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Ferm Submod Для Эдайн 3.8.1

Thranduil

Воевода
@[member='Akhorahil'], как соединить фундамент(ExpansionPad) к здание?
 

Thranduil

Воевода
Всмысле? Как у крепости?
Да.

Как сделать так чтобы этот здание строился(с процентами). Он в данном случае Вызывается ( строится за 2 секунд)


Код:
//------------------------------------------------------------------------------
// These are the build plots for the Citadel
Object DwarvenSummonedCitadelExpansionPad
    
    SelectPortrait = BPDFortress_BuildPlot
    
    ;// *** ART Parameters ***

    Draw = W3DFloorDraw DrawFloorBase  
        ModelName = DBFoundation
    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:DwarvenBuildingFoundation
    Side                    = Dwarves
    EditorSorting           = STRUCTURE
    ThreatLevel         = FORTRESS_THREAT_LEVEL        ; 1.0

    BuildCost               = 1
    BuildTime               = 5.0          ;// in seconds
    VisionRange             = 0.0          ;// Shroud clearing distance
    ShroudClearingRange     = 0

    CommandSet = DwarvenSummonedCitadelPadCommandSet

    ;// *** AUDIO Parameters ***

    VoiceSelect = Gui_PlotSelect2    ;MenFortressSelect

    ;// *** ENGINEERING Parameters ***    
    KindOf                  = STRUCTURE SELECTABLE IMMOBILE BASE_FOUNDATION UNATTACKABLE MP_COUNT_FOR_VICTORY NO_COLLIDE DO_NOT_CLASSIFY

    Behavior                = FoundationAIUpdate ModuleTag_foundationAI
        BuildVariation     = 1 ;// 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                    = NONE
    BuildCompletion        = PLACED_BY_PLAYER
End


//------------------------------------------------------------------------------
// This is the Dwarven Summoned Citadel
Object DwarvenSummonedCitadelKeep
     
    // *** ART Parameters ***
        SelectPortrait         = BPDCitadel
    //    ButtonImage            = SNReactor

    //--------------------------------
    Draw = W3DScriptedModelDraw ModuleTag_MainDraw
        OkToChangeModelColor    = Yes
        UseStandardModelNames    = Yes

        ExtraPublicBone            = ARROW01
        ExtraPublicBone            = ARROW02
        ExtraPublicBone            = ARROW03
        ExtraPublicBone            = ARROW04
        ExtraPublicBone            = ARROW05
        ExtraPublicBone            = ARROW06
        ExtraPublicBone            = ARROW07
        
        DefaultModelConditionState
            Model = DBCitadel
            WeaponLaunchBone    = PRIMARY ARROW
        End

        IdleAnimationState                        
        End

        //------------Build Up States   
        ModelConditionState        = SNOW BASE_BUILD
            Model                   = DBCitadel_A    
            Texture         = DBCitStatue.tga DBCitStatue_snow.tga
            Texture         = DBStoneA.tga DBStoneA_Snow.tga
            Texture         = DBFortress1.tga DBFortress1_Snow.tga
        End
        ModelConditionState        = BASE_BUILD
            Model                   = DBCitadel_A    
            ParticleSysBone         = NONE BuildingContructDust
        End  

        AnimationState          = BASE_BUILD
            Animation
                AnimationName     = DBCitadel_A.DBCitadel_A
                AnimationMode     = ONCE
                AnimationBlendTime = 0            
                AnimationSpeedFactorRange = 10.0 10.0 ; 300 frame anim, but need to shrink down to 5 seconds
            End
            BeginScript
                //CurDrawablePlaySound("GondorBarracksBeginConstruction")
                CurDrawablePlaySound("BuildingTopple")
            EndScript
        End

        ModelConditionState        = SNOW JUST_BUILT
            Model                   = DBCitadel_A    
            Texture         = DBCitStatue.tga DBCitStatue_snow.tga
            Texture         = DBStoneA.tga DBStoneA_Snow.tga
            Texture         = DBFortress1.tga DBFortress1_Snow.tga
        End

        ModelConditionState   = JUST_BUILT
            Model               = DBCitadel_A
        End
        
        AnimationState          = JUST_BUILT
            Animation
                AnimationName = DBCitadel_A.DBCitadel_A
                AnimationMode = MANUAL            
                AnimationBlendTime = 0
            End
            Flags = START_FRAME_FIRST
        End
        
        //------------- Damge -------------------
        ModelConditionState = DAMAGED
            Model                    = DBCitadel_D1
        End  
        AnimationState = DAMAGED
            EnteringStateFX = FX_FortressDamaged
        End

        ModelConditionState = REALLYDAMAGED
            Model                    = DBCitadel_D2
        End  
        AnimationState = REALLYDAMAGED
            Animation    = RubbleAnimation
                AnimationName        =    DBCitadel_D2.DBCitadel_D2
                AnimationMode        =    ONCE    
              End
            EnteringStateFX = FX_FortressReallyDamaged
        End

        ModelConditionState = RUBBLE
            Model                    = DBCitadel_D3
            ParticleSysBone SmokeLarge01 SmokeBuildingLarge
        End
        AnimationState = RUBBLE
            Animation    = RubbleAnimation
                AnimationName        =    DBCitadel_D3.DBCitadel_D3
                AnimationMode        =    ONCE    
              End
        End
        
        ModelConditionState    =    SNOW
            Model = DBCitadel
            Texture = DBCitStatue.tga DBCitStatue_snow.tga
            Texture = DBStoneA.tga DBStoneA_Snow.tga
            Texture = DBFortress1.tga DBFortress1_Snow.tga
        End
    End

  
    Draw = W3DFloorDraw ModuleTag_DrawFloor    
        StaticModelLODMode     = Yes        ; THIS NEEDS TO BE COMMENTED OUT WHEN ENGINEERING ENABLES LOD'S IN THE FLOOR DRAW
        ModelName         = DBCitadel_Bib
        WeatherTexture        = SNOWY DBCitStatue_Bib_S.tga
          HideIfModelConditions    =    AWAITING_CONSTRUCTION
          HideIfModelConditions    =    PARTIALLY_CONSTRUCTED
    End

    // ***DESIGN parameters ***
    DisplayName                 = OBJECT:DwarvenSummonedCitadel
    Side                        = Dwarves
    EditorSorting               = STRUCTURE
    ThreatLevel            = FORTRESS_THREAT_LEVEL        ; 1.0
    CommandPointBonus            = GENERIC_ECONOMY_COMMAND_POINT_BONUS

    BuildCost                = 0
    BuildTime                = 5.0           ; in seconds
    VisionRange                = 160.0          
    ShroudClearingRange            = 200

    CommandSet                = SellableCommandSet
    
    ArmorSet
        Conditions            = None
        Armor                = FortressArmor    
    End

    WeaponSet
        Weapon                = PRIMARY FortressStructureAxeWeapon
        AutoChooseSources        = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
    End 
    
    // *** AUDIO Parameters ***

    VoiceSelect                = DwarfCitadelSelect
    VoiceSelectUnderConstruction        = BuildingGoodVoiceSelectUnderConstruction

    SoundOnDamaged                = BuildingLightDamageStone
    SoundOnReallyDamaged            = BuildingHeavyDamageStone

    UnitSpecificSounds
        UnderConstruction        = BuildingConstructionLoop      ;// Built first time
        UnderRepairFromRubble        = BuildingConstructionLoop    ;// Repaired from completely destroyed (not used???)
    End

    #include "..\..\..\Includes\StandardBuildingEvaEvents.inc"

    CampnessValue = CAMPNESS_SUMMONED_CITADEL

    // *** ENGINEERING Parameters ***

    RadarPriority           = STRUCTURE     
    KindOf            = PRELOAD COMMANDCENTER VITAL_FOR_BASE_SURVIVAL STRUCTURE IMMOBILE CASTLE_KEEP MP_COUNT_FOR_VICTORY SELECTABLE FS_FACTORY AUTO_RALLYPOINT SCORE DOZER_FACTORY DONT_USE_CANCEL_BUILD_BUTTON SUMMONED    GARRISONABLE_UNTIL_DESTROYED

    Behavior                = GettingBuiltBehavior ModuleTag_GettingBuiltBehavior
        //WorkerName            = DwarvenWorkerNoSelect
        UseSpawnTimerWithoutWorker     = Yes
        SpawnTimer            = DEFAULT_STRUCTURE_HEALDELAY        
    End

     Behavior = CastleMemberBehavior ModuleTag_CMB
        BeingBuiltSound = BuildingBigConstructionLoop
     End 

    Behavior = TerrainResourceBehavior ModuleTag_NewMoneyDeadSpot
        Radius            = 150        // 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

    //-----------------------------------------------    
    Behavior = ProductionUpdate ProductionUpdateModuleTag
          NumDoorAnimations            = 1
        DoorOpeningTime              = 3000  //in mSeconds how long you want doors to be in open state
        DoorWaitOpenTime             = 3000  //in mSeconds time the door stays open, so units can exit
        DoorCloseTime                = 3000  //in mSeconds how long you want doors to be in open state        
    End

    Behavior = QueueProductionExitUpdate ModuleTag_QueuePEU
        UnitCreatePoint            = X:5.0 Y:0.0     Z:0.0
        NaturalRallyPoint        = X:7.0 Y:-80.0 Z:0.0    //NaturalRallyPointX must always match GeometryMajorRadius!
        ExitDelay            = 400            //Mainly for the multiple produced Red Guard.  Make them come out one at a time.
    End  
    
    //-----------------------------------------------
    Body                = StructureBody ModuleTag_05
        MaxHealth            = DWARVEN_SUMMONED_CITADEL_HEALTH
        MaxHealthDamaged          = DWARVEN_SUMMONED_CITADEL_HEALTH_DAMAGED
        MaxHealthReallyDamaged           = DWARVEN_SUMMONED_CITADEL_HEALTH_REALLY_DAMAGED
    End

    Behavior                  = StructureCollapseUpdate ModuleTag_08
        MinCollapseDelay        = 000
        MaxCollapseDelay        = 000
        CollapseDamping         = .5
        MaxShudder              = 0.6
        MinBurstDelay           = 250
        MaxBurstDelay           = 800
        BigBurstFrequency       = 4
        FXList                  = INITIAL   FX_StructureMediumCollapse
        FXList                  = ALMOST_FINAL  FX_StructureAlmostCollapse
        DestroyObjectWhenDone    = Yes
        CollapseHeight        = 155
    End
    
    Behavior = AIUpdateInterface ModuleTag_SoWeCanUseWeapon
        AutoAcquireEnemiesWhenIdle    = Yes
        MoodAttackCheckRate        = 250
        AILuaEventsList            = AngmarStructuresFunctions
    End

    Behavior = PassiveAreaEffectBehavior ModuleTag_FeelGoodHero2
        EffectRadius            = 350
        PingDelay               = 2000
        UpgradeRequired         = Upgrade_TestBuilding_2
        ModifierName            = DainHallenUnitModifier
        AllowFilter             = GENERIC_BUFF_RECIPIENT_OBJECT_FILTER
    End

    Behavior = HordeGarrisonContain ModuleTag_hordeGarrison
         ObjectStatusOfContained    = UNSELECTABLE CAN_ATTACK ENCLOSED
         ContainMax              = 3
         DamagePercentToUnits    = 0%
         PassengerFilter        = GENERIC_FACTION_GARRISONABLE
         AllowEnemiesInside      = No         
         NumberOfExitPaths       = 1        // Defaults to 1.  Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn         
         EntryPosition        = X:7.0 Y:-40.0 Z:0.0
        EntryOffset        = X:7.0 Y:-80.0 Z:0.0
        ExitOffset        = X:7.0 Y:-80.0 Z:0.0
        EnterSound        = RuinedTowerEnterSound
        KillPassengersOnDeath    = No
        ShowPips        = No        
    End

    //----------------------------------
    //Wall Catapult Behaviors
    //This little bit here is to make sure the command set is not available until the buildup is finished.
    Behavior = GrantUpgradeCreate ModuleTag_Buildup
        UpgradeToGrant        = Upgrade_SummonedCitadelBuildup
    End 
    Behavior = ObjectCreationUpgrade ModuleTag_DelayCommandSetSwap
        TriggeredBy        = Upgrade_SummonedCitadelBuildup
        Delay            = 7000
        
        RemoveUpgrade        = Upgrade_SummonedCitadelBuildup
        GrantUpgrade        = Upgrade_TrebuchetTurret
    End    
    Behavior = CommandSetUpgrade ModueTag_TrebCommandSet
        TriggeredBy        = Upgrade_WallTrebuchetButtonEnable
        ConflictsWith        = Upgrade_HasWallTrebuchet 
        CommandSet        = DwarvenSummonedCitadelCommandSetBuyCatapult
    End
    Behavior = CommandSetUpgrade ModueTag_TrebCommandSet3
        TriggeredBy        = Upgrade_HasWallTrebuchet Upgrade_TrebuchetTurret
        CommandSet        = DwarvenSummonedCitadelCommandSet
        RequiresAllTriggers    = Yes
    End
    Behavior = ObjectCreationUpgrade MakeTheFreeTreb
        TriggeredBy        = Upgrade_TrebuchetTurret
        
        RemoveUpgrade        = Upgrade_WallTrebuchetButtonEnable
        GrantUpgrade        = Upgrade_HasWallTrebuchet
        DestroyWhenSold     = Yes
        DeathAnimAndDuration    = AnimState:DEATH_2 AnimTime:999999
        Offset            = X:0.0 Y:0.0 Z:0.0
    End
    Behavior = ObjectCreationUpgrade MakeTheFreeTreb2
        TriggeredBy        = Upgrade_HasWallTrebuchet
        ConflictsWith        = Upgrade_OpenGarrison Upgrade_PosternGate
                
        RemoveUpgrade        = Upgrade_WallTrebuchetButtonEnable
        ThingToSpawn        = DwarvenWallCatapult
        Offset            = X:0.0 Y:27.0 Z:110.0
        FadeInTime        = 600
    End
    Behavior = SlaveWatcherBehavior WatchTheTreb
        RemoveUpgrade        =    Upgrade_HasWallTrebuchet        //when our slave dies, remove this upgrade, so we can get the upgrade again.
        GrantUpgrade        =    Upgrade_WallTrebuchetButtonEnable    //when our slave dies, enable the button that allows us to buy a new one
        ShareUpgrades        =    Yes                     // So He'll get our Flaming Munitions
    End
    //End Wall Catapult Behaviors
    //----------------------------------

    Geometry               = CYLINDER
    GeometryMajorRadius           = 25    
    GeometryHeight                = 95
    GeometryOffset            = X:35 Y:-5 Z:0

    AdditionalGeometry             = BOX
    GeometryMajorRadius           = 40
    GeometryMinorRadius           = 30
    GeometryHeight                = 85    
    GeometryOffset            = X:10 Y:-3 Z:0

    AdditionalGeometry             = BOX
    GeometryMajorRadius           = 15
    GeometryMinorRadius           = 10
    GeometryHeight                = 70    
    GeometryOffset            = X:65 Y:-10 Z:0

    AdditionalGeometry             = BOX
    GeometryMajorRadius           = 20
    GeometryMinorRadius           = 15
    GeometryHeight                = 55
    GeometryOffset            = X:-50 Y:-10 Z:0

    AdditionalGeometry        = CYLINDER
    GeometryMajorRadius        = 20
    GeometryHeight                = 75
    GeometryOffset            = X:-35 Y:-5 Z:0
    
    AdditionalGeometry        = CYLINDER
    GeometryMajorRadius        = 30
    GeometryHeight                = 110
    GeometryOffset            = X:0 Y:30 Z:0

    GeometryIsSmall               = No
    Shadow                        = SHADOW_VOLUME
    BuildCompletion            = PLACED_BY_PLAYER

End

//------------------------------------------------------------------------------
// This is the one object that you would place on a map or the one that is summoned by the Summon Citadel spell
Object DwarvenSummonedCitadel                                            
    
    // It unpacks in to the keep and the buildplots.  It's an old CampFlag.
    Draw                = W3DScriptedModelDraw ModuleTag_01
        OkToChangeModelColor = Yes

        DefaultModelConditionState
            Model           = None
        End
    End    
                                                                                                                          
    ArmorSet
        Conditions      = None
        Armor           = InvulnerableArmor
        DamageFX        = EmptyDamageFX   // just to avoid an assert
    End

    Side                = Dwarves
    EditorSorting       = STRUCTURE

    PlacementViewAngle = -45        // A -90 makes the door of the base face natural south.  0 would have it to the East.
    
