Code: Select all
//------------------------------------------------------------------------------------------------
// DRAGOON ( FAR EAST )
//------------------------------------------------------------------------------------------------
UnitType Fedragoon
{
parent = Mounted
properties {
rps = LightMounted
SizeX = 0.4
SizeY = 0.2
mass = 1
popCount = 1
hitpoints = 270
stance = Defensive
displayName = tx_utn_Fedragoon_name
verboseTooltip = vtt_unit_Dragoon
}
sounds = {
sndSelection = [ "v_LightMounted1_10_sel01" ] sndCmdMove = [ "v_LightMounted1_10_com01" "v_LightMounted1_10_com02" "v_LightMounted1_10_spe01" ] sndCmdAttack = [ "v_LightMounted1_10_com01" "v_LightMounted1_10_com02" "v_LightMounted1_10_spe01"]
}
abilities = [
Attack { damage = 12; range = 10; reloadTime = 3; applyDamageTime = 0.6; missileName = "Grenade" }
LOS { range = 10 }
Move {speed = 3.0; angSpeed = 180}
Garrisonable { garrisonTypes = [ Fortress NavalTransport ] }
]
icon = icon_unit_Dragoon
}
UnitModel Fedragoon
{
Parent = BaseLightMonted
DefaultModel = llm10_dragoon.nif
ChildNames = [ Muzzle_Musketeer UnitShadow SinkCorpse ExplSelectorMounted01]
States = [
{ StateName = Idle AnimName = sh_dragoon_idle01.KF }
{ StateName = Walk AnimName = sh_dragoon_walk01.KF }
{ StateName = Run AnimName = sh_dragoon_run01.KF }
{ StateName = Attack1 AnimName = sh_dragoon_attack01.KF
TextKeys = [
{ Name = PLAY_SOUND Data = fx_musket_fire KeyTime = 0.5 }
] }
{ StateName = Death AnimName = sh_dragoon_death01.KF }
{ StateName = Flinch AnimName = sh_dragoon_protect01.KF }
{ StateName = BeingThrown AnimName = sh_dragoon_flying01.KF
AnimVariants = [ sh_dragoon_flying02.KF ] AnimVariantsWeights = [ 0.5 ] }
{ StateName = ThrownDeath AnimName = sh_dragoon_ground_death01.KF }
]
}
//------------------------------------------------------------------------------------------------
// DRAGOON ( AZTEC )
//------------------------------------------------------------------------------------------------
UnitType Azdragoon
{
parent = Mounted
properties {
rps = LightMounted
SizeX = 0.4
SizeY = 0.2
mass = 1
popCount = 1
hitpoints = 270
stance = Defensive
displayName = tx_utn_Azdragoon_name
verboseTooltip = vtt_unit_Dragoon
}
sounds = {
sndSelection = [ "v_LightMounted1_10_sel01" ] sndCmdMove = [ "v_LightMounted1_10_com01" "v_LightMounted1_10_com02" "v_LightMounted1_10_spe01" ] sndCmdAttack = [ "v_LightMounted1_10_com01" "v_LightMounted1_10_com02" "v_LightMounted1_10_spe01"]
}
abilities = [
Attack { damage = 12; range = 10; reloadTime = 3; applyDamageTime = 0.6; missileName = "Grenade" }
LOS { range = 10 }
Move {speed = 3.0; angSpeed = 180}
Garrisonable { garrisonTypes = [ Fortress NavalTransport ] }
]
icon = icon_unit_Dragoon
}
UnitModel Azdragoon
{
Parent = BaseLightMonted
DefaultModel = llm10_dragoon.nif
ChildNames = [ Muzzle_Musketeer UnitShadow SinkCorpse ExplSelectorMounted01]
States = [
{ StateName = Idle AnimName = sh_dragoon_idle01.KF }
