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Imladris production

Le forum français de création de cartes et de mods pour Bataille pour la Terre du Milieu
 
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 convertir un héro créé en vrai héros

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AuteurMessage
Tar-Elendil
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Nombre de messages : 80
Age : 27
Location : En train de devenir handballeur professionnel
Add-On : que veut tu dire ? tu veux me le voler c'est ça !!!!
Date d'inscription : 13/08/2010

convertir un héro créé en vrai héros Empty
MessageSujet: convertir un héro créé en vrai héros   convertir un héro créé en vrai héros Icon_minitimeLun 28 Fév - 17:19

je vous demande comment on fait pour faire d'un héros créé un vrai heros comme aragorn, elrond etc.

Si ce sujet a déjà été traité je suis désolé
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cdd59554
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cdd59554


Nombre de messages : 7235
Age : 31
Location : J'aime les abricots
Add-On : Oui
Date d'inscription : 16/01/2008

convertir un héro créé en vrai héros Empty
MessageSujet: Re: convertir un héro créé en vrai héros   convertir un héro créé en vrai héros Icon_minitimeLun 28 Fév - 18:53

Tu crée un nouvel objet dans lequel tu recopies le draw du héro créé qui t'interresse, tu recopie les modules des pouvoirs qui t'interesse, les weapons, les voix, etc... en gros tout est du copier coller des fichiers du createahero. Le seul truc a faire toi meme c'est le commandset dans lequel tu met les boutons des pouvoirs et les experiencelevels ou tu débloques les upgrades correspondantes aux pouvoirs
Enfin il faudra ajouter ton héro à la liste des héros du player template
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Tar-Elendil
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Habitué(e)



Nombre de messages : 80
Age : 27
Location : En train de devenir handballeur professionnel
Add-On : que veut tu dire ? tu veux me le voler c'est ça !!!!
Date d'inscription : 13/08/2010

convertir un héro créé en vrai héros Empty
MessageSujet: Re: convertir un héro créé en vrai héros   convertir un héro créé en vrai héros Icon_minitimeLun 28 Fév - 19:02

Et ou il est le draw et tout du CAH ? STP
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cdd59554
Admin
cdd59554


Nombre de messages : 7235
Age : 31
Location : J'aime les abricots
Add-On : Oui
Date d'inscription : 16/01/2008

convertir un héro créé en vrai héros Empty
MessageSujet: Re: convertir un héro créé en vrai héros   convertir un héro créé en vrai héros Icon_minitimeLun 28 Fév - 23:45

Si tu va dans l'Object CreateAHero , tu veras que les fichiers qui compose le module draw sont dans l'ordre :

"CreateAHeroDrawModules.inc"
"CreateAHeroModels.inc" -> tu ne met que les models du héro que tu veut
"CreateAMountedHeroAnims.inc" -> inutile si ton héro n'est pas a cheval
"CreateAHeroAnims.inc"
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Tar-Elendil
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Habitué(e)



Nombre de messages : 80
Age : 27
Location : En train de devenir handballeur professionnel
Add-On : que veut tu dire ? tu veux me le voler c'est ça !!!!
Date d'inscription : 13/08/2010

convertir un héro créé en vrai héros Empty
MessageSujet: Re: convertir un héro créé en vrai héros   convertir un héro créé en vrai héros Icon_minitimeMar 1 Mar - 3:53

j'ai eu un gros bug parce que j'ai essayé de le faire a partir de haldir finalement mais il me faisait un gamecrash.
alors j'ai décidé de tout nettoyé de la presence de ce meme héros et j'en ai fait un avec aragorn MAIS c'est haldir à la place de mon héros

ps : les CAH me paraissent trop long à faire
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cdd59554
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cdd59554


Nombre de messages : 7235
Age : 31
Location : J'aime les abricots
Add-On : Oui
Date d'inscription : 16/01/2008

convertir un héro créé en vrai héros Empty
MessageSujet: Re: convertir un héro créé en vrai héros   convertir un héro créé en vrai héros Icon_minitimeMar 1 Mar - 14:03

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Tar-Elendil
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Habitué(e)



Nombre de messages : 80
Age : 27
Location : En train de devenir handballeur professionnel
Add-On : que veut tu dire ? tu veux me le voler c'est ça !!!!
Date d'inscription : 13/08/2010

convertir un héro créé en vrai héros Empty
MessageSujet: Re: convertir un héro créé en vrai héros   convertir un héro créé en vrai héros Icon_minitimeJeu 3 Mar - 0:56

j'ai un game crash voici le code du hero:

Object GondorJuju



DefaultModelConditionState
Model = CHHW_CG_U_SKN
Skeleton = CHHW_CG_U_SKL
ModelAnimationPrefix = CHHW_CG
PortraitImageName = CPCaptainofGondor
ButtonImageName = HICAHCaptainGondor
WeaponLaunchBone = PRIMARY SPEAR

//*** ART Parameters ***

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

// All faction icon.
Draw = W3DScriptedModelDraw ModuleTag_IconDraw
DefaultModelConditionState
Model = None
End
ModelConditionState = PREORDER CREATE_A_HERO_11 ; Troll 1
Model = IconLarge
End
ModelConditionState = PREORDER CREATE_A_HERO_10 ; Troll 2
Model = IconLarge
End
ModelConditionState = PREORDER
Model = Icon
End
End
// Upgrade_CHW22
// Draw = W3DScriptedModelDraw CMSword02
// DefaultModelConditionState
// Model = CHCM_SWD_02
// End
// AttachToBoneInAnotherModule = B_HAND_R
// End

WeaponSet
Conditions = WEAPONSET_CREATE_A_HERO_WS_04 // CLOSE_RANGE CONTESTING_BUILDING
Weapon = PRIMARY CreateAHeroBasicMeleeWeapon
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
Behavior = WeaponSetUpgrade Create_A_Hero_Weapon4
TriggeredBy = Upgrade_CHW04
WeaponCondition = WEAPONSET_CREATE_A_HERO_WS_04
End
Behavior = SubObjectsUpgrade WestronSword_Upgrade
TriggeredBy = Upgrade_CHW04
ShowSubObjects = WestronSword
HideSubObjectsOnRemove = Yes
FadeTimeInSeconds = 0.0
End
//Behavior = SubObjectsUpgrade Belthronding_Upgrade_4
// TriggeredBy = Upgrade_CHW04
// ShowSubObjects = Belthronding
// HideSubObjectsOnRemove = Yes
// FadeTimeInSeconds = 0.0
//End

Behavior = UnpauseSpecialPowerUpgrade ModuleTag_EnableElendil
SpecialPowerTemplate = SpecialAbilityAragornElendil
TriggeredBy = Upgrade_AragornElendil
End

Behavior = SpecialPowerModule ModuleTag_ElendilStarter
SpecialPowerTemplate = SpecialAbilityAragornElendil
UpdateModuleStartsAttack = Yes
AntiCategory = LEADERSHIP
AttributeModifier = AragornElendilAntiCategory ; Used for the anti category duration only.
AttributeModifierRange = 200.0
StartsPaused = No ; obtained on level 2
SetModelCondition = ModelConditionState:USER_3
SetModelConditionTime = 10.0 ; 10 secs of glow anim for sword
End

Behavior = ModelConditionSpecialAbilityUpdate ModuleTag_ElendilUpdate
SpecialPowerTemplate = SpecialAbilityAragornElendil
UnpackTime = 1400 ; Drawing the horn
PreparationTime = 1 ; nothing
PersistentPrepTime = 1000 ; Blowing
PackTime = 1000 ; Putting horn away

