Coco Débutant(e)
Nombre de messages : 45 Add-On : Oui/ Non ? Date d'inscription : 26/01/2010
| Sujet: Probleme D'unités Séparé Mer 27 Jan - 20:09 | |
| salut ! J'ai un ptit probleme et je sais pas coment le réglé parce que je me rapelle pas l'avoir réglé Alors en Gobelin quand je fais clik pour faire une horde de gobelin Archer Et quand ils viennent yen a 36 (parce que j'ai changé ) mais je peux les prendre séparément quand je clik sur un ca prends pas la horde mais juste un donc c'est embettant :s Merci de me dire comment les remettres en horde =D | |
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Coco Débutant(e)
Nombre de messages : 45 Add-On : Oui/ Non ? Date d'inscription : 26/01/2010
| Sujet: Re: Probleme D'unités Séparé Mer 27 Jan - 21:01 | |
| Ha oui je précise ca me la fait quand j'ai ajouter ca - Code:
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RankInfo = RankNumber:1 UnitType:WildGoblinFighter Position:X:50 Y:0 Position:X:50 Y:20 Position:X:50 Y:-20 Position:X:50 Y:40 Position:X:50 Y:-40 Position:X:50 Y:-60 Position:X:50 Y:60 Position:X:50 Y:-80 Position:X:50 Y:80 Position:X:30 Y:0 Position:X:30 Y:20 Position:X:30 Y:-20 Position:X:30 Y:40 Position:X:30 Y:-40 Position:X:30 Y:60 Position:X:30 Y:80 Position:X:30 Y:-60 Position:X:30 Y:-80 Position:X:10 Y:0 Position:X:10 Y:20 Position:X:10 Y:-20 Position:X:10 Y:40 Position:X:10 Y:-40 Position:X:10 Y:60 Position:X:10 Y:80 Position:X:10 Y:-60 Position:X:10 Y:-80 Position:X:-10 Y:0 Position:X:-10 Y:20 Position:X:-10 Y:-20 Position:X:-10 Y:40 Position:X:-10 Y:-40 Position:X:-10 Y:60 Position:X:-10 Y:80 Position:X:-10 Y:-60 Position:X:-10 Y:-80 ca a un lien je pense c'est pour augmenter le nombre d'unité dans un bataillon | |
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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: Probleme D'unités Séparé Mer 27 Jan - 21:19 | |
| Salut il faudrait nous mettre le module en entier, car l'erreur n'est probablement pas dans le code que tu as mis là | |
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Coco Débutant(e)
Nombre de messages : 45 Add-On : Oui/ Non ? Date d'inscription : 26/01/2010
| Sujet: Re: Probleme D'unités Séparé Mer 27 Jan - 21:57 | |
| Bon je te met les fighter gobelin =) ca me fait le truc pour tout les unité a pied mais les warg et cavalry je crois que c'est bon ^^ Alors voit : - Code:
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;-------------------------------------------------------------------------------------------------------------------- ; ; GoblinFighterHorde ; ;-------------------------------------------------------------------------------------------------------------------- Object GoblinFighterHorde ; This is required for garrisoned objects - please put in all objects. ButtonImage = WOR_GoblinFighters SelectPortrait = UPWild_GoblinWarrior
Draw = W3DScriptedModelDraw ModuleTag_W3DModelDraw 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 = Wild EditorSorting = UNIT EmotionRange = 240 DisplayName = OBJECT:HordeGoblinFighters DisplayNameStrategic = CONTROLBAR:LW_Unit_GoblinFighterHorde DescriptionStrategic = CONTROLBAR:LW_ToolTip_GoblinFighterHorde 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 = GOBLIN_FIGHTER_BUILDCOST BuildTime = GOBLIN_FIGHTER_BUILDTIME VisionRange = GOBLIN_FIGHTER_HORDE_VISION_RANGE ShroudClearingRange = GOBLIN_FIGHTER_SHROUD_RANGE VisionSide = 50% VisionRear = 25% MaxVisionBonusPercent = 300% VisionBonusTestRadius = 200 VisionBonusPercentPerFoot = 1.0% CrushableLevel = 0 ; What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CrusherLevel = 0 ; What can I crush?: 0 = small animals, 1 = infantry, 2 = trees, 3 = vehicles CommandPoints = 40 ; originally 60 CommandSet = GoblinFighterCommandSet FormationWidth = 2 ; Width it occupies in formations. Current choices are 1 or 2. FormationDepth = 2 ; Depth it occupies in formations. Current choices are 1 or 2. TransportSlotCount = TRANSPORTSLOTCOUNT_LARGE_HORDE