    BuildCost           = 0
    BuildTime           = 5.0           // in seconds

    // *** ENGINEERING Parameters ***  
    RadarPriority       = STRUCTURE
    KindOf              = STRUCTURE SELECTABLE IMMOBILE BASE_FOUNDATION UNATTACKABLE BASE_SITE CAN_SEE_THROUGH_STRUCTURE
    Body                = ImmortalBody ModuleTag_02
        MaxHealth       = 1
    End  
      
    Behavior = CastleBehavior ModuleTag_castle
          CastleToUnpackForFaction    = Dwarves SummonedCitadel_Dwarven
        CastleToUnpackForFaction    = Men SummonedCitadel_Dwarven
        CastleToUnpackForFaction    = Elves SummonedCitadel_Dwarven        
        CastleToUnpackForFaction    = Wild SummonedCitadel_Dwarven
        CastleToUnpackForFaction    = Isengard SummonedCitadel_Dwarven
        CastleToUnpackForFaction    = Mordor SummonedCitadel_Dwarven

        //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         = 100.0
        FadeTime            = 2.0                                
        KeepDeathKillsEverything    = Yes
        Summoned            = Yes
        
        EvaEnemyCastleSightedEvent    = EnemyCitadelSighted
    End  
  
    Behavior            = GettingBuiltBehavior ModuleTag_GettingBuiltBehavior
        WorkerName    = DwarvenWorkerNoSelect
        SpawnTimer    = DEFAULT_STRUCTURE_HEALDELAY
    End
    
    Geometry                = CYLINDER
    GeometryMajorRadius     = 24.0
    GeometryMinorRadius    = 24.0
    GeometryHeight          = 24.0
    GeometryIsSmall         = No
    Shadow            = SHADOW_VOLUME

End
 

Akhorahil

Отошёл в закат)

Thranduil

Воевода
@[member='Akhorahil'], как увеличить броня мумаков, во время топта? которая линия отвечает за это?


Код:
Armor EdainMumakilArmor
  Armor = DEFAULT              25%
  Armor = SLASH                10%
  Armor = PIERCE               25%
  Armor = CAVALRY_RANGED       25%        
  Armor = SPECIALIST          150%
  Armor = CRUSH                 1%
  Armor = CAVALRY              15%
  Armor = SIEGE               100%
  Armor = FLAME               200%
  Armor = FROST               150%   
  Armor = MAGIC               150%      
  Armor = HERO                 50%       
  Armor = HERO_RANGED         100%        
  Armor = STRUCTURAL           10%
  Armor = CHOP                 10%
  Armor = URUK                 10%
  Armor = POISON              100%
End
 

Thranduil

Воевода
@[member='Akhorahil'], Я должен написать способность которая активирует бонус [font=Lucida Sans Unicode'][background=rgb(18, 17, 15)]Топота[/background][/font]? или оно где то находится и нужна изменить проценты..?
 

Akhorahil

Отошёл в закат)
@[member='Thranduil'], скинь мне из иника мумака код топота.
 

Thranduil

Воевода
Я его не нашел может, ты найдешь...

Код:
Object MordorMumakil                         
  ; *** ART Parameters ***
 
  ; This is required for garrisoned objects - please put in all objects.
  ButtonImage	    = WOR_Mumakil
  SelectPortrait    = UPMordor_Mumakil
  Draw = W3DQuadrupedDraw ModuleTag_01
 
	    OkToChangeModelColor = Yes
	   
    StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD
    ExtraPublicBone		    = e_FrontLeft
    ExtraPublicBone		    = e_FrontRight
    ExtraPublicBone		    = e_BackLeft
    ExtraPublicBone		    = e_BackRight
    ExtraPublicBone		    = B_CARGO0
    ExtraPublicBone		    = B_BANNER
    ExtraPublicBone		    = B_LLLID
    DefaultModelConditionState
	  Model			   =  MUMumakil_SKN
    End
	   
    ExtraPublicBone = DockWaiting01
    ExtraPublicBone = DockStart
;    ExtraPublicBone = DockExit		    ; No longer used
    ExtraPublicBone = DockAction
   
    ;-------------------------------------------------------------------
	
    ; THE VETERAN/UPGRADED MODEL IS DEFINED BELOW ALL THE ANIMATIONS... DON'T MOVE IT !
    IdleAnimationState
	  Animation = IDLA ;
	    AnimationName = MUMumakil_SKL.MUMumakil_IDLA ;
	    AnimationPriority = 5 ; // will be chosen 5 times more often than a default (1) priority animation.
	  End
	  Animation = IDLB
	    AnimationName = MUMumakil_SKL.MUMumakil_IDLB ;
	  End
	 
	  BeginScript
	    Prev = CurDrawablePrevAnimationState()
	    if Prev == "Charging" then CurDrawableSetTransitionAnimState("TRANS_StopCharge") return end
	    if Prev == "Moving" and CurDrawablePrevAnimFraction()>0.66 then CurDrawableSetTransitionAnimState("TRANS_Stop66") return end
	    if Prev == "Moving" and CurDrawablePrevAnimFraction()>0.33 then CurDrawableSetTransitionAnimState("TRANS_Stop33") return end
	    if Prev == "Moving" then CurDrawableSetTransitionAnimState("TRANS_Stop00") return end
	  EndScript
	  StateName = Idle
    End
	   
    ;; SPECIAL HACK CASE FOR RUNNING OFF THE MAP, SUPERCEEDS ANY OTHER ANIMS ;;;
    ; moving off map  - potentially E3 HACK
    AnimationState	    = MOVING AFLAME RUNNING_OFF_MAP
	  Animation		   = MoveIt
	    AnimationName	    = MUMumakil_SKL.MUMumakil_RUNA
	    AnimationMode	   = LOOP
	    AnimationBlendTime  = 15
	  End
	  ParticleSysBone	 = BN_TENT_01 OliphantFire1 FollowBone:yes
	  ParticleSysBone	 = BN_TENT_01 OliphantSmoke1 FollowBone:yes
	  ParticleSysBone	 = BN_TENT_01 OliphantEmbers FollowBone:yes
	  ParticleSysBone	 = BN_TENT_02 OliphantFire2 FollowBone:yes
	  ParticleSysBone	 = BN_TENT_02 OliphantSmoke2 FollowBone:yes
	  ParticleSysBone	 = BN_TENT_02 OliphantEmbers FollowBone:yes
	  ParticleSysBone	 = B_CARGO001 FireBuildingLargeSmoke FollowBone:yes
	  ParticleSysBone	 = B_CARGO001 FireSmall FollowBone:yes
	  ParticleSysBone	 = B_CARGO002 FireBuildingLargeSmoke FollowBone:yes
	  ParticleSysBone	 = B_CARGO002 FireSmall FollowBone:yes
    End
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    ;;;; DYING VETERAN AFLAME ANIMS ;;;;
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;   
;-----------veteran
    ; Decay when dead flat for the VETERAN UPGRADED VERSION
    ModelConditionState    = USER_4 DYING DECAY DEATH_1 AFLAME USER_3
	  Model			    = MUMumakilVDIBF
	  Texture			    = MuMumakilUp.tga MuMumakilUPME.tga
    End;
    ModelConditionState    = USER_4 DYING DECAY DEATH_1 AFLAME
	  Model			    = MUMumakilVDIBF
    End;
    AnimationState		 = USER_4 DYING DECAY DEATH_1 AFLAME
	  Animation		    = dead1
	    AnimationName	   = MUMumakilVDIBFS.MUMumakilVDIBFA
	    AnimationMode	  = ONCE
	  End
    End
   
    ; Decay when dead on the right side for the VETERAN UPGRADED VERSION
    ModelConditionState    = USER_4 DYING DECAY DEATH_2 AFLAME USER_3
	  Model			    = MUMumakilVDIAF
	  Texture			    = MuMumakilUp.tga MuMumakilUPME.tga
    End;   
    ModelConditionState    = USER_4 DYING DECAY DEATH_2 AFLAME
	  Model			    = MUMumakilVDIAF
    End;
    AnimationState		 = USER_4 DYING DECAY DEATH_2 AFLAME
	  Animation		    = dead2
	    AnimationName	  = MUMumakilVDIAFS.MUMumakilVDIAFA
	    AnimationMode	  = ONCE
	  End
    End
    ; Decay when dead on the left side for the VETERAN UPGRADED VERSION
    ModelConditionState    = USER_4 DYING DECAY DEATH_3 AFLAME USER_3
	  Model			    = MUMumakilVDICF
	  Texture			    = MuMumakilUp.tga MuMumakilUPME.tga
    End;	
    ModelConditionState    = USER_4 DYING DECAY DEATH_3 AFLAME
	  Model			    = MUMumakilVDICF
    End;
    AnimationState		 = USER_4 DYING DECAY DEATH_3 AFLAME
	  Animation		    = dead3
	    AnimationName	  = MUMumakilVDICFS.MUMumakilVDICFA
	    AnimationMode	  = ONCE
	  End
    End
;-----------veteran
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    ;;;; DYING AFLAME ANIMS ;;;;
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    ; Decay when dead flat
    ModelConditionState    = DYING DECAY DEATH_1 AFLAME USER_3
	  Model			    = MUMumakilDIEBF
	  Texture			    = MuMumakilUp.tga MuMumakilUPME.tga
    End;	   
    ModelConditionState    = DYING DECAY DEATH_1 AFLAME
	  Model			    = MUMumakilDIEBF
    End;
    AnimationState		 = DYING DECAY DEATH_1 AFLAME
	  Animation		    = dead1
	    AnimationName	   = MUMumakilDIEBFS.MUMumakilDIEBA
	    AnimationMode	  = ONCE
	  End
    End
   
    ; Decay when dead on the right side
    ModelConditionState    = DYING DECAY DEATH_2 AFLAME USER_3
	  Model			    = MUMumakilDIEAF
	  Texture			    = MuMumakilUp.tga MuMumakilUPME.tga
    End;	
    ModelConditionState    = DYING DECAY DEATH_2 AFLAME
	  Model			    = MUMumakilDIEAF
    End;
    AnimationState		 = DYING DECAY DEATH_2 AFLAME
	  Animation		    = dead2
	    AnimationName	  = MUMumakilDIEAFS.MUMumakilDIEAA
	    AnimationMode	  = ONCE
	  End
    End
    ; Decay when dead on the left side
    ModelConditionState    = DYING DECAY DEATH_3 AFLAME USER_3
	  Model			    = MUMumakilDIECF
	  Texture			    = MuMumakilUp.tga MuMumakilUPME.tga
    End;	
    ModelConditionState    = DYING DECAY DEATH_3 AFLAME
	  Model			    = MUMumakilDIECF
    End;
   
    AnimationState		 = DYING DECAY DEATH_3 AFLAME
	  Animation		    = dead3
	    AnimationName	  = MUMumakilDIECFS.MUMumakilDIECA
	    AnimationMode	  = ONCE
	  End
    End
   
    ; Die - Fall flat
    AnimationState		 = DYING DEATH_1 AFLAME
	  Animation		    = Die1
	    AnimationName	  = MUMumakil_SKL.MUMumakil_DIEB
	    AnimationMode	  = ONCE
	  End
	  ParticleSysBone	 = BN_TENT_01 OliphantFire1 FollowBone:yes
	  ParticleSysBone	 = BN_TENT_01 OliphantSmoke1 FollowBone:yes
	  ParticleSysBone	 = BN_TENT_01 OliphantEmbers FollowBone:yes
	  ParticleSysBone	 = BN_TENT_02 OliphantFire2 FollowBone:yes
	  ParticleSysBone	 = BN_TENT_02 OliphantSmoke2 FollowBone:yes
	  ParticleSysBone	 = BN_TENT_02 OliphantEmbers FollowBone:yes
	  ParticleSysBone	 = B_CARGO001 FireBuildingLargeSmoke FollowBone:yes
	  ParticleSysBone	 = B_CARGO001 FireSmall FollowBone:yes
	  ParticleSysBone	 = B_CARGO002 FireBuildingLargeSmoke FollowBone:yes
	  ParticleSysBone	 = B_CARGO002 FireSmall FollowBone:yes		   
    End
   
    ; Fall to right side aflame
    AnimationState		 = DYING DEATH_2 AFLAME
	  Animation		    = Die1
	    AnimationName	  = MUMumakil_SKL.MUMumakil_DIEA
	    AnimationMode	  = ONCE
	  End
	  ParticleSysBone	 = BN_TENT_01 OliphantFire1 FollowBone:yes
	  ParticleSysBone	 = BN_TENT_01 OliphantSmoke1 FollowBone:yes
	  ParticleSysBone	 = BN_TENT_01 OliphantEmbers FollowBone:yes
	  ParticleSysBone	 = BN_TENT_02 OliphantFire2 FollowBone:yes
	  ParticleSysBone	 = BN_TENT_02 OliphantSmoke2 FollowBone:yes
	  ParticleSysBone	 = BN_TENT_02 OliphantEmbers FollowBone:yes
	  ParticleSysBone	 = B_CARGO001 FireBuildingLargeSmoke FollowBone:yes
	  ParticleSysBone	 = B_CARGO001 FireSmall FollowBone:yes
	  ParticleSysBone	 = B_CARGO002 FireBuildingLargeSmoke FollowBone:yes
	  ParticleSysBone	 = B_CARGO002 FireSmall FollowBone:yes		   
    End
    ; Fall to left side aflame
    AnimationState		 = DYING DEATH_3 AFLAME
	  Animation		    = Die2
	    AnimationName	  = MUMumakil_SKL.MUMumakil_DIEC
	    AnimationMode	  = ONCE
	  End
	  ParticleSysBone	 = BN_TENT_01 OliphantFire1 FollowBone:yes
	  ParticleSysBone	 = BN_TENT_01 OliphantSmoke1 FollowBone:yes
	  ParticleSysBone	 = BN_TENT_01 OliphantEmbers FollowBone:yes
	  ParticleSysBone	 = BN_TENT_02 OliphantFire2 FollowBone:yes
	  ParticleSysBone	 = BN_TENT_02 OliphantSmoke2 FollowBone:yes
	  ParticleSysBone	 = BN_TENT_02 OliphantEmbers FollowBone:yes
	  ParticleSysBone	 = B_CARGO001 FireBuildingLargeSmoke FollowBone:yes
	  ParticleSysBone	 = B_CARGO001 FireSmall FollowBone:yes
	  ParticleSysBone	 = B_CARGO002 FireBuildingLargeSmoke FollowBone:yes
	  ParticleSysBone	 = B_CARGO002 FireSmall FollowBone:yes		   
    End
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    ;;;; DYING VETERAN ANIMS ;;;;
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;   
;-----------veteran
	   ; Decay when dead flat for VETERAN UPGRADED UNITS
    ModelConditionState    = USER_4 DYING DEATH_1 DECAY USER_3
	  Model			    = MUMumakilVDIBF
	  Texture			    = MuMumakilUp.tga MuMumakilUPME.tga
    End;		
    ModelConditionState    = USER_4 DYING DEATH_1 DECAY
	  Model			    = MUMumakilVDIBF
    End
    AnimationState		 = USER_4 DYING DEATH_1 DECAY
	  Animation		    = dead1
	    AnimationName	   = MUMumakilVDIBFS.MUMUMAKILVDIBFA
	    AnimationMode	  = ONCE
	    AnimationBlendTime  = 0
	  End
    End
	
