[en] - Modding Corner > General Modding Questions
Boromir horse toggle
(1/1)
TE_:
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.
--- Code: ---;------------------------------------------------------------------------------
;
; 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
--- Ende Code ---
CMG:
You cannot do this by just changing some code. You have to create a model for a mounted Boromir and link the skin correctly. Otherwise it won't work.
TE_:
Hi,
thank you for your reply.
You need a new model for the fade in/out effect during the transition? As I wrote, the horse toggle works, I have use the horse model from Faramir and just applied a new textures since the characters are similar, looks nice. The only things that is not working is the fade in/out effect for Boromi on foot model when he change to Boromir on horse. The transition should go to a fade out the Boromir on foot model and Fade in the Boromir on horse model. The Boromir on horse fade effect works but the fade out effect of Boromir on foot not, the model chest fade out instantly and after a second the horse model fades in.
I am not sure if I described it now better or I need the model for the fade effect anyway but wanted to clarify myself a bit more :).
thx, Tomas
FG15:
The problem might be due to the 2 different skeletons that are used maybe making the mounted form its own object could work.
Also, can you show us your ToggleMountedSpecialAbil ityUpdate, because the draw module itself looked correctly on the first look.
And to make code better readable there is a format for that:
--- Code: ---[code]
--- Ende Code ---
TE_:
Hi,
honestly, I cant find it: ToggleMountedSpecialAbil ityUpdate, I have used the same code as it is by Faramir and while I was trying to fix this, I have searched all the files for this entry but found it only in the characters *.ini files and game.dat. Hence, I deduced is inside game.dat, I can be surely wrong.
sorry, for the spoiler. I wanted to use the spolier and the code tage inside the spoiler to make the post shorter but it somehow didnt worked, I have fixed it.
tomas
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