Donc j'ai commencé a créer mon bataillons d'aigles en s'appuyant sur gwaihir
- Code:
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Object GondorGwaihirHorde
; This is required for garrisoned objects - please put in all objects.
ButtonImage = HIGwahir
SelectPortrait = HPGwahir
Draw = W3DScriptedModelDraw ModuleTag_01
DependencySharedModelFlags = EMOTION_ALERT EMOTION_MORALE_HIGH EMOTION_MORALE_LOW EMOTION_AFRAID EMOTION_COWER SELECTED EMOTION_TERROR EMOTION_LOOK_TO_SKY SIEGE_CONTAIN
DefaultModelConditionState
Model = None ;InvisHrdeTmp
End
ModelConditionState = HORDE_EMPTY
Model = None
End
ModelConditionState = WORLD_BUILDER
Model = HordeMarkAUGFi
End
End
Side = Elven
EditorSorting = UNIT
EmotionRange = 240
DisplayName = OBJECT:HordeGondorGwaihir
DisplayNameStrategic = CONTROLBAR:LW_Unit_GondorGwaihirHorde
DescriptionStrategic = CONTROLBAR:LW_ToolTip_GondorGwaihirHorde
MaxSimultaneousOfType = 3
IsAutoBuilt = Yes
WeaponSet
Conditions = None
Weapon = PRIMARY NormalMeleeHordeRangefinder
End
; *** AUDIO Parameters ***;
; Note: Don't put voice parameters here -- they will be ignored. Voice play requests
; are always passed through to members
BuildCost = BABYDRAKE_BUILDCOST
BuildTime = BABYDRAKE_BUILDTIME
VisionRange = VISION_STANDARD_LARGE_ANIMAL
ShroudClearingRange = SHROUD_CLEAR_HERO
VisionSide = 50%
VisionRear = 25%
MaxVisionBonusPercent = 300%
VisionBonusTestRadius = 200
VisionBonusPercentPerFoot = 1.0%
CrushableLevel = 2 ; What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CrusherLevel = 2
CrushDecelerationPercent = 50%
CrushRevengeWeapon = RangedInfantryCrushRevenge
CommandPoints = 72 ; originally 60
CommandSet = WildBabyDrakeHordeCommandSet
FormationWidth = 1 ; Width it occupies in formations. Current choices are 1 or 2.
FormationDepth = 1 ; Depth it occupies in formations. Current choices are 1 or 2.
TransportSlotCount = TRANSPORTSLOTCOUNT_LARGE_HORDE
KindOf = SELECTABLE CAN_CAST_REFLECTIONS MONSTER CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT HORDE MELEE_HORDE LARGE_RECTANGLE_PATHFIND
ThreatLevel = FIRE_DRAKE_THREAT_LEVEL
ThreatBreakdown GoblinFighterHorde_DetailedThreat
AIKindOf = ARCHER
End
#include "..\..\..\includes\StandardHordeEvaEvents.inc"
Body = ImmortalBody ModuleTag_ImmortalBody
MaxHealth = 1
End
Behavior = StancesBehavior ModuleTag_StancesBehavior
StanceTemplate = FighterHorde
End
Behavior = HordeAIUpdate ModuleTag_HordeAIUpdate
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
MoodAttackCheckRate = 500
AILuaEventsList = InfantryFunctions
MaxCowerTime = 5000
MinCowerTime = 3000
AttackPriority = AttackPriority_Infantry
End
Behavior = HordeContain ModuleTag_HordeContain
FrontAngle = 270
FlankedDelay = 2000
ObjectStatusOfContained =
InitialPayload = WildBabyDrake 3
Slots = 3
PassengerFilter = ANY +MONSTER
ShowPips = No
RandomOffset = X:5 Y:5
MeleeBehavior = Amoeba
End
RankInfo = RankNumber:1 UnitType:WildBabyDrake Position:X:10 Y:0 Position:X:0 Y:15 Position:X:0 Y:-15
RanksToReleaseWhenAttacking = 1
MeleeAttackLeashDistance = 1; How far the hordes can move from the center of the horde when melee attacking.