    ; Decay when dead on the right side for VETERAN UPGRADED UNITS
    ModelConditionState    = USER_4 DYING DEATH_2 DECAY USER_3
	  Model			    = MUMumakilVDIAF
	  Texture			    = MuMumakilUp.tga MuMumakilUPME.tga
    End;	  
    ModelConditionState    = USER_4 DYING DEATH_2 DECAY
	  Model			    = MUMumakilVDIAF
    End;
    AnimationState		 = USER_4 DYING DEATH_2 DECAY
	  Animation		    = dead2
	    AnimationName	  = MUMumakilVDIAFS.MUMUMAKILVDIAFA
	    AnimationMode	  = ONCE
	    AnimationBlendTime  = 0
	  End
    End
    ; Decay when dead on the left side for VETERAN UPGRADED UNITS
    ModelConditionState    = USER_4 DYING DEATH_3 DECAY USER_3
	  Model			    = MUMumakilVDICF
	  Texture			    = MuMumakilUp.tga MuMumakilUPME.tga
    End;	
    ModelConditionState    = USER_4 DYING DEATH_3 DECAY
	  Model			    = MUMumakilVDICF
    End;
    AnimationState		 = USER_4 DYING DEATH_3 DECAY
	  Animation		    = dead3
	    AnimationName	  = MUMumakilVDICFS.MUMUMAKILVDICFA
	    AnimationMode	  = ONCE
	    AnimationBlendTime  = 0
	  End
    End
;-----------veteran
	    AnimationState		    = BURNINGDEATH USER_4
		    Animation
			    AnimationName    = MUMumakil_SKL.MUMumakil_MFDA
			    AnimationMode    = LOOP
			    Distance	    = 90
		    End
		    ParticleSysBone	    = BN_TENT_01 OliphantFire1 FollowBone:yes
		    ParticleSysBone	    = BN_TENT_01 OliphantSmoke1 FollowBone:yes
		    ParticleSysBone	    = BN_TENT_01 OliphantEmbers FollowBone:yes
		    ParticleSysBone	    = BN_TENT_02 OliphantFire2 FollowBone:yes
		    ParticleSysBone	    = BN_TENT_02 OliphantSmoke2 FollowBone:yes
		    ParticleSysBone	    = BN_TENT_02 OliphantEmbers FollowBone:yes
		    ParticleSysBone	    = B_CARGO001 FireBuildingLargeSmoke FollowBone:yes
		    ParticleSysBone	    = B_CARGO001 FireSmall FollowBone:yes
		    ParticleSysBone	    = B_CARGO002 FireBuildingLargeSmoke FollowBone:yes
		    ParticleSysBone	    = B_CARGO002 FireSmall FollowBone:yes
		    ParticleSysBone	 = NONE NazgulSplatDust FollowBone:yes
		    ParticleSysBone	 = BN_TENT_01 OliphantSplatDust FollowBone:yes
	    End
    ModelConditionState	    = USER_4 USER_3
	  Model				    = MUMumakilUP
	  Texture			    = MuMumakilUp.tga MuMumakilUPME.tga
    End;
   
    ModelConditionState USER_4
	    Model					    = MUMumakilUP
    End
   
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    ;;;; DYING REGUALR ANIMS ;;;;
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;   
    ; Decay when dead flat
    ModelConditionState	    = DYING DECAY DEATH_1 USER_3
	  Model				    = MUMumakilDIEBF
	  Texture			    = MuMumakil.tga MuMumakilME.tga
    End;   
    ModelConditionState    = DYING DECAY DEATH_1
	  Model			    = MUMumakilDIEBF
    End;
    AnimationState		 = DYING DECAY DEATH_1
	  Animation		    = dead1
	    AnimationName	   = MUMumakilDIEBFS.MUMumakilDIEBA
	    AnimationMode	  = ONCE
	    AnimationBlendTime  = 0
	  End
    End
  
    AnimationState		 = DYING DEATH_1
	  Animation		    = Die1
	    AnimationName	  = MUMumakil_SKL.MUMumakil_DIEB
	    AnimationMode	  = ONCE
	    AnimationBlendTime  = 0
	  End
    End
    ; Decay when dead on the right side
    ModelConditionState	    = DYING DECAY DEATH_2 USER_3
	  Model				    = MUMumakilDIEAF
	  Texture			    = MuMumakil.tga MuMumakilME.tga
    End;	 
    ModelConditionState    = DYING DECAY DEATH_2
	  Model			    = MUMumakilDIEAF
    End;
    AnimationState		 = DYING DECAY DEATH_2
	  Animation		    = dead2
	    AnimationName	  = MUMumakilDIEAFS.MUMumakilDIEAA
	    AnimationMode	  = ONCE
	    AnimationBlendTime  = 0
	  End
    End
    ; Decay when dead on the left side
    ModelConditionState	    = DYING DECAY DEATH_3 USER_3
	  Model				    = MUMumakilDIECF
	  Texture			    = MuMumakil.tga MuMumakilME.tga
    End;	 
    ModelConditionState    = DYING DECAY DEATH_3
	  Model			    = MUMumakilDIECF
    End;
    AnimationState		 = DYING DECAY DEATH_3
	  Animation		    = dead3
	    AnimationName	  = MUMumakilDIECFS.MUMumakilDIECA
	    AnimationMode	  = ONCE
	    AnimationBlendTime  = 0
	  End
    End
    ; Fall to right side
    AnimationState		 = DYING DEATH_2
	  Animation		    = Die1
	    AnimationName	  = MUMumakil_SKL.MUMumakil_DIEA
	    AnimationMode	  = ONCE
	   
	  End
	    ParticleSysBone	 = NONE NazgulSplatDust FollowBone:yes
	    ParticleSysBone	 = BN_TENT_01 OliphantSplatDust FollowBone:yes
    End
    ; Fall to left side
    AnimationState		 = DYING DEATH_3
	  Animation		    = Die2
	    AnimationName	  = MUMumakil_SKL.MUMumakil_DIEC
	    AnimationMode	  = ONCE
	  End
	    ParticleSysBone	 = NONE NazgulSplatDust FollowBone:yes
	    ParticleSysBone	 = BN_TENT_01 OliphantSplatDust FollowBone:yes
    End
   
    AnimationState		 = DYING DEATH_4
	  Animation		    = Die4
	    AnimationName	  = MUMumakil_SKL.MUMumakil_DIED
	    AnimationMode	  = ONCE
	  End
	    ParticleSysBone	 = NONE NazgulSplatDust FollowBone:yes
	    ParticleSysBone	 = BN_TENT_01 OliphantSplatDust FollowBone:yes
    End
    ;;;;;;;;;;;;;;;;;;;
    ; JUST BUILT ANIM ;
    ;;;;;;;;;;;;;;;;;;;
    AnimationState  = JUST_BUILT
	  Animation = Being_Built
	    AnimationName	    = MuMumakil_skl.MuMumakil_BLDA
	    AnimationMode	    = ONCE
	    AnimationBlendTime    = 0 ; must be zero.
	  End
    End
  
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    ; BEING MUMAKIL AFALME REALLYDAMAGED ANIMATION STATES ;
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    AnimationState	  = MOVING TURN_LEFT_HIGH_SPEED AFLAME REALLYDAMAGED
	  Animation = Turn
	    AnimationName = MUMumakil_SKL.MUMumakil_TRNLB
	    AnimationMode	   = LOOP
	    AnimationBlendTime  = 5
	  End
	  ParticleSysBone	 = BN_TENT_01 OliphantFire1 FollowBone:yes
	  ParticleSysBone	 = BN_TENT_01 OliphantSmoke1 FollowBone:yes
	  ParticleSysBone	 = BN_TENT_01 OliphantEmbers FollowBone:yes
	  ParticleSysBone	 = BN_TENT_02 OliphantFire2 FollowBone:yes
	  ParticleSysBone	 = BN_TENT_02 OliphantSmoke2 FollowBone:yes
	  ParticleSysBone	 = BN_TENT_02 OliphantEmbers FollowBone:yes
	  ParticleSysBone	 = B_CARGO001 FireBuildingLargeSmoke FollowBone:yes
	  ParticleSysBone	 = B_CARGO001 FireSmall FollowBone:yes
	  ParticleSysBone	 = B_CARGO002 FireBuildingLargeSmoke FollowBone:yes
	  ParticleSysBone	 = B_CARGO002 FireSmall FollowBone:yes
	  FXEvent    = Frame:7 FireWhenSkipped Name: FX_MUMLeftRearFootStep
    FXEvent    = Frame:28 FireWhenSkipped Name: FX_MUMLeftFrontFootStep	 
    FXEvent    = Frame:44 FireWhenSkipped Name: FX_MUMRightRearFootStep
    FXEvent    = Frame:50 FireWhenSkipped Name: FX_MUMRightFrontFootStep
	  StateName		   = Turn_Left_High_Speed_Damaged
	  BeginScript
	    Prev = CurDrawablePrevAnimationState()
	    if Prev == "Moving" or Prev == "Turn_Right_High_Speed_Damaged" then CurDrawableAllowToContinue() return end
	  EndScript
    End
    AnimationState	    = MOVING TURN_RIGHT_HIGH_SPEED AFLAME REALLYDAMAGED
	  Animation = Turn
	    AnimationName = MUMumakil_SKL.MUMumakil_TRNRB
	    AnimationMode	   = LOOP
	    AnimationBlendTime  = 5
	  End
	  ParticleSysBone	 = BN_TENT_01 OliphantFire1 FollowBone:yes
	  ParticleSysBone	 = BN_TENT_01 OliphantSmoke1 FollowBone:yes
	  ParticleSysBone	 = BN_TENT_01 OliphantEmbers FollowBone:yes
	  ParticleSysBone	 = BN_TENT_02 OliphantFire2 FollowBone:yes
	  ParticleSysBone	 = BN_TENT_02 OliphantSmoke2 FollowBone:yes
	  ParticleSysBone	 = BN_TENT_02 OliphantEmbers FollowBone:yes
	  ParticleSysBone	 = B_CARGO001 FireBuildingLargeSmoke FollowBone:yes
	  ParticleSysBone	 = B_CARGO001 FireSmall FollowBone:yes
	  ParticleSysBone	 = B_CARGO002 FireBuildingLargeSmoke FollowBone:yes
	  ParticleSysBone	 = B_CARGO002 FireSmall FollowBone:yes
	  FXEvent    = Frame:7 FireWhenSkipped Name: FX_MUMLeftRearFootStep
	  FXEvent    = Frame:28 FireWhenSkipped Name: FX_MUMLeftFrontFootStep	 
	  FXEvent    = Frame:44 FireWhenSkipped Name: FX_MUMRightRearFootStep
	  FXEvent    = Frame:50 FireWhenSkipped Name: FX_MUMRightFrontFootStep
	  StateName		   = Turn_Right_High_Speed_Damaged
	  BeginScript
	    Prev = CurDrawablePrevAnimationState()
	    if Prev == "Moving" or Prev == "Turn_Left_High_Speed_Damaged" then CurDrawableAllowToContinue() return end
	  EndScript
    End
   
    AnimationState	    = MOVING TURN_LEFT AFLAME REALLYDAMAGED
	  Animation		   = Turn
	    AnimationName = MUMumakil_SKL.MUMumakil_TRNL
	    AnimationMode	   = LOOP
	    AnimationBlendTime  = 20
	    AnimationSpeedFactorRange = 1.4 1.4
	  End
	  ParticleSysBone	 = BN_TENT_01 OliphantFire1 FollowBone:yes
	  ParticleSysBone	 = BN_TENT_01 OliphantSmoke1 FollowBone:yes
	  ParticleSysBone	 = BN_TENT_01 OliphantEmbers FollowBone:yes
	  ParticleSysBone	 = BN_TENT_02 OliphantFire2 FollowBone:yes
	  ParticleSysBone	 = BN_TENT_02 OliphantSmoke2 FollowBone:yes
	  ParticleSysBone	 = BN_TENT_02 OliphantEmbers FollowBone:yes
	  ParticleSysBone	 = B_CARGO001 FireBuildingLargeSmoke FollowBone:yes
	  ParticleSysBone	 = B_CARGO001 FireSmall FollowBone:yes
	  ParticleSysBone	 = B_CARGO002 FireBuildingLargeSmoke FollowBone:yes
	  ParticleSysBone	 = B_CARGO002 FireSmall FollowBone:yes
	  FXEvent    = Frame:01 FireWhenSkipped Name: FX_MUMRightRearFootStep
	  FXEvent    = Frame:40 FireWhenSkipped Name: FX_MUMRightFrontFootStep
	  FXEvent    = Frame:42 FireWhenSkipped Name: FX_MUMLeftRearFootStep
	  FXEvent    = Frame:44 FireWhenSkipped Name: FX_MUMLeftFrontFootStep
	  FXEvent    = Frame:45 FireWhenSkipped Name: FX_MUMRightRearFootStep
	  FXEvent    = Frame:85 FireWhenSkipped Name: FX_MUMLeftRearFootStep
	  FXEvent    = Frame:88 FireWhenSkipped Name: FX_MUMRightFrontFootStep
	  FXEvent    = Frame:89 FireWhenSkipped Name: FX_MUMLeftFrontFootStep
	  StateName	   = Turn_Slow
    End
    AnimationState	    = MOVING TURN_RIGHT AFLAME REALLYDAMAGED
	  Animation		   = Turn
	    AnimationName = MUMumakil_SKL.MUMumakil_TRNR
	    AnimationMode	   = LOOP
	    AnimationBlendTime  = 20
	    AnimationSpeedFactorRange = 1.4 1.4
	  End
	  ParticleSysBone	 = BN_TENT_01 OliphantFire1 FollowBone:yes
	  ParticleSysBone	 = BN_TENT_01 OliphantSmoke1 FollowBone:yes
	  ParticleSysBone	 = BN_TENT_01 OliphantEmbers FollowBone:yes
	  ParticleSysBone	 = BN_TENT_02 OliphantFire2 FollowBone:yes
	  ParticleSysBone	 = BN_TENT_02 OliphantSmoke2 FollowBone:yes
	  ParticleSysBone	 = BN_TENT_02 OliphantEmbers FollowBone:yes
	  ParticleSysBone	 = B_CARGO001 FireBuildingLargeSmoke FollowBone:yes
	  ParticleSysBone	 = B_CARGO001 FireSmall FollowBone:yes
	  ParticleSysBone	 = B_CARGO002 FireBuildingLargeSmoke FollowBone:yes
	  ParticleSysBone	 = B_CARGO002 FireSmall FollowBone:yes
	  FXEvent    = Frame:01 FireWhenSkipped Name: FX_MUMRightRearFootStep
	  FXEvent    = Frame:40 FireWhenSkipped Name: FX_MUMRightFrontFootStep
	  FXEvent    = Frame:42 FireWhenSkipped Name: FX_MUMLeftRearFootStep
	  FXEvent    = Frame:44 FireWhenSkipped Name: FX_MUMLeftFrontFootStep
	  FXEvent    = Frame:45 FireWhenSkipped Name: FX_MUMRightRearFootStep
	  FXEvent    = Frame:85 FireWhenSkipped Name: FX_MUMLeftRearFootStep
	  FXEvent    = Frame:88 FireWhenSkipped Name: FX_MUMRightFrontFootStep
	  FXEvent    = Frame:89 FireWhenSkipped Name: FX_MUMLeftFrontFootStep
	  StateName	   = Turn_Slow
    End
   AnimationState		 = MOVING WEAPONSET_RAMPAGE AFLAME
	  Animation = Walk
	    AnimationName = MUMumakil_SKL.MUMumakil_RPGA
	    AnimationMode	   = LOOP
	    AnimationBlendTime  = 15
	  End
	  ParticleSysBone	 = BN_TENT_01 OliphantFire1 FollowBone:yes
	  ParticleSysBone	 = BN_TENT_01 OliphantSmoke1 FollowBone:yes
	  ParticleSysBone	 = BN_TENT_01 OliphantEmbers FollowBone:yes
	  ParticleSysBone	 = BN_TENT_02 OliphantFire2 FollowBone:yes
	  ParticleSysBone	 = BN_TENT_02 OliphantSmoke2 FollowBone:yes
	  ParticleSysBone	 = BN_TENT_02 OliphantEmbers FollowBone:yes
	  ParticleSysBone	 = B_CARGO001 FireBuildingLargeSmoke FollowBone:yes
	  ParticleSysBone	 = B_CARGO001 FireSmall FollowBone:yes
	  ParticleSysBone	 = B_CARGO002 FireBuildingLargeSmoke FollowBone:yes
	  ParticleSysBone	 = B_CARGO002 FireSmall FollowBone:yes  
	 
	  FXEvent    = Frame:41 FireWhenSkipped Name: FX_MUMLeftFrontFootStep
	  FXEvent    = Frame:43 FireWhenSkipped Name: FX_MUMRightFrontFootStep
	  FXEvent    = Frame:69 FireWhenSkipped Name: FX_MUMRightRearFootStep
	  FXEvent    = Frame:89 FireWhenSkipped Name: FX_MUMLeftFrontFootStep
	  FXEvent    = Frame:101 FireWhenSkipped Name: FX_MUMRightFrontFootStep
	  FXEvent    = Frame:110 FireWhenSkipped Name: FX_MUMRightRearFootStep
	  FXEvent    = Frame:111 FireWhenSkipped Name: FX_MUMLeftFrontFootStep
	  FXEvent    = Frame:123 FireWhenSkipped Name: FX_MUMRightRearFootStep
	  FXEvent    = Frame:127 FireWhenSkipped Name: FX_MUMRightFrontFootStep
	  FXEvent    = Frame:133 FireWhenSkipped Name: FX_MUMLeftFrontFootStep
	  FXEvent    = Frame:149 FireWhenSkipped Name: FX_MUMLeftRearFootStep
	  FXEvent    = Frame:185 FireWhenSkipped Name: FX_MUMLeftFrontFootStep
	  FXEvent    = Frame:195 FireWhenSkipped Name: FX_MUMRightFrontFootStep
	  FXEvent    = Frame:211 FireWhenSkipped Name: FX_MUMRightRearFootStep
	  FXEvent    = Frame:216 FireWhenSkipped Name: FX_MUMRightFrontFootStep
	  FXEvent    = Frame:235 FireWhenSkipped Name: FX_MUMLeftRearFootStep
			  
