Tar-Elendil Habitué(e)
Nombre de messages : 80 Age : 27 Location : En train de devenir handballeur professionnel Add-On : que veut tu dire ? tu veux me le voler c'est ça !!!! Date d'inscription : 13/08/2010
| Sujet: Création d'un héros Mar 1 Jan - 23:39 | |
| Bonsoir et bonne année tout le monde ! ça faisait un bail que j'étais pas venue, et je reviens vers vous en ces heures sombres. J'ai tenté de créer un héros troll (je l'avoue un héros cheaté ) donc j'ai fait comme quand j'avais fais un capitaine du gondor et un archer sauf que problème : on dirait que le troll est crucifié et quand je lance troll leap il disparait comme par magie ! De plus quand je lance bombard ben rien ne se passe Voila les codes du héros : - Spoiler:
Object MordorGaruk
ButtonImage = HICAHTroll SelectPortrait = CPTroll DisplayName = Garuk
Draw = W3DScriptedModelDraw ModuleTag_Draw OkToChangeModelColor = Yes UseStandardModelNames = Yes
// TROLL Upgrade_CreateAHeroMapMode Upgrade_CreateAHero_ClassServantsOfSauron/Upgrade_CreateAHero_SubClass_0 DefaultModelConditionState Model = CHSS_TL_C_SKN Skeleton = CHSS_TL_C_SKL ModelAnimationPrefix = CHSS_TL WeaponLaunchBone = PRIMARY Bat_HandL End
//================== ANIMATIONS =================================================================
//----------- Special Create A Hero Creation Screen Animations --------------- AnimationState = CREATE_A_HERO_IN_CREATION_SCREEN CREATE_A_HERO_EXAMINE_SELF CREATE_A_HERO_SELECTED_CHEER StateName = STATE_ExamineSelf Animation = ExamineSelf AnimationName = #(MODEL)_C_CLRA AnimationMode = ONCE AnimationBlendTime = 20 End End
AnimationState = CREATE_A_HERO_IN_CREATION_SCREEN CREATE_A_HERO_EXAMINE_WEAPON_RIGHT CREATE_A_HERO_SELECTED_CHEER StateName = STATE_ExamineWeapon Animation = WeaponSwap AnimationName = #(MODEL)_C_WPNA AnimationMode = ONCE AnimationBlendTime = 20 End End
AnimationState = CREATE_A_HERO_IN_CREATION_SCREEN USER_75 StateName = STATE_SwapModels Animation = WeaponSwap AnimationName = #(MODEL)_C_ATNB #(MODEL)_C_ATND AnimationMode = MANUAL AnimationBlendTime = 0 End End
//----------------------------------------------------------------------------- AnimationState = CREATE_A_HERO_IN_CREATION_SCREEN CREATE_A_HERO_SELECTED_CHEER StateName = STATE_SelectedCheer Animation = Foot_ATNB // Bored Idle AnimationName = #(MODEL)_C_ATNB #(MODEL)_C_ATND AnimationMode = ONCE AnimationPriority = 90 AnimationBlendTime = 20 End Animation = Foot_ATND // Bored Fidget AnimationName = #(MODEL)_C_ATND #(MODEL)_C_ATNB AnimationMode = ONCE AnimationPriority = 10 AnimationBlendTime = 20 End Animation = Foot_ATNE // Bored Fidget AnimationName = #(MODEL)_C_ATNE #(MODEL)_C_ATND #(MODEL)_C_ATNB AnimationMode = ONCE AnimationPriority = 3 AnimationBlendTime = 20 End Flags = RESTART_ANIM_WHEN_COMPLETE BeginScript //script to set transition from moving Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Unselected" then CurDrawableSetTransitionAnimState("Trans_SelectedCheer") end // if Prev == "STATE_SwapModels" then // CurDrawableSetTransitionAnimState("Trans_SwapModels") // end EndScript End
AnimationState = CREATE_A_HERO_IN_CREATION_SCREEN StateName = STATE_Unselected Animation = Foot_ATNB // Bored Idle AnimationName = #(MODEL)_C_ATNB #(MODEL)_C_ATND AnimationMode = ONCE AnimationPriority = 90 AnimationBlendTime = 10 End Animation = Foot_ATND // Bored Fidget AnimationName = #(MODEL)_C_ATND #(MODEL)_C_ATNB AnimationMode = ONCE AnimationPriority = 10 AnimationBlendTime = 10 End Animation = Foot_ATNE // Bored Fidget AnimationName = #(MODEL)_C_ATNE #(MODEL)_C_ATND #(MODEL)_C_ATNB AnimationMode = ONCE AnimationPriority = 3 AnimationBlendTime = 10 End Flags = RESTART_ANIM_WHEN_COMPLETE BeginScript //script to set transition from moving Prev = CurDrawablePrevAnimationState() if Prev == "STATE_SwapModels" then CurDrawableSetTransitionAnimState("Trans_SwapModels") end EndScript End
TransitionState = Trans_ExamineWeapon Animation = Transition AnimationName = #(MODEL)_C_WPNA AnimationMode = ONCE AnimationBlendTime = 20 End End TransitionState = Trans_ExamineSelf Animation = Transition AnimationName = #(MODEL)_C_CLRA AnimationMode = ONCE AnimationBlendTime = 20 End End TransitionState = Trans_SelectedCheer Animation = Transition AnimationName = #(MODEL)_C_SLCA AnimationMode = ONCE AnimationBlendTime = 20 End End
TransitionState = Trans_SwapModels StateName = STATE_Unselected Animation = Transition AnimationName = #(MODEL)_C_ATNB #(MODEL)_C_ATND AnimationMode = ONCE AnimationBlendTime = 0 End End
//----------- Climbing/rappelling --------------- AnimationState = CLIMBING WEAPONSET_TOGGLE_1 StateName = STATE_Climbing Animation = Climbing AnimationName = #(MODEL)_U_WALB AnimationMode = LOOP AnimationBlendTime = 10 End BeginScript//script to set transition from moving Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Running" then CurDrawableSetTransitionAnimState("Trans_RunningToClimbing_WeaponToggle") return end EndScript End TransitionState = Trans_RunningToClimbing_WeaponToggle Animation = Transition AnimationName = #(MODEL)_B_WALA AnimationMode = ONCE End End
AnimationState = CLIMBING StateName = STATE_Climbing Animation = Climbing AnimationName = #(MODEL)_U_WALB AnimationMode = LOOP AnimationBlendTime = 10 End BeginScript//script to set transition from moving Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Running" then CurDrawableSetTransitionAnimState("Trans_RunningToClimbing") return end EndScript End TransitionState = Trans_RunningToClimbing Animation = Transition AnimationName = #(MODEL)_U_WALA AnimationMode = ONCE End End
AnimationState = RAPPELLING WEAPONSET_TOGGLE_1 StateName = STATE_Rappelling Animation = Rapelling AnimationName = #(MODEL)_U_WALD AnimationMode = LOOP AnimationBlendTime = 10 End BeginScript//script to set transition from moving Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Climbing" then CurDrawableSetTransitionAnimState("Trans_ClimbingToRappelling") return end EndScript End AnimationState = RAPPELLING StateName = STATE_Rappelling Animation = Rapelling AnimationName = #(MODEL)_U_WALD AnimationMode = LOOP AnimationBlendTime = 10 End BeginScript//script to set transition from moving Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Climbing" then CurDrawableSetTransitionAnimState("Trans_ClimbingToRappelling") return end EndScript End TransitionState = Trans_ClimbingToRappelling Animation = Transition AnimationName = #(MODEL)_U_WALC AnimationMode = ONCE End End TransitionState = Trans_RappellingToRunning_WeaponToggle Animation = Transition AnimationName = MUGblnSwrd_B_WALE AnimationMode = ONCE End End TransitionState = Trans_RappellingToRunning Animation = Transition AnimationName = MUGblnSwrd_U_WALE AnimationMode = ONCE End End
