| Mettre l'invocation du dragon de l'isengard et des gobelins en héros | |
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+4cdd59554 Tom Garyu Alexb91380 8 participants |
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Alexb91380 Nouveau
Nombre de messages : 13 Location : 91 Add-On : Je ne l'ai pas ! Date d'inscription : 03/10/2010
| Sujet: Mettre l'invocation du dragon de l'isengard et des gobelins en héros Sam 9 Oct - 12:51 | |
| Bonjour! ceci est mon 1er post j'ai fait le tuto "comment mettre le balrog en héros" ca marche super bien et j'aimerais faire la meme chose avec l'invocation du dragon que l'isengard et les gobelins ont, dans leurs pouvoirs de l'anneau mais je ne trouve pas le fichier de ce dragon et je ne sais pas comment obtenir l'image de création et de resurection. MERCI! | |
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Garyu Débutant(e)
Nombre de messages : 40 Add-On : Oui. Date d'inscription : 18/09/2010
| Sujet: Re: Mettre l'invocation du dragon de l'isengard et des gobelins en héros Sam 9 Oct - 13:49 | |
| Tu fais pareil. En cherchant la ligne qui correspond au dragon Si c'est bien en bidouillant le ".ini" | |
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Tom Maître floodeur incontesté
Nombre de messages : 3345 Age : 29 Location : Thaïlande. Add-On : « La valeur d’un homme tient dans sa capacité à donner et non dans sa capacité à recevoir. »
En bon modo, j'édite le poste du membre de votre choix pour seulement 5 euros
« Ne fais jamais rien contre ta conscience, même si l'Etat te le demande. »
Date d'inscription : 24/05/2010
| Sujet: Re: Mettre l'invocation du dragon de l'isengard et des gobelins en héros Sam 9 Oct - 14:13 | |
| - Garyu a écrit:
- Tu fais pareil.
En cherchant la ligne qui correspond au dragon
Si c'est bien en bidouillant le ".ini" Bien que je sois presque sûr qu'il est réussi avec tes conseils Garyu,je vais l'aider un peu quand même... C:\Users\******\Desktop\L'avènement du roi-sorcier\data\ini\object\evilfaction\units\evilbeasts Tu y trouveras " summoneddragon.ini" Je ne détaille pas la suite car si tu as su le faire avec le balrog,tu n'auras aucun problèmes | |
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Garyu Débutant(e)
Nombre de messages : 40 Add-On : Oui. Date d'inscription : 18/09/2010
| Sujet: Re: Mettre l'invocation du dragon de l'isengard et des gobelins en héros Sam 9 Oct - 16:16 | |
| J'ai pas été trop précis, vu que je n'avais pas vu le tuto | |
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Alexb91380 Nouveau
Nombre de messages : 13 Location : 91 Add-On : Je ne l'ai pas ! Date d'inscription : 03/10/2010
| Sujet: Re: Mettre l'invocation du dragon de l'isengard et des gobelins en héros Sam 9 Oct - 19:12 | |
| Merci!! Et pour l'image de ressurection on fait comment? | |
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Tom Maître floodeur incontesté
Nombre de messages : 3345 Age : 29 Location : Thaïlande. Add-On : « La valeur d’un homme tient dans sa capacité à donner et non dans sa capacité à recevoir. »
En bon modo, j'édite le poste du membre de votre choix pour seulement 5 euros
« Ne fais jamais rien contre ta conscience, même si l'Etat te le demande. »
Date d'inscription : 24/05/2010
| Sujet: Re: Mettre l'invocation du dragon de l'isengard et des gobelins en héros Sam 9 Oct - 19:40 | |
| - Alexb91380 a écrit:
- Merci!! Et pour l'image de ressurection on fait comment?
Qu'est-ce que tu veux dire par là? | |
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cdd59554 Admin
Nombre de messages : 7235 Age : 31 Location : J'aime les abricots Add-On : Oui Date d'inscription : 16/01/2008
| Sujet: Re: Mettre l'invocation du dragon de l'isengard et des gobelins en héros Dim 10 Oct - 1:18 | |
| Dans ton module Behavior = RespawnUpdate que tu as ajouté, il faut mettre la ligne ButtonImage = SBEvil_SummonDragonBlue ca te donnera l'image du dragon normalement | |
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Alexb91380 Nouveau
Nombre de messages : 13 Location : 91 Add-On : Je ne l'ai pas ! Date d'inscription : 03/10/2010
| Sujet: Re: Mettre l'invocation du dragon de l'isengard et des gobelins en héros Dim 10 Oct - 21:06 | |
| - Citation :
- Je ne détaille pas la suite car si tu as su le faire avec le balrog,tu n'auras aucun problèmes
Désolé, j'ai eu des problèmes ^^ j'ai ça en message d'erreur : Le code du dragon : - Spoiler:
Object SummonedDragon2 SelectPortrait = HPSummonedDragon ButtonImage = HISummonedDragon Draw = W3DScriptedModelDraw ModuleTag_01 StaticModelLODMode = Yes RandomTextureFixedRandomIndex = Yes ;// this set of replacements correspond (in number and in order) to ... RandomTexture = SumnDragon_C.tga 0 SumnDragon_C.tga RandomTexture = SumnDragonB_C.tga 0 SumnDragon_C.tga RandomTexture = SumnDragonC_C.tga 0 SumnDragon_C.tga RandomTexture = SumnDragonD_C.tga 0 SumnDragon_C.tga RandomTexture = SumnDragonE_C.tga 0 SumnDragon_C.tga ;// ... this set RandomTexture = SumnDragon2_C.tga 0 SumnDragon2_C.tga RandomTexture = SumnDragonB2_C.tga 0 SumnDragon2_C.tga RandomTexture = SumnDragonC2_C.tga 0 SumnDragon2_C.tga RandomTexture = SumnDragonD2_C.tga 0 SumnDragon2_C.tga RandomTexture = SumnDragonE2_C.tga 0 SumnDragon2_C.tga DefaultModelConditionState Model = SumnDrag_SKN Skeleton = SumnDrag_SKL ParticleSysBone = B_MAINBONE SummonedDragonWaves FollowBone:Yes ParticleSysBone = B_MAINBONE SummonedDragonSmokeWaves FollowBone:Yes End IdleAnimationState StateName = STATE_Idle Animation = Breathe AnimationName = SumnDrag_IDLA AnimationMode = ONCE AnimationPriority = 5 End ParticleSysBone = BAT_HEAD SummonedDragonFireSnort FollowBone:Yes ParticleSysBone = BAT_HEAD SummonedDragonSnortEmbers FollowBone:Yes ParticleSysBone = B_MAINBONE SummonedDragonWaves FollowBone:Yes ParticleSysBone = B_MAINBONE SummonedDragonSmokeWaves FollowBone:Yes
BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Selected" then CurDrawableSetTransitionAnimState("TRANS_Selected_to_Idle") return end EndScript End
AnimationState = USER_2 StateName = State_JustBuilt Animation AnimationName = SumnDrag_LNDB AnimationMode = ONCE AnimationBlendTime = 0 AnimationSpeedFactorRange = 0.5 0.5 End ParticleSysBone = NONE SummonedDragonDust FollowBone:Yes End AnimationState = DYING DEATH_1 Animation = Dying AnimationName = SumnDrag_DIEA AnimationMode = ONCE AnimationBlendTime = 15 End ParticleSysBone = BAT_HEAD SummonedDragonDeathEmbers FollowBone:Yes ParticleSysBone = BAT_HEAD SummonedDragonDeathSmoke FollowBone:Yes ParticleSysBone = NONE SummonedDragonDeathDust FollowBone:Yes End
AnimationState = DYING DEATH_2 Animation = JumpingAwayAtTimeUp AnimationName = SumnDrag_JMPB AnimationMode = ONCE AnimationBlendTime = 15 End ParticleSysBone = BAT_HEAD SummonedDragonDeathEmbers FollowBone:Yes ParticleSysBone = BAT_HEAD SummonedDragonDeathSmoke FollowBone:Yes End
AnimationState = FIRING_OR_PREATTACK_A MOVING ; Need this, otherwise we slide between attacks. Animation AnimationName = SumnDrag_WLKA AnimationMode = LOOP AnimationSpeedFactorRange = 1.3 1.3 End ParticleSysBone = B_MAINBONE SummonedDragonWaves FollowBone:Yes ParticleSysBone = B_MAINBONE SummonedDragonSmokeWaves FollowBone:Yes End
AnimationState = FIRING_OR_PREATTACK_A Animation = Burninate AnimationName = SumnDrag_ATKA AnimationMode = ONCE End ParticleSysBone = BAT_HEAD SummonedDragonFireBreath2 FollowBone:Yes ParticleSysBone = BAT_HEAD SummonedDragonHeat FollowBone:Yes ParticleSysBone = BAT_HEAD SummonedDragonEmbers FollowBone:Yes ParticleSysBone = BAT_HEAD SummonedDragonSmoke FollowBone:Yes ParticleSysBone = BAT_HEAD SummonedDragonFireProxy2 FollowBone:Yes ParticleSysBone = B_MAINBONE SummonedDragonWaves FollowBone:Yes ParticleSysBone = B_MAINBONE SummonedDragonSmokeWaves FollowBone:Yes End
AnimationState = HIT_REACTION HIT_LEVEL_1 Animation AnimationName = SumnDrag_HITA AnimationMode = ONCE End End
AnimationState = MOVING TURN_RIGHT_HIGH_SPEED Animation AnimationName = SumnDrag_WLKA AnimationMode = LOOP AnimationSpeedFactorRange = 1.8 1.8 AnimationBlendTime = 15 End End AnimationState = MOVING TURN_LEFT_HIGH_SPEED Animation AnimationName = SumnDrag_WLKA AnimationMode = LOOP AnimationSpeedFactorRange = 1.8 1.8 AnimationBlendTime = 15 End End AnimationState = TURN_LEFT Animation = Left AnimationName = SumnDrag_TRNL AnimationMode = LOOP AnimationSpeedFactorRange = 0.85 0.85 AnimationBlendTime = 15 End End
AnimationState = TURN_RIGHT Animation = YourOtherLeft AnimationName = SumnDrag_TRNR AnimationMode = LOOP AnimationSpeedFactorRange = 0.85 0.85 AnimationBlendTime = 15 End End
AnimationState = MOVING ACCELERATE Animation AnimationName = SumnDrag_ACCL AnimationMode = ONCE AnimationSpeedFactorRange = 2.0 2.0 AnimationBlendTime = 15 End End
AnimationState = MOVING DECELERATE Animation AnimationName = SumnDrag_DECL AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 0.9 End
End AnimationState = UNPACKING StateName = STATE_TakeOff Animation AnimationName = SumnDrag_JMPB AnimationMode = ONCE End ParticleSysBone = NONE SummonedDragonDust FollowBone:Yes End
;// There is one frame between the unpacking and packing in which neither are set and ;// the IDLA is played. It causes all sorts of badness with the animation. Use PREPARING ;// to intercept and preempt IDLA. AnimationState = PREPARING Animation AnimationName = SumnDrag_JMPB AnimationMode = ONCE End Flags = START_FRAME_LAST End
AnimationState = PACKING StateName = STATE_Land Animation AnimationName = SumnDrag_LNDB AnimationMode = ONCE AnimationBlendTime = 0 AnimationSpeedFactorRange = 0.5 0.5 End ParticleSysBone = NONE SummonedDragonDust FollowBone:Yes End
AnimationState = MOVING Animation AnimationName = SumnDrag_WLKA AnimationMode = LOOP AnimationSpeedFactorRange = 1.4 1.4 End End
AnimationState = SELECTED Animation AnimationName = SumnDrag_IDLA AnimationMode = LOOP AnimationSpeedFactorRange = 1.3 1.3 End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Idle" then CurDrawableSetTransitionAnimState("TRANS_Idle_to_Selected") return end EndScript End
TransitionState = TRANS_Idle_to_Selected Animation = Salute AnimationName = SumnDrag_RORA AnimationMode = ONCE End ParticleSysBone = BAT_HEAD SummonedDragonFireRoar FollowBone:Yes ParticleSysBone = BAT_HEAD SummonedDragonSmokeRoar FollowBone:Yes ParticleSysBone = B_MAINBONE SummonedDragonWaves FollowBone:Yes ParticleSysBone = B_MAINBONE SummonedDragonSmokeWaves FollowBone:Yes End TransitionState = TRANS_Selected_to_Idle Animation = ATNC AnimationName = SumnDrag_IDLA AnimationMode = ONCE End End