{ StateName = Walk AnimName = sh_dragoon_walk01.KF }
{ StateName = Run AnimName = sh_dragoon_run01.KF }
{ StateName = Attack1 AnimName = sh_dragoon_attack01.KF
TextKeys = [
{ Name = PLAY_SOUND Data = fx_musket_fire KeyTime = 0.5 }
] }
{ StateName = Death AnimName = sh_dragoon_death01.KF }
{ StateName = Flinch AnimName = sh_dragoon_protect01.KF }
{ StateName = BeingThrown AnimName = sh_dragoon_flying01.KF
AnimVariants = [ sh_dragoon_flying02.KF ] AnimVariantsWeights = [ 0.5 ] }
{ StateName = ThrownDeath AnimName = sh_dragoon_ground_death01.KF }
]
}
//------------------------------------------------------------------------------------------------
// DRAGOON ( MAYAN )
//------------------------------------------------------------------------------------------------
UnitType Mydragoon
{
parent = Mounted
properties {
rps = LightMounted
SizeX = 0.4
SizeY = 0.2
mass = 1
popCount = 1
hitpoints = 270
stance = Defensive
displayName = tx_utn_Mydragoon_name
verboseTooltip = vtt_unit_Dragoon
}
sounds = {
sndSelection = [ "v_LightMounted1_10_sel01" ] sndCmdMove = [ "v_LightMounted1_10_com01" "v_LightMounted1_10_com02" "v_LightMounted1_10_spe01" ] sndCmdAttack = [ "v_LightMounted1_10_com01" "v_LightMounted1_10_com02" "v_LightMounted1_10_spe01"]
}
abilities = [
Attack { damage = 12; range = 10; reloadTime = 3; applyDamageTime = 0.6; missileName = "Grenade" }
LOS { range = 10 }
Move {speed = 3.0; angSpeed = 180}
Garrisonable { garrisonTypes = [ Fortress NavalTransport ] }
]
icon = icon_unit_Dragoon
}
UnitModel Mydragoon
{
Parent = BaseLightMonted
DefaultModel = llm10_dragoon.nif
ChildNames = [ Muzzle_Musketeer UnitShadow SinkCorpse ExplSelectorMounted01]
States = [
{ StateName = Idle AnimName = sh_dragoon_idle01.KF }
{ StateName = Walk AnimName = sh_dragoon_walk01.KF }
{ StateName = Run AnimName = sh_dragoon_run01.KF }
{ StateName = Attack1 AnimName = sh_dragoon_attack01.KF
TextKeys = [
{ Name = PLAY_SOUND Data = fx_musket_fire KeyTime = 0.5 }
] }
{ StateName = Death AnimName = sh_dragoon_death01.KF }
{ StateName = Flinch AnimName = sh_dragoon_protect01.KF }
{ StateName = BeingThrown AnimName = sh_dragoon_flying01.KF
AnimVariants = [ sh_dragoon_flying02.KF ] AnimVariantsWeights = [ 0.5 ] }
{ StateName = ThrownDeath AnimName = sh_dragoon_ground_death01.KF }
]
}
//------------------------------------------------------------------------------------------------
// DRAGOON ( INCA )
//------------------------------------------------------------------------------------------------
UnitType Indragoon
{
parent = Mounted
properties {
rps = LightMounted
SizeX = 0.4
SizeY = 0.2
mass = 1
popCount = 1
hitpoints = 270
stance = Defensive
displayName = tx_utn_Indragoon_name
verboseTooltip = vtt_unit_Dragoon
}
sounds = {
sndSelection = [ "v_LightMounted1_10_sel01" ] sndCmdMove = [ "v_LightMounted1_10_com01" "v_LightMounted1_10_com02" "v_LightMounted1_10_spe01" ] sndCmdAttack = [ "v_LightMounted1_10_com01" "v_LightMounted1_10_com02" "v_LightMounted1_10_spe01"]