End
Behavior = PhysicsBehavior ModuleTag_PhysicsBehavior
GravityMult = 1.0
End
Behavior = LargeGroupBonusUpdate ModuleTag_LargeGroupBonus
UpdateRate = 1000
HordeMemberFilter = NONE +WildBabyDrake
Count = 100
Radius = 160.0
RubOffRadius = 160.0
AlliesOnly = Yes
AttributeModifier = MordorLargeGroupBonus
End
Behavior = EmotionTrackerUpdate Module_EmotionTracker ; required for faramir's wounding arrow
AddEmotion = Terror_Base
// AddEmotion = Doom_Base
// AddEmotion = BraceForBeingCrushed_Base
// AddEmotion = UncontrollableFear_Base
// AddEmotion = FearIdle_Base
// AddEmotion = FearBusy_Base
AddEmotion = Point_Base
AddEmotion = Taunt_Base
AddEmotion = CheerIdle_Base
AddEmotion = CheerBusy_Base
AddEmotion = HeroCheerIdle_Base
AddEmotion = HeroCheerBusy_Base
AddEmotion = Alert_Base
End
LocomotorSet
Locomotor = FiredrakeLocomotor
Condition = SET_NORMAL
Speed = 120
End
LocomotorSet
Locomotor = HumanWanderLocomotor
Condition = SET_WANDER
Speed = 120
End
Behavior = ProductionUpdate ProductionUpdateModuleTag
GiveNoXP = Yes
End
Behavior = PickupStuffUpdate ModuleTag_PickupStuffUpdate
SkirmishAIOnly = Yes
StuffToPickUp = NONE +CRATE
ScanRange = 200
ScanIntervalSeconds = 0.5
End
;;; Inferno ;;;
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_InfernoEnabler
SpecialPowerTemplate = SpecialAbilityFireDrakeInferno
TriggeredBy = Upgrade_MiniHordeLvl7 ;Upgrade_MiniHordeLvl2
End
Behavior = SpecialPowerModule ModuleTag_InfernoStarter
SpecialPowerTemplate = SpecialAbilityFireDrakeInferno
UpdateModuleStartsAttack = Yes
StartsPaused = Yes
InitiateSound = FireDrakeVoxInferno
End
Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_InfernoUpdate
SpecialPowerTemplate = SpecialAbilityFireDrakeInferno
UnpackTime = 1300 ; Drawing the horn
PackTime = 3700 ; Putting horn away
AwardXPForTriggering = 0
StartAbilityRange = 90.0
SpecialWeapon = BabyDrakeInferno
WhichSpecialWeapon = 1
End
;---------SCREECH------------------------------------------------------------------------
; Behavior = UnpauseSpecialPowerUpgrade ModuleTag_ScreechUnPause
; SpecialPowerTemplate = SpecialAbilityScreech
; TriggeredBy = Upgrade_MiniHordeLvl7
; ObeyRechageOnTrigger = Yes
; End
; Behavior = SpecialPowerModule ModuleTag_Screech
; SpecialPowerTemplate = SpecialAbilityScreech
; UpdateModuleStartsAttack = Yes
; TriggerFX = FX_FearBlast
; StartsPaused = Yes
; End
; Behavior = SpecialAbilityUpdate ModuleTag_TerribleFuryUpdate
; SpecialPowerTemplate = SpecialAbilityScreech
; UnpackTime = 0
; TriggerSound = FireDrakeVoxAttack
; TriggerModelCondition = ModelConditionState:SPECIAL_POWER_1 ;triggered during the unpack phase
; TriggerModelConditionDuration = 35 ;in frames
; UnpackTime = 2000 ;this adds a delay in so that the trigger model condition has time to fire off
;
; Instant = Yes
; EffectRange = 110
; 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
Geometry = BOX
GeometryMajorRadius = 15.0 ; 40.0
GeometryMinorRadius = 20.0 ; 50.0
GeometryHeight = 20.0
GeometryIsSmall = No
End
mais j'ai tout pleind e questions
forcement
le premiere ; je met quoi dans le commandset
la deuxieme : y des problemes dans mon truc nn ?
la troisieme : sa je le rajoute dans units>elves>elvenunits non ?