// --------- MOUNTED ------------
// --- Dying Anims AnimationState = DYING AFLAME MOUNTED Animation = Fire AnimationName = #(MODEL)_M_MFDA AnimationSpeedFactorRange = 0.9 1.1 End BeginScript CurDrawableHideSubObject("arrow") //Circumvents blend issues when the arrow is being shown... EndScript End
AnimationState = DYING SPLATTED MOUNTED Animation AnimationName = #(MODEL)_M_LNDA AnimationMode = ONCE End End AnimationState = DYING MOUNTED StateName = STATE_Sword Animation AnimationName = #(MODEL)_M_DIEA AnimationMode = ONCE End End
AnimationState = STUNNED_STANDING_UP MOUNTED Animation AnimationName = #(MODEL)_M_GTPA AnimationMode = ONCE AnimationSpeedFactorRange = 1.5 1.5 End End
AnimationState = STUNNED MOUNTED Animation AnimationName = #(MODEL)_M_LNDA AnimationMode = ONCE End End
AnimationState = FREEFALL MOUNTED Animation AnimationName = #(MODEL)_M_FLYA AnimationMode = LOOP End Flags = RANDOMSTART End
AnimationState = STUNNED_FLAILING MOUNTED Animation AnimationName = #(MODEL)_M_FLYA AnimationMode = LOOP End Flags = RANDOMSTART End
AnimationState = PASSENGER MOUNTED Animation AnimationName = #(MODEL)_M_GBDA AnimationMode = LOOP End Flags = RANDOMSTART End
AnimationState = MOUNTED LEVELED // This state clears itself in 3 of your Earth seconds Animation AnimationName = #(MODEL)_M_LVLA AnimationMode = ONCE End End
AnimationState = MOUNTED RAISING_FLAG // This state clears itself in 3 of your Earth seconds Animation AnimationName = #(MODEL)_M_CHRA AnimationMode = ONCE End Flags = RESTART_ANIM_WHEN_COMPLETE End
// --- Attacking Anims AnimationState = FIRING_OR_PREATTACK_A MOUNTED // Melee attack. Animation AnimationName = #(MODEL)_M_ATKA #(MODEL)_M_ATKB AnimationMode = ONCE UseWeaponTiming = Yes End End
// --- Moving Anims AnimationState = MOUNTED TURN_LEFT_HIGH_SPEED Animation AnimationName = #(MODEL)_M_TNL1 AnimationMode = LOOP AnimationSpeedFactorRange= 1.8 1.8 AnimationBlendTime = 20 End End
AnimationState = MOUNTED TURN_RIGHT_HIGH_SPEED Animation AnimationName = #(MODEL)_M_TNR1 AnimationMode = LOOP AnimationSpeedFactorRange= 1.8 1.8 AnimationBlendTime = 20 End End
AnimationState = MOVING TURN_LEFT MOUNTED Animation AnimationName = #(MODEL)_M_TRNL AnimationMode = LOOP End // //ParticleSysBone = None CalvaryDustTrails End
AnimationState = MOVING TURN_RIGHT MOUNTED Animation AnimationName = #(MODEL)_M_TRNR AnimationMode = LOOP End // //ParticleSysBone = None CalvaryDustTrails End
AnimationState = MOVING ACCELERATE MOUNTED Animation AnimationName = #(MODEL)_M_ACCL AnimationMode = LOOP End //ParticleSysBone = None CalvaryDustTrails End
AnimationState = MOVING DECELERATE MOUNTED Animation AnimationName = #(MODEL)_M_DECL AnimationMode = ONCE End //ParticleSysBone = None CalvaryDustTrails End
AnimationState = MOVING WALKING MOUNTED Animation AnimationName = #(MODEL)_M_WLKA AnimationMode = LOOP End Flags = RANDOMSTART //ParticleSysBone = None InfantryDustTrails End
AnimationState = MOVING BACKING_UP MOUNTED Animation AnimationName = #(MODEL)_M_BAKA AnimationMode = LOOP End Flags = RANDOMSTART //ParticleSysBone = None InfantryDustTrails End
AnimationState = MOUNTED MOVING FIRING_OR_PREATTACK_A ShareAnimation = Yes Animation AnimationName = #(MODEL)_M_ATRA AnimationMode = LOOP End Flags = RANDOMSTART End
AnimationState = MOVING MOUNTED Animation AnimationName = #(MODEL)_M_RUNA AnimationMode = LOOP End Flags = RANDOMSTART //ParticleSysBone = None CalvaryDustTrails End
// --- Selected Anims AnimationState = SELECTED MOUNTED SimilarRestart = Yes StateName = AtAttentionIdleMounted Animation = ATNB AnimationName = #(MODEL)_M_ATNB AnimationMode = LOOP End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_Select") end if Prev == "AtAttentionIdleMounted" then CurDrawableSetTransitionAnimState("TRANS_Select") end EndScript End
TransitionState = TRANS_Select Animation AnimationName = #(MODEL)_M_ATNA AnimationMode = ONCE End End
// --- Idle Anims AnimationState = MOUNTED Animation AnimationName = #(MODEL)_M_IDLA AnimationPriority = 20 AnimationMode = ONCE AnimationBlendTime = 15 End Flags = RESTART_ANIM_WHEN_COMPLETE End
// --------- UNMOUNTED ------------
//------------------ DYING -------------------------------------------------------------
// --- Flying through the air. AnimationState = STUNNED_FLAILING WEAPONSET_TOGGLE_1 StateName = STATE_Bow Animation AnimationName = #(MODEL)_B_FLYA AnimationMode = LOOP End Flags = RANDOMSTART End
AnimationState = STUNNED_FLAILING StateName = STATE_Sword Animation AnimationName = #(MODEL)_U_FLYA AnimationMode = LOOP End Flags = RANDOMSTART End
// --- Dying anims AnimationState = DYING SPLATTED WEAPONSET_TOGGLE_1 StateName = STATE_Bow Animation AnimationName = #(MODEL)_B_LNDA AnimationMode = ONCE End End
AnimationState = DYING SPLATTED StateName = STATE_Sword Animation AnimationName = #(MODEL)_U_LNDA AnimationMode = ONCE End End
AnimationState = DYING WEAPONSET_TOGGLE_1 //WEAPONSTATE_CLOSE_RANGE StateName = STATE_Bow Animation AnimationName = #(MODEL)_B_DIEA AnimationMode = ONCE End End
AnimationState = DYING StateName = STATE_Sword Animation AnimationName = #(MODEL)_U_DIEA AnimationMode = ONCE End Animation = GUHero_DIEB AnimationName = #(MODEL)_U_DIEB AnimationMode = ONCE End End
// --- Stunned anims
AnimationState = STUNNED_STANDING_UP WEAPONSET_TOGGLE_1 StateName = STATE_Bow Animation AnimationName = #(MODEL)_B_GTPA AnimationMode = ONCE AnimationSpeedFactorRange = 1.5 1.5 End End
AnimationState = STUNNED_STANDING_UP StateName = STATE_Sword Animation AnimationName = #(MODEL)_U_GTPA AnimationMode = ONCE AnimationSpeedFactorRange = 1.5 1.5 End End
AnimationState = STUNNED WEAPONSET_TOGGLE_1 StateName = STATE_Bow Animation AnimationName = #(MODEL)_B_LNDA AnimationMode = ONCE End End
AnimationState = STUNNED StateName = STATE_Sword Animation = GUHero_LNDA AnimationName = #(MODEL)_U_LNDA AnimationMode = ONCE End End
//------------------ SPECIAL POWER ANIMS ---------------------
// RAIN OF ARROWS SPECIAL POWER // AnimationState = PACKING_TYPE_1 WEAPONSET_TOGGLE_1 StateName = rainofarrows Animation AnimationName = #(MODEL)_B_ATKA2 AnimationMode = LOOP End // FXEvent = Frame:6 Name: FX_SarumanDominateAtSelf End
