Heyheyy merci CDD
Je te met encore au défit pour un nouveau code à résoudre :
J'aimerai que ce troll, plutôt spécial qui il fait partit des Cine_AttackTroll, est une défence élevè contre les fleches... Car dans le INI/Armor il n'y a pas les objetc CINE donc je ne sais pas comment faire...
; aka CaineAttckTroll
Object CINE_AttackTroll
; *** ART Parameters ***
; SelectPortrait = SP_CaveTroll
SelectPortrait = UPMordor_AttackTroll
Draw = W3DScriptedModelDraw ModuleTag_01
ExtraPublicBone = Trunk
ShowShadowWhileContained = Yes
; BurntTexture = twwater01.tga
StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD
DefaultModelConditionState
Model = CinAtkTroll_SKN
WeaponLaunchBone = PRIMARY Firepoint
End
ModelConditionState = BURNT_MODEL
Model = CinAtkTroll_SKN
End
IdleAnimationState
StateName = Idle
Animation = IDLA
AnimationName = MUMntTroll_SKL.MUMntTroll_IDLA ;JUST BREATHING
AnimationMode = ONCE
AnimationBlendTime = 10
AnimationPriority = 10
End
Animation = IDLC
AnimationName = MUMntTroll_SKL.MUMntTroll_IDLC ;BELLY SCRATCH
AnimationMode = ONCE
AnimationBlendTime = 10
End
Animation = IDLE
AnimationName = MUMntTroll_SKL.MUMntTroll_IDLE ;ROAR THEN HIT GROUND
AnimationMode = ONCE
AnimationBlendTime = 10
End
Animation = IDLF
AnimationName = MUMntTroll_SKL.MUMntTroll_IDLF ;BIG ROAR
AnimationMode = ONCE
AnimationBlendTime = 10
End
Animation = IDLG
AnimationName = MUMntTroll_SKL.MUMntTroll_IDLG ;BUTT SCRATCH THEN BURP
AnimationMode = ONCE
AnimationBlendTime = 10
End
Animation = IDLH
AnimationName = MUMntTroll_SKL.MUMntTroll_IDLH ;SHORT ROAR
AnimationMode = ONCE
AnimationBlendTime = 10
End
Animation = IDLI
AnimationName = MUMntTroll_SKL.MUMntTroll_IDLI ;NOSE WIPE
AnimationMode = ONCE
AnimationBlendTime = 10
End
BeginScript
CurDrawableHideSubObject("Trunk01")
Prev = CurDrawablePrevAnimationState()
if Prev == "Throw" then CurDrawableSetTransitionAnimState("Trans_Throwing_To_Ready") return end
EndScript
End
; Flailing must go before dying in case we are dead in the air
AnimationState = STUNNED_FLAILING
Animation
AnimationName = MUMntTroll_SKL.MUMntTroll_FLYA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
AnimationState = STUNNED_STANDING_UP
Animation = MUMntTroll_GTPA
AnimationName = MUMntTroll_SKL.MUMntTroll_GTPA
AnimationMode = ONCE
End
End
AnimationState = STUNNED
Animation
AnimationName = MUMntTroll_SKL.MUMntTroll_LNDA
AnimationMode = ONCE
End
ParticleSysBone = B_PELVIS TrollSplatDust2
ParticleSysBone = BAT_HEAD TrollSplatDust2
End
; --------- With Club ------------
AnimationState = MOVING WEAPONSTATE_ONE ATTACKING
Animation
AnimationName = MUMntTroll_SKL.MUMntTroll_RUNA ; Running with club
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.77 0.77
End
Flags = RANDOMSTART
ParticleSysBone = None InfantryDustTrails
End
AnimationState = MOVING WEAPONSTATE_ONE DAMAGED
Animation
AnimationName = MUMntTroll_SKL.MUMntTroll_WLKB ; Walking with club
AnimationMode = LOOP
AnimationSpeedFactorRange = 1.3 1.3
End
Flags = RANDOMSTART
ParticleSysBone = None InfantryDustTrails
End
AnimationState = MOVING WEAPONSTATE_ONE
Animation
AnimationName = MUMntTroll_SKL.MUMntTroll_WLKB ; Walking with club
AnimationMode = LOOP
AnimationSpeedFactorRange = 1.36 1.36
End
Flags = RANDOMSTART
ParticleSysBone = None InfantryDustTrails
