isengard Habitué(e)
Nombre de messages : 67 Age : 26 Add-On : oui
Date d'inscription : 13/12/2009
| Sujet: pas de forteresse Ven 5 Fév - 14:51 | |
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sauron1997 Moddeur en herbe
Nombre de messages : 116 Age : 28 Location : MINAS TIRITH Add-On : BEN OUIIIIIIIIIII Date d'inscription : 09/12/2009
| Sujet: Re: pas de forteresse Ven 5 Fév - 15:27 | |
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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: pas de forteresse Ven 5 Fév - 19:33 | |
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Jolaerpitola Mappeur, moddeur incontesté
Nombre de messages : 2609 Age : 29 Add-On : oui Date d'inscription : 24/07/2008
| Sujet: Re: pas de forteresse Ven 5 Fév - 20:55 | |
| Voici ce que j'ai mis dans le topic de mon mod: - jolaerpitola a écrit:
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J'ai toujours le mème problème! YA pas de forteresse et je crève des le début!
Dans playertemplate.ini j'ai mis: - Citation :
- PlayerTemplate Factionelfesnoir
Side = elfesnoir PlayableSide = Yes ; Please note: the presence of "SIDE:Elves" in the string file is what makes this appear in MP as a playable side. And the skirmish scripts are what actually make it function. Evil = No StartMoney = 0 MaxLevelMP = #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_DEFAULT PLAYER_PURCHASE_POINTS_GRANTED ) MaxLevelSP = #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_GOOD PLAYER_PURCHASE_POINTS_GRANTED ) PreferredColor = R:43 G:150 B:179 StartingBuilding = ElvenFortress ;------------- NO STARTING UNITS FOR YOU ------- ;StartingUnit0 = ElvenLorienArcherHorde ;StartingUnitOffset0 = X:-70 Y:220 Z:0 StartingUnit1 = ElvenPorter StartingUnitOffset1 = X:30 Y:250 Z:0 StartingUnit0 = ElvenPorter StartingUnitOffset0 = X:1 Y:160 Z:0 StartingUnitTacticalWOTR = ElvenPorter StartingUnitTacticalWOTR = ElvenPorter IntrinsicSciences = SCIENCE_GOOD IntrinsicSciencesMP = SCIENCE_ELVES SpellBook = GoodSpellBook SpellBookMp = ElvesSpellBook PurchaseScienceCommandSet = GoodSpellStoreCommandSet PurchaseScienceCommandSetMP = ElvesSpellStoreCommandSet DisplayName = INI:Factionelfesnoir DefaultPlayerAIType = ElvesSkirmishAI ; Needs to exist before I can change it. BeaconName = MultiplayerBeacon LightPointsUpSound = GondorLightPointsUp ObjectiveAddedSound = Gui_MissionObjectiveNew ObjectiveCompletedSound = Gui_MissionObjectiveCompleted InitialUpgrades = Upgrade_ElfFaction ;Any upgrades this player template is born with.
// NOTE: It is very important that the create-a-hero be the first buildable hero, to ensure that the create-a-hero and the ring hero are always // attached to the first two buttons in the command set. BuildableHeroesMP = CreateAHero ElvenArwen ElvenHaldir ElvenGlorfindel ElvenLegolas ElvenThranduil ElvenElrond BuildableRingHeroesMP = ElvenGaladriel_RingHero SpellStoreCurrentPowerLabel = APT:SpellStoreCurrentEvenstarPower SpellStoreMaximumPowerLabel = APT:SpellStoreMaximumEvenstarPower ResourceModifierObjectFilter = RESOURCE_MODIFIER_OBJECT_FILTER ResourceModifierValues = 100 100 100 95 90 85 80 75 71 68 66 MultiSelectionPortrait = UPElvenArmy LoadScreenMusic = Shell2MusicForLoadScreen End "Side = elfesnoir" et "DisplayName = INI:Factionelfesnoir" sont défini dans lotr.csf.
Et dans elvenfortress.ini , j'ai mis ca:
- Citation :
- Behavior = CastleBehavior ModuleTag_castle
CastleToUnpackForFaction = Elves Fortress_Elves CastleToUnpackForFaction = Dwarves Fortress_Elves CastleToUnpackForFaction = Men Fortress_Elves CastleToUnpackForFaction = Wild Fortress_Elves CastleToUnpackForFaction = Isengard Fortress_Elves CastleToUnpackForFaction = Mordor Fortress_Elves CastleToUnpackForFaction = elfesnoir Fortress_Elves ;//Anything that does not fit this filter will be given to the neutral player, so the template can have rocks and props. FilterValidOwnedEntries = ANY +STRUCTURE +WALK_ON_TOP_OF_WALL +BASE_FOUNDATION +TACTICAL_MARKER
MaxCastleRadius = 130.0 InstantUnpack = Yes KeepDeathKillsEverything = Yes
EvaEnemyCastleSightedEvent = EnemyFortressSighted End
Et pourtant ca marche pas.....
Help!
Et pourtant ca marche^^ Ca marchait pas puisque j'avais mal organiser les dossiers^^ Donc fait comme j'ai fais^^ ps: ne croyez pas que j'ai abandonner mon mod, la j'essaye juste de modéliser un truc convenable, sinon je continu toujours. | |
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| Sujet: Re: pas de forteresse | |
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