LA SUITE!!sauter deux ligne et ajouter cela!!
AnimationState = HERO PACKING PACKING_TYPE_1
Animation = FinishIgniteRoar
AnimationName = MUBalrog_SKL.MUBalrog_IGNTB
AnimationMode = ONCE
End
EnteringStateFX = FX_BalrogIgniteStart
End
AnimationState = FIRING_OR_PREATTACK_A
Animation = Swipe
AnimationName = MUBalrog_SKL.MUBalrog_ATKB
AnimationMode = ONCE
UseWeaponTiming = Yes
End
End
AnimationState = FIRING_OR_PREATTACK_C
Animation = Chop
AnimationName = MUBalrog_SKL.MUBalrog_ATKA
AnimationMode = ONCE
UseWeaponTiming = Yes
End
ParticleSysBone = SWORDBONE BalrogSword FollowBone:yes
End
End
;--------------------------
Draw = W3DScriptedModelDraw ModuleTag_WhipDraw
GlowEnabled = Yes
GlowEmissive = Yes
ShadowForceDisable = Yes ;The shadow setting is for the whole drawable, but this individual draw module wants to not have a shadow.
; StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD
DefaultModelConditionState
Model = None
End
ModelConditionState = FIRING_OR_PREATTACK_B
Model = MUBalsWhip_SKN
End
;------------------
IdleAnimationState
End
AnimationState = FIRING_OR_PREATTACK_B
Animation = CrackThatWhip
AnimationName = MUBalsWhip_SKL.MUBalsWhip_WIPA
AnimationMode = ONCE
AnimationBlendTime = 0
End
End
WadingParticleSys = BalrogRiverSteam
End
; ***DESIGN parameters ***
DisplayName = OBJECT:Balrog
;//DisplayMeleeDamage = BALROG_DAMAGE_DISPLAY
Side = Neutral
EditorSorting = UNIT
ThreatLevel = 4.0
ThingClass = CHARACTER_UNIT
CrusherLevel = 4 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
CrushWeapon = BalrogCrush
BuildCost = 4000
BuildTime = 40
TransportSlotCount = TRANSPORTSLOTCOUNT_MONSTER
WeaponSet
Conditions = None
Weapon = PRIMARY MordorBalrogSwordSwipe
Weapon = SECONDARY MordorBalrogWhip
Weapon = TERTIARY MordorBalrogSwordChop
AutoChooseSources = SECONDARY None
OnlyAgainst = TERTIARY STRUCTURE BIG_MONSTER
End
ArmorSet
Conditions = None
Armor = BalrogArmor
DamageFX = NormalDamageFX
End
VisionRange = VISION_BALROG
ShroudClearingRange = SHROUD_CLEAR_BALROG
DisplayName = OBJECT:Balrog
ShockwaveResistance = SHOCKWAVE_RESISTANCE_ALWAYS
CommandSet = BalrogCommandSet
CanPathThroughGates = No
IsTrainable = No
DeadCollideSize = LARGE ; How big does the AOD consider this unit for damage fx & behavior.
;------------------ AUDIO Parameters ----------------------
VoiceAttack = BalrogVoiceAttack
VoiceAttackCharge = BalrogVoiceAttack
VoiceAttackMachine = BalrogVoiceAttack
VoiceAttackStructure = BalrogVoiceAttack
VoiceGuard = BalrogVoiceMove
VoiceMove = BalrogVoiceMove
VoiceSelect = BalrogVoiceSelect
VoiceSelectBattle = BalrogVoiceSelect
SoundAmbient = BalrogAmbientLoop
SoundImpact = ImpactHorse
#include "..\includes\StandardUnitEvaEvents.inc"
; Warn the player when the enemy gets a unit. Override the normal sighting event from StandardUnitEvaEvents.inc
EvaEnemyObjectSightedEvent = DiscoveredEnemyBalrog
ClientUpdate = EvaAnnounceClientCreate ModuleTag_CreateAnnounce
AnnouncementEventEnemy = DiscoveredEnemyBalrog
AnnouncementEventAlly = None
AnnouncementEventOwner = None
OnlyIfVisible = Yes ; Don't announce if hidden in the shroud