}
abilities = [
Attack { damage = 12; range = 10; reloadTime = 3; applyDamageTime = 0.6; missileName = "Grenade" }
LOS { range = 10 }
Move {speed = 3.0; angSpeed = 180}
Garrisonable { garrisonTypes = [ Fortress NavalTransport ] }
]
icon = icon_unit_Dragoon
}
UnitModel Indragoon
{
Parent = BaseLightMonted
DefaultModel = llm10_dragoon.nif
ChildNames = [ Muzzle_Musketeer UnitShadow SinkCorpse ExplSelectorMounted01]
States = [
{ StateName = Idle AnimName = sh_dragoon_idle01.KF }
{ StateName = Walk AnimName = sh_dragoon_walk01.KF }
{ StateName = Run AnimName = sh_dragoon_run01.KF }
{ StateName = Attack1 AnimName = sh_dragoon_attack01.KF
TextKeys = [
{ Name = PLAY_SOUND Data = fx_musket_fire KeyTime = 0.5 }
] }
{ StateName = Death AnimName = sh_dragoon_death01.KF }
{ StateName = Flinch AnimName = sh_dragoon_protect01.KF }
{ StateName = BeingThrown AnimName = sh_dragoon_flying01.KF
AnimVariants = [ sh_dragoon_flying02.KF ] AnimVariantsWeights = [ 0.5 ] }
{ StateName = ThrownDeath AnimName = sh_dragoon_ground_death01.KF }
]
}
//------------------------------------------------------------------------------------------------
// DRAGOON ( ZULU )
//------------------------------------------------------------------------------------------------
UnitType Zudragoon
{
parent = Mounted
properties {
rps = LightMounted
SizeX = 0.4
SizeY = 0.2
mass = 1
popCount = 1
hitpoints = 270
stance = Defensive
displayName = tx_utn_Zudragoon_name
verboseTooltip = vtt_unit_Dragoon
}
sounds = {
sndSelection = [ "v_LightMounted1_10_sel01" ] sndCmdMove = [ "v_LightMounted1_10_com01" "v_LightMounted1_10_com02" "v_LightMounted1_10_spe01" ] sndCmdAttack = [ "v_LightMounted1_10_com01" "v_LightMounted1_10_com02" "v_LightMounted1_10_spe01"]
}
abilities = [
Attack { damage = 12; range = 10; reloadTime = 3; applyDamageTime = 0.6; missileName = "Grenade" }
LOS { range = 10 }
Move {speed = 3.0; angSpeed = 180}
Garrisonable { garrisonTypes = [ Fortress NavalTransport ] }
]
icon = icon_unit_Dragoon
}
UnitModel Zudragoon
{
Parent = BaseLightMonted
DefaultModel = llm10_dragoon.nif
ChildNames = [ Muzzle_Musketeer UnitShadow SinkCorpse ExplSelectorMounted01]
States = [
{ StateName = Idle AnimName = sh_dragoon_idle01.KF }
{ StateName = Walk AnimName = sh_dragoon_walk01.KF }
{ StateName = Run AnimName = sh_dragoon_run01.KF }
{ StateName = Attack1 AnimName = sh_dragoon_attack01.KF
TextKeys = [
{ Name = PLAY_SOUND Data = fx_musket_fire KeyTime = 0.5 }
] }
{ StateName = Death AnimName = sh_dragoon_death01.KF }
{ StateName = Flinch AnimName = sh_dragoon_protect01.KF }
{ StateName = BeingThrown AnimName = sh_dragoon_flying01.KF
AnimVariants = [ sh_dragoon_flying02.KF ] AnimVariantsWeights = [ 0.5 ] }
{ StateName = ThrownDeath AnimName = sh_dragoon_ground_death01.KF }
]
}
//------------------------------------------------------------------------------------------------
