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Tips

Удаление Времени Армии Мёртвых В The History Of Ages.

Карш

Крестоносец
Привет всем!
Недавно скачал историю веков и обнаружил, что у армии мёртвых у Гондора есть король мёртвых.
Хочу сделать его постоянным героем. Помогите пожалуйста!!!
 

Akhorahil

Отошёл в закат)
Как за компом буду - постараюсь ответить.
 

Карш

Крестоносец
Очень прошу!
Моя версия истории веков 1.3.7. Если дашь ссылку на 1.3.7.1 - буду очень признателен.
 

GimliN

Tacticas Especiales
  • Лунный камень Эвендима
Пресвятые Элессарчики, дожились, неисчезаемые клятвопреступники х_х
 

Карш

Крестоносец
мне интересен король мёртвых, клятвопреступники - желательный бонус.
 

Карш

Крестоносец
Увидел этот скрин
Как такое сделать?
P. S. Опять извиняюсь что без спойлера.
 

Thranduil

Воевода
Привет всем!
Недавно скачал историю веков и обнаружил, что у армии мёртвых у Гондора есть король мёртвых.
Хочу сделать его постоянным героем. Помогите пожалуйста!!!
тебе нужно найти иник короля мёртвых. потом найти эту строку и удалить
Код:
Behavior = LifetimeUpdate ModuleTag_LifetimeUpdate
	 MinLifetime	 = OATHBREAKER_LIFETIME
	 MaxLifetime	 = OATHBREAKER_LIFETIME
	 DeathType	 = FADED
End
 

Карш

Крестоносец
Так же? Через финал биг? Или через или биг?
 

Моргомир

Мудрый
А что именно нужно открыть чтоб сделать это? Только для Призрачного волка.

Behavior = LifetimeUpdate ModuleTag_LifetimeUpdate
MinLifetime = OATHBREAKER_LIFETIME
MaxLifetime = OATHBREAKER_LIFETIME
DeathType = FADED
End
 

Akhorahil

Отошёл в закат)
Транд, как видишь, непросто с нуля новичкам все объяснять.) Иник - то местотв коде, где все расписано про конкретного перса. Например: data/ini/object/goodfaction/aragorn.ini - иник Ары. Волк может жить в общаге еще с какими-то тварями, это уже я не помню. А для Эдайна там совсем свое.
Ну, что ж, господа. Коль вы так заинтересовались этим делом, установлю себе Витча и Эдайн на новый ноут. А так без этого вам подсказывать конкретно не смогу.
 

Моргомир

Мудрый
Транд, как видишь, непросто с нуля новичкам все объяснять.) Иник - то местотв коде, где все расписано про конкретного перса. Например: data/ini/object/goodfaction/aragorn.ini - иник Ары. Волк может жить в общаге еще с какими-то тварями, это уже я не помню. А для Эдайна там совсем свое.
Ну, что ж, господа. Коль вы так заинтересовались этим делом, установлю себе Витча и Эдайн на новый ноут. А так без этого вам подсказывать конкретно не смогу.
Рад это слышать. Правда очень заинтересовался. Спасибо.
 

Thranduil

Воевода
data\ini\object\neutral\neutralunits - вот путь к волку. там он не один. там есть Балрог, Голлум, торнадо Галадриэль и другие... потом нажимаешь на комбинацию ctrl+f (чтобы быстро найти) и в строке "что" записываешь: Object AngmarShadeWolf жмешь найти далее
 

Моргомир

Мудрый
Что из этого всего нужно удалить:
Object AngmarShadeWolf

; *** ART Parameters ***
; SelectPortrait for Heros is portrait behind skill buttons. HP = HeroPortrait.
SelectPortrait = KUWerewolfPortrait

; ButtonImage for Heros is button image on Hero Select UI to select hero. HI = HeroIcon or HeroImage.
ButtonImage = HIWerewolf

Draw = W3DScriptedModelDraw ModuleTag_BodyDraw

OkToChangeModelColor = Yes

ExtraPublicBone = B_PASSENGER01
; ExtraPublicBone = ZZZWHIPCOIL
; ExtraPublicBone = SWORD