TransitionState = TRANS_JustBuilt_To_Idle Animation = BeingSummoned AnimationName = SumnDrag_LNDA AnimationMode = ONCE End End End Side = EvilBeasts EditorSorting = UNIT CommandSet = SummonedDragonCommandSet ShockwaveResistance = SHOCKWAVE_RESISTANCE_ALWAYS ShroudClearingRange = SHROUD_CLEAR_GIANT VisionRange = 200 TransportSlotCount = TRANSPORTSLOTCOUNT_MONSTER KindOf = SELECTABLE MONSTER CAN_ATTACK SCARY HERO SCORE ThreatLevel = SUMMONEDDRAGON_THREAT_LEVEL RadarPriority = UNIT DisplayName = OBJECT:SummonedDragon WeaponSet Conditions = None Weapon = PRIMARY SummonedDragonFireBreath End
; *** AUDIO Parameters ***;
VoiceAttack = DragonAllyVoxAttack VoiceMove = DragonAllyVoxMove VoicePriority = 70 VoiceSelect = DragonAllyVoxSelect
;SoundAmbient = DragonAllyVoxAmbientLoop SoundImpact = ImpactHorse
#include "..\..\..\includes\StandardUnitEvaEvents.inc" ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_foo ModelCondition = Required:FIRING_OR_PREATTACK_A Excluded:DYING Sound:DragonAllyFirebreathMS End
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior MaxUpdateRangeCap = 800 AnimationSound = Sound: DragonAllyFootstep Animation:SumnDrag_SKL.SumnDrag_WLKA Frames: 19 40 AnimationSound = Sound: BalrogLand Animation:SumnDrag_SKL.SumnDrag_LNDA Frames: 27 AnimationSound = Sound: FellBeastWingFlaps Animation:SumnDrag_SKL.SumnDrag_LNDA Frames: 27 AnimationSound = Sound: FellBeastWingFlaps Animation:SumnDrag_SKL.SumnDrag_JMPB Frames: 24 51 83 AnimationSound = Sound: DragonAllyFootstep Animation:SumnDrag_SKL.SumnDrag_JMPB Frames: 10 AnimationSound = Sound: DragonAllyVoxRoar Animation:SumnDrag_SKL.SumnDrag_JMPB Frames: 28 AnimationSound = Sound: DragonAllyVoxHurt Animation:SumnDrag_SKL.SumnDrag_HITA Frames: 14 AnimationSound = Sound: DragonAllyFootstep Animation:SumnDrag_SKL.SumnDrag_TRNL Frames: 11 22 33 44 AnimationSound = Sound: DragonAllyFootstep Animation:SumnDrag_SKL.SumnDrag_TRNR Frames: 11 22 33 44 AnimationSound = Sound: DragonAllyFootstep Animation:SumnDrag_SKL.SumnDrag_ACCL Frames: 18 23 AnimationSound = Sound: DragonAllyFootstep Animation:SumnDrag_SKL.SumnDrag_DECL Frames: 17 25 AnimationSound = Sound: DragonAllyFootstep Animation:SumnDrag_SKL.SumnDrag_JMPB Frames: 11 21 AnimationSound = Sound: FellBeastWingFlaps Animation:SumnDrag_SKL.SumnDrag_JMPB Frames: 19 55 85 AnimationSound = Sound: DragonAllyVoxRoar Animation:SumnDrag_SKL.SumnDrag_JMPB Frames: 31 AnimationSound = Sound: FellBeastWingFlaps Animation:SumnDrag_SKL.SumnDrag_LNDB Frames: 1 AnimationSound = Sound: BalrogLand Animation:SumnDrag_SKL.SumnDrag_LNDB Frames: 26 AnimationSound = Sound: DragonAllyVoxRoarBig Animation:SumnDrag_SKL.SumnDrag_RORA Frames: 14 End
; Warn the player when the enemy gets a unit. Override the normal sighting event from StandardUnitEvaEvents.inc EvaEnemyObjectSightedEvent = DiscoveredEnemyDragon
ClientUpdate = EvaAnnounceClientCreate ModuleTag_CreateAnnounce AnnouncementEventEnemy = DiscoveredEnemyDragon AnnouncementEventAlly = None AnnouncementEventOwner = None OnlyIfVisible = Yes ; Don't announce if hidden in the shroud CountAsFirstSightedAnnoucement = Yes ; Don't re-annouce if going into shroud & back UseObjectsPosition = No ; Play from central Fortress, not at unit's position CreateFakeRadarEvent = Yes ; Allow player to jump to unit after hearing annoucement End
Body = RespawnBody ModuleTag_RespawnBody CheerRadius = EMOTION_CHEER_RADIUS MaxHealth = SUMMONEDDRAGON_HEALTH ;BALANCE Eomer Health PermanentlyKilledByFilter = NONE ;Who kills me permanently? DodgePercent = HERO_DODGE_PERCENT
End
Behavior = RespawnUpdate ModuleTag_RespawnUpdate ; DeathAnim = STUNNED ;Model condition to play when killed-to-respawn DeathAnim = DYING ;Model condition to play when killed-to-respawn DeathFX = FX_DrogothDieToRespawn ;FXList to play when killed-to-respawn DeathAnimationTime = 4966 ;1133 ;How long DeathAnim will take. InitialSpawnFX = FX_DrogothInitialSpawn RespawnAnim = LEVELED ;Animation to play when respawning. RespawnFX = FX_DrogothRespawn ;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 = SBEvil_SummonDragonBlue
;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:550 Time:60000 Health:100% ;DEFAULT VALUES RespawnEntry = Level:2 Cost:550 Time:60000 ; ;50% cost, 1x buildtime ;For other levels, only override what is different. RespawnEntry = Level:3 Cost:550 Time:60000 RespawnEntry = Level:4 Cost:550 Time:60000 RespawnEntry = Level:5 Cost:715 Time:120000 ; ;65% cost, 2x buildtime RespawnEntry = Level:6 Cost:715 Time:120000 RespawnEntry = Level:7 Cost:715 Time:120000 RespawnEntry = Level:8 Cost:880 Time:180000 ; ;80% cost, 3x buildtime RespawnEntry = Level:9 Cost:880 Time:180000 RespawnEntry = Level:10 Cost:880 Time:180000
End
;------------------------------------- Behavior = StancesBehavior ModuleTag_StancesBehavior StanceTemplate = Hero End
Behavior = HitReactionBehavior HitReactionBehaviorModuleTag HitReactionLifeTimer1 = 2000 HitReactionThreshold1 = 200 End ArmorSet Conditions = None Armor = SummonedDragonArmor DamageFX = FellBeastDamageFX End
;-------------------------------------
Behavior = SlowDeathBehavior ModuleTag_NormalDeath DeathTypes = ALL -FADED DestructionDelay = 20000 DecayBeginTime = 3000 SinkDelay = 5000 SinkRate = 2.0 DeathFlags = DEATH_1 Sound = INITIAL DragonAllyVoxDie OCL = INITIAL OCL_SummonedDragonDeathCrush
BuildCost = SUMMONEDDRAGON2_BUILDCOST BuildTime = SUMMONEDDRAGON2_BUILDTIME End