GenerateTerror = Yes
EmotionPulseRadius = 180
ObjectFilter = ELENDIL_OBJECT_FILTER
AwardXPForTriggering = 0
End

; ***DESIGN parameters ***
Side = Men
EditorSorting = UNIT
ThreatLevel = ARAGORN_THREAT_LEVEL
ThingClass = CHARACTER_UNIT
TransportSlotCount = TRANSPORTSLOTCOUNT_HERO

;//DisplayMeleeDamage = ARAGORN_DAMAGE

HeroSortOrder = 20

BuildCost = ARAGORN_BUILDCOST
BuildTime = ARAGORN_BUILDTIME
MaxSimultaneousOfType = 1
ShockwaveResistance = SHOCKWAVE_RESISTANCE_STRONG

ChildObject GondorJuju CreateAHero
End
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Tar-Elendil
Habitué(e)
Habitué(e)



Nombre de messages : 80
Age : 27
Location : En train de devenir handballeur professionnel
Add-On : que veut tu dire ? tu veux me le voler c'est ça !!!!
Date d'inscription : 13/08/2010

convertir un héro créé en vrai héros Empty
MessageSujet: Re: convertir un héro créé en vrai héros   convertir un héro créé en vrai héros Icon_minitimeJeu 3 Mar - 0:57

je sais je suis un boulet le game crash me dit ligne 5
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cdd59554
Admin
cdd59554


Nombre de messages : 7235
Age : 31
Location : J'aime les abricots
Add-On : Oui
Date d'inscription : 16/01/2008

convertir un héro créé en vrai héros Empty
MessageSujet: Re: convertir un héro créé en vrai héros   convertir un héro créé en vrai héros Icon_minitimeJeu 3 Mar - 1:43

Il faut le mettre dans le draw ton DefaultModel... (regarde n'importe quel autre object pour voir comment c'est organisé)
Je te mets mon message qui indique comment faire :

cdd59554 a écrit:
Non, il suffit de choisir ton model de héro créé et tu vas dans createaheromodels.inc, tu cherches le bloc du héro qui t'interesse et tu copies dans le draw de ton héro celui avec U_SKN à la fin du nom du model mais dans un bloc comme celui ci :
Code:
DefaultModelConditionState
// copie ici
End

Tu devrais avoir un truc du genre :
Citation :
DefaultModelConditionState
Model = XXXXXXXX_U_SKN
Skeleton = xxxxxxxxx_U_SKL
ModelAnimationPrefix = xxxxxxxxx
PortraitImageName = xxxxxxxxx
ButtonImageName = xxxxxxxxx
End

où les xxxxxxxx son des trucs qui dépendent du héro choisis

Si ton héro monte en plus à cheval, tu as juste au dessus du bloc que tu a copié un bloc avec _M_SKN au lieu de _U_SKN, tu le copies dans un bloc :

Code:
ModelConditionState = MOUNTED
// copie ici
End

Ensuite du recopie toutes les animations :
- si ton héro est a cheval tu copies d'abord celle dans createamountedheroanims.inc (c'est important de les mettre avant)
- dans tout les cas tu copies ensuite createaheroanims.inc

Normalement tu devrais avoir le model du héro créé que tu as choisis

(PS : c'est loin d'etre facile les animations des héros créés, moi meme j'ai bien galéré la premiere fois)
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Tar-Elendil
Habitué(e)
Habitué(e)



Nombre de messages : 80
Age : 27
Location : En train de devenir handballeur professionnel
Add-On : que veut tu dire ? tu veux me le voler c'est ça !!!!
Date d'inscription : 13/08/2010

convertir un héro créé en vrai héros Empty
MessageSujet: Re: convertir un héro créé en vrai héros   convertir un héro créé en vrai héros Icon_minitimeJeu 3 Mar - 2:03

je suis idiot pardonne moi mais je comprends pas mon erreur
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cdd59554
Admin
cdd59554


Nombre de messages : 7235
Age : 31
Location : J'aime les abricots
Add-On : Oui
Date d'inscription : 16/01/2008

convertir un héro créé en vrai héros Empty
MessageSujet: Re: convertir un héro créé en vrai héros   convertir un héro créé en vrai héros Icon_minitimeJeu 3 Mar - 11:59

Je t'ai dis regarde dans n'importe quel autre objet tu comprendras :

Tu as oublié des choses
Citation :
Object GondorJuju

Draw = W3DScriptedModelDraw ModuleTag_DRAW
DefaultModelConditionState
Model = CHHW_CG_U_SKN
Skeleton = CHHW_CG_U_SKL
ModelAnimationPrefix = CHHW_CG
PortraitImageName = CPCaptainofGondor
ButtonImageName = HICAHCaptainGondor
WeaponLaunchBone = PRIMARY SPEAR
// copie ici tout les animations de createaheroanims.inc
End

// suite de l'object
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Tar-Elendil
Habitué(e)
Habitué(e)



Nombre de messages : 80
Age : 27
Location : En train de devenir handballeur professionnel
Add-On : que veut tu dire ? tu veux me le voler c'est ça !!!!
Date d'inscription : 13/08/2010

convertir un héro créé en vrai héros Empty
MessageSujet: Re: convertir un héro créé en vrai héros   convertir un héro créé en vrai héros Icon_minitimeJeu 3 Mar - 15:52

Game crash ligne 15 unknown field 'AnimationState' in block 'object'
[code]Object GondorJuju


Draw = W3DScriptedModelDraw ModuleTag_DRAW
DefaultModelConditionState
Model = CHHW_CG_U_SKN
Skeleton = CHHW_CG_U_SKL
ModelAnimationPrefix = CHHW_CG
PortraitImageName = CPCaptainofGondor
ButtonImageName = HICAHCaptainGondor
WeaponLaunchBone = PRIMARY SPEAR
//================== ANIMATIONS =================================================================

//----------- Special Create A Hero Creation Screen Animations ---------------
AnimationState = CREATE_A_HERO_IN_CREATION_SCREEN CREATE_A_HERO_EXAMINE_SELF CREATE_A_HERO_SELECTED_CHEER
StateName = STATE_ExamineSelf
Animation = ExamineSelf
AnimationName = #(MODEL)_C_CLRA
AnimationMode = ONCE
AnimationBlendTime = 20
End
End

AnimationState = CREATE_A_HERO_IN_CREATION_SCREEN CREATE_A_HERO_EXAMINE_WEAPON_RIGHT CREATE_A_HERO_SELECTED_CHEER
StateName = STATE_ExamineWeapon
Animation = WeaponSwap
AnimationName = #(MODEL)_C_WPNA
AnimationMode = ONCE
AnimationBlendTime = 20
End
End

AnimationState = CREATE_A_HERO_IN_CREATION_SCREEN USER_75
StateName = STATE_SwapModels
Animation = WeaponSwap
AnimationName = #(MODEL)_C_ATNB #(MODEL)_C_ATND
AnimationMode = MANUAL
AnimationBlendTime = 0
End
End





