| Ajouter l'ombre loup en héro | |
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andriel Habitué(e)
Nombre de messages : 99 Age : 30 Add-On : yes of cours Date d'inscription : 11/04/2010
| Sujet: Ajouter l'ombre loup en héro Ven 30 Avr - 0:53 | |
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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: Ajouter l'ombre loup en héro Ven 30 Avr - 18:08 | |
| Salut, apparemment c'est la meme chose que pour le balrog. Comment ça n'a pas marché ? Message d'erreur/ crash ? modifs sans effet ? | |
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andriel Habitué(e)
Nombre de messages : 99 Age : 30 Add-On : yes of cours Date d'inscription : 11/04/2010
| Sujet: Re: Ajouter l'ombre loup en héro Ven 30 Avr - 19:24 | |
| J'ai eu deux game crash différent | |
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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: Ajouter l'ombre loup en héro Ven 30 Avr - 19:26 | |
| C'était quoi le message d'erreur ? | |
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andriel Habitué(e)
Nombre de messages : 99 Age : 30 Add-On : yes of cours Date d'inscription : 11/04/2010
| Sujet: Re: Ajouter l'ombre loup en héro Ven 30 Avr - 19:27 | |
| Jme rappel plus, je vais refaire la manip, et te monter les game crash | |
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andriel Habitué(e)
Nombre de messages : 99 Age : 30 Add-On : yes of cours Date d'inscription : 11/04/2010
| Sujet: Re: Ajouter l'ombre loup en héro Ven 30 Avr - 19:47 | |
| Voilà le games crash : Voici le code qui pose probleme : - Code:
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Object AngmarShadeWolf2
; *** ART Parameters *** ; SelectPortrait for Heros is portrait behind skill buttons. HP = HeroPortrait. SelectPortrait = KUWerewolfPortrait ; ButtonImage for Heros is button image on Hero Select UI to select hero. HI = HeroIcon or HeroImage. ButtonImage = HIWerewolf Draw = W3DScriptedModelDraw ModuleTag_BodyDraw
OkToChangeModelColor = Yes ExtraPublicBone = B_PASSENGER01 ; ExtraPublicBone = ZZZWHIPCOIL ; ExtraPublicBone = SWORD
;------------------------- ModelConditionState = NONE ; Not DefaultConditionState, because that keyword copies anything in here to every other state Model = KUWWolf_SKN ParticleSysBone = None SoWolf_Ambient_fog01 ParticleSysBone = None SoWolf_Ambient_Embers01 ParticleSysBone = "Bip L Finger2" SoWolf_Ambient_fog FollowBone:YES ;"BIP L HAND" ParticleSysBone = "Bip L Finger2" SoWolf_Ambient_Embers FollowBone:YES ParticleSysBone = "Bip R Finger2" SoWolf_Ambient_fog FollowBone:YES ;"BIP R HAND" ParticleSysBone = "Bip R Finger2" SoWolf_Ambient_Embers FollowBone:YES End
;----------------- IdleAnimationState StateName = State_Idle Animation = Breathe AnimationName = KUWWolf_SKL.KUWWolf_IDLA AnimationMode = ONCE AnimationBlendTime = 10 AnimationPriority = 3 End Animation = LookAround AnimationName = KUWWolf_SKL.KUWWolf_IDLB AnimationMode = ONCE AnimationBlendTime = 10 AnimationPriority = 2 End Animation = SnortLikeABull AnimationName = KUWWolf_SKL.KUWWolf_IDLC AnimationMode = ONCE AnimationBlendTime = 10 AnimationPriority = 1 End
BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "State_JustBuilt" then CurDrawableSetTransitionAnimState("TRANS_JustBuilt_To_Idle") end if Prev == "State_AboutToHitGround" then CurDrawableSetTransitionAnimState("TRANS_AboutToHitGround_To_Idle") end EndScript ParticleSysBone = None SoWolf_Ambient_snowFollowBone:YES End AnimationState = DYING DEATH_1 Animation = Dying AnimationName = KUWWolf_SKL.KUWWolf_DIEA AnimationMode = ONCE End ;ParticleSysBone = None BalrogFallDust FollowBone:No End