// DRAGOON ( MAASAI )
//------------------------------------------------------------------------------------------------
UnitType Madragoon
{
parent = Mounted
properties {
rps = LightMounted
SizeX = 0.4
SizeY = 0.2
mass = 1
popCount = 1
hitpoints = 270
stance = Defensive
displayName = tx_utn_Madragoon_name
verboseTooltip = vtt_unit_Dragoon
}
sounds = {
sndSelection = [ "v_LightMounted1_10_sel01" ] sndCmdMove = [ "v_LightMounted1_10_com01" "v_LightMounted1_10_com02" "v_LightMounted1_10_spe01" ] sndCmdAttack = [ "v_LightMounted1_10_com01" "v_LightMounted1_10_com02" "v_LightMounted1_10_spe01"]
}
abilities = [
Attack { damage = 12; range = 10; reloadTime = 3; applyDamageTime = 0.6; missileName = "Grenade" }
LOS { range = 10 }
Move {speed = 3.0; angSpeed = 180}
Garrisonable { garrisonTypes = [ Fortress NavalTransport ] }
]
icon = icon_unit_Dragoon
}
UnitModel Madragoon
{
Parent = BaseLightMonted
DefaultModel = llm10_dragoon.nif
ChildNames = [ Muzzle_Musketeer UnitShadow SinkCorpse ExplSelectorMounted01]
States = [
{ StateName = Idle AnimName = sh_dragoon_idle01.KF }
{ StateName = Walk AnimName = sh_dragoon_walk01.KF }
{ StateName = Run AnimName = sh_dragoon_run01.KF }
{ StateName = Attack1 AnimName = sh_dragoon_attack01.KF
TextKeys = [
{ Name = PLAY_SOUND Data = fx_musket_fire KeyTime = 0.5 }
] }
{ StateName = Death AnimName = sh_dragoon_death01.KF }
{ StateName = Flinch AnimName = sh_dragoon_protect01.KF }
{ StateName = BeingThrown AnimName = sh_dragoon_flying01.KF
AnimVariants = [ sh_dragoon_flying02.KF ] AnimVariantsWeights = [ 0.5 ] }
{ StateName = ThrownDeath AnimName = sh_dragoon_ground_death01.KF }
]
}
Code: Select all
//------------------------------------------------------------------------------------------------
// IMPERIAL LANCER ( FAR EAST )
//------------------------------------------------------------------------------------------------
UnitType Feimperiallancer
{
parent = Human
properties {
SizeX = 0.4
SizeY = 0.2
mass = 2
hitpoints = 250
popCount = 1
rps = Citizen
moveType = Mounted
displayName = tx_utn_Feimperiallancer_name
verboseTooltip = vtt_unit_ImperialLancer
}
sounds = {
sndSelection = [ "v_HeavyMounted1_10_sel01" ] sndCmdMove = [ "v_HeavyMounted1_10_com01" "v_HeavyMounted1_10_com02" "v_HeavyMounted1_10_spe01" ] sndCmdAttack = [ "v_HeavyMounted1_10_com01" "v_HeavyMounted1_10_com02" "v_HeavyMounted1_10_spe01"]
}
abilities = [
Attack { range = 1.0; reloadTime = 1; applyDamageTime = 0.5; damage = 20 }
LOS { range = 8 }
Move {speed = 3.45; angSpeed = 180}
Garrisonable { garrisonTypes = [ Fortress NavalTransport ] }
]
icon = icon_unit_ImperialLancer
}
UnitModel Feimperiallancer
{
Parent = BaseHuman
DefaultModel = LHM10_imperiallancer.NIF
ChildNames = [ SinkCorpse ExplSelectorMounted01 ]
States = [
{ StateName = Idle AnimName = sh_imperiallancer_idle01.kf
AnimVariants = [ sh_imperiallancer_idle02.kf sh_imperiallancer_idle03.kf ]