// DOMINATE SPECIAL POWER // AnimationState = PACKING_TYPE_1 StateName = Curse Animation AnimationName = #(MODEL)_U_LVLA AnimationMode = ONCE End // FXEvent = Frame:6 Name: FX_SarumanDominateAtSelf End
// TELEPORT SPECIAL POWER // AnimationState = PACKING_TYPE_3 StateName = Curse Animation AnimationName = #(MODEL)_U_SPCA AnimationMode = ONCE End // FXEvent = Frame:6 Name: FX_SarumanDominateAtSelf End
//--------------------- Wound Arrow anim AnimationState = SPECIAL_WEAPON_TWO StateName = STATE_Bow Animation AnimationName = #(MODEL)_U_SPCL #(MODEL)_U_ATKC AnimationMode = ONCE End FrameForPristineBonePositions = 59 BeginScript CurDrawableShowSubObject("arrow") EndScript End //------------------ ATTACKING -------------------------------------------------------------------- // Attacking Anims [Weapon_A] // AnimationState = MOVING WEAPONSET_TOGGLE_1 FIRING_OR_PREATTACK_A // Animation = TrotAndFire // AnimationName = #(MODEL)_U_ATRA // AnimationMode = LOOP // End // Flags = RANDOMSTART // StateName = RunAndSwing // End // // AnimationState = FIRING_OR_PREATTACK_A WEAPONSET_TOGGLE_1 // StateName = STATE_Sword // // Animation = ATKD // AnimationName = #(MODEL)_U_ATKD // AnimationMode = ONCE // UseWeaponTiming = Yes // AnimationSpeedFactorRange = 1.149 1.149 // End // // Animation = ATKE // AnimationName = #(MODEL)_U_ATKE // AnimationMode = ONCE // UseWeaponTiming = Yes // AnimationSpeedFactorRange = 1.149 1.149 // End // // Animation = ATKF // AnimationName = #(MODEL)_U_ATKF // AnimationMode = ONCE // AnimationSpeedFactorRange = 1.47 1.47 // End // Flags = RESTART_ANIM_WHEN_COMPLETE // // FrameForPristineBonePositions = 59 // BeginScript // Prev = CurDrawablePrevAnimationState() // if Prev == "STATE_Bow" then CurDrawableSetTransitionAnimState("TRANS_BowToSword") end // EndScript // End
//------------------ MOVING -------------------------------------------------------------
AnimationState = MOVING USER_4 // Moving slaughter StateName = Slaughter Flags = RANDOMSTART //ParticleSysBone = None InfantryDustTrails Animation = GUHero_ATKE AnimationName = #(MODEL)_U_ATKE AnimationMode = LOOP End StateName = NoSword BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Sword" then CurDrawableSetTransitionAnimState("TRANS_SwordToBow") end EndScript End
//--- Running with bow AnimationState = MOVING WEAPONSET_TOGGLE_1 //WEAPONSTATE_CLOSE_RANGE StateName = STATE_RunningBow Flags = RANDOMSTART //ParticleSysBone = None InfantryDustTrails Animation AnimationName = #(MODEL)_B_RUNA // AnimationMode = LOOP AnimationSpeedFactorRange = 0.85 0.85 // Distance = 28 End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Sword" then CurDrawableSetTransitionAnimState("TRANS_SwordToBow") end if Prev == "STATE_RunningSword" then CurDrawableSetTransitionAnimState("TRANS_SwordToBow_Running") end if Prev == "STATE_Rappelling" then CurDrawableSetTransitionAnimState("Trans_RappellingToRunning_WeaponToggle") return end EndScript End
//--- Running with sword AnimationState = MOVING StateName = STATE_RunningSword Flags = RANDOMSTART //ParticleSysBone = None InfantryDustTrails Animation AnimationName = #(MODEL)_U_RUNA // AnimationMode = LOOP AnimationSpeedFactorRange = 0.85 0.85 // Distance = 28 End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Bow" then CurDrawableSetTransitionAnimState("TRANS_BowToSword") end if Prev == "STATE_RunningBow" then CurDrawableSetTransitionAnimState("TRANS_BowToSword_Running") end if Prev == "STATE_Rappelling" then CurDrawableSetTransitionAnimState("Trans_RappellingToRunning") return end EndScript End
//--------------------------------------------------- //New style firing with bow AnimationState = PREATTACK_A WEAPONSET_TOGGLE_1 StateName = STATE_Firing Animation = ReadyToDrawn AnimationName = #(MODEL)_B_ATKA1 AnimationMode = ONCE // UseWeaponTiming = Yes // UseWeaponTiming plus random weapon field equals desync. Leaving as warning //AnimationBlendTime = 10 End End
AnimationState = FIRING_OR_RELOADING_A WEAPONSET_TOGGLE_1 StateName = STATE_Firing Animation = LooseReloadDraw AnimationName = #(MODEL)_B_ATKA2 AnimationMode = ONCE // UseWeaponTiming = Yes // UseWeaponTiming plus random weapon field equals desync. Leaving as warning AnimationSpeedFactorRange = 1.1 1.1 // Therefore, this is all you get. A slight speed up so that the animation can always finish before any possible random value Design sets the range for //AnimationBlendTime = 10 End End //---------------------End New style firing
//AnimationState = CONTINUOUS_FIRE_MEAN WEAPONSET_TOGGLE_1 // Animation = HangFrameWhileCoasting // AnimationName = #(MODEL)_B_ATKA2 // AnimationMode = MANUAL // End //End //AnimationState = CONTINUOUS_FIRE_SLOW WEAPONSET_TOGGLE_1 // //StateName = STATE_Idle_Bow // Animation = PutAwayArrow // AnimationName = #(MODEL)_U_ATKA3 // AnimationMode = ONCE // End //End //End New style firing //---------------------------------------------------
AnimationState = FIRING_OR_PREATTACK_A WEAPONSET_TOGGLE_1 StateName = STATE_Firing Animation AnimationName = #(MODEL)_B_ATKA1 AnimationMode = ONCE UseWeaponTiming = No // UseWeaponTiming plus random weapon field equals desync. Leaving as warning End End
AnimationState = FIRING_OR_PREATTACK_A // Melee attack. Animation AnimationName = #(MODEL)_U_ATKA1 #(MODEL)_U_ATKA #(MODEL)_U_ATKB AnimationMode = ONCE UseWeaponTiming = Yes End End
//-------------------- HIT REACTIONS -----------------------------------------------------------
// this hit animation attack stance AnimationState = EMOTION_ALERT HIT_REACTION WEAPONSET_TOGGLE_1 Animation AnimationName = #(MODEL)_B_HITA AnimationMode = ONCE End End
AnimationState = HIT_REACTION WEAPONSET_TOGGLE_1 Animation AnimationName = #(MODEL)_B_HITA AnimationMode = ONCE End End
AnimationState = HIT_REACTION Animation = Sword_HITA AnimationName = #(MODEL)_U_HITA AnimationMode = ONCE End Animation = Sword_HITB AnimationName = #(MODEL)_U_HITB AnimationMode = ONCE End
BeginScript PrevAnim = CurDrawablePrevAnimation() if PrevAnim == "Foot_IDLB" then return "Sword_HITB" else return "Swort_HITA" end EndScript End
//------------ SPECIAL POWERS ------------------------------------------------------------------
AnimationState = THROWN_PROJECTILE Animation AnimationName = #(MODEL)_U_LEP2 AnimationMode = LOOP End End