End
AnimationState = FIRING_OR_PREATTACK_A WEAPONSTATE_ONE
; Animation
; ; Taking this one out since it doesn't work with the logic of the attack, which is a 180 knockback (this one is vertical clubbing, could be used as anti-monster anim, not anti bunch of inf)
; AnimationName = MUMntTroll_SKL.MUMntTroll_ATKB
; AnimationMode = ONCE
; UseWeaponTiming = Yes
; End
Animation
AnimationName = MUMntTroll_SKL.MUMntTroll_ATKC
AnimationMode = ONCE
UseWeaponTiming = Yes
End
Animation
AnimationName = MUMntTroll_SKL.MUMntTroll_ATKD
AnimationMode = ONCE
UseWeaponTiming = Yes
End
End
AnimationState = PREPARING WEAPONSTATE_ONE
Animation
AnimationName = MUMntTroll_SKL.MUMntTroll_GRBC
AnimationMode = ONCE
End
End
AnimationState = PACKING WEAPONSTATE_ONE
Animation
AnimationName = MUMntTroll_SKL.MUMntTroll_GRBD
AnimationMode = ONCE
End
BeginScript
CurDrawableShowSubObject("Trunk01")
EndScript
End
AnimationState = WEAPONSTATE_ONE
Animation = IDLA
AnimationName = MUMntTroll_SKL.MUMntTroll_IDLB
AnimationMode = LOOP
AnimationPriority = 15
AnimationSpeedFactorRange = 0.8 1.0
End
Flags = RANDOMSTART
BeginScript
CurDrawableShowSubObject("Trunk01")
EndScript
End
; --------- With Rock or Infantry ------------
AnimationState = MOVING WEAPONSTATE_TWO ATTACKING
Animation
AnimationName = MUMntTroll_SKL.MUMntTroll_RUNA
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.77 0.77
End
Flags = RANDOMSTART
ParticleSysBone = None InfantryDustTrails
End
AnimationState = MOVING WEAPONSTATE_TWO DAMAGED
Animation
AnimationName = MUMntTroll_SKL.MUMntTroll_WLKB
AnimationMode = LOOP
AnimationSpeedFactorRange = 1.3 1.3
End
Flags = RANDOMSTART
ParticleSysBone = None InfantryDustTrails
End
AnimationState = MOVING WEAPONSTATE_TWO
Animation
AnimationName = MUMntTroll_SKL.MUMntTroll_WLKB
AnimationMode = LOOP
AnimationSpeedFactorRange = 1.36 1.36
End
Flags = RANDOMSTART
ParticleSysBone = None InfantryDustTrails
End
AnimationState = FIRING_OR_PREATTACK_A WEAPONSTATE_TWO
Animation
AnimationName = MUMntTroll_SKL.MUMntTroll_THRW
AnimationMode = ONCE
UseWeaponTiming = Yes
End
FrameForPristineBonePositions = 21
StateName = Throw
End
AnimationState = FIRING_OR_PREATTACK_B WEAPONSTATE_TWO
Animation
AnimationName = MUMntTroll_SKL.MUMntTroll_THRW
AnimationMode = ONCE
UseWeaponTiming = Yes
End
FrameForPristineBonePositions = 21
StateName = Throw
End
AnimationState = PACKING WEAPONSTATE_TWO
Animation
AnimationName = MUMntTroll_SKL.MUMntTroll_GRBB
AnimationMode = ONCE
End
End
;Building attack, which you can do with a rock in yo hand
AnimationState = FIRING_OR_PREATTACK_C WEAPONSTATE_TWO
Animation
AnimationName = MUMntTroll_SKL.MUMntTroll_ATKF
AnimationMode = ONCE
UseWeaponTiming = Yes
End
End
AnimationState = WEAPONSTATE_TWO
Animation = IDLB
AnimationName = MUMntTroll_SKL.MUMntTroll_IDLB
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.8 1.0
End
Flags = RANDOMSTART
BeginScript
CurDrawableHideSubObject("Trunk01")
EndScript
End
; ------ SWINGING THE GROND BATTERING RAM -----
ModelConditionState = PASSENGER
Model = MUGrndTrl_SKN
End
AnimationState = PREATTACK_A PASSENGER PASSENGER_VARIATION_1 ; swinging grond
Animation = grasping_grond_lefthanded
AnimationName = MUGrndTrl_SKL.MUGrndTrl_GAA1
AnimationMode = ONCE
