| NOUVELLE FACTION:ISTARI aide de bon moddeurs | |
|
+3juhlenedni isengard sauron1997 7 participants |
|
Auteur | Message |
---|
cdd59554 Admin
Nombre de messages : 7235 Date d'inscription : 16/01/2008
| Sujet: Re: NOUVELLE FACTION:ISTARI aide de bon moddeurs Ven 19 Fév - 11:29 | |
| T'as peut etre laissé la même image pour le batisseur ? Ou alors le même model ? j'ai pas compris ce que tu voulais dire en fait parce qu'il ressemble à quoi celui d'istari ?
Poste nous le code du batisseur et de la forteresse sinon. | |
|
| |
sauron1997 Moddeur en herbe
Nombre de messages : 116 Age : 28 Location : MINAS TIRITH Add-On : BEN OUIIIIIIIIIII Date d'inscription : 09/12/2009
| Sujet: Re: NOUVELLE FACTION:ISTARI aide de bon moddeurs Ven 19 Fév - 11:50 | |
| voici le code du batisseures: - Spoiler:
;------------------------------------------------------------------------------
;
; AngmarPorter.ini
;
;------------------------------------------------------------------------------
; aka Gondor Porter
Object MordorSauron1
; *** ART Parameters ***
SelectPortrait = UPIsenguard_OrcLaborer
ButtonImage = BMFortress_Porter
Draw = W3DTruckDraw ModuleTag_01
OkToChangeModelColor = Yes
; StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD
DefaultModelConditionState
Model = MUSauron_SKN
End
;;================== ANIMATIONS =================================================================
;;------------------ MOVING & DYING ---------------------------
;;======= DYING
AnimationState = DYING
Animation = DIEB
AnimationName = MUSauron_SKL.MUSauron_DIEB
AnimationMode = ONCE
End
ParticleSysBone = NONE UltraInitial01
ParticleSysBone = NONE UltraInitial02
ParticleSysBone = NONE UltraInitial03
BeginScript
CurDrawableShowSubObject("SHARD01")
CurDrawableShowSubObject("SHARD02")
CurDrawableShowSubObject("SHARD03")
CurDrawableShowSubObject("SHARD04")
CurDrawableShowSubObject("SHARD05")
CurDrawableShowSubObject("SHARD06")
CurDrawableShowSubObject("SHARD07")
CurDrawableShowSubObject("SHARD08")
CurDrawableShowSubObject("SHARD09")
CurDrawableShowSubObject("SHARD10")
CurDrawableShowSubObject("SHARD11")
CurDrawableShowSubObject("SHARD12")
CurDrawableShowSubObject("SHARD13")
CurDrawableShowSubObject("SHARD14")
CurDrawableShowSubObject("SHARD15")
CurDrawableShowSubObject("SHARD16")
CurDrawableShowSubObject("SHARD17")
CurDrawableShowSubObject("SHARD18")
CurDrawableShowSubObject("SHARD19")
CurDrawableShowSubObject("SHARD20")
EndScript
End
AnimationState = PARALYZED
Animation
AnimationName = MUSauron_SKL.MUSauron_IDLA
AnimationMode = LOOP
End
End
;;======= MOVING
AnimationState = MOVING FIRING_OR_PREATTACK_A
StateName = STATE_Moving
Animation = Moving
AnimationName = MUSauron_SKL.MUSauron_WLKB
AnimationMode = LOOP
Distance = 88
End
Flags = MAINTAIN_FRAME_ACROSS_STATES
End
AnimationState = MOVING TURN_RIGHT_HIGH_SPEED
StateName = STATE_Moving
Animation = Moving
AnimationName = MUSauron_SKL.MUSauron_WLKA
AnimationMode = LOOP
Distance = 88
End
Animation = Turning
AnimationName = MUSauron_SKL.MUSauron_TRNR
AnimationMode = LOOP
AnimationBlendTime = 0
End
Flags = MAINTAIN_FRAME_ACROSS_STATES MAINTAIN_FRAME_ACROSS_STATES2
BeginScript
if CurDrawablePrevAnimationState() == "STATE_Turning" then return "Turning" else return "Moving" end
EndScript
End
AnimationState = MOVING TURN_LEFT_HIGH_SPEED
StateName = STATE_Moving
Animation = Moving
AnimationName = MUSauron_SKL.MUSauron_WLKA
AnimationMode = LOOP
Distance = 88
End
Animation = Turning
AnimationName = MUSauron_SKL.MUSauron_TRNL
AnimationMode = LOOP
AnimationBlendTime = 0
End
Flags = MAINTAIN_FRAME_ACROSS_STATES MAINTAIN_FRAME_ACROSS_STATES2
BeginScript
if CurDrawablePrevAnimationState() == "STATE_Turning" then return "Turning" else return "Moving" end
EndScript
End
AnimationState = TURN_LEFT
StateName = STATE_Turning
Animation = Turning
AnimationName = MUSauron_SKL.MUSauron_TRNL
AnimationMode = LOOP
AnimationBlendTime = 5
End
Flags = MAINTAIN_FRAME_ACROSS_STATES2
End
AnimationState = TURN_RIGHT
StateName = STATE_Turning
Animation = Turning
AnimationName = MUSauron_SKL.MUSauron_TRNR
AnimationMode = LOOP
AnimationBlendTime = 5
End
Flags = MAINTAIN_FRAME_ACROSS_STATES2
End
AnimationState = MOVING
StateName = STATE_Moving
Animation = Moving
AnimationName = MUSauron_SKL.MUSauron_WLKA
AnimationMode = LOOP
Distance = 88
End
Flags = MAINTAIN_FRAME_ACROSS_STATES
End
;;------------------ ABILITIES -------------------------------
AnimationState = SPECIAL_WEAPON_ONE ; Fires of doom
Animation
AnimationName = MUSauron_SKL.MUSauron_ATKD
AnimationMode = ONCE
End
End
;;------------------ ATTACKING -------------------------------
AnimationState = FIRING_OR_PREATTACK_A
StateName = STATE_Ready
Animation = ATKC
AnimationName = MUSauron_SKL.MUSauron_ATKC
AnimationMode = ONCE
UseWeaponTiming = Yes
End
End
;;-------------------- HIT REACTIONS --------------------------
AnimationState = HIT_REACTION
StateName = STATE_Ready
Animation
AnimationName = MUSauron_SKL.MUSauron_HITA
AnimationMode = ONCE
End
End
AnimationState = RAISING_FLAG
Animation
AnimationName = MUSauron_SKL.MUSauron_ATKC
AnimationMode = ONCE
End
Animation
AnimationName = MUSauron_SKL.MUSauron_ATKD
AnimationMode = ONCE
End
Animation
AnimationName = MUSauron_SKL.MUSauron_ATKE
AnimationMode = ONCE
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End
;;--------------- IDLE STATES ---------------------------------
AnimationState = SELECTED
StateName = Idle
Animation = IDLA
AnimationName = MUSauron_SKL.MUSauron_IDLA
AnimationMode = LOOP
End
End
IdleAnimationState
AllowRepeatInRandomPick = Yes
StateName = Idle
Animation = IDLA
AnimationName = MUSauron_SKL.MUSauron_IDLA
AnimationMode = ONCE
AnimationPriority = 20
End
Animation = IDLC
AnimationName = MUSauron_SKL.MUSauron_IDLC
AnimationMode = ONCE
AnimationPriority = 10
AnimationBlendTime = 10
AnimationSpeedFactorRange = 0.7 1.5
End
BeginScript
Prevs = CurDrawablePrevAnimationState()
Preva = CurDrawablePrevAnimation()
if Prevs == "STATE_Moving"
then
CurDrawableSetTransitionAnimState("TRANS_SmoothToIdle")
elseif Prevs == "STATE_Ready"
then
CurDrawableSetTransitionAnimState("TRANS_ReallySmoothToIdle")
end
if Preva == "IDLC"
then
CurDrawableSetTransitionAnimState("TRANS_ReallySmoothToIdle")
end
EndScript
End
;;--------------------- TRANSITIONS ----------------------------------------------------
TransitionState = TRANS_SmoothToIdle
Animation = IDLA
AnimationName = MUSauron_SKL.MUSauron_IDLA
AnimationMode = ONCE
AnimationBlendTime = 5
End
End
TransitionState = TRANS_ReallySmoothToIdle
Animation = IDLA
AnimationName = MUSauron_SKL.MUSauron_IDLA
AnimationMode = ONCE
AnimationBlendTime = 10
End
End
;;---------------------------------------------------------------------------------------
End
#include "..\..\..\includes\StunDrawModuleMedium.inc"
; ***DESIGN parameters ***
Side = Istari
EditorSorting = UNIT
ThingClass = HORDE_UNIT
CommandPoints = 0
TransportSlotCount = TRANSPORTSLOTCOUNT_DOZER
ArmorSet
Conditions = None
Armor = PorterArmor
DamageFX = NormalDamageFX
End
BuildCost = ANGMAR_PORTER_BUILDCOST
BuildTime = ANGMAR_PORTER_BUILDTIME
VisionRange = ANGMAR_PORTER_VISION_RANGE
BountyValue = ANGMAR_PORTER_BOUNTY_VALUE
ShroudClearingRange = ANGMAR_PORTER_SHROUD_RANGE
DisplayName = OBJECT:AngmarPorter
CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
ShockwaveResistance = SHOCKWAVE_RESISTANCE_IMMUNE
IsTrainable = No
CommandSet = IstariPorterCommandSet
; *** AUDIO Parameters ***;
VoiceCreated = CampThrallVoiceSalute
VoiceFullyCreated = CampThrallVoiceSalute
VoiceMove = CampThrallVoiceMove
VoiceMoveToCamp = CampThrallVoiceMove
VoicePriority = 5
VoiceRetreatToCastle = CampThrallVoiceMove
VoiceSelect = CampThrallVoiceSelect
VoiceSelectBattle = CampThrallVoiceSelect
SoundImpact = ImpactHorse
SoundMoveLoop = WildBuilderMoveLoopMS
SoundMoveStart = WildBuilderMoveStart
UnitSpecificSounds
VoiceBuildResponse = CampThrallVoiceBuild
VoiceEnterUnitSlaughterHouse = CampThrallVoiceMove
VoiceEnterUnitEvilMenTransportShip = CampThrallVoiceMove
VoiceExtinguishFireAtLocation = CampThrallVoiceMove
VoiceGarrison = CampThrallVoiceMove
VoiceInitiateCaptureBuilding = CampThrallVoiceMove
VoiceNoBuild = CampThrallVoiceCantBuild
VoiceSelectIdleWorker = CampThrallVoiceSelectIdle
End
ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_foo
;ModelCondition = Required:EMOTION_CELEBRATING Excluded:DYING ENGAGED Sound: ;MOVING ATTACKING
ModelCondition = Required:EMOTION_TAUNTING Excluded:DYING ENGAGED Sound:EmotionOrcVoxTauntLoop ;MOVING ATTACKING
End
#include "..\..\..\Includes\StandardUnitEvaEvents.inc"
EvaEventDamagedOwner = PorterUnderAttack ;Eva event to trigger when unit is damaged
; Moved to FX_PorterDie so that we avoid annoucing FADED deaths
;EvaEventDieOwner = PorterDie ;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
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE THROWN_OBJECT PORTER IGNORES_SELECT_ALL DOZER
//SelectionPriority = SELECTION_PRIORITY_PORTER
BuildCost = ISENGARD_PORTER_BUILDCOST
BuildTime = ISENGARD_PORTER_BUILDTIME
BountyValue = ISENGARD_PORTER_BOUNTY_VALUE
Body = ActiveBody ModuleTag_02
MaxHealth = ISENGARD_PORTER_HEALTH ;BALANCE Townsman Health
MaxHealthDamaged = ISENGARD_PORTER_HEALTH_DAMAGED
RecoveryTime = ISENGARD_PORTER_HEALTH_RECOVERY_TIME
End
Behavior = DozerAIUpdate ModuleTag_03
AILuaEventsList = EvilPorterFunctions
RepairHealthPercentPerSecond = 2% ; % of max health to repair each second
BoredTime = 5000 ; in milliseconds
BoredRange = 150 ; when bored, we look this far away to do something
AutoAcquireEnemiesWhenIdle = No ; no mine-disarming in the design at the moment
SpecialContactPoints = Repair
End
LocomotorSet
Locomotor = PorterLocomotor
Condition = SET_NORMAL
Speed = NORMAL_INGAME_PORTER_SPEED
End
LocomotorSet
Locomotor = PorterLocomotor
Condition = SET_WANDER
Speed = NORMAL_INGAME_PORTER_SPEED
End
Behavior = PhysicsBehavior ModuleTag_04
GravityMult = 1.0
End
Behavior = SlowDeathBehavior SlowDeathBehaviorModuleTag_1
DeathTypes = ALL -CRUSHED -EXPLODED -KNOCKBACK -DETONATED -SPLATTED -FADED -SLAUGHTERED
SinkDelay = 3000
SinkRate = 1.40 ; in Dist/Sec
DestructionDelay = 13000
Sound = INITIAL OrcVoiceDie ;MordorBannerOrcVoiceDie
FX = INITIAL FX_PorterDie
End
Behavior = SlowDeathBehavior SlowDeathBehaviorModuleTag_2
DeathTypes = NONE +CRUSHED +EXPLODED +KNOCKBACK +DETONATED +SPLATTED
SinkDelay = 3000
SinkRate = 1.4 ; in Dist/Sec
DestructionDelay = 13000
DeathFlags = DEATH_1
FX = INITIAL FX_PorterDieExplosion
Sound = INITIAL OrcVoiceDie ;MordorBannerOrcVoiceDie
End
Behavior = SlowDeathBehavior ModuleTag_ConstructionDeath
DeathTypes = NONE +FADED
DeathFlags = DEATH_2
FadeDelay = 500
FadeTime = 3500
DestructionDelay = 4000
End
; Send porter back into fortress, don't announce or scream
Behavior = SlowDeathBehavior SlowDeathBehaviorModuleTag_Decommissioned
DeathTypes = NONE +SLAUGHTERED
SinkDelay = 1000
SinkRate = 1.40 ; in Dist/Sec
DestructionDelay = 5000
End
Behavior = SquishCollide ModuleTag_06
;nothing
End
Behavior = BezierProjectileBehavior ModuleTag_08 ; Module starts asleep, and wakes up when thrown.
;
FirstHeight = 24 ; Height of Bezier control points above highest intervening terrain
SecondHeight = 24
FirstPercentIndent = 30% ; Percentage of shot distance control points are placed
SecondPercentIndent = 70%
TumbleRandomly = Yes
CrushStyle = Yes ; I don't detonate, I just hit
DieOnImpact = Yes
BounceCount = 1 ; When I hit the ground, I'll arc again
BounceDistance = 40 ; this far
BounceFirstHeight = 16 ; Height of Bezier control points above highest intervening terrain
BounceSecondHeight = 16
BounceFirstPercentIndent = 20% ; Percentage of shot distance control points are placed
BounceSecondPercentIndent = 80%
GroundHitFX = FX_ThrownRockGroundHit
GroundBounceFX = FX_ThrownRockBounceHit
End
Behavior = ProductionUpdate ModuleTag_WhateverThisDoesNothing
; yep - nothing
End
;--------------------------------------------------------------------
; Emotion Tracker
;--------------------------------------------------------------------
Behavior = EmotionTrackerUpdate Module_EmotionTracker
AfraidOf = NONE +RohanTreeBerd +RohanEntFir +RohanEntAsh +RohanEntBirch +MordorBalrog +MordorCaveTroll +MordorMountainTroll +MordorDrummerTroll +MordorFellBeast +MordorMumakil;Must be SCARY kindof as well.
AlwaysAfraidOf = NONE +MordorWitchKing +MordorWitchKingOnFellBeast +MordorBalrog +RohanOathbreaker
FearScanDistance = 250
AddEmotion = BraceForBeingCrushed_Base
AddEmotion = Terror_Base
End
#include "..\..\..\Includes\PorterExtinguishFire.inc"
;--------------------------------------------------------------------
; Don't make it any bigger or try making it a box or this unit will not make it up onto walls to deliver it's goods.