AnimVariantsWeights = [ 0.2 0.3 ]
}
{ StateName = Walk AnimName = sh_imperiallancer_walk01.kf AnimSpeedScale = 2.25 }
{ StateName = Run AnimName = sh_imperiallancer_run01.kf
}
{ StateName = Attack1 AnimName = sh_imperiallancer_attack01.kf
AnimVariants = [ sh_imperiallancer_attack02.kf ]
AnimVariantsWeights = [ 0.2 ]
TextKeys = [{ Name = PLAY_SOUND Data = fx_spear_thrust KeyTime = 0.40 }]
}
{ StateName = Death AnimName = sh_imperiallancer_death01.kf
TextKeys = [{ Name = PLAY_ANIM Data = fx_blood_spurt01 }]
}
{ StateName = Flinch AnimName = sh_imperiallancer_protect01.KF }
{ StateName = BeingThrown AnimName = sh_imperiallancer_flying01.KF
AnimVariants = [ sh_imperiallancer_flying02.KF ] AnimVariantsWeights = [ 0.5 ] }
{ StateName = ThrownDeath AnimName = sh_imperiallancer_ground_death01.KF }
]
UIRenderingParams {
xOffset = -5.26
yOffset = 1.38
zOffset = -0.45
scale = 1.15
angle = 47.37
}
}
//------------------------------------------------------------------------------------------------
// IMPERIAL LANCER ( AZTEC )
//------------------------------------------------------------------------------------------------
UnitType Azimperiallancer
{
parent = Human
properties {
SizeX = 0.4
SizeY = 0.2
mass = 2
hitpoints = 250
popCount = 1
rps = Citizen
moveType = Mounted
displayName = tx_utn_Azimperiallancer_name
verboseTooltip = vtt_unit_ImperialLancer
}
sounds = {
sndSelection = [ "v_HeavyMounted1_10_sel01" ] sndCmdMove = [ "v_HeavyMounted1_10_com01" "v_HeavyMounted1_10_com02" "v_HeavyMounted1_10_spe01" ] sndCmdAttack = [ "v_HeavyMounted1_10_com01" "v_HeavyMounted1_10_com02" "v_HeavyMounted1_10_spe01"]
}
abilities = [
Attack { range = 1.0; reloadTime = 1; applyDamageTime = 0.5; damage = 20 }
LOS { range = 8 }
Move {speed = 3.45; angSpeed = 180}
Garrisonable { garrisonTypes = [ Fortress NavalTransport ] }
]
icon = icon_unit_ImperialLancer
}
UnitModel Azimperiallancer
{
Parent = BaseHuman
DefaultModel = LHM10_imperiallancer.NIF
ChildNames = [ SinkCorpse ExplSelectorMounted01 ]
States = [
{ StateName = Idle AnimName = sh_imperiallancer_idle01.kf
AnimVariants = [ sh_imperiallancer_idle02.kf sh_imperiallancer_idle03.kf ]
AnimVariantsWeights = [ 0.2 0.3 ]
}
{ StateName = Walk AnimName = sh_imperiallancer_walk01.kf AnimSpeedScale = 2.25 }
{ StateName = Run AnimName = sh_imperiallancer_run01.kf
}
{ StateName = Attack1 AnimName = sh_imperiallancer_attack01.kf
AnimVariants = [ sh_imperiallancer_attack02.kf ]
AnimVariantsWeights = [ 0.2 ]
TextKeys = [{ Name = PLAY_SOUND Data = fx_spear_thrust KeyTime = 0.40 }]
}
{ StateName = Death AnimName = sh_imperiallancer_death01.kf
TextKeys = [{ Name = PLAY_ANIM Data = fx_blood_spurt01 }]
}
{ StateName = Flinch AnimName = sh_imperiallancer_protect01.KF }
{ StateName = BeingThrown AnimName = sh_imperiallancer_flying01.KF
AnimVariants = [ sh_imperiallancer_flying02.KF ] AnimVariantsWeights = [ 0.5 ] }
