Code: Select all
UnitType Louis
{
Parent = Leader
Properties {
mass = 1
popCount = 1
displayName = tx_utn_Louis_name
displayNamePlural = tx_utn_Louis_pname
rps = Citizen
SizeX = 0.125
SizeY = 0.125
HitPoints = 500
stance = Cautious
VerboseTooltip = vtt_unit_Louis
}
sounds = {
}
abilities [
Move {speed = 4.5; angSpeed = 720}
LOS { range = 10 }
//Build { repairRate = 12 }
AreaEffect { effects = [ HighFervor HighMorale Discipline ] }
SpecialPower { effects = [ FireAndManeuver ] }
]
icon = icon_unit_Louis
}
UnitModel Louis
{
Parent = BaseHuman
ChildNames = [ UnitShadow ThePowerBar ]
DefaultModel = Louis.NIF
States = [
{ StateName = Idle AnimName = sh_citizen_idle01.kf
AnimVariants = [ sh_citizen_idle04.kf sh_citizen_region01.KF sh_citizen_season01.KF ] AnimVariantsWeights = [ 0.2 0.1 0.1 ]
}
{ StateName = Walk AnimName = sh_citizen_walk01.kf
}
{ StateName = Death AnimName = sh_citizen_death01.KF }
//{ StateName = Flinch AnimName = sh_citizen_protect01.KF }
{ StateName = BeingThrown AnimName = sh_citizen_flying01.KF
AnimVariants = [ sh_citizen_flying02.KF ] AnimVariantsWeights = [ 0.5 ] }
//{ StateName = ThrownDeath AnimName = sh_citizen_ground_death01.KF }
] // end states
UIRenderingParams {
xOffset = 0.01
yOffset = 0.37
zOffset = -6.83
scale = 2.43
angle = 23.68
}
}
Added after 3 hours 8 minutes 10 seconds:
Problem solved!