirParent
	Draw = W3DScriptedModelDraw ModuleTag_W3DModelDrawInWorldBuilder
		;When in Worldbuilder, show the mounted version of Theoden!
		
			  OkToChangeModelColor = Yes
		
		DefaultModelConditionState
			Model	= None
		End
        
        RandomTexture = gubaramir.tga 0 gufaramir.tga 
        RandomTexture = gubrmirhrse.tga 0 gufrmirhrse.tga 
        RandomTexture = gubrmirshield.tga 0 gufrmirshield.tga 
        
		ModelConditionState = WORLD_BUILDER
			Model = GUFrmrHrs_SKN
		End		
	End
	Behavior = ToggleMountedSpecialAbilityUpdate ModuleTag_HorseToggle
 		SpecialPowerTemplate    = SpecialAbilityToggleMounted
 		TriggerInstantlyOnCreate = Yes  ;Instantly puts Theoden on a horse.
	;	MountedTemplate            = GondorBoromirParent 
        UnpackTime              = 2000
 		PreparationTime         = 1  
 		PersistentPrepTime      = 250
 		PackTime                = 2000
 		OpacityTarget			= .3		; How see-thru to be at peak of change
 		AwardXPForTriggering    = 0
	End
	
	Body = RespawnBody ModuleTag_RespawnBody
		CheerRadius 				= EMOTION_CHEER_RADIUS
		MaxHealth         			= BOROMIR_EM_HEALTH  ;BALANCE Gimli Health
		PermanentlyKilledByFilter	= NONE		;Who kills me permanently?
   		DodgePercent      			= 80%	
	End
	Behavior = RespawnUpdate ModuleTag_RespawnUpdate
		DeathAnim					= DYING					;Model condition to play when killed-to-respawn
		DeathFX						= FX_HeroDieToRespawn	;FXList to play when killed-to-respawn
		DeathAnimationTime			= 4100					;How long DeathAnim will take.
		InitialSpawnFX				= FX_HeroInitialSpawn
		RespawnAnim					= LEVELED				;Animation to play when respawning.
		RespawnFX					= FX_HeroRespawn		;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.
		
		;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:BOROMIR_EM_BUILDCOST		Time:BOROMIR_EM_RESPAWNTIME		Health:100%		;DEFAULT VALUES
	End
	
End
;;///////////////////////////////////////////////////////////////////////////////////
;;///////////////////////////////////////////////////////////////////////////////////
ChildObject GondorBoromir_EM GondorBoromirParent
    Body = ActiveBody ModuleTag_Body
        MaxHealth             = BOROMIR_EM_HEALTH
           DodgePercent          = 80%    
    End
       Behavior             = CreateObjectDie ModuleTag_SpawnVOLKTomb
           DeathTypes            = ALL
           CreationList        = OCL_SpawnGondorBoromir 
    End
    Behavior = AnnounceBirthAndDeathBehavior ModuleTag_AnnounceBirthAndDeathBehavior
    End
    
    #include "includes\_LevelToGrant.inc"
End
;;///////////////////////////////////////////////////////////////////////////////////
;;///////////////////////////////////////////////////////////////////////////////////
ChildObject GondorBoromir GondorBoromirParent
    Body = RespawnBody ModuleTag_RespawnBody
        CheerRadius                 = EMOTION_CHEER_RADIUS
        MaxHealth                     = BOROMIR_EM_HEALTH  ;BALANCE Gimli Health
        PermanentlyKilledByFilter    = NONE        ;Who kills me permanently?
           DodgePercent                  = 80%    
    End
    Behavior = RespawnUpdate ModuleTag_RespawnUpdate
        DeathAnim                    = DYING                    ;Model condition to play when killed-to-respawn
        DeathFX                        = FX_HeroDieToRespawn    ;FXList to play when killed-to-respawn
        DeathAnimationTime            = 4100                    ;How long DeathAnim will take.
        InitialSpawnFX                = FX_HeroInitialSpawn
        RespawnAnim                    = LEVELED                ;Animation to play when respawning.
        RespawnFX                    = FX_HeroRespawn        ;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.
        
        ;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:BOROMIR_EM_BUILDCOST        Time:BOROMIR_EM_RESPAWNTIME        Health:100%        ;DEFAULT VALUES
    End
    
    #include "includes\_LevelToGrant.inc"
End