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Register and log in to move these advertisements down Adding Isildur as a playable Hero
Here is the Isildur.ini just copy that into your isildur.ini In the original file isn't buildcost and buildtime. If you want to change those you find them under the "design parameters". My price is 2150. Buildtime is 30. (like all other heros) One more thing! Isildur comes on level 5 like Aragorn and have the same skills like Aragorn except the oathbreakers. And yes there are many useless lanes in that but those are no problem. ;------------------------------------------------------------------------------ ; ; Isildur.ini ; ;------------------------------------------------------------------------------ ;;------------------------------------------------------------------------------ Object GondorIsildur ; ButtonImage for Heros is button image on Hero Select UI to select hero. HI = HeroIcon or HeroImage. ButtonImage = HIIsildur SelectPortrait = HPIsildur ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_DRAW ;ModuleTag_01 OkToChangeModelColor = Yes StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD ExtraPublicBone = Arrow DefaultModelConditionState Model = GUIsildur_SKN End ModelConditionState = WEAPONSET_HERO_MODE USER_3 ParticleSysBone = BAT_RIBS BladeMaster FollowBone:Yes ParticleSysBone = BAT_HEAD AragornElendill FollowBone:Yes End ModelConditionState = WEAPONSET_HERO_MODE ParticleSysBone = BAT_RIBS BladeMaster FollowBone:Yes End ModelConditionState = USER_3 ParticleSysBone = BAT_HEAD AragornElendill FollowBone:Yes End TransitionState = TRANS_boredToAttention_Elendil Animation = GUAragorn_ATND AnimationName = GUAragorn_SKL.GUAragorn_ATND AnimationMode = ONCE End FXEvent = Name: FX_ElendilGlowEvent End TransitionState = TRANS_attentionToBored_Elendil Animation = GUAragorn_ATND AnimationName = GUAragorn_SKL.GUAragorn_ATND AnimationMode = ONCE_BACKWARDS End FXEvent = Name: FX_ElendilGlowEvent Flags = START_FRAME_LAST End TransitionState = TRANS_boredToAttention Animation = GUAragorn_ATND AnimationName = GUAragorn_SKL.GUAragorn_ATND AnimationMode = ONCE End End TransitionState = TRANS_attentionToBored Animation = GUAragorn_ATND AnimationName = GUAragorn_SKL.GUAragorn_ATND AnimationMode = ONCE_BACKWARDS End Flags = START_FRAME_LAST End ; --- Idle Anims IdleAnimationState StateName = STATE_bored Animation = GUAragorn_IDLE ;no_fidget AnimationName = GUAragorn_SKL.GUAragorn_IDLE AnimationMode = ONCE AnimationPriority = 12 End Animation = GUAragorn_IDLF ;fidget AnimationName = GUAragorn_SKL.GUAragorn_IDLF AnimationMode = ONCE AnimationPriority = 1 End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "STATE_attention" or Prev == "STATE_running" or Prev == "OATH_BREAKERS" then CurDrawableSetTransitionAnimState("TRANS_attentionToBored") end EndScript End AnimationState = THROWN_PROJECTILE Animation = FLYA AnimationName = GUAragorn_SKL.GUAragorn_FLYA AnimationMode = LOOP End End AnimationState = STUNNED_FLAILING Animation = FLYA AnimationName = GUAragorn_SKL.GUAragorn_FLYA AnimationMode = LOOP End End AnimationState = DYING SPLATTED Animation = Splatted_On_Ground AnimationName = GUAragorn_SKL.GUAragorn_LNDA AnimationMode = ONCE End EnteringStateFX = FX_SoldierHitGround End ; --- Dying anims AnimationState = DYING Animation = GUAragorn_DIEA AnimationName = GUAragorn_SKL.GUAragorn_DIEA AnimationMode = ONCE