AnimationBlendTime = 15
End
BeginScript
CurDrawableHideSubObject("Trunk01")
EndScript
End
AnimationState = PREATTACK_A PASSENGER PASSENGER_VARIATION_2 ; swinging grond
Animation = grasping_grond_righthanded
AnimationName = MUGrndTrl_SKL.MUGrndTrl_GAB1
AnimationMode = ONCE
AnimationBlendTime = 15
End
BeginScript
CurDrawableHideSubObject("Trunk01")
EndScript
End
AnimationState = FIRING_A PASSENGER_VARIATION_1 ; swinging grond
Animation = swinging_grond_lefthanded
AnimationName = MUGrndTrl_SKL.MUGrndTrl_GAA2
AnimationMode = ONCE
AnimationBlendTime = 5
End
BeginScript
CurDrawableHideSubObject("Trunk01")
EndScript
End
AnimationState = FIRING_A PASSENGER_VARIATION_2 ; swinging grond
Animation = swinging_grond_righthanded
AnimationName = MUGrndTrl_SKL.MUGrndTrl_GAB2
AnimationMode = ONCE
AnimationBlendTime = 5
End
BeginScript
CurDrawableHideSubObject("Trunk01")
EndScript
End
AnimationState = BETWEEN_FIRING_SHOTS_A PASSENGER PASSENGER_VARIATION_1 ; swinging grond
Animation = swinging_grond_lefthanded
AnimationName = MUGrndTrl_SKL.MUGrndTrl_GAA4
AnimationMode = ONCE
AnimationBlendTime = 15
End
BeginScript
CurDrawableHideSubObject("Trunk01")
EndScript
End
AnimationState = BETWEEN_FIRING_SHOTS_A PASSENGER PASSENGER_VARIATION_2 ; swinging grond
Animation = swinging_grond_righthanded
AnimationName = MUGrndTrl_SKL.MUGrndTrl_GAB4
AnimationMode = ONCE
AnimationBlendTime = 15
End
BeginScript
CurDrawableHideSubObject("Trunk01")
EndScript
End
AnimationState = UNPACKING PASSENGER PASSENGER_VARIATION_1 ; swinging grond
Animation = packing_grond_lefthanded
AnimationName = MUGrndTrl_SKL.MUGrndTrl_GAA4
AnimationMode = ONCE
AnimationBlendTime = 15
End
BeginScript
CurDrawableHideSubObject("Trunk01")
EndScript
End
AnimationState = UNPACKING PASSENGER PASSENGER_VARIATION_2 ; swinging grond
Animation = packing_grond_righthanded
AnimationName = MUGrndTrl_SKL.MUGrndTrl_GAB4
AnimationMode = ONCE
AnimationBlendTime = 15
End
BeginScript
CurDrawableHideSubObject("Trunk01")
EndScript
End
; --------- With Bare Hands ------------
AnimationState = PASSENGER MOVING BACKING_UP; pulling the seige tower or grond
Animation = Passenger_moving
AnimationName = MUGrndTrl_SKL.MUGrndTrl_GBKA
AnimationMode = LOOP
AnimationSpeedFactorRange = 2.0 2.0
End
BeginScript
CurDrawableHideSubObject("Trunk01")
EndScript
Flags = RANDOMSTART
End
AnimationState = PASSENGER MOVING ; pushing the seige tower
Animation = Passenger_moving
AnimationName = MUGrndTrl_SKL.MUGrndTrl_GWKA
AnimationMode = LOOP
AnimationSpeedFactorRange = 2.5 2.5
End
Flags = RANDOMSTART
BeginScript
CurDrawableHideSubObject("Trunk01")
EndScript
End
AnimationState = PASSENGER ; idling by the grond
Animation = Passenger
AnimationName = MUGrndTrl_SKL.MUGrndTrl_GIDA
AnimationMode = LOOP
AnimationBlendTime = 15
End
Flags = RANDOMSTART
BeginScript
CurDrawableHideSubObject("Trunk01")
EndScript
End
AnimationState = UNPACKING
Animation
AnimationName = MUMntTroll_SKL.MUMntTroll_GRBA
AnimationMode = ONCE
End
End
AnimationState = MOVING TURN_LEFT
Animation = Moving
AnimationName = MUMntTroll_SKL.MUMntTroll_TRNL
AnimationMode = LOOP
End
Flags = RANDOMSTART
ParticleSysBone = None InfantryDustTrails
BeginScript
CurDrawableHideSubObject("Trunk01")
EndScript
End
AnimationState = MOVING TURN_RIGHT