Behavior = SlowDeathBehavior ModuleTag_FadeDeath DeathTypes = NONE +FADED DeathFlags = DEATH_2 FadeDelay = 0 FadeTime = 5000 DestructionDelay = 5000 Sound = INITIAL DragonAllyUnsummon End Behavior = AIUpdateInterface ModuleTag_AI AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS End
Behavior = PhysicsBehavior ModuleTag_PhysicsBehavior GravityMult = 1.0 End Behavior = SpecialPowerModule ModuleTag_TeleportStarter SpecialPowerTemplate = SpecialAbilitySummonedDragonReposition UpdateModuleStartsAttack = Yes InitiateSound = DragonAllyVoxTeleport End
Behavior = TeleportSpecialAbilityUpdate ModuleTag_TeleportUpdate SpecialPowerTemplate = SpecialAbilitySummonedDragonReposition UnpackTime = 3800 PreparationTime = 1 PackTime = 1666 ApproachRequiresLOS = No BusyForDuration = 5000 ; don't accept any AI for this long... ai commands will be queued (should be at least PackTime) DestinationWeaponName = SummonDragonBlowBack ; Fires at point of teleport to push people away and down. End
Behavior = GrantUpgradeCreate ModuleTag_BuildHackUpgrade UpgradeToGrant = Upgrade_TestBuilding GiveOnBuildComplete = Yes ; The ExemptStatus UnderConstruction hack doesn't work on foundation buildings. End
Behavior = ModelConditionUpgrade ModuleTag_BuildHackUserFlag TriggeredBy = Upgrade_TestBuilding RequiresAllTriggers = Yes ;AddConditionFlags = UPGRADE_IVORY_TOWER AddTempConditionFlag = ModelConditionState:USER_2 //For buildup TempConditionTime = 4.0 //try to match buildup anim time ;Permanent = Yes End
LocomotorSet Locomotor = SummonedDragonLocomotor Condition = SET_NORMAL Speed = 60 End
Geometry = CYLINDER GeometryMajorRadius = 50 GeometryHeight = 25.0 GeometryOffset = X:-10 Y:0 Z:0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End
Notez que le fichier est situé dans le repertoire DATA/INI/OBJECTS/NEUTRAL/ Pour le code du gamedata j'ai mis ca en dessous du code "balrog of morgoth!!!" - Code:
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;-----------------------SummonedDragon2----------- #define SUMMONEDDRAGON2_BUILDCOST 3000 #define SUMMONEDDRAGON2_BUILDTIME 120 #define SUMMONEDDRAGON2_HEALTH 4000
Dans le fichier "experiencelevels", j'ai mis ca avant la dernière ligne - Code:
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;----------- SummonedDragon ------------------ ExperienceLevel SummonedDragon2Level10 TargetNames = SummonedDragon2 RequiredExperience = 10 ExperienceAward = GANDALF_LVL10_EXP_AWARD Rank = 10 Upgrades = Upgrade_GandalfBlast Upgrade_GandalfLeadership ; ; ; AttributeModifiers = TotalResistKnockback ;resist all knockback SelectionDecal Texture = decal_hero_good Style = SHADOW_ALPHA_DECAL OpacityMin = 50% OpacityMax = 100% MinRadius = 40 MaxRadius = 200 MaxSelectedUnits = 40 End End
Voila!! Je vous ai détaillé toutes les modifs que j'ai faites... Merci de me répondre PS: Merci cdd d'avoir compris ce que je voulais dire par "image de réssurection" | |
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Tom Maître floodeur incontesté
Nombre de messages : 3345 Age : 29 Location : Thaïlande. Add-On : « La valeur d’un homme tient dans sa capacité à donner et non dans sa capacité à recevoir. »
En bon modo, j'édite le poste du membre de votre choix pour seulement 5 euros
« Ne fais jamais rien contre ta conscience, même si l'Etat te le demande. »
Date d'inscription : 24/05/2010
| Sujet: Re: Mettre l'invocation du dragon de l'isengard et des gobelins en héros Dim 10 Oct - 21:26 | |
| Salut, Je me suis pas amusé a lire tout tes codes mais pour ton Gamecrash,tu as justes a placer un ";" devant : #include "..\..\..\includes\StandardUnitEvaEvents.inc" ==> ( qui se trouve dans sumonneddragon.ini ) Sinon,tu n'es pas obligés de toucher au gamedata.ini,tu peux mettre les données directement dans L'object. Si tu as un autre game crash après ca ,dit le moi et je regarderais attentivement tes codes | |
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Alexb91380 Nouveau
Nombre de messages : 13 Location : 91 Add-On : Je ne l'ai pas ! Date d'inscription : 03/10/2010
| Sujet: Re: Mettre l'invocation du dragon de l'isengard et des gobelins en héros Lun 11 Oct - 20:47 | |
| Désolé, je pense que tu vas devoir relire le code ^^ j'ai maintenant ca comme erreur | |
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Pampi Moddeur
Nombre de messages : 158 Age : 26 Location : Belgique Add-On : Non Date d'inscription : 19/12/2009
| Sujet: Re: Mettre l'invocation du dragon de l'isengard et des gobelins en héros Lun 11 Oct - 21:12 | |
| je pense que c'est sa qui va pas :
MaxHealth = SUMMONEDDRAGON_HEALTH ;BALANCE Eomer Health
Car sa viens de la ligne 323 et je pense que il ne trouve pas a quoi correspond SUMMONEDDRAGON_HEALTH donc essaye de mettre des chiffres pour voir si sa marche sinon je vois pas quoi mettre . | |
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Tom Maître floodeur incontesté
Nombre de messages : 3345 Age : 29 Location : Thaïlande. Add-On : « La valeur d’un homme tient dans sa capacité à donner et non dans sa capacité à recevoir. »
En bon modo, j'édite le poste du membre de votre choix pour seulement 5 euros
« Ne fais jamais rien contre ta conscience, même si l'Etat te le demande. »
Date d'inscription : 24/05/2010
| Sujet: Re: Mettre l'invocation du dragon de l'isengard et des gobelins en héros Lun 11 Oct - 21:14 | |
| - Citation :
- Désolé, je pense que tu vas devoir relire le code ^^