;-------------------------
ModelConditionState = NONE ; Not DefaultConditionState, because that keyword copies anything in here to every other state
Model = KUWWolf_SKN
ParticleSysBone = None SoWolf_Ambient_fog01
ParticleSysBone = None SoWolf_Ambient_Embers01
ParticleSysBone = "Bip L Finger2" SoWolf_Ambient_fog FollowBone:YES ;"BIP L HAND"
ParticleSysBone = "Bip L Finger2" SoWolf_Ambient_Embers FollowBone:YES
ParticleSysBone = "Bip R Finger2" SoWolf_Ambient_fog FollowBone:YES ;"BIP R HAND"
ParticleSysBone = "Bip R Finger2" SoWolf_Ambient_Embers FollowBone:YES
End

;-----------------
IdleAnimationState
StateName = State_Idle
Animation = Breathe
AnimationName = KUWWolf_SKL.KUWWolf_IDLA
AnimationMode = ONCE
AnimationBlendTime = 10
AnimationPriority = 3
End
Animation = LookAround
AnimationName = KUWWolf_SKL.KUWWolf_IDLB
AnimationMode = ONCE
AnimationBlendTime = 10
AnimationPriority = 2
End
Animation = SnortLikeABull
AnimationName = KUWWolf_SKL.KUWWolf_IDLC
AnimationMode = ONCE
AnimationBlendTime = 10
AnimationPriority = 1
End

BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "State_JustBuilt"
then CurDrawableSetTransitionAnimState("TRANS_JustBuilt_To_Idle")
end
if Prev == "State_AboutToHitGround"
then CurDrawableSetTransitionAnimState("TRANS_AboutToHitGround_To_Idle")
end
EndScript
ParticleSysBone = None SoWolf_Ambient_snowFollowBone:YES
End

AnimationState = DYING DEATH_1
Animation = Dying
AnimationName = KUWWolf_SKL.KUWWolf_DIEA
AnimationMode = ONCE
End
;ParticleSysBone = None BalrogFallDust FollowBone:No
End

AnimationState = DYING DEATH_2
Animation = FadingOut
AnimationName = KUWWolf_SKL.KUWWolf_RORA
AnimationMode = ONCE
End
End



AnimationState = EATING
FrameForPristineBonePositions = 99
Animation = DoingHorribleThingToGrabbedGuy
AnimationName = KUWWolf_SKL.KUWWolf_SPCC
AnimationMode = ONCE
AnimationBlendTime = 0
End

End
 

Моргомир

Мудрый
Кстати как по-английски Голлум просто его там не нашел. Нашел там только мордорского барлога но ему убирать время не имеет смысла поскольку его нету в самбоде.
 

Thranduil

Воевода
Балрог есть в сабмоде

нужно удалить это
Код:
Behavior = LifetimeUpdate ModuleTag_LifetimeUpdate
	 MinLifetime	 = BALROG_LIFETIME
	 MaxLifetime	 = BALROG_LIFETIME
	 DeathType	 = FADED
End
 

Thranduil

Воевода
ты же хочешь сделать ангмарского волка без времени?! вот удали этот код
Код:
Behavior = LifetimeUpdate ModuleTag_LifetimeUpdate
		 MinLifetime	 = BALROG_LIFETIME
		 MaxLifetime	 = BALROG_LIFETIME
		 DeathType	   = FADED
End
 

Моргомир

Мудрый
Я не могу его найти. Вот что там есть:
[background=rgb(242, 247, 250)]Object AngmarShadeWolf[/background]

[background=rgb(242, 247, 250)]; *** ART Parameters ***[/background]
[background=rgb(242, 247, 250)] ; SelectPortrait for Heros is portrait behind skill buttons. HP = HeroPortrait.[/background]
[background=rgb(242, 247, 250)]SelectPortrait = KUWerewolfPortrait[/background]

[background=rgb(242, 247, 250)] ; ButtonImage for Heros is button image on Hero Select UI to select hero. HI = HeroIcon or HeroImage.[/background]
[background=rgb(242, 247, 250)] ButtonImage = HIWerewolf[/background]

[background=rgb(242, 247, 250)]Draw = W3DScriptedModelDraw ModuleTag_BodyDraw[/background]

[background=rgb(242, 247, 250)]OkToChangeModelColor = Yes[/background]

[background=rgb(242, 247, 250)]ExtraPublicBone = B_PASSENGER01[/background]
[background=rgb(242, 247, 250)]; ExtraPublicBone = ZZZWHIPCOIL[/background]
[background=rgb(242, 247, 250)]; ExtraPublicBone = SWORD[/background]