//-----------------------------------------------------------------------------
AnimationState = CREATE_A_HERO_IN_CREATION_SCREEN CREATE_A_HERO_SELECTED_CHEER
StateName = STATE_SelectedCheer
Animation = Foot_ATNB // Bored Idle
AnimationName = #(MODEL)_C_ATNB #(MODEL)_C_ATND
AnimationMode = ONCE
AnimationPriority = 90
AnimationBlendTime = 20
End
Animation = Foot_ATND // Bored Fidget
AnimationName = #(MODEL)_C_ATND #(MODEL)_C_ATNB
AnimationMode = ONCE
AnimationPriority = 10
AnimationBlendTime = 20
End
Animation = Foot_ATNE // Bored Fidget
AnimationName = #(MODEL)_C_ATNE #(MODEL)_C_ATND #(MODEL)_C_ATNB
AnimationMode = ONCE
AnimationPriority = 3
AnimationBlendTime = 20
End
Flags = RESTART_ANIM_WHEN_COMPLETE
BeginScript //script to set transition from moving
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Unselected" then
CurDrawableSetTransitionAnimState("Trans_SelectedCheer")
end
// if Prev == "STATE_SwapModels" then
// CurDrawableSetTransitionAnimState("Trans_SwapModels")
// end
EndScript
End

AnimationState = CREATE_A_HERO_IN_CREATION_SCREEN
StateName = STATE_Unselected
Animation = Foot_ATNB // Bored Idle
AnimationName = #(MODEL)_C_ATNB #(MODEL)_C_ATND
AnimationMode = ONCE
AnimationPriority = 90
AnimationBlendTime = 10
End
Animation = Foot_ATND // Bored Fidget
AnimationName = #(MODEL)_C_ATND #(MODEL)_C_ATNB
AnimationMode = ONCE
AnimationPriority = 10
AnimationBlendTime = 10
End
Animation = Foot_ATNE // Bored Fidget
AnimationName = #(MODEL)_C_ATNE #(MODEL)_C_ATND #(MODEL)_C_ATNB
AnimationMode = ONCE
AnimationPriority = 3
AnimationBlendTime = 10
End
Flags = RESTART_ANIM_WHEN_COMPLETE
BeginScript //script to set transition from moving
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_SwapModels" then
CurDrawableSetTransitionAnimState("Trans_SwapModels")
end
EndScript
End

TransitionState = Trans_ExamineWeapon
Animation = Transition
AnimationName = #(MODEL)_C_WPNA
AnimationMode = ONCE
AnimationBlendTime = 20
End
End
TransitionState = Trans_ExamineSelf
Animation = Transition
AnimationName = #(MODEL)_C_CLRA
AnimationMode = ONCE
AnimationBlendTime = 20
End
End
TransitionState = Trans_SelectedCheer
Animation = Transition
AnimationName = #(MODEL)_C_SLCA
AnimationMode = ONCE
AnimationBlendTime = 20
End
End

TransitionState = Trans_SwapModels
StateName = STATE_Unselected
Animation = Transition
AnimationName = #(MODEL)_C_ATNB #(MODEL)_C_ATND
AnimationMode = ONCE
AnimationBlendTime = 0
End
End



//----------- Climbing/rappelling ---------------
AnimationState = CLIMBING WEAPONSET_TOGGLE_1
StateName = STATE_Climbing
Animation = Climbing
AnimationName = #(MODEL)_U_WALB
AnimationMode = LOOP
AnimationBlendTime = 10
End
BeginScript//script to set transition from moving
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Running" then CurDrawableSetTransitionAnimState("Trans_RunningToClimbing_WeaponToggle") return end
EndScript
End
TransitionState = Trans_RunningToClimbing_WeaponToggle
Animation = Transition
AnimationName = #(MODEL)_B_WALA
AnimationMode = ONCE
End
End

AnimationState = CLIMBING
StateName = STATE_Climbing
Animation = Climbing
AnimationName = #(MODEL)_U_WALB
AnimationMode = LOOP
AnimationBlendTime = 10
End
BeginScript//script to set transition from moving
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Running" then CurDrawableSetTransitionAnimState("Trans_RunningToClimbing") return end
EndScript
End
TransitionState = Trans_RunningToClimbing
Animation = Transition
AnimationName = #(MODEL)_U_WALA
AnimationMode = ONCE
End
End

AnimationState = RAPPELLING WEAPONSET_TOGGLE_1
StateName = STATE_Rappelling
Animation = Rapelling
AnimationName = #(MODEL)_U_WALD
AnimationMode = LOOP
AnimationBlendTime = 10
End
BeginScript//script to set transition from moving
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Climbing" then CurDrawableSetTransitionAnimState("Trans_ClimbingToRappelling") return end
EndScript
End
AnimationState = RAPPELLING
StateName = STATE_Rappelling
Animation = Rapelling
AnimationName = #(MODEL)_U_WALD
AnimationMode = LOOP
AnimationBlendTime = 10
End
BeginScript//script to set transition from moving
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Climbing" then CurDrawableSetTransitionAnimState("Trans_ClimbingToRappelling") return end
EndScript
End
TransitionState = Trans_ClimbingToRappelling
Animation = Transition
AnimationName = #(MODEL)_U_WALC
AnimationMode = ONCE
End
End
TransitionState = Trans_RappellingToRunning_WeaponToggle
Animation = Transition
AnimationName = MUGblnSwrd_B_WALE
AnimationMode = ONCE
End
End
TransitionState = Trans_RappellingToRunning
Animation = Transition
AnimationName = MUGblnSwrd_U_WALE
AnimationMode = ONCE
End
End




// --------- MOUNTED ------------

// --- Dying Anims
AnimationState = DYING AFLAME MOUNTED
Animation = Fire
AnimationName = #(MODEL)_M_MFDA
AnimationSpeedFactorRange = 0.9 1.1
End
BeginScript
CurDrawableHideSubObject("arrow") //Circumvents blend issues when the arrow is being shown...
EndScript
End

AnimationState = DYING SPLATTED MOUNTED
Animation
AnimationName = #(MODEL)_M_LNDA
AnimationMode = ONCE
End
End
AnimationState = DYING MOUNTED
StateName = STATE_Sword
Animation
AnimationName = #(MODEL)_M_DIEA
AnimationMode = ONCE
End
End

AnimationState = STUNNED_STANDING_UP MOUNTED
Animation
AnimationName = #(MODEL)_M_GTPA
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.5 1.5
End
End

AnimationState = STUNNED MOUNTED
Animation
AnimationName = #(MODEL)_M_LNDA
AnimationMode = ONCE
End
End

AnimationState = FREEFALL MOUNTED
Animation
AnimationName = #(MODEL)_M_FLYA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End

AnimationState = STUNNED_FLAILING MOUNTED
Animation
AnimationName = #(MODEL)_M_FLYA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End

AnimationState = PASSENGER MOUNTED
Animation
AnimationName = #(MODEL)_M_GBDA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End

AnimationState = MOUNTED LEVELED // This state clears itself in 3 of your Earth seconds
Animation
AnimationName = #(MODEL)_M_LVLA
AnimationMode = ONCE
End
End

AnimationState = MOUNTED RAISING_FLAG // This state clears itself in 3 of your Earth seconds
Animation
AnimationName = #(MODEL)_M_CHRA
AnimationMode = ONCE
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End

// --- Attacking Anims
AnimationState = FIRING_OR_PREATTACK_A MOUNTED // Melee attack.
Animation
AnimationName = #(MODEL)_M_ATKA #(MODEL)_M_ATKB
AnimationMode = ONCE
UseWeaponTiming = Yes
End
End