Animation = Moving
AnimationName = MUMntTroll_SKL.MUMntTroll_TRNR
AnimationMode = LOOP
End
Flags = RANDOMSTART
ParticleSysBone = None InfantryDustTrails
BeginScript
CurDrawableHideSubObject("Trunk01")
EndScript
End
AnimationState = MOVING ATTACKING
Animation = Charging
AnimationName = MUMntTroll_SKL.MUMntTroll_RUNB
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.8 0.8
End
Flags = RANDOMSTART
ParticleSysBone = None InfantryDustTrails
BeginScript
CurDrawableHideSubObject("Trunk01")
EndScript
End
AnimationState = MOVING DAMAGED
Animation = Moving_Damaged
AnimationName = MUMntTroll_SKL.MUMntTroll_WLKA
AnimationMode = LOOP
End
Flags = RANDOMSTART
ParticleSysBone = None InfantryDustTrails
BeginScript
CurDrawableHideSubObject("Trunk01")
EndScript
End
; Normal fist attacks
AnimationState = FIRING_OR_PREATTACK_B
Animation
AnimationName = MUMntTroll_SKL.MUMntTroll_ATKA
AnimationMode = ONCE
UseWeaponTiming = Yes
End
Animation
AnimationName = MUMntTroll_SKL.MUMntTroll_ATKE
AnimationMode = ONCE
UseWeaponTiming = Yes
End
Animation
AnimationName = MUMntTroll_SKL.MUMntTroll_ATKG
AnimationMode = ONCE
UseWeaponTiming = Yes
End
BeginScript
CurDrawableHideSubObject("Trunk01")
EndScript
End
;Building attack
AnimationState = FIRING_OR_PREATTACK_C
Animation
AnimationName = MUMntTroll_SKL.MUMntTroll_ATKF
AnimationMode = ONCE
UseWeaponTiming = Yes
End
End
AnimationState = DYING SPLATTED
Animation
AnimationName = MUMntTroll_SKL.MUMntTroll_LNDA
AnimationMode = ONCE
End
BeginScript
CurDrawableHideSubObject("Trunk01")
EndScript
End
AnimationState = DYING DEATH_1
Animation
AnimationName = MUMntTroll_SKL.MUMntTroll_DIEA
AnimationMode = ONCE
End
BeginScript
CurDrawableHideSubObject("Trunk01")
EndScript
ParticleSysBone = B_PELVIS TrollSplatDust
ParticleSysBone = BAT_HEAD TrollSplatDust
End
AnimationState = DYING DEATH_2
Animation
AnimationName = MUMntTroll_SKL.MUMntTroll_DIEB
AnimationMode = ONCE
End
BeginScript
CurDrawableHideSubObject("Trunk01")
EndScript
ParticleSysBone = BAT_SPINE1 TrollSplatDust1
ParticleSysBone = BAT_HEAD TrollSplatDust1
End
AnimationState = DYING AFLAME
Animation
AnimationName = MUMntTroll_SKL.MUMntTroll_MFDA
AnimationMode = ONCE
End
BeginScript
CurDrawableHideSubObject("Trunk01")
EndScript
End
AnimationState = DYING
Animation
AnimationName = MUMntTroll_SKL.MUMntTroll_DIEB
AnimationMode = ONCE
End
BeginScript
CurDrawableHideSubObject("Trunk01")
EndScript
End
AnimationState = MOVING PANICKING
Animation = RUNM
AnimationName = MUMntTroll_SKL.MUMntTroll_MFDA
AnimationMode = LOOP
End
Flags = RANDOMSTART
BeginScript
CurDrawableHideSubObject("Trunk01")
EndScript
End
AnimationState = MOVING
Animation = Moving
AnimationName = MUMntTroll_SKL.MUMntTroll_WLKA
AnimationMode = LOOP
End
Flags = RANDOMSTART
ParticleSysBone = None InfantryDustTrails
BeginScript
CurDrawableHideSubObject("Trunk01")
EndScript
End
AnimationState = ENGAGED
Animation
AnimationName = MUMntTroll_SKL.MUMntTroll_IDLA
AnimationMode = LOOP
End
BeginScript
CurDrawableHideSubObject("Trunk01")
Prev = CurDrawablePrevAnimationState()
if Prev == "Throw" then CurDrawableSetTransitionAnimState("Trans_Throwing_To_Ready") return end
EndScript
End
AnimationState =DESTROYED_WEAPON
Animation
AnimationName = MUMntTroll_SKL.MUMntTroll_ATKA
