Three unarmed elves, who throw punches, backhands, and even do a leap-and-spin attack. They have Aztec Jaguar animations. All have a teamcolor cape and skirt.
The versions are:
Alternatively you can download them from Dropbox.
Discuss these and other elves here.
Sample art defines:
The versions are:
- Blond elf with standard brown suit
- Shirtless tattooed redhead
- Blue-haired elf with standard brown suit
Alternatively you can download them from Dropbox.
Discuss these and other elves here.
Sample art defines:
Code:
INSERT INTO ArtDefine_UnitInfos (Type, DamageStates, Formation) VALUES
('ART_DEF_UNIT_ELF_WARRIOR', 1, 'UnFormed');
INSERT INTO ArtDefine_UnitInfoMemberInfos (UnitInfoType, UnitMemberInfoType, NumMembers) VALUES
('ART_DEF_UNIT_ELF_WARRIOR', 'ART_DEF_UNIT_MEMBER_ELF_WARRIOR', 1),
('ART_DEF_UNIT_ELF_WARRIOR', 'ART_DEF_UNIT_MEMBER_ELF_WARRIOR_V2', 1),
('ART_DEF_UNIT_ELF_WARRIOR', 'ART_DEF_UNIT_MEMBER_ELF_WARRIOR_V3', 1);
INSERT INTO ArtDefine_UnitMemberInfos (Type, Scale, Model, MaterialTypeTag, MaterialTypeSoundOverrideTag) VALUES
('ART_DEF_UNIT_MEMBER_ELF_WARRIOR', 0.140000000596046, 'elf_warrior.fxsxml', 'CLOTH', 'FLESH'),
('ART_DEF_UNIT_MEMBER_ELF_WARRIOR_V2', 0.140000000596046, 'elf_warrior_v2.fxsxml', 'CLOTH', 'FLESH'),
('ART_DEF_UNIT_MEMBER_ELF_WARRIOR_V3', 0.140000000596046, 'elf_warrior_v3.fxsxml', 'CLOTH', 'FLESH');
INSERT INTO ArtDefine_UnitMemberCombats (UnitMemberType, EnableActions, ShortMoveRadius, ShortMoveRate, TargetHeight, HasRefaceAfterCombat) VALUES
('ART_DEF_UNIT_MEMBER_ELF_WARRIOR', 'Idle Attack RunCharge AttackCity Bombard Death BombardDefend Run Fortify CombatReady Walk AttackCharge', 12.0, 0.349999994039536, 8.0, 1),
('ART_DEF_UNIT_MEMBER_ELF_WARRIOR_V2', 'Idle Attack RunCharge AttackCity Bombard Death BombardDefend Run Fortify CombatReady Walk AttackCharge', 12.0, 0.349999994039536, 8.0, 1),
('ART_DEF_UNIT_MEMBER_ELF_WARRIOR_V3', 'Idle Attack RunCharge AttackCity Bombard Death BombardDefend Run Fortify CombatReady Walk AttackCharge', 12.0, 0.349999994039536, 8.0, 1);
INSERT INTO ArtDefine_UnitMemberCombatWeapons (UnitMemberType, "Index", SubIndex, VisKillStrengthMin, VisKillStrengthMax, WeaponTypeTag, WeaponTypeSoundOverrideTag, MissTargetSlopRadius) VALUES
('ART_DEF_UNIT_MEMBER_ELF_WARRIOR', 0, 0, 0, 0, 'BLUNT', 'BLUNT', 0),
('ART_DEF_UNIT_MEMBER_ELF_WARRIOR', 1, 0, 10.0, 20.0, 'FLAMING_ARROW', NULL, 10.0),
('ART_DEF_UNIT_MEMBER_ELF_WARRIOR_V2', 0, 0, 0, 0, 'BLUNT', 'BLUNT', 0),
('ART_DEF_UNIT_MEMBER_ELF_WARRIOR_V2', 1, 0, 10.0, 20.0, 'FLAMING_ARROW', NULL, 10.0),
('ART_DEF_UNIT_MEMBER_ELF_WARRIOR_V3', 0, 0, 0, 0, 'BLUNT', 'BLUNT', 0),
('ART_DEF_UNIT_MEMBER_ELF_WARRIOR_V3', 1, 0, 10.0, 20.0, 'FLAMING_ARROW', NULL, 10.0);
INSERT INTO ArtDefine_StrategicView (StrategicViewType, TileType, Asset) VALUES
('ART_DEF_UNIT_ELF_WARRIOR', 'Unit', 'sv_warrior.dds');