End Animation = GUAragorn_DIEB AnimationName = GUAragorn_SKL.GUAragorn_DIEB AnimationMode = ONCE End End AnimationState = STUNNED_STANDING_UP Animation = GUAragorn_GTPB AnimationName = GUAragorn_SKL.GUAragorn_GTPB AnimationMode = ONCE AnimationSpeedFactorRange = 1.5 1.5 End End AnimationState = STUNNED Animation = LNDA AnimationName = GUAragorn_SKL.GUAragorn_LNDA AnimationMode = ONCE End EnteringStateFX = FX_SoldierHitGround End ; --- Attacking Anims [Weapon_A] AnimationState = MOVING FIRING_OR_PREATTACK_A ShareAnimation = Yes Animation = RunAndFire AnimationName = GUAragorn_SKL.GUAragorn_ATRA AnimationMode = LOOP End Flags = RANDOMSTART End AnimationState = FIRING_OR_PREATTACK_A WEAPONSET_HERO_MODE ; Blademaster Mode StateName = STATE_ready Animation = ATKF AnimationName = GUAragorn_SKL.GUAragorn_ATKF AnimationMode = ONCE UseWeaponTiming = Yes End Flags = RESTART_ANIM_WHEN_COMPLETE FXEvent = Frame:25 Name: FX_Anduril FXEvent = Frame:45 Name: FX_Anduril End AnimationState = FIRING_OR_PREATTACK_A StateName = STATE_ready Animation = ATKD AnimationName = GUAragorn_SKL.GUAragorn_ATKD AnimationMode = ONCE UseWeaponTiming = Yes AnimationPriority = 3 End Animation = ATKE AnimationName = GUAragorn_SKL.GUAragorn_ATKE AnimationMode = ONCE UseWeaponTiming = Yes AnimationPriority = 2 End Flags = RESTART_ANIM_WHEN_COMPLETE End ; --- Moving Anims AnimationState = MOVING StateName = STATE_running Animation = GUAragorn_RUNB AnimationName = GUAragorn_SKL.GUAragorn_RUNB AnimationMode = LOOP End End AnimationState = LEVELED ; This state clears itself in 3 seconds Animation = LevelUp AnimationName = GUAragorn_SKL.GUAragorn_ATKO AnimationMode = ONCE End End AnimationState = SPECIAL_POWER_1 ; Aragorn shouting Elendil anim StateName = STATE_ready Animation = GUAragorn_ATKL AnimationName = GUAragorn_SKL.GUAragorn_ATKL AnimationMode = ONCE End ParticleSysBone = B_SWORDBONE ElendilFlare FollowBone:yes ParticleSysBone = B_SWORDBONE ElendilSwordFlare FollowBone:yes ; FXEvent = Name: FX_ElendilGlowEvent End AnimationState = USER_2 StateName = ATHELAS Animation = ATKP AnimationName = GUAragorn_SKL.GUAragorn_ATKP AnimationMode = ONCE End End AnimationState = USER_1 StateName = OATH_BREAKERS Animation = ATKN AnimationName = GUAragorn_SKL.GUAragorn_CHRB AnimationMode = ONCE End End ; --------- Click and Hit Reactions ------------ AnimationState = HIT_REACTION HIT_LEVEL_3 StateName = STATE_bored Animation = Hit_Level_1_b AnimationName = GUAragorn_SKL.GUAragorn_HITB AnimationMode = ONCE End End ;----Emotion Animations AnimationState = EMOTION_CELEBRATING StateName = STATE_ready Animation = CHRB AnimationName = GUAragorn_SKL.GUAragorn_CHRB AnimationMode = ONCE AnimationPriority = 1 End Flags = RESTART_ANIM_WHEN_COMPLETE End AnimationState = EMOTION_ALERT StateName = STATE_ready Animation = IDLA AnimationName = GUAragorn_SKL.GUAragorn_IDLA AnimationMode = ONCE AnimationPriority = 1 End End AnimationState = EMOTION_MORALE_HIGH StateName = STATE_ready Animation = ATKN AnimationName = GUAragorn_SKL.GUAragorn_ATKN AnimationMode = ONCE AnimationPriority = 1 End Animation = ATKP AnimationName = GUAragorn_SKL.GUAragorn_ATKP AnimationMode = ONCE AnimationPriority = 15 End Animation = TNTC AnimationName = GUAragorn_SKL.GUAragorn_TNTD AnimationMode = ONCE AnimationPriority = 30 End Animation = TNTD AnimationName = GUAragorn_SKL.GUAragorn_TNTD AnimationMode = ONCE AnimationPriority = 30 End Flags = RESTART_ANIM_WHEN_COMPLETE End AnimationState = ENGAGED StateName = STATE_ready Animation = IDLA AnimationName = GUAragorn_SKL.GUAragorn_IDLA AnimationMode = ONCE UseWeaponTiming = Yes AnimationPriority = 1 End Flags = RESTART_ANIM_WHEN_COMPLETE End AnimationState = SELECTED StateName = STATE_attention Animation = ATNE AnimationName = GUAragorn_SKL.GUAragorn_ATNE AnimationMode = LOOP AnimationBlendTime = 5 AnimationMustCompleteBlend = yes End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "STATE_bored" then CurDrawableSetTransitionAnimState("TRANS_boredToAttention") end EndScript End End ; *** DESIGN parameters *** DisplayName = OBJECT:GondorIsildur Side = Gondor EditorSorting = UNIT DisplayMeleeDamage = ARAGORN_DAMAGE ThreatLevel = 5.0 ThingClass = CHARACTER_UNIT TransportSlotCount = 1 BuildCost = 2150 BuildTime = 30 MaxSimultaneousOfType = 1 VisionRange = 121 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = GondorIsildurCommandSet WeaponSet Conditions = None Weapon = PRIMARY GondorIsildurSword End WeaponSet Conditions = WEAPONSET_HERO_MODE Weapon = PRIMARY GondorIsildurSword End ArmorSet Conditions = None Armor = AragornHeroArmor ; HeroArmor DamageFX = NormalDamageFX End ; *** AUDIO Parameters ***; VoiceAttack = IsildurVoiceAttack VoiceAttackCharge = IsildurVoiceAttackCharge VoiceAttackMachine = IsildurVoiceAttack VoiceAttackStructure = IsildurVoiceAttack VoiceCreated = IsildurVoiceSalute VoiceFullyCreated = IsildurVoiceSalute VoiceFear = IsildurVoiceHelpMe VoiceMove = IsildurVoiceMove VoiceMoveToCamp = IsildurVoiceMove VoiceMoveWhileAttacking = IsildurVoiceDisengage VoicePriority = 80 VoiceSelect = IsildurVoiceSelect VoiceSelect2 = HeroVoiceSelect2 VoiceSelectBattle = IsildurVoiceSelectBattle VoiceGuard = IsildurVoiceMove SoundImpact = ImpactHorse ;IsildurVoiceJoinAnybody ;IsildurVoiceRespawn ;UnitSpecificSounds ;End EvaEventDamagedOwner = UnitUnderAttack ;Eva event to trigger when unit is damaged EvaEventDieOwner = IsildurDie ;Eva event to trigger on unit's death. NOTICE THAT this is only for permanent deaths ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE HERO PathfindDiameter = 40.0 Body = RespawnBody ModuleTag_RespawnBody CheerRadius = EMOTION_CHEER_RADIUS MaxHealth = ISILDUR_HEALTH ;BALANCE Aragorn Health PermanentlyKilledByFilter = NONE ;Who kills me permanently? DodgePercent = HERO_DODGE_PERCENT End Behavior = RespawnUpdate ModuleTag_RespawnUpdate DeathAnim = DYING ;Model condition to play when killed-to-respawn DeathFX = FX_AragornDieToRespawn ;FXList to play when killed-to-respawn DeathAnimationTime = 3933 ;How long DeathAnim will take. InitialSpawnFX = FX_PorterDeliver ;FXList to play when respawning. RespawnAnim = LEVELED ;Animation to play when respawning. RespawnFX = FX_PorterDeliver ;FXList to play when respawning. RespawnAnimationTime = 2000 ;Time it takes for respawn to play. AutoRespawnAtObjectFilter = NONE +CASTLE_KEEP ;Respawn at this location -- and at it's exit production point if possible. ButtonImage = HIIsildur ;RespawnEntries determine the ruleset for how a character can be revived. Some units may automatically respawn, others ;may require a specific revive action performed on him. You can specify different values for each level... or use Level:Any RespawnRules = AutoSpawn:No Cost:800 Time:90000 Health:100% ;DEFAULT VALUES RespawnEntry = Level:2 Cost:1200 Time:90000 ;For other levels, only override