Geometry = CYLINDER
GeometryMajorRadius = 8.0
GeometryMinorRadius = 8.0
GeometryHeight = 16.0
GeometryIsSmall = Yes
Shadow = SHADOW_DECAL
ShadowSizeX = 27;
ShadowSizeY = 27;
ShadowTexture = ShadowI;
End
;--------------------------------------------------------------------
ChildObject AngmarPorterNoSelect AngmarPorter
KindOf = PRELOAD CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER DOZER SWARM_DOZER NOT_AUTOACQUIRABLE MOVE_FOR_NOONE
ShockwaveResistance = SHOCKWAVE_RESISTANCE_IMMUNE
End
ChildObject AngmarProterDarkEye AngmarPorter
CommandSet = AngmarPorterDarkEyeCommandSet End
et de la forteresse: - Spoiler:
;//------------------------------------------------------------------------------ ;// This is the magic thing in the .bse file that tells how to center the base layout compared to the game position of the fortress Object IstariFortressCenterGeneric SelectPortrait = BPMFortress Draw = W3DScriptedModelDraw ModuleTag_01 DefaultModelConditionState Model = None End ModelConditionState = WORLD_BUILDER Model = NBasePin End End Side = Mordor EditorSorting = STRUCTURE KindOf = IMMOBILE BASE_FOUNDATION CASTLE_CENTER Behavior = CastleBehavior ModuleTag_castle ;//Anything that does not fit this filter will be given to the neutral player, so the template can have rocks and props. FilterValidOwnedEntries = ANY +STRUCTURE +WALK_ON_TOP_OF_WALL +BASE_FOUNDATION +TACTICAL_MARKER End End ;//------------------------------------------------------------------------------ ;// These are the four corner buildplots. Difference is just the BuildVariation flag they give the Expansion. Object IstariFortressExpansionPadCorner SelectPortrait = BPMFortress_BuildPlot ;// *** ART Parameters *** Draw = W3DFloorDraw DrawFloorBase ModelName = MBFoundation End Draw = W3DScriptedModelDraw ModuleTag_DrawMain DefaultModelConditionState Model = WBFoundationP End ;//Remove the buildplot when it's been constructed on ModelConditionState = CONSTRUCTION_COMPLETE Model = None End End ;//PlacementViewAngle = 0 ;// ***DESIGN parameters *** DisplayName = OBJECT:IstariFortress Side = Istari EditorSorting = STRUCTURE ThreatLevel = 1.0 BuildCost = 1 BuildTime = 5.0 ;// in seconds VisionRange = 0.0 ;// Shroud clearing distance ShroudClearingRange = 0 CommandSet = IstariFortressCommandSet ;// *** AUDIO Parameters *** VoiceSelect = Gui_PlotSelect2 ;// *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE BASE_FOUNDATION UNATTACKABLE MP_COUNT_FOR_VICTORY NO_COLLIDE DO_NOT_CLASSIFY EXPANSION_PAD Behavior = FoundationAIUpdate ModuleTag_foundationAI BuildVariation = 2 ;// Will give BUILD_VARIATION_TWO to anything built on it End Behavior = CastleMemberBehavior ModuleTag_CMB End Body = ImmortalBody ModuleTag_05 MaxHealth = 15000.0 End Geometry = BOX GeometryMajorRadius = 5.0 GeometryMinorRadius = 5.0 GeometryHeight = 0.8 GeometryIsSmall = No Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER End ;//------------------------------------------------------------------------------ ;//Mordor Fortress Citadel ;//This is the center part of the full Fortress. This plus the buildplots make up the full fortress Object IstariFortressCitadel SelectPortrait = BPMFortress Draw = W3DScriptedModelDraw ModuleTag_Draw ExtraPublicBone = ARROW_01 ExtraPublicBone = ARROW_02 ExtraPublicBone = ARROW_03 ExtraPublicBone = ARROW_04 ExtraPublicBone = ARROW_05 ExtraPublicBone = ARROW_06 ExtraPublicBone = ARROW_07 ExtraPublicBone = ARROW_08 ExtraPublicBone = ARROW_09 ExtraPublicBone = ARROW_10 ExtraPublicBone = ARROW_11 ExtraPublicBone = ARROW_12 ExtraPublicBone = ARROW_13 ExtraPublicBone = ARROW_14 ExtraPublicBone = ARROW_15 ExtraPublicBone = ARROW_16 ExtraPublicBone = ARROW_17 ExtraPublicBone = ARROW_18 ExtraPublicBone = ARROW_19 ExtraPublicBone = ARROW_20 ExtraPublicBone = ARROW_21 ExtraPublicBone = ARROW_22 ExtraPublicBone = ARROW_23 ExtraPublicBone = ARROW_24 ExtraPublicBone = ARROW_25 ExtraPublicBone = ARROW_26 ExtraPublicBone = ARROW_27 ExtraPublicBone = ARROW_28 ExtraPublicBone = ARROW_29 ExtraPublicBone = ARROW_30 ExtraPublicBone = ARROW_31 ExtraPublicBone = ARROW_32 OkToChangeModelColor = Yes UseStandardModelNames = Yes StaticModelLODMode = Yes // Will append M or L to the skin name depending on GameLOD DefaultModelConditionState Model = MBFortress WeaponLaunchBone = PRIMARY ARROW_ WeaponLaunchBone = SECONDARY EYEBONE02 End ;// Animation state for build placement cursor AnimationState = BUILD_PLACEMENT_CURSOR BeginScript CurDrawableHideSubObject("MBFDPYRES") CurDrawableHideSubObject("MBFDPFG") CurDrawableHideSubObject("MBFDPF") EndScript End ;// Animation state for phantom structure AnimationState = PHANTOM_STRUCTURE BeginScript CurDrawableHideSubObject("MBFDPYRES") CurDrawableHideSubObject("MBFDPFG") CurDrawableHideSubObject("MBFDPF") EndScript End ModelConditionState = DAMAGED Model = MBFortress Texture = MBFortress.tga MBFortress_D.tga End AnimationState = DAMAGED EnteringStateFX = FX_FortressDamaged End ModelConditionState = REALLYDAMAGED Model = MBFortress_D2 End AnimationState = REALLYDAMAGED Animation = Fortress_ReallyDamaged AnimationName = MBFortress_D2S.MBFortress_D2A AnimationMode = ONCE End EnteringStateFX = FX_FortressReallyDamaged End ModelConditionState = RUBBLE Model = MBFortress_D3 End AnimationState = RUBBLE Animation = Fortress_Rubble AnimationName = MBFortress_D3S.MBFortress_D3A AnimationMode = ONCE End EnteringStateFX = FX_FortressCollapse End
ModelConditionState = SNOW Model = MBFortress Texture = MBFortress.tga MBFortress_snow.tga End End //MP Banner Draw = W3DScriptedModelDraw ModuleTag_Draw_HCBanner OkToChangeModelColor = Yes DefaultModelConditionState Model = MBHCFortress End MultiPlayerOnly = Yes End ;//Fire Arrows Draw = W3DScriptedModelDraw ModuleTag_DrawFireArrows OkToChangeModelColor = Yes StaticModelLODMode = Yes // Will append M or L to the skin name depending on GameLOD DefaultModelConditionState Model = None End IdleAnimationState StateName = NoTower End //---Build up Damaged--- ModelConditionState = FORTRESS_IMPROVEMENT_1 DAMAGED USER_1 Model = MBFFArrows_A Texture = MBFortress.tga MBFortress_D.tga End ModelConditionState = FORTRESS_IMPROVEMENT_1 REALLYDAMAGED USER_1 Model = MBFFArrows_A Texture = MBFortress.tga MBFortress_D.tga End //Build Up ModelConditionState = FORTRESS_IMPROVEMENT_1 USER_1 Model = MBFFArrows_A End AnimationState = FORTRESS_IMPROVEMENT_1 USER_1 Animation = UpAndStill AnimationName = MBFFArrows_ASK.MBFFArrows_ABL AnimationMode = ONCE AnimationSpeedFactorRange = 5.0 5.0 End End //Damage States ModelConditionState = FORTRESS_IMPROVEMENT_1 DAMAGED Model = MBFFArrows_D1 ParticleSysBone = glowBone01 SmokeDwfFort FollowBone:Yes End ModelConditionState = FORTRESS_IMPROVEMENT_1 REALLYDAMAGED Model = MBFFArrows_D2 ParticleSysBone = glowBone01 SmokeDwfFort FollowBone:Yes End AnimationState = FORTRESS_IMPROVEMENT_1 REALLYDAMAGED Animation = MBFFArrows_ReallyDamaged AnimationName = MBFFArrows_D2S.MBFFArrows_D2A AnimationMode = ONCE End End ModelConditionState = FORTRESS_IMPROVEMENT_1 RUBBLE Model = MBFFArrows_D3 End AnimationState = FORTRESS_IMPROVEMENT_1 RUBBLE Animation = MBFFArrows_Rubble AnimationName = MBFFArrows_D3S.MBFFArrows_D3A AnimationMode = ONCE End End ModelConditionState = SNOW FORTRESS_IMPROVEMENT_1 Model = MBFFArrows Texture = MBFortress.tga MBFortress_snow.tga End ModelConditionState = FORTRESS_IMPROVEMENT_1 Model = MBFFArrows ParticleSysBone = glowBone01 SmokeDwfFort FollowBone:Yes End End ;//Morgul Sorcery Draw = W3DScriptedModelDraw ModuleTag_DrawMorgulSorcery OkToChangeModelColor = Yes DefaultModelConditionState Model = None End ModelConditionState = FORTRESS_IMPROVEMENT_2 Model = MBFSorcery End End //Magma Cauldrons Draw = W3DScriptedModelDraw ModuleTag_DrawMagmaCauldrons OkToChangeModelColor = Yes StaticModelLODMode = Yes // Will append M or L to the skin name depending on GameLOD DefaultModelConditionState Model = None End //---Build up Damaged--- ModelConditionState = FORTRESS_IMPROVEMENT_3 DAMAGED USER_2 Model = MBFMCauld_A Texture = MBFortress.tga MBFortress_D.tga End ModelConditionState = FORTRESS_IMPROVEMENT_3 REALLYDAMAGED USER_2 Model = MBFMCauld_A Texture = MBFortress.tga MBFortress_D.tga End //---Build Up States--- ModelConditionState = FORTRESS_IMPROVEMENT_3 USER_2 SNOW Model = MBFMCauld_A Texture = MBFortress.tga MBFortress_snow.tga End ModelConditionState = FORTRESS_IMPROVEMENT_3 USER_2 Model = MBFMCauld_A End AnimationState = FORTRESS_IMPROVEMENT_3 USER_2 Animation = RiseUp AnimationName = MBFMCauld_ASKL.MBFMCauld_ABLD AnimationMode = ONCE AnimationSpeedFactorRange = 5.0 5.0 End End //---Damage States--- ModelConditionState = FORTRESS_IMPROVEMENT_3 DAMAGED Model = MBFMCauld Texture = MBFortress.tga MBFortress_D.tga End ModelConditionState = FORTRESS_IMPROVEMENT_3 REALLYDAMAGED Model = MBFMCauld_D2 End AnimationState = FORTRESS_IMPROVEMENT_3 REALLYDAMAGED Animation = MBFMCauld_ReallyDamaged AnimationName = MBFMCauld_D2.MBFMCauld_D2 AnimationMode = ONCE End End ModelConditionState = FORTRESS_IMPROVEMENT_3 RUBBLE Model = MBFMCauld_D3 End AnimationState = FORTRESS_IMPROVEMENT_3 RUBBLE Animation = MBFMCauld_Rubble AnimationName = MBFMCauld_D3.MBFMCauld_D3 AnimationMode = ONCE End End ModelConditionState = SNOW FORTRESS_IMPROVEMENT_3 Model = MBFMCauld Texture = MBFortress.tga MBFortress_snow.tga End //---Normal States--- ModelConditionState = FORTRESS_IMPROVEMENT_3 Model = MBFMCauld End End //Magma Cauldrons Guy Draw = W3DScriptedModelDraw ModuleTag_DrawMagmaCauldronsGuy AttachToBoneInAnotherModule = PositionBone OkToChangeModelColor = Yes DefaultModelConditionState Model = None End IdleAnimationState StateName = NoTower End //---Build Up and Default Idle--- ModelConditionState = FORTRESS_IMPROVEMENT_3 USER_2 Model = None End ModelConditionState = FORTRESS_IMPROVEMENT_3 RUBBLE Model = NONE End //---Special Weapon Firing--- AnimationState = SPECIAL_WEAPON_ONE UNPACKING FORTRESS_IMPROVEMENT_3 Animation = Pouring AnimationName = MBFMCauld_SKL.MBFMCauld_ATKA AnimationMode = ONCE End EnteringStateFX = FX_MagmaCauldronAttack ParticleSysBone = MAGMABONE02 MordorFortSpray FOLLOWBONE:YES ParticleSysBone = MAGMABONE03 MordorFortSpray FOLLOWBONE:YES ParticleSysBone = MAGMABONE04 MordorFortSpray FOLLOWBONE:YES ParticleSysBone = MAGMABONE05 MordorFortSpray FOLLOWBONE:YES ParticleSysBone = MAGMABONE06 MordorFortSpray FOLLOWBONE:YES ParticleSysBone = MAGMABONE07 MordorFortSpray FOLLOWBONE:YES ParticleSysBone = MAGMABONE08 MordorFortSpray FOLLOWBONE:YES ParticleSysBone = MAGMABONE01 MordorFortSpray FOLLOWBONE:YES ParticleSysBone = MAGMABONE02 MordorFortSpray02 FOLLOWBONE:YES ParticleSysBone = MAGMABONE03 MordorFortSpray02 FOLLOWBONE:YES ParticleSysBone = MAGMABONE04 MordorFortSpray02 FOLLOWBONE:YES ParticleSysBone = MAGMABONE05 MordorFortSpray02 FOLLOWBONE:YES ParticleSysBone = MAGMABONE06 MordorFortSpray02 FOLLOWBONE:YES ParticleSysBone = MAGMABONE07 MordorFortSpray02 FOLLOWBONE:YES ParticleSysBone = MAGMABONE08 MordorFortSpray02 FOLLOWBONE:YES ParticleSysBone = MAGMABONE01 MordorFortSpray02 FOLLOWBONE:YES ParticleSysBone = MAGMABONE02 MenFortressSteam FOLLOWBONE:YES ParticleSysBone = MAGMABONE03 MenFortressSteam FOLLOWBONE:YES ParticleSysBone = MAGMABONE04 MenFortressSteam FOLLOWBONE:YES ParticleSysBone = MAGMABONE05 MenFortressSteam FOLLOWBONE:YES ParticleSysBone = MAGMABONE06 MenFortressSteam FOLLOWBONE:YES ParticleSysBone = MAGMABONE07 MenFortressSteam FOLLOWBONE:YES ParticleSysBone = MAGMABONE08 MenFortressSteam FOLLOWBONE:YES ParticleSysBone = MAGMABONE01 MenFortressSteam FOLLOWBONE:YES ParticleSysBone = MAGMABONE02 MordorFortProxy FOLLOWBONE:YES ParticleSysBone = MAGMABONE03 MordorFortProxy FOLLOWBONE:YES ParticleSysBone = MAGMABONE04 MordorFortProxy FOLLOWBONE:YES ParticleSysBone = MAGMABONE05 MordorFortProxy FOLLOWBONE:YES ParticleSysBone = MAGMABONE06 MordorFortProxy FOLLOWBONE:YES ParticleSysBone = MAGMABONE07 MordorFortProxy FOLLOWBONE:YES ParticleSysBone = MAGMABONE08 MordorFortProxy FOLLOWBONE:YES ParticleSysBone = MAGMABONE01 MordorFortProxy FOLLOWBONE:YES End //---Normal States--- ModelConditionState = FORTRESS_IMPROVEMENT_3 Model = MBFMCauld_SKN End AnimationState = FORTRESS_IMPROVEMENT_3 Animation = Idle AnimationName = MBFMCauld_SKL.MBFMCauld_IDLA AnimationMode = LOOP End End End ;//Gorgoroth Spire (aka Gorgonoth Spire) Draw = W3DScriptedModelDraw ModuleTag_DrawGorgorothSpire OkToChangeModelColor = Yes StaticModelLODMode = Yes // Will append M or L to the skin name depending on GameLOD DefaultModelConditionState Model = None WeaponLaunchBone = SECONDARY EYEBONE End IdleAnimationState StateName = NoTower End //---Build Up States--- ModelConditionState = UPGRADE_FORTRESS_MONUMENT USER_3 DAMAGED Model = MBFEWEye_A Texture = MBFortress.tga MBFortress_D.tga End ModelConditionState = UPGRADE_FORTRESS_MONUMENT USER_3 REALLYDAMAGED Model = MBFEWEye_A Texture = MBFortress.tga MBFortress_D.tga End ModelConditionState = UPGRADE_FORTRESS_MONUMENT USER_3 SNOW Model = MBFEWEye_A Texture = MBFortress.tga MBFortress_snow.tga End ModelConditionState = UPGRADE_FORTRESS_MONUMENT USER_3 Model = MBFEWEye_A End AnimationState = UPGRADE_FORTRESS_MONUMENT USER_3 Animation = RiseUp AnimationName = MBFEWEye_ASKL.MBFEWEye_ABLD AnimationMode = ONCE AnimationSpeedFactorRange = 5.0 5.0 End End //Firing Lightning ModelConditionState = UPGRADE_FORTRESS_MONUMENT UNPACKING Model = MBFEWEye ParticleSysBone = EYEBONE GorSpireCharge FollowBone:Yes ParticleSysBone = EYEBONE GorSpireCharge02 FollowBone:Yes ParticleSysBone = EYEBONE GorSpireCharge03 FollowBone:Yes End //Damage States ModelConditionState = UPGRADE_FORTRESS_MONUMENT DAMAGED Model = MBFEWEye Texture = MBFortress.tga MBFortress_D.tga End ModelConditionState = UPGRADE_FORTRESS_MONUMENT REALLYDAMAGED Model = MBFEWEye_D2 End AnimationState = UPGRADE_FORTRESS_MONUMENT REALLYDAMAGED Animation = GorgorothSpire_ReallyDamaged AnimationName = MBFEWEye_D2.MBFEWEye_D2 AnimationMode = ONCE End End ModelConditionState = UPGRADE_FORTRESS_MONUMENT RUBBLE Model = MBFEWEye_D3 End AnimationState = UPGRADE_FORTRESS_MONUMENT RUBBLE Animation = GorgorothSpire_ReallyDamaged AnimationName = MBFEWEye_D3SKL.MBFEWEye_D3AN AnimationMode = ONCE End End //Snow ModelConditionState = SNOW UPGRADE_FORTRESS_MONUMENT Model = MBFEWEye Texture = MBFortress.tga MBFortress_snow.tga End //Default State ModelConditionState = UPGRADE_FORTRESS_MONUMENT Model = MBFEWEye End End //----------the Bib Draw = W3DFloorDraw ModuleTag_DrawFloor ModelName = MBFortress_Bib WeatherTexture SNOWY MBFortress_snow.tga End