AnimationState = DYING DEATH_2 Animation = FadingOut AnimationName = KUWWolf_SKL.KUWWolf_RORA AnimationMode = ONCE End End
AnimationState = EATING FrameForPristineBonePositions = 99 Animation = DoingHorribleThingToGrabbedGuy AnimationName = KUWWolf_SKL.KUWWolf_SPCC AnimationMode = ONCE AnimationBlendTime = 0 End
End
; AnimationState = UNPACKING PACKING_TYPE_3 ; Animation = GrabbingToTouching ; AnimationName = KUWWolf_SKL.KUWWolf_GRBA ; AnimationMode = ONCE ; AnimationBlendTime = 0 ; End ; End ; ; AnimationState = PACKING PACKING_TYPE_3 ; Animation = GrabbingFollowThrough ; AnimationName = KUWWolf_SKL.KUWWolf_GRBC ; AnimationMode = ONCE ; AnimationBlendTime = 0 ; End ; End
AnimationState = JUST_BUILT StateName = State_JustBuilt Animation AnimationName = KUWWolf_SKL.KUWWolf_RORA AnimationMode = MANUAL AnimationBlendTime = 0 End End TransitionState = TRANS_JustBuilt_To_Idle Animation = BeingSummoned AnimationName = KUWWolf_SKL.KUWWolf_RORA AnimationMode = ONCE End End AnimationState = FIRING_OR_PREATTACK_B Animation = CrackThatWhip AnimationName = KUWWolf_SKL.KUWWolf_WIPA AnimationMode = ONCE End ;ParticleSysBone = RTHANDBONE BalrogWhip2swordEfx FollowBone:Yes End AnimationState = SPECIAL_WEAPON_ONE Animation AnimationName = KUWWolf_SKL.KUWWolf_SPCB AnimationMode = ONCE End End AnimationState = SPECIAL_WEAPON_TWO Animation AnimationName = KUWWolf_SKL.KUWWolf_CHRA AnimationMode = ONCE End End AnimationState = SPECIAL_WEAPON_THREE Animation AnimationName = KUWWolf_SKL.KUWWolf_SPCA AnimationMode = ONCE End End AnimationState = TURN_RIGHT Animation = TurningRight AnimationName = KUWWolf_SKL.KUWWolf_TRNR AnimationMode = LOOP AnimationBlendTime = 50 End End
AnimationState = TURN_LEFT Animation = TurningLeft AnimationName = KUWWolf_SKL.KUWWolf_TRNL AnimationMode = LOOP AnimationBlendTime = 50 End End
AnimationState = MOVING Animation = Running AnimationName = KUWWolf_SKL.KUWWolf_RUNA AnimationMode = LOOP AnimationBlendTime = 10 Distance = 112
End Flags = RANDOMSTART FXEvent = Frame:11 FireWhenSkipped Name:FX_WolfRightFootStep FXEvent = Frame:27 FireWhenSkipped Name:FX_WolfLeftFootStep End AnimationState = FIRING_OR_PREATTACK_A Animation AnimationName = KUWWolf_SKL.KUWWolf_ATKA AnimationMode = ONCE UseWeaponTiming = Yes End Animation AnimationName = KUWWolf_SKL.KUWWolf_ATKB AnimationMode = ONCE UseWeaponTiming = Yes End ; Animation ; AnimationName = KUWWolf_SKL.KUWWolf_SPCA ; AnimationMode = ONCE ; End FXEvent = Frame:20 Name: FX_SOWolfHit End End
; ***DESIGN parameters *** DisplayName = OBJECT:ShadeofWolf
Side = Neutral EditorSorting = UNIT ThreatLevel = BALROG_THREAT_LEVEL ThingClass = CHARACTER_UNIT
CrusherLevel = 4 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushWeapon = BalrogCrush BuildCost = SHADEWOLF2_BUILDCOST BuildTime = SHADEWOLF2_BUILDTIME MinCrushVelocityPercent = 40 ; Has to be moving at at least 35% of full speed. CrushDecelerationPercent = 10 ; Lose 20 percent of max velocity when crushing. CrushKnockback = 40; CrushZFactor = 1.0;
Scale = 1.6
TransportSlotCount = TRANSPORTSLOTCOUNT_MONSTER WeaponSet Conditions = None Weapon = PRIMARY AngmarShadeofWolfSwipe End ArmorSet Conditions = None Armor = ShadeofWolfArmor DamageFX = NormalDamageFX End
VisionRange = VISION_BALROG ShroudClearingRange = SHROUD_CLEAR_BALROG
ShockwaveResistance = SHOCKWAVE_RESISTANCE_ALWAYS CommandSet = ShadeofWolfCommandSet CanPathThroughGates = No IsTrainable = No DeadCollideSize = LARGE ; How big does the AOD consider this unit for damage fx & behavior.