AnimationMode = ONCE
End
BeginScript
CurDrawableHideSubObject("Trunk01")
EndScript
End
; --------- Click and Hit Reactions ------------
AnimationState = HIT_REACTION HIT_LEVEL_1
Animation = Hit_Level_1_a
AnimationName = MUMntTroll_SKL.MUMntTroll_HITC
AnimationMode = ONCE
End
End
AnimationState = HIT_REACTION HIT_LEVEL_2
Animation = Hit_Level_2
AnimationName = MUMntTroll_SKL.MUMntTroll_HITB
AnimationMode = ONCE
End
End
AnimationState = HIT_REACTION HIT_LEVEL_3
Animation = Hit_Level_3
AnimationName = MUMntTroll_SKL.MUMntTroll_HITA
AnimationMode = ONCE
End
End
AnimationState = REACT_1
Animation = Click_React_1
AnimationName = MUMntTroll_SKL.MUMntTroll_RCTA
AnimationMode = ONCE
End
End
AnimationState = REACT_2
Animation = Click_React_2
AnimationName = MUMntTroll_SKL.MUMntTroll_RCTB
AnimationMode = ONCE
End
End
AnimationState = REACT_3
Animation = Click_React_3
AnimationName = MUMntTroll_SKL.MUMntTroll_RCTC
AnimationMode = ONCE
End
End
AnimationState = REACT_4
Animation = Click_React_4
AnimationName = MUMntTroll_SKL.MUMntTroll_RCTD
AnimationMode = ONCE
End
End
AnimationState = REACT_5
Animation = Click_React_5
AnimationName = MUMntTroll_SKL.MUMntTroll_RCTE
AnimationMode = ONCE
End
End
;-----------------------------------
;Emotion
AnimationState = EMOTION_MORALE_HIGH
Animation
AnimationName = MUMntTroll_SKL.MUMntTroll_IDLE
AnimationMode = ONCE
End
Animation
AnimationName = MUMntTroll_SKL.MUMntTroll_IDLF
AnimationMode = ONCE
End
Animation
AnimationName = MUMntTroll_SKL.MUMntTroll_IDLH
AnimationMode = ONCE
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End
End
; ***DESIGN parameters ***
Side = Mordor
EditorSorting = UNIT
Browser = CINEMATICS UNIT
ThreatLevel = 1.0
TransportSlotCount = 1
WeaponSet
Conditions = None
Weapon = PRIMARY MordorCaveTrollRockThrow
Weapon = SECONDARY MordorCaveTrollPunch
Weapon = TERTIARY MordorCaveTrollBash
OnlyAgainst = TERTIARY STRUCTURE BLOCKING_GATE
End
WeaponSet
Conditions = PASSENGER_TYPE_ONE
Weapon = PRIMARY MordorCaveTrollClubSwing
End
WeaponSet
Conditions = RAMPAGE
Weapon = PRIMARY MordorCaveTrollRampage
End
ArmorSet
Conditions = None
Armor = CavalryArmor
DamageFX = NormalDamageFX
End
VisionRange = 40.0
ShroudClearingRange = 120
DisplayName = OBJECT:MordorMountainTroll
CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CommandSet = MordorCaveTrollCommandSet
; *** AUDIO Parameters ***;
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS MONSTER SCORE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT WORKING_PASSENGER NO_FREEWILL_ENTER
BuildCost = 1400
BuildTime = 30.0
Body = ActiveBody ModuleTag_02
MaxHealth = 400 ;BALANCE CaveTroll Health
MaxHealthDamaged = 200
RecoveryTime = 5000
End
Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = Yes
AILuaEventsList = TrollFunctions
End
Behavior = AutoPickUpUpdate AutoPickUpModuleTag
ScanDelayTime = 1500
PickUpKindOf = ROCK CLUB
End
LocomotorSet
Locomotor = HumanChargeLocomotor
Condition = SET_NORMAL
Speed = 26
End
LocomotorSet
Locomotor = HumanWanderLocomotor
Condition = SET_WANDER
Speed = 24
End
LocomotorSet
Locomotor = HumanPanicLocomotor
Condition = SET_PANIC
Speed = 96
End
; Behavior = FlammableUpdate FlammableModuleTag_15
; AflameDuration = 5000 ; Burn until expressly put out. Made of wood and all.