[background=rgb(242, 247, 250)];-------------------------[/background]
[background=rgb(242, 247, 250)]ModelConditionState = NONE ; Not DefaultConditionState, because that keyword copies anything in here to every other state[/background]
[background=rgb(242, 247, 250)]Model = KUWWolf_SKN[/background]
[background=rgb(242, 247, 250)]ParticleSysBone = None SoWolf_Ambient_fog01[/background]
[background=rgb(242, 247, 250)]ParticleSysBone = None SoWolf_Ambient_Embers01[/background]
[background=rgb(242, 247, 250)]ParticleSysBone = "Bip L Finger2" SoWolf_Ambient_fog FollowBone:YES ;"BIP L HAND"[/background]
[background=rgb(242, 247, 250)]ParticleSysBone = "Bip L Finger2" SoWolf_Ambient_Embers FollowBone:YES[/background]
[background=rgb(242, 247, 250)]ParticleSysBone = "Bip R Finger2" SoWolf_Ambient_fog FollowBone:YES ;"BIP R HAND"[/background]
[background=rgb(242, 247, 250)]ParticleSysBone = "Bip R Finger2" SoWolf_Ambient_Embers FollowBone:YES[/background]
[background=rgb(242, 247, 250)]End[/background]

[background=rgb(242, 247, 250)];----------------- [/background]
[background=rgb(242, 247, 250)]IdleAnimationState[/background]
[background=rgb(242, 247, 250)]StateName = State_Idle[/background]
[background=rgb(242, 247, 250)]Animation = Breathe [/background]
[background=rgb(242, 247, 250)]AnimationName = KUWWolf_SKL.KUWWolf_IDLA[/background]
[background=rgb(242, 247, 250)]AnimationMode = ONCE[/background]
[background=rgb(242, 247, 250)]AnimationBlendTime = 10[/background]
[background=rgb(242, 247, 250)]AnimationPriority = 3[/background]
[background=rgb(242, 247, 250)]End[/background]
[background=rgb(242, 247, 250)]Animation = LookAround [/background]
[background=rgb(242, 247, 250)]AnimationName = KUWWolf_SKL.KUWWolf_IDLB[/background]
[background=rgb(242, 247, 250)]AnimationMode = ONCE[/background]
[background=rgb(242, 247, 250)]AnimationBlendTime = 10[/background]
[background=rgb(242, 247, 250)]AnimationPriority = 2[/background]
[background=rgb(242, 247, 250)]End[/background]
[background=rgb(242, 247, 250)]Animation = SnortLikeABull [/background]
[background=rgb(242, 247, 250)]AnimationName = KUWWolf_SKL.KUWWolf_IDLC[/background]
[background=rgb(242, 247, 250)]AnimationMode = ONCE[/background]
[background=rgb(242, 247, 250)]AnimationBlendTime = 10[/background]
[background=rgb(242, 247, 250)]AnimationPriority = 1[/background]
[background=rgb(242, 247, 250)]End[/background]

[background=rgb(242, 247, 250)]BeginScript[/background]
[background=rgb(242, 247, 250)]Prev = CurDrawablePrevAnimationState()[/background]
[background=rgb(242, 247, 250)]if Prev == "State_JustBuilt" [/background]
[background=rgb(242, 247, 250)]then CurDrawableSetTransitionAnimState("TRANS_JustBuilt_To_Idle") [/background]
[background=rgb(242, 247, 250)]end[/background]
[background=rgb(242, 247, 250)]if Prev == "State_AboutToHitGround" [/background]
[background=rgb(242, 247, 250)]then CurDrawableSetTransitionAnimState("TRANS_AboutToHitGround_To_Idle") [/background]
[background=rgb(242, 247, 250)]end[/background]
[background=rgb(242, 247, 250)]EndScript[/background]
[background=rgb(242, 247, 250)]ParticleSysBone = None SoWolf_Ambient_snowFollowBone:YES[/background]
[background=rgb(242, 247, 250)]End [/background]

[background=rgb(242, 247, 250)]AnimationState = DYING DEATH_1[/background]
[background=rgb(242, 247, 250)]Animation = Dying [/background]
[background=rgb(242, 247, 250)]AnimationName = KUWWolf_SKL.KUWWolf_DIEA [/background]
[background=rgb(242, 247, 250)]AnimationMode = ONCE[/background]
[background=rgb(242, 247, 250)]End[/background]
[background=rgb(242, 247, 250)];ParticleSysBone = None BalrogFallDust FollowBone:No[/background]
[background=rgb(242, 247, 250)]End[/background]