KindOf = SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT INFANTRY HORDE MELEE_HORDE ARMY_SUMMARY LARGE_RECTANGLE_PATHFIND CAN_CLIMB_WALLS ;BUILD_FOR_FREE - Not anymore ThreatLevel = GOBLIN_FIGHTER_HORDE_THREAT ThreatBreakdown GoblinFighterHorde_DetailedThreat AIKindOf = INFANTRY 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 = GoblinFighter 36 Slots = 36 PassengerFilter = ANY +INFANTRY ShowPips = No ; Banner Carrier info BannerCarriersAllowed = WildBannerGoblin ; types of units that are allowed as banner carriers BannerCarrierPosition = UnitType:GoblinFighter Pos:X:60.0 Y:0.0 ; (DEFAULT) position of banner carrier for fighter horde RandomOffset = X:5 Y:5 MeleeBehavior = Amoeba End RankInfo = RankNumber:1 UnitType:WildGoblinFighter Position:X:50 Y:0 Position:X:50 Y:20 Position:X:50 Y:-20 Position:X:50 Y:40 Position:X:50 Y:-40 Position:X:50 Y:-60 Position:X:50 Y:60 Position:X:50 Y:-80 Position:X:50 Y:80 Position:X:30 Y:0 Position:X:30 Y:20 Position:X:30 Y:-20 Position:X:30 Y:40 Position:X:30 Y:-40 Position:X:30 Y:60 Position:X:30 Y:80 Position:X:30 Y:-60 Position:X:30 Y:-80 Position:X:10 Y:0 Position:X:10 Y:20 Position:X:10 Y:-20 Position:X:10 Y:40 Position:X:10 Y:-40 Position:X:10 Y:60 Position:X:10 Y:80 Position:X:10 Y:-60 Position:X:10 Y:-80 Position:X:-10 Y:0 Position:X:-10 Y:20 Position:X:-10 Y:-20 Position:X:-10 Y:40 Position:X:-10 Y:-40 Position:X:-10 Y:60 Position:X:-10 Y:80 Position:X:-10 Y:-60 Position:X:-10 Y:-80
RanksToReleaseWhenAttacking = 2
MeleeAttackLeashDistance = 500; 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 +GoblinFighter +GoblinArcher Count = 100 Radius = 160.0 RubOffRadius = 160.0 AlliesOnly = Yes AttributeModifier = MordorLargeGroupBonus End Behavior = EmotionTrackerUpdate Module_EmotionTracker TauntAndPointDistance = INFANTRY_TAUNT_POINT_RADIUS; 350 ; max distance to taunted/pointed objet TauntAndPointUpdateDelay = 1000 ; how often scan (milliseconds) TauntAndPointExcluded = NONE AfraidOf = EMOTION_AFRAIDOF_OBJECTFILTER AlwaysAfraidOf = EMOTION_ALWAYS_AFRAIDOF_OBJECTFILTER PointAt = EMOTION_POINTAT_OBJECTFILTER HeroScanDistance = 150 FearScanDistance = INFANTRY_FEAR_SCAN_RADIUS ;250
AddEmotion = Terror_Base AddEmotion = Doom_Base AddEmotion = BraceForBeingCrushed_Base AddEmotion = UncontrollableFear_Base_Evil AddEmotion = FearIdle_Base AddEmotion = FearBusy_Base AddEmotion = Point_Base AddEmotion = OVERRIDE Taunt_Base ; AttributeModifier = GondorFighterTaunt End AddEmotion = CheerIdle_Base AddEmotion = CheerBusy_Base AddEmotion = HeroCheerIdle_Base AddEmotion = HeroCheerBusy_Base AddEmotion = Alert_Base End
; What is SET_NORMAL here should soon be SET_WALL_SCALING ; LocomotorSet ; Locomotor = NormalMeleeHordeLocomotor ; Condition = SET_NORMAL ; Speed = NORMAL_EVIL_INFANTRY_HORDE_SPEED ; End LocomotorSet Locomotor = TestWallScalingHordeLocomotor Condition = SET_NORMAL Speed = NORMAL_WILD_FAST_HORDE_SPEED ; RotWK originally NORMAL_FOOT_VERYFAST_HORDE_SPEED End
Behavior = ProductionUpdate ProductionUpdateModuleTag GiveNoXP = Yes End
Behavior = LevelUpUpgrade ModuleTag_BasicTraining TriggeredBy = Upgrade_WildBasicTraining LevelsToGain = 1 LevelCap = 2 End
#include "..\..\..\includes\CaptureBuilding.inc" Behavior = HordeDispatchSpecialPower ModuleTag_PoisonedBladeDispatch SpecialPowerTemplate = SpecialAbilityGoblinFighterPoisonedBlades StartsPaused = No End
Behavior = StatusBitsUpgrade ModuleTag_ProductionLegality2 TriggeredBy = Upgrade_WildHeavyArmor End Behavior = StatusBitsUpgrade ModuleTag_ProductionLegality3 TriggeredBy = Upgrade_WildForgedBlades End Behavior = PickupStuffUpdate ModuleTag_PickupStuffUpdate SkirmishAIOnly = Yes StuffToPickUp = NONE +CRATE ScanRange = 200 ScanIntervalSeconds = 0.5 End ;/////////////////// ; AISpecialPowers ;/////////////////// Behavior = AISpecialPowerUpdate GoblinFighterHordeCaptureBuildingAI CommandButtonName = Command_CaptureBuilding SpecialPowerAIType = AI_SPECIAL_POWER_CAPTURE_BUILDING End 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 PoisonBladeAI CommandButtonName = Command_PoisonedBlades SpecialPowerAIType = AI_SPECIAL_POWER_GOBLIN_POISON End