{ StateName = ThrownDeath AnimName = sh_imperiallancer_ground_death01.KF }
]
UIRenderingParams {
xOffset = -5.26
yOffset = 1.38
zOffset = -0.45
scale = 1.15
angle = 47.37
}
}
//------------------------------------------------------------------------------------------------
// IMPERIAL LANCER ( MAYAN )
//------------------------------------------------------------------------------------------------
UnitType Myimperiallancer
{
parent = Human
properties {
SizeX = 0.4
SizeY = 0.2
mass = 2
hitpoints = 250
popCount = 1
rps = Citizen
moveType = Mounted
displayName = tx_utn_Myimperiallancer_name
verboseTooltip = vtt_unit_ImperialLancer
}
sounds = {
sndSelection = [ "v_HeavyMounted1_10_sel01" ] sndCmdMove = [ "v_HeavyMounted1_10_com01" "v_HeavyMounted1_10_com02" "v_HeavyMounted1_10_spe01" ] sndCmdAttack = [ "v_HeavyMounted1_10_com01" "v_HeavyMounted1_10_com02" "v_HeavyMounted1_10_spe01"]
}
abilities = [
Attack { range = 1.0; reloadTime = 1; applyDamageTime = 0.5; damage = 20 }
LOS { range = 8 }
Move {speed = 3.45; angSpeed = 180}
Garrisonable { garrisonTypes = [ Fortress NavalTransport ] }
]
icon = icon_unit_ImperialLancer
}
UnitModel Myimperiallancer
{
Parent = BaseHuman
DefaultModel = LHM10_imperiallancer.NIF
ChildNames = [ SinkCorpse ExplSelectorMounted01 ]
States = [
{ StateName = Idle AnimName = sh_imperiallancer_idle01.kf
AnimVariants = [ sh_imperiallancer_idle02.kf sh_imperiallancer_idle03.kf ]
AnimVariantsWeights = [ 0.2 0.3 ]
}
{ StateName = Walk AnimName = sh_imperiallancer_walk01.kf AnimSpeedScale = 2.25 }
{ StateName = Run AnimName = sh_imperiallancer_run01.kf
}
{ StateName = Attack1 AnimName = sh_imperiallancer_attack01.kf
AnimVariants = [ sh_imperiallancer_attack02.kf ]
AnimVariantsWeights = [ 0.2 ]
TextKeys = [{ Name = PLAY_SOUND Data = fx_spear_thrust KeyTime = 0.40 }]
}
{ StateName = Death AnimName = sh_imperiallancer_death01.kf
TextKeys = [{ Name = PLAY_ANIM Data = fx_blood_spurt01 }]
}
{ StateName = Flinch AnimName = sh_imperiallancer_protect01.KF }
{ StateName = BeingThrown AnimName = sh_imperiallancer_flying01.KF
AnimVariants = [ sh_imperiallancer_flying02.KF ] AnimVariantsWeights = [ 0.5 ] }
{ StateName = ThrownDeath AnimName = sh_imperiallancer_ground_death01.KF }
]
UIRenderingParams {
xOffset = -5.26
yOffset = 1.38
zOffset = -0.45
scale = 1.15
angle = 47.37
}
}
//------------------------------------------------------------------------------------------------
// IMPERIAL LANCER ( INCA )
//------------------------------------------------------------------------------------------------
UnitType Inimperiallancer
{
parent = Human
properties {
SizeX = 0.4
SizeY = 0.2
mass = 2
hitpoints = 250
popCount = 1
rps = Citizen
moveType = Mounted
displayName = tx_utn_Inimperiallancer_name
verboseTooltip = vtt_unit_ImperialLancer
}
sounds = {
sndSelection = [ "v_HeavyMounted1_10_sel01" ] sndCmdMove = [ "v_HeavyMounted1_10_com01" "v_HeavyMounted1_10_com02" "v_HeavyMounted1_10_spe01" ] sndCmdAttack = [ "v_HeavyMounted1_10_com01" "v_HeavyMounted1_10_com02" "v_HeavyMounted1_10_spe01"]