[background=rgb(242, 247, 250)]AnimationState = DYING DEATH_2[/background]
[background=rgb(242, 247, 250)]Animation = FadingOut [/background]
[background=rgb(242, 247, 250)]AnimationName = KUWWolf_SKL.KUWWolf_RORA [/background]
[background=rgb(242, 247, 250)]AnimationMode = ONCE[/background]
[background=rgb(242, 247, 250)]End[/background]
[background=rgb(242, 247, 250)]End[/background]



[background=rgb(242, 247, 250)]AnimationState = EATING[/background]
[background=rgb(242, 247, 250)]FrameForPristineBonePositions = 99[/background]
[background=rgb(242, 247, 250)]Animation = DoingHorribleThingToGrabbedGuy [/background]
[background=rgb(242, 247, 250)]AnimationName = KUWWolf_SKL.KUWWolf_SPCC[/background]
[background=rgb(242, 247, 250)]AnimationMode = ONCE[/background]
[background=rgb(242, 247, 250)]AnimationBlendTime = 0[/background]
[background=rgb(242, 247, 250)]End[/background]

[background=rgb(242, 247, 250)]End [/background]
 

Thranduil

Воевода
это не полный иник, полный иник ангмарского волка от Object AngmarShadeWolf до Object ShadeCallthePack в твоем случи, понял?
вот полный иник:
Код:
Object AngmarShadeWolf
    ; *** ART Parameters ***
    ; SelectPortrait for Heros is portrait behind skill buttons. HP = HeroPortrait.
    SelectPortrait = KUWerewolfPortrait
   
    ; ButtonImage for Heros is button image on Hero Select UI to select hero. HI = HeroIcon or HeroImage.
    ButtonImage = HIWerewolf
   
    Draw = W3DScriptedModelDraw ModuleTag_BodyDraw
	    OkToChangeModelColor = Yes
   
	    ExtraPublicBone    = B_PASSENGER01
;	    ExtraPublicBone = ZZZWHIPCOIL
;	    ExtraPublicBone = SWORD
	    ;-------------------------
	    ModelConditionState = NONE ; Not DefaultConditionState, because that keyword copies anything in here to every other state
		    Model = KUWWolf_SKN
		    ParticleSysBone = None SoWolf_Ambient_fog01
		    ParticleSysBone = None SoWolf_Ambient_Embers01
		    ParticleSysBone = "Bip L Finger2" SoWolf_Ambient_fog FollowBone:YES    ;"BIP L HAND"
		    ParticleSysBone = "Bip L Finger2" SoWolf_Ambient_Embers FollowBone:YES
		    ParticleSysBone = "Bip R Finger2" SoWolf_Ambient_fog FollowBone:YES    ;"BIP R HAND"
		    ParticleSysBone = "Bip R Finger2" SoWolf_Ambient_Embers FollowBone:YES
	    End
	    ;-----------------	   
	    IdleAnimationState
		    StateName = State_Idle
		    Animation = Breathe
			    AnimationName = KUWWolf_SKL.KUWWolf_IDLA
			    AnimationMode = ONCE
			    AnimationBlendTime = 10
			    AnimationPriority = 3
		    End
		    Animation = LookAround
			    AnimationName = KUWWolf_SKL.KUWWolf_IDLB
			    AnimationMode = ONCE
			    AnimationBlendTime = 10
			    AnimationPriority = 2
		    End
		    Animation = SnortLikeABull
			    AnimationName = KUWWolf_SKL.KUWWolf_IDLC
			    AnimationMode = ONCE
			    AnimationBlendTime = 10
			    AnimationPriority = 1
		    End
		    BeginScript
			    Prev = CurDrawablePrevAnimationState()
			    if Prev == "State_JustBuilt"
				    then CurDrawableSetTransitionAnimState("TRANS_JustBuilt_To_Idle")
			    end
			    if Prev == "State_AboutToHitGround"
				    then CurDrawableSetTransitionAnimState("TRANS_AboutToHitGround_To_Idle")
			    end
		    EndScript
		    ParticleSysBone = None SoWolf_Ambient_snowFollowBone:YES
	    End
	   
	    AnimationState				    =    DYING DEATH_1
		    Animation			    =    Dying
			    AnimationName		    =    KUWWolf_SKL.KUWWolf_DIEA
			    AnimationMode		    =    ONCE
		    End
		    ;ParticleSysBone = None BalrogFallDust FollowBone:No
	    End
	    AnimationState				    =    DYING DEATH_2
		    Animation			    =    FadingOut
			    AnimationName		    =    KUWWolf_SKL.KUWWolf_RORA
			    AnimationMode		    =    ONCE
		    End
	    End