// --- Moving Anims
AnimationState = MOUNTED TURN_LEFT_HIGH_SPEED
Animation
AnimationName = #(MODEL)_M_TNL1
AnimationMode = LOOP
AnimationSpeedFactorRange= 1.8 1.8
AnimationBlendTime = 20
End
End

AnimationState = MOUNTED TURN_RIGHT_HIGH_SPEED
Animation
AnimationName = #(MODEL)_M_TNR1
AnimationMode = LOOP
AnimationSpeedFactorRange= 1.8 1.8
AnimationBlendTime = 20
End
End

AnimationState = MOVING TURN_LEFT MOUNTED
Animation
AnimationName = #(MODEL)_M_TRNL
AnimationMode = LOOP
End
// //ParticleSysBone = None CalvaryDustTrails
End

AnimationState = MOVING TURN_RIGHT MOUNTED
Animation
AnimationName = #(MODEL)_M_TRNR
AnimationMode = LOOP
End
// //ParticleSysBone = None CalvaryDustTrails
End

AnimationState = MOVING ACCELERATE MOUNTED
Animation
AnimationName = #(MODEL)_M_ACCL
AnimationMode = LOOP
End
//ParticleSysBone = None CalvaryDustTrails
End

AnimationState = MOVING DECELERATE MOUNTED
Animation
AnimationName = #(MODEL)_M_DECL
AnimationMode = ONCE
End
//ParticleSysBone = None CalvaryDustTrails
End

AnimationState = MOVING WALKING MOUNTED
Animation
AnimationName = #(MODEL)_M_WLKA
AnimationMode = LOOP
End
Flags = RANDOMSTART
//ParticleSysBone = None InfantryDustTrails
End

AnimationState = MOVING BACKING_UP MOUNTED
Animation
AnimationName = #(MODEL)_M_BAKA
AnimationMode = LOOP
End
Flags = RANDOMSTART
//ParticleSysBone = None InfantryDustTrails
End

AnimationState = MOUNTED MOVING FIRING_OR_PREATTACK_A
ShareAnimation = Yes
Animation
AnimationName = #(MODEL)_M_ATRA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End

AnimationState = MOVING MOUNTED
Animation
AnimationName = #(MODEL)_M_RUNA
AnimationMode = LOOP
End
Flags = RANDOMSTART
//ParticleSysBone = None CalvaryDustTrails
End

// --- Selected Anims
AnimationState = SELECTED MOUNTED
SimilarRestart = Yes
StateName = AtAttentionIdleMounted
Animation = ATNB
AnimationName = #(MODEL)_M_ATNB
AnimationMode = LOOP
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_Select") end
if Prev == "AtAttentionIdleMounted" then CurDrawableSetTransitionAnimState("TRANS_Select") end
EndScript
End

TransitionState = TRANS_Select
Animation
AnimationName = #(MODEL)_M_ATNA
AnimationMode = ONCE
End
End

// --- Idle Anims
AnimationState = MOUNTED
Animation
AnimationName = #(MODEL)_M_IDLA
AnimationPriority = 20
AnimationMode = ONCE
AnimationBlendTime = 15
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End

// --------- UNMOUNTED ------------

//------------------ DYING -------------------------------------------------------------

// --- Flying through the air.
AnimationState = STUNNED_FLAILING WEAPONSET_TOGGLE_1
StateName = STATE_Bow
Animation
AnimationName = #(MODEL)_B_FLYA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End

AnimationState = STUNNED_FLAILING
StateName = STATE_Sword
Animation
AnimationName = #(MODEL)_U_FLYA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End

// --- Dying anims
AnimationState = DYING SPLATTED WEAPONSET_TOGGLE_1
StateName = STATE_Bow
Animation
AnimationName = #(MODEL)_B_LNDA
AnimationMode = ONCE
End
End

AnimationState = DYING SPLATTED
StateName = STATE_Sword
Animation
AnimationName = #(MODEL)_U_LNDA
AnimationMode = ONCE
End
End

AnimationState = DYING WEAPONSET_TOGGLE_1 //WEAPONSTATE_CLOSE_RANGE
StateName = STATE_Bow
Animation
AnimationName = #(MODEL)_B_DIEA
AnimationMode = ONCE
End
End

AnimationState = DYING
StateName = STATE_Sword
Animation
AnimationName = #(MODEL)_U_DIEA
AnimationMode = ONCE
End
Animation = GUHero_DIEB
AnimationName = #(MODEL)_U_DIEB
AnimationMode = ONCE
End
End


// --- Stunned anims


AnimationState = STUNNED_STANDING_UP WEAPONSET_TOGGLE_1
StateName = STATE_Bow
Animation
AnimationName = #(MODEL)_B_GTPA
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.5 1.5
End
End

AnimationState = STUNNED_STANDING_UP
StateName = STATE_Sword
Animation
AnimationName = #(MODEL)_U_GTPA
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.5 1.5
End
End

AnimationState = STUNNED WEAPONSET_TOGGLE_1
StateName = STATE_Bow
Animation
AnimationName = #(MODEL)_B_LNDA
AnimationMode = ONCE
End
End

AnimationState = STUNNED
StateName = STATE_Sword
Animation = GUHero_LNDA
AnimationName = #(MODEL)_U_LNDA
AnimationMode = ONCE
End
End

//------------------ SPECIAL POWER ANIMS ---------------------


// RAIN OF ARROWS SPECIAL POWER //
AnimationState = PACKING_TYPE_1 WEAPONSET_TOGGLE_1
StateName = rainofarrows
Animation
AnimationName = #(MODEL)_B_ATKA2
AnimationMode = LOOP
End
// FXEvent = Frame:6 Name: FX_SarumanDominateAtSelf
End

// DOMINATE SPECIAL POWER //
AnimationState = PACKING_TYPE_1
StateName = Curse
Animation
AnimationName = #(MODEL)_U_LVLA
AnimationMode = ONCE
End
// FXEvent = Frame:6 Name: FX_SarumanDominateAtSelf
End

// TELEPORT SPECIAL POWER //
AnimationState = PACKING_TYPE_3
StateName = Curse
Animation
AnimationName = #(MODEL)_U_SPCA
AnimationMode = ONCE
End
// FXEvent = Frame:6 Name: FX_SarumanDominateAtSelf
End

//--------------------- Wound Arrow anim
AnimationState = SPECIAL_WEAPON_TWO
StateName = STATE_Bow
Animation
AnimationName = #(MODEL)_U_SPCL #(MODEL)_U_ATKC
AnimationMode = ONCE
End
FrameForPristineBonePositions = 59
BeginScript
CurDrawableShowSubObject("arrow")
EndScript
End

//------------------ ATTACKING --------------------------------------------------------------------
// Attacking Anims [Weapon_A]



// AnimationState = MOVING WEAPONSET_TOGGLE_1 FIRING_OR_PREATTACK_A
// Animation = TrotAndFire
// AnimationName = #(MODEL)_U_ATRA
// AnimationMode = LOOP
// End
// Flags = RANDOMSTART
// StateName = RunAndSwing
// End
//
// AnimationState = FIRING_OR_PREATTACK_A WEAPONSET_TOGGLE_1
// StateName = STATE_Sword
//
// Animation = ATKD
// AnimationName = #(MODEL)_U_ATKD
// AnimationMode = ONCE
// UseWeaponTiming = Yes
// AnimationSpeedFactorRange = 1.149 1.149
// End
//
// Animation = ATKE
// AnimationName = #(MODEL)_U_ATKE
// AnimationMode = ONCE
// UseWeaponTiming = Yes
// AnimationSpeedFactorRange = 1.149 1.149
// End
//
// Animation = ATKF
// AnimationName = #(MODEL)_U_ATKF
// AnimationMode = ONCE
// AnimationSpeedFactorRange = 1.47 1.47
// End
// Flags = RESTART_ANIM_WHEN_COMPLETE
// // FrameForPristineBonePositions = 59
// BeginScript
// Prev = CurDrawablePrevAnimationState()
// if Prev == "STATE_Bow" then CurDrawableSetTransitionAnimState("TRANS_BowToSword") end
// EndScript
// End