	  StateName		   = Moving
	  BeginScript
	    Prev = CurDrawablePrevAnimationState()
	    if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_Accelerate1_aflame") end
	  EndScript
    End
    AnimationState		    = WEAPONSET_RAMPAGE AFLAME
	  Animation			    = Rampage
	    AnimationName	    = MUMumakil_SKL.MUMumakil_RPGA
	    AnimationMode	   = LOOP
	    ;AnimationBlendTime  = 5
	  End
	  ParticleSysBone	 = BN_TENT_01 OliphantFire1 FollowBone:yes
	  ParticleSysBone	 = BN_TENT_01 OliphantSmoke1 FollowBone:yes
	  ParticleSysBone	 = BN_TENT_01 OliphantEmbers FollowBone:yes
	  ParticleSysBone	 = BN_TENT_02 OliphantFire2 FollowBone:yes
	  ParticleSysBone	 = BN_TENT_02 OliphantSmoke2 FollowBone:yes
	  ParticleSysBone	 = BN_TENT_02 OliphantEmbers FollowBone:yes
	  ParticleSysBone	 = B_CARGO001 FireBuildingLargeSmoke FollowBone:yes
	  ParticleSysBone	 = B_CARGO001 FireSmall FollowBone:yes
	  ParticleSysBone	 = B_CARGO002 FireBuildingLargeSmoke FollowBone:yes
	  ParticleSysBone	 = B_CARGO002 FireSmall FollowBone:yes
	  FXEvent    = Frame:41 FireWhenSkipped Name: FX_MUMLeftFrontFootStep
	  FXEvent    = Frame:43 FireWhenSkipped Name: FX_MUMRightFrontFootStep
	  FXEvent    = Frame:69 FireWhenSkipped Name: FX_MUMRightRearFootStep
	  FXEvent    = Frame:89 FireWhenSkipped Name: FX_MUMLeftFrontFootStep
	  FXEvent    = Frame:101 FireWhenSkipped Name: FX_MUMRightFrontFootStep
	  FXEvent    = Frame:110 FireWhenSkipped Name: FX_MUMRightRearFootStep
	  FXEvent    = Frame:111 FireWhenSkipped Name: FX_MUMLeftFrontFootStep
	  FXEvent    = Frame:123 FireWhenSkipped Name: FX_MUMRightRearFootStep
	  FXEvent    = Frame:127 FireWhenSkipped Name: FX_MUMRightFrontFootStep
	  FXEvent    = Frame:133 FireWhenSkipped Name: FX_MUMLeftFrontFootStep
	  FXEvent    = Frame:149 FireWhenSkipped Name: FX_MUMLeftRearFootStep
	  FXEvent    = Frame:185 FireWhenSkipped Name: FX_MUMLeftFrontFootStep
	  FXEvent    = Frame:195 FireWhenSkipped Name: FX_MUMRightFrontFootStep
	  FXEvent    = Frame:211 FireWhenSkipped Name: FX_MUMRightRearFootStep
	  FXEvent    = Frame:216 FireWhenSkipped Name: FX_MUMRightFrontFootStep
	  FXEvent    = Frame:235 FireWhenSkipped Name: FX_MUMLeftRearFootStep
    End
    AnimationState	    = MOVING TURN_LEFT AFLAME DAMAGED
	  Animation		   = Turn
	    AnimationName = MUMumakil_SKL.MUMumakil_TRNL
	    AnimationMode	   = LOOP
	    AnimationBlendTime  = 20
	    AnimationSpeedFactorRange = 1.4 1.4
	  End
	    FXEvent    = Frame:01 FireWhenSkipped Name: FX_MUMRightRearFootStep
	    FXEvent    = Frame:40 FireWhenSkipped Name: FX_MUMRightFrontFootStep
	    FXEvent    = Frame:42 FireWhenSkipped Name: FX_MUMLeftRearFootStep
	    FXEvent    = Frame:44 FireWhenSkipped Name: FX_MUMLeftFrontFootStep
	    FXEvent    = Frame:45 FireWhenSkipped Name: FX_MUMRightRearFootStep
	    FXEvent    = Frame:85 FireWhenSkipped Name: FX_MUMLeftRearFootStep
	    FXEvent    = Frame:88 FireWhenSkipped Name: FX_MUMRightFrontFootStep
	    FXEvent    = Frame:89 FireWhenSkipped Name: FX_MUMLeftFrontFootStep
	  StateName	   = Turn_Slow
    End
    AnimationState	    = MOVING TURN_RIGHT AFLAME DAMAGED
	  Animation		   = Turn
	    AnimationName = MUMumakil_SKL.MUMumakil_TRNR
	    AnimationMode	   = LOOP
	    AnimationBlendTime  = 20
	    AnimationSpeedFactorRange = 1.4 1.4
	  End
	    FXEvent    = Frame:01 FireWhenSkipped Name: FX_MUMRightRearFootStep
	    FXEvent    = Frame:40 FireWhenSkipped Name: FX_MUMRightFrontFootStep
	    FXEvent    = Frame:42 FireWhenSkipped Name: FX_MUMLeftRearFootStep
	    FXEvent    = Frame:44 FireWhenSkipped Name: FX_MUMLeftFrontFootStep
	    FXEvent    = Frame:45 FireWhenSkipped Name: FX_MUMRightRearFootStep
	    FXEvent    = Frame:85 FireWhenSkipped Name: FX_MUMLeftRearFootStep
	    FXEvent    = Frame:88 FireWhenSkipped Name: FX_MUMRightFrontFootStep
	    FXEvent    = Frame:89 FireWhenSkipped Name: FX_MUMLeftFrontFootStep
	  StateName	   = Turn_Slow
    End
   
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    ; END MUMAKIL AFALME REALLYDAMAGED ANIMATION STATES ;
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
   

;;;;;;;;;;;;;;;;;;;;;;;;;;
; Attacking Animations
;;;;;;;;;;;;;;;;;;;;;;;;;;
    AnimationState			    = TURN_LEFT ATTACKING
	    Animation			    = Turn
		    AnimationName	    = MUMumakil_SKL.MUMumakil_TRNLB
		    AnimationMode	   = LOOP
		    AnimationBlendTime  = 5
		    AnimationSpeedFactorRange = 1.4 1.4
	    End
	  FXEvent    = Frame:7 FireWhenSkipped Name: FX_MUMLeftRearFootStep
	  FXEvent    = Frame:28 FireWhenSkipped Name: FX_MUMLeftFrontFootStep	 
	  FXEvent    = Frame:44 FireWhenSkipped Name: FX_MUMRightRearFootStep
	  FXEvent    = Frame:50 FireWhenSkipped Name: FX_MUMRightFrontFootStep
	   
    End
   
    AnimationState		    = TURN_RIGHT ATTACKING
	  Animation			    = Turn
	    AnimationName	    = MUMumakil_SKL.MUMumakil_TRNRB
	    AnimationMode	   = LOOP
	    AnimationBlendTime  = 5
	    AnimationSpeedFactorRange = 1.4 1.4
	  End
	  FXEvent    = Frame:7 FireWhenSkipped Name: FX_MUMLeftRearFootStep
	  FXEvent    = Frame:28 FireWhenSkipped Name: FX_MUMLeftFrontFootStep	 
	  FXEvent    = Frame:44 FireWhenSkipped Name: FX_MUMRightRearFootStep
	  FXEvent    = Frame:50 FireWhenSkipped Name: FX_MUMRightFrontFootStep
    End   
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Charging animations
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
	 AnimationState	    = MOVING TURN_LEFT_HIGH_SPEED CHARGING
	  Animation = Turn
	    AnimationName = MUMumakil_SKL.MUMumakil_WLKB1
	    AnimationMode	   = LOOP
	    AnimationBlendTime  = 15
	  End
	  FXEvent    = Frame:2 FireWhenSkipped Name: FX_MUMLeftRearFootStep
	  FXEvent    = Frame:27 FireWhenSkipped Name: FX_MUMLeftFrontFootStep	 
	  FXEvent    = Frame:43 FireWhenSkipped Name: FX_MUMRightRearFootStep
	  FXEvent    = Frame:68 FireWhenSkipped Name: FX_MUMRightFrontFootStep
	  StateName		   = Turn_Left_High_Speed
	  BeginScript
	    Prev = CurDrawablePrevAnimationState()
	    if Prev == "Moving" or Prev == "Turn_Right_High_Speed" then CurDrawableAllowToContinue() return end
	  EndScript
    End
    AnimationState		 = MOVING TURN_RIGHT_HIGH_SPEED CHARGING
	  Animation = Turn
	    AnimationName = MUMumakil_SKL.MUMumakil_WLKB2
	    AnimationMode	   = LOOP
	    AnimationBlendTime  = 15
	  End
	  FXEvent    = Frame:2 FireWhenSkipped Name: FX_MUMLeftRearFootStep
	  FXEvent    = Frame:27 FireWhenSkipped Name: FX_MUMLeftFrontFootStep	 
	  FXEvent    = Frame:43 FireWhenSkipped Name: FX_MUMRightRearFootStep
	  FXEvent    = Frame:68 FireWhenSkipped Name: FX_MUMRightFrontFootStep
	  StateName		   = Turn_Right_High_Speed
	  BeginScript
	    Prev = CurDrawablePrevAnimationState()
	    if Prev == "Moving" or Prev == "Turn_Left_High_Speed" then CurDrawableAllowToContinue() return end
	  EndScript
    End
	   
    AnimationState		    = MOVING TURN_LEFT CHARGING
	    Animation		    = Turn
		    AnimationName	    = MUMumakil_SKL.MUMumakil_TRNLB
		    AnimationMode	   = LOOP
		    AnimationBlendTime  = 5
	    End
	  FXEvent    = Frame:2 FireWhenSkipped Name: FX_MUMLeftRearFootStep
	  FXEvent    = Frame:30 FireWhenSkipped Name: FX_MUMLeftFrontFootStep
	  FXEvent    = Frame:42 FireWhenSkipped Name: FX_MUMRightRearFootStep
	  FXEvent    = Frame:50 FireWhenSkipped Name: FX_MUMRightFrontFootStep
    End
   
    AnimationState		  = MOVING TURN_RIGHT CHARGING
	  Animation = Turn
	    AnimationName = MUMumakil_SKL.MUMumakil_TRNRB
	    AnimationMode	   = LOOP
	    AnimationBlendTime  = 5
	  End
	  FXEvent    = Frame:2 FireWhenSkipped Name: FX_MUMLeftRearFootStep
	  FXEvent    = Frame:30 FireWhenSkipped Name: FX_MUMLeftFrontFootStep
	  FXEvent    = Frame:42 FireWhenSkipped Name: FX_MUMRightRearFootStep
	  FXEvent    = Frame:50 FireWhenSkipped Name: FX_MUMRightFrontFootStep
    End   
    AnimationState		  = MOVING CHARGING
	  Animation = Charge
	    AnimationName = MUMumakil_SKL.MUMumakil_MFDA
	    AnimationMode	   = LOOP
	    AnimationBlendTime  = 15
;	   AnimationSpeedFactorRange = 0.5 0.5
	  End
	  FXEvent    = Frame:2 FireWhenSkipped Name: FX_MUMLeftRearFootStep
	  FXEvent    = Frame:7 FireWhenSkipped Name: FX_MUMLeftFrontFootStep
	  FXEvent    = Frame:14 FireWhenSkipped Name: FX_MUMRightRearFootStep
	  FXEvent    = Frame:20 FireWhenSkipped Name: FX_MUMRightFrontFootStep
	  StateName		   = Charging
	  BeginScript
	    Prev = CurDrawablePrevAnimationState()
	    if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_Accelerate2") end
	  EndScript
    End
   AnimationState			    =    FIRING_OR_PREATTACK_B
	    Animation			    = Stomp
			    AnimationName    = MUMumakil_SKL.MUMumakil_ATKA
			    AnimationMode   = ONCE
			    UseWeaponTiming    = Yes
	    End
	    Animation			    = SwipeLeft
			    AnimationName    = MUMumakil_SKL.MUMumakil_ATKB
			    AnimationMode   = ONCE
			    UseWeaponTiming    = Yes
	    End
	    Animation			    = SwipeRight
			    AnimationName    = MUMumakil_SKL.MUMumakil_ATKC
			    AnimationMode   = ONCE
			    UseWeaponTiming    = Yes
	    End
	    Animation			    = Lunge
			    AnimationName    = MUMumakil_SKL.MUMumakil_ATKD
			    AnimationMode   = ONCE
			    UseWeaponTiming    = Yes
	    End
	    BeginScript
		    if CurDrawableIsCurrentTargetKindof("STRUCTURE") then
			    return ("Lunge")
		    else
			    if GetClientRandomNumberReal(0,1) > 0.33 then
				    return ("Stomp")
			    else
				    if GetClientRandomNumberReal(0,1) > 0.50 then    ; that's 50% of remaining 2/3 chance.
					    return ("SwipeLeft")
				    else
					    return ("SwipeRight")
				    end
			    end
		    end
	    EndScript
    End
    AnimationState		  = MOVING TURN_LEFT_HIGH_SPEED REALLYDAMAGED
	  Animation = Turn
	    AnimationName = MUMumakil_SKL.MUMumakil_TRNLB
	    AnimationMode	   = LOOP
	    AnimationBlendTime  = 5
	  End
	  FXEvent    = Frame:7 FireWhenSkipped Name: FX_MUMLeftRearFootStep
	  FXEvent    = Frame:28 FireWhenSkipped Name: FX_MUMLeftFrontFootStep	 
	  FXEvent    = Frame:44 FireWhenSkipped Name: FX_MUMRightRearFootStep
	  FXEvent    = Frame:50 FireWhenSkipped Name: FX_MUMRightFrontFootStep
	  StateName		   = Turn_Left_High_Speed_Damaged
	  BeginScript
	    Prev = CurDrawablePrevAnimationState()
	    if Prev == "Moving" or Prev == "Turn_Right_High_Speed_Damaged" then CurDrawableAllowToContinue() return end
	  EndScript
    End
    AnimationState	    = MOVING TURN_RIGHT_HIGH_SPEED REALLYDAMAGED
	  Animation = Turn
	    AnimationName = MUMumakil_SKL.MUMumakil_TRNRB
	    AnimationMode	   = LOOP
	    AnimationBlendTime  = 5
	  End
	  FXEvent    = Frame:7 FireWhenSkipped Name: FX_MUMLeftRearFootStep
	  FXEvent    = Frame:28 FireWhenSkipped Name: FX_MUMLeftFrontFootStep	 
	  FXEvent    = Frame:44 FireWhenSkipped Name: FX_MUMRightRearFootStep
	  FXEvent    = Frame:50 FireWhenSkipped Name: FX_MUMRightFrontFootStep
	  StateName		   = Turn_Right_High_Speed_Damaged
	  BeginScript
	    Prev = CurDrawablePrevAnimationState()
	    if Prev == "Moving" or Prev == "Turn_Left_High_Speed_Damaged" then CurDrawableAllowToContinue() return end
	  EndScript
    End
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    ; BEING MUMAKIL AFALME ANIMATION STATES ;
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
	 AnimationState		 = MOVING TURN_LEFT_HIGH_SPEED AFLAME
	  Animation = Turn
	    AnimationName = MUMumakil_SKL.MUMumakil_TRNLA
	    AnimationMode	   = LOOP
	    AnimationBlendTime  = 15
	  End
	  ParticleSysBone	 = BN_TENT_01 OliphantFire1 FollowBone:yes
	  ParticleSysBone	 = BN_TENT_01 OliphantSmoke1 FollowBone:yes
	  ParticleSysBone	 = BN_TENT_01 OliphantEmbers FollowBone:yes
	  ParticleSysBone	 = BN_TENT_02 OliphantFire2 FollowBone:yes
	  ParticleSysBone	 = BN_TENT_02 OliphantSmoke2 FollowBone:yes
	  ParticleSysBone	 = BN_TENT_02 OliphantEmbers FollowBone:yes
	  ParticleSysBone	 = B_CARGO001 FireBuildingLargeSmoke FollowBone:yes
	  ParticleSysBone	 = B_CARGO001 FireSmall FollowBone:yes
	  ParticleSysBone	 = B_CARGO002 FireBuildingLargeSmoke FollowBone:yes
	  ParticleSysBone	 = B_CARGO002 FireSmall FollowBone:yes 
	 