PlacementViewAngle = -45 ;// ***DESIGN parameters *** DisplayName = OBJECT:MordorFortress Description = OBJECT:MordorFortressDescription Side = Mordor EditorSorting = STRUCTURE ThreatLevel = 1.0 CommandPointBonus = GENERIC_FORTRESS_COMMAND_POINT_BONUS CommandSet = IstariFortressCommandSet BuildCost = MORDOR_FORTRESS_BUILDCOST BuildTime = MORDOR_FORTRESS_BUILDTIME BountyValue = MORDOR_FORTRESS_BOUNTY_VALUE VisionRange = MORDOR_FORTRESS_VISION_RANGE ;// Shroud clearing distance ShroudClearingRange = MORDOR_FORTRESS_SHROUD_CLEAR WeaponSet Weapon = PRIMARY EvilFortressArrowTowerBow AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI End ArmorSet Conditions = None Armor = FortressArmor ;DamageFX = StructureDamageFXNoShake End
;// *** AUDIO Parameters *** #include "..\..\..\Includes\StandardBuildingEvaEvents.inc" EvaEventDieOwner = EvaFortressDie VoiceSelect = MordorFortressSelect VoiceSelectUnderConstruction = BuildingEvilVoiceSelectUnderConstruction SoundOnDamaged = BuildingLightDamageStone SoundOnReallyDamaged = BuildingHeavyDamageStone UnitSpecificSounds UnderConstruction = BuildingBigConstructionLoop ;// Built first time ; UnderRepairFromDamage = NoSound ;// Repaired No animation on the building, so don't bother playing sound UnderRepairFromRubble = BuildingBigConstructionLoop ;// Repaired from completely destroyed (not used???) End ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior MaxUpdateRangeCap = 800 AnimationSound = Sound:UpgradeMordorFortressGorgonothSpire Animation:MBFEWEye_ASKL.MBFEWEye_ABLD Frames:980 End CampnessValue = CAMPNESS_FORTRESS ;// *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = PRELOAD COMMANDCENTER VITAL_FOR_BASE_SURVIVAL STRUCTURE IMMOBILE CASTLE_KEEP MP_COUNT_FOR_VICTORY SELECTABLE FS_FACTORY AUTO_RALLYPOINT MADE_OF_WOOD SCORE DOZER_FACTORY Behavior = GettingBuiltBehavior GetBuiltBehaviorTag WorkerName = MordorWorkerNoSelect SpawnTimer = DEFAULT_STRUCTURE_HEALDELAY End Behavior = CastleMemberBehavior ModuleTag_CMB End Body = StructureBody ModuleTag_05 MaxHealth = MORDOR_FORTRESS_HEALTH MaxHealthDamaged = MORDOR_FORTRESS_HEALTH_DAMAGED MaxHealthReallyDamaged = MORDOR_FORTRESS_HEALTH_REALLY_DAMAGED End Behavior = StructureCollapseUpdate ModuleTag_06 MinCollapseDelay = 000 MaxCollapseDelay = 000 CollapseDamping = .5 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 FXList = INITIAL FX_FortressCollapse ;FXList = ALMOST_FINAL FX_FortressCollapse DestroyObjectWhenDone = Yes CollapseHeight = 120 End Behavior = ProductionUpdate ProductionUpdateModuleTag //Porter cost bonus ProductionModifier ;// An object-local discount. RequiredUpgrade = Upgrade_MordorFortressDoomPyres CostMultiplier = 0.80 ModifierFilter = NONE +MordorPorter End //Hero cost/build time bonus ProductionModifier RequiredUpgrade = Upgrade_MordorFortressDoomPyres CostMultiplier = 0.90 TimeMultiplier = 0.90 HeroPurchase = Yes // Instead of an object filter, needs to be explicitly hero-revival-system compatible End End Behavior = QueueProductionExitUpdate QueueProductionModuleTag UnitCreatePoint = X:46.0 Y:0.0 Z:0.0 NaturalRallyPoint = X:159.0 Y:0.0 Z:0.0 ExitDelay = 800 End Behavior = AIUpdateInterface ModuleTag_AI AILuaEventsList = FortressFunctions AutoAcquireEnemiesWhenIdle = Yes MoodAttackCheckRate = 250 End Behavior = CitadelSlaughterHordeContain ModuleTag_SlaughterMe PassengerFilter = GENERIC_FACTION_SLAUGHTERABLE ObjectStatusOfContained = UNSELECTABLE ENCLOSED CashBackPercent = 200% ContainMax = 99 ;// give it a huge capacity, just in case player sends his whole army in at once AllowEnemiesInside = No AllowAlliesInside = No AllowNeutralInside = No AllowOwnPlayerInsideOverride = Yes EnterSound = GUI_RingReturned EntryOffset = X:129.0 Y:0.0 Z:0.0 EntryPosition = X:100.0 Y:0.0 Z:0.0 // entry position needs to be offset from the root transform, otherwise fortress obscures point. ExitOffset = X:129.0 Y:0.0 Z:0.0 StatusForRingEntry = HOLDING_THE_RING UpgradeForRingEntry = Upgrade_RingHero Upgrade_FortressRingHero ObjectToDestroyForRingEntry = NONE +TheDroppedRing FXForRingEntry = FX_OneRingFlare End ;//Fire Arrows improvement, just an upgrade, but doesn't do anything for us. Behavior = CastleUpgrade ModuleTag_PassOutFlamingMunitionsUpgrade TriggeredBy = Upgrade_MordorFortressFireArrowsTrigger Upgrade = Upgrade_EvilFortressFlamingMunitions End Behavior = StatusBitsUpgrade ModuleTag_FakeOut ;// I need to react to the upgrade, so I can have it for when new construction asks me for all the upgrades TriggeredBy = Upgrade_EvilFortressFlamingMunitions End Behavior = ModelConditionUpgrade ModuleTag_ShowMunitions TriggeredBy = Upgrade_EvilFortressFlamingMunitions AddConditionFlags = FORTRESS_IMPROVEMENT_1 AddTempConditionFlag = ModelConditionState:USER_1 //For buildup TempConditionTime = 7.0 //try to match buildup anim time Permanent = Yes End Behavior = AudioLoopUpgrade ModuleTag_FlamingMunitionsBuildLoop ;// Play a "build loop" while the FlamingMunitions build up TriggeredBy = Upgrade_EvilFortressFlamingMunitions ;ConflictsWith = SoundToPlay = BuildingConstructionLoop KillOnDeath = Yes KillAfterMS = 4000 ;RequiresAllTriggers = Yes End ;//Morgul Sorcery Upgrade Behavior = CastleUpgrade ModuleTag_PassOutNumenorStoneworkUpgrade TriggeredBy = Upgrade_MordorFortressMorgulSorceryTrigger Upgrade = Upgrade_MordorFortressMorgulSorcery End Behavior = AttributeModifierUpgrade ModuleTag_Reinforced TriggeredBy = Upgrade_MordorFortressMorgulSorcery AttributeModifier = MorgulSorceryKeep_Bonus End Behavior = ModelConditionUpgrade ModuleTag_ShowMorgulSorcery TriggeredBy = Upgrade_MordorFortressMorgulSorcery AddConditionFlags = FORTRESS_IMPROVEMENT_2 Permanent = Yes End ;//Doom Pyres // Banners improvement, the half that gives an aura bonus, not the purchase discount part (that is in the ProductionUpdate) Behavior = AttributeModifierAuraUpdate ModuleTag_BannerLeadership StartsActive = No ;If no, requires upgrade to turn on. BonusName = MordorDoomPyresLeadership TriggeredBy = Upgrade_MordorFortressDoomPyres RefreshDelay = 2000 Range = 300 ObjectFilter = GENERIC_BUFF_RECIPIENT_OBJECT_FILTER End //Hide the pyres at the start Behavior = SubObjectsUpgrade ModuleTag_HidePyres TriggeredBy = Upgrade_StructureLevel1 HideSubObjects = MBFDPyres MBFDPyres1 MBFDPF MBFDPFG End //Show them after we've purchased the upgrade Behavior = SubObjectsUpgrade ModuleTag_ShowPyres TriggeredBy = Upgrade_MordorFortressDoomPyres ShowSubObjects = MBFDPyres MBFDPyres1 MBFDPF MBFDPFG End ;//Magma Cauldrons Behavior = UnpauseSpecialPowerUpgrade ModuleTag_CauldronsEnabler SpecialPowerTemplate = SpecialAbilityMordorFortressMagmaCauldrons TriggeredBy = Upgrade_MordorFortressMagmaCauldrons End Behavior = SpecialPowerModule ModuleTag_CauldronStarter SpecialPowerTemplate = SpecialAbilityMordorFortressMagmaCauldrons UpdateModuleStartsAttack = Yes StartsPaused = Yes ;InitiateSound = MordorFortressMagmaCauldronRelease ;this didn't work End Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_CauldronWeaponFireUpdate SpecialPowerTemplate = SpecialAbilityMordorFortressMagmaCauldrons WhichSpecialWeapon = 1 UnpackTime = 5200 PackTime = 4600 ;TriggerSound = MordorFortressMagmaCauldronRelease ;this triggers too late SpecialWeapon = MordorFortressMagmaCauldronsWeapon End Behavior = ModelConditionUpgrade ModuleTag_ShowTheCauldrons TriggeredBy = Upgrade_MordorFortressMagmaCauldrons AddConditionFlags = FORTRESS_IMPROVEMENT_3 AddTempConditionFlag = ModelConditionState:USER_2 //For buildup TempConditionTime = 7.0 //try to matc Permanent = Yes End Behavior = AudioLoopUpgrade ModuleTag_MagmaCauldronsBuildLoop ;// Play a "build loop" while the Cauldrons build up TriggeredBy = Upgrade_MordorFortressMagmaCauldrons ;ConflictsWith = SoundToPlay = BuildingConstructionLoop KillOnDeath = Yes KillAfterMS = 5800 ;RequiresAllTriggers = Yes End ;//Gorgoroth Spire Behavior = UnpauseSpecialPowerUpgrade ModuleTag_SpireEnabler SpecialPowerTemplate = SpecialAbilityGorgorothSpireFireball TriggeredBy = Upgrade_MordorFortressGorgorothSpire End Behavior = AudioLoopUpgrade ModuleTag_GorgorothSpireBuildLoop ;// Play a "build loop" while the Spire builds up TriggeredBy = Upgrade_MordorFortressGorgorothSpire ;ConflictsWith = SoundToPlay = BuildingBigConstructionLoop KillOnDeath = Yes KillAfterMS = 5200 ;Should match the length of the build-up animation [Or a little shorter since sounds take a little while to die] ;RequiresAllTriggers = Yes End Behavior = SpecialPowerModule ModuleTag_SpireStarter SpecialPowerTemplate = SpecialAbilityGorgorothSpireFireball UpdateModuleStartsAttack = Yes StartsPaused = Yes InitiateSound = GorgorothSpireFireballBuildUpMS ;this plays when the Eye builds up power End Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_SpireWeaponFireUpdate SpecialPowerTemplate = SpecialAbilityGorgorothSpireFireball WhichSpecialWeapon = 2 UnpackTime = 3000 PackTime = 1500 SpecialWeapon = MordorGorgorothSpireWeapon TriggerSound = GorgorothSpireFireballLaunchMS ;this plays when Fireball launches End Behavior = AutoAbilityBehavior ModuleTag_AutoAbilityLightningBehavior SpecialAbility = SpecialAbilityGorgorothSpireFireball // Use this ability End Behavior = ModelConditionUpgrade ModuleTag_ShowTheSpire TriggeredBy = Upgrade_MordorFortressGorgorothSpire AddConditionFlags = UPGRADE_FORTRESS_MONUMENT AddTempConditionFlag = ModelConditionState:USER_3 //For buildup TempConditionTime = 9.0 //try to match buildup anim time Permanent = Yes End Behavior = GeometryUpgrade TowerGeom TriggeredBy = Upgrade_MordorFortressGorgorothSpire ShowGeometry = HighTowerGeom End //Lava Moat Behavior = ObjectCreationUpgrade CreateTheMoat TriggeredBy = Upgrade_MordorFortressLavaMoat Delay = 0.0 ThingToSpawn = MordorFortressLavaMoat DestroyWhenSold = Yes FadeInTime = 600 End //Money Maker Behavior = AutoDepositUpdate AutoDepositModuleTag DepositTiming = GENERIC_KEEP_MONEY_TIME DepositAmount = GENERIC_KEEP_MONEY_AMOUNT InitialCaptureBonus = 0 // no initial bonus End Behavior = TerrainResourceBehavior ModuleTag_NewMoneyDeadSpot Radius = GENERIC_KEEP_MONEY_RANGE // How far we try to claim ground MaxIncome = 0 // If we were to get all we wanted, how much we would earn. Linear slope to 0 at 0% claim IncomeInterval = 999999 // How often (in msec) we give that much money HighPriority = Yes // A high priority claim gets to pretend it was there first. End #include "..\..\..\FortressRingFunc.inc" //Main Geometry = BOX GeometryName = Geom_Orig GeometryMajorRadius = 50.0 GeometryMinorRadius = 50.0 GeometryHeight = 50.0 GeometryOffset = X:5 Y:0 Z:0 //Towers AdditionalGeometry = BOX GeometryName = Geom_V2 GeometryMajorRadius = 10.0 GeometryMinorRadius = 13.0 GeometryHeight = 140.0 GeometryOffset = X:40 Y:-42 Z:0 AdditionalGeometry = BOX GeometryName = Geom_V2 GeometryMajorRadius = 10.0 GeometryMinorRadius = 13.0 GeometryHeight = 140.0 GeometryOffset = X:-40 Y:42 Z:0 AdditionalGeometry = BOX GeometryName = Geom_V2 GeometryMajorRadius = 10.0 GeometryMinorRadius = 13.0 GeometryHeight = 140.0 GeometryOffset = X:40 Y:42 Z:0 AdditionalGeometry = BOX GeometryName = Geom_V2 GeometryMajorRadius = 10.0 GeometryMinorRadius = 13.0 GeometryHeight = 140.0 GeometryOffset = X:-40 Y:-42 Z:0 //Ramp (So units can attack it when the moat is in place) AdditionalGeometry = BOX GeometryMajorRadius = 26.0 GeometryMinorRadius = 20.0 GeometryHeight = 22.0 GeometryOffset = X:85 Y:0 Z:0 AdditionalGeometry = BOX GeometryName = HighTowerGeom GeometryMajorRadius = 12 GeometryMinorRadius = 12 GeometryHeight = 150 GeometryOffset = X:0 Y:0 Z:0 GeometryUsedForHealthBox = No GeometryIsSmall = No Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER GeometryContactPoint = X:-58 Y:58 Z:0 Repair GeometryContactPoint = X:58 Y:-58 Z:0 Repair GeometryContactPoint = X:47.546 Y:36.435 Z:0 GeometryContactPoint = X:-32.763 Y:-46.121 Z:0 ;GeometryContactPoint = X:26.753 Y:26.753 Z:67.933 Swoop GeometryContactPoint = X:0 Y:0 Z:180 Swoop End //------------------------------------------------------------------------------ // Mordor Fortress // This is the one object that you would place on a map and that the porter builds. // It unpacks in to the citadel and the buildplots. It's an old CampFlag. Object IstariFortress SelectPortrait = BPMFortress Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes StaticModelLODMode = Yes ;// Will append M or L to the skin name depending on GameLOD DefaultModelConditionState Model = None End IdleAnimationState End //Need this since the default condition is none ModelConditionState = WORLD_BUILDER Model = MBFortress End //Phantom structure when placing a new building to be build ModelConditionState = BUILD_PLACEMENT_CURSOR Model = None //MBFortress End //Structure that stays where you will be building until the porter reaches the place to start building. ModelConditionState = PHANTOM_STRUCTURE Model = MBFortress End ;// Animation state for build placement cursor AnimationState = BUILD_PLACEMENT_CURSOR BeginScript CurDrawableHideSubObject("MBFDPYRES") CurDrawableHideSubObject("MBFDPFG") CurDrawableHideSubObject("MBFDPF") EndScript End ;// Animation state for phantom structure AnimationState = PHANTOM_STRUCTURE BeginScript CurDrawableHideSubObject("MBFDPYRES") CurDrawableHideSubObject("MBFDPFG") CurDrawableHideSubObject("MBFDPF") EndScript End ModelConditionState = RUBBLE Model = MBFortress_D3 End AnimationState = RUBBLE Animation = Fortress_Rubble AnimationName = MBFortress_D3S.MBFortress_D3A AnimationMode = ONCE End EnteringStateFX = FX_FortressCollapse End //-- building being constructed ModelConditionState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED SNOW Model = MBFortress_A Texture = MBFortress.tga MBFortress_snow.tga End ModelConditionState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED Model = MBFortress_A End AnimationState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED Animation = MBFortress_A AnimationName = MBFortress_ASK.MBFortress_ABL AnimationMode = MANUAL End ParticleSysBone = NONE BuildingContructDustCastlesB ParticleSysBone = NONE FortressMordor Flags = START_FRAME_FIRST StateName = BeingConstructed BeginScript CurDrawablePlaySound("GondorBarracksBeginConstruction") EndScript End End ArmorSet Conditions = None Armor = FortressArmor //DamageFX = StructureDamageFXNoShake End Side = Mordor EditorSorting = STRUCTURE PlacementViewAngle = -45 // A -90 makes the door of the base face natural south. 