AnimationState = ABOUT_TO_HIT Animation AnimationName = #(MODEL)_U_LEP3 AnimationMode = ONCE End End
AnimationState = SPECIAL_POWER_1 ; Aragorn shouting Elendil anim StateName = STATE_ready Animation AnimationName = #(MODEL)_U_SPCA AnimationMode = ONCE End ParticleSysBone = B_SWORDBONE ElendilFlare FollowBone:yes ParticleSysBone = B_SWORDBONE ElendilSwordFlare FollowBone:yes ; FXEvent = Name: FX_ElendilGlowEvent End
// WORD OF POWER ANIMS ON FOOT // AnimationState = SPECIAL_WEAPON_ONE StateName = Attacking Animation AnimationName = #(MODEL)_U_SPCA AnimationMode = ONCE End //FXEvent = Frame:5 Name:FX_GandalfPreAttackBlast End
// WIZARD BLAST ANIMS MOUNTED // AnimationState = SPECIAL_WEAPON_TWO MOUNTED StateName = Attacking Animation AnimationName = #(MODEL)_U_SPLD #(MODEL)_U_ATKA AnimationMode = ONCE End End // WIZARD BLAST ANIMS ON FOOT // AnimationState = SPECIAL_WEAPON_TWO StateName = Attacking Animation AnimationName = #(MODEL)_U_SPCB #(MODEL)_U_ATKA AnimationMode = ONCE End End
// ISTARI LIGHT STAFF WEAPON MOUNTED // AnimationState = SPECIAL_WEAPON_THREE MOUNTED // FIRING_OR_PREATTACK_C StateName = Attacking Animation = StaffLaser AnimationName = #(MODEL)_U_SPCD #(MODEL)_U_ATKA AnimationMode = ONCE End FXEvent = Frame:30 Name:FX_GandalfStaffFlare End
// ISTARI LIGHT STAFF WEAPON ON FOOT // AnimationState = SPECIAL_WEAPON_THREE // FIRING_OR_PREATTACK_C StateName = Attacking Animation = StaffLaser AnimationName = #(MODEL)_U_SPCE #(MODEL)_U_ATKA// isitari's light? AnimationMode = ONCE End FXEvent = Frame:30 Name:FX_GandalfStaffFlare End ; Throwing and cripple strike AnimationState = SPECIAL_WEAPON_FOUR StateName = Attacking Animation AnimationName = #(MODEL)_U_SPCD AnimationMode = ONCE End FrameForPristineBonePositions = 44 End
AnimationState = SPECIAL_WEAPON_FIVE StateName = Attacking Animation AnimationName = #(MODEL)_U_SPCE AnimationMode = ONCE End End
AnimationState = SPECIAL_WEAPON_SIX StateName = Attacking Animation AnimationName = #(MODEL)_U_SPCF AnimationMode = ONCE End End
// Special Power 1 AnimationState = PACKING_TYPE_1 UNPACKING StateName = Attacking Animation = LightningSwordStart AnimationName = #(MODEL)_U_SPCC #(MODEL)_U_ATKA AnimationMode = ONCE End FXEvent = Frame:14 Name:FX_CreateAHeroLightningCharge // FXEvent = Frame:70 Name:FX_GandalfLightningFizzle FXEvent = Frame:14 Name:FX_GandalfLightningSword FrameStop:70 End AnimationState = PACKING_TYPE_1 PREPARING StateName = Attacking Animation = LightningSwordLoop AnimationName = #(MODEL)_U_SPCA #(MODEL)_U_ATKA AnimationMode = LOOP End End
AnimationState = PACKING_TYPE_1 PACKING StateName = Attacking Animation = LightningSwordPutAway AnimationName = #(MODEL)_U_SPCB #(MODEL)_U_ATKA AnimationMode = ONCE End End
// (specific) dwarf train allies. AnimationState = PACKING_TYPE_2 CREATE_A_HERO_20 CREATE_A_HERO_21 Animation AnimationName = #(MODEL)_U_SPCC AnimationMode = LOOP End End
// Special Power 2 AnimationState = PACKING_TYPE_2 UNPACKING StateName = Attacking Animation = LightningSwordStart AnimationName = #(MODEL)_U_SPCC #(MODEL)_U_ATKA AnimationMode = ONCE End FXEvent = Frame:14 Name:FX_CreateAHeroLightningCharge // FXEvent = Frame:70 Name:FX_GandalfLightningFizzle FXEvent = Frame:14 Name:FX_GandalfLightningSword FrameStop:70 End AnimationState = PACKING_TYPE_2 PREPARING StateName = Attacking Animation = LightningSwordLoop AnimationName = #(MODEL)_U_SPCA #(MODEL)_U_ATKA AnimationMode = LOOP End End
AnimationState = PACKING_TYPE_2 PACKING StateName = Attacking Animation = LightningSwordPutAway AnimationName = #(MODEL)_U_SPCB #(MODEL)_U_ATKA AnimationMode = ONCE End End //----------- Captain of Gondor - Sword -------------------------------------------- AnimationState = PACKING_TYPE_2 WEAPONSET_TOGGLE_1 StateName = CaptainPower Animation = GUHero_CHRC AnimationName = #(MODEL)_U_CHRC AnimationMode = ONCE AnimationSpeedFactorRange = 1.2 1.2 End End
//----------- Captain of Gondor - Bow ----------------------------------------------- AnimationState = PACKING_TYPE_2 StateName = STATE_CaptainBow Animation = GUHero_CHRD AnimationName = #(MODEL)_U_SPCE #(MODEL)_U_SPCA #(MODEL)_U_CHRD AnimationMode = ONCE // AnimationSpeedFactorRange = 0.75 0.75 End End
// Special Power 3 AnimationState = PACKING_TYPE_3 UNPACKING StateName = Attacking Animation = LightningSwordStart AnimationName = #(MODEL)_U_SPCC #(MODEL)_U_ATKA AnimationMode = ONCE End FXEvent = Frame:14 Name:FX_CreateAHeroLightningCharge // FXEvent = Frame:70 Name:FX_GandalfLightningFizzle FXEvent = Frame:14 Name:FX_GandalfLightningSword FrameStop:70 End AnimationState = PACKING_TYPE_3 PREPARING StateName = Attacking Animation = LightningSwordLoop AnimationName = #(MODEL)_U_SPCA #(MODEL)_U_ATKA AnimationMode = LOOP End End
AnimationState = PACKING_TYPE_3 PACKING StateName = Attacking Animation = LightningSwordPutAway AnimationName = #(MODEL)_U_SPCB #(MODEL)_U_ATKA AnimationMode = ONCE End End // Special Power 4 AnimationState = PACKING_TYPE_4 UNPACKING Animation AnimationName = #(MODEL)_U_SPCA AnimationMode = ONCE End End AnimationState = PACKING_TYPE_4 PREPARING Animation AnimationName = #(MODEL)_U_SPCA AnimationMode = ONCE End End
AnimationState = PACKING_TYPE_4 PACKING Animation AnimationName = #(MODEL)_U_SPCA AnimationMode = ONCE End End // Special Power 5 // AnimationState = PACKING_TYPE_5 UNPACKING WEAPONSET_TOGGLE_1 // Animation // AnimationName = #(MODEL)_B_SPCB // AnimationMode = ONCE // End // End // // AnimationState = PACKING_TYPE_5 PREPARING WEAPONSET_TOGGLE_1 // Animation // AnimationName = #(MODEL)_B_SPCB // AnimationMode = ONCE // End // End
AnimationState = PACKING_TYPE_5 PACKING WEAPONSET_TOGGLE_1 Animation AnimationName = #(MODEL)_B_SPCB AnimationMode = ONCE AnimationSpeedFactorRange = 0.7333 0.7333 End End // AnimationState = PACKING_TYPE_5 UNPACKING // Animation // AnimationName = #(MODEL)_U_SPCB // AnimationMode = ONCE // End // End // // AnimationState = PACKING_TYPE_5 PREPARING // Animation // AnimationName = #(MODEL)_U_SPCB // AnimationMode = ONCE // End // End
AnimationState = PACKING_TYPE_5 PACKING Animation AnimationName = #(MODEL)_U_SPCB AnimationMode = ONCE End End // Special Power 6 // AnimationState = PACKING_TYPE_6 UNPACKING // Animation // AnimationName = #(MODEL)_U_SPCD // AnimationMode = ONCE // End // End // // AnimationState = PACKING_TYPE_6 PREPARING // Animation // AnimationName = #(MODEL)_U_SPCD // AnimationMode = ONCE // End // End