CountAsFirstSightedAnnoucement = Yes ; Don't re-annouce if going into shroud & back
UseObjectsPosition = No ; Play from central Fortress, not at unit's position
CreateFakeRadarEvent = Yes ; Allow player to jump to unit after hearing annoucement
End
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
MaxUpdateRangeCap = 800
AnimationSound = Sound: BalrogFootstep Animation: MUBalrog_SKL.MUBalrog_WLKA Frames: 42 17
AnimationSound = Sound: BalrogFootstep Animation: MUBalrog_SKL.MUBalrog_TRNA Frames: 21 52
AnimationSound = Sound: BalrogFootstep Animation: MUBalrog_SKL.MUBalrog_TRNB Frames: 21 52
AnimationSound = Sound: BalrogWhipPart1 Animation: MUBalrog_SKL.MUBalrog_WIPA Frames: 1
AnimationSound = Sound: BalrogWhipPart2 Animation: MUBalrog_SKL.MUBalrog_WIPA Frames: 21
AnimationSound = Sound: ImpactWhipCrack Animation: MUBalrog_SKL.MUBalrog_WIPA Frames: 34
AnimationSound = Sound: BalrogSwordSwipe Animation: MUBalrog_SKL.MUBalrog_ATKB Frames: 32
AnimationSound = Sound: BalrogSwordSwipe Animation: MUBalrog_SKL.MUBalrog_ATKA Frames: 32
AnimationSound = Sound: ImpactBalrogAttackGeneric Animation: MUBalrog_SKL.MUBalrog_ATKA Frames:41
AnimationSound = Sound: ImpactBalrogAttackGeneric Animation: MUBalrog_SKL.MUBalrog_ATKB Frames:40
AnimationSound = Sound: ImpactBalrogAttackGeneric Animation: MUBalrog_SKL.MUBalrog_ATKC Frames:27 53 88
AnimationSound = Sound: BalrogJump_Part1 Animation: MUBalrog_SKL.MUBalrog_JMP1 Frames: 0
AnimationSound = Sound: BalrogJump_Part2 Animation: MUBalrog_SKL.MUBalrog_JMP1 Frames: 41
AnimationSound = Sound: BalrogWingFlaps Animation: MUBalrog_SKL.MUBalrog_FLYA Frames: 9
AnimationSound = Sound: BalrogLand Animation: MUBalrog_SKL.MUBalrog_LND1 Frames: 0
AnimationSound = Sound: BalrogWingFlaps Animation: MUBalrog_SKL.MUBalrog_JMP2 Frames: 0
AnimationSound = Sound: BalrogLandSwordHit Animation: MUBalrog_SKL.MUBalrog_LND2 Frames: 6
AnimationSound = Sound: BalrogIdleB_Part3 Animation: MUBalrog_SKL.MUBalrog_LND2 Frames: 27
AnimationSound = Sound: BalrogBreathFireExhale Animation: MUBalrog_SKL.MUBalrog_FIRA Frames: 31
AnimationSound = Sound: BalrogBreathFireInhale Animation: MUBalrog_SKL.MUBalrog_FIRA Frames: 0
AnimationSound = Sound: BalrogRoar Animation: MUBalrog_SKL.MUBalrog_RORB Frames: 25
AnimationSound = Sound: BalrogVanquishedRoar Animation: MUBalrog_SKL.MUBalrog_RORC Frames: 21
AnimationSound = Sound: BalrogVanquished Animation: MUBalrog_SKL.MUBalrog_RORC Frames: 50
AnimationSound = Sound: BalrogInjuredB_Part1 Animation: MUBalrog_SKL.MUBalrog_HITB Frames: 0
AnimationSound = Sound: BalrogInjuredB_Part2 Animation: MUBalrog_SKL.MUBalrog_HITB Frames: 70
AnimationSound = Sound: BalrogChuckle Animation: MUBalrog_SKL.MUBalrog_IDLA Frames: 1
AnimationSound = Sound: BalrogContentVox Animation: MUBalrog_SKL.MUBalrog_IDLA Frames: 0
AnimationSound = Sound: BalrogIdleB_Part1 Animation: MUBalrog_SKL.MUBalrog_IDLB Frames: 0
AnimationSound = Sound: BalrogIdleB_Part2 Animation: MUBalrog_SKL.MUBalrog_IDLB Frames: 37
AnimationSound = Sound: BalrogIdleB_Part3 Animation: MUBalrog_SKL.MUBalrog_IDLB Frames: 95