;------------------ AUDIO Parameters ----------------------
VoiceAttack = ShadeWolfAttack VoiceAttackCharge = ShadeWolfAttack VoiceAttackMachine = ShadeWolfAttack VoiceAttackStructure = ShadeWolfAttack VoiceGuard = ShadeWolfIdle VoiceMove = ShadeWolfIdle VoiceSelect = ShadeWolfIdle VoiceSelectBattle = ShadeWolfIdle
SoundAmbient = ShadeWolfIdle SoundImpact = ImpactHorse
#include "..\includes\StandardUnitEvaEvents.inc" ; Warn the player when the enemy gets a unit. Override the normal sighting event from StandardUnitEvaEvents.inc EvaEnemyObjectSightedEvent = DiscoveredEnemyBalrog
; ClientUpdate = EvaAnnounceClientCreate ModuleTag_CreateAnnounce ; AnnouncementEventEnemy = DiscoveredEnemyBalrog ; 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
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior MaxUpdateRangeCap = 800 AnimationSound = Sound: BalrogFootstep Animation: KUWWolf_SKL.KUWWolf_RUNA Frames: 42 17 AnimationSound = Sound: BalrogFootstep Animation: KUWWolf_SKL.KUWWolf_TRNR Frames: 21 52 AnimationSound = Sound: BalrogFootstep Animation: KUWWolf_SKL.KUWWolf_TRNL Frames: 21 52 AnimationSound = Sound: ShadeWolfSummonPack Animation: KUWWolf_SKL.KUWWolf_SPCB Frames: 1 AnimationSound = Sound: ShadeWolfLament Animation: KUWWolf_SKL.KUWWolf_CHRA Frames: 21
AnimationSound = Sound: ShadeWolfSummonHowl Animation: KUWWolf_SKL.KUWWolf_DIEA Frames: 25 AnimationSound = Sound: ShadeWolfSummonHowl Animation: KUWWolf_SKL.KUWWolf_RORA Frames: 21 AnimationSound = Sound: ShadeWolfSummonHowl Animation: KUWWolf_SKL.KUWWolf_SPCC Frames: 50
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT KindOf = HERO PRELOAD SELECTABLE CAN_CAST_REFLECTIONS MONSTER SCORE CAN_ATTACK NO_FREEWILL_ENTER PATH_THROUGH_INFANTRY SCARY BIG_MONSTER CAN_ATTACK_WALLS SUMMONED ThreatBreakdown MordorBalrog_DetailedThreat AIKindOf = SIEGEWEAPON End Body = RespawnBody ModuleTag_RespawnBody CheerRadius = EMOTION_CHEER_RADIUS MaxHealth = SHADEWOLF_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 = HIShadeWolf
;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 = FighterHorde End
Behavior = AIUpdateInterface ModuleTag_03 AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS MoodAttackCheckRate = 500 AILuaEventsList = BalrogFunctions End
LocomotorSet Locomotor = ShadeofWolfLocomotor Condition = SET_NORMAL Speed = 144 End
Behavior = PhysicsBehavior ModuleTag_04 GravityMult = 1.0 End Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL +FADED ;-FADED DestructionDelay = 6000 FadeDelay = 4200 FadeTime = 3000 FX = INITIAL FX_SoWolfUnsummonInitial FX = FINAL FX_SoWolfUnsummonFinal DeathFlags = DEATH_1 End Behavior = SlowDeathBehavior ModuleTag_FadeDeath DeathTypes = NONE +FADED DestructionDelay = 3850 FadeDelay = 1000 FadeTime = 2666 FX = INITIAL FX_SoWolfUnsummon DeathFlags = DEATH_2 End ;--------------------------------SPECIAL ABILITIES-------------------------------------------------- ;;;; DARK LORD'S LAMENT SPECIAL ABILITY ;;;;;;;;--------------------------