AnimationState = PACKING_TYPE_6 PACKING Animation AnimationName = #(MODEL)_U_SPCD AnimationMode = ONCE End End
//====== LEVELED AnimationState = LEVELED WEAPONSET_TOGGLE_1 // This state clears itself in 3 seconds Animation = LevelUp AnimationName = #(MODEL)_B_CHRA #(MODEL)_B_LVLA AnimationMode = ONCE End End
AnimationState = LEVELED // This state clears itself in 3 seconds Animation = LevelUp AnimationName = #(MODEL)_U_CHRA #(MODEL)_U_LVLA AnimationMode = ONCE End End
//---------------------- EMOTIONS ---------------------------------------------------------------
// cheer, mounted AnimationState = EMOTION_CELEBRATING MOUNTED Animation AnimationName = #(MODEL)_M_CHRA #(MODEL)_M_IRFA AnimationMode = ONCE End Flags = RESTART_ANIM_WHEN_COMPLETE End
// cheer, w/ bow on foot AnimationState = EMOTION_CELEBRATING WEAPONSET_TOGGLE_1 Animation AnimationName = #(MODEL)_B_CHRA AnimationMode = ONCE End Flags = RESTART_ANIM_WHEN_COMPLETE End
// cheer, on foot AnimationState = EMOTION_CELEBRATING Animation CHRA AnimationName = #(MODEL)_U_CHRA #(MODEL)_U_TNTA AnimationMode = ONCE End Animation CHRB AnimationName = #(MODEL)_U_CHRB #(MODEL)_U_CHRA #(MODEL)_U_TNTA AnimationMode = ONCE End Flags = RESTART_ANIM_WHEN_COMPLETE End // raise flag, w/ bow on foot AnimationState = RAISING_FLAG WEAPONSET_TOGGLE_1 Animation AnimationName = #(MODEL)_B_CHRA AnimationMode = ONCE End Flags = RESTART_ANIM_WHEN_COMPLETE End
// cheer, on foot AnimationState = RAISING_FLAG Animation CHRA AnimationName = #(MODEL)_U_CHRA #(MODEL)_U_TNTA AnimationMode = ONCE End Animation CHRB AnimationName = #(MODEL)_U_CHRB #(MODEL)_U_CHRA #(MODEL)_U_TNTA AnimationMode = ONCE End Flags = RESTART_ANIM_WHEN_COMPLETE End // taunt, mounted AnimationState = EMOTION_TAUNTING MOUNTED Animation AnimationName = #(MODEL)_M_TNTA #(MODEL)_M_IRFA AnimationMode = ONCE End Flags = RESTART_ANIM_WHEN_COMPLETE End // taunt, w/ bow on foot AnimationState = EMOTION_TAUNTING WEAPONSET_TOGGLE_1 Animation AnimationName = #(MODEL)_B_TNTA AnimationMode = ONCE End Flags = RESTART_ANIM_WHEN_COMPLETE End // taunt, on foot AnimationState = EMOTION_TAUNTING Animation CHRA AnimationName = #(MODEL)_U_TNTA AnimationMode = ONCE End Animation CHRB AnimationName = #(MODEL)_U_TNTB #(MODEL)_U_TNTA AnimationMode = ONCE End Flags = RESTART_ANIM_WHEN_COMPLETE End // Animation // AnimationName = RUMerry_CHRA // AnimationMode = ONCE // End // Animation // AnimationName = RUMerry_CHRB // AnimationMode = ONCE // End // Flags = RESTART_ANIM_WHEN_COMPLETE // End // // AnimationState = EMOTION_TAUNTING // Animation // AnimationName = RUMerry_TNTB // AnimationMode = LOOP // End // End // // AnimationState = EMOTION_ALERT WEAPONSET_TOGGLE_1 // StateName = STATE_Ready_Rocks // Animation = IDLA // AnimationName = RUMerry_IDLA // AnimationMode = LOOP // End // End // AnimationState = EMOTION_ALERT // StateName = STATE_Ready_Sword // Animation // AnimationName = RUMerry_IDLB // AnimationMode = LOOP // End // End
//====== ENGAGED AnimationState = ENGAGED WEAPONSET_TOGGLE_1 StateName = STATE_ready Animation AnimationName = #(MODEL)_B_IDLA AnimationMode = ONCE End End AnimationState = ENGAGED StateName = STATE_ready Animation AnimationName = #(MODEL)_U_IDLA AnimationMode = ONCE End End AnimationState = BETWEEN_FIRING_SHOTS_A WEAPONSET_TOGGLE_1 StateName = STATE_ready Animation AnimationName = #(MODEL)_B_IDLA AnimationMode = ONCE End End AnimationState = BETWEEN_FIRING_SHOTS_A StateName = STATE_ready Animation AnimationName = #(MODEL)_U_IDLA AnimationMode = ONCE End End // --- Idle Toggled
AnimationState = SELECTED WEAPONSET_TOGGLE_1 StateName = STATE_Selected_Bow Animation = Selected_Loop AnimationName = #(MODEL)_B_ATNB AnimationMode = LOOP AnimationBlendTime = 10 End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Idle_Bow" then CurDrawableSetTransitionAnimState("TRANS_BoredToSelectedBow") end EndScript Flags = RESTART_ANIM_WHEN_COMPLETE End
AnimationState = SELECTED StateName = STATE_Selected_Sword Animation = Selected_Loop AnimationName = #(MODEL)_U_ATNB AnimationMode = LOOP AnimationBlendTime = 10 End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Idle_Sword" then CurDrawableSetTransitionAnimState("TRANS_BoredToSelectedSword") end EndScript Flags = RESTART_ANIM_WHEN_COMPLETE End
AnimationState = WEAPONSET_TOGGLE_1 StateName = STATE_Idle_Bow Animation AnimationName = #(MODEL)_B_IDLA AnimationPriority = 20 AnimationMode = ONCE AnimationBlendTime = 15 End Flags = RESTART_ANIM_WHEN_COMPLETE BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Idle_Sword" then CurDrawableSetTransitionAnimState("TRANS_SwordToBow") end EndScript End
IdleAnimationState StateName = STATE_Idle_Sword Animation = Foot_IDLB // Bored Idle AnimationName = #(MODEL)_U_IDLB AnimationMode = ONCE AnimationPriority = 20 End Animation = Foot_IDLC // Bored Fidget AnimationName = #(MODEL)_U_IBFA AnimationMode = ONCE AnimationPriority = 2 End //Animation = Foot_IDLD // Bored Fidget // AnimationName = #(MODEL)_U_IBFB // AnimationMode = ONCE // AnimationPriority = 1 //End
BeginScript CurDrawableHideSubObject("arrow") Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Selected_Sword" then CurDrawableSetTransitionAnimState("TRANS_SelectedToBoredSword") end if Prev == "STATE_Idle_Bow" then CurDrawableSetTransitionAnimState("TRANS_BowToSword") end EndScript End
//---transitions--------------------------------------------
TransitionState = TRANS_BoredToSelectedSword // Once we have proper animations for enter -> idle -> exit, fix this properly. Animation = ANTD AnimationName = #(MODEL)_U_ATNA #(MODEL)_U_ATND #(MODEL)_U_IDLA AnimationMode = ONCE End End TransitionState = TRANS_SelectedToBoredSword Animation = ATNF AnimationName = #(MODEL)_U_ATNC #(MODEL)_U_ATNF #(MODEL)_U_ATNE AnimationMode = ONCE End End
TransitionState = TRANS_BoredToSelectedBow Animation = ATNC AnimationName = #(MODEL)_U_ATNF #(MODEL)_U_ATNE AnimationMode = ONCE End End TransitionState = TRANS_CaptainBowToSelectedBow Animation = ATNC AnimationName = #(MODEL)_U_ATNF AnimationMode = ONCE AnimationBlendTime = 10 AnimationSpeedFactorRange = 1.5 1.5 End End TransitionState = TRANS_SelectedToBoredBow Animation = ATNA AnimationName = #(MODEL)_U_ATNF AnimationMode = ONCE End End
TransitionState = TRANS_BowToSword Animation = CUHero_STHA AnimationName = #(MODEL)_B_STHA AnimationMode = ONCE End End