; AflameDamageDelay = 999999 ; No Thag, just for looks.
; AflameDamageAmount = 0
; FlameDamageLimit = 1; Catch fire from just 1 flame damage point
; SwapModelWhenAflame = Yes
; SwapModelWhenQuenched = Yes
; SwapTextureWhenAflame = Yes
; SwapTextureWhenQuenched = Yes
; FireFXList = FX:FX_ForgeChimneySmoke BONE:B_SPINE
; FireFXList = FX:FX_ForgeChimneySmoke BONE:BAT_HEAD
; FireFXList = FX:FX_ForgeChimneySmoke BONE:B_SPINE
; FireFXList = FX:FX_ForgeChimneySmoke BONE:BAT_HEAD
; FireFXList = FX:FX_ForgeSteam BONE:B_SPINE
; FireFXList = FX:FX_ForgeSteam BONE:BAT_HEAD
; FireFXList = FX:FX_ForgeSparks BONE:B_SPINE
; End
Behavior = HitReactionBehavior HitReactionBehaviorModuleTag
HitReactionLifeTimer1 = 45 ; level 1 (light damage) hit reaction animations in frames (30 per sec)
HitReactionLifeTimer2 = 90 ; level 2 (medium damage) hit reaction animations in frames (30 per sec)
HitReactionLifeTimer3 = 60 ; level 3 (heavy damage) hit reaction animations in frames (30 per sec)
HitReactionThreshold1 = 0.0 ; level 1 (light damage) threshold trigger
HitReactionThreshold2 = 25.0 ; level 2 (medium damage) threshold trigger
HitReactionThreshold3 = 50.0 ; level 3 (heavy damage) threshold trigger
End
Behavior = ClickReactionBehavior ClickBehaviorModuleTag
ClickReactionTimer = 600 ; 10 seconds in ticks
ReactionFrames1 = 90 ; in frames (30 per sec)
ReactionFrames2 = 45 ; in frames (30 per sec)
ReactionFrames3 = 45 ; in frames (30 per sec)
ReactionFrames4 = 90 ; in frames (30 per sec)
ReactionFrames5 = 110 ; in frames (30 per sec)
End
;Behavior = RampageBehavior RampageBehaviorModuleTag
; RampageHealthThreshold = 0.25 ; 25% of health left will trigger rampage mode
; RampageLifeTimer = 150 ; 5 seconds in ticks (1 round of rampage)
; RampageAngryLifeTimer = 90 ; 3 seconds in ticks (1 round of angry animation)
; RampageResetTimer = 900 ; 30 seconds in ticks
; RampageEnemyCheckRange = 100.0 ; look for enemies around this range
; RampageEnemyThreshold = 3 ; need to have atleast 3 enemies around before rampage is triggered
;End
Behavior = PhysicsBehavior ModuleTag_04
GravityMult = 1.0
ShockStandingTime = 27800 ;msec
End
Behavior = SlowDeathBehavior ModuleTag_50
DeathTypes = ALL -KNOCKBACK
DestructionDelay = 35000
DecayBeginTime = 5000
SinkDelay = 18000
SinkRate = 0.64 ; in Dist/Sec
Sound = INITIAL TrollDie
ProbabilityModifier = 50
DeathFlags = DEATH_1 ; Tell model which death animation to play. Sets BOTH model condition and object status bits.
End
Behavior = SlowDeathBehavior ModuleTag_51
DeathTypes = ALL -KNOCKBACK
DestructionDelay = 35000
DecayBeginTime = 5000
SinkDelay = 18000
SinkRate = 0.64 ; in Dist/Sec
Sound = INITIAL TrollDie
ProbabilityModifier = 50
DeathFlags = DEATH_2 ; Tell model which death animation to play. Sets BOTH model condition and object status bits.
