Hmmm.. I can now create them as one hord, and not seperate units... But they don't select as a horde. I have to select all of them seperately instead of clicking on one and automaticly selecting the whole horde.
Code:
;////////////////////////////////////////////////////////////////////////////////
Object MinorSpidersHorde
;Minor Spiders Horde
; This is required for garrisoned objects - please put in all objects.
; ButtonImage = BIUrukPit_Warriors
SelectPortrait = UPShelob_MinorSpider
Draw = W3DScriptedModelDraw ModuleTag_W3DModelDraw
DependencySharedModelFlags = EMOTION_ALERT EMOTION_MORALE_HIGH
EMOTION_MORALE_LOW EMOTION_AFRAID EMOTION_COWER SELECTED EMOTION_TERROR
EMOTION_LOOK_TO_SKY
DefaultModelConditionState
Model = None ;InvisHrdeTmp
End
ModelConditionState = HORDE_EMPTY
Model = None
End
ModelConditionState = WORLD_BUILDER
Model = HordeMarkIUHai
End
End
Side = Mordor
EditorSorting = UNIT
EmotionRange = 240
DisplayName = OBJECT:MinorSpider_Summoned
WeaponSet
Conditions = None
Weapon = PRIMARY NormalMeleeHordeRangefinder
End
BuildCost = 0
BuildTime = 0
VisionRange = VISION_STANDARD_MELEE
CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CrusherLevel = 0 ;What can I crush?: 0 = small animals, 1 = infantry, 2 = trees, 3 = vehicles
CommandPoints = 0
CommandSet = MinorSpiderCommandSet
FormationWidth = 2 ; Width it occupies in formations. Current choices are 1 or 2.
FormationDepth = 2 ; Depth it occupies in formations. Current choices are 1 or 2.
TransportSlotCount = 1
KindOf = SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT
CAN_USE_SIEGE_TOWER INFANTRY HORDE MELEE_HORDE ARMY_SUMMARY URUK
;UNATTACKABLE
Body = ImmortalBody ModuleTag_ImmortalBody
MaxHealth = 1
End
Behavior = SiegeDeployHordeSpecialPower SiegeDeployHordeSpecialPowerModuleTag
SpecialPowerTemplate = SpecialAbilitySiegeDeploy
End
Behavior = HordeAIUpdate ModuleTag_HordeAIUpdate
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
MoodAttackCheckRate = 500
AILuaEventsList = InfantryFunctions
MaxCowerTime = 5000
MinCowerTime = 3000
AILuaEventsList = InfantryFunctions
AttackPriority = AttackPriority_Infantry
End
Behavior = HordeContain ModuleTag_HordeContain
ObjectStatusOfContained =
InitialPayload = MinorSpider_Summoned 14
Slots = 14
PassengerFilter = NONE +INFANTRY
ShowPips = No
ThisFormationIsTheMainFormation = Yes ;Used to determine which armorset to use
(and anything else we want!)
; AlternateFormation = IsengardFighterHordeBlock
; Banner Carrier info
; BannerCarriersAllowed = IsengardBannerOrc
; types of units that are allowed as banner
carriers
; BannerCarrierPosition = UnitType:IsengardFighter Pos:X:35.0
Y:0.0 ; (DEFAULT) position of banner carrier for fighter horde
RandomOffset=X:2 Y:2
RankInfo = RankNumber:1 UnitType:IsengardFighter Position:X:25 Y:-25
Position:X:25 Y:0 Position:X:25 Y:25
RankInfo = RankNumber:2 UnitType:IsengardFighter Position:X:0 Y:-35
Position:X:5 Y:-7 Position:X:-5 Y:8 Position:X:0 Y:35
RankInfo = RankNumber:3 UnitType:IsengardFighter Position:X:-25 Y:-25
Position:X:-25 Y:0 Position:X:-25 Y:25
RanksToReleaseWhenAttacking = 1 2 3
; ComboHorde = Target:IsengardPikemanHorde
Result:IsengardFighterPikemanComboHorde InitiateVoice:UrukWarriorVoiceJoin
; ComboHorde = Target:IsengardPikemanHordePorcupine
Result:IsengardFighterPikemanComboHorde InitiateVoice:UrukWarriorVoiceJoin
; ComboHorde = Target:IsengardUrukCrossbowHorde
Result:IsengardFighterCrossbowComboHorde InitiateVoice:UrukWarriorVoiceJoin
; ComboHorde = Target:IsengardUrukCrossbowHordeWedgeFormation
Result:IsengardFighterCrossbowComboHorde InitiateVoice:UrukWarriorVoiceJoin
; ComboHorde = Target:IsengardSiegeLadder
Result:IsengardFighterLadderComboHorde InitiateVoice:UrukWarriorVoiceJoin
MachineAllowed = Yes
MachineType = MordorSiegeTower
UseSlowHordeMovement = Yes
MeleeAttackLeashDistance = 25; How far the hordes can move from the center of the
horde when melee attacking.