what is different. RespawnEntry = Level:3 Cost:1300 Time:90000 RespawnEntry = Level:4 Cost:1400 Time:90000 RespawnEntry = Level:5 Cost:1500 Time:120000 ; Cost:1600 RespawnEntry = Level:6 Cost:1600 Time:120000 ; 1800 RespawnEntry = Level:7 Cost:1700 Time:120000 ; 2000 RespawnEntry = Level:8 Cost:1800 Time:120000 ; 2200 RespawnEntry = Level:9 Cost:1900 Time:120000 ; 2400 RespawnEntry = Level:10 Cost:2000 Time:120000 ; 3000 End Behavior = SubObjectsUpgrade Anduril_Upgrade TriggeredBy = Upgrade_Anduril ShowSubObjects = PLANE02 End Behavior = SubObjectsUpgrade Costume_01 TriggeredBy = Upgrade_AragornCostume_01 UpgradeTexture = guaragorn_2trs.tga 0 guaragorn_rotk.tga RecolorHouse = Yes End Behavior = SubObjectsUpgrade Costume_01a TriggeredBy = Upgrade_AragornCostume_01 UpgradeTexture = guaragfel.tga 0 guaragorn_rotk.tga RecolorHouse = Yes End Behavior = SubObjectsUpgrade Costume_02 TriggeredBy = Upgrade_AragornCostume_02 UpgradeTexture = guaragorn_rotk.tga 0 guaragfel.tga RecolorHouse = Yes End Behavior = SubObjectsUpgrade Costume_02a TriggeredBy = Upgrade_AragornCostume_02 UpgradeTexture = guaragorn_2trs.tga 0 guaragfel.tga RecolorHouse = Yes End Behavior = SubObjectsUpgrade Costume_03 TriggeredBy = Upgrade_AragornCostume_03 UpgradeTexture = guaragfel.tga 0 guaragorn_2trs.tga RecolorHouse = Yes End Behavior = SubObjectsUpgrade Costume_03a TriggeredBy = Upgrade_AragornCostume_03 UpgradeTexture = guaragorn_rotk.tga 0 guaragorn_2trs.tga RecolorHouse = Yes End Behavior = AttributeModifierAuraUpdate ModuleTag_HeroRadiateFear StartsActive = No ;If no, requires upgrade to turn on. BonusName = HeroRadiateFear TriggeredBy = Upgrade_HeroRadiateFear RefreshDelay = 2000 Range = 500 TargetEnemy = Yes ObjectFilter = ANY +ORC End Behavior = AutoAbilityBehavior ModuleTag_AutoAbilityBehavior End Behavior = AIUpdateInterface ModuleTag_03 AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS MoodAttackCheckRate = 500 AILuaEventsList = AragornFunctions End LocomotorSet Locomotor = HeroHumanLocomotor Condition = SET_NORMAL Speed = NORMAL_GOOD_HERO_SPEED End Behavior = PhysicsBehavior ModuleTag_04 GravityMult = 1.0 ShockStandingTime = 2133 ;msec End Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL SinkDelay = 3000 SinkRate = 0.40 ; in Dist/Sec DestructionDelay = 8000 Sound = INITIAL AragornVoiceDie End Behavior = SquishCollide ModuleTag_06 ;nothing End Behavior = HeroDie ModuleTag_HeroDeath SpecialPowerTemplate = SpecialAbilitySmite ;the special power that I recharge by dying End Behavior = SpecialPowerModule ModuleTag_07 SpecialPowerTemplate = SpecialAbilityGrabPassenger UpdateModuleStartsAttack = Yes ;InitiateSound = End Behavior = SpecialAbilityUpdate ModuleTag_08 SpecialPowerTemplate = SpecialAbilityGrabPassenger StartAbilityRange = 1.6 UnpackTime = 2233 ; 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 ;;;;;;;;;;;;;;;;;;;;;; CUT CUT CUT CUT CUT CUT CUT ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; Behavior = UnpauseSpecialPowerUpgrade ModuleTag_AragornKnifeAttackEnabler ; SpecialPowerTemplate = SpecialAbilityAragornKnifeAttack ; TriggeredBy = Upgrade_AragornKnifeAttack ; End ; Behavior = SpecialPowerModule ModuleTag_KnifeAttack ; SpecialAbility is a SpecialPower, SpecialPower is anyting special ; SpecialPowerTemplate = SpecialAbilityAragornKnifeAttack ; UpdateModuleStartsAttack = Yes ; StartsPaused = Yes ; End ; Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_KnifeAttackUpdate ; So the difference in SpecialAbility is that it takes timing from this Update, instead of simply firing. ; SpecialPowerTemplate = SpecialAbilityAragornKnifeAttack ; ; UnpackTime = 1300 ; Drawing the horn ; PreparationTime = 1 ; nothing ; PersistentPrepTime = 1600 ; Blowing ; PackTime = 3700 ; Putting horn away ; ; PackSound = ; UnpackSound = ; TriggerSound = ; PrepSoundLoop = ; AwardXPForTriggering = 0 ; StartAbilityRange = 300.0 ; ; SpecialWeapon = GondorAragornKnifeThrow ; WhichSpecialWeapon = 1 ; End ;;;;;;;;;;;;;;;;;;;;;; CUT CUT CUT CUT CUT CUT CUT ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; Behavior = UnpauseSpecialPowerUpgrade ModuleTag_AragornOathbreakersEnabler SpecialPowerTemplate = SuperweaponSpawnOathbreakers TriggeredBy = Upgrade_AragornOathbreakers End Behavior = OCLSpecialPower ModuleTag_OCLSpecialPower SpecialPowerTemplate = SuperweaponSpawnOathbreakers OCL = OCL_GondorArmyofTheDeadEggSmall CreateLocation = CREATE_AT_LOCATION StartsPaused = Yes SetModelCondition = ModelConditionState:USER_1 SetModelConditionTime = 8.1 End Behavior = UnpauseSpecialPowerUpgrade ModuleTag_AragornBladeMasterEnabler SpecialPowerTemplate = SpecialAbilityAragornBladeMaster TriggeredBy = Upgrade_AragornBladeMaster End Behavior = SpecialPowerModule ModuleTag_AragornBladeMasterStarter ; SpecialAbility is a SpecialPower, SpecialPower is anyting special SpecialPowerTemplate = SpecialAbilityAragornBladeMaster StartsPaused = Yes End Behavior = HeroModeSpecialAbilityUpdate ModuleTag_AragornBladeMasterUpdate ; So the difference in SpecialAbility is that it takes timing from this Update, instead of simply firing. SpecialPowerTemplate = SpecialAbilityAragornBladeMaster HeroAttributeModifier = AragornBladeMaster HeroEffectDuration = 25000 ; 30000 ; this should sync with the auto ability delay re-fire time in commandButtons.ini UnpackTime = 1 ; insant unpack TriggerSound = AragornBladeMaster End ; Behavior = TransportContain ModuleTag_09 ; ObjectStatusOfContained = UNSELECTABLE ; PassengerFilter = NONE +GIMLI ; Slots = 1 ; ShowPips = No ; AllowAlliesInside = Yes ; DamagePercentToUnits = 0% ; TypeOneForWeaponSet = GIMLI ; TypeOneForWeaponState = GIMLI ; PassengerBonePrefix = PassengerBone:Arrow KindOf:GIMLI ; End Behavior = HitReactionBehavior HitReactionBehaviorModuleTag HitReactionLifeTimer1 = 100 ; level 1 (light damage) hit reaction animations in ms HitReactionLifeTimer2 = 1000 ; level 2 (medium damage) hit reaction animations in ms HitReactionLifeTimer3 = 1993 ; level 3 (heavy damage) hit reaction animations in ms 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 = AttributeModifierAuraUpdate ModuleTag_Leadership StartsActive = No ;If no, requires upgrade to turn on. BonusName = AragornPassiveLeadership TriggeredBy = Upgrade_AragornLeadership RefreshDelay = 2000 Range = 200 ObjectFilter = ANY +INFANTRY +CAVALRY -STRUCTURE -BASE_FOUNDATION -HERO End Behavior = UnpauseSpecialPowerUpgrade ModuleTag_TheodenLeadership SpecialPowerTemplate = SpecialAbilityFakeLeadership TriggeredBy = Upgrade_AragornLeadership End Behavior = SpecialPowerModule ModuleTag_TheodenLeadershipUpdate SpecialPowerTemplate = SpecialAbilityFakeLeadership UpdateModuleStartsAttack = No StartsPaused = Yes End Behavior = SpecialPowerModule ModuleTag_AragornAthelas SpecialPowerTemplate = SpecialAbilityAragornAthelas UpdateModuleStartsAttack = Yes