	   
	    AnimationState				    =    EATING
		    FrameForPristineBonePositions		 = 99
		    Animation			    =    DoingHorribleThingToGrabbedGuy
			    AnimationName		    =    KUWWolf_SKL.KUWWolf_SPCC
			    AnimationMode		    =    ONCE
			    AnimationBlendTime	    =    0
		    End
	    End
;	    AnimationState				    =    UNPACKING PACKING_TYPE_3
;		    Animation				    =    GrabbingToTouching
;			    AnimationName		    =    KUWWolf_SKL.KUWWolf_GRBA
;			    AnimationMode		    =    ONCE
;			    AnimationBlendTime	    =    0
;		    End
;	    End
;
;	    AnimationState				    =    PACKING PACKING_TYPE_3
;		    Animation				    =    GrabbingFollowThrough
;			    AnimationName		    =    KUWWolf_SKL.KUWWolf_GRBC
;			    AnimationMode		    =    ONCE
;			    AnimationBlendTime	    =    0
;		    End   
;	    End
	    AnimationState		    = JUST_BUILT
		    StateName = State_JustBuilt
		    Animation
			    AnimationName = KUWWolf_SKL.KUWWolf_RORA
			    AnimationMode = MANUAL
			    AnimationBlendTime = 0
		    End
	    End
	   
	    TransitionState = TRANS_JustBuilt_To_Idle
		    Animation = BeingSummoned
			    AnimationName = KUWWolf_SKL.KUWWolf_RORA
			    AnimationMode = ONCE
		    End
	    End
	   
	    AnimationState = FIRING_OR_PREATTACK_B
		    Animation = CrackThatWhip
			    AnimationName = KUWWolf_SKL.KUWWolf_WIPA
			    AnimationMode = ONCE
		    End
			    ;ParticleSysBone = RTHANDBONE BalrogWhip2swordEfx FollowBone:Yes
	    End
			  
	    AnimationState		    = SPECIAL_WEAPON_ONE
		    Animation		   
			    AnimationName    = KUWWolf_SKL.KUWWolf_SPCB
			    AnimationMode   = ONCE
		    End
	    End
			  
	    AnimationState		    = SPECIAL_WEAPON_TWO
		    Animation		   
			    AnimationName    = KUWWolf_SKL.KUWWolf_CHRA
			    AnimationMode   = ONCE
		    End
	    End
			  
	    AnimationState		    = SPECIAL_WEAPON_THREE
		    Animation		   
			    AnimationName    = KUWWolf_SKL.KUWWolf_SPCA
			    AnimationMode   = ONCE
		    End
	    End
	   
	    AnimationState		    = TURN_RIGHT
		    Animation		    = TurningRight
			    AnimationName    = KUWWolf_SKL.KUWWolf_TRNR
			    AnimationMode   = LOOP
			    AnimationBlendTime = 50
		    End
	    End
	    AnimationState		    = TURN_LEFT
		    Animation		    = TurningLeft
			    AnimationName    = KUWWolf_SKL.KUWWolf_TRNL
			    AnimationMode   = LOOP
			    AnimationBlendTime = 50
		    End
	    End
	    AnimationState			    = MOVING
		    Animation		    = Running
			    AnimationName	    = KUWWolf_SKL.KUWWolf_RUNA
			    AnimationMode	   = LOOP
			    AnimationBlendTime	 = 10
			    Distance	    = 112
		    End
		    Flags					   = RANDOMSTART
		    FXEvent    = Frame:11 FireWhenSkipped Name:FX_WolfRightFootStep
		    FXEvent    = Frame:27 FireWhenSkipped Name:FX_WolfLeftFootStep
		   
	    End
	 
			   
	    AnimationState		    = FIRING_OR_PREATTACK_A
		    Animation		   
			    AnimationName    = KUWWolf_SKL.KUWWolf_ATKA
			    AnimationMode    = ONCE
			    UseWeaponTiming    = Yes
		    End
		    Animation		   
			    AnimationName    = KUWWolf_SKL.KUWWolf_ATKB
			    AnimationMode    = ONCE
			    UseWeaponTiming    = Yes
		    End
;		    Animation		   
;			    AnimationName    = KUWWolf_SKL.KUWWolf_SPCA
;			    AnimationMode   = ONCE
;		    End
		    FXEvent    = Frame:20 Name: FX_SOWolfHit
	    End
	   
    End
    ; ***DESIGN parameters ***
    DisplayName	  = OBJECT:ShadeofWolf
    Side = Neutral
    EditorSorting = UNIT
    ThreatLevel = BALROG_THREAT_LEVEL
    ThingClass = CHARACTER_UNIT
    CrusherLevel   = 4  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
    CrushWeapon = BalrogCrush 
    MinCrushVelocityPercent = 40		 ; Has to be moving at at least 35% of full speed.
    CrushDecelerationPercent = 10		 ; Lose 20 percent of max velocity when crushing.
   