End
; Behavior = BloodthirstyUpdate ModuleTag_Bloodthirsty
; ;In order to sacrifice or be sacrificed, you must have a BloodthirstyUpdate
; SacrificeFilter = ALL ;Hordes with BloodthirstyUpdates
I can sacrifice (hint: use template names)
; NumToSacrifice = 5 ;Must sacrifice this
number of units in the same horde in order to gain veterancy.
; InitiateVoice = UrukWarriorVoiceJoinOrcs
; InitiateVoice2 = UrukWarriorVoiceJoinOrcsBattleChatter
; End
Behavior = PhysicsBehavior ModuleTag_PhysicsBehavior
GravityMult = 1.0
End
Behavior = EmotionTrackerUpdate Module_EmotionTracker
TauntAndPointDistance =
INFANTRY_TAUNT_POINT_RADIUS ; max distance to taunted/pointed objet
TauntAndPointUpdateDelay = 1000 ; how often scan (milliseconds)
TauntAndPointExcluded = NONE
AfraidOf = NONE
+RohanOathbreakerHordeSmall +GondorGwaihir +RohanTreeBerd +RohanEntFir +RohanEntAsh
+RohanEntBirch +MordorFellBeast +MordorWitchKingOnFellBeast +MordorBalrog +MordorCaveTroll
+MordorMountainTroll +MordorDrummerTroll +MordorMumakil ;Must be SCARY kindof as well.
AlwaysAfraidOf = NONE +MordorBalrog
+RohanOathbreaker; +MordorWitchKing +MordorWitchKingOnFellBeast
PointAt = NONE
+GondorGwaihir
HeroScanDistance = 150
FearScanDistance =
INFANTRY_FEAR_SCAN_RADIUS
AddEmotion = Terror_Base
AddEmotion = Doom_Base
AddEmotion = UncontrollableFear_Base_Evil
AddEmotion = FearIdle_Base
AddEmotion = FearBusy_Base
AddEmotion = Point_Base
AddEmotion = OVERRIDE Taunt_Base
; AttributeModifier = GondorFighterTaunt
End
AddEmotion = CheerIdle_Base
AddEmotion = CheerBusy_Base
AddEmotion = HeroCheerIdle_Base
AddEmotion = HeroCheerBusy_Base
End
LocomotorSet
Locomotor = ShelobLocomotor
Condition = SET_NORMAL
Speed = 50
End
; LocomotorSet
; Locomotor = NormalMeleeHordeLocomotor
; Condition = SET_NORMAL
; Speed = NORMAL_EVIL_FAST_HORDE_SPEED
; End
Behavior = ProductionUpdate ProductionUpdateModuleTag
GiveNoXP = Yes
End
Behavior = LevelUpUpgrade ModuleTag_BasicTraining
TriggeredBy = Upgrade_IsengardBasicTraining
Upgrade_TechnologyIsengardBasicTraining
RequiresAllTriggers = Yes
LevelsToGain = 1
LevelCap = 2
End
Behavior = StatusBitsUpgrade ModuleTag_ProductionLegality
TriggeredBy = Upgrade_IsengardForgedBlades
Upgrade_TechnologyIsengardForgedBlades
RequiresAllTriggers = Yes
End
Behavior = StatusBitsUpgrade ModuleTag_ProductionLegality2
TriggeredBy = Upgrade_IsengardHeavyArmor
Upgrade_TechnologyIsengardHeavyArmor
RequiresAllTriggers = Yes
End
Geometry = BOX
GeometryMajorRadius = 40 ;30.4
GeometryMinorRadius = 40 ;30.4
GeometryHeight = 8.0
GeometryIsSmall = No
End
Thanks! I'll take another look at the problem. Maybe it has something to do with it that I replaced the IsenguardFighter locomotor with Shelob's locomotor. Or do I have to add something to the Minor Spider's ini itself?
TM
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