TransitionState = TRANS_SwordToBow Animation = CUHero_STHB AnimationName = #(MODEL)_U_STHA AnimationMode = ONCE End End
TransitionState = TRANS_BowToSword_Running Animation = DrawSwords AnimationName = #(MODEL)_B_STHB AnimationMode = ONCE End End TransitionState = TRANS_SwordToBow_Running Animation = DrawBow AnimationName = #(MODEL)_U_STHB AnimationMode = ONCE End End
//================== MOUNTED ANIMATIONS ================================================================= AnimationState = MOUNTED DEBUG ;shift delete to trigger Animation AnimationName = #(MODEL)_M_IDLA AnimationMode = ONCE End ParticleSysBone = BAT_HHEAD glowHorseGold FollowBone:Yes ParticleSysBone = B_HHIPL glowHorseRearGold FollowBone:Yes ParticleSysBone = BAT_SPINE2 glowGold FollowBone:Yes End
; --- stunned anims AnimationState = MOUNTED FREEFALL Animation = freefall AnimationName = #(MODEL)_M_FLYC AnimationMode = LOOP End Flags = RANDOMSTART End
AnimationState = MOUNTED STUNNED_FLAILING Animation = JustDie AnimationName = #(MODEL)_M_FLYC AnimationMode = LOOP End Flags = RANDOMSTART End
AnimationState = MOUNTED PASSENGER Animation = grabbed AnimationName = #(MODEL)_M_GBDA AnimationMode = LOOP End Flags = RANDOMSTART End
AnimationState = MOUNTED DYING SPLATTED Animation = Land AnimationName = #(MODEL)_M_LNDA AnimationMode = ONCE AnimationBlendTime = 2 End FXEvent = Frame:2 Name:FX_SplatDust End
; This is the no-spawn-horse type of death AnimationState = MOUNTED DYING ; DEATH_2 Normally has DEATH_2, but just as a backup don't insist Animation = JustDie AnimationName = #(MODEL)_M_DIEA AnimationMode = ONCE End End
AnimationState = MOUNTED STUNNED_STANDING_UP Animation = StandUp AnimationName = #(MODEL)_M_GTPA AnimationMode = ONCE AnimationSpeedFactorRange = 3.5 3.5 End End AnimationState = MOUNTED STUNNED Animation = Land AnimationName = #(MODEL)_M_LNDA AnimationMode = ONCE End End
// spear throw AnimationState = MOUNTED SPECIAL_WEAPON_ONE StateName = Attacking Animation AnimationName = #(MODEL)_M_SPCA AnimationMode = ONCE End End
// elendil AnimationState = MOUNTED SPECIAL_POWER_1 Animation AnimationName = #(MODEL)_M_LVLA AnimationMode = LOOP End ParticleSysBone = B_HAND_R ElendilFlare FollowBone:yes ParticleSysBone = B_HAND_R ElendilSwordFlare FollowBone:yes End
AnimationState = MOUNTED MOVING FIRING_OR_PREATTACK_A ShareAnimation = Yes Animation = RunAndFire AnimationName = #(MODEL)_M_ATRA AnimationMode = LOOP End Flags = RANDOMSTART End
; This is what happens when Theo gives his rousing speech AnimationState = MOUNTED MOVING USING_SPECIAL_ABILITY Animation = RousingSpeech AnimationName = #(MODEL)_M_WLKB AnimationMode = LOOP End ;;ParticleSysBone = None CalvaryDustTrails End
AnimationState = MOUNTED TURN_LEFT_HIGH_SPEED Animation = TurnLeft AnimationName = #(MODEL)_M_TNL1 AnimationMode = LOOP AnimationSpeedFactorRange= 1.2 1.2 AnimationBlendTime = 20 End End
AnimationState = MOUNTED TURN_RIGHT_HIGH_SPEED Animation = TurnLeft AnimationName = #(MODEL)_M_TNR1 AnimationMode = LOOP AnimationSpeedFactorRange= 1.2 1.2 AnimationBlendTime = 20 End End
AnimationState = MOUNTED MOVING TURN_LEFT Animation = TurnLeft AnimationName = #(MODEL)_M_TRNL AnimationMode = LOOP End ; ;ParticleSysBone = None CalvaryDustTrails End
AnimationState = MOUNTED MOVING TURN_RIGHT Animation = TurnRight AnimationName = #(MODEL)_M_TRNR AnimationMode = LOOP End ; ;ParticleSysBone = None CalvaryDustTrails End
AnimationState = MOUNTED MOVING ACCELERATE Animation = Accelerate AnimationName = #(MODEL)_M_ACCL AnimationMode = LOOP End ;ParticleSysBone = None CalvaryDustTrails End
AnimationState = MOUNTED MOVING DECELERATE Animation = Decelerate AnimationName = #(MODEL)_M_DECL AnimationMode = ONCE End ;ParticleSysBone = None CalvaryDustTrails End
AnimationState = MOUNTED MOVING WALKING Animation = Walk AnimationName = #(MODEL)_M_WLKA AnimationMode = LOOP End ;ParticleSysBone = None InfantryDustTrails End
AnimationState = MOUNTED MOVING BACKING_UP Animation = BackingUp AnimationName = #(MODEL)_M_BAKA AnimationMode = LOOP End ;ParticleSysBone = None InfantryDustTrails End
AnimationState = MOUNTED MOVING Animation = RunA AnimationName = #(MODEL)_M_RUNA AnimationMode = LOOP End ;ParticleSysBone = None CalvaryDustTrails End
AnimationState = PACKING_TYPE_2 MOUNTED StateName = SPELL Animation = SPCC AnimationName = #(MODEL)_M_SPCA AnimationMode = ONCE AnimationBlendTime = 20 End End
AnimationState = PACKING_TYPE_1 MOUNTED StateName = SPELL Animation = SPCC AnimationName = #(MODEL)_M_IDLB #(MODEL)_M_IDLA AnimationSpeedFactorRange = 0.842 0.842 AnimationMode = ONCE End End
AnimationState = MOUNTED FIRING_OR_PREATTACK_A Animation = AttackA AnimationName = #(MODEL)_M_ATKA AnimationMode = ONCE UseWeaponTiming = Yes End Animation = AttackB AnimationName = #(MODEL)_M_ATKB #(MODEL)_M_ATKA AnimationMode = ONCE UseWeaponTiming = Yes End Flags = RESTART_ANIM_WHEN_COMPLETE End
AnimationState = MOUNTED ATTACKING Animation = AttackA AnimationName = #(MODEL)_M_ATKA AnimationMode = MANUAL End End
AnimationState = MOUNTED LEVELED ; This state clears itself in 3 seconds StateName = Idle Animation = LevelUp AnimationName = #(MODEL)_M_IDLB #(MODEL)_M_IDLA AnimationMode = ONCE AnimationSpeedFactorRange = 0.666 0.666 End End
AnimationState = MOUNTED SELECTED SimilarRestart = Yes StateName = AtAttentionIdle Animation = ATNB AnimationName = #(MODEL)_M_IDLB #(MODEL)_M_IDLA AnimationMode = LOOP End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_MountedSelect") end if Prev == "AtAttentionIdle" then CurDrawableSetTransitionAnimState("TRANS_MountedSelect") end EndScript End
TransitionState = TRANS_MountedSelect Animation = ATNA AnimationName = #(MODEL)_M_ATNA AnimationMode = ONCE End End
AnimationState = MOUNTED StateName = Idle Animation = IdleA AnimationName = #(MODEL)_M_IDLA AnimationPriority = 20 AnimationMode = ONCE AnimationBlendTime = 15 End Animation = IdleB AnimationName = #(MODEL)_M_IDLB #(MODEL)_M_IDLA AnimationMode = ONCE AnimationBlendTime = 15 End Animation = IdleC AnimationName = #(MODEL)_M_IDLC #(MODEL)_M_IDLB #(MODEL)_M_IDLA AnimationMode = ONCE AnimationBlendTime = 15 End Flags = RESTART_ANIM_WHEN_COMPLETE End End