Faux,j'ai toujours pas lu Essaie de replacer ton "MaxHealth = SUMMONEDDRAGON_HEALTH " directement par une valeur chiffrée. Par exemple : MaxHealth = 10000 - Spoiler:
C'est marrant,tu fais exactement les mêmes erreurs que moi quand je débutais
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Wolf8888 Moddeur confirmé
Nombre de messages : 499 Add-On : Oui
Date d'inscription : 29/07/2010
| Sujet: Re: Mettre l'invocation du dragon de l'isengard et des gobelins en héros Lun 11 Oct - 22:26 | |
| Salut à tous, Tom, Alexb91380, Juste pour te faire voir d'où vient le problème. Dans ton object SummonedDragon2, tu as mis: MaxHealth = SUMMONEDDRAGON_HEALTHet dans gamedata: #define SUMMONEDDRAGON2_HEALTH 4000 Il faut veiller à ce que la dénomination soit identique. Voilà, tu as maintenant l'origine de ton erreur. PS: Comme, le dit Tom, il est préférable de mettre directement une valeur pour ne pas toucher au gamedata (cela minimise les problèmes). | |
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Alexb91380 Nouveau
Nombre de messages : 13 Location : 91 Add-On : Je ne l'ai pas ! Date d'inscription : 03/10/2010
| Sujet: Re: Mettre l'invocation du dragon de l'isengard et des gobelins en héros Jeu 14 Oct - 20:25 | |
| toujours et encore des bugs! voici une autre erreur que j'ai eue | |
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Tom Maître floodeur incontesté
Nombre de messages : 3345 Age : 29 Location : Thaïlande. Add-On : « La valeur d’un homme tient dans sa capacité à donner et non dans sa capacité à recevoir. »
En bon modo, j'édite le poste du membre de votre choix pour seulement 5 euros
« Ne fais jamais rien contre ta conscience, même si l'Etat te le demande. »
Date d'inscription : 24/05/2010
| Sujet: Re: Mettre l'invocation du dragon de l'isengard et des gobelins en héros Jeu 14 Oct - 20:51 | |
| - Citation :
- BuildCost = SUMMONEDDRAGON2_BUILDCOST
BuildTime = SUMMONEDDRAGON2_BUILDTIME End Ca me paraît louche Tu me supprimes ce paragraphe et tu mets : BuildCost = 5000 ;(par ex) BuildTime = 100 ;(par ex) Et tu mets ces 2 là en dessous de "Side = EvilBeast" (par ex ) J'ai pas testé car j'ai la flemme de changer de cd | |
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Alexb91380 Nouveau
Nombre de messages : 13 Location : 91 Add-On : Je ne l'ai pas ! Date d'inscription : 03/10/2010
| Sujet: Re: Mettre l'invocation du dragon de l'isengard et des gobelins en héros Jeu 14 Oct - 21:09 | |
| Au moin ca c'est résolu! maintenant ce bug | |
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Tom Maître floodeur incontesté
Nombre de messages : 3345 Age : 29 Location : Thaïlande. Add-On : « La valeur d’un homme tient dans sa capacité à donner et non dans sa capacité à recevoir. »
En bon modo, j'édite le poste du membre de votre choix pour seulement 5 euros
« Ne fais jamais rien contre ta conscience, même si l'Etat te le demande. »
Date d'inscription : 24/05/2010
| Sujet: Re: Mettre l'invocation du dragon de l'isengard et des gobelins en héros Jeu 14 Oct - 21:28 | |
| - Citation :
- Behavior = SlowDeathBehavior ModuleTag_NormalDeath
DeathTypes = ALL -FADED DestructionDelay = 20000 DecayBeginTime = 3000 SinkDelay = 5000 SinkRate = 2.0 DeathFlags = DEATH_1 Sound = INITIAL DragonAllyVoxDie OCL = INITIAL OCL_SummonedDragonDeathCrush End Je suppose que tu as oubliés le " End" | |
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Alexb91380 Nouveau
Nombre de messages : 13 Location : 91 Add-On : Je ne l'ai pas ! Date d'inscription : 03/10/2010
| Sujet: Re: Mettre l'invocation du dragon de l'isengard et des gobelins en héros Sam 16 Oct - 13:23 | |
| Merci! tout marche nickel! ce n'était pas de ce dragon que je parlais mais ce n'est pas grave il marche nickel merci pour votre aide! PS: dans ce sujet il y a regroupé presques toutes les erreurs que peuvent faire les débutants(comme moi ) | |
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rofa70 Nouveau
Nombre de messages : 8 Age : 27 Location : Minas Tirith Add-On : Non... J'aimerais bien mais il ne fonctionne pas sur mon ordi Date d'inscription : 22/10/2011
| Sujet: Re: Mettre l'invocation du dragon de l'isengard et des gobelins en héros Lun 31 Oct - 20:23 | |
| J'ai suivi toute la démarche et j'ai un game crash : Unknown block : "Behavior" Il ne m'indique pas la ligne et rien d'autre... Que dois-je faire ? | |
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cdd59554 Admin
Nombre de messages : 7235 Age : 31 Location : J'aime les abricots Add-On : Oui Date d'inscription : 16/01/2008
| Sujet: Re: Mettre l'invocation du dragon de l'isengard et des gobelins en héros Lun 31 Oct - 21:19 | |
| T'as oublié un End avant le Behavior | |
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Korl Moddeur expert
Nombre de messages : 564 Add-On : Oui Date d'inscription : 26/06/2011
| Sujet: Re: Mettre l'invocation du dragon de l'isengard et des gobelins en héros Lun 2 Juil - 22:52 | |
| Pour ceux qui n'y arrive pas : Voici l'invocation d'un dragon (volant). Ya plus qu'à le rajouter dans playertemplate et rajouter Ankalagon à droite de Drogoth dans les fichiers exerienclevels. - Code:
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;-------------------ankalagon the dark ------------------------------------------------------ Object Ankalagon ; aka Ankalagon the Dark ; *** ART Parameters ***