    CrushKnockback	 = 40;
    CrushZFactor	 = 1.0;
    Scale = 1.6
    TransportSlotCount = TRANSPORTSLOTCOUNT_MONSTER
   
    WeaponSet
	    Conditions = None
	    Weapon = PRIMARY    AngmarShadeofWolfSwipe
    End
   
    ArmorSet
	    Conditions	  = None
	    Armor		   = ShadeofWolfArmor
	    DamageFX	    = NormalDamageFX
    End
    VisionRange = VISION_BALROG				   
    ShroudClearingRange = SHROUD_CLEAR_BALROG
    ShockwaveResistance = SHOCKWAVE_RESISTANCE_ALWAYS
    CommandSet = ShadeofWolfCommandSet
    CanPathThroughGates    = No
    IsTrainable = No
   
    DeadCollideSize = LARGE ; How big does the AOD consider this unit for damage fx & behavior.

    ;------------------ AUDIO Parameters ----------------------
    VoiceAttack		    = ShadeWolfAttack
    VoiceAttackCharge	    = ShadeWolfAttack
    VoiceAttackMachine    = ShadeWolfAttack
    VoiceAttackStructure    = ShadeWolfAttack
    VoiceGuard		    = ShadeWolfIdle
    VoiceMove		    = ShadeWolfIdle
    VoiceSelect		    = ShadeWolfIdle
    VoiceSelectBattle	    = ShadeWolfIdle
    SoundAmbient	    = ShadeWolfIdle
    SoundImpact		    = ImpactHorse
    #include "..\includes\StandardUnitEvaEvents.inc"
   
    ; Warn the player when the enemy gets a unit. Override the normal sighting event from StandardUnitEvaEvents.inc
    EvaEnemyObjectSightedEvent    = DiscoveredEnemyBalrog
;    ClientUpdate = EvaAnnounceClientCreate ModuleTag_CreateAnnounce
;	    AnnouncementEventEnemy = DiscoveredEnemyBalrog
;	    AnnouncementEventAlly = None
;	    AnnouncementEventOwner = None
;	   
;	    OnlyIfVisible = Yes					    ; Don't announce if hidden in the shroud
;	    CountAsFirstSightedAnnoucement = Yes    ; Don't re-annouce if going into shroud & back
;	    UseObjectsPosition = No				    ; Play from central Fortress, not at unit's position
;	    CreateFakeRadarEvent = Yes			    ; Allow player to jump to unit after hearing annoucement
;    End
    ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
	    MaxUpdateRangeCap = 800
	    AnimationSound = Sound: BalrogFootstep		    Animation: KUWWolf_SKL.KUWWolf_RUNA Frames: 42 17
	    AnimationSound = Sound: BalrogFootstep		    Animation: KUWWolf_SKL.KUWWolf_TRNR Frames: 21 52
	    AnimationSound = Sound: BalrogFootstep		    Animation: KUWWolf_SKL.KUWWolf_TRNL Frames: 21 52

	    AnimationSound = Sound: ShadeWolfSummonPack	    Animation: KUWWolf_SKL.KUWWolf_SPCB Frames: 1
	    AnimationSound = Sound: ShadeWolfLament		    Animation: KUWWolf_SKL.KUWWolf_CHRA Frames: 21
	    AnimationSound = Sound: ShadeWolfSummonHowl	    Animation: KUWWolf_SKL.KUWWolf_DIEA Frames: 25
	    AnimationSound = Sound: ShadeWolfSummonHowl	    Animation: KUWWolf_SKL.KUWWolf_RORA Frames: 21
	    AnimationSound = Sound: ShadeWolfSummonHowl	    Animation: KUWWolf_SKL.KUWWolf_SPCC Frames: 50
    End

  ; *** ENGINEERING Parameters *** 
    RadarPriority = UNIT
  KindOf		  = HERO PRELOAD SELECTABLE CAN_CAST_REFLECTIONS MONSTER SCORE CAN_ATTACK NO_FREEWILL_ENTER PATH_THROUGH_INFANTRY SCARY BIG_MONSTER CAN_ATTACK_WALLS SUMMONED
  ThreatBreakdown MordorBalrog_DetailedThreat
    AIKindOf = SIEGEWEAPON
  End
   