; ***DESIGN parameters *** Side = Mordor EditorSorting = UNIT ThreatLevel = SAURON_THREAT_LEVEL ThingClass = CHARACTER_UNIT TransportSlotCount = TRANSPORTSLOTCOUNT_HERO BuildCost = 0 BuildTime = 0 ;900 ShockwaveResistance = SHOCKWAVE_RESISTANCE_ALWAYS VisionRange = VISION_STANDARD_MELEE ShroudClearingRange = SHROUD_CLEAR_HERO DisplayMeleeDamage = 1000000 BountyValue = 3000 RecruitText = CONTROLBAR:SauronRecruit ReviveText = CONTROLBAR:SauronRevive Hotkey = CONTROLBAR:SauronHotkey DisplayName = OBJECT:MordorSauron ; CrushableLevel = 2 ; What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CrusherLevel = 0 ; What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushAllies = yes RamPower = 25 CommandSet = GarukCommandSet CommandPoints = 0
WeaponSet Conditions = None Weapon = PRIMARY HeavensMace AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI End
ArmorSet Conditions = None Armor = CAHArmorOlogHai DamageFX = NormalDamageFX End ; *** AUTO-RESOLVE data *** AutoResolveUnitType = AutoResolveUnit_Hero AutoResolveBody = AutoResolve_HeroBody
; NOTHING on this line can be present VoiceAttack = TrollVoiceAttack VoiceAttackAir = TrollVoiceAttack VoiceAttackCharge = TrollVoiceAttack VoiceAttackMachine = TrollVoiceAttack VoiceAttackStructure = TrollVoiceAttack VoiceCreated = TrollVoiceAttack VoiceFear = TrollDie VoiceFullyCreated = TrollVoiceAttack VoiceGuard = TrollVoiceMove VoiceMove = TrollVoiceMove VoiceMoveToCamp = TrollVoiceMove VoiceMoveWhileAttacking = TrollVoiceMove VoicePriority = 95 VoiceRetreatToCastle = TrollVoiceMove VoiceSelect = AttackTrollVoiceSelectMS VoiceSelectBattle = AttackTrollVoiceSelectMS SoundImpact = ImpactHorse UnitSpecificSounds VoiceEnterUnitElvenTransportShip = TrollVoiceMove VoiceEnterUnitMordorMumakil = TrollVoiceMove VoiceEnterUnitSlaughterHouse = TrollVoiceMove VoiceEnterUnitTransportShip = TrollVoiceMove VoiceGarrison = TrollVoiceMove VoiceInitiateCaptureBuilding = TrollVoiceMove End
; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = HERO PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY MONSTER SCORE PATH_THROUGH_INFANTRY SCARY HEAVY_MELEE_HITTER PathfindDiameter = 40.0
; Note - Not a RespawnBody, as we do not want to put them back in the respawnable hero list when dead. Body = ActiveBody ModuleTag_Body MaxHealth = 2000000000000 End
Behavior = AIUpdateInterface ModuleTag_03 AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS MoodAttackCheckRate = 500 ; HoldGroundCloseRangeDistance = 50 AttackPriority = AttackPriority_Archer End
LocomotorSet Locomotor = TrollLocomotor Condition = SET_NORMAL Speed = 120 End Behavior = HitReactionBehavior HitReactionBehaviorModuleTag HitReactionLifeTimer1 = 3333 ; level 1 (light damage) hit reaction animations in frames (5 per sec) HitReactionThreshold1 = 100.0 ; level 1 (light damage) threshold trigger End
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_TeleportEnabler SpecialPowerTemplate = SpecialAbilityHeroBlink TriggeredBy = Upgrade_CreateAHeroBlink End
Behavior = SpecialPowerModule ModuleTag_TeleportStarter SpecialPowerTemplate = SpecialAbilityHeroBlink UpdateModuleStartsAttack = Yes TriggerFX = FX_Blink StartsPaused = No End Behavior = TeleportSpecialAbilityUpdate ModuleTag_TeleportUpdate SpecialPowerTemplate = SpecialAbilityHeroBlink
UnpackingVariation = 1 UnpackTime = 1800 PackTime = 1800
ApproachRequiresLOS = No BusyForDuration = 1800 // don't accept any AI for this long... ai commands will be queued (should be at least PackTime) DestinationWeaponName = CreateaHeroBlinkDestination // Fires at point of teleport to push people away and down. End
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_WordEnabler SpecialPowerTemplate = SpecialAbilityCreateAHeroWordOfPower TriggeredBy = Upgrade_ObjectLevel10 End
Behavior = SpecialPowerModule ModuleTag_WordStarter SpecialPowerTemplate = SpecialAbilityCreateAHeroWordOfPower UpdateModuleStartsAttack = Yes StartsPaused = No End
Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_WordWeaponFireUpdate SpecialPowerTemplate = SpecialAbilityCreateAHeroWordOfPower WhichSpecialWeapon = 1 SkipContinue = Yes UnpackTime = 1700 PackTime = 1 FreezeAfterTriggerDuration = 2500 // Hold AI for this long after we fire. AwardXPForTriggering = 0 StartAbilityRange = 180.0 SpecialWeapon = CreateAHeroWordOfPower PlayWeaponPreFireFX = Yes End Behavior = UnpauseSpecialPowerUpgrade ModuleTag_CreateAHeroBombard_Level1 SpecialPowerTemplate = SpecialAbilityCreateAHeroBombard_Level1 TriggeredBy = Upgrade_CreateAHeroBombard_Level1 End
//Behavior = OCLSpecialPower ModuleTag_CreateAHeroBombardPower_Level1 // SpecialPowerTemplate = SpecialAbilityCreateAHeroBombard_Level1 // OCL = OCL_CreateAHeroBombardSeed_Level1 // CreateLocation = USE_SECONDARY_OBJECT_LOCATION // NearestSecondaryObjectFilter = NONE SAME_PLAYER +CASTLE_KEEP // StartsPaused = Yes //End
Behavior = SpecialPowerModule ModuleTag_CreateAHeroBombardStarter_Level1 SpecialPowerTemplate = SpecialAbilityCreateAHeroBombard_Level1 UpdateModuleStartsAttack = Yes StartsPaused = Yes End
Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_CreateAHeroBombardUpdate_Level1 SpecialPowerTemplate = SpecialAbilityCreateAHeroBombard_Level1 WhichSpecialWeapon = 4 ; use MODELCONDITION_SPECIAL_WEAPON_FOUR SkipContinue = Yes
UnpackTime = 900 PreparationTime = 1 PersistentPrepTime = 1500 PackTime = 1100 FreezeAfterTriggerDuration = 2500 ; make sure we can't move immediately after.
AwardXPForTriggering = 0 StartAbilityRange = 300.0 MustFinishAbility = Yes SpecialWeapon = CreateAHeroBombardWeapon End
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_CreateAHeroBombard_Level2 SpecialPowerTemplate = SpecialAbilityCreateAHeroBombard_Level2 TriggeredBy = Upgrade_CreateAHeroBombard_Level2 End //Behavior = OCLSpecialPower ModuleTag_CreateAHeroBombardPower_Level2 // SpecialPowerTemplate = SpecialAbilityCreateAHeroBombard_Level2 // OCL = OCL_CreateAHeroBombardSeed_Level2 // CreateLocation = USE_SECONDARY_OBJECT_LOCATION // NearestSecondaryObjectFilter = NONE SAME_PLAYER +CASTLE_KEEP // StartsPaused = Yes //End Behavior = SpecialPowerModule ModuleTag_CreateAHeroBombardStarter_Level2 SpecialPowerTemplate = SpecialAbilityCreateAHeroBombard_Level2 UpdateModuleStartsAttack = Yes StartsPaused = Yes End Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_CreateAHeroBombardUpdate_Level2 SpecialPowerTemplate = SpecialAbilityCreateAHeroBombard_Level2 WhichSpecialWeapon = 4 ; use MODELCONDITION_SPECIAL_WEAPON_FOUR SkipContinue = Yes
UnpackTime = 900 PreparationTime = 1 PersistentPrepTime = 1500 PackTime = 1100 FreezeAfterTriggerDuration = 2500 ; make sure we can't move immediately after.