; This is required for garrisoned objects - please put in all objects. ButtonImage = HPSummonedDragon ; SelectPortrait for Heros is portrait behind skill buttons. HP = HeroPortrait. SelectPortrait = HPSummonedDragon DescriptionStrategic = CONTROLBAR:LW_ToolTip_Drogoth ShockwaveResistance = SHOCKWAVE_RESISTANCE_ALWAYS
Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes StaticModelLODMode = Yes DefaultModelConditionState Model = DragStrike_SKN WeaponLaunchBone = PRIMARY BAT_JAW End IdleAnimationState StateName = Idle Animation = IDLA AnimationName = WUDrogoth_SKL.WUDrogoth_FLYA AnimationMode = LOOP AnimationSpeedFactorRange = 0.95 1.05 End End
AnimationState = DYING StateName = DYING Animation = DyingA AnimationName = DragStrike_SKL.DragStrike_DTHA //////////////////////////// AnimationMode = ONCE End End
AnimationState = ATTACKING StateName = ATTACKING Animation = ATTACKING AnimationName = DragStrike_SKL.DragStrike_ATKA ////////////////////////////// AnimationMode = LOOP AnimationBlendTime = 20 End ;FX for DragonStrikeFire ParticleSysBone = B_FIRE DragonStrikeFireBreath FollowBone:Yes ParticleSysBone = B_FIRE DragonStrikeFireBreath02 FollowBone:Yes End AnimationState = MOVING StateName = Moving Animation = Moving AnimationName = DragStrike_SKL.DragStrike_FLYA ////////////////////////////// AnimationMode = LOOP AnimationBlendTime = 20 End End
AnimationState = ABOUT_TO_HIT ; clawing StateName = Claw Animation = Claw AnimationName = WUDrogoth_SKL.WUDrogoth_ATKA AnimationMode = LOOP ;AnimationBlendTime = 10 End End
;--- FIREBALL ---------------------------------------------------------------------------- AnimationState = SPECIAL_WEAPON_ONE ; fireball Animation AnimationName = WUDrogoth_SKL.WUDrogoth_SPCA AnimationMode = LOOP ; loop it, because this looks better than just stopping immediately after. End End
;--- INCINERATE ---------------------------------------------------------------------------- AnimationState = SPECIAL_WEAPON_TWO ; incinerate Animation AnimationName = WUDrogoth_SKL.WUDrogoth_SPCB AnimationMode = LOOP End
ParticleSysBone = BAT_HEAD DrogothFireBreath FollowBone:Yes ParticleSysBone = BAT_JAW balrogBreathEmbers FollowBone:Yes ParticleSysBone = BAT_JAW balrogBreathSmoke FollowBone:Yes ParticleSysBone = BAT_HEAD DrogothBreathProxy FollowBone:Yes End ;--- WING BLAST ---------------------------------------------------------------------------- AnimationState = SPECIAL_WEAPON_THREE ; wing blast StateName = STATE_WingBlastLoop Animation AnimationName = WUDrogoth_SKL.WUDrogoth_SPC2 AnimationMode = LOOP AnimationSpeedFactorRange = 0.9 0.9 ; to match the weapon timing. End FXEvent = Frame:6 Name:FX_WindBlast BeginScript Prev = CurDrawablePrevAnimationState() if Prev ~= "TRANS_WingBlastStart" and Prev ~= "STATE_WingBlastLoop" then CurDrawableSetTransitionAnimState("TRANS_WingBlastStart") end EndScript End
TransitionState = TRANS_WingBlastStart Animation AnimationName = WUDrogoth_SKL.WUDrogoth_SPC1 AnimationMode = ONCE End End TransitionState = TRANS_WingBlastStop Animation AnimationName = WUDrogoth_SKL.WUDrogoth_SPC3 AnimationMode = ONCE End End ;--- FIREFLIGHT ---------------------------------------------------------------------------- AnimationState = USER_1 Animation AnimationName = WUDrogoth_SKL.WUDrogoth_SPCF AnimationMode = ONCE End End
AnimationState = LEVELED Animation AnimationName = WUDrogoth_SKL.WUDrogoth_LVLA AnimationMode = ONCE End End End ; Draw
; ***DESIGN parameters *** Side = Wild EditorSorting = UNIT ThreatLevel = DROGOTH_THREAT_LEVEL ThingClass = LARGE_MONSTER TransportSlotCount = TRANSPORTSLOTCOUNT_NOT_TRANSPORTABLE ;//DisplayMeleeDamage = DROGOTH_PLOW_DAMAGE_INNER BuildCost = DROGOTH_BUILDCOST BuildTime = DROGOTH_BUILDTIME WeaponSet ; Primary is for special powers. Weapon = SECONDARY SummonedDragonFireBreath PreferredAgainst = SECONDARY STRUCTURE MACHINE HORDE INFANTRY CAVALRY
Weapon = TERTIARY NazgulClawAttack OnlyAgainst = TERTIARY MONSTER
ReadyStatusSharedWithinSet = Yes End
ArmorSet Conditions = None Armor = DrogothArmor DamageFX = FellBeastDamageFX End
VisionRange = VISION_FLIER ShroudClearingRange = SHROUD_CLEAR_FLIER DisplayName = OBJECT:SpellBookDragonStrikeDragon RecruitText = CONTROLBAR:WildDrogothRecruit ReviveText = CONTROLBAR:WildDrogothRevive Hotkey = CONTROLBAR:WildDrogothHotkey RamPower = 45 RamZMult = 0.5 CrusherLevel = 3 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushKnockback = 50 CrushZFactor = 1.0 CommandSet = DrogothCommandSet CommandPoints = 75
; *** AUTO RESOLVE DATA *** AutoResolveUnitType = AutoResolveUnit_Hero AutoResolveCombatChain = AutoResolve_HeroCombatChain
AutoResolveBody = AutoResolve_DrogothBody
AutoResolveArmor Armor = AutoResolve_DrogothArmor End
AutoResolveWeapon Weapon = AutoResolve_DrogothWeapon End
;AutoResolveLeadership = AutoResolve_DrogothBonus
; *** AUDIO Parameters ***;
VoiceAttack = DrogothVoxAttack VoiceAttackCharge = DrogothVoxAttackCharge VoiceCreated = EVA:DrogothCreated VoiceFullyCreated = EVA:DrogothCreated VoiceFear = EVA:DrogothHelpMe VoiceGuard = DrogothVoxMoveMS VoiceMove = DrogothVoxMoveMS VoicePriority = 90 VoiceSelect = DrogothVoxSelect
VoiceEnterStateAttack = DrogothVoxEnterStateAttack VoiceEnterStateAttackCharge = DrogothVoxEnterStateAttackCharge VoiceEnterStateAttackStructure = DrogothVoxEnterStateAttackBuilding
SoundAmbient = DrogothVoxAmbientLoop SoundImpact = ImpactHorse SoundMoveStart = FellBeastMoveStart
