Всмысле? Как у крепости?@Akhorahil, как соединить фундамент(ExpansionPad) к здание?
Да.Всмысле? Как у крепости?
//------------------------------------------------------------------------------
// 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
Же. Скорость постройки.BuildTime = 5.0 ;// in seconds
Хм... У крепы фундаменты прописаны были в билдере. Так что на знаю. Может@Akhorahil, как соединить фундамент(ExpansionPad) к здание?
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
Топота? Ну, тут не через армор ини пилить надо. А через бех способности топота, который активирует бонус.как увеличить броня мумаков, во время топта?
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
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
Не имею понятия. Вроде он у пехоты 50 стоит.FlankedPenalty = 100%
Даты про тарантуила ?
он воровал модельки из других модов и пилил "свои" саб моды, лол, то же мне моддер.
Никто не идеален)он воровал модельки из других модов и пилил "свои" саб моды, лол, то же мне моддер.
Хватит некропостить :3
Переводить не такая уже и сложная работа, в техническом плане, да и в переводе тоже.Никто не идеален)
Зато опыт есть в коддинге) И переводил он сам. В одиночку. Одно это заслуживает уважение.
Ну, для меня была сущая жесть переводить Эдайн с немецкого, в котором были вперемешку русские буквы.Переводить не такая уже и сложная работа, в техническом плане, да и в переводе тоже.
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