	  FXEvent    = Frame:1 FireWhenSkipped Name: FX_MUMLeftRearFootStep
	  FXEvent    = Frame:8 FireWhenSkipped Name: FX_MUMLeftFrontFootStep
	  FXEvent    = Frame:13 FireWhenSkipped Name: FX_MUMRightRearFootStep	 
	  FXEvent    = Frame:20 FireWhenSkipped Name: FX_MUMRightFrontFootStep
			   
	  StateName		   = Turn_Left_High_Speed
	  BeginScript
	    Prev = CurDrawablePrevAnimationState()
	    if Prev == "Moving" or Prev == "Turn_Right_High_Speed" then CurDrawableAllowToContinue() return end
	  EndScript
    End
    AnimationState	    = MOVING TURN_RIGHT_HIGH_SPEED AFLAME
	  Animation = Turn
	    AnimationName = MUMumakil_SKL.MUMumakil_TRNRA
	    AnimationMode	   = LOOP
	    AnimationBlendTime  = 15
	  End
	  ParticleSysBone	 = BN_TENT_01 OliphantFire1 FollowBone:yes
	  ParticleSysBone	 = BN_TENT_01 OliphantSmoke1 FollowBone:yes
	  ParticleSysBone	 = BN_TENT_01 OliphantEmbers FollowBone:yes
	  ParticleSysBone	 = BN_TENT_02 OliphantFire2 FollowBone:yes
	  ParticleSysBone	 = BN_TENT_02 OliphantSmoke2 FollowBone:yes
	  ParticleSysBone	 = BN_TENT_02 OliphantEmbers FollowBone:yes
	  ParticleSysBone	 = B_CARGO001 FireBuildingLargeSmoke FollowBone:yes
	  ParticleSysBone	 = B_CARGO001 FireSmall FollowBone:yes
	  ParticleSysBone	 = B_CARGO002 FireBuildingLargeSmoke FollowBone:yes
	  ParticleSysBone	 = B_CARGO002 FireSmall FollowBone:yes
	 
	  FXEvent    = Frame:1 FireWhenSkipped Name: FX_MUMLeftRearFootStep
	  FXEvent    = Frame:8 FireWhenSkipped Name: FX_MUMLeftFrontFootStep
	  FXEvent    = Frame:13 FireWhenSkipped Name: FX_MUMRightRearFootStep	 
	  FXEvent    = Frame:20 FireWhenSkipped Name: FX_MUMRightFrontFootStep	 
				
	  StateName		   = Turn_Right_High_Speed
	  BeginScript
	    Prev = CurDrawablePrevAnimationState()
	    if Prev == "Moving" or Prev == "Turn_Left_High_Speed" then CurDrawableAllowToContinue() return end
	  EndScript
    End
    AnimationState	    = MOVING TURN_LEFT AFLAME
	  Animation		   = Turn
	    AnimationName = MUMumakil_SKL.MUMumakil_TRNL
	    AnimationMode	   = LOOP
	    AnimationBlendTime  = 15
	    AnimationSpeedFactorRange = 1.4 1.4
	  End
	  ParticleSysBone	 = BN_TENT_01 OliphantFire1 FollowBone:yes
	  ParticleSysBone	 = BN_TENT_01 OliphantSmoke1 FollowBone:yes
	  ParticleSysBone	 = BN_TENT_01 OliphantEmbers FollowBone:yes
	  ParticleSysBone	 = BN_TENT_02 OliphantFire2 FollowBone:yes
	  ParticleSysBone	 = BN_TENT_02 OliphantSmoke2 FollowBone:yes
	  ParticleSysBone	 = BN_TENT_02 OliphantEmbers FollowBone:yes
	  ParticleSysBone	 = B_CARGO001 FireBuildingLargeSmoke FollowBone:yes
	  ParticleSysBone	 = B_CARGO001 FireSmall FollowBone:yes
	  ParticleSysBone	 = B_CARGO002 FireBuildingLargeSmoke FollowBone:yes
	  ParticleSysBone	 = B_CARGO002 FireSmall FollowBone:yes 
	 
	  FXEvent    = Frame:01 FireWhenSkipped Name: FX_MUMRightRearFootStep
	  FXEvent    = Frame:40 FireWhenSkipped Name: FX_MUMRightFrontFootStep
	  FXEvent    = Frame:42 FireWhenSkipped Name: FX_MUMLeftRearFootStep
	  FXEvent    = Frame:44 FireWhenSkipped Name: FX_MUMLeftFrontFootStep
	  FXEvent    = Frame:45 FireWhenSkipped Name: FX_MUMRightRearFootStep
	  FXEvent    = Frame:85 FireWhenSkipped Name: FX_MUMLeftRearFootStep
	  FXEvent    = Frame:88 FireWhenSkipped Name: FX_MUMRightFrontFootStep
	  FXEvent    = Frame:89 FireWhenSkipped Name: FX_MUMLeftFrontFootStep	 
			   
	  StateName	   = Turn_Slow
    End
    AnimationState	    = MOVING TURN_RIGHT AFLAME
	  Animation		   = Turn
	    AnimationName = MUMumakil_SKL.MUMumakil_TRNR
	    AnimationMode	   = LOOP
	    AnimationBlendTime  = 15
	    AnimationSpeedFactorRange = 1.4 1.4
	  End
	  ParticleSysBone	 = BN_TENT_01 OliphantFire1 FollowBone:yes
	  ParticleSysBone	 = BN_TENT_01 OliphantSmoke1 FollowBone:yes
	  ParticleSysBone	 = BN_TENT_01 OliphantEmbers FollowBone:yes
	  ParticleSysBone	 = BN_TENT_02 OliphantFire2 FollowBone:yes
	  ParticleSysBone	 = BN_TENT_02 OliphantSmoke2 FollowBone:yes
	  ParticleSysBone	 = BN_TENT_02 OliphantEmbers FollowBone:yes
	  ParticleSysBone	 = B_CARGO001 FireBuildingLargeSmoke FollowBone:yes
	  ParticleSysBone	 = B_CARGO001 FireSmall FollowBone:yes
	  ParticleSysBone	 = B_CARGO002 FireBuildingLargeSmoke FollowBone:yes
	  ParticleSysBone	 = B_CARGO002 FireSmall FollowBone:yes 
	 
	  FXEvent    = Frame:01 FireWhenSkipped Name: FX_MUMRightRearFootStep
	  FXEvent    = Frame:40 FireWhenSkipped Name: FX_MUMRightFrontFootStep
	  FXEvent    = Frame:42 FireWhenSkipped Name: FX_MUMLeftRearFootStep
	  FXEvent    = Frame:44 FireWhenSkipped Name: FX_MUMLeftFrontFootStep
	  FXEvent    = Frame:45 FireWhenSkipped Name: FX_MUMRightRearFootStep
	  FXEvent    = Frame:85 FireWhenSkipped Name: FX_MUMLeftRearFootStep
	  FXEvent    = Frame:88 FireWhenSkipped Name: FX_MUMRightFrontFootStep
	  FXEvent    = Frame:89 FireWhenSkipped Name: FX_MUMLeftFrontFootStep	 
			   
	  StateName	   = Turn_Slow
    End
    AnimationState		  = MOVING AFLAME
	  Animation = Walk
	    AnimationName	   = MUMumakil_SKL.MUMumakil_RUNA
	    AnimationMode	   = LOOP
	    AnimationBlendTime  = 5
	  End
	  ParticleSysBone	 = BN_TENT_01 OliphantFire1 FollowBone:yes
	  ParticleSysBone	 = BN_TENT_01 OliphantSmoke1 FollowBone:yes
	  ParticleSysBone	 = BN_TENT_01 OliphantEmbers FollowBone:yes
	  ParticleSysBone	 = BN_TENT_02 OliphantFire2 FollowBone:yes
	  ParticleSysBone	 = BN_TENT_02 OliphantSmoke2 FollowBone:yes
	  ParticleSysBone	 = BN_TENT_02 OliphantEmbers FollowBone:yes
	  ParticleSysBone	 = B_CARGO001 FireBuildingLargeSmoke FollowBone:yes
	  ParticleSysBone	 = B_CARGO001 FireSmall FollowBone:yes
	  ParticleSysBone	 = B_CARGO002 FireBuildingLargeSmoke FollowBone:yes
	  ParticleSysBone	 = B_CARGO002 FireSmall FollowBone:yes 
	 
	  FXEvent    = Frame:1 FireWhenSkipped Name: FX_MUMLeftRearFootStep
	  FXEvent    = Frame:8 FireWhenSkipped Name: FX_MUMLeftFrontFootStep
	  FXEvent    = Frame:11 FireWhenSkipped Name: FX_MUMRightRearFootStep
	  FXEvent    = Frame:20 FireWhenSkipped Name: FX_MUMRightFrontFootStep	 
			   
	  StateName		   = Moving
	  BeginScript
	    Prev = CurDrawablePrevAnimationState()
	    if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_Accelerate1_aflame") end
	  EndScript
    End
    TransitionState = TRANS_Accelerate1_aflame
	  Animation = Transition
	    ; TRANS_Stand TRANS_Moving00	 ; transition from the standing into the moving animation
	    ;TRANS_Turn_Slow TRANS_Moving00 ; transition from the slow turn into the moving animation
	    AnimationName = MUMumakil_SKL.MUMumakil_ACCL1
	    AnimationMode	   = ONCE
	    AnimationBlendTime  = 10
	  End
	  ParticleSysBone	 = BN_TENT_01 OliphantFire1 FollowBone:yes
	  ParticleSysBone	 = BN_TENT_01 OliphantSmoke1 FollowBone:yes
	  ParticleSysBone	 = BN_TENT_01 OliphantEmbers FollowBone:yes
	  ParticleSysBone	 = BN_TENT_02 OliphantFire2 FollowBone:yes
	  ParticleSysBone	 = BN_TENT_02 OliphantSmoke2 FollowBone:yes
	  ParticleSysBone	 = BN_TENT_02 OliphantEmbers FollowBone:yes
	  ParticleSysBone	 = B_CARGO001 FireBuildingLargeSmoke FollowBone:yes
	  ParticleSysBone	 = B_CARGO001 FireSmall FollowBone:yes
	  ParticleSysBone	 = B_CARGO002 FireBuildingLargeSmoke FollowBone:yes
	  ParticleSysBone	 = B_CARGO002 FireSmall FollowBone:yes
	  FXEvent    = Frame:27 FireWhenSkipped Name: FX_MUMRightRearFootStep
	  FXEvent    = Frame:48 FireWhenSkipped Name: FX_MUMRightFrontFootStep
	  FXEvent    = Frame:50 FireWhenSkipped Name: FX_MUMLeftRearFootStep	 
   
    End
    TransitionState = TRANS_Accelerate2_aflame
	  Animation = Transition
	    AnimationName = MUMumakil_SKL.MUMumakil_ACCL2
	    AnimationMode	   = ONCE
	    AnimationBlendTime  = 10
	  End
	 
	  ParticleSysBone	 = BN_TENT_01 OliphantFire1 FollowBone:yes
	  ParticleSysBone	 = BN_TENT_01 OliphantSmoke1 FollowBone:yes
	  ParticleSysBone	 = BN_TENT_01 OliphantEmbers FollowBone:yes
	  ParticleSysBone	 = BN_TENT_02 OliphantFire2 FollowBone:yes
	  ParticleSysBone	 = BN_TENT_02 OliphantSmoke2 FollowBone:yes
	  ParticleSysBone	 = BN_TENT_02 OliphantEmbers FollowBone:yes
	  ParticleSysBone	 = B_CARGO001 FireBuildingLargeSmoke FollowBone:yes
	  ParticleSysBone	 = B_CARGO001 FireSmall FollowBone:yes
	  ParticleSysBone	 = B_CARGO002 FireBuildingLargeSmoke FollowBone:yes
	  ParticleSysBone	 = B_CARGO002 FireSmall FollowBone:yes
	  FXEvent    = Frame:21 FireWhenSkipped Name: FX_MUMRightFrontFootStep
	  FXEvent    = Frame:25 FireWhenSkipped Name: FX_MUMRightRearFootStep   
    End
    TransitionState    = TRANS_StopCharge_aflame
	  Animation = Transition
	    ;TRANS_Charging TRANS_Stand	 ; transition from charging anim to the stop anim
	    AnimationName = MUMumakil_SKL.MUMumakil_DECL4
	    AnimationMode	   = ONCE
	    AnimationBlendTime  = 10
	  End
	  ParticleSysBone	 = BN_TENT_01 OliphantFire1 FollowBone:yes
	  ParticleSysBone	 = BN_TENT_01 OliphantSmoke1 FollowBone:yes
	  ParticleSysBone	 = BN_TENT_01 OliphantEmbers FollowBone:yes
	  ParticleSysBone	 = BN_TENT_02 OliphantFire2 FollowBone:yes
	  ParticleSysBone	 = BN_TENT_02 OliphantSmoke2 FollowBone:yes
	  ParticleSysBone	 = BN_TENT_02 OliphantEmbers FollowBone:yes
	  ParticleSysBone	 = B_CARGO001 FireBuildingLargeSmoke FollowBone:yes
	  ParticleSysBone	 = B_CARGO001 FireSmall FollowBone:yes
	  ParticleSysBone	 = B_CARGO002 FireBuildingLargeSmoke FollowBone:yes
	  ParticleSysBone	 = B_CARGO002 FireSmall FollowBone:yes
	  FXEvent    = Frame:1 FireWhenSkipped Name: FX_MUMRightFrontFootStep
	  FXEvent    = Frame:1 FireWhenSkipped Name: FX_MUMLeftRearFootStep
	  FXEvent    = Frame:11 FireWhenSkipped Name: FX_MUMLeftFrontFootStep
	  FXEvent    = Frame:18 FireWhenSkipped Name: FX_MUMRightRearFootStep   
	  FXEvent    = Frame:59 FireWhenSkipped Name: FX_MUMRightFrontFootStep
	  FXEvent    = Frame:59 FireWhenSkipped Name: FX_MUMRightRearFootStep
	  FXEvent    = Frame:68 FireWhenSkipped Name: FX_MUMLeftFrontFootStep
	  FXEvent    = Frame:75 FireWhenSkipped Name: FX_MUMLeftRearFootStep
   
    End
    TransitionState = TRANS_Stop66_aflame
	  Animation = Transition
	    ;TRANS_Moving66 TRANS_Stand	 ; transition from between 66% - 100% of the moving animation
	    AnimationName		   = MUMumakil_SKL.MUMumakil_DECL3
	    AnimationMode	   = ONCE
	    AnimationBlendTime  = 10
	  End
	  ParticleSysBone	 = BN_TENT_01 OliphantFire1 FollowBone:yes
	  ParticleSysBone	 = BN_TENT_01 OliphantSmoke1 FollowBone:yes
	  ParticleSysBone	 = BN_TENT_01 OliphantEmbers FollowBone:yes
	  ParticleSysBone	 = BN_TENT_02 OliphantFire2 FollowBone:yes
	  ParticleSysBone	 = BN_TENT_02 OliphantSmoke2 FollowBone:yes
	  ParticleSysBone	 = BN_TENT_02 OliphantEmbers FollowBone:yes
	  ParticleSysBone	 = B_CARGO001 FireBuildingLargeSmoke FollowBone:yes
	  ParticleSysBone	 = B_CARGO001 FireSmall FollowBone:yes
	  ParticleSysBone	 = B_CARGO002 FireBuildingLargeSmoke FollowBone:yes
	  ParticleSysBone	 = B_CARGO002 FireSmall FollowBone:yes	 
    End
    TransitionState = TRANS_Stop33_aflame
	  Animation = Transition
	    ;TRANS_Moving33 TRANS_Stand	 ; transition from between 33% - 66% of the moving animation
	    AnimationName = MUMumakil_SKL.MUMumakil_DECL2
	    AnimationMode	   = ONCE
	    AnimationBlendTime  = 10
	  End
	  ParticleSysBone	 = BN_TENT_01 OliphantFire1 FollowBone:yes
	  ParticleSysBone	 = BN_TENT_01 OliphantSmoke1 FollowBone:yes
	  ParticleSysBone	 = BN_TENT_01 OliphantEmbers FollowBone:yes
	  ParticleSysBone	 = BN_TENT_02 OliphantFire2 FollowBone:yes
	  ParticleSysBone	 = BN_TENT_02 OliphantSmoke2 FollowBone:yes
	  ParticleSysBone	 = BN_TENT_02 OliphantEmbers FollowBone:yes
	  ParticleSysBone	 = B_CARGO001 FireBuildingLargeSmoke FollowBone:yes
	  ParticleSysBone	 = B_CARGO001 FireSmall FollowBone:yes
	  ParticleSysBone	 = B_CARGO002 FireBuildingLargeSmoke FollowBone:yes
	  ParticleSysBone	 = B_CARGO002 FireSmall FollowBone:yes	 
    End
    TransitionState = TRANS_Stop00_aflame
	  Animation = Transition
	    ;TRANS_Moving33 TRANS_Stand	 ; transition from between 33% - 66% of the moving animation
	    AnimationName = MUMumakil_SKL.MUMumakil_DECL1
	    AnimationMode	   = ONCE
	    AnimationBlendTime  = 10
	  End
	  ParticleSysBone	 = BN_TENT_01 OliphantFire1 FollowBone:yes
	  ParticleSysBone	 = BN_TENT_01 OliphantSmoke1 FollowBone:yes
	  ParticleSysBone	 = BN_TENT_01 OliphantEmbers FollowBone:yes
	  ParticleSysBone	 = BN_TENT_02 OliphantFire2 FollowBone:yes
	  ParticleSysBone	 = BN_TENT_02 OliphantSmoke2 FollowBone:yes
	  ParticleSysBone	 = BN_TENT_02 OliphantEmbers FollowBone:yes
	  ParticleSysBone	 = B_CARGO001 FireBuildingLargeSmoke FollowBone:yes
	  ParticleSysBone	 = B_CARGO001 FireSmall FollowBone:yes
	  ParticleSysBone	 = B_CARGO002 FireBuildingLargeSmoke FollowBone:yes
	  ParticleSysBone	 = B_CARGO002 FireSmall FollowBone:yes	 
    End   
   