TriggerFX = FX_AragornAthelas SetModelCondition = ModelConditionState:USER_2 SetModelConditionTime = 2.1 End Behavior = SpecialAbilityUpdate ModuleTag_AragornAthelasUpdate SpecialPowerTemplate = SpecialAbilityAragornAthelas StartAbilityRange = 1.6 UnpackTime = 1 ; Nothing to touching it PreparationTime = 3 ; touching it to grabbing it PackTime = 2096 ; whacking it to holding it nice AwardXPForTriggering = 0 End Behavior = UnpauseSpecialPowerUpgrade ModuleTag_EnableElendil SpecialPowerTemplate = SpecialAbilityAragornElendil TriggeredBy = Upgrade_AragornElendil End Behavior = SpecialPowerModule ModuleTag_ElendilStarter SpecialPowerTemplate = SpecialAbilityAragornElendil UpdateModuleStartsAttack = Yes AntiCategory = LEADERSHIP AttributeModifier = AragornElendilAntiCategory ; Used for the anti category duration only. AttributeModifierRange = 200.0 StartsPaused = Yes ; obtained on level 2 SetModelCondition = ModelConditionState:USER_3 SetModelConditionTime = 10.0 ; 10 secs of glow anim for sword End Behavior = ModelConditionSpecialAbilityUpdate ModuleTag_ElendilUpdate SpecialPowerTemplate = SpecialAbilityAragornElendil UnpackTime = 1400 ; Drawing the horn PreparationTime = 1 ; nothing PersistentPrepTime = 1000 ; Blowing PackTime = 1000 ; Putting horn away ; PackSound = ; UnpackSound = ; TriggerSound = ; PrepSoundLoop = AwardXPForTriggering = 0 End ; Athelas needs to be first because the special power just turns on the first one it finds. No time to fix it better. Behavior = AutoHealBehavior ModuleTag_AthelasHealing StartsActive = Yes ; Active, as in no upgrade required ButtonTriggered = Yes ; But doesn't actually run on its own. HealingAmount = 600 Radius = 200 HealOnlyOthers = No SingleBurst = Yes UnitHealPulseFX = FX_AragornAthelas KindOf = HERO End Behavior = AutoHealBehavior ModuleTag_ElvenGiftHealing StartsActive = No TriggeredBy = Upgrade_ElvenGift HealingAmount = ELVEN_GIFT_REGEN_AMOUNT HealingDelay = ELVEN_GIFT_REGEN_DELAY StartHealingDelay = HERO_HEAL_DELAY HealOnlyIfNotInCombat = Yes End Behavior = AttributeModifierUpgrade ModuleTag_ElvenGiftBonus TriggeredBy = Upgrade_ElvenGift AttributeModifier = SpellBookElvenGifts End Behavior = AttributeModifierUpgrade ModuleTag_AndurilBonus TriggeredBy = Upgrade_Anduril AttributeModifier = SpellBookAnduril End Behavior = AutoHealBehavior ModuleTag_AragornHealing StartsActive = Yes HealingAmount = HERO_HEAL_AMOUNT HealingDelay = 1000 StartHealingDelay = HERO_HEAL_DELAY HealOnlyIfNotInCombat = Yes End Behavior = ExperienceLevelCreate ModuleTag_MPLevelBonus LevelToGrant = 5 MPOnly = Yes End Geometry = CYLINDER GeometryMajorRadius = 8.0 GeometryMinorRadius = 8.0 GeometryHeight = 19.2 GeometryIsSmall = Yes Shadow = SHADOW_DECAL ShadowSizeX = 20; ShadowSizeY = 20; ShadowTexture = ShadowI; End CommentsDisplay order: Newest first osama4703 - Monday March 30, 2020 - 12:47 What do you do with the coppied command.set? Randy - Friday July 28, 2017 - 1:41 Nothing. Isildur was never ment to be playable, he's mostly just in for some story scenes, the opening and maybe he was supposed to be playable at some point but they didn't bother to take him out. Either way, they never bothered including soundfiles for him. moustafahdr - Monday January 2, 2017 - 1:25 Thx it works fine except He has no audio he doesnt make any noises at all. Any Idea what I could have done wrong |
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