//------------------ MOVING -------------------------------------------------------------

AnimationState = MOVING USER_4 // Moving slaughter
StateName = Slaughter
Flags = RANDOMSTART
//ParticleSysBone = None InfantryDustTrails
Animation = GUHero_ATKE
AnimationName = #(MODEL)_U_ATKE
AnimationMode = LOOP
End
StateName = NoSword
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "Sword" then CurDrawableSetTransitionAnimState("TRANS_SwordToBow") end
EndScript
End

//--- Running with bow
AnimationState = MOVING WEAPONSET_TOGGLE_1 //WEAPONSTATE_CLOSE_RANGE
StateName = STATE_RunningBow
Flags = RANDOMSTART
//ParticleSysBone = None InfantryDustTrails
Animation
AnimationName = #(MODEL)_B_RUNA
// AnimationMode = LOOP
AnimationSpeedFactorRange = 0.85 0.85
// Distance = 28
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Sword" then CurDrawableSetTransitionAnimState("TRANS_SwordToBow") end
if Prev == "STATE_RunningSword" then CurDrawableSetTransitionAnimState("TRANS_SwordToBow_Running") end
if Prev == "STATE_Rappelling" then CurDrawableSetTransitionAnimState("Trans_RappellingToRunning_WeaponToggle") return end
EndScript
End

//--- Running with sword
AnimationState = MOVING
StateName = STATE_RunningSword
Flags = RANDOMSTART
//ParticleSysBone = None InfantryDustTrails
Animation
AnimationName = #(MODEL)_U_RUNA
// AnimationMode = LOOP
AnimationSpeedFactorRange = 0.85 0.85
// Distance = 28
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Bow" then CurDrawableSetTransitionAnimState("TRANS_BowToSword") end
if Prev == "STATE_RunningBow" then CurDrawableSetTransitionAnimState("TRANS_BowToSword_Running") end
if Prev == "STATE_Rappelling" then CurDrawableSetTransitionAnimState("Trans_RappellingToRunning") return end
EndScript
End

//---------------------------------------------------
//New style firing with bow
AnimationState = PREATTACK_A WEAPONSET_TOGGLE_1
StateName = STATE_Firing
Animation = ReadyToDrawn
AnimationName = #(MODEL)_B_ATKA1
AnimationMode = ONCE
// UseWeaponTiming = Yes // UseWeaponTiming plus random weapon field equals desync. Leaving as warning
//AnimationBlendTime = 10
End
End

AnimationState = FIRING_OR_RELOADING_A WEAPONSET_TOGGLE_1
StateName = STATE_Firing
Animation = LooseReloadDraw
AnimationName = #(MODEL)_B_ATKA2
AnimationMode = ONCE
// UseWeaponTiming = Yes // UseWeaponTiming plus random weapon field equals desync. Leaving as warning
AnimationSpeedFactorRange = 1.1 1.1 // Therefore, this is all you get. A slight speed up so that the animation can always finish before any possible random value Design sets the range for
//AnimationBlendTime = 10
End
End
//---------------------End New style firing

//AnimationState = CONTINUOUS_FIRE_MEAN WEAPONSET_TOGGLE_1
// Animation = HangFrameWhileCoasting
// AnimationName = #(MODEL)_B_ATKA2
// AnimationMode = MANUAL
// End
//End

//AnimationState = CONTINUOUS_FIRE_SLOW WEAPONSET_TOGGLE_1
// //StateName = STATE_Idle_Bow
// Animation = PutAwayArrow
// AnimationName = #(MODEL)_U_ATKA3
// AnimationMode = ONCE
// End
//End

//End New style firing
//---------------------------------------------------

AnimationState = FIRING_OR_PREATTACK_A WEAPONSET_TOGGLE_1
StateName = STATE_Firing
Animation
AnimationName = #(MODEL)_B_ATKA1
AnimationMode = ONCE
UseWeaponTiming = No // UseWeaponTiming plus random weapon field equals desync. Leaving as warning
End
End

AnimationState = FIRING_OR_PREATTACK_A // Melee attack.
Animation
AnimationName = #(MODEL)_U_ATKA1 #(MODEL)_U_ATKA #(MODEL)_U_ATKB
AnimationMode = ONCE
UseWeaponTiming = Yes
End
End



//-------------------- HIT REACTIONS -----------------------------------------------------------

// this hit animation attack stance
AnimationState = EMOTION_ALERT HIT_REACTION WEAPONSET_TOGGLE_1
Animation
AnimationName = #(MODEL)_B_HITA
AnimationMode = ONCE
End
End

AnimationState = HIT_REACTION WEAPONSET_TOGGLE_1
Animation
AnimationName = #(MODEL)_B_HITA
AnimationMode = ONCE
End
End

AnimationState = HIT_REACTION
Animation = Sword_HITA
AnimationName = #(MODEL)_U_HITA
AnimationMode = ONCE
End
Animation = Sword_HITB
AnimationName = #(MODEL)_U_HITB
AnimationMode = ONCE
End

BeginScript
PrevAnim = CurDrawablePrevAnimation()
if PrevAnim == "Foot_IDLB"
then
return "Sword_HITB"
else
return "Swort_HITA"
end
EndScript
End

//------------ SPECIAL POWERS ------------------------------------------------------------------

AnimationState = THROWN_PROJECTILE
Animation
AnimationName = #(MODEL)_U_LEP2
AnimationMode = LOOP
End
End

AnimationState = ABOUT_TO_HIT
Animation
AnimationName = #(MODEL)_U_LEP3
AnimationMode = ONCE
End
End

AnimationState = SPECIAL_POWER_1 ; Aragorn shouting Elendil anim
StateName = STATE_ready
Animation
AnimationName = #(MODEL)_U_SPCA
AnimationMode = ONCE
End
ParticleSysBone = B_SWORDBONE ElendilFlare FollowBone:yes
ParticleSysBone = B_SWORDBONE ElendilSwordFlare FollowBone:yes
; FXEvent = Name: FX_ElendilGlowEvent
End

// WORD OF POWER ANIMS ON FOOT //
AnimationState = SPECIAL_WEAPON_ONE
StateName = Attacking
Animation
AnimationName = #(MODEL)_U_SPCA
AnimationMode = ONCE
End
//FXEvent = Frame:5 Name:FX_GandalfPreAttackBlast
End

// WIZARD BLAST ANIMS MOUNTED //
AnimationState = SPECIAL_WEAPON_TWO MOUNTED
StateName = Attacking
Animation
AnimationName = #(MODEL)_U_SPLD #(MODEL)_U_ATKA
AnimationMode = ONCE
End
End

// WIZARD BLAST ANIMS ON FOOT //
AnimationState = SPECIAL_WEAPON_TWO
StateName = Attacking
Animation
AnimationName = #(MODEL)_U_SPCB #(MODEL)_U_ATKA
AnimationMode = ONCE
End
End