AwardXPForTriggering = 0 StartAbilityRange = 300.0 MustFinishAbility = Yes SpecialWeapon = CreateAHeroBombardWeapon End
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_CreateAHeroBombard_Level3 SpecialPowerTemplate = SpecialAbilityCreateAHeroBombard_Level3 TriggeredBy = Upgrade_CreateAHeroBombard_Level3 End //Behavior = OCLSpecialPower ModuleTag_CreateAHeroBombardPower_Level3 // SpecialPowerTemplate = SpecialAbilityCreateAHeroBombard_Level3 // OCL = OCL_CreateAHeroBombardSeed_Level3 // CreateLocation = USE_SECONDARY_OBJECT_LOCATION // NearestSecondaryObjectFilter = NONE SAME_PLAYER +CASTLE_KEEP // StartsPaused = Yes //End Behavior = SpecialPowerModule ModuleTag_CreateAHeroBombardStarter_Level3 SpecialPowerTemplate = SpecialAbilityCreateAHeroBombard_Level3 UpdateModuleStartsAttack = Yes StartsPaused = No End Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_CreateAHeroBombardUpdate_Level3 SpecialPowerTemplate = SpecialAbilityCreateAHeroBombard_Level3 WhichSpecialWeapon = 4 ; use MODELCONDITION_SPECIAL_WEAPON_FOUR SkipContinue = Yes
UnpackTime = 900 PreparationTime = 1 PersistentPrepTime = 1500 PackTime = 1100 FreezeAfterTriggerDuration = 2500 ; make sure we can't move immediately after.
AwardXPForTriggering = 0 StartAbilityRange = 300.0 MustFinishAbility = Yes SpecialWeapon = CreateAHeroBombardWeapon End
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_CreateAHeroEarthShakerEnabler_Level3 SpecialPowerTemplate = SpecialAbilityCreateAHeroEarthShaker_Level3 TriggeredBy = Upgrade_CreateAHeroEarthShaker_Level3 End Behavior = SpecialPowerModule ModuleTag_CreateAHeroEarthShakerStarter_Level3 SpecialPowerTemplate = SpecialAbilityCreateAHeroEarthShaker_Level3 UpdateModuleStartsAttack = Yes StartsPaused = No End Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_CreateAHeroEarthShakerUpdate_Level3 SpecialPowerTemplate = SpecialAbilityCreateAHeroEarthShaker_Level3 SpecialWeapon = CreateAHeroEarthShaker_Level3 WhichSpecialWeapon = 3 ; Corresponds to SPECIAL_WEAPON_THREE StartAbilityRange = 1.0 SkipContinue = Yes UnpackTime = 2000 ; Trigger on frame 60 (of 100) PackTime = 1333 ; Remaining 40 frames (of 100) MustFinishAbility = Yes End
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_CreateAHeroTrollLeapEnabler_Level2 SpecialPowerTemplate = SpecialAbilityCreateAHeroTrollLeap_Level2 TriggeredBy = Upgrade_CreateAHeroTrollLeap_Level2 End Behavior = SpecialPowerModule ModuleTag_CreateAHeroTrollLeapStarter_Level2 SpecialPowerTemplate = SpecialAbilityCreateAHeroTrollLeap_Level2 UpdateModuleStartsAttack = Yes StartsPaused = No //InitiateSound = GimliVoiceAttackLeap End Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_CreateAHeroTrollLeapUpdate_Level2 SpecialPowerTemplate = SpecialAbilityCreateAHeroTrollLeap_Level2
UnpackTime = 600 PackTime = 300 ; Putting horn away
AwardXPForTriggering = 0 StartAbilityRange = 100.0 SpecialWeapon = CreateAHeroTrollLeap BusyForDuration = 2000 ; don't accept any AI for this long... ai commands will be queued
; ApproachRequiresLOS = No WhichSpecialWeapon = 5 //TriggerSound = GimliLeapVoice End
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_CreateAHeroSpawnTornadoEnabler_Level3 SpecialPowerTemplate = SpecialPowerCreateAHeroSpawnTornado_Level3 TriggeredBy = Upgrade_CreateAHeroSpawnTornado_Level3 End Behavior = OCLSpecialPower ModuleTag_OCLSpawnTornado_Level3 SpecialPowerTemplate = SpecialPowerCreateAHeroSpawnTornado_Level3 OCL = OCL_CreateAHeroSpawnTornado_Level3 CreateLocation = CREATE_AT_LOCATION StartsPaused = No End
Behavior = GrantUpgradeCreate Upgrade_GandalfWhiteUpgradeActive UpgradeToGrant = hero_debut_jolie End
Behavior = SubObjectsUpgrade Homme_Ouest_visible_begin_equipement TriggeredBy = hero_debut_jolie
ShowSubObjects = SLDR_06 ShowSubObjects = HLMT_08 ShowSubObjects = GNLT_10 ShowSubObjects = BOOT_01 ShowSubObjects = CHEST_01 ShowSubObjects = HMR_02
HideSubObjects = SLDR_01 HideSubObjects = SLDR_02 HideSubObjects = SLDR_03 HideSubObjects = SLDR_04 HideSubObjects = SLDR_05
HideSubObjects = HLMT_07 HideSubObjects = HLMT_06 HideSubObjects = HLMT_05
HideSubObjects = HLMT_03 HideSubObjects = HLMT_04 HideSubObjects = HLMT_02 HideSubObjects = HLMT_01 HideSubObjects = GNLT_09
HideSubObjects = GNLT_08 HideSubObjects = GNLT_07 HideSubObjects = GNLT_06 HideSubObjects = GNLT_05 HideSubObjects = GNLT_04 HideSubObjects = GNLT_03 HideSubObjects = GNLT_02 HideSubObjects = GNLT_01
HideSubObjects = HMR_04 HideSubObjects = PAXE_01 HideSubObjects = SWRD_03 SWD_03 HideSubObjects = CLUB_01 HideSubObjects = TrollTree HideSubObjects = TrollSword HideSubObjects = TrollHammer HideSubObjects = TrollMace
FadeTimeInSeconds = 0.0 RecolorHouse = No
End End Son commandset : - Spoiler:
CommandSet GarukCommandSet 1 = Command_CreateAHero_Blink 2 = Command_CreateAHero_SpecialAbilityWordOfPower 3 = Command_CreateAHero_EarthShaker_Level3 4 = Command_CreateAHero_Bombard_Level3 5 = Command_CreateAHero_TrollLeap_Level2 6 = Command_CreateAHero_SpawnTornado_Level3 End
Pour l'expériencelevel je l'ai intégré avec un autre héros valide faramir je crois et voila. Bonne chance parce que moi je trouve pas du tout ! Edit : J'ai résolu le problème du fait qu'il bouge bizarre et du saut mais pas du bombardement | |
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ModdingMaster Maître de Modding, Créateur de Mods
Nombre de messages : 2024 Age : 29 Location : Rennes Add-On : Oui Date d'inscription : 26/07/2010
| Sujet: Re: Création d'un héros Mer 2 Jan - 2:44 | |
| Salut, alors pour la crucifixion (même si tu as résolue le problème, ça c'était dû à une erreur ou carrément un oubli d'animations (pas de squelette, pas d'animations)). Pour le bombardement si je me souviens bien il est lié à un OCL (Object Creation List) permettant de déterminer l'emplacement des rochers qui tombent un par un, en gros c'est un codage de position. Tu as sûrement du zapper cette étape donc rajoute-là et dis-moi si cela a fonctionné ! A+ | |
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Tar-Elendil Habitué(e)
Nombre de messages : 80 Age : 27 Location : En train de devenir handballeur professionnel Add-On : que veut tu dire ? tu veux me le voler c'est ça !!!! Date d'inscription : 13/08/2010
| Sujet: Re: Création d'un héros Mer 2 Jan - 14:24 | |
| merci c'était bien un problème d'OCL maintenant je peux bombarder | |
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| Sujet: Re: Création d'un héros | |
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