End
Behavior = SlowDeathBehavior ModuleTag_52
; Same as normal death, but no sound (sound already played by SoundImpact = ... )
DeathTypes = NONE +KNOCKBACK
DestructionDelay = 35000
DecayBeginTime = 5000
SinkDelay = 18000
SinkRate = 0.64 ; in Dist/Sec
DeathFlags = DEATH_1 ; Tell model which death animation to play. Sets BOTH model condition and object status bits.
End
Behavior = SquishCollide ModuleTag_06
;nothing
End
Behavior = SpecialPowerModule ModuleTag_07
SpecialPowerTemplate = SpecialAbilityGrabPassenger
UpdateModuleStartsAttack = Yes
;InitiateSound =
End
Behavior = SpecialAbilityUpdate ModuleTag_08
SpecialPowerTemplate = SpecialAbilityGrabPassenger
StartAbilityRange = 8.0
UnpackTime = 533 ; Nothing to touching it
PreparationTime = 1 ; touching it to grabbing it
PersistentPrepTime = 833 ; grabbing it to whacking it on the ground (if shrubbery)
PackTime = 466 ; whacking it to holding it nice
; PackSound =
; UnpackSound =
; TriggerSound =
; PrepSoundLoop =
AwardXPForTriggering = 0
End
Behavior = TransportContain ModuleTag_09
ObjectStatusOfContained = UNSELECTABLE
PassengerFilter = ANY +CLUB +THROWN_OBJECT
Slots = 1
ShowPips = No
AllowEnemiesInside = Yes
AllowNeutralInside = Yes
AllowAlliesInside = Yes
DamagePercentToUnits = 0%
TypeOneForWeaponSet = CLUB
; TypeTwoForWeaponSet = THROWN_OBJECT
TypeOneForWeaponState = CLUB
TypeTwoForWeaponState = THROWN_OBJECT
PassengerBonePrefix = PassengerBone:Trunk KindOf:CLUB
PassengerBonePrefix = PassengerBone:Firepoint KindOf:ROCK
PassengerBonePrefix = PassengerBone:Trunk KindOf:INFANTRY
End
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
MaxUpdateRangeCap = 800
AnimationSound = Sound: MordorGrondTrollAttack Animation:MUGRNDTRL_SKL.MUGRNDTRL_GAA2 Frames: 78 Animation:MUGRNDTRL_SKL.MUGRNDTRL_GAB2 Frames: 80
AnimationSound = Sound: MordorGrondTrollAttack Animation:MUGRNDTRL_SKL.MUGRNDTRL_GATA Frames: 137
AnimationSound = Sound: MordorTrollIdleA Animation:MUMNTTROLL_SKL.MUMNTTROLL_IDLA Frames: 13
AnimationSound = Sound: MordorGrondTrollPush Animation:MUGRNDTRL_SKL.MUGRNDTRL_GWKA Frames: 41
AnimationSound = Sound: MordorTrollIdleB Animation:MUMNTTROLL_SKL.MUMNTTROLL_IDLB Frames: 7
AnimationSound = Sound: MordorTrollIdleE Animation:MUMNTTROLL_SKL.MUMNTTROLL_IDLE Frames: 10
AnimationSound = Sound: MordorTrollIdleF Animation:MUMNTTROLL_SKL.MUMNTTROLL_IDLF Frames: 8
AnimationSound = Sound: MordorTrollIdleG Animation:MUMNTTROLL_SKL.MUMNTTROLL_IDLG Frames: 101
AnimationSound = Sound: MordorTrollIdleH Animation:MUMNTTROLL_SKL.MUMNTTROLL_IDLH Frames: 2
AnimationSound = Sound: MordorTrollIdleI Animation:MUMNTTROLL_SKL.MUMNTTROLL_IDLI Frames: 102
End
; Tie into LargeGroupAudio system
Behavior = LargeGroupAudioUpdate ModuleTag_LGAU
Key = Monster Unit Infantry
UnitWeight = 2 ; Trollsie counts as 2 infantry when computing group size
End
Geometry = CYLINDER
GeometryMajorRadius = 17.6
GeometryHeight = 32.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
; Shadow = SHADOW_VOLUME_NON_SELF_2; volumetric shadow that doesn't cast onto all objects using SHADOW_VOLUME_NON_SELF_2
; ShadowSizeX = 45; clamp the angle so shadow isn't as long.
; ShadowSizeX = 14;
; ShadowSizeY = 14;
; ShadowTexture = ShadowI;
End
Merci encore