// ISTARI LIGHT STAFF WEAPON MOUNTED //
AnimationState = SPECIAL_WEAPON_THREE MOUNTED // FIRING_OR_PREATTACK_C
StateName = Attacking
Animation = StaffLaser
AnimationName = #(MODEL)_U_SPCD #(MODEL)_U_ATKA
AnimationMode = ONCE
End
FXEvent = Frame:30 Name:FX_GandalfStaffFlare
End

// ISTARI LIGHT STAFF WEAPON ON FOOT //
AnimationState = SPECIAL_WEAPON_THREE // FIRING_OR_PREATTACK_C
StateName = Attacking
Animation = StaffLaser
AnimationName = #(MODEL)_U_SPCE #(MODEL)_U_ATKA// isitari's light?
AnimationMode = ONCE
End
FXEvent = Frame:30 Name:FX_GandalfStaffFlare
End

; Throwing and cripple strike
AnimationState = SPECIAL_WEAPON_FOUR
StateName = Attacking
Animation
AnimationName = #(MODEL)_U_SPCD
AnimationMode = ONCE
End
FrameForPristineBonePositions = 44
End

AnimationState = SPECIAL_WEAPON_FIVE
StateName = Attacking
Animation
AnimationName = #(MODEL)_U_SPCE
AnimationMode = ONCE
End
End

AnimationState = SPECIAL_WEAPON_SIX
StateName = Attacking
Animation
AnimationName = #(MODEL)_U_SPCF
AnimationMode = ONCE
End
End

// Special Power 1
AnimationState = PACKING_TYPE_1 UNPACKING
StateName = Attacking
Animation = LightningSwordStart
AnimationName = #(MODEL)_U_SPCC #(MODEL)_U_ATKA
AnimationMode = ONCE
End
FXEvent = Frame:14 Name:FX_CreateAHeroLightningCharge
// FXEvent = Frame:70 Name:FX_GandalfLightningFizzle
FXEvent = Frame:14 Name:FX_GandalfLightningSword FrameStop:70
End

AnimationState = PACKING_TYPE_1 PREPARING
StateName = Attacking
Animation = LightningSwordLoop
AnimationName = #(MODEL)_U_SPCA #(MODEL)_U_ATKA
AnimationMode = LOOP
End
End

AnimationState = PACKING_TYPE_1 PACKING
StateName = Attacking
Animation = LightningSwordPutAway
AnimationName = #(MODEL)_U_SPCB #(MODEL)_U_ATKA
AnimationMode = ONCE
End
End

// (specific) dwarf train allies.
AnimationState = PACKING_TYPE_2 CREATE_A_HERO_20 CREATE_A_HERO_21
Animation
AnimationName = #(MODEL)_U_SPCC
AnimationMode = LOOP
End
End

// Special Power 2
AnimationState = PACKING_TYPE_2 UNPACKING
StateName = Attacking
Animation = LightningSwordStart
AnimationName = #(MODEL)_U_SPCC #(MODEL)_U_ATKA
AnimationMode = ONCE
End
FXEvent = Frame:14 Name:FX_CreateAHeroLightningCharge
// FXEvent = Frame:70 Name:FX_GandalfLightningFizzle
FXEvent = Frame:14 Name:FX_GandalfLightningSword FrameStop:70
End

AnimationState = PACKING_TYPE_2 PREPARING
StateName = Attacking
Animation = LightningSwordLoop
AnimationName = #(MODEL)_U_SPCA #(MODEL)_U_ATKA
AnimationMode = LOOP
End
End

AnimationState = PACKING_TYPE_2 PACKING
StateName = Attacking
Animation = LightningSwordPutAway
AnimationName = #(MODEL)_U_SPCB #(MODEL)_U_ATKA
AnimationMode = ONCE
End
End

//----------- Captain of Gondor - Sword --------------------------------------------
AnimationState = PACKING_TYPE_2 WEAPONSET_TOGGLE_1
StateName = CaptainPower
Animation = GUHero_CHRC
AnimationName = #(MODEL)_U_CHRC
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.2 1.2
End
End

//----------- Captain of Gondor - Bow -----------------------------------------------
AnimationState = PACKING_TYPE_2
StateName = STATE_CaptainBow
Animation = GUHero_CHRD
AnimationName = #(MODEL)_U_SPCE #(MODEL)_U_SPCA #(MODEL)_U_CHRD
AnimationMode = ONCE
// AnimationSpeedFactorRange = 0.75 0.75
End
End

// Special Power 3
AnimationState = PACKING_TYPE_3 UNPACKING
StateName = Attacking
Animation = LightningSwordStart
AnimationName = #(MODEL)_U_SPCC #(MODEL)_U_ATKA
AnimationMode = ONCE
End
FXEvent = Frame:14 Name:FX_CreateAHeroLightningCharge
// FXEvent = Frame:70 Name:FX_GandalfLightningFizzle
FXEvent = Frame:14 Name:FX_GandalfLightningSword FrameStop:70
End

AnimationState = PACKING_TYPE_3 PREPARING
StateName = Attacking
Animation = LightningSwordLoop
AnimationName = #(MODEL)_U_SPCA #(MODEL)_U_ATKA
AnimationMode = LOOP
End
End

AnimationState = PACKING_TYPE_3 PACKING
StateName = Attacking
Animation = LightningSwordPutAway
AnimationName = #(MODEL)_U_SPCB #(MODEL)_U_ATKA
AnimationMode = ONCE
End
End

// Special Power 4
AnimationState = PACKING_TYPE_4 UNPACKING
Animation
AnimationName = #(MODEL)_U_SPCA
AnimationMode = ONCE
End
End

AnimationState = PACKING_TYPE_4 PREPARING
Animation
AnimationName = #(MODEL)_U_SPCA
AnimationMode = ONCE
End
End

AnimationState = PACKING_TYPE_4 PACKING
Animation
AnimationName = #(MODEL)_U_SPCA
AnimationMode = ONCE
End
End

// Special Power 5

// AnimationState = PACKING_TYPE_5 UNPACKING WEAPONSET_TOGGLE_1
// Animation
// AnimationName = #(MODEL)_B_SPCB
// AnimationMode = ONCE
// End
// End
//
// AnimationState = PACKING_TYPE_5 PREPARING WEAPONSET_TOGGLE_1
// Animation
// AnimationName = #(MODEL)_B_SPCB
// AnimationMode = ONCE
// End
// End

AnimationState = PACKING_TYPE_5 PACKING WEAPONSET_TOGGLE_1
Animation
AnimationName = #(MODEL)_B_SPCB
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.7333 0.7333
End
End

// AnimationState = PACKING_TYPE_5 UNPACKING
// Animation
// AnimationName = #(MODEL)_U_SPCB
// AnimationMode = ONCE
// End
// End
//
// AnimationState = PACKING_TYPE_5 PREPARING
// Animation
// AnimationName = #(MODEL)_U_SPCB
// AnimationMode = ONCE
// End
// End

AnimationState = PACKING_TYPE_5 PACKING
Animation
AnimationName = #(MODEL)_U_SPCB
AnimationMode = ONCE
End
End

// Special Power 6
// AnimationState = PACKING_TYPE_6 UNPACKING
// Animation
// AnimationName = #(MODEL)_U_SPCD
// AnimationMode = ONCE
// End
// End
//
// AnimationState = PACKING_TYPE_6 PREPARING
// Animation
// AnimationName = #(MODEL)_U_SPCD
// AnimationMode = ONCE
// End
// End