}
abilities = [
Attack { range = 1.0; reloadTime = 1; applyDamageTime = 0.5; damage = 20 }
LOS { range = 8 }
Move {speed = 3.45; angSpeed = 180}
Garrisonable { garrisonTypes = [ Fortress NavalTransport ] }
]
icon = icon_unit_ImperialLancer
}
UnitModel Inimperiallancer
{
Parent = BaseHuman
DefaultModel = LHM10_imperiallancer.NIF
ChildNames = [ SinkCorpse ExplSelectorMounted01 ]
States = [
{ StateName = Idle AnimName = sh_imperiallancer_idle01.kf
AnimVariants = [ sh_imperiallancer_idle02.kf sh_imperiallancer_idle03.kf ]
AnimVariantsWeights = [ 0.2 0.3 ]
}
{ StateName = Walk AnimName = sh_imperiallancer_walk01.kf AnimSpeedScale = 2.25 }
{ StateName = Run AnimName = sh_imperiallancer_run01.kf
}
{ StateName = Attack1 AnimName = sh_imperiallancer_attack01.kf
AnimVariants = [ sh_imperiallancer_attack02.kf ]
AnimVariantsWeights = [ 0.2 ]
TextKeys = [{ Name = PLAY_SOUND Data = fx_spear_thrust KeyTime = 0.40 }]
}
{ StateName = Death AnimName = sh_imperiallancer_death01.kf
TextKeys = [{ Name = PLAY_ANIM Data = fx_blood_spurt01 }]
}
{ StateName = Flinch AnimName = sh_imperiallancer_protect01.KF }
{ StateName = BeingThrown AnimName = sh_imperiallancer_flying01.KF
AnimVariants = [ sh_imperiallancer_flying02.KF ] AnimVariantsWeights = [ 0.5 ] }
{ StateName = ThrownDeath AnimName = sh_imperiallancer_ground_death01.KF }
]
UIRenderingParams {
xOffset = -5.26
yOffset = 1.38
zOffset = -0.45
scale = 1.15
angle = 47.37
}
}
//------------------------------------------------------------------------------------------------
// IMPERIAL LANCER ( ZULU )
//------------------------------------------------------------------------------------------------
UnitType Zuimperiallancer
{
parent = Human
properties {
SizeX = 0.4
SizeY = 0.2
mass = 2
hitpoints = 250
popCount = 1
rps = Citizen
moveType = Mounted
displayName = tx_utn_Zuimperiallancer_name
verboseTooltip = vtt_unit_ImperialLancer
}
sounds = {
sndSelection = [ "v_HeavyMounted1_10_sel01" ] sndCmdMove = [ "v_HeavyMounted1_10_com01" "v_HeavyMounted1_10_com02" "v_HeavyMounted1_10_spe01" ] sndCmdAttack = [ "v_HeavyMounted1_10_com01" "v_HeavyMounted1_10_com02" "v_HeavyMounted1_10_spe01"]
}
abilities = [
Attack { range = 1.0; reloadTime = 1; applyDamageTime = 0.5; damage = 20 }
LOS { range = 8 }
Move {speed = 3.45; angSpeed = 180}
Garrisonable { garrisonTypes = [ Fortress NavalTransport ] }
]
icon = icon_unit_ImperialLancer
}
UnitModel Zuimperiallancer
{
Parent = BaseHuman
DefaultModel = LHM10_imperiallancer.NIF
ChildNames = [ SinkCorpse ExplSelectorMounted01 ]
States = [
{ StateName = Idle AnimName = sh_imperiallancer_idle01.kf
AnimVariants = [ sh_imperiallancer_idle02.kf sh_imperiallancer_idle03.kf ]
AnimVariantsWeights = [ 0.2 0.3 ]
}
{ StateName = Walk AnimName = sh_imperiallancer_walk01.kf AnimSpeedScale = 2.25 }