0 would have it to the East. BuildCost = MORDOR_FORTRESS_BUILDCOST BuildTime = MORDOR_FORTRESS_BUILDTIME DisplayName = OBJECT:MordorFortress ;; AUDIO PARAMETERS #include "..\..\..\Includes\StandardBuildingEvaEvents.inc" VoiceFullyCreated = EVA:FortressComplete-Builder VoiceSelect = MordorFortressSelect VoiceSelectUnderConstruction = BuildingEvilVoiceSelectUnderConstruction SoundOnDamaged = BuildingLightDamageStone SoundOnReallyDamaged = BuildingHeavyDamageStone UnitSpecificSounds UnderConstruction = BuildingBigConstructionLoop ; Built first time ; UnderRepairFromDamage = NoSound ; Repaired No animation on the building, so don't bother playing sound UnderRepairFromRubble = BuildingBigConstructionLoop ; Repaired from completely destroyed (not used???) End ; Just in case... ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_PlayCollapseSound ModelCondition = REQUIRED:RUBBLE Sound:BuildingSink End // *** AUTO RESOLVE DATA *** ; When fighting an auto-resolve battle, a World Map castle actually becomes this unit AutoResolveUnitType = AutoResolveUnit_Fortress AutoResolveBody = AutoResolve_MordorFortressBody AutoResolveArmor Armor = AutoResolve_MordorFortressArmor End AutoResolveWeapon Weapon = AutoResolve_MordorFortressWeapon End
// *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = STRUCTURE SELECTABLE IMMOBILE BASE_FOUNDATION MP_COUNT_FOR_VICTORY BASE_SITE CAN_SEE_THROUGH_STRUCTURE LIVING_WORLD_BUILDING_MIRROR Body = StructureBody ModuleTag_05 MaxHealth = MORDOR_FORTRESS_HEALTH End Behavior = CastleBehavior ModuleTag_castle CastleToUnpackForFaction = Mordor Fortress_Mordor CastleToUnpackForFaction = Isengard Fortress_Mordor CastleToUnpackForFaction = Men Fortress_Mordor CastleToUnpackForFaction = Elves Fortress_Mordor CastleToUnpackForFaction = Dwarves Fortress_Mordor CastleToUnpackForFaction = Wild Fortress_Mordor CastleToUnpackForFaction = Angmar Fortress_Mordor CastleToUnpackForFaction = Arnor Fortress_Mordor CastleToUnpackForFaction = Istari Fortress_Mordor //Anything that does not fit this filter will be given to the neutral player, so the template can have rocks and props. FilterValidOwnedEntries = ANY +STRUCTURE +WALK_ON_TOP_OF_WALL +BASE_FOUNDATION +TACTICAL_MARKER MaxCastleRadius = 130.0 InstantUnpack = Yes KeepDeathKillsEverything = Yes EvaEnemyCastleSightedEvent = EnemyFortressSighted End Behavior = StructureCollapseUpdate ModuleTag_06 MinCollapseDelay = 000 MaxCollapseDelay = 000 CollapseDamping = .5 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 FXList = INITIAL FX_FortressCollapse ;FXList = ALMOST_FINAL FX_FortressCollapse DestroyObjectWhenDone = Yes CollapseHeight = 120 End Behavior = GettingBuiltBehavior ModuleTag_GettingBuiltBehavior WorkerName = MordorWorkerNoSelect SpawnTimer = DEFAULT_STRUCTURE_HEALDELAY End Behavior = AIUpdateInterface ModuleTag_AI AILuaEventsList = FortressFunctions End //Main Geometry = BOX GeometryName = Geom_Orig GeometryMajorRadius = 65.0 GeometryMinorRadius = 65.0 GeometryHeight = 50.0 GeometryOffset = X:5 Y:0 Z:0 //Plot locations AdditionalGeometry = BOX GeometryName = Plots GeometryMajorRadius = 10.0 GeometryMinorRadius = 10.0 GeometryHeight = 0.8 GeometryOffset = X:91.15 Y:-81.15 Z:0 AdditionalGeometry = BOX GeometryName = Plots GeometryMajorRadius = 10.0 GeometryMinorRadius = 10.0 GeometryHeight = 0.8 GeometryOffset = X:0 Y:-114.48 Z:0 AdditionalGeometry = BOX GeometryName = Plots GeometryMajorRadius = 10.0 GeometryMinorRadius = 10.0 GeometryHeight = 0.8 GeometryOffset = X:-81.15 Y:-81.15 Z:0 AdditionalGeometry = BOX GeometryName = Plots GeometryMajorRadius = 10.0 GeometryMinorRadius = 10.0 GeometryHeight = 0.8 GeometryOffset = X:-114.48 Y:0 Z:0 AdditionalGeometry = BOX GeometryName = Plots GeometryMajorRadius = 10.0 GeometryMinorRadius = 10.0 GeometryHeight = 0.8 GeometryOffset = X:-81.15 Y:91.15 Z:0 AdditionalGeometry = BOX GeometryName = Plots GeometryMajorRadius = 10.0 GeometryMinorRadius = 10.0 GeometryHeight = 0.8 GeometryOffset = X:0 Y:114.48 Z:0 AdditionalGeometry = BOX GeometryName = Plots GeometryMajorRadius = 10.0 GeometryMinorRadius = 10.0 GeometryHeight = 0.8 GeometryOffset = X:91.15 Y:91.15 Z:0 //Ramp (So units can attack it when the moat is in place) AdditionalGeometry = BOX GeometryMajorRadius = 26.0 GeometryMinorRadius = 20.0 GeometryHeight = 22.0 GeometryOffset = X:85 Y:0 Z:0 GeometryIsSmall = No Shadow = SHADOW_VOLUME GeometryContactPoint = X:-65 Y:65 Z:0 Repair GeometryContactPoint = X:65 Y:-65 Z:0 Repair GeometryContactPoint = X:47.546 Y:36.435 Z:0 GeometryContactPoint = X:-32.763 Y:-46.121 Z:0 GeometryContactPoint = X:26.753 Y:26.753 Z:67.933 Swoop End //------------------------------------------------------------------------------ // Mordor Fortress Lava Moat // This is the moat around the fortress. This is a separate object so that it can // prevent units from being able to attack the fortress except at the ramp. Object IstariFortressLavaMoat Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = MBFLavaMoat End End ArmorSet Conditions = None Armor = NoArmor //DamageFX = StructureDamageFXNoShake End Side = Mordor EditorSorting = STRUCTURE BuildTime = 10.0 ;;; AUDIO PARAMETERS #include "..\..\..\Includes\StandardBuildingEvaEvents.inc" CampnessValue = 0 // *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = STRUCTURE IMMOBILE NOT_AUTOACQUIRABLE UNATTACKABLE BASE_SITE CAN_SEE_THROUGH_STRUCTURE Body = HighlanderBody ModuleTag_02 //Can take damage, but won't die. Can only die from ::kill() or other unresistable damage MaxHealth = 1.0 End Behavior = SlavedUpdate ModuleTag_Slave DieOnMastersDeath = Yes End //Main Geometry = BOX GeometryMajorRadius = 82 GeometryMinorRadius = 82 GeometryHeight = 10 GeometryIsSmall = No Shadow = SHADOW_VOLUME End //-------------------------------------------------- ChildObject IstariFortress_Celduin_1 IstariFortress Behavior = CastleBehavior ModuleTag_castle CastleToUnpackForFaction = Mordor Fortress_Mordor CastleToUnpackForFaction = Isengard Fortress_Mordor CastleToUnpackForFaction = Men Fortress_Mordor CastleToUnpackForFaction = Elves Fortress_Mordor CastleToUnpackForFaction = Dwarves Fortress_Mordor CastleToUnpackForFaction = Wild Fortress_Mordor FilterValidOwnedEntries = ANY +STRUCTURE +WALK_ON_TOP_OF_WALL +BASE_FOUNDATION +TACTICAL_MARKER MaxCastleRadius = 130.0 http://90.0 FadeTime = 2.0 ;// 2 seconds InstantUnpack = Yes KeepDeathKillsEverything = Yes EvaEnemyCastleSightedEvent = EnemyFortressSighted PreBuiltList = MordorWallCatapultExpansion -2 PreBuiltList = MordorWallCatapultExpansion -2 PreBuiltList = MordorWallCatapultExpansion -2 PreBuiltList = MordorWallCatapultExpansion -2 End End
explication:sauron est le batisseur de la faction istari dans la forteresse je peux recruter le batisseur du mordor mais moi je veux pas recruter le batisseur du mordor je veux recruter le batisseur de la faction istari fin de l'explication et pour les heros vous avez pas trouver le probleme merci de vos reponses | |
|
| |
cdd59554 Admin
Nombre de messages : 7235 Age : 31 Location : J'aime les abricots Add-On : Oui Date d'inscription : 16/01/2008
| Sujet: Re: NOUVELLE FACTION:ISTARI aide de bon moddeurs Ven 19 Fév - 13:21 | |
| Evidemment que tu peut recruter le batisseur du mordor dans ta forteresse.... C'EST la forteresse du mordor : - Dans l'object IstariFortress a écrit:
- Behavior = CastleBehavior ModuleTag_castle
CastleToUnpackForFaction = Mordor Fortress_Mordor CastleToUnpackForFaction = Isengard Fortress_Mordor CastleToUnpackForFaction = Men Fortress_Mordor CastleToUnpackForFaction = Elves Fortress_Mordor CastleToUnpackForFaction = Dwarves Fortress_Mordor CastleToUnpackForFaction = Wild Fortress_Mordor CastleToUnpackForFaction = Angmar Fortress_Mordor CastleToUnpackForFaction = Arnor Fortress_Mordor CastleToUnpackForFaction = Istari Fortress_Mordor etc... Pour les héros bin le problème vient peut etre de la.... vu que c'est pas la bonne forteresse | |
|
| |
sauron1997 Moddeur en herbe
Nombre de messages : 116 Age : 28 Location : MINAS TIRITH Add-On : BEN OUIIIIIIIIIII Date d'inscription : 09/12/2009
| Sujet: Re: NOUVELLE FACTION:ISTARI aide de bon moddeurs Ven 19 Fév - 14:47 | |
| | |
|
| |
cdd59554 Admin
Nombre de messages : 7235 Age : 31 Location : J'aime les abricots Add-On : Oui Date d'inscription : 16/01/2008
| Sujet: Re: NOUVELLE FACTION:ISTARI aide de bon moddeurs Ven 19 Fév - 16:20 | |
| Soit tu gardes la forteresse du mordor et par exemple tu met une condition d'upgrade sur le commandset (de loin le plus simple)
Mais sinon, si tu veut un objet à part entiere pour ta faction (donc ta fortressIstari), il faut créer la base Fortress_Istari par exemple Il faut que tu crée la base, ça se fait avec worldbuilder mais je sais pas trop comment on fait, je te dis juste comment je ferais (ça serait cool que tu essaye pour voir si ca fonctionne) donc tu fait : - nouveau : taille 100*100 ça suffi amplement - tu place un IstariFortressCenterGeneric au milieu de la map en 500.00,500.00 par exemple (ils te demanderons de choisir FactionIstari une fois placé, tu accepte) - Ce IstariFortressCenterGeneric dans name tu l'appelle BASE puis dans logical tu coche "is a base" - tu place un IstariFortress exactment au meme endroit que "BASE" donc tu remet les meme coordonnées dans le champ "XY pos" - cette IstariFortress dans General, le champ "In base" tu selectionne "BASE" - Si tu veut placer d'autres objets qui vont apparaitre avec la forteresse (notamment les expansions pour les defences) il suffit de les mettre la ou tu veut et en choississant "BASE" dans "In base" comme avant - Tu sauvegarde sous istari_fortress.bse dans un dossier istari_fortress (ca sera le nom que tu mettra dans l'ini)
Ensuite ce dossier tu le met dans Bases.big (bases/istari_fortress/istari_fortress.bse) ou dans le dossier bases si tu fait un mod avec un dossier/raccourci Je suis pas sur des manip car j'ai jamais fait, donc mais si ca fonctionne ça pourrai etre une bonne chose pour ceux qui veulent faire une faction | |
|
| |
sauron1997 Moddeur en herbe
Nombre de messages : 116 Age : 28 Location : MINAS TIRITH Add-On : BEN OUIIIIIIIIIII Date d'inscription : 09/12/2009
| Sujet: Re: NOUVELLE FACTION:ISTARI aide de bon moddeurs Ven 19 Fév - 16:56 | |
| cdd est ce que tu peux m expliquer la premiere solution stp merci | |
|
| |
cdd59554 Admin
Nombre de messages : 7235 Age : 31 Location : J'aime les abricots Add-On : Oui Date d'inscription : 16/01/2008
| Sujet: Re: NOUVELLE FACTION:ISTARI aide de bon moddeurs Ven 19 Fév - 17:58 | |
| je t'ai fait peur avec les bases Pour mettre une condition sur les commandset : - Code:
-
Behavior = CommandSetUpgrade ModuleTag_CommandSetIstari TriggeredBy = Upgrade_ArnorFaction CommandSet = IstariFortressCommandSet End c'est normal que tu aie mis Upgrade_ArnorFaction dans le playertemplate au lieu de Upgrade_IstariFaction ? | |
|
| |
sauron1997 Moddeur en herbe
Nombre de messages : 116 Age : 28 Location : MINAS TIRITH Add-On : BEN OUIIIIIIIIIII Date d'inscription : 09/12/2009
| Sujet: Re: NOUVELLE FACTION:ISTARI aide de bon moddeurs Ven 19 Fév - 23:07 | |
| | |
|
| |
cdd59554 Admin
Nombre de messages : 7235 Age : 31 Location : J'aime les abricots Add-On : Oui Date d'inscription : 16/01/2008
| Sujet: Re: NOUVELLE FACTION:ISTARI aide de bon moddeurs Sam 20 Fév - 0:17 | |
| Tu la met dans l'object de la forteresse du mordor juste en dessous du commandset donc : - Code:
-
Object MordorFortressCitadel
// plein de lignes
CommandSet = MordorFortressCommandSet
Behavior = CommandSetUpgrade ModuleTag_CommandSetIstari TriggeredBy = Upgrade_ArnorFaction CommandSet = IstariFortressCommandSet End
BuildCost = MORDOR_FORTRESS_BUILDCOST