Geometry = BOX GeometryMajorRadius = 40.0 GeometryMinorRadius = 50.0 GeometryHeight = 20.0 GeometryIsSmall = No ; *** AUTO RESOLVE DATA *** AutoResolveUnitType = AutoResolveUnit_Soldier AutoResolveCombatChain = AutoResolve_SoldierCombatChain
AutoResolveBody = AutoResolve_WildFighterHordeBody
AutoResolveArmor RequiredUpgrades = Upgrade_WildHeavyArmor Armor = AutoResolve_GoblinWarriorHeavyArmor End
AutoResolveArmor ExcludedUpgrades = Upgrade_WildHeavyArmor Armor = AutoResolve_GoblinWarriorArmor End
AutoResolveWeapon RequiredUpgrades = Upgrade_WildForgedBlades Weapon = AutoResolve_GoblinWarriorUpgradedWeapon End
AutoResolveWeapon ExcludedUpgrades = Upgrade_WildForgedBlades Weapon = AutoResolve_GoblinWarriorWeapon End WorldMapArmoryUpgradesAllowed = Upgrade_WildBasicTraining Upgrade_WildForgedBlades Upgrade_WildHeavyArmor End
;------------------------------------------------------------------------------------------------------------------ ; ; GoblinFighterHorde_FromDefectedLair ; A horde that gets built from a defected neutral lair. ; ;------------------------------------------------------------------------------------------------------------------ ChildObject GoblinFighterHorde_FromDefectedLair GoblinFighterHorde
; They're free! BuildCost = 25 BuildTime = 15
End
;----------------------------------------------------------------------------------------------------------------- ; ; Goblin 6-pack Hord for Gundabad ; ;-----------------------------------------------------------------------------------------------------------------
ChildObject GoblinMiniHorde GoblinFighterHorde
Behavior = HordeContain ModuleTag_HordeContain FrontAngle = 270 FlankedDelay = 2000 ObjectStatusOfContained = InitialPayload = GoblinFighter 36 Slots = 36 PassengerFilter = ANY +INFANTRY ShowPips = No ; Banner Carrier info BannerCarriersAllowed = WildBannerGoblin ; types of units that are allowed as banner carriers BannerCarrierPosition = UnitType:GoblinFighter Pos:X:60.0 Y:0.0 ; (DEFAULT) position of banner carrier for fighter horde RandomOffset = X:5 Y:5 MeleeBehavior = Amoeba End RankInfo = RankNumber:1 UnitType:WildGoblinFighter Position:X:50 Y:0 Position:X:50 Y:20 Position:X:50 Y:-20 Position:X:50 Y:40 Position:X:50 Y:-40 Position:X:50 Y:-60 Position:X:50 Y:60 Position:X:50 Y:-80 Position:X:50 Y:80 Position:X:30 Y:0 Position:X:30 Y:20 Position:X:30 Y:-20 Position:X:30 Y:40 Position:X:30 Y:-40 Position:X:30 Y:60 Position:X:30 Y:80 Position:X:30 Y:-60 Position:X:30 Y:-80 Position:X:10 Y:0 Position:X:10 Y:20 Position:X:10 Y:-20 Position:X:10 Y:40 Position:X:10 Y:-40 Position:X:10 Y:60 Position:X:10 Y:80 Position:X:10 Y:-60 Position:X:10 Y:-80 Position:X:-10 Y:0 Position:X:-10 Y:20 Position:X:-10 Y:-20 Position:X:-10 Y:40 Position:X:-10 Y:-40 Position:X:-10 Y:60 Position:X:-10 Y:80 Position:X:-10 Y:-60 Position:X:-10 Y:-80
RanksToReleaseWhenAttacking = 2 End
End | |
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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: Probleme D'unités Séparé Mer 27 Jan - 22:54 | |
| Ohhh mais je reconnait ça, c'est moi qui l'ai fait ya plus de 2 ans dans ma map j'ai repris exprès ma map, moi j'avais mis : - Code:
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RanksToReleaseWhenAttacking = 1 et toi t'as mis 2, c'est la seul différence que j'ai trouvé. | |
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Coco Débutant(e)
Nombre de messages : 45 Add-On : Oui/ Non ? Date d'inscription : 26/01/2010
| Sujet: Re: Probleme D'unités Séparé Jeu 28 Jan - 20:11 | |
| Ah ben j'ai modif etca marche pas ^^' C'est marrant ca le fait pas avec toutes les hordes u_u ca fait plus réaliste ca c'est bien =D mais pour xp c'estun gobelin qui xp pas la horde U_U | |
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