   
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    ; END MUMAKIL AFALME ANIMATION STATES ;
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
	 AnimationState	    = MOVING TURN_LEFT_HIGH_SPEED
	  Animation = Turn
	    AnimationName = MUMumakil_SKL.MUMumakil_WLKB1
	    AnimationMode	   = LOOP
	    AnimationBlendTime  = 15
	  End
	  FXEvent    = Frame:2 FireWhenSkipped Name: FX_MUMLeftRearFootStep
	  FXEvent    = Frame:27 FireWhenSkipped Name: FX_MUMLeftFrontFootStep	 
	  FXEvent    = Frame:43 FireWhenSkipped Name: FX_MUMRightRearFootStep
	  FXEvent    = Frame:68 FireWhenSkipped Name: FX_MUMRightFrontFootStep
	  StateName		   = Turn_Left_High_Speed
	  BeginScript
	    Prev = CurDrawablePrevAnimationState()
	    if Prev == "Moving" or Prev == "Turn_Right_High_Speed" then CurDrawableAllowToContinue() return end
	  EndScript
    End
    AnimationState	    = MOVING TURN_RIGHT_HIGH_SPEED
	  Animation = Turn
	    AnimationName = MUMumakil_SKL.MUMumakil_WLKB2
	    AnimationMode	   = LOOP
	    AnimationBlendTime  = 15
	  End
	  FXEvent    = Frame:2 FireWhenSkipped Name: FX_MUMLeftRearFootStep
	  FXEvent    = Frame:27 FireWhenSkipped Name: FX_MUMLeftFrontFootStep	 
	  FXEvent    = Frame:43 FireWhenSkipped Name: FX_MUMRightRearFootStep
	  FXEvent    = Frame:68 FireWhenSkipped Name: FX_MUMRightFrontFootStep
	  StateName		   = Turn_Right_High_Speed
	  BeginScript
	    Prev = CurDrawablePrevAnimationState()
	    if Prev == "Moving" or Prev == "Turn_Left_High_Speed" then CurDrawableAllowToContinue() return end
	  EndScript
    End
   
    AnimationState			    =    MOVING BACKING_UP
	    Animation			    =    BackingUp
		    AnimationName	    =    MUMumakil_SKL.MUMumakil_BAKA
		    AnimationMode	    =    LOOP
	    End
	    Flags				    =    RANDOMSTART
    End
    AnimationState	    = MOVING TURN_LEFT
	  Animation		   = Turn
	    AnimationName = MUMumakil_SKL.MUMumakil_TRNL
	    AnimationMode	   = LOOP
	    AnimationBlendTime  = 30
	    AnimationSpeedFactorRange = 1.4 1.4
	  End
	  FXEvent    = Frame:01 FireWhenSkipped Name: FX_MUMRightRearFootStep
	  FXEvent    = Frame:40 FireWhenSkipped Name: FX_MUMRightFrontFootStep
	  FXEvent    = Frame:42 FireWhenSkipped Name: FX_MUMLeftRearFootStep
	  FXEvent    = Frame:44 FireWhenSkipped Name: FX_MUMLeftFrontFootStep
	  FXEvent    = Frame:45 FireWhenSkipped Name: FX_MUMRightRearFootStep
	  FXEvent    = Frame:85 FireWhenSkipped Name: FX_MUMLeftRearFootStep
	  FXEvent    = Frame:88 FireWhenSkipped Name: FX_MUMRightFrontFootStep
	  FXEvent    = Frame:89 FireWhenSkipped Name: FX_MUMLeftFrontFootStep
	  StateName	   = Turn_Slow
    End
    AnimationState	    = MOVING TURN_RIGHT
	  Animation		   = Turn
	    AnimationName = MUMumakil_SKL.MUMumakil_TRNR
	    AnimationMode	   = LOOP
	    AnimationBlendTime  = 30
	    AnimationSpeedFactorRange = 1.4 1.4
	  End
	  FXEvent    = Frame:01 FireWhenSkipped Name: FX_MUMRightRearFootStep
	  FXEvent    = Frame:40 FireWhenSkipped Name: FX_MUMRightFrontFootStep
	  FXEvent    = Frame:42 FireWhenSkipped Name: FX_MUMLeftRearFootStep
	  FXEvent    = Frame:44 FireWhenSkipped Name: FX_MUMLeftFrontFootStep
	  FXEvent    = Frame:45 FireWhenSkipped Name: FX_MUMRightRearFootStep
	  FXEvent    = Frame:85 FireWhenSkipped Name: FX_MUMLeftRearFootStep
	  FXEvent    = Frame:88 FireWhenSkipped Name: FX_MUMRightFrontFootStep
	  FXEvent    = Frame:89 FireWhenSkipped Name: FX_MUMLeftFrontFootStep
	  StateName	   = Turn_Slow
    End

   AnimationState	    = MOVING REALLYDAMAGED
	  Animation = Walk
	    AnimationName = MUMumakil_SKL.MUMumakil_WLKC
	    AnimationMode	   = LOOP
	    AnimationBlendTime  = 15
	  End
	  FXEvent    = Frame:8 FireWhenSkipped Name: FX_MUMLeftRearFootStep
	  FXEvent    = Frame:31 FireWhenSkipped Name: FX_MUMLeftFrontFootStep
	  FXEvent    = Frame:46 FireWhenSkipped Name: FX_MUMRightRearFootStep
	  FXEvent    = Frame:55 FireWhenSkipped Name: FX_MUMRightFrontFootStep
	  StateName		   = Moving
	  BeginScript
	    Prev = CurDrawablePrevAnimationState()
	    ;if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_Accelerate1") end
	  EndScript
    End  
    AnimationState	    = MOVING
	  Animation = Walk
	    AnimationName	   = MUMumakil_SKL.MUMumakil_WLKA
	    AnimationSpeedFactorRange = 2 2
	    AnimationMode	   = LOOP
	    AnimationBlendTime  = 10
	  End
	  FXEvent    = Frame:9 FireWhenSkipped Name: FX_MUMLeftRearFootStep
	  FXEvent    = Frame:31 FireWhenSkipped Name: FX_MUMLeftFrontFootStep
	  FXEvent    = Frame:44 FireWhenSkipped Name: FX_MUMRightRearFootStep
	  FXEvent    = Frame:74 FireWhenSkipped Name: FX_MUMRightFrontFootStep
	  StateName		   = Moving
	  BeginScript
	    Prev = CurDrawablePrevAnimationState()
	    ;if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_Accelerate1") end
	  EndScript
    End
    TransitionState = TRANS_Accelerate1
	  Animation = Transition
	    AnimationName	    = MUMumakil_SKL.MUMumakil_ACCL1
	    AnimationMode	   = ONCE
	    AnimationBlendTime    = 10
	  End
	  FXEvent    = Frame:27 FireWhenSkipped Name: FX_MUMRightRearFootStep
	  FXEvent    = Frame:48 FireWhenSkipped Name: FX_MUMRightFrontFootStep
	  FXEvent    = Frame:50 FireWhenSkipped Name: FX_MUMLeftRearFootStep   
    End
    TransitionState = TRANS_Accelerate2
	  Animation = Transition
	    AnimationName	    = MUMumakil_SKL.MUMumakil_ACCL2
	    AnimationMode	   = ONCE
	    AnimationBlendTime  = 10
	  End
	  FXEvent    = Frame:21 FireWhenSkipped Name: FX_MUMRightFrontFootStep
	  FXEvent    = Frame:25 FireWhenSkipped Name: FX_MUMRightRearFootStep
    End
    TransitionState = TRANS_StopCharge
	  Animation = Transition
	    ;TRANS_Charging TRANS_Stand	 ; transition from charging anim to the stop anim
	    AnimationName = MUMumakil_SKL.MUMumakil_DECL4
	    AnimationMode	   = ONCE
	    ;AnimationBlendTime  = 10
	  End
	  FXEvent    = Frame:1 FireWhenSkipped Name: FX_MUMRightFrontFootStep
	  FXEvent    = Frame:1 FireWhenSkipped Name: FX_MUMLeftRearFootStep
	  FXEvent    = Frame:11 FireWhenSkipped Name: FX_MUMLeftFrontFootStep
	  FXEvent    = Frame:18 FireWhenSkipped Name: FX_MUMRightRearFootStep   
	  FXEvent    = Frame:59 FireWhenSkipped Name: FX_MUMRightFrontFootStep
	  FXEvent    = Frame:59 FireWhenSkipped Name: FX_MUMRightRearFootStep
	  FXEvent    = Frame:68 FireWhenSkipped Name: FX_MUMLeftFrontFootStep
	  FXEvent    = Frame:75 FireWhenSkipped Name: FX_MUMLeftRearFootStep
    End
    TransitionState = TRANS_Stop66
	  Animation = Transition
	    ;TRANS_Moving66 TRANS_Stand	 ; transition from between 66% - 100% of the moving animation
	    AnimationName		   = MUMumakil_SKL.MUMumakil_DECL3
	    AnimationMode	   = ONCE
	    ;AnimationBlendTime  = 10
	  End
    End
    TransitionState = TRANS_Stop33
	  Animation = Transition
	    ;TRANS_Moving33 TRANS_Stand	 ; transition from between 33% - 66% of the moving animation
	    AnimationName = MUMumakil_SKL.MUMumakil_DECL2
	    AnimationMode	   = ONCE
	    ;AnimationBlendTime  = 10
	  End
    End
    TransitionState = TRANS_Stop00
	  Animation = Transition
	    ;TRANS_Moving33 TRANS_Stand	 ; transition from between 33% - 66% of the moving animation
	    AnimationName = MUMumakil_SKL.MUMumakil_DECL1
	    AnimationMode	   = ONCE
	    ;AnimationBlendTime  = 10
	  End
    End

    AnimationState		    = AFLAME
	  Animation = IDLA ;
	    AnimationName = MUMumakil_SKL.MUMumakil_IDLA ;
	    AnimationPriority = 5 ; // will be chosen 5 times more often than a default (1) priority animation.
	    AnimationBlendTime  = 10
	  End
	  Animation = IDLB
	    AnimationName = MUMumakil_SKL.MUMumakil_IDLB ;
	    AnimationBlendTime  = 10
	  End
	  ParticleSysBone	 = BN_TENT_01 OliphantFire1 FollowBone:yes
	  ParticleSysBone	 = BN_TENT_01 OliphantSmoke1 FollowBone:yes
	  ParticleSysBone	 = BN_TENT_01 OliphantEmbers FollowBone:yes
	  ParticleSysBone	 = BN_TENT_02 OliphantFire2 FollowBone:yes
	  ParticleSysBone	 = BN_TENT_02 OliphantSmoke2 FollowBone:yes
	  ParticleSysBone	 = BN_TENT_02 OliphantEmbers FollowBone:yes
	  ParticleSysBone	 = B_CARGO001 FireBuildingLargeSmoke FollowBone:yes
	  ParticleSysBone	 = B_CARGO001 FireSmall FollowBone:yes
	  ParticleSysBone	 = B_CARGO002 FireBuildingLargeSmoke FollowBone:yes
	  ParticleSysBone	 = B_CARGO002 FireSmall FollowBone:yes
	  BeginScript
	    Prev = CurDrawablePrevAnimationState()
	    if Prev == "Charging" then CurDrawableSetTransitionAnimState("TRANS_StopCharge_aflame") return end
	    if Prev == "Moving" and CurDrawablePrevAnimFraction()>0.66 then CurDrawableSetTransitionAnimState("TRANS_Stop66_aflame") return end
	    if Prev == "Moving" and CurDrawablePrevAnimFraction()>0.33 then CurDrawableSetTransitionAnimState("TRANS_Stop33_aflame") return end
	    if Prev == "Moving" then CurDrawableSetTransitionAnimState("TRANS_Stop00_aflame") return end
	  EndScript
	  StateName = Idle
    End
   
    AnimationState = HIT_REACTION HIT_LEVEL_1
	    Animation = Hit_Level_1_a
		    AnimationName = MUMumakil_SKL.MUMumakil_HITA
		    AnimationMode = ONCE
	    End
    End
    ModelConditionState	    = USER_3
	  Model				    = MUMumakil_SKN
	  Texture			    = MuMumakil.tga MuMumakilME.tga
    End;
    ; Used by FOUR_LEGS_HUGE locomotor type to balance on the ground
    LeftFrontFootBone		   = e_FrontLeft
    RightFrontFootBone		  = e_FrontRight
    LeftRearFootBone		    = e_BackLeft
    RightRearFootBone		   = e_BackRight
  End

    Draw = W3DScriptedModelDraw ModuleTag_DrawMahud
   StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD
	  OkToChangeModelColor = Yes
		 DefaultModelConditionState
		    Model = None
		 End
	   
		 ModelConditionState = DYING
		    Model			   = None
		 End
		 ModelConditionState = USER_6
		    Model			   = mumahud_rdr
		    Skeleton		    = RUFrodo_SKL
		 End
		 AnimationState = USER_6
		    Animation			    = idla
			    AnimationName	    = Rufro_hh_idla
			    AnimationMode	    = ONCE
		    End	 
		    Animation			    = idlb
			    AnimationName	    = Rufro_hh_idlb
			    AnimationMode	    = ONCE
		    End   
		    Animation			    = idlh
			    AnimationName	    = Rufro_hh_idlh
			    AnimationMode	    = ONCE
		    End  
		    Flags				    = RESTART_ANIM_WHEN_COMPLETE
		 End
	    AnimationState = USER_6 MOVING
		    Animation = RUFro_HH_RUNA
			    AnimationName = RUFro_HH_RUNA
			    AnimationMode =LOOP
			    AnimationBlendTime = 0
		    End
	    End
		 AttachToBoneInAnotherModule = BAT_JAW ;;;BN_TENT_01
    End

  ; ***DESIGN parameters ***
  Side = Mordor
  EditorSorting = UNIT
    ThreatLevel = MUMAKIL_THREAT_LEVEL
  ThingClass = LARGE_MONSTER
  ShowHealthInSelectionDecal = Yes
    ShroudClearingRange = 280
    TransportSlotCount = TRANSPORTSLOTCOUNT_MONSTER
    ShockwaveResistance = SHOCKWAVE_RESISTANCE_ALWAYS
   
    WeaponSet
	    Conditions		  = None
	    Weapon			  = PRIMARY	   MordorMumakilCharge
	    Weapon			  = SECONDARY	 MordorMumakilKnockback
	    Weapon			  = TERTIARY	  MordorArcherMissileHordeRangefinder
	    AutoChooseSources   = PRIMARY NONE
    End
	 
    WeaponSet
	    Conditions		  = RAMPAGE
	    Weapon			  = PRIMARY	   MumakilRampage
    End
 
;	  WeaponSet
;	    Conditions = SPECIAL_UPGRADE
;	    Weapon	    = PRIMARY	 MordorMumakilChargeSpecial
;	    Weapon		  = SECONDARY   MordorMumakilKnockback
;	    AutoChooseSources    = PRIMARY NONE
;    End
 