;UnitSpecificSounds ;End
#include "..\..\..\includes\StandardUnitEvaEvents.inc" EvaEventDieOwner = DrogothDie ;Eva event to trigger on unit's death. NOTICE THAT this is only for permanent deaths
ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_foo ModelCondition = Required:SPECIAL_WEAPON_TWO Excluded:DYING Sound:DrogothIncinerateMS ModelCondition = Required:SPECIAL_WEAPON_THREE Excluded:DYING Sound:DrogothWingBlastLoop End
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior MaxUpdateRangeCap = 800 AnimationSound = Sound: FellBeastWingFlaps Animation:WUDrogoth_SKL.WUDrogoth_FLYA Frames: 1 AnimationSound = Sound: FellBeastWingFlaps Animation:WUDrogoth_SKL.WUDrogoth_FLYB Frames: 1 AnimationSound = Sound: FellBeastWingFlaps Animation:WUDrogoth_SKL.WUDrogoth_FLYC Frames: 1 43 91 AnimationSound = Sound: FellBeastWingFlapsShort Animation:WUDrogoth_SKL.WUDrogoth_HITA Frames: 11 AnimationSound = Sound: FellBeastWingFlaps Animation:WUDrogoth_SKL.WUDrogoth_LVLA Frames: 1 42 AnimationSound = Sound: DrogothVoxVeterancy Animation:WUDrogoth_SKL.WUDrogoth_LVLA Frames: 15 AnimationSound = Sound: FellBeastWingFlapsShort Animation:WUDrogoth_SKL.WUDrogoth_SPC1 Frames: 1 22 ;WingBlast start AnimationSound = Sound: DrogothWingBlastWingFlaps Animation:WUDrogoth_SKL.WUDrogoth_SPC1 Frames: 56 ;WingBlast start AnimationSound = Sound: DrogothWingBlastWingFlaps Animation:WUDrogoth_SKL.WUDrogoth_SPC2 Frames: 0 ;WingBlast end AnimationSound = Sound: FellBeastWingFlapsShort Animation:WUDrogoth_SKL.WUDrogoth_SPC3 Frames: 1 ;WingBlast AnimationSound = Sound: FellBeastWingFlaps Animation:WUDrogoth_SKL.WUDrogoth_SPCA Frames: 1 41 ;Fireball AnimationSound = Sound: FellBeastWingFlaps Animation:WUDrogoth_SKL.WUDrogoth_SPCB Frames: 1 37 71 106 ;Incinerate AnimationSound = Sound: FellBeastWingFlaps Animation:WUDrogoth_SKL.WUDrogoth_SPCF Frames: 1 ;Fireflight AnimationSound = Sound: DrogothWingBlastWingFlaps Animation:WUDrogoth_SKL.WUDrogoth_SPCF Frames: 28 ;Fireflight End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT KindOf = HERO PRELOAD SELECTABLE CAN_CAST_REFLECTIONS SCORE NO_FREEWILL_ENTER SCARY MONSTER CANNOT_RETALIATE ARMY_SUMMARY GIANT_BIRD
Body = RespawnBody ModuleTag_02 CheerRadius = EMOTION_CHEER_RADIUS MaxHealth = 10000 HealingBuffFx = None End
Behavior = AutoHealBehavior ModuleTag_FellbeastHealing StartsActive = Yes HealingAmount = DROGOTH_HEAL_AMOUNT HealingDelay = 1000 StartHealingDelay = 15000 HealOnlyIfNotInCombat = Yes End
Behavior = RespawnUpdate ModuleTag_RespawnUpdate DeathAnim = DYING DeathFX = FX_DrogothDieToRespawn ;FXList to play when killed-to-respawn InitialSpawnFX = FX_DrogothInitialSpawn ;FX_NazgulInitialSpawn RespawnFX = FX_DrogothRespawn ;FX_NazgulRespawn ;FXList to play when respawning. AutoRespawnAtObjectFilter = NONE +CASTLE_KEEP ;Respawn at this location -- and at it's exit production point if possible. ButtonImage = HIDrogoth_res
;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:3750 Time:120000 Health:100% ;DEFAULT VALUES End
Behavior = StancesBehavior ModuleTag_StancesBehavior StanceTemplate = Hero End
Behavior = GiantBirdAIUpdate ModuleTag_GiantBirdAI AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS MoodAttackCheckRate = 500 AILuaEventsList = FellBeastFunctions FollowThroughDistance = 200 FollowThroughCheckStep = 50 FollowThroughGradient = 1.0
GrabTossTimeTrigger = 2.5 GrabTossHeightTrigger = 100.0 TossFX = FX_DiebyFalling SpecialContactPoints = Swoop
AttackPriority = AttackPriority_FellBeast End
LocomotorSet Locomotor = FellBeastLocomotor Condition = SET_NORMAL Speed = 95 ;88 End LocomotorSet Locomotor = FellBeastLocomotor Condition = SET_SUPERSONIC Speed = 150 ;114 End LocomotorSet Locomotor = FellBeastLocomotor Condition = SET_WANDER Speed = 78 End LocomotorSet Locomotor = FellBeastSwoopLocomotor Condition = SET_PANIC Speed = 160 End
Behavior = PhysicsBehavior ModuleTag_04 End
;-----FIRE BALL--------------------------------------------------------------- Behavior = SpecialPowerModule ModuleTag_FireballStarter SpecialPowerTemplate = SpecialAbilityDrogothFireball UpdateModuleStartsAttack = Yes StartsPaused = No ; get this at level 1. InitiateSound = DrogothVoxAttack End
Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_FireballUpdate SpecialPowerTemplate = SpecialAbilityDrogothFireball WhichSpecialWeapon = 1 ; sets SPECIAL_WEAPON_ONE UnpackTime = 1800 ; leaning back PreparationTime = 10 ; just a small amount PackTime = 950 ; returning to flap AwardXPForTriggering = 0 StartAbilityRange = DROGOTH_FIREBALL_RANGE MustFinishAbility = Yes SpecialWeapon = DrogothFireball End
;-----WING BLAST--------------------------------------------------------------- Behavior = UnpauseSpecialPowerUpgrade ModuleTag_WingBlastUnpause SpecialPowerTemplate = SpecialAbilityWingBlast TriggeredBy = Upgrade_ObjectLevel3 End
Behavior = SpecialPowerModule ModuleTag_WingBlastStarter SpecialPowerTemplate = SpecialAbilityWingBlast UpdateModuleStartsAttack = Yes StartsPaused = Yes InitiateSound = DrogothVoxWingBlast End
Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_WingBlastUpdate SpecialPowerTemplate = SpecialAbilityWingBlast UnpackTime = 2000 ; time before the first flap PreparationTime = 1 ; *needs* to be something non-zero PackTime = 1000 PersistentPrepTime = 900 ; time between flaps, can't get much of a lower value than this. PersistentCount = 20 ; Total timing: this * PersistentPrepTime ; Change the anim speed to get a better match. AwardXPForTriggering = 0 StartAbilityRange = 1.0 ;please don't make this zero ;zero makes the AI that controls this power sad SpecialWeapon = DrogothWingBlast WhichSpecialWeapon = 3 ; sets SPECIAL_WEAPON_THREE ;SkipContinue = Yes End
;-----INCINERATE--------------------------------------------------------------- Behavior = UnpauseSpecialPowerUpgrade ModuleTag_IncinerateUnpause SpecialPowerTemplate = SpecialAbilityDrogothIncinerate TriggeredBy = Upgrade_ObjectLevel10 ; Upgrade_ObjectLevel6 End
Behavior = SpecialPowerModule ModuleTag_IncinerateStarter SpecialPowerTemplate = SpecialAbilityDrogothIncinerate UpdateModuleStartsAttack = Yes StartsPaused = Yes InitiateSound = DrogothVoxAttack End
Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_IncinerateUpdate SpecialPowerTemplate = SpecialAbilityDrogothIncinerate UnpackTime = 1300 PackTime = 3700 AwardXPForTriggering = 0 StartAbilityRange = 40.0 SpecialWeapon = DrogothIncinerate WhichSpecialWeapon = 2 ; sets SPECIAL_WEAPON_TWO ;UnpackSound = DrogothIncinerateMS ;TriggerSound = DrogothIncinerateMS ;too much delay End
;-----FIRE FLIGHT--------------------------------------------------------------- Behavior = UnpauseSpecialPowerUpgrade ModuleTag_FireflightUnpause SpecialPowerTemplate = SpecialAbilityDrogothFireflight TriggeredBy = Upgrade_ObjectLevel6 ; Upgrade_ObjectLevel10 End
Behavior = SpecialPowerModule ModuleTag_FireflightStarter SpecialPowerTemplate = SpecialAbilityDrogothFireflight UpdateModuleStartsAttack = Yes StartsPaused = Yes InitiateSound = DrogothVoxAttack End
Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_FireflightUpdate SpecialPowerTemplate = SpecialAbilityDrogothFireflight CustomAnimAndDuration = AnimState:USER_1 AnimTime:2000 SkipContinue = Yes
UnpackTime = 1100 PreparationTime = 1 PackTime = 900
AwardXPForTriggering = 0
StartAbilityRange = DROGOTH_FIREFLIGHT_RANGE MustFinishAbility = Yes SpecialWeapon = DrogothFireflight TriggerSound = DrogothFireflightMS End
Behavior = SpecialPowerModule ModuleTag_FellbeastLevelAttack SpecialPowerTemplate = SpecialAbilityLevelAttack UpdateModuleStartsAttack = Yes End
Behavior = FellBeastSwoopPower ModuleTag_FellBeastSwoopPower ; special fellbeast swoop power SpecialPowerTemplate = SpecialAbilityLevelAttack UnpackTime = 1 ; hit the guy AwardXPForTriggering = 0 StartAbilityRange = 1000.0 End
Behavior = SlowDeathBehavior ModuleTag_SlowDeath DeathTypes = ALL DestructionDelay = 500 ShadowWhenDead = No Sound = INITIAL DrogothVoxDie FX = INITIAL FX_DrogothDeath End
Behavior = SquishCollide ModuleTag_06 End
Behavior = NotifyTargetsOfImminentProbableCrushingUpdate ModuleTag_NotifyCrushScan End
;-- AUTO ABILITY MODULES ------------------------------------------------------------------------- Behavior = AutoAbilityBehavior ModuleTag_FireBallAutoAbility SpecialAbility = SpecialAbilityDrogothFireball Query = 1 ALL ENEMIES End
Behavior = AutoAbilityBehavior ModuleTag_FireflightAutoAbility SpecialAbility = SpecialAbilityDrogothFireflight Query = 1 ANY ENEMIES +HERO ; try a hero first Query = 10 ANY ENEMIES +INFANTRY +CAVALRY ; then a group of guys Query = 1 ALL ENEMIES ; then anything End
;/////////////////// ; AISpecialPowers ;///////////////////
Behavior = AISpecialPowerUpdate GondorFighterHordeStanceBattle CommandButtonName = Command_SetStanceBattle SpecialPowerAIType = AI_SPECIAL_POWER_STANCEBATTLE End
Behavior = AISpecialPowerUpdate GondorFighterHordeStanceAggressive CommandButtonName = Command_SetStanceAggressive SpecialPowerAIType = AI_SPECIAL_POWER_STANCEAGGRESSIVE End
Behavior = AISpecialPowerUpdate GondorFighterHordeHoldGround CommandButtonName = Command_SetStanceHoldGround SpecialPowerAIType = AI_SPECIAL_POWER_STANCEHOLDGROUND End
Behavior = AISpecialPowerUpdate DrogothFireballAI CommandButtonName = Command_DrogothFireball SpecialPowerAIType = AI_SPECIAL_POWER_ENEMY_TYPE_KILLER_RANGED End
Behavior = AISpecialPowerUpdate DrogothWingBlastAI CommandButtonName = Command_DrogothWingBlast SpecialPowerAIType = AI_SPECIAL_POWER_RANGED_AOE_ATTACK SpecialPowerRadius = 100 End
Behavior = AISpecialPowerUpdate DrogothIncinerateAI CommandButtonName = Command_DrogothIncinerate SpecialPowerAIType = AI_SPECIAL_POWER_RANGED_AOE_ATTACK SpecialPowerRadius = 100 End
Behavior = AISpecialPowerUpdate DrogothFireflightAI CommandButtonName = Command_DrogothFireflight SpecialPowerAIType = AI_SPECIAL_POWER_RANGED_AOE_ATTACK SpecialPowerRadius = 100 End
FormationPreviewDecal Texture = FPflyingUnitDecal Width = 128 Height = 128 End
Geometry = CYLINDER GeometryMinorRadius = 39.0 GeometryMajorRadius = 39.0 GeometryHeight = 40.0 GeometryOffset = X:0 Y:0 Z:-10 GeometryIsSmall = No Shadow = SHADOW_VOLUME_NON_SELF_3; volumetric shadow that doesn't cast onto all objects using SHADOW_VOLUME_NON_SELF_3 ShadowSunAngle = 89; clamp the angle so shadow casts straight down. End
Renommer ce dossier Ankalagon.ini et mettez le dans object faction wild units. | |
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| Sujet: Re: Mettre l'invocation du dragon de l'isengard et des gobelins en héros | |
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| Mettre l'invocation du dragon de l'isengard et des gobelins en héros | |
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