AnimationState = PACKING_TYPE_6 PACKING
Animation
AnimationName = #(MODEL)_U_SPCD
AnimationMode = ONCE
End
End




//====== LEVELED
AnimationState = LEVELED WEAPONSET_TOGGLE_1 // This state clears itself in 3 seconds
Animation = LevelUp
AnimationName = #(MODEL)_B_CHRA #(MODEL)_B_LVLA
AnimationMode = ONCE
End
End

AnimationState = LEVELED // This state clears itself in 3 seconds
Animation = LevelUp
AnimationName = #(MODEL)_U_CHRA #(MODEL)_U_LVLA
AnimationMode = ONCE
End
End

//---------------------- EMOTIONS ---------------------------------------------------------------

// cheer, mounted
AnimationState = EMOTION_CELEBRATING MOUNTED
Animation
AnimationName = #(MODEL)_M_CHRA #(MODEL)_M_IRFA
AnimationMode = ONCE
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End

// cheer, w/ bow on foot
AnimationState = EMOTION_CELEBRATING WEAPONSET_TOGGLE_1
Animation
AnimationName = #(MODEL)_B_CHRA
AnimationMode = ONCE
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End

// cheer, on foot
AnimationState = EMOTION_CELEBRATING
Animation CHRA
AnimationName = #(MODEL)_U_CHRA #(MODEL)_U_TNTA
AnimationMode = ONCE
End
Animation CHRB
AnimationName = #(MODEL)_U_CHRB #(MODEL)_U_CHRA #(MODEL)_U_TNTA
AnimationMode = ONCE
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End

// raise flag, w/ bow on foot
AnimationState = RAISING_FLAG WEAPONSET_TOGGLE_1
Animation
AnimationName = #(MODEL)_B_CHRA
AnimationMode = ONCE
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End

// cheer, on foot
AnimationState = RAISING_FLAG
Animation CHRA
AnimationName = #(MODEL)_U_CHRA #(MODEL)_U_TNTA
AnimationMode = ONCE
End
Animation CHRB
AnimationName = #(MODEL)_U_CHRB #(MODEL)_U_CHRA #(MODEL)_U_TNTA
AnimationMode = ONCE
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End

// taunt, mounted
AnimationState = EMOTION_TAUNTING MOUNTED
Animation
AnimationName = #(MODEL)_M_TNTA #(MODEL)_M_IRFA
AnimationMode = ONCE
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End

// taunt, w/ bow on foot
AnimationState = EMOTION_TAUNTING WEAPONSET_TOGGLE_1
Animation
AnimationName = #(MODEL)_B_TNTA
AnimationMode = ONCE
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End

// taunt, on foot
AnimationState = EMOTION_TAUNTING
Animation CHRA
AnimationName = #(MODEL)_U_TNTA
AnimationMode = ONCE
End
Animation CHRB
AnimationName = #(MODEL)_U_TNTB #(MODEL)_U_TNTA
AnimationMode = ONCE
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End

// Animation
// AnimationName = RUMerry_CHRA
// AnimationMode = ONCE
// End
// Animation
// AnimationName = RUMerry_CHRB
// AnimationMode = ONCE
// End
// Flags = RESTART_ANIM_WHEN_COMPLETE
// End
//
// AnimationState = EMOTION_TAUNTING
// Animation
// AnimationName = RUMerry_TNTB
// AnimationMode = LOOP
// End
// End
//
// AnimationState = EMOTION_ALERT WEAPONSET_TOGGLE_1
// StateName = STATE_Ready_Rocks
// Animation = IDLA
// AnimationName = RUMerry_IDLA
// AnimationMode = LOOP
// End
// End
// AnimationState = EMOTION_ALERT
// StateName = STATE_Ready_Sword
// Animation
// AnimationName = RUMerry_IDLB
// AnimationMode = LOOP
// End
// End



//====== ENGAGED
AnimationState = ENGAGED WEAPONSET_TOGGLE_1
StateName = STATE_ready
Animation
AnimationName = #(MODEL)_B_IDLA
AnimationMode = ONCE
End
End
AnimationState = ENGAGED
StateName = STATE_ready
Animation
AnimationName = #(MODEL)_U_IDLA
AnimationMode = ONCE
End
End
AnimationState = BETWEEN_FIRING_SHOTS_A WEAPONSET_TOGGLE_1
StateName = STATE_ready
Animation
AnimationName = #(MODEL)_B_IDLA
AnimationMode = ONCE
End
End
AnimationState = BETWEEN_FIRING_SHOTS_A
StateName = STATE_ready
Animation
AnimationName = #(MODEL)_U_IDLA
AnimationMode = ONCE
End
End

// --- Idle Toggled

AnimationState = SELECTED WEAPONSET_TOGGLE_1
StateName = STATE_Selected_Bow
Animation = Selected_Loop
AnimationName = #(MODEL)_B_ATNB
AnimationMode = LOOP
AnimationBlendTime = 10
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Idle_Bow" then CurDrawableSetTransitionAnimState("TRANS_BoredToSelectedBow") end
EndScript
Flags = RESTART_ANIM_WHEN_COMPLETE
End

AnimationState = SELECTED
StateName = STATE_Selected_Sword
Animation = Selected_Loop
AnimationName = #(MODEL)_U_ATNB
AnimationMode = LOOP
AnimationBlendTime = 10
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Idle_Sword" then CurDrawableSetTransitionAnimState("TRANS_BoredToSelectedSword") end
EndScript
Flags = RESTART_ANIM_WHEN_COMPLETE
End


AnimationState = WEAPONSET_TOGGLE_1
StateName = STATE_Idle_Bow
Animation
AnimationName = #(MODEL)_B_IDLA
AnimationPriority = 20
AnimationMode = ONCE
AnimationBlendTime = 15
End
Flags = RESTART_ANIM_WHEN_COMPLETE
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Idle_Sword" then CurDrawableSetTransitionAnimState("TRANS_SwordToBow") end
EndScript
End

IdleAnimationState
StateName = STATE_Idle_Sword
Animation = Foot_IDLB // Bored Idle
AnimationName = #(MODEL)_U_IDLB
AnimationMode = ONCE
AnimationPriority = 20
End
Animation = Foot_IDLC // Bored Fidget
AnimationName = #(MODEL)_U_IBFA
AnimationMode = ONCE
AnimationPriority = 2
End
//Animation = Foot_IDLD // Bored Fidget
// AnimationName = #(MODEL)_U_IBFB
// AnimationMode = ONCE
// AnimationPriority = 1
//End

BeginScript
CurDrawableHideSubObject("arrow")
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Selected_Sword" then CurDrawableSetTransitionAnimState("TRANS_SelectedToBoredSword") end
if Prev == "STATE_Idle_Bow" then CurDrawableSetTransitionAnimState("TRANS_BowToSword") end
EndScript
End


//---transitions--------------------------------------------

TransitionState = TRANS_BoredToSelectedSword
// Once we have proper animations for enter -> idle -> exit, fix this properly.
Animation = ANTD
AnimationName = #(MODEL)_U_ATNA #(MODEL)_U_ATND #(MODEL)_U_IDLA
AnimationMode = ONCE
End
End

TransitionState = TRANS_SelectedToBoredSword
Animation = ATNF
AnimationName = #(MODEL)_U_ATNC #(MODEL)_U_ATNF #(MODEL)_U_ATNE
AnimationMode = ONCE
End
End