  ArmorSet
    Conditions	  = None
    Armor		   = EdainMumakilArmor
    DamageFX	    = MumakilDamageFX
  End
  ArmorSet
    Conditions	  = PLAYER_UPGRADE
	 Armor		  = EdainMumakilHeavyArmor
	 DamageFX	   = MumakilDamageFX
  End
    VisionRange = MORDOR_MUMAKIL_VISION_RANGE
    ShroudClearingRange = MORDOR_MUMAKIL_SHROUD_RANGE
    MaxVisionBonusPercent = 300%
    VisionBonusTestRadius = 200
    VisionBonusPercentPerFoot = 2.0%
    BountyValue		   = MORDOR_MUMAKIL_BOUNTY_VALUE
    DisplayName		   = OBJECT:MordorMumakil
    CrusherLevel		  = 4			  ; What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
    CrushWeapon		   = MumakilCrush
    CommandSet		    = MordorMumakilCommandSetMod
    CanPathThroughGates   = Yes
    CommandPoints		 = 75 ;30		    ; originally 100

    ; *** AUTO RESOLVE DATA ***
    AutoResolveUnitType = AutoResolveUnit_Cavalry
    AutoResolveCombatChain = AutoResolve_HeroCombatChain
   
    AutoResolveBody = AutoResolve_MordorMumakilBody
   
    AutoResolveWeapon
	    Weapon = AutoResolve_MordorMumakilWeapon
    End
    AutoResolveArmor
	    Armor = AutoResolve_MordorMumakilArmor
    End
    ;AutoResolveLeadership = AutoResolve_NazgulBonus

    ; *** AUDIO Parameters ***;
    VoiceAttack			    = OliphantVoiceAttack
    ;VoiceAttackCharge	    = OliphantVoiceAttackCharge
    ;VoiceAttackChargeTimeout    = 10000 ; In msec. Wait at least this long after playing VoiceAttack/Charge before playing VoiceAttackCharge again
    VoiceGuard			    = OliphantVoiceSelect
    VoiceMove			    = OliphantVoiceSelect
    VoiceSelect			    = OliphantVoiceSelect
    VoiceCreated		    = EVA:MumakilCreated
    VoiceCreated		    = +SOUND:OliphantCreatedGlobal
    VoiceFullyCreated		 = EVA:MumakilCreated
    VoiceFullyCreated	    = +SOUND:OliphantCreatedGlobal
    VoicePriority		    = 20    ;7
    SoundAmbient		    = OliphantAmbience 
 
    UnitSpecificSounds
	    VoiceStartCharging = MumakilChargeVox ; Starting the head swing right now this moment
    End
    #include "..\..\..\includes\StandardUnitEvaEvents.inc"
    Behavior = LargeGroupAudioUpdate ModuleTag_LGAU		    ; Tie into LargeGroupAudio system
	    Key = Monster Unit Mumakil
	    UnitWeight = 5 ; Olie counts as 5 infantry when computing group size
    End
    ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
	    MaxUpdateRangeCap = 800
	    AnimationSound = Sound:MumakilPenMumakilBuild					 Animation:MuMumakil_skl.MuMumakil_BLDA    Frames:0
	    AnimationSound = Sound:OliphantIdleTrumpet					 Animation:MUMumakil_SKL.MUMumakil_IDLB    Frames:18
	    AnimationSound = Sound:OliphantFall						 Animation:MUMumakil_SKL.MUMumakil_DIEA    Frames:90
	    AnimationSound = Sound:OliphantFall						 Animation:MUMumakil_SKL.MUMumakil_DIEB    Frames:85
	    AnimationSound = Sound:OliphantFall						 Animation:MUMumakil_SKL.MUMumakil_DIEC    Frames:85
	    AnimationSound = Sound:OliphantFall						 Animation:MUMumakil_SKL.MUMumakil_DIED    Frames:117
	    AnimationSound = Sound:MumakilRampageStomp	 ExcludedMC:WADING	    Animation:MUMumakil_SKL.MUMumakil_DIED    Frames:117
	    AnimationSound = Sound:OliphantFootStep	    ExcludedMC:WADING	    Animation:MUMumakil_SKL.MUMumakil_HITA    Frames:4 11 23
	    AnimationSound = Sound:OliphantFootStep	    ExcludedMC:WADING	    Animation:MUMumakil_SKL.MUMumakil_HITB    Frames:3 8 164 177
	    AnimationSound = Sound:MumakilRampageStomp	 ExcludedMC:WADING	    Animation:MUMumakil_SKL.MUMumakil_HITB    Frames:48
	    AnimationSound = Sound:MumakilRampageVox2					 Animation:MUMumakil_SKL.MUMumakil_HITB    Frames:1
	    AnimationSound = Sound:MumakilRampageWhoosh1					 Animation:MUMumakil_SKL.MUMumakil_HITB    Frames:10
	    AnimationSound = Sound:MumakilRampageWhoosh2					 Animation:MUMumakil_SKL.MUMumakil_HITB    Frames:61
	    AnimationSound = Sound:MumakilRampageWhoosh1					 Animation:MUMumakil_SKL.MUMumakil_RPGA    Frames:86
	    AnimationSound = Sound:MumakilRampageWhoosh2					 Animation:MUMumakil_SKL.MUMumakil_RPGA    Frames:139
	    AnimationSound = Sound:MumakilRampageVox1					 Animation:MUMumakil_SKL.MUMumakil_RPGA    Frames:1
	    AnimationSound = Sound:MumakilRampageVox2					 Animation:MUMumakil_SKL.MUMumakil_RPGA    Frames:103
	    AnimationSound = Sound:MumakilRampageStomp	 ExcludedMC:WADING	    Animation:MUMumakil_SKL.MUMumakil_RPGA    Frames:42
	    AnimationSound = Sound:OliphantFootStep	    ExcludedMC:WADING	    Animation:MUMumakil_SKL.MUMumakil_RPGA    Frames:89 100 127 185 208
	    AnimationSound = Sound:OliphantFootStep	    ExcludedMC:WADING	    Animation:MUMumakil_SKL.MUMumakil_RPGB    Frames:259 270 297 355 378
	    AnimationSound = Sound:MumakilRampageStomp	 ExcludedMC:WADING	    Animation:MUMumakil_SKL.MUMumakil_RPGB    Frames:205
	    AnimationSound = Sound:MumakilRampageVox1					 Animation:MUMumakil_SKL.MUMumakil_RPGB    Frames:206
	    AnimationSound = Sound:MumakilRampageVox2					 Animation:MUMumakil_SKL.MUMumakil_RPGB    Frames:360
	    AnimationSound = Sound:MumakilRampageVox3					 Animation:MUMumakil_SKL.MUMumakil_RPGB    Frames:6
	    AnimationSound = Sound:MumakilRampageWhoosh1					 Animation:MUMumakil_SKL.MUMumakil_RPGB    Frames:262
	    AnimationSound = Sound:MumakilRampageWhoosh2					 Animation:MUMumakil_SKL.MUMumakil_RPGB    Frames:352
	    AnimationSound = Sound:OliphantFootStep	    ExcludedMC:WADING	    Animation:MUMumakil_SKL.MUMumakil_MFDA    Frames:4 10 15 20
	    AnimationSound = Sound:MumakilRampageStomp	 ExcludedMC:WADING	    Animation:MUMumakil_SKL.MUMumakil_ATKA    Frames:39
	    AnimationSound = Sound:OliphantFootStep	    ExcludedMC:WADING	    Animation:MUMumakil_SKL.MUMumakil_ATKA    Frames:103
	    AnimationSound = Sound:OliphantFootStep	    ExcludedMC:WADING	    Animation:MUMumakil_SKL.MUMumakil_ATKB    Frames:115
	    AnimationSound = Sound:OliphantFootStep	    ExcludedMC:WADING	    Animation:MUMumakil_SKL.MUMumakil_ATKC    Frames:36
	    AnimationSound = Sound:OliphantFootStep	    ExcludedMC:WADING	    Animation:MUMumakil_SKL.MUMumakil_ATKD    Frames:55 63
	    AnimationSound = Sound:OliphantFootStep	    ExcludedMC:WADING	    Animation:MuMumakil_skl.MuMumakil_BLDA    Frames:70 94 117 132 158 172
	    AnimationSound = Sound:OliphantFootStep	    ExcludedMC:WADING	    Animation:MUMumakil_SKL.MUMumakil_ACCL1    Frames:29 51 59
	    AnimationSound = Sound:OliphantFootStep	    ExcludedMC:WADING	    Animation:MUMumakil_SKL.MUMumakil_ACCL2    Frames:24 41
	    AnimationSound = Sound:OliphantFootStep	    ExcludedMC:WADING	    Animation:MUMumakil_SKL.MUMumakil_BAKA    Frames:35 75
	    AnimationSound = Sound:OliphantFootStep	    ExcludedMC:WADING	    Animation:MUMumakil_SKL.MUMumakil_WLKA    Frames:7 30 48 72
	    AnimationSound = Sound:OliphantFootStep	    ExcludedMC:WADING	    Animation:MUMumakil_SKL.MUMumakil_WLKB1    Frames:0 40
	    AnimationSound = Sound:OliphantFootStep	    ExcludedMC:WADING	    Animation:MUMumakil_SKL.MUMumakil_WLKB2    Frames:0 40
	    AnimationSound = Sound:OliphantFootStep	    ExcludedMC:WADING	    Animation:MUMumakil_SKL.MUMumakil_WLKC    Frames:5 25 41 52
	    AnimationSound = Sound:OliphantFootStep	    ExcludedMC:WADING	    Animation:MUMumakil_SKL.MUMumakil_RUNA    Frames:4 9 14 19
	    AnimationSound = Sound:OliphantFootStep	    ExcludedMC:WADING	    Animation:MUMumakil_SKL.MUMumakil_TRNL    Frames:40 80
	    AnimationSound = Sound:OliphantFootStep	    ExcludedMC:WADING	    Animation:MUMumakil_SKL.MUMumakil_TRNR    Frames:40 80
	    AnimationSound = Sound:OliphantFootStep	    ExcludedMC:WADING	    Animation:MUMumakil_SKL.MUMumakil_TRNLA    Frames:7 15 20 24
	    AnimationSound = Sound:OliphantFootStep	    ExcludedMC:WADING	    Animation:MUMumakil_SKL.MUMumakil_TRNRA    Frames:7 15 20 24
	    AnimationSound = Sound:OliphantFootStep	    ExcludedMC:WADING	    Animation:MUMumakil_SKL.MUMumakil_TRNLB    Frames:7 22 44 50
	    AnimationSound = Sound:OliphantFootStep	    ExcludedMC:WADING	    Animation:MUMumakil_SKL.MUMumakil_TRNRB    Frames:7 22 44 50
	    AnimationSound = Sound:OliphantFootStep	    ExcludedMC:WADING	    Animation:MUMumakil_SKL.MUMumakil_DECL1    Frames:60
	    AnimationSound = Sound:OliphantFootStep	    ExcludedMC:WADING	    Animation:MUMumakil_SKL.MUMumakil_DECL2    Frames:24
	    AnimationSound = Sound:OliphantFootStep	    ExcludedMC:WADING	    Animation:MUMumakil_SKL.MUMumakil_DECL3    Frames:25
	    AnimationSound = Sound:OliphantFootStep	    ExcludedMC:WADING	    Animation:MUMumakil_SKL.MUMumakil_DECL4    Frames:59 68
	    ;---------- OliphantFootstepWater --------------
	    AnimationSound = Sound:OliphantFootstepWater    RequiredMC:WADING	    Animation:MUMumakil_SKL.MUMumakil_DIEA    Frames:90
	    AnimationSound = Sound:OliphantFootstepWater    RequiredMC:WADING	    Animation:MUMumakil_SKL.MUMumakil_DIEB    Frames:85
	    AnimationSound = Sound:OliphantFootstepWater    RequiredMC:WADING	    Animation:MUMumakil_SKL.MUMumakil_DIEC    Frames:85
	    AnimationSound = Sound:OliphantFootstepWater    RequiredMC:WADING	    Animation:MUMumakil_SKL.MUMumakil_DIED    Frames:117
	    AnimationSound = Sound:OliphantFootstepWater    RequiredMC:WADING	    Animation:MUMumakil_SKL.MUMumakil_DIED    Frames:117
	    AnimationSound = Sound:OliphantFootstepWater    RequiredMC:WADING	    Animation:MUMumakil_SKL.MUMumakil_HITA    Frames:4 11 23
	    AnimationSound = Sound:OliphantFootstepWater    RequiredMC:WADING	    Animation:MUMumakil_SKL.MUMumakil_HITB    Frames:3 8 164 177
	    AnimationSound = Sound:OliphantFootstepWater	 RequiredMC:WADING	    Animation:MUMumakil_SKL.MUMumakil_HITB    Frames:48
	    AnimationSound = Sound:OliphantFootstepWater	 RequiredMC:WADING	    Animation:MUMumakil_SKL.MUMumakil_RPGA    Frames:42
	    AnimationSound = Sound:OliphantFootstepWater    RequiredMC:WADING	    Animation:MUMumakil_SKL.MUMumakil_RPGA    Frames:89 100 127 185 208
	    AnimationSound = Sound:OliphantFootstepWater    RequiredMC:WADING	    Animation:MUMumakil_SKL.MUMumakil_RPGB    Frames:259 270 297 355 378
	    AnimationSound = Sound:OliphantFootstepWater	 RequiredMC:WADING	    Animation:MUMumakil_SKL.MUMumakil_RPGB    Frames:205
	    AnimationSound = Sound:OliphantFootstepWater    RequiredMC:WADING	    Animation:MUMumakil_SKL.MUMumakil_MFDA    Frames:4 10 15 20
	    AnimationSound = Sound:OliphantFootstepWater	 RequiredMC:WADING	    Animation:MUMumakil_SKL.MUMumakil_ATKA    Frames:39
	    AnimationSound = Sound:OliphantFootstepWater    RequiredMC:WADING	    Animation:MUMumakil_SKL.MUMumakil_ATKA    Frames:103
	    AnimationSound = Sound:OliphantFootstepWater    RequiredMC:WADING	    Animation:MUMumakil_SKL.MUMumakil_ATKB    Frames:115
	    AnimationSound = Sound:OliphantFootstepWater    RequiredMC:WADING	    Animation:MUMumakil_SKL.MUMumakil_ATKC    Frames:36
	    AnimationSound = Sound:OliphantFootstepWater    RequiredMC:WADING	    Animation:MUMumakil_SKL.MUMumakil_ATKD    Frames:55 63
	    AnimationSound = Sound:OliphantFootstepWater    RequiredMC:WADING	    Animation:MUMumakil_SKL.MUMumakil_ACCL1    Frames:29 51 59
	    AnimationSound = Sound:OliphantFootstepWater    RequiredMC:WADING	    Animation:MUMumakil_SKL.MUMumakil_ACCL2    Frames:24 41
	    AnimationSound = Sound:OliphantFootstepWater    RequiredMC:WADING	    Animation:MUMumakil_SKL.MUMumakil_BAKA    Frames:35 75
	    AnimationSound = Sound:OliphantFootstepWater    RequiredMC:WADING	    Animation:MUMumakil_SKL.MUMumakil_WLKA    Frames:7 30 48 72
	    AnimationSound = Sound:OliphantFootstepWater    RequiredMC:WADING	    Animation:MUMumakil_SKL.MUMumakil_WLKB1    Frames:0 40
	    AnimationSound = Sound:OliphantFootstepWater    RequiredMC:WADING	    Animation:MUMumakil_SKL.MUMumakil_WLKB2    Frames:0 40
	    AnimationSound = Sound:OliphantFootstepWater    RequiredMC:WADING	    Animation:MUMumakil_SKL.MUMumakil_WLKC    Frames:5 25 41 52
	    AnimationSound = Sound:OliphantFootstepWater    RequiredMC:WADING	    Animation:MUMumakil_SKL.MUMumakil_RUNA    Frames:4 9 14 19
	    AnimationSound = Sound:OliphantFootstepWater    RequiredMC:WADING	    Animation:MUMumakil_SKL.MUMumakil_TRNL    Frames:40 80
	    AnimationSound = Sound:OliphantFootstepWater    RequiredMC:WADING	    Animation:MUMumakil_SKL.MUMumakil_TRNR    Frames:40 80
	    AnimationSound = Sound:OliphantFootstepWater    RequiredMC:WADING	    Animation:MUMumakil_SKL.MUMumakil_TRNLA    Frames:7 15 20 24
	    AnimationSound = Sound:OliphantFootstepWater    RequiredMC:WADING	    Animation:MUMumakil_SKL.MUMumakil_TRNRA    Frames:7 15 20 24
	    AnimationSound = Sound:OliphantFootstepWater    RequiredMC:WADING	    Animation:MUMumakil_SKL.MUMumakil_TRNLB    Frames:7 22 44 50
	    AnimationSound = Sound:OliphantFootstepWater    RequiredMC:WADING	    Animation:MUMumakil_SKL.MUMumakil_TRNRB    Frames:7 22 44 50
	    AnimationSound = Sound:OliphantFootstepWater    RequiredMC:WADING	    Animation:MUMumakil_SKL.MUMumakil_DECL1    Frames:60
	    AnimationSound = Sound:OliphantFootstepWater    RequiredMC:WADING	    Animation:MUMumakil_SKL.MUMumakil_DECL2    Frames:24
	    AnimationSound = Sound:OliphantFootstepWater    RequiredMC:WADING	    Animation:MUMumakil_SKL.MUMumakil_DECL3    Frames:25
	    AnimationSound = Sound:OliphantFootstepWater    RequiredMC:WADING	    Animation:MUMumakil_SKL.MUMumakil_DECL4    Frames:59 68
	    ;--------- unused animations ----------
	    ;AnimationSound = Sound:OliphantFall		 Animation:MUMumakil_SKL.MUMumakil_DIEF    Frames:50
	    ;AnimationSound = Sound:OliphantFootStep		 Animation:MUMumakil_SKL.MUMumakil_RUNB    Frames:1 8 19 37
    End