AnimationSound = Sound: BalrogIdleC_Part2 Animation: MUBalrog_SKL.MUBalrog_IDLC Frames: 29
AnimationSound = Sound: BalrogIdleC_Part3 Animation: MUBalrog_SKL.MUBalrog_IDLC Frames: 60
AnimationSound = Sound: BalrogFootstep Animation: MUBalrog_SKL.MUBalrog_IDLC Frames: 61
AnimationSound = Sound: BalrogDieVox Animation: MUBalrog_SKL.MUBalrog_DIEA Frames: 13
AnimationSound = Sound: BalrogBodyfall1 Animation: MUBalrog_SKL.MUBalrog_DIEA Frames: 56
AnimationSound = Sound: BalrogBodyfall2 Animation: MUBalrog_SKL.MUBalrog_DIEA Frames: 57
AnimationSound = Sound: OliphantFall Animation: MUBalrog_SKL.MUBalrog_DIEA Frames: 21
AnimationSound = Sound: BalrogLandSwordHit Animation: MUBalrog_SKL.MUBalrog_DIEA Frames: 54
AnimationSound = Sound: BalrogIgnite Animation: MUBalrog_SKL.MUBalrog_IGNTA Frames: 51
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = HERO PRELOAD SELECTABLE CAN_CAST_REFLECTIONS MONSTER SCORE CAN_ATTACK NO_FREEWILL_ENTER PATH_THROUGH_INFANTRY SCARY BIG_MONSTER CAN_ATTACK_WALLS SUMMONED
ThreatBreakdown MordorBalrog_DetailedThreat
AIKindOf = SIEGEWEAPON
End
Body = RespawnBody ModuleTag_RespawnBody
CheerRadius = EMOTION_CHEER_RADIUS
MaxHealth = BALROG_HEALTH ;BALANCE Eomer Health
PermanentlyKilledByFilter = NONE ;Who kills me permanently?
DodgePercent = HERO_DODGE_PERCENT
End
Behavior = RespawnUpdate ModuleTag_RespawnUpdate
; DeathAnim = STUNNED ;Model condition to play when killed-to-respawn
DeathAnim = DYING ;Model condition to play when killed-to-respawn
DeathFX = FX_DrogothDieToRespawn ;FXList to play when killed-to-respawn
DeathAnimationTime = 4966 ;1133 ;How long DeathAnim will take.
InitialSpawnFX = FX_DrogothInitialSpawn
RespawnAnim = LEVELED ;Animation to play when respawning.
RespawnFX = FX_DrogothRespawn ;FXList to play when respawning.
RespawnAnimationTime = 2000 ;Time it takes for respawn to play.
AutoRespawnAtObjectFilter = NONE +CASTLE_KEEP ;Respawn at this location -- and at it's exit production point if possible.
ButtonImage = HIBalrog
;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:550 Time:60000 Health:100% ;DEFAULT VALUES
RespawnEntry = Level:2 Cost:550 Time:60000 ; ;50% cost, 1x buildtime ;For other levels, only override what is different.
RespawnEntry = Level:3 Cost:550 Time:60000
RespawnEntry = Level:4 Cost:550 Time:60000
RespawnEntry = Level:5 Cost:715 Time:120000 ; ;65% cost, 2x buildtime
RespawnEntry = Level:6 Cost:715 Time:120000
RespawnEntry = Level:7 Cost:715 Time:120000
RespawnEntry = Level:8 Cost:880 Time:180000 ; ;80% cost, 3x buildtime
RespawnEntry = Level:9 Cost:880 Time:180000
RespawnEntry = Level:10 Cost:880 Time:180000
End
Behavior = StancesBehavior ModuleTag_StancesBehavior
StanceTemplate = FighterHorde
End
Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
MoodAttackCheckRate = 500
AILuaEventsList = BalrogFunctions
End
LocomotorSet
Locomotor = BalrogLocomotor
Condition = SET_NORMAL
Speed = 50
End
Behavior = BezierProjectileBehavior ModuleTag_Projectile ; Module starts asleep, and wakes up when thrown.