TransitionState = TRANS_BoredToSelectedBow
Animation = ATNC
AnimationName = #(MODEL)_U_ATNF #(MODEL)_U_ATNE
AnimationMode = ONCE
End
End

TransitionState = TRANS_CaptainBowToSelectedBow
Animation = ATNC
AnimationName = #(MODEL)_U_ATNF
AnimationMode = ONCE
AnimationBlendTime = 10
AnimationSpeedFactorRange = 1.5 1.5
End
End

TransitionState = TRANS_SelectedToBoredBow
Animation = ATNA
AnimationName = #(MODEL)_U_ATNF
AnimationMode = ONCE
End
End


TransitionState = TRANS_BowToSword
Animation = CUHero_STHA
AnimationName = #(MODEL)_B_STHA
AnimationMode = ONCE
End
End

TransitionState = TRANS_SwordToBow
Animation = CUHero_STHB
AnimationName = #(MODEL)_U_STHA
AnimationMode = ONCE
End
End

TransitionState = TRANS_BowToSword_Running
Animation = DrawSwords
AnimationName = #(MODEL)_B_STHB
AnimationMode = ONCE
End
End

TransitionState = TRANS_SwordToBow_Running
Animation = DrawBow
AnimationName = #(MODEL)_U_STHB
AnimationMode = ONCE
End
End

End


//*** ART Parameters ***

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

// All faction icon.
Draw = W3DScriptedModelDraw ModuleTag_IconDraw
DefaultModelConditionState
Model = None
End
ModelConditionState = PREORDER CREATE_A_HERO_11 ; Troll 1
Model = IconLarge
End
ModelConditionState = PREORDER CREATE_A_HERO_10 ; Troll 2
Model = IconLarge
End
ModelConditionState = PREORDER
Model = Icon
End
End
// Upgrade_CHW22
// Draw = W3DScriptedModelDraw CMSword02
// DefaultModelConditionState
// Model = CHCM_SWD_02
// End
// AttachToBoneInAnotherModule = B_HAND_R
// End

WeaponSet
Conditions = WEAPONSET_CREATE_A_HERO_WS_04 // CLOSE_RANGE CONTESTING_BUILDING
Weapon = PRIMARY CreateAHeroBasicMeleeWeapon
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
Behavior = WeaponSetUpgrade Create_A_Hero_Weapon4
TriggeredBy = Upgrade_CHW04
WeaponCondition = WEAPONSET_CREATE_A_HERO_WS_04
End
Behavior = SubObjectsUpgrade WestronSword_Upgrade
TriggeredBy = Upgrade_CHW04
ShowSubObjects = WestronSword
HideSubObjectsOnRemove = Yes
FadeTimeInSeconds = 0.0
End
//Behavior = SubObjectsUpgrade Belthronding_Upgrade_4
// TriggeredBy = Upgrade_CHW04
// ShowSubObjects = Belthronding
// HideSubObjectsOnRemove = Yes
// FadeTimeInSeconds = 0.0
//End

Behavior = UnpauseSpecialPowerUpgrade ModuleTag_EnableElendil
SpecialPowerTemplate = SpecialAbilityAragornElendil
TriggeredBy = Upgrade_AragornElendil
End

Behavior = SpecialPowerModule ModuleTag_ElendilStarter
SpecialPowerTemplate = SpecialAbilityAragornElendil
UpdateModuleStartsAttack = Yes
AntiCategory = LEADERSHIP
AttributeModifier = AragornElendilAntiCategory ; Used for the anti category duration only.
AttributeModifierRange = 200.0
StartsPaused = No ; obtained on level 2
SetModelCondition = ModelConditionState:USER_3
SetModelConditionTime = 10.0 ; 10 secs of glow anim for sword
End

Behavior = ModelConditionSpecialAbilityUpdate ModuleTag_ElendilUpdate
SpecialPowerTemplate = SpecialAbilityAragornElendil
UnpackTime = 1400 ; Drawing the horn
PreparationTime = 1 ; nothing
PersistentPrepTime = 1000 ; Blowing
PackTime = 1000 ; Putting horn away

GenerateTerror = Yes
EmotionPulseRadius = 180
ObjectFilter = ELENDIL_OBJECT_FILTER
AwardXPForTriggering = 0
End

; ***DESIGN parameters ***
Side = Men
EditorSorting = UNIT
ThreatLevel = ARAGORN_THREAT_LEVEL
ThingClass = CHARACTER_UNIT
TransportSlotCount = TRANSPORTSLOTCOUNT_HERO

;//DisplayMeleeDamage = ARAGORN_DAMAGE

HeroSortOrder = 20

BuildCost = ARAGORN_BUILDCOST
BuildTime = ARAGORN_BUILDTIME
MaxSimultaneousOfType = 1
ShockwaveResistance = SHOCKWAVE_RESISTANCE_STRONG

ChildObject GondorJuju CreateAHero
End
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cdd59554
Admin
cdd59554


Nombre de messages : 7235
Age : 31
Location : J'aime les abricots
Add-On : Oui
Date d'inscription : 16/01/2008

convertir un héro créé en vrai héros Empty
MessageSujet: Re: convertir un héro créé en vrai héros   convertir un héro créé en vrai héros Icon_minitimeJeu 3 Mar - 18:08

Il manque un End
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Tar-Elendil
Habitué(e)
Habitué(e)



Nombre de messages : 80
Age : 27
Location : En train de devenir handballeur professionnel
Add-On : que veut tu dire ? tu veux me le voler c'est ça !!!!
Date d'inscription : 13/08/2010

convertir un héro créé en vrai héros Empty
MessageSujet: Re: convertir un héro créé en vrai héros   convertir un héro créé en vrai héros Icon_minitimeJeu 3 Mar - 19:22

j'ai tout remis tout est bon et la j'ai un gamecrash

The ThingTemplate CreateAHeroMounted does not exist in AwardSystemManager::parseThingStat.

alors que je n'y ai pas touché à ce fichier
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cdd59554
Admin
cdd59554


Nombre de messages : 7235
Age : 31
Location : J'aime les abricots
Add-On : Oui
Date d'inscription : 16/01/2008

convertir un héro créé en vrai héros Empty
MessageSujet: Re: convertir un héro créé en vrai héros   convertir un héro créé en vrai héros Icon_minitimeJeu 3 Mar - 22:40

Je ne connais pas ce crash Mad

Mais à la limite t'es pas forcément obligé de prendre le model d'un héro créé qui est assez compliquer faut l'avouer. Au début tu peut prendre le model d'aragorn ou d'un autre héro et pour le coup tu auras simplement a faire un copier coller du module draw. Et plus tard tu pourra eventuellement revenir sur le draw pour mettre l'apparence d'un héro créé Wink
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Tar-Elendil
Habitué(e)
Habitué(e)



Nombre de messages : 80
Age : 27
Location : En train de devenir handballeur professionnel
Add-On : que veut tu dire ? tu veux me le voler c'est ça !!!!
Date d'inscription : 13/08/2010

convertir un héro créé en vrai héros Empty
MessageSujet: Re: convertir un héro créé en vrai héros   convertir un héro créé en vrai héros Icon_minitimeJeu 3 Mar - 22:45

ouais merci quand même désolé de t'avoir pris du temps pour rien.
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convertir un héro créé en vrai héros Empty
MessageSujet: Re: convertir un héro créé en vrai héros   convertir un héro créé en vrai héros Icon_minitime

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