  Body		    = ActiveBody ModuleTag_02
    MaxHealth		 = SHADEOFWOLF_HEALTH				    ;BALANCE Balrog Health
  End
  Behavior = StancesBehavior ModuleTag_StancesBehavior
    StanceTemplate = FighterHorde
  End
  Behavior = AIUpdateInterface ModuleTag_03
    AutoAcquireEnemiesWhenIdle    = Yes ATTACK_BUILDINGS
    MoodAttackCheckRate		    = 500
    AILuaEventsList			    = BalrogFunctions
  End
  LocomotorSet
    Locomotor	 = ShadeofWolfLocomotor
    Condition	 = SET_NORMAL
    Speed		 = 144
  End
    Behavior = PhysicsBehavior ModuleTag_04
	    GravityMult = 1.0
    End
 
 
	  Behavior = SlowDeathBehavior ModuleTag_05
	    DeathTypes = ALL +FADED ;-FADED
	    DestructionDelay = 6000
	    FadeDelay		    = 4200
	    FadeTime		    = 3000	   
	    FX = INITIAL FX_SoWolfUnsummonInitial
		    FX = FINAL FX_SoWolfUnsummonFinal
		    DeathFlags = DEATH_1
    End
 
	  Behavior = SlowDeathBehavior ModuleTag_FadeDeath
	    DeathTypes = NONE +FADED
	    DestructionDelay = 3850
	    FadeDelay		    = 1000
	    FadeTime		    = 2666
		    FX = INITIAL FX_SoWolfUnsummon
		    DeathFlags = DEATH_2
    End
 
 
;--------------------------------SPECIAL ABILITIES-------------------------------------------------- 
    ;;;; DARK LORD'S LAMENT SPECIAL ABILITY ;;;;;;;;--------------------------------------------------------------------
    Behavior = SpecialPowerModule ModuleTag_LamentStarter	  
	    SpecialPowerTemplate	  = SpecialAbilityDarkLordsLament
	    UpdateModuleStartsAttack  = Yes
	    StartsPaused		  = No
	    InitiateSound	    = BalrogRoar
    End
    Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_LamentWeaponFireUpdate  
	    SpecialPowerTemplate    = SpecialAbilityDarkLordsLament
	    SpecialWeapon		    = AngmarDarkLordsLamentWeapon
	    WhichSpecialWeapon	    = 2		    ; Corresponds to SPECIAL_WEAPON_THREE
	    StartAbilityRange	    = 10.0
	   
	    SkipContinue		    = Yes
	    UnpackTime		    = 1000	    ; Trigger on frame 60 (of 100)
	    PackTime		    = 2000	    ; Remaining 40 frames (of 100)
	    MustFinishAbility	    = Yes
    End
    ;------------------- Call The PAck ------------------
 
   
    Behavior = SpecialPowerModule ModuleTag_CallPackStarter					 
	    SpecialPowerTemplate	    = SpecialAbilityCallPack
	    TriggerFX			 = FX_SoWolf_SummonPack
	    UpdateModuleStartsAttack    = Yes
	    StartsPaused		    = No
	    InitiateSound		    = WargHowlAbility
    End
    Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_FloodUpdate  
	    SpecialPowerTemplate    = SpecialAbilityCallPack
	    UnpackTime			  = 500
	    PackTime			    = 1000
	    StartAbilityRange	 = 100.0
	   
	    SpecialWeapon		 = ShadeCallthePack
	    WhichSpecialWeapon	 = 1
    End
   
   
    ;//----------------------Man Eater-----------------------------------------------   

    Behavior = SpecialPowerModule ModuleTag_SpecialPowerModuleGrabStarter
	    SpecialPowerTemplate	    = SpecialAbilityAngmarShadeEatMeGrab
	    UpdateModuleStartsAttack    = Yes
	    StartsPaused		    = No
	    InitiateSound		    = BalrogChuckle
    End
   
    Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_WeaponFireSpecialAbilityUpdateGrab
	    SpecialPowerTemplate	    = SpecialAbilityAngmarShadeEatMeGrab
	    SkipContinue		    = Yes
	    UnpackTime		    = 533					    ; Frame 28/99
;	    PackTime		    = 2367					    ; Remaining 71/99 frames
	   