; To tweak a Bezier path
FirstHeight = 104 ; Height of Bezier control points above highest intervening terrain
SecondHeight = 52
FirstPercentIndent = 20% ; Percentage of shot distance control points are placed
SecondPercentIndent = 70%
TumbleRandomly = Yes
CrushStyle = Yes ; I don't detonate, I just hit
BounceCount = 0 ; When I hit the ground, I'll arc again
FinalStuckTime = 1766 ; Can't move for this long afterwards
GroundHitFX = FX_BalrogJumpHitGround
GroundHitWeapon = RohanGimliLeapWarhead
PreLandingStateTime = 300; Look ahead to the end of the arc, and get the ABOUT_TO_HIT flag this far in advance
End
Behavior = PhysicsBehavior ModuleTag_04
GravityMult = 1.0
End
Behavior = FireWeaponUpdate FireWeaponUpdateModuleTag
FireWeaponNugget
WeaponName = MordorBalrogHeroEffect
FireDelay = 0
OneShot = No
End
HeroModeTrigger = Yes ; this only happens when hero mode is active
End
Behavior = SlowDeathBehavior ModuleTag_05
DeathTypes = ALL -FADED
DestructionDelay = 2500
FX = FINAL FX_BalrogFinalDeath
DeathFlags = DEATH_1
End
Behavior = SlowDeathBehavior ModuleTag_FadeDeath
DeathTypes = NONE +FADED
FX = INITIAL FX_BalrogUnsummonInitial
DestructionDelay = 3800
FX = FINAL FX_BalrogUnsummonFinal
DeathFlags = DEATH_2
End
Behavior = SpecialPowerModule ModuleTag_IgniteStarter
SpecialPowerTemplate = SpecialAbilityHeroMode
UpdateModuleStartsAttack = Yes
;InitiateSound =
End
Behavior = HeroModeSpecialAbilityUpdate ModuleTag_IgniteUpdate
SpecialPowerTemplate = SpecialAbilityHeroMode
UnpackingVariation = 1
UnpackTime = 1800
PackTime = 1600
AwardXPForTriggering = 0
HeroAttributeModifier = BalrogIgniteState
HeroEffectDuration = 30000
End
Behavior = SpecialPowerModule ModuleTag_ScreamStarter
SpecialPowerTemplate = SpecialAbilityBalrogScream
UpdateModuleStartsAttack = Yes
;InitiateSound =
End
Behavior = ModelConditionSpecialAbilityUpdate ModuleTag_ScreamUpdate ; So the difference in SpecialPower is that it takes timing from this UpdateG, instead of simply firing.
SpecialPowerTemplate = SpecialAbilityBalrogScream
UnpackTime = 1500 ; Drawing the horn
PreparationTime = 1 ; nothing
PackTime = 1800 ; Putting horn away
AwardXPForTriggering = 0
WhichSpecialPower = 1
End
Behavior = SpecialPowerModule ModuleTag_BreathStarter
SpecialPowerTemplate = SpecialAbilityBalrogBreath
UpdateModuleStartsAttack = Yes
InitiateSound = BalrogSpecialPowerRoar ;this plays on right-click target, not when Balrog leaps
End
Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_BreathUpdate
SpecialPowerTemplate = SpecialAbilityBalrogBreath
UnpackTime = 1300 ; Drawing the horn
PackTime = 3700 ; Putting horn away
AwardXPForTriggering = 0
StartAbilityRange = 40.0
SpecialWeapon = MordorBalrogBreath
WhichSpecialWeapon = 1
End
Behavior = SpecialPowerModule ModuleTag_LeapStarter
SpecialPowerTemplate = SpecialAbilityBalrogWings
UpdateModuleStartsAttack = Yes
InitiateSound = BalrogSpecialPowerRoar ;this plays on right-click target, not when Balrog leaps
End
Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_LeapUpdate
SpecialPowerTemplate = SpecialAbilityBalrogWings
UnpackTime = 1733 ; Drawing the horn
PackTime = 1160 ; Putting horn away
AwardXPForTriggering = 0
StartAbilityRange = 800.0
ApproachRequiresLOS = No
SpecialWeapon = MordorBalrogLeap
BusyForDuration = 3000 ; don't accept any AI for this long... ai commands will be queued
WhichSpecialWeapon = 2
End
Behavior = CreateObjectDie ModuleTag_CrushUnitsOnDeath
CreationList = OCL_BalrogDie
End
Geometry = CYLINDER
GeometryMajorRadius = 30.0
GeometryHeight = 70.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME ;SHADOW_DECAL ; SHADOW_VOLUME has trouble with his wings. Possibly because of the transparent bits
ShadowSizeX = 100
ShadowSizeY = 100
ShadowTexture = ShadowI
End
et voila ensuite il vous suffit de suivre le tutos de placer MordorBalrog 02 dans playertemplate et le fichier mémoir!
J'espére que cela vous aidera il y a ici le fichier complet du balrog pour le fonctionement du jeu!
Bonne chance et encore milles escuses pour le retard!!!!!
Si il y a un probléme n'hésitez pas!