{ StateName = Run AnimName = sh_imperiallancer_run01.kf
}
{ StateName = Attack1 AnimName = sh_imperiallancer_attack01.kf
AnimVariants = [ sh_imperiallancer_attack02.kf ]
AnimVariantsWeights = [ 0.2 ]
TextKeys = [{ Name = PLAY_SOUND Data = fx_spear_thrust KeyTime = 0.40 }]
}
{ StateName = Death AnimName = sh_imperiallancer_death01.kf
TextKeys = [{ Name = PLAY_ANIM Data = fx_blood_spurt01 }]
}
{ StateName = Flinch AnimName = sh_imperiallancer_protect01.KF }
{ StateName = BeingThrown AnimName = sh_imperiallancer_flying01.KF
AnimVariants = [ sh_imperiallancer_flying02.KF ] AnimVariantsWeights = [ 0.5 ] }
{ StateName = ThrownDeath AnimName = sh_imperiallancer_ground_death01.KF }
]
UIRenderingParams {
xOffset = -5.26
yOffset = 1.38
zOffset = -0.45
scale = 1.15
angle = 47.37
}
}
//------------------------------------------------------------------------------------------------
// IMPERIAL LANCER ( MAASAI )
//------------------------------------------------------------------------------------------------
UnitType Maimperiallancer
{
parent = Human
properties {
SizeX = 0.4
SizeY = 0.2
mass = 2
hitpoints = 250
popCount = 1
rps = Citizen
moveType = Mounted
displayName = tx_utn_Maimperiallancer_name
verboseTooltip = vtt_unit_ImperialLancer
}
sounds = {
sndSelection = [ "v_HeavyMounted1_10_sel01" ] sndCmdMove = [ "v_HeavyMounted1_10_com01" "v_HeavyMounted1_10_com02" "v_HeavyMounted1_10_spe01" ] sndCmdAttack = [ "v_HeavyMounted1_10_com01" "v_HeavyMounted1_10_com02" "v_HeavyMounted1_10_spe01"]
}
abilities = [
Attack { range = 1.0; reloadTime = 1; applyDamageTime = 0.5; damage = 20 }
LOS { range = 8 }
Move {speed = 3.45; angSpeed = 180}
Garrisonable { garrisonTypes = [ Fortress NavalTransport ] }
]
icon = icon_unit_ImperialLancer
}
UnitModel Maimperiallancer
{
Parent = BaseHuman
DefaultModel = LHM10_imperiallancer.NIF
ChildNames = [ SinkCorpse ExplSelectorMounted01 ]
States = [
{ StateName = Idle AnimName = sh_imperiallancer_idle01.kf
AnimVariants = [ sh_imperiallancer_idle02.kf sh_imperiallancer_idle03.kf ]
AnimVariantsWeights = [ 0.2 0.3 ]
}
{ StateName = Walk AnimName = sh_imperiallancer_walk01.kf AnimSpeedScale = 2.25 }
{ StateName = Run AnimName = sh_imperiallancer_run01.kf
}
{ StateName = Attack1 AnimName = sh_imperiallancer_attack01.kf
AnimVariants = [ sh_imperiallancer_attack02.kf ]
AnimVariantsWeights = [ 0.2 ]
TextKeys = [{ Name = PLAY_SOUND Data = fx_spear_thrust KeyTime = 0.40 }]
}
{ StateName = Death AnimName = sh_imperiallancer_death01.kf
TextKeys = [{ Name = PLAY_ANIM Data = fx_blood_spurt01 }]
}
{ StateName = Flinch AnimName = sh_imperiallancer_protect01.KF }
{ StateName = BeingThrown AnimName = sh_imperiallancer_flying01.KF
AnimVariants = [ sh_imperiallancer_flying02.KF ] AnimVariantsWeights = [ 0.5 ] }
{ StateName = ThrownDeath AnimName = sh_imperiallancer_ground_death01.KF }
]
UIRenderingParams {
xOffset = -5.26
yOffset = 1.38
zOffset = -0.45
scale = 1.15
angle = 47.37
}
}