	    StartAbilityRange	    = 12.0
	   
	    SpecialWeapon		    = AngmarShadeChompWeapon
	    ChainedButton		    = Command_SpecialAbilityShadeChompFlingPassenger
	    CustomAnimAndDuration	    = AnimState:EATING AnimTime:3333
	    MustFinishAbility	    = Yes
	    TriggerAttributeModifier    = SharkuManEater
	    AttributeModifierDuration    = 20000
	    TriggerSound			    = SharkuManEaterEatingMS
	    BusyForDuration			    = 5000
    End
    Behavior = PlayerHealSpecialPower ModuleTag_SpecialPowerModuleFlingPassengerStarter
	    SpecialPowerTemplate	    = SpecialAbilityAngmarShadeEatMeDrop
	    UpdateModuleStartsAttack    = Yes
	    StartsPaused		    = No
	    HealAmount		    = 1.0
	    HealAsPercent		    = Yes
	    HealAffects		    = HERO
	    HealRadius		    = 0.0
	    HealFX			    = FX_SpellHealUnitHealBuff
    End
    Behavior = FlingPassengerSpecialAbilityUpdate ModuleTag_FlingPassengerSpecialAbilityUpdate
	    SpecialPowerTemplate		    = SpecialAbilityAngmarShadeEatMeDrop
	    UnpackTime			    = 1250
	    FlingPassengerVelocity		    = X:0 Y:0 Z:0
	    FlingPassengerLandingWarhead	    = AngmarShadeChompWarhead    ;kills victim when released
	    MustFinishAbility	    = Yes
    End	   
   
    Behavior = TransportContain ModuleTag_09
	    ObjectStatusOfContained = UNSELECTABLE
	    PassengerFilter		    = ANY +INFANTRY
;	    ManualPickUpFilter	    = NONE +INFANTRY ; we do not want the user to be able to manually pick up an orc with a troll.
	    Slots				    = 1
	    ShowPips			    = No
	    AllowEnemiesInside	    = Yes
	    AllowNeutralInside	    = Yes
	    AllowAlliesInside	    = No
	    ;DamagePercentToUnits    = 500%
	    DestroyRidersWhoAreNotFreeToExit = Yes
	    ForceOrientationContainer = No
	    PassengerBonePrefix = PassengerBone:B_PASSENGER01	    KindOf:INFANTRY
;	    EjectPassengersOnDeath = Yes
    End

    ;///////////////////
    ; AISpecialPowers
    ;///////////////////
   
    Behavior = AISpecialPowerUpdate ManEaterAI
	    CommandButtonName = Command_SpecialAbilityShadeChomp
	    SpecialPowerAIType = AI_SPECIAL_POWER_ENEMY_TYPE_KILLER
    End
    Behavior = AISpecialPowerUpdate CallThePackAI
	    CommandButtonName = Command_SpecialAbilityCallPack
	    SpecialPowerAIType = AI_SPECIAL_POWER_RANGED_AOE_ATTACK
    End
    Behavior = AISpecialPowerUpdate LamentAI
	    CommandButtonName = Command_SpecialAbilityDarkLordsLament
	    SpecialPowerRange = 100
	    SpecialPowerAIType = AI_SPECIAL_POWER_BASIC_SELF_DEBUFF
    End
    Behavior = LifetimeUpdate ModuleTag_LifetimeUpdate
	    MinLifetime	    = BALROG_LIFETIME
	    MaxLifetime	    = BALROG_LIFETIME
	    DeathType	    = FADED
    End
   
    Behavior = CreateObjectDie ModuleTag_CrushUnitsOnDeath
	    CreationList = OCL_BalrogDie
	 End
    Geometry		    = CYLINDER
    GeometryMajorRadius = 18.0
    GeometryHeight	    = 90.0
	  GeometryOffset	    = X:-20 Y:0 Z:0
    GeometryIsSmall	    = No
   
    Shadow			    = SHADOW_VOLUME ;SHADOW_DECAL    ; SHADOW_VOLUME has trouble with his wings.  Possibly because of the transparent bits
    ShadowSizeX		    = 100
    ShadowSizeY		    = 100
    ShadowTexture	    = ShadowI
End
 

Моргомир

Мудрый
То есть мне нужно удалить:

Behavior = LifetimeUpdate ModuleTag_LifetimeUpdate
MinLifetime = BALROG_LIFETIME
MaxLifetime = BALROG_LIFETIME
DeathType = FADED
End
А что сделать потом?
 

Сверху