// le reste Si c'est n'importe qu'elle faction qui construit la forteresse du mordor, ca sera le vrai commandset de la forteresse du mordor, si c'est ta faction qui la construit (ou arnor comme tu a mis l'upgrade d'arnor), le commandset sera le nouveau que tu a mis (mais la forme de la forterese restera celle du mordor, tout comme sa santé, son nom, etc... | |
|
| |
sauron1997 Moddeur en herbe
Nombre de messages : 116 Age : 28 Location : MINAS TIRITH Add-On : BEN OUIIIIIIIIIII Date d'inscription : 09/12/2009
| Sujet: Re: NOUVELLE FACTION:ISTARI aide de bon moddeurs Sam 20 Fév - 10:02 | |
| | |
|
| |
sauron1997 Moddeur en herbe
Nombre de messages : 116 Age : 28 Location : MINAS TIRITH Add-On : BEN OUIIIIIIIIIII Date d'inscription : 09/12/2009
| Sujet: Re: NOUVELLE FACTION:ISTARI aide de bon moddeurs Sam 20 Fév - 11:03 | |
| | |
|
| |
cdd59554 Admin
Nombre de messages : 7235 Age : 31 Location : J'aime les abricots Add-On : Oui Date d'inscription : 16/01/2008
| Sujet: Re: NOUVELLE FACTION:ISTARI aide de bon moddeurs Sam 20 Fév - 11:20 | |
| T'a du faire une mauvaise manip entre temps car je ne crois pas que ce soit le changement du commend set qui aie fait ca | |
|
| |
sauron1997 Moddeur en herbe
Nombre de messages : 116 Age : 28 Location : MINAS TIRITH Add-On : BEN OUIIIIIIIIIII Date d'inscription : 09/12/2009
| Sujet: Re: NOUVELLE FACTION:ISTARI aide de bon moddeurs Mer 3 Mar - 14:25 | |
| | |
|
| |
cdd59554 Admin
Nombre de messages : 7235 Age : 31 Location : J'aime les abricots Add-On : Oui Date d'inscription : 16/01/2008
| Sujet: Re: NOUVELLE FACTION:ISTARI aide de bon moddeurs Mer 3 Mar - 21:12 | |
| essaye de mettre 3 ou 4 héros déjà existant dans le player template pour ta faction et voit si ils apparaissent tous | |
|
| |
juhlenedni Moddeur expert
Nombre de messages : 683 Age : 21 Location : Longitude : 02° 17' 40'' E Latitude : 48° 51' 30'' N Add-On : oui Date d'inscription : 26/09/2009
| Sujet: Re: NOUVELLE FACTION:ISTARI aide de bon moddeurs Jeu 4 Mar - 11:46 | |
| Assure toi également que tes héros on bien ce genre de bouton au début du code :
Object ElvenGlorfindel
SelectPortrait = HPGlorfindel ButtonImage = HIGlorfindel | |
|
| |
sauron19 Invité
| Sujet: Re: NOUVELLE FACTION:ISTARI aide de bon moddeurs Jeu 4 Mar - 13:52 | |
| je suis SAURON1997 mais je suis presser je doit y aller pour le select portrait et le button image ils sont a leur place mais cdd je te repondrais dés que possible car mon ordi je les formater mais assurez vous l'ini je les mis sur ma cle USB merci |
|
| |
sauron19 Invité
| Sujet: Re: NOUVELLE FACTION:ISTARI aide de bon moddeurs Ven 5 Mar - 19:01 | |
| |
|
| |
cdd59554 Admin
Nombre de messages : 7235 Age : 31 Location : J'aime les abricots Add-On : Oui Date d'inscription : 16/01/2008
| Sujet: Re: NOUVELLE FACTION:ISTARI aide de bon moddeurs Ven 5 Mar - 19:59 | |
| En effet, ton probleme doit venir des héros, est ce qu'il ont ces 2 modules ? Body = RespawnBody Behavior = RespawnUpdate | |
|
| |
sauron1997 Moddeur en herbe
Nombre de messages : 116 Age : 28 Location : MINAS TIRITH Add-On : BEN OUIIIIIIIIIII Date d'inscription : 09/12/2009
| Sujet: Re: NOUVELLE FACTION:ISTARI aide de bon moddeurs Sam 6 Mar - 12:39 | |
| oui ils les ont voici le code de gandalf: - Spoiler:
;------------------------------------------------------------------------------ ; ; Gandalf.ini ; ;------------------------------------------------------------------------------
; Gandalf the Generic ;he is now grey to start out with until we use the spell Object IstariEmperor ; *** ART Parameters ***
; SelectPortrait for Heros is portrait behind skill buttons. HP = HeroPortrait. SelectPortrait = HPGandalf ; ButtonImage for Heros is button image on Hero Select UI to select hero. HI = HeroIcon or HeroImage. ButtonImage = HIGandalf
DescriptionStrategic = CONTROLBAR:LW_ToolTip_Gandalf Draw = W3DScriptedModelDraw ModuleTag_W3DModelDrawInWorldBuilder ;When in Worldbuilder, show the normal Gandalf. He's inherited as mounted mode, so we have to get creative. ;Because his other draw module has a default state, we need to not show anything if it's in WorldBuilder. OkToChangeModelColor = Yes DefaultModelConditionState Model = None End ModelConditionState = WORLD_BUILDER Model = GUGandalf_SKN End End Draw = W3DScriptedModelDraw ModuleTag_01
GlowEnabled = No; GlowEmissive = No; OkToChangeModelColor = Yes StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD
ExtraPublicBone = STAFF ExtraPublicBone = B_SWORDBONE ExtraPublicBone = PASSENGERBONE DependencySharedModelFlags = TURN_LEFT_HIGH_SPEED TURN_RIGHT_HIGH_SPEED MOVING ACCELERATE DECELERATE TURN_LEFT TURN_RIGHT ATTACKING BACKING_UP ;;; MODEL STATES ;;; DefaultModelConditionState ;gandalf is grey to start out with Model = GUGandalfG_SKN WeaponLaunchBone = TERTIARY STAFF End
;;; White Only versions of Gandalf (for solo missions excluding Moria) ;;; ModelConditionState = USER_2 MOUNTED Model = GUGdfHrs_SKN_M WeaponLaunchBone = PRIMARY PASSENGERBONE WeaponLaunchBone = TERTIARY STAFF End
ModelConditionState = USER_2 Model = GUGandalf_SKN WeaponLaunchBone = TERTIARY STAFF End ;;; Grey versions of Gandalf USER MODELS (For Moria only) -- never becomes white;;; ModelConditionState = USER_1 MOUNTED Model = GUGdfGHrs_SKN WeaponLaunchBone = PRIMARY PASSENGERBONE WeaponLaunchBone = TERTIARY STAFF Shadow = SHADOW_ADDITIVE_DECAL ShadowSizeX = 200; ShadowSizeY = 200; ShadowTexture = EXGandalfGlow; End
ModelConditionState = USER_1 Model = GUGandalfG_SKN WeaponLaunchBone = TERTIARY STAFF ; ParticleSysBone = STAFF GandalfMoriaLight FollowBone:Yes ; ParticleSysBone = STAFF GandalfMoriaLightCenter FollowBone:Yes Shadow = SHADOW_ADDITIVE_DECAL ShadowSizeX = 200; ShadowSizeY = 200; ShadowTexture = EXGandalfGlow; End ;;; Mounted version of Gandalf White ;;; ModelConditionState = MOUNTED HERO Model = GUGdfHrs_SKN_M WeaponLaunchBone = PRIMARY PASSENGERBONE WeaponLaunchBone = TERTIARY STAFF End
;;; Mounted version of Gandalf Grey ;;; ModelConditionState = MOUNTED Model = GUGdfGHrs_SKN WeaponLaunchBone = PRIMARY PASSENGERBONE WeaponLaunchBone = TERTIARY STAFF End ;;; Gandalf the White version on foot ;;; ModelConditionState = HERO ;turn me white when the spell is cast Model = GUGandalf_SKN WeaponLaunchBone = TERTIARY STAFF End
ModelConditionState = WORLD_BUILDER Model = None End
IdleAnimationState StateName = Idle Animation = Foot_IDLB ; Bored Idle AnimationName = GUGandalfG_SKL.GUGandalfG_IDLB AnimationMode = ONCE AnimationPriority = 20 End Animation = Foot_IDLC ; Bored Fidget AnimationName = GUGandalfG_SKL.GUGandalfG_IDLC AnimationMode = ONCE AnimationPriority = 2 End Animation = Foot_IDLD ; Bored Fidget AnimationName = GUGandalfG_SKL.GUGandalfG_IDLD AnimationMode = ONCE AnimationPriority = 1 End Animation = Foot_IDLE ; Bored Fidget AnimationName = GUGandalfG_SKL.GUGandalfG_IDLE AnimationMode = ONCE AnimationPriority = 2 End ;Animation = Foot_IDLF ; Bored Fidget ; AnimationName = GUGandalfG_SKL.GUGandalfF_IDLF does not exist... ; AnimationMode = ONCE ; AnimationPriority = 1 ;End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Selected" then CurDrawableSetTransitionAnimState("TRANS_Selected_To_Idle") end CurDrawableHideSubObject("STAFF_LIGHT") EndScript End
; --- stunned anims Which must go before deaths in case we are dying in the air. Plus, DyingSplatted must of course be before Dying AnimationState = MOUNTED STUNNED_FLAILING Animation = JustDie AnimationName = GUGdfHrs_SKL.GUGdfHrs_FLYB AnimationMode = LOOP End Flags = RANDOMSTART End AnimationState = MOUNTED DYING SPLATTED Animation = Land AnimationName = GUGdfHrs_SKL.GUGdfHrs_LNDA AnimationMode = ONCE End End AnimationState = MOUNTED DYING Animation = JustDie AnimationName = GUGdfHrs_SKL.GUGdfHrs_DIEA AnimationMode = ONCE End End AnimationState = MOUNTED STUNNED_STANDING_UP Animation = StandUp AnimationName = GUGdfHrs_SKL.GUGdfHrs_GTPA AnimationMode = ONCE End End
AnimationState = MOUNTED STUNNED Animation = Land AnimationName = GUGdfHrs_SKL.GUGdfHrs_LNDA AnimationMode = ONCE End End AnimationState = PARALYZED MOUNTED Animation AnimationName = GUGdfHrs_SKL.GUGdfHrs_IDLA AnimationMode = LOOP End End
AnimationState = STUNNED_FLAILING Animation = StunnedFlail AnimationName = GUGandalfG_SKL.GUGandalfG_FLYA AnimationMode = LOOP End End AnimationState = DYING SPLATTED Animation = Stunned AnimationName = GUGandalfG_SKL.GUGandalfG_LNDA AnimationMode = ONCE End ; ;ParticleSysBone = None GandalfIllumination FollowBone:yes FXTrigger:NONE Persist:KILL PersistID:100 End AnimationState = DYING AFLAME Animation = DieAflame AnimationName = GUGandalfG_SKL.GUGandalfG_MFDA AnimationMode = LOOP End End AnimationState = DYING Animation = Die AnimationName = GUGandalfG_SKL.GUGandalfG_DIEB AnimationMode = ONCE End ; ;ParticleSysBone = None GandalfIllumination FollowBone:yes FXTrigger:NONE Persist:KILL PersistID:100 End
AnimationState = STUNNED_STANDING_UP Animation = GUGandalfG_GTPA AnimationName = GUGandalfG_SKL.GUGandalfG_GTPA AnimationMode = ONCE End End AnimationState = STUNNED Animation = Stunned AnimationName = GUGandalfG_SKL.GUGandalfG_LNDA AnimationMode = ONCE End ; ;ParticleSysBone = None GandalfIllumination FollowBone:yes FXTrigger:NONE Persist:KILL PersistID:100 End
AnimationState = PARALYZED Animation AnimationName = GUGandalfG_SKL.GUGandalfG_IDLB AnimationMode = LOOP End End
AnimationState = PASSENGER EATING StateName = BeingEaten Animation AnimationName = GUGandalfG_SKL.GUGandalfG_EATA AnimationMode = ONCE AnimationBlendTime = 4 End End AnimationState = PASSENGER StateName = BeingEaten Animation AnimationName = GUGandalfG_SKL.GUGandalfG_FLLA AnimationMode = LOOP AnimationBlendTime = 4 End End ;;; WORD OF POWER ANIMS MOUNTED ;;; AnimationState = SPECIAL_WEAPON_ONE MOUNTED StateName = Attacking Animation AnimationName = GUGdfHrs_SKL.GUGdfHrs_SPLA AnimationMode = ONCE AnimationBlendTime = 4 End FXEvent = Frame:5 Name:FX_GandalfPreAttackBlast End ;;; WORD OF POWER ANIMS ON FOOT ;;; AnimationState = SPECIAL_WEAPON_ONE StateName = Attacking Animation AnimationName = GUGandalfG_SKL.GUGandalfG_SPCK AnimationMode = ONCE End FXEvent = Frame:5 Name:FX_GandalfPreAttackBlast End
;;; WIZARD BLAST ANIMS MOUNTED ;;; AnimationState = SPECIAL_WEAPON_TWO MOUNTED StateName = Attacking Animation AnimationName = GUGdfHrs_SKL.GUGdfHrs_SPLD AnimationMode = ONCE End End ;;; WIZARD BLAST ANIMS ON FOOT ;;; AnimationState = SPECIAL_WEAPON_TWO StateName = Attacking Animation AnimationName = GUGandalfG_SKL.GUGandalfG_SPCL AnimationMode = ONCE End End ;;; LIGHTNING CHARGE ANIMS MOUNTED ;;; AnimationState = MOUNTED PACKING_TYPE_1 UNPACKING StateName = Attacking Animation = LightningSwordStart AnimationName = GUGdfHrs_SKL.GUGdfHrs_SPE1 AnimationMode = ONCE End FXEvent = Frame:14 Name:FX_GandalfLightningCharge ; FXEvent = Frame:70 Name:FX_GandalfLightningFizzle FXEvent = Frame:14 Name:FX_GandalfLightningSword FrameStop:70 End AnimationState = MOUNTED PACKING_TYPE_1 PREPARING StateName = Attacking Animation = LightningSwordLoop AnimationName = GUGdfHrs_SKL.GUGdfHrs_SPE2 AnimationMode = LOOP End End
AnimationState = MOUNTED PACKING_TYPE_1 PACKING StateName = Attacking Animation = LightningSwordPutAway AnimationName = GUGdfHrs_SKL.GUGdfHrs_SPE3 AnimationMode = ONCE End End
;;; LIGHTNING CHARGE ANIMS ON FOOT ;;; AnimationState = PACKING_TYPE_1 UNPACKING StateName = Attacking Animation = LightningSwordStart AnimationName = GUGandalfG_SKL.GUGandalfG_SPE3 AnimationMode = ONCE End FXEvent = Frame:14 Name:FX_GandalfLightningCharge ; 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 = GUGandalfG_SKL.GUGandalfG_SPE2 AnimationMode = LOOP End End
AnimationState = PACKING_TYPE_1 PACKING StateName = Attacking Animation = LightningSwordPutAway AnimationName = GUGandalfG_SKL.GUGandalfG_SPE1 AnimationMode = ONCE End End
;;; ISTARI LIGHT STAFF WEAPON MOUNTED ;;; AnimationState = MOUNTED SPECIAL_WEAPON_THREE ; FIRING_OR_PREATTACK_C StateName = Attacking Animation = StaffLaser AnimationName = GUGdfHrs_SKL.GUGdfHrs_SPLG 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 = GUGandalfG_SKL.GUGandalfG_SPCH ; isitari's light? AnimationMode = ONCE End FXEvent = Frame:30 Name:FX_GandalfStaffFlare End ;;; Summoning Shadow Fax ;;; AnimationState = UNPACKING USER_2 StateName = Attacking Animation AnimationName = GUGandalf_SKN.GUGdfHrs_IDLB ; GUGdfHrs_SPCJ does not exist. AnimationMode = LOOP End End AnimationState = UNPACKING StateName = Attacking Animation AnimationName = GUGdfHrs_SKL.GUGdfHrs_IDLA ; GUGdfHrs_SPCJ does not exist. AnimationMode = ONCE End End ;;; Moving Standard Attack Anims ;;; AnimationState = MOUNTED FIRING_OR_PREATTACK_A MOVING Animation = MountedRunAndFire AnimationName = GUGdfHrs_SKL.GUGdfHrs_ATRA AnimationMode = LOOP Distance = 60 End End AnimationState = MOUNTED BETWEEN_FIRING_SHOTS_A MOVING Animation = TrotBetweenShotsMoving AnimationName = GUGdfHrs_SKL.GUGdfHrs_WLKA AnimationMode = LOOP Distance = 30 End End ;;; Standard Attack Anims ;;; AnimationState = MOUNTED FIRING_OR_PREATTACK_A Animation = MountedSlash AnimationName = GUGdfHrs_SKL.GUGdfHrs_ATKA AnimationMode = ONCE UseWeaponTiming = Yes End Animation = MountedStab AnimationName = GUGdfHrs_SKL.GUGdfHrs_ATKB AnimationMode = ONCE UseWeaponTiming = Yes End End AnimationState = MOVING FIRING_OR_PREATTACK_A ShareAnimation = Yes Animation = RunAndFire AnimationName = GUGandalfG_SKL.GUGandalfG_ATRA AnimationMode = LOOP End Flags = RANDOMSTART End