    ; *** ENGINEERING Parameters ***
    RadarPriority = UNIT
    KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS MONSTER SCORE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT PATH_THROUGH_INFANTRY TRANSPORT SCARY CAN_ATTACK_WALLS BIG_MONSTER HEAVY_MELEE_HITTER MUMAKIL_BUFF_NUGGET ARMY_SUMMARY
    ThreatBreakdown RohanEntBase_DetailedThreat
	    AIKindOf = SIEGEWEAPON
    End
    BuildCost = MORDOR_MUMAKIL_BUILDCOST
    BuildTime = MORDOR_MUMAKIL_BUILDTIME
    ; This is required so that the build phase lasts as long as the anim.
    BuildFadeInOnCreateTime = 5.5
    Body = DelayedDeathBody ModuleTag_02
	    CheerRadius				 = EMOTION_CHEER_RADIUS
	    MaxHealth			    = 9000 ;MORDOR_MUMAKIL_HEALTH		    ; BALANCE Mumakil Health
	    DoHealthCheck			    = No		    ; Don't want to get the delayed death behaviour when we die normally.
	    DelayedDeathTime		    = 5000
	    CanRespawn			    = No		    ; Unit can't get revived.
	    ImmortalUntilDeathTime	    = No		    ; Not immune to damage during rampage.  So you can keep him from running stuff over.
	    BurningDeathBehavior	    = Yes
	    BurningDeathFX			    = FX_CavalryBurningFlame
    End

    Behavior = AutoHealBehavior ModuleTag_MumakilHealing
	    StartsActive		  = No
	    TriggeredBy		   = Upgrade_MumakilLevel2
	    HealingAmount		 = MONSTER_HEAL_AMOUNT
	    HealingDelay		  = 1000
	    StartHealingDelay	 = MONSTER_HEAL_DELAY
	    HealOnlyIfNotInCombat = Yes
    End

; Kriegsbemalung
    Behavior = ArmorUpgrade ArmorUpgradeModuleTag
	    TriggeredBy	   = Upgrade_MumakilWarPaint
	    ArmorSetFlag	  = PLAYER_UPGRADE
    End
    Behavior = ModelConditionUpgrade WarPaint_Upgrade
	    TriggeredBy	   = Upgrade_MumakilWarPaint
	    AddConditionFlags = USER_4
	    Permanent		 = Yes
    End


    ;Mumakil Upgrade
;    Behavior = WeaponSetUpgrade ModuleTag_WeaponsetUpgrade
;	    TriggeredBy = Upgrade_MumakilLevel2
;    End
    Behavior = ModelConditionUpgrade ModuleTag_Level2Upgrade
	    TriggeredBy			  = Upgrade_MumakilLevel2
	    AddConditionFlags	    = USER_3
	    Permanent			    = Yes
    End
   
    Behavior SubObjectsUpgrade = FadeInTheHodwah
	    TriggeredBy			  = Upgrade_AllFactionUpgrade
	    ShowSubObjects		   = Houda Houda01
	    FadeTimeInSeconds	    = 6.0
	    WaitBeforeFadeInSeconds  = 0.1
    End
   
    Behavior = LevelUpUpgrade ModuleTag_BasicTraining
	    TriggeredBy = Upgrade_MordorBasicTraining
	    LevelsToGain = 1
	    LevelCap = 2
    End
    Behavior = ProductionUpdate ProductionUpdateModuleTag
	    GiveNoXP	  = Yes
    End
    Behavior = AIUpdateInterface ModuleTag_03
	    AILuaEventsList    =    MumakilFunctions
	    RampageTime	    =    7960
	    ;TimeToEjectPassengersOnRampage
	    RampageRequiresAflame = Yes    ; Otherwise, we just skip straight to RunOffMap
	    AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
	    AttackPriority			    = AttackPriority_Cavalry
	    BurningDeathTime		    = BURNINGDEATH_DURATION_CAVALRY
    End
	   Behavior = EmotionTrackerUpdate    Module_EmotionTracker
	    AddEmotion    =    Terror_Base
	    AddEmotion    =    Alert_Base
	    AddEmotion    =   CheerForAboutToCrush_Base
    End
    Behavior = FireWeaponUpdate FireWeaponUpdateModuleTag
	    FireWeaponNugget
		    WeaponName = MordorMumakilHeroEffect
		    FireDelay = 0
		    OneShot = No
	    End
	    ChargingModeTrigger = Yes	    ; this will happen when in enraged mode
	    AliveOnly = Yes				    ; this will only fire when the mumakil is alive
    End
  Behavior = FlammableUpdate ModuleTag_03a
    AflameDuration		 = 999999 ;If I catch fire, I'll burn for this  long...
    AflameDamageAmount	 = 0	  ; Being on fire rampages us, which kills us. So there is no need to take damage. Don't want this module getting the kill instead of the person who lit us up.
    AflameDamageDelay	  = 10000
    FlameDamageLimit	   = 3250   ;2700
    FlameDamageExpiration  = 30000
    BurnContained		  = Yes
    FireFXList			 = FX:FX_FireStartWoosh
  End
    Behavior LifetimeUpdate LifetimeTag
	    WaitForWakeUp    =    Yes
    End
  
    ;Only triggered after a rampage takes place.   
    Behavior = RunOffMapBehavior ModuleTag_RunOff
	    RequiresSpecificTrigger = Yes ;Triggers when DetachableRiderUpdate says so!
	    RunOffMapWaypointName    = MumakilExit
	    DieOnMap = Yes
    End

    ; Death weapons for fall flat
    Behavior = FireWeaponWhenDeadBehavior ModuleTag_07
	  RequiredStatus = DEATH_1
	  StartsActive   = Yes
	  DelayTime	  = 250
	  DeathWeapon    = MordorOliphantDeathStraightInitial
    End
    ;Behavior = FireWeaponWhenDeadBehavior ModuleTag_08
    ;    RequiredStatus = DEATH_1
    ;    StartsActive = Yes
    ;    DelayTime = 250
    ;    DeathWeapon = MordorOliphantDeathStraightFinal
    ;End
    ; Death weapons for fall to right
    Behavior = FireWeaponWhenDeadBehavior ModuleTag_09
	    RequiredStatus   = DEATH_2
	    StartsActive	 = Yes
	    DelayTime	    = 3300
	    DeathWeapon	  = MordorOliphantToppleFinal
	    WeaponOffset	 = X:0 Y:-42 Z:0
    End
    ; Death weapons for fall to left
    Behavior = FireWeaponWhenDeadBehavior ModuleTag_11
	    RequiredStatus    = DEATH_3
	    StartsActive    = Yes
	    DelayTime	    =  3300
	    DeathWeapon	    = MordorOliphantToppleFinal
	    WeaponOffset    = X:0 Y:42 Z:0
    End
    Behavior = StancesBehavior ModuleTag_StancesBehavior
		    StanceTemplate = FighterHorde
	    End

    Behavior = HordeTransportContain  ModuleTag_12
	    ObjectStatusOfContained			    = UNSELECTABLE UNATTACKABLE CAN_ATTACK
	    ;PassengersTestCollisionHeight	    = 80
	    Slots							    = 1
	    EnterSound						    = GarrisonEnter
	    ExitSound						    = GarrisonExit
	    DamagePercentToUnits			    = 0%
	    PassengerFilter					    = NONE +MordorHaradrimArcherHordeOnMumakil +LothlorienLegolas
	    AllowOwnPlayerInsideOverride	    = Yes ; Normally, the Allies check encompasses OwnPlayer.  but we reeeeally only want our own guys.
	    AllowAlliesInside				    = No
	    AllowEnemiesInside				    = No
	    AllowNeutralInside				    = No
	    ExitDelay						    = 0
	    NumberOfExitPaths				    = 2 ; Defaults to 1.  Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn
	    ForceOrientationContainer		    = No  ; otherwise contained units can't orient themselves towards their targets...
	    PassengerBonePrefix				    =    PassengerBone:DockAction	  KindOf:HERO
	    PassengerBonePrefix				    = PassengerBone:B_BANNER KindOf:BANNER
	    PassengerBonePrefix				    = PassengerBone:B_CARGO0 KindOf:INFANTRY
	    ShowPips = No
	    EjectPassengersOnDeath			    = Yes
	   
	    FadeFilter    = ALL
	    FadePassengerOnEnter = Yes
	    EnterFadeTime = 6000
	    FadePassengerOnExit = Yes
	    ExitFadeTime = 1000
	   
	    InitialPayload					    = MordorHaradrimArcherHordeOnMumakil 1
    End
   
    Behavior = HordeTransportContainDamage ModeleTag_HordeTransportContainDamage
    End
    LocomotorSet
	    Locomotor = MumakilLocomotor
	    Condition = SET_NORMAL
	    Speed	 = 55 ;52
    End
 
    LocomotorSet
	    Locomotor    =    MumakilPanicLocomotor
	    Condition    =    SET_PANIC
	    Speed	    =    65 ;62
    End


    LocomotorSet
	    Locomotor    =    MumakilEnragedLocomotor
	    Condition    =    SET_ENRAGED
	    Speed	    =    85 ;82
    End
   
    LocomotorSet
	    Locomotor = BurningDeathLocomotorCavalry
	    Condition = SET_BURNINGDEATH
	    Speed	  = BURNINGDEATH_WANDERSPEED_ENT
    End
  Behavior = PhysicsBehavior ModuleTag_04
  End
 
  Behavior = SlowDeathBehavior ModuleTag_05
    DeathTypes		    = ALL
    SinkDelay		    = 25000
    SinkRate		    = 2.4	 ; in Dist/Sec
    DestructionDelay    = 60000
    DecayBeginTime	    = 6000
    DeathFlags		    = DEATH_1	  ; Controls animation and weapon choice. Sets BOTH model condition and object status bits.
    FX				    = INITIAL FX_OliphantDie
    ShadowWhenDead	    = Yes	  ; Volumetric shadows don't look so bad when sinking into ground
  End

  Behavior = SquishCollide ModuleTag_06
  End

    Behavior = NotifyTargetsOfImminentProbableCrushingUpdate ModuleTag_NotifyCrushScan
    End
  ; Extra secondary geometry to be used for crushing/squishing detection purposes
  GeometryOther = GeomType:BOX IsSmall:No Height:20 MajorRadius:25 MinorRadius:20 OffsetX:32   ; front 2 legs
  GeometryOther = GeomType:BOX IsSmall:No Height:20 MajorRadius:15 MinorRadius:20 OffsetX:-35  ; back 2 legs
 
    Behavior = HitReactionBehavior HitReactionBehaviorModuleTag
	    HitReactionLifeTimer1 = 1000 ; level 1 (light  damage)  hit reaction animations in msec
	    HitReactionThreshold1 = 200.0  ; level 1 (light  damage) threshold trigger
    End
   
    ;Behavior = ModelConditionUpgrade ModuleTag_All_FactionUpgrade
    ;    TriggeredBy			    = Upgrade_AllFactionUpgrade
    ;    AddConditionFlags	    = USER_3
    ;    Permanent			    = Yes
    ;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
  Scale				  = 1.35 
  GeometryIsSmall	    = No
 
  Geometry			    = BOX
  GeometryMajorRadius    = 48.0
  GeometryMinorRadius    = 24.0
  GeometryHeight	    = 50.0
  GeometryOffset	    = X:20 Y:0 Z:0
 
  AdditionalGeometry    = CYLINDER
  GeometryMajorRadius    = 20.0
  GeometryHeight	    = 60.0
  GeometryOffset	    = X:5 Y:0 Z:50
 
  ;;swoop points
;    GeometryContactPoint	    = X:48 Y:24 Z:88.8	    Swoop
;    GeometryContactPoint	    = X:48 Y:-24 Z:88.8	    Swoop
;    GeometryContactPoint	    = X:-48 Y:-24 Z:88.8    Swoop
;    GeometryContactPoint	    = X:-48 Y:24 Z:88.8	    Swoop
;    GeometryContactPoint	    = X:48 Y:24 Z:88.8	    Swoop
 
  DeadCollideSize = LARGE ; How big does the AOD consider this unit for damage fx & behavior.
  Shadow = SHADOW_VOLUME_NON_SELF_2; volumetric shadow that doesn't cast onto all objects using SHADOW_VOLUME_NON_SELF_1
  ShadowSizeX = 36; clamp the angle so shadow isn't as long.
;  ShadowSizeX = 60;
;  ShadowSizeY = 60;
;  ShadowTexture = ShadowI;

End
 

Akhorahil

Отошёл в закат)
Тут я потерялся.) Скинь мне коммандсет и коммандбатон для начала мумака.
 

Akhorahil

Отошёл в закат)
Параметры атаки. Бехи в инике. + смотри там же кайнд оф.
 

Thranduil

Воевода
Нашел, в WeaponSet, там было прописано так чтобы он мог атаковать только героев.
 

Thranduil

Воевода
@[member='Akhorahil'], в броне героя на что этот код отвечает?
Код:
FlankedPenalty      = 100%
 

Akhorahil

Отошёл в закат)
Код:
 Armor = DEFAULT 70% 
 Armor = SLASH 70% 
 Armor = PIERCE 60% 
 Armor = SPECIALIST 25% 
 Armor = CAVALRY 155% 
 Armor = CRUSH 125% 
 Armor = SIEGE 100% 
 Armor = FLAME 100% 
 Armor = FROST 100% 
 Armor = MAGIC 100% 
 Armor = HERO 200% 
 Armor = HERO_RANGED 
 Armor = STRUCTURAL 50% 
End
Это вроде все параметры. Других не находил.
 

Thranduil

Воевода
Я знаю какие компоненты находится в броне героя, но мне интересно на что этот код отвечает
Код:
FlankedPenalty = 100%
например
Код:
Armor = MAGIC 100%
обозначает хоть юнит берет 100% повреждению от магии.
 

Дунадан Эвендимский

Король
  • Орден Митрандира
он воровал модельки из других модов и пилил "свои" саб моды, лол, то же мне моддер.
Хватит некропостить :3
Никто не идеален)
Зато опыт есть в коддинге) И переводил он сам. В одиночку. Одно это заслуживает уважение.
 

Morgomir

Король
Команда форума
Никто не идеален)
Зато опыт есть в коддинге) И переводил он сам. В одиночку. Одно это заслуживает уважение.
Переводить не такая уже и сложная работа, в техническом плане, да и в переводе тоже.
 

Дунадан Эвендимский

Король
  • Орден Митрандира
Переводить не такая уже и сложная работа, в техническом плане, да и в переводе тоже.
Ну, для меня была сущая жесть переводить Эдайн с немецкого, в котором были вперемешку русские буквы.

Трандуил с инглиша переводил. Он поступил умнее)
 

Дунадан Эвендимский

Король
  • Орден Митрандира
Ребята. Я перенес некоторые сообщения в таверну зеленый дракон. Перенесу и эти.
И делаю вам по устному предупреждению. Эта тема о сабмоде и только. А не о том, что лучше. Ваша дискуссия переносится во флудилку.
 
Автор темы Похожие темы Форум Ответы Дата
Thranduil Субмоды 150
Thranduil Субмоды 124
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