AnimationState = FIRING_OR_PREATTACK_A Animation = StaffSwing AnimationName = GUGandalfG_SKL.GUGandalfG_ATKA AnimationMode = ONCE UseWeaponTiming = Yes End Animation = SwordSwing AnimationName = GUGandalfG_SKL.GUGandalfG_ATKB AnimationMode = ONCE UseWeaponTiming = Yes End Animation = SpinningSwordStaff AnimationName = GUGandalfG_SKL.GUGandalfG_ATKC AnimationMode = ONCE UseWeaponTiming = Yes End End
;;; Moving Anims ;;; AnimationState = MOUNTED TURN_RIGHT_HIGH_SPEED Animation = TurnRight AnimationName = GUGdfHrs_SKL.GUGdfHrs_TNR1 AnimationMode = LOOP End ; ;ParticleSysBone = None CalvaryDustTrails End AnimationState = MOUNTED TURN_LEFT_HIGH_SPEED Animation = TurnRight AnimationName = GUGdfHrs_SKL.GUGdfHrs_TNL1 AnimationMode = LOOP End ; ;ParticleSysBone = None CalvaryDustTrails End AnimationState = MOUNTED TURN_LEFT Animation = TurnLeft AnimationName = GUGdfHrs_SKL.GUGdfHrs_TRNL AnimationMode = LOOP End ; ;ParticleSysBone = None CalvaryDustTrails End
AnimationState = MOUNTED TURN_RIGHT Animation = TurnRight AnimationName = GUGdfHrs_SKL.GUGdfHrs_TRNR AnimationMode = LOOP End ; ;ParticleSysBone = None CalvaryDustTrails End
AnimationState = MOUNTED MOVING ACCELERATE Animation = Accelerate AnimationName = GUGdfHrs_SKL.GUGdfHrs_ACCL AnimationMode = LOOP End ;ParticleSysBone = None CalvaryDustTrails End
AnimationState = MOUNTED MOVING DECELERATE Animation = Decelerate AnimationName = GUGdfHrs_SKL.GUGdfHrs_DECL AnimationMode = ONCE AnimationSpeedFactorRange = 0.6 0.6 End ;ParticleSysBone = None CalvaryDustTrails End
AnimationState = MOUNTED MOVING WALKING Animation = Walk AnimationName = GUGdfHrs_SKL.GUGdfHrs_WLKA AnimationMode = LOOP End Flags = RANDOMSTART ;ParticleSysBone = None InfantryDustTrails End AnimationState = MOUNTED MOVING BACKING_UP Animation = BackingUp AnimationName = GUGdfHrs_SKL.GUGdfHrs_BAKA AnimationMode = LOOP End Flags = RANDOMSTART ;ParticleSysBone = None InfantryDustTrails End
AnimationState = MOUNTED MOVING Animation = RunA AnimationName = GUGdfHrs_SKL.GUGdfHrs_RUNA AnimationMode = LOOP End Flags = RANDOMSTART ;ParticleSysBone = None CalvaryDustTrails End AnimationState = MOVING WANDER Animation = Wandering AnimationName = GUGandalfG_SKL.GUGandalfG_WLKA ;32 AnimationMode = LOOP End End AnimationState = MOVING Animation = Moving AnimationName = GUGandalfG_SKL.GUGandalfG_RUNB ;20 AnimationMode = LOOP End Flags = RANDOMSTART End AnimationState = MOUNTED LEVELED USER_1; This state clears itself in 3 of your Earth seconds Animation = Yippee AnimationName = GUGdfHrs_SKL.GUGdfHrs_LVLA AnimationMode = ONCE End BeginScript CurDrawableShowSubObject("STAFF_LIGHT") EndScript End
AnimationState = MOUNTED LEVELED ; This state clears itself in 3 of your Earth seconds Animation = Yippee AnimationName = GUGdfHrs_SKL.GUGdfHrs_LVLA AnimationMode = ONCE End End ; READY IDLE AnimationState = MOUNTED EMOTION_ALERT Animation = ALERT_1 AnimationName = GUGdfHrs_SKL.GUGdfHrs_IDLA AnimationMode = LOOP End End AnimationState = EMOTION_ALERT Animation = ALERT_1 AnimationName = GUGandalfG_SKL.GUGandalfG_IDLA AnimationMode = ONCE End Flags = RESTART_ANIM_WHEN_COMPLETE ; acts like an idle animation & keeps running the animations. End
AnimationState = LEVELED USER_1; This state clears itself in 3 of your Earth seconds Animation = Yippee AnimationName = GUGandalfG_SKL.GUGandalfG_LVLA AnimationMode = ONCE End BeginScript CurDrawableShowSubObject("STAFF_LIGHT") EndScript End
AnimationState = LEVELED ; This state clears itself in 3 of your Earth seconds Animation = Yippee AnimationName = GUGandalfG_SKL.GUGandalfG_LVLA AnimationMode = ONCE End End AnimationState = MOUNTED SELECTED USER_1 SimilarRestart = Yes StateName = AtAttentionIdle Animation = ATNB AnimationName = GUGdfHrs_SKL.GUGdfHrs_ATNB AnimationMode = LOOP End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_MountedSelect") end if Prev == "AtAttentionIdle" then CurDrawableSetTransitionAnimState("TRANS_MountedSelect") end EndScript End
AnimationState = MOUNTED RAISING_FLAG Animation AnimationName = GUGdfHrs_SKL.GUGdfHrs_LVLA AnimationMode = LOOP End End
AnimationState = MOUNTED EMOTION_CELEBRATING Animation AnimationName = GUGdfHrs_SKL.GUGdfHrs_LVLA AnimationMode = LOOP End End
AnimationState = MOUNTED EMOTION_TAUNTING Animation AnimationName = GUGdfHrs_SKL.GUGdfHrs_LVLA AnimationMode = LOOP End End
AnimationState = MOUNTED SELECTED SimilarRestart = Yes StateName = AtAttentionIdle Animation = ATNB AnimationName = GUGdfHrs_SKL.GUGdfHrs_ATNB AnimationMode = LOOP End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_MountedSelect") end if Prev == "AtAttentionIdle" then CurDrawableSetTransitionAnimState("TRANS_MountedSelect") end CurDrawableHideSubObject("STAFF_LIGHT") EndScript End
TransitionState = TRANS_MountedSelect Animation = ATNA AnimationName = GUGdfHrs_SKL.GUGdfHrs_ATNA AnimationMode = ONCE End End TransitionState = TRANS_Idle_to_Selected Animation = ATNA AnimationName = GUGandalfG_SKL.GUGandalfG_ATNA AnimationMode = ONCE End End TransitionState = TRANS_Selected_To_Idle Animation = ATNE ;ATNC AnimationName = GUGandalfG_SKL.GUGandalfG_ATNE ;C AnimationMode = ONCE End End
AnimationState = SELECTED USER_1 StateName = Selected SimilarRestart = Yes Animation = ATNB AnimationName = GUGandalfG_SKL.GUGandalfG_ATNB AnimationMode = LOOP End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_Idle_to_Selected") end EndScript End
AnimationState = RAISING_FLAG Animation AnimationName = GUGandalfG_SKL.GUGandalfG_LVLA AnimationMode = LOOP End End
AnimationState = EMOTION_CELEBRATING Animation AnimationName = GUGandalfG_SKL.GUGandalfG_LVLA AnimationMode = LOOP End End
AnimationState = EMOTION_TAUNTING Animation AnimationName = GUGandalfG_SKL.GUGandalfG_LVLA AnimationMode = LOOP End End
AnimationState = SELECTED StateName = Selected SimilarRestart = Yes Animation = ATNB AnimationName = GUGandalfG_SKL.GUGandalfG_ATNB AnimationMode = LOOP End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_Idle_to_Selected") end CurDrawableHideSubObject("STAFF_LIGHT") EndScript End AnimationState = MOUNTED HIT_REACTION HIT_LEVEL_1 Animation = Hit_Level_1_a AnimationName = GUGdfHrs_SKL.GUGdfHrs_HITA AnimationMode = ONCE End End
AnimationState = HIT_REACTION HIT_LEVEL_1 Animation = Hit_Level_1_a AnimationName = GUGandalfG_SKL.GUGandalfG_HITA AnimationMode = ONCE End End AnimationState = MOUNTED StateName = Idle Animation = IdleA AnimationName = GUGdfHrs_SKL.GUGdfHrs_IDLA AnimationPriority = 30 AnimationMode = ONCE AnimationBlendTime = 15 End Animation = IdleC AnimationName = GUGdfHrs_SKL.GUGdfHrs_IDLC AnimationMode = ONCE AnimationBlendTime = 15 End Flags = RESTART_ANIM_WHEN_COMPLETE End AnimationState = USER_1 StateName = user_1_idle Animation = Foot_IDLB ; Bored Idle AnimationName = GUGandalfG_SKL.GUGandalfG_IDLB AnimationMode = ONCE AnimationPriority = 2 End Animation = Foot_IDLC ; Bored Fidget AnimationName = GUGandalfG_SKL.GUGandalfG_IDLC AnimationMode = ONCE AnimationPriority = 2 End Animation = Foot_IDLD ; Bored Fidget AnimationName = GUGandalfG_SKL.GUGandalfG_IDLD AnimationMode = ONCE AnimationPriority = 1 End Animation = Foot_IDLE ; Bored Fidget AnimationName = GUGandalfG_SKL.GUGandalfG_IDLE AnimationMode = ONCE AnimationPriority = 2 End ;Animation = Foot_IDLF ; Bored Fidget ; AnimationName = GUGandalfG_SKL.GUGandalfF_IDLF does not exist... ; AnimationMode = ONCE ; AnimationPriority = 1 ;End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Selected" then CurDrawableSetTransitionAnimState("TRANS_Selected_To_Idle") end CurDrawableShowSubObject("STAFF_LIGHT") EndScript End
End #include "..\..\..\includes\StunDrawModuleSmall.inc"
; Draw = W3DScriptedModelDraw ModuleTag_ShieldBubble ; DefaultModelConditionState ; Model = None ; End ; ; ModelConditionState = USER_3 ; HERO -- not using HERO anymore since HERO is used for Gandalf White ; Model = GUGANDALFCRSTL ; ; ParticleSysBone = ROOTTRANSFORM GandalfCrystalSphere FollowBone:Yes ; ParticleSysBone = ROOTTRANSFORM GandalfBeamGlow2 FollowBone:Yes ; End ; End
; Draw = W3DLightDraw ModuleTag_DrawLight ; Ambient = R:25 G:25 B:25 ; Diffuse = R:128 G:128 B:175 ; Radius = 75 ; Intensity = 75 ; AttachToBoneInAnotherModule = STAFF ; End
Draw = W3DScriptedModelDraw ModuleTag_LightController DefaultModelConditionState Model = None End ModelConditionState = USER_1 Model = Invisible Shadow = SHADOW_ADDITIVE_DECAL_DYNAMIC ShadowSizeX = 200; ShadowSizeY = 200; ShadowTexture = EXGandalfGlow; ShadowOpacityStart = 0 ShadowOpacityFadeInTime = 1000 ShadowOpacityPeak = 255 ShadowOpacityFadeOutTime = 1000 ShadowOpacityEnd = 0 End
IdleAnimationState ; BeginScript ; CurDrawableHideModule("ModuleTag_DrawLight") ; EndScript End AnimationState = USER_1 ; BeginScript ; CurDrawableShowModule("ModuleTag_DrawLight") ; EndScript End
; AttachToBoneInAnotherModule = STAFF End
; Draw = W3DScriptedModelDraw ModuleTag_PermanentDecal ; OkToChangeModelColor = yes ; ; DefaultModelConditionState ; Model = Invisible ; ; ; Give hero a permanent selection decal look-alike ; Shadow = SHADOW_ALPHA_DECAL ; ShadowSizeX = 40; ; ShadowSizeY = 40; ; ShadowTexture = decal_hero_good; ; ShadowOpacityPeak = 150 ; opacity between 0 and 255 here, so 150 is about 59% ; ; ; That's the corresponding selection decal setup in ExperienceLevels.ini. ; ; This will be drawn on top of the permanent one here. ; ;Texture = decal_hero_good ; see ShadowTexture ; ;Style = SHADOW_ALPHA_DECAL ; see Shadow ; ;OpacityMin = 50% ; see ShadowOpacityPeak ; ;OpacityMax = 100% ; ;MinRadius = 40 ; see ShadowSizeX/Y ; ;MaxRadius = 200 ; ;MaxSelectedUnits = 40 ; End ; End
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 = MOVING End End ; ***DESIGN parameters *** Side = Men EditorSorting = UNIT ThreatLevel = GANDALF_THREAT_LEVEL ThingClass = CHARACTER_UNIT
;//DisplayMeleeDamage = GANDALF_THE_GREY_DAMAGE HeroSortOrder = 10
LiveCameraOffset = X:-112 Y:81 Z:57 LiveCameraPitch = 25.0 IsTrainable = Yes BuildCost = GANDALF_THE_WHITE_BUILDCOST BuildTime = GANDALF_THE_WHITE_BUILDTIME ShockwaveResistance = SHOCKWAVE_RESISTANCE_STRONG TransportSlotCount = TRANSPORTSLOTCOUNT_HERO CommandSet = IstariEmperorCommandSet CommandPoints = 75 WeaponSet Conditions = None Weapon = PRIMARY GandalfSword End
WeaponSet Conditions = MOUNTED Weapon = PRIMARY GandalfSwordMounted End
ArmorSet Conditions = None Armor = HeroArmor DamageFX = NormalDamageFX End VisionRange = VISION_HERO_STANDARD ShroudClearingRange = SHROUD_CLEAR_HERO MaxVisionBonusPercent = 300% VisionBonusTestRadius = 200 VisionBonusPercentPerFoot = 1.0%
BountyValue = GONDOR_GANDALFWHITE_BOUNTY_VALUE DisplayName = OBJECT:IstariEmperor RecruitText = CONTROLBAR:IstariEmperorRecruit ReviveText = CONTROLBAR:IstariEmperorRevive Hotkey = CONTROLBAR:IstariEmperorHotkey CrusherLevel = 0 ; Can I crush anything? MountedCrusherLevel = 1 ; Crush level when mounted. CrushableLevel = 2 ; What am I?: 0 = for infantry, 1 = for trees, 2 = cavalry/heroes MountedCrushableLevel = 2 ; Crusable level when mounted. CrushWeapon = RohirrimCrush 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
; *** AUTO RESOLVE DATA *** AutoResolveUnitType = AutoResolveUnit_Hero AutoResolveCombatChain = AutoResolve_HeroCombatChain
AutoResolveBody = AutoResolve_GandalfBody AutoResolveWeapon Weapon = AutoResolve_GandalfWeapon End AutoResolveArmor Armor = AutoResolve_GandalfArmor End
;AutoResolveLeadership = AutoResolve_GandalfBonus
; *** AUDIO Parameters ***;
VoiceAttack = GandalfVoiceAttack VoiceAttackCharge = GandalfVoiceAttackCharge VoiceAttackMachine = GandalfVoiceAttack VoiceAttackStructure = GandalfVoiceAttack ;VoiceCreated = GandalfVoiceSalute ;this conflicts with his respawn dialogue line -- rehooked to spawn FX ;VoiceFullyCreated = GandalfVoiceSalute ;this conflicts with his respawn dialogue line -- rehooked to spawn FX VoiceFear = GandalfVoiceHelpMe VoiceMove = GandalfVoiceMove VoiceMoveToCamp = GandalfVoiceMoveCamp VoiceMoveWhileAttacking = GandalfVoiceDisengage VoicePriority = 96 VoiceRetreatToCastle = GandalfVoiceRetreat VoiceSelect = GandalfVoiceSelectMS VoiceSelectBattle = GandalfVoiceSelectBattle VoiceGuard = GandalfVoiceMove SoundImpact = ImpactHorse
;GandalfVoiceJoinAnybody ;GandalfVoiceJoinAragorn ;GandalfVoiceJoinGimli ;GandalfVoiceJoinHobbit ;GandalfVoiceJoinLegolas
UnitSpecificSounds VoiceGarrison = GandalfVoiceGarrison VoiceEnterUnitElvenTransportShip = GandalfVoiceMove VoiceInitiateCaptureBuilding = GandalfVoiceMove End
ClientBehavior = ModelConditionSoundSelectorClientBehavior ModuleTag_MCSoundSelector SoundState = MOUNTED VoiceMove = GandalfVoiceMoveMounted VoiceSelect = GandalfVoiceSelectMountedMS End End
CrowdResponseKey = GoodMen
#include "..\..\..\includes\StandardUnitEvaEvents.inc" EvaEventDieOwner = GandalfDie ;Eva event to trigger on unit's death. NOTICE THAT this is only for permanent deaths
Behavior = LargeGroupAudioUpdate ModuleTag_LGAU ; Tie into LargeGroupAudio system Key = Humanoid_Male Man Man_Male Unit Infantry Hero ;UnitWeight = 2 End
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior MaxUpdateRangeCap = 800 AnimationSound = Sound:FootstepDirtA Animation:GUGandalfG_SKL.GUGandalfG_RUNA Frames:10 20 AnimationSound = Sound:FootstepDirtA Animation:GUGandalfG_SKL.GUGandalfG_RUNB Frames:10 22 33 45
AnimationSound = Sound:BodyFallGenericNoArmor Animation:GUGandalfG_SKL.GUGandalfG_DIEB Frames:63 AnimationSound = Sound:BodyFallGenericNoArmor Animation:GUGandalfG_SKL.GUGandalfG_LNDA Frames:2
AnimationSound = Sound:HorseMoveFootsteps Animation:GUGdfHrs_SKL.GUGdfHrs_ACCL Frames:15 32 AnimationSound = Sound:HorseMoveFootsteps Animation:GUGdfHrs_SKL.GUGdfHrs_RUNA Frames:0 AnimationSound = Sound:HorseMoveFootsteps Animation:GUGdfHrs_SKL.GUGdfHrs_TNL1 Frames:0 AnimationSound = Sound:HorseMoveFootsteps Animation:GUGdfHrs_SKL.GUGdfHrs_TNR1 Frames:0
AnimationSound = Sound:HorseWhinny50Percent Animation:GUGdfHrs_SKL.GUGdfHrs_IDLC Frames:0 AnimationSound = Sound:HorseWhinnyForEowynSmite Animation:GUGdfHrs_SKL.GUGdfHrs_LVLA Frames:64 AnimationSound = Sound:HorseWhinnyForEowynSmite Animation:GUGdfHrs_SKL.GUGdfHrs_SPLA Frames:74
AnimationSound = Sound:BodyFallGenericNoArmor Animation:GUGdfHrs_SKL.GUGdfHrs_DIEA Frames:2 42 AnimationSound = Sound:HorseDieForHero Animation:GUGdfHrs_SKL.GUGdfHrs_DIEA Frames:1 End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT KindOf = HERO HEAVY_MELEE_HITTER PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE ATTACK_NEEDS_LINE_OF_SIGHT NOTIFY_OF_PREATTACK ARMY_SUMMARY SCARY GANDALF PathfindDiameter = 40.0 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 Behavior = AttributeModifierUpgrade ModuleTag_ElvenGiftBonus TriggeredBy = Upgrade_ElvenGift AttributeModifier = SpellBookElvenGifts End ; Behavior = AttributeModifierUpgrade ModuleTag_GandalfWhiteBonus ; TriggeredBy = Upgrade_GandalfWhite ; AttributeModifier = SpellBookGandalfWhite ; End
Body = RespawnBody ModuleTag_RespawnBody CheerRadius = EMOTION_CHEER_RADIUS MaxHealth = GANDALF_THE_WHITE_HEALTH ;BALANCE Eomer Health PermanentlyKilledByFilter = NONE ;Who kills me permanently? DodgePercent = HERO_DODGE_PERCENT End Behavior = RespawnUpdate ModuleTag_RespawnUpdate DeathAnim = DYING ;STUNNED ;Model condition to play when killed-to-respawn DeathFX = FX_GandalfDieToRespawn ;FXList to play when killed-to-respawn DeathAnimationTime = 5367 ;1133 ;How long DeathAnim will take. InitialSpawnFX = FX_GandalfInitialSpawn RespawnAnim = LEVELED ;Animation to play when respawning. RespawnFX = FX_GandalfRespawn ;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 = HIGandalf_res ;RespawnEntries determine the ruleset for how a character can be revived. Some units may automatically respawn, others ;may require a specific revive action performed on him. You can specify different values for each level... or use Level:Any RespawnRules = AutoSpawn:No Cost:1500 Time:90000 Health:100% ;DEFAULT VALUES
End
Behavior = AutoHealBehavior ModuleTag_GandalfHealing StartsActive = Yes HealingAmount = HERO_HEAL_AMOUNT HealingDelay = 1000 StartHealingDelay = HERO_HEAL_DELAY HealOnlyIfNotInCombat = Yes End Behavior = NotifyTargetsOfImminentProbableCrushingUpdate ModuleTag_NotifyCrushScan End
Behavior = StancesBehavior ModuleTag_StancesBehavior StanceTemplate = Hero End #include "..\..\..\includes\CaptureBuilding.inc" Behavior = AIUpdateInterface ModuleTag_04 AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS AILuaEventsList = GandalfFunctions End
Behavior = EmotionTrackerUpdate Module_EmotionTracker TauntAndPointDistance = 300 TauntAndPointUpdateDelay = 10000 AddEmotion = Doom_Base // AddEmotion = BraceForBeingCrushed_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
LocomotorSet Locomotor = HeroHorseLocomotor Condition = SET_MOUNTED Speed = NORMAL_CAVALRY_HORDE_SPEED End Behavior = PhysicsBehavior ModuleTag_05 GravityMult = 1.0 ShockStandingTime = 3800 ;msec End Behavior = SlowDeathBehavior ModuleTag_06 DeathTypes = ALL -KNOCKBACK SinkDelay = 3000 SinkRate = 0.40 ; in Dist/Sec DestructionDelay = 8000 Sound = INITIAL GandalfVoiceDie ;GandalfDie End Behavior = SquishCollide ModuleTag_07 ;nothing End
Behavior = SlowDeathBehavior ModuleTag_08 ; Same as normal death, but no sound (sound already played by SoundImpact = ... ) DeathTypes = NONE +KNOCKBACK SinkDelay = 3000 SinkRate = 0.40 ; in Dist/Sec DestructionDelay = 8000 End
Behavior = OCLSpecialPower ModuleTag_09 SpecialPowerTemplate = SuperweaponPartTheHeavens OCL = SUPERWEAPON_PartTheHeavens End Behavior = AutoAbilityBehavior ModuleTag_AutoAbilityBehavior End
Behavior = HitReactionBehavior HitReactionBehaviorModuleTag HitReactionLifeTimer1 = 2000 ; level 1 (light damage) hit reaction animations in frames (5 per sec) HitReactionThreshold1 = 5.0 ; level 1 (light damage) threshold trigger End
;------- ISTARI WEAPON -------------------------------------------------------------------------------- Behavior = UnpauseSpecialPowerUpgrade ModuleTag_IstariLightEnabler SpecialPowerTemplate = SpecialAbilityIstariLight TriggeredBy = Upgrade_GandalfIstariLight End Behavior = SpecialPowerModule ModuleTag_IstariLightPower SpecialPowerTemplate = SpecialAbilityIstariLight UpdateModuleStartsAttack = Yes StartsPaused = Yes InitiateSound = GandalfVoiceAttackIstariLight ;this plays when he targets, not when he fires End
Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_IstariLightUpdate SpecialPowerTemplate = SpecialAbilityIstariLight SkipContinue = Yes UnpackTime = 2000 PreparationTime = 1 PersistentPrepTime = 2000 PackTime = 500 AwardXPForTriggering = 0 StartAbilityRange = GANDALF_PHASER_CAST_RANGE ; Note: This has to be smaller than the weapon range or it'll never succeed ApproachRequiresLOS = Yes SpecialWeapon = GandalfStaffWeapon MustFinishAbility = Yes WhichSpecialWeapon = 3 BusyForDuration = 2500 End ;------- MOUNTED SPECIAL ABILITY -------------------------------------------------------------------------------- Behavior = UnpauseSpecialPowerUpgrade ModuleTag_HorseEnabler SpecialPowerTemplate = SpecialAbilityToggleMounted TriggeredBy = Upgrade_Shadowfax End Behavior = SpecialPowerModule ModuleTag_HorseToggleStarter SpecialPowerTemplate = SpecialAbilityToggleMounted UpdateModuleStartsAttack = Yes StartsPaused = Yes End Behavior = ToggleMountedSpecialAbilityUpdate ModuleTag_HorseToggle SpecialPowerTemplate = SpecialAbilityToggleMounted UnpackTime = 2000 PreparationTime = 1 PersistentPrepTime = 250 PackTime = 2000 OpacityTarget = .3 ; How see-thru to be at peak of change AwardXPForTriggering = 0 End
;------- WORD OF POWER (BLUE RING BLAST) SPELL -------------------------------------------------------------------------------- Behavior = UnpauseSpecialPowerUpgrade ModuleTag_WordEnabler SpecialPowerTemplate = SpecialAbilityWordOfPower TriggeredBy = Upgrade_GandalfWordOfPower End Behavior = SpecialPowerModule ModuleTag_WordStarter SpecialPowerTemplate = SpecialAbilityWordOfPower UpdateModuleStartsAttack = Yes StartsPaused = Yes End Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_WordWeaponFireUpdate SpecialPowerTemplate = SpecialAbilityWordOfPower WhichSpecialWeapon = 1 SkipContinue = Yes
UnpackTime = 1700 PackTime = 1 FreezeAfterTriggerDuration = 2500 ; Hold AI for this long after we fire. AwardXPForTriggering = 0 StartAbilityRange = 80.0 SpecialWeapon = GandalfWordOfPower End
;------- WIZARD BLAST SPELL -------------------------------------------------------------------------------- Behavior = SpecialPowerModule ModuleTag_BlastStarter SpecialPowerTemplate = SpecialAbilityWizardBlast UpdateModuleStartsAttack = Yes StartsPaused = No InitiateSound = GandalfVoiceAttackWizardBlast ;this plays when he targets, not when he fires End
Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_WizardBlastWeaponFireUpdate SpecialPowerTemplate = SpecialAbilityWizardBlast WhichSpecialWeapon = 2 SkipContinue = Yes
UnpackTime = 900 PreparationTime = 1 PersistentPrepTime = 1500 PackTime = 1100
AwardXPForTriggering = 0 StartAbilityRange = 80.0 MustFinishAbility = Yes SpecialWeapon = GandalfWizardBlast End ;------- LIGHTNING SWORD SPELL -------------------------------------------------------------------------------- Behavior = UnpauseSpecialPowerUpgrade ModuleTag_LightningEnabler SpecialPowerTemplate = SpecialAbilityLightningSword TriggeredBy = Upgrade_GandalfLightningSword End
Behavior = SpecialPowerModule ModuleTag_11 SpecialPowerTemplate = SpecialAbilityLightningSword UpdateModuleStartsAttack = Yes StartsPaused = Yes InitiateSound = GandalfVoiceAttackLightningSword ;this plays when he targets, not when he fires End
Behavior = ArrowStormUpdate ModuleTag_12 SpecialPowerTemplate = SpecialAbilityLightningSword StartAbilityRange = 275.0 UnpackingVariation = 1 UnpackTime = 2500 ; Pull out arrow PreparationTime = 1 ; Quick shot PersistentPrepTime = 500 ; looping the quick shot PackTime = 1500 ; back to idle
ApproachRequiresLOS = Yes ; required so that it doesn't shoot through walls AwardXPForTriggering = 0 ActiveLoopSound = GandalfLightningLoop ; Sound loops entire time ability is actively firing
;Specific to ArrowStorm WeaponTemplate = GandalfLightningSwordBlastWeapon TargetRadius = 120 ShotsPerTarget = 1 ShotsPerBurst = 1 MaxShots = 11 ; will double up if run out of targets End Behavior = ModelConditionUpgrade ModuleTag_TurnWhite TriggeredBy = Upgrade_GandalfWhite AddConditionFlags = USER_2 End
;/////////////////// ; AISpecialPowers ;/////////////////// Behavior = AISpecialPowerUpdate GondorFighterHordeStanceBattle CommandButtonName = Command_SetStanceBattle SpecialPowerAIType = AI_SPECIAL_POWER_STANCEBATTLE End
Behavior = AISpecialPowerUpdate GondorFighterHordeStanceAggressive CommandButtonName = Command_SetStanceAggressive SpecialPowerAIType = AI_SPECIAL_POWER_STANCEAGGRESSIVE End
Behavior = AISpecialPowerUpdate GondorFighterHordeHoldGround CommandButtonName = Command_SetStanceHoldGround SpecialPowerAIType = AI_SPECIAL_POWER_STANCEHOLDGROUND End
Behavior = AISpecialPowerUpdate GandalfWordOfPowerAI CommandButtonName = Command_SpecialAbilityWordOfPower SpecialPowerAIType = AI_SPECIAL_POWER_BASIC_SELF_BUFF SpecialPowerRadius = 250 End Behavior = AISpecialPowerUpdate GandalfToggleMountedAI CommandButtonName = Command_GandalfShadowfax SpecialPowerAIType = AI_SPECIAL_POWER_TOGGLE_MOUNTED End
Behavior = AISpecialPowerUpdate GandalfWizardBlastAI CommandButtonName = Command_SpecialAbilityWizardBlast SpecialPowerAIType = AI_SPECIAL_POWER_GANDALF_WIZARD_BLAST SpecialPowerRadius = 100 End Behavior = AISpecialPowerUpdate GandalfIstariLightAI CommandButtonName = Command_GondorGandalfIstariLight SpecialPowerAIType = AI_SPECIAL_POWER_ENEMY_TYPE_KILLER End
Behavior = AISpecialPowerUpdate GandalfLightningSwordAI CommandButtonName = Command_GondorGandalfLightningSword SpecialPowerAIType = AI_SPECIAL_POWER_RANGED_AOE_ATTACK SpecialPowerRadius = 100 End
Geometry = CYLINDER GeometryMajorRadius = 8.0 GeometryHeight = 25 GeometryIsSmall = Yes Shadow = SHADOW_DECAL ShadowSizeX = 20 ShadowSizeY = 20 ShadowTexture = ShadowI End
;------------------------------------------------------------------------------ ChildObject IstariEmperor IstariEmperor
Draw = W3DScriptedModelDraw ModuleTag_01
GlowEnabled = No; GlowEmissive = No; OkToChangeModelColor = Yes StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD
ExtraPublicBone = STAFF ExtraPublicBone = B_SWORDBONE ExtraPublicBone = PASSENGERBONE DependencySharedModelFlags = TURN_LEFT_HIGH_SPEED TURN_RIGHT_HIGH_SPEED MOVING ACCELERATE DECELERATE TURN_LEFT TURN_RIGHT ATTACKING BACKING_UP ;;; MODEL STATES ;;; DefaultModelConditionState ;This gandalf is white to start out with Model = GUGandalf_SKN WeaponLaunchBone = TERTIARY STAFF End
;;; Mounted version of Gandalf White ;;; ModelConditionState = MOUNTED Model = GUGdfHrs_SKN_M WeaponLaunchBone = PRIMARY PASSENGERBONE WeaponLaunchBone = TERTIARY STAFF End ModelConditionState = WORLD_BUILDER Model = None End
IdleAnimationState StateName = Idle Animation = Foot_IDLB ; Bored Idle AnimationName = GUGandalfG_SKL.GUGandalfG_IDLB AnimationMode = ONCE AnimationPriority = 20 End Animation = Foot_IDLC ; Bored Fidget AnimationName = GUGandalfG_SKL.GUGandalfG_IDLC AnimationMode = ONCE AnimationPriority = 2 End Animation = Foot_IDLD ; Bored Fidget AnimationName = GUGandalfG_SKL.GUGandalfG_IDLD AnimationMode = ONCE AnimationPriority = 1 End Animation = Foot_IDLE ; Bored Fidget AnimationName = GUGandalfG_SKL.GUGandalfG_IDLE AnimationMode = ONCE AnimationPriority = 2 End ;Animation = Foot_IDLF ; Bored Fidget ; AnimationName = GUGandalfG_SKL.GUGandalfF_IDLF does not exist... ; AnimationMode = ONCE ; AnimationPriority = 1 ;End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Selected" then CurDrawableSetTransitionAnimState("TRANS_Selected_To_Idle") end CurDrawableHideSubObject("STAFF_LIGHT") EndScript End
; --- stunned anims Which must go before deaths in case we are dying in the air. Plus, DyingSplatted must of course be before Dying AnimationState = MOUNTED STUNNED_FLAILING Animation = JustDie AnimationName = GUGdfHrs_SKL.GUGdfHrs_FLYB AnimationMode = LOOP End Flags = RANDOMSTART End AnimationState = MOUNTED DYING SPLATTED Animation = Land AnimationName = GUGdfHrs_SKL.GUGdfHrs_LNDA AnimationMode = ONCE End End AnimationState = MOUNTED DYING Animation = JustDie AnimationName = GUGdfHrs_SKL.GUGdfHrs_DIEA AnimationMode = ONCE End End AnimationState = MOUNTED STUNNED_STANDING_UP Animation = StandUp AnimationName = GUGdfHrs_SKL.GUGdfHrs_GTPA AnimationMode = ONCE End End
AnimationState = MOUNTED STUNNED Animation = Land AnimationName = GUGdfHrs_SKL.GUGdfHrs_LNDA AnimationMode = ONCE End End
AnimationState = STUNNED_FLAILING Animation = StunnedFlail AnimationName = GUGandalfG_SKL.GUGandalfG_FLYA AnimationMode = LOOP End End
AnimationState = DYING SPLATTED Animation = Stunned AnimationName = GUGandalfG_SKL.GUGandalfG_LNDA AnimationMode = ONCE End ; ;ParticleSysBone = None GandalfIllumination FollowBone:yes FXTrigger:NONE Persist:KILL PersistID:100 End AnimationState = DYING AFLAME Animation = DieAflame AnimationName = GUGandalfG_SKL.GUGandalfG_MFDA AnimationMode = LOOP End End AnimationState = DYING Animation = Die AnimationName = GUGandalfG_SKL.GUGandalfG_DIEB AnimationMode = ONCE End ; ;ParticleSysBone = None GandalfIllumination FollowBone:yes FXTrigger:NONE Persist:KILL PersistID:100 End AnimationState = STUNNED_STANDING_UP Animation = GUGandalfG_GTPA AnimationName = GUGandalfG_SKL.GUGandalfG_GTPA AnimationMode = ONCE End End AnimationState = STUNNED Animation = Stunned AnimationName = GUGandalfG_SKL.GUGandalfG_LNDA AnimationMode = ONCE End ; ;ParticleSysBone = None GandalfIllumination FollowBone:yes FXTrigger:NONE Persist:KILL PersistID:100 End
AnimationState = PASSENGER EATING StateName = BeingEaten Animation AnimationName = GUGandalfG_SKL.GUGandalfG_EATA AnimationMode = ONCE AnimationBlendTime = 4 End End AnimationState = PASSENGER StateName = BeingEaten Animation AnimationName = GUGandalfG_SKL.GUGandalfG_FLLA AnimationMode = LOOP AnimationBlendTime = 4 End End ;;; WORD OF POWER ANIMS MOUNTED ;;; AnimationState = SPECIAL_WEAPON_ONE MOUNTED StateName = Attacking Animation AnimationName = GUGdfHrs_SKL.GUGdfHrs_SPLA AnimationMode = ONCE AnimationBlendTime = 4 End FXEvent = Frame:5 Name:FX_GandalfPreAttackBlast End ;;; WORD OF POWER ANIMS ON FOOT ;;; AnimationState = SPECIAL_WEAPON_ONE StateName = Attacking Animation AnimationName = GUGandalfG_SKL.GUGandalfG_SPCK AnimationMode = ONCE End FXEvent = Frame:5 Name:FX_GandalfPreAttackBlast End
;;; WIZARD BLAST ANIMS MOUNTED ;;; AnimationState = SPECIAL_WEAPON_TWO MOUNTED StateName = Attacking Animation AnimationName = GUGdfHrs_SKL.GUGdfHrs_SPLD AnimationMode = ONCE End End ;;; WIZARD BLAST ANIMS ON FOOT ;;; AnimationState = SPECIAL_WEAPON_TWO StateName = Attacking Animation AnimationName = GUGandalfG_SKL.GUGandalfG_SPCL AnimationMode = ONCE End End ;;; LIGHTNING CHARGE ANIMS MOUNTED ;;; AnimationState = MOUNTED PACKING_TYPE_1 UNPACKING StateName = Attacking Animation = LightningSwordStart AnimationName = GUGdfHrs_SKL.GUGdfHrs_SPE1 AnimationMode = ONCE End FXEvent = Frame:14 Name:FX_GandalfLightningCharge FXEvent = Frame:70 Name:FX_GandalfLightningFizzle FXEvent = Frame:14 Name:FX_GandalfLightningSword FrameStop:70 End AnimationState = MOUNTED PACKING_TYPE_1 PREPARING StateName = Attacking Animation = LightningSwordLoop AnimationName = GUGdfHrs_SKL.GUGdfHrs_SPE2 AnimationMode = LOOP End End
AnimationState = MOUNTED PACKING_TYPE_1 PACKING StateName = Attacking Animation = LightningSwordPutAway AnimationName = GUGdfHrs_SKL.GUGdfHrs_SPE3 AnimationMode = ONCE End End
;;; LIGHTNING CHARGE ANIMS ON FOOT ;;; AnimationState = PACKING_TYPE_1 UNPACKING StateName = Attacking Animation = LightningSwordStart AnimationName = GUGandalfG_SKL.GUGandalfG_SPE3 AnimationMode = ONCE End FXEvent = Frame:14 Name:FX_GandalfLightningCharge 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 = GUGandalfG_SKL.GUGandalfG_SPE2 AnimationMode = LOOP End End
AnimationState = PACKING_TYPE_1 PACKING StateName = Attacking Animation = LightningSwordPutAway AnimationName = GUGandalfG_SKL.GUGandalfG_SPE1 AnimationMode = ONCE End End
;;; ISTARI LIGHT STAFF WEAPON MOUNTED ;;; AnimationState = MOUNTED SPECIAL_WEAPON_THREE ; FIRING_OR_PREATTACK_C StateName = Attacking Animation = StaffLaser AnimationName = GUGdfHrs_SKL.GUGdfHrs_SPLG 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 = GUGandalfG_SKL.GUGandalfG_SPCH ; isitari's light? AnimationMode = ONCE End FXEvent = Frame:30 Name:FX_GandalfStaffFlare End ;;; Summoning Shadow Fax ;;; AnimationState = UNPACKING StateName = Attacking Animation AnimationName = GUGdfHrs_SKL.GUGdfHrs_SPCJ AnimationMode = ONCE End End
AnimationState = MOUNTED MOVING FIRING_OR_PREATTACK_A ShareAnimation = Yes Animation = MountedRunAndFire AnimationName = GUGdfHrs_SKL.GUGdfHrs_ATRA AnimationMode = LOOP End Flags = RANDOMSTART End
;;; Standard Attack Anims ;;; AnimationState = MOUNTED FIRING_OR_PREATTACK_A Animation = MountedSlash AnimationName = GUGdfHrs_SKL.GUGdfHrs_ATKA AnimationMode = ONCE UseWeaponTiming = Yes End Animation = MountedStab AnimationName = GUGdfHrs_SKL.GUGdfHrs_ATKB AnimationMode = ONCE UseWeaponTiming = Yes End End
AnimationState = FIRING_OR_PREATTACK_A Animation = StaffSwing AnimationName = GUGandalfG_SKL.GUGandalfG_ATKA AnimationMode = ONCE UseWeaponTiming = Yes End Animation = SwordSwing AnimationName = GUGandalfG_SKL.GUGandalfG_ATKB AnimationMode = ONCE UseWeaponTiming = Yes End Animation = SpinningSwordStaff AnimationName = GUGandalfG_SKL.GUGandalfG_ATKC AnimationMode = ONCE UseWeaponTiming = Yes End End
;;; Moving Anims ;;; AnimationState = MOUNTED TURN_RIGHT_HIGH_SPEED Animation = TurnRight AnimationName = GUGdfHrs_SKL.GUGdfHrs_TNR1 AnimationMode = LOOP End ; ;ParticleSysBone = None CalvaryDustTrails End AnimationState = MOUNTED TURN_LEFT_HIGH_SPEED Animation = TurnRight AnimationName = GUGdfHrs_SKL.GUGdfHrs_TNL1 AnimationMode = LOOP End ; ;ParticleSysBone = None CalvaryDustTrails End AnimationState = MOUNTED TURN_LEFT Animation = TurnLeft AnimationName = GUGdfHrs_SKL.GUGdfHrs_TRNL AnimationMode = LOOP End ; ;ParticleSysBone = None CalvaryDustTrails End
AnimationState = MOUNTED TURN_RIGHT Animation = TurnRight AnimationName = GUGdfHrs_SKL.GUGdfHrs_TRNR AnimationMode = LOOP End ; ;ParticleSysBone = None CalvaryDustTrails End
AnimationState = MOUNTED MOVING ACCELERATE Animation = Accelerate AnimationName = GUGdfHrs_SKL.GUGdfHrs_ACCL AnimationMode = LOOP End ;ParticleSysBone = None CalvaryDustTrails End
AnimationState = MOUNTED MOVING DECELERATE Animation = Decelerate AnimationName = GUGdfHrs_SKL.GUGdfHrs_DECL AnimationMode = ONCE AnimationSpeedFactorRange = 0.6 0.6 End ;ParticleSysBone = None CalvaryDustTrails End
AnimationState = MOUNTED MOVING WALKING Animation = Walk AnimationName = GUGdfHrs_SKL.GUGdfHrs_WLKA AnimationMode = LOOP End Flags = RANDOMSTART ;ParticleSysBone = None InfantryDustTrails End AnimationState = MOUNTED MOVING BACKING_UP Animation = BackingUp AnimationName = GUGdfHrs_SKL.GUGdfHrs_BAKA AnimationMode = LOOP End Flags = RANDOMSTART ;ParticleSysBone = None InfantryDustTrails End
AnimationState = MOUNTED MOVING Animation = RunA AnimationName = GUGdfHrs_SKL.GUGdfHrs_RUNA AnimationMode = LOOP End Flags = RANDOMSTART ;ParticleSysBone = None CalvaryDustTrails End AnimationState = MOVING WANDER Animation = Wandering AnimationName = GUGandalfG_SKL.GUGandalfG_WLKA ;32 AnimationMode = LOOP End End AnimationState = MOVING Animation = Moving AnimationName = GUGandalfG_SKL.GUGandalfG_RUNB ;20 AnimationMode = LOOP End Flags = RANDOMSTART End AnimationState = MOUNTED LEVELED USER_1; This state clears itself in 3 of your Earth seconds Animation = Yippee AnimationName = GUGdfHrs_SKL.GUGdfHrs_LVLA AnimationMode = ONCE End BeginScript CurDrawableShowSubObject("STAFF_LIGHT") EndScript End
AnimationState = MOUNTED LEVELED ; This state clears itself in 3 of your Earth seconds Animation = Yippee AnimationName = GUGdfHrs_SKL.GUGdfHrs_LVLA AnimationMode = ONCE End End ; READY IDLE AnimationState = MOUNTED EMOTION_ALERT Animation = ALERT_1 AnimationName = GUGdfHrs_SKL.GUGdfHrs_IDLA AnimationMode = LOOP End End AnimationState = EMOTION_ALERT Animation = ALERT_1 AnimationName = GUGandalfG_SKL.GUGandalfG_IDLA AnimationMode = ONCE End Flags = RESTART_ANIM_WHEN_COMPLETE ; acts like an idle animation & keeps running the animations. End
AnimationState = LEVELED USER_1; This state clears itself in 3 of your Earth seconds Animation = Yippee AnimationName = GUGandalfG_SKL.GUGandalfG_LVLA AnimationMode = ONCE End BeginScript CurDrawableShowSubObject("STAFF_LIGHT") EndScript End
AnimationState = LEVELED ; This state clears itself in 3 of your Earth seconds Animation = Yippee AnimationName = GUGandalfG_SKL.GUGandalfG_LVLA AnimationMode = ONCE End End AnimationState = MOUNTED SELECTED USER_1 SimilarRestart = Yes StateName = AtAttentionIdle Animation = ATNB AnimationName = GUGdfHrs_SKL.GUGdfHrs_ATNB AnimationMode = LOOP End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_MountedSelect") end if Prev == "AtAttentionIdle" then CurDrawableSetTransitionAnimState("TRANS_MountedSelect") end EndScript End
AnimationState = MOUNTED SELECTED SimilarRestart = Yes StateName = AtAttentionIdle Animation = ATNB AnimationName = GUGdfHrs_SKL.GUGdfHrs_ATNB AnimationMode = LOOP End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_MountedSelect") end if Prev == "AtAttentionIdle" then CurDrawableSetTransitionAnimState("TRANS_MountedSelect") end CurDrawableHideSubObject("STAFF_LIGHT") EndScript End
TransitionState = TRANS_MountedSelect Animation = ATNA AnimationName = GUGdfHrs_SKL.GUGdfHrs_ATNA AnimationMode = ONCE End End TransitionState = TRANS_Idle_to_Selected Animation = ATNA AnimationName = GUGandalfG_SKL.GUGandalfG_ATNA AnimationMode = ONCE End End TransitionState = TRANS_Selected_To_Idle Animation = ATNE ;ATNC AnimationName = GUGandalfG_SKL.GUGandalfG_ATNE ;C AnimationMode = ONCE End End
AnimationState = SELECTED USER_1 StateName = Selected SimilarRestart = Yes Animation = ATNB AnimationName = GUGandalfG_SKL.GUGandalfG_ATNB AnimationMode = LOOP End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_Idle_to_Selected") end EndScript End
AnimationState = SELECTED StateName = Selected SimilarRestart = Yes Animation = ATNB AnimationName = GUGandalfG_SKL.GUGandalfG_ATNB AnimationMode = LOOP End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_Idle_to_Selected") end CurDrawableHideSubObject("STAFF_LIGHT") EndScript End AnimationState = MOUNTED HIT_REACTION HIT_LEVEL_1 Animation = Hit_Level_1_a AnimationName = GUGdfHrs_SKL.GUGdfHrs_HITA AnimationMode = ONCE End End
AnimationState = HIT_REACTION HIT_LEVEL_1 Animation = Hit_Level_1_a AnimationName = GUGandalfG_SKL.GUGandalfG_HITA AnimationMode = ONCE End End AnimationState = MOUNTED StateName = Idle Animation = IdleA AnimationName = GUGdfHrs_SKL.GUGdfHrs_IDLA AnimationPriority = 30 AnimationMode = ONCE AnimationBlendTime = 15 End Animation = IdleC AnimationName = GUGdfHrs_SKL.GUGdfHrs_IDLC AnimationMode = ONCE AnimationBlendTime = 15 End Flags = RESTART_ANIM_WHEN_COMPLETE End AnimationState = USER_1 StateName = user_1_idle Animation = Foot_IDLB ; Bored Idle AnimationName = GUGandalfG_SKL.GUGandalfG_IDLB AnimationMode = ONCE AnimationPriority = 2 End Animation = Foot_IDLC ; Bored Fidget AnimationName = GUGandalfG_SKL.GUGandalfG_IDLC AnimationMode = ONCE AnimationPriority = 2 End Animation = Foot_IDLD ; Bored Fidget AnimationName = GUGandalfG_SKL.GUGandalfG_IDLD AnimationMode = ONCE AnimationPriority = 1 End Animation = Foot_IDLE ; Bored Fidget AnimationName = GUGandalfG_SKL.GUGandalfG_IDLE AnimationMode = ONCE AnimationPriority = 2 End ;Animation = Foot_IDLF ; Bored Fidget ; AnimationName = GUGandalfG_SKL.GUGandalfF_IDLF does not exist... ; AnimationMode = ONCE ; AnimationPriority = 1 ;End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Selected" then CurDrawableSetTransitionAnimState("TRANS_Selected_To_Idle") end CurDrawableShowSubObject("STAFF_LIGHT") EndScript End
End End
;------------------------------------------------------------------------------ ChildObject IstariEmperor IstariEmperor ; SelectPortrait for Heros is portrait behind skill buttons. HP = HeroPortrait. SelectPortrait = HPGandalf ; ButtonImage for Heros is button image on Hero Select UI to select hero. HI = HeroIcon or HeroImage. ButtonImage = HIGandalf End
;------------------------------------------------------------------------------ ChildObject IstariEmperor IstariEmperor
Draw = W3DScriptedModelDraw ModuleTag_W3DModelDrawInWorldBuilder ;When in Worldbuilder, show the mounted version of Gandalf!
;WadingParticleSys = EntRipples OkToChangeModelColor = Yes DefaultModelConditionState Model = None End ModelConditionState = WORLD_BUILDER Model = GUGdfHrs_SKN End End
Behavior = ToggleMountedSpecialAbilityUpdate ModuleTag_HorseToggle SpecialPowerTemplate = SpecialAbilityToggleMounted TriggerInstantlyOnCreate = Yes ;Instantly puts Gandalf on a horse. UnpackTime = 2000 PreparationTime = 1 PersistentPrepTime = 250 PackTime = 2000 OpacityTarget = .3 ; How see-thru to be at peak of change AwardXPForTriggering = 0 End End
est ce qu il y a des probleme | |
|
| |
cdd59554 Admin
Nombre de messages : 7235 Age : 31 Location : J'aime les abricots Add-On : Oui Date d'inscription : 16/01/2008
| Sujet: Re: NOUVELLE FACTION:ISTARI aide de bon moddeurs Sam 6 Mar - 13:25 | |
| Ba oui ya un problme, meme 2 : à la fin tu mets 2 fois : ChildObject IstariEmperor IstariEmperor, ils te servent à quoi ? PS : retire cette grosse image de ta signature stp | |
|
| |
sauron1997 Moddeur en herbe
Nombre de messages : 116 Age : 28 Location : MINAS TIRITH Add-On : BEN OUIIIIIIIIIII Date d'inscription : 09/12/2009
| Sujet: Re: NOUVELLE FACTION:ISTARI aide de bon moddeurs Sam 6 Mar - 13:31 | |
| | |
|
| |
sauron1997 Moddeur en herbe
Nombre de messages : 116 Age : 28 Location : MINAS TIRITH Add-On : BEN OUIIIIIIIIIII Date d'inscription : 09/12/2009
| Sujet: Re: NOUVELLE FACTION:ISTARI aide de bon moddeurs Lun 8 Mar - 20:22 | |
| oui maintenant sa marche mais gandalf n'a pas de pouvoir ni d'image | |
|
| |
cdd59554 Admin
Nombre de messages : 7235 Age : 31 Location : J'aime les abricots Add-On : Oui Date d'inscription : 16/01/2008
| Sujet: Re: NOUVELLE FACTION:ISTARI aide de bon moddeurs Lun 8 Mar - 20:30 | |
| Le vrai gandalf ou bien ton héro ? | |
|
| |
sauron1997 Moddeur en herbe
Nombre de messages : 116 Age : 28 Location : MINAS TIRITH Add-On : BEN OUIIIIIIIIIII Date d'inscription : 09/12/2009
| Sujet: Re: NOUVELLE FACTION:ISTARI aide de bon moddeurs Lun 8 Mar - 21:11 | |
| non mon heros (appele IstariEmperor) | |
|
| |
Contenu sponsorisé
| Sujet: Re: NOUVELLE FACTION:ISTARI aide de bon moddeurs | |
| |
|
| |
| NOUVELLE FACTION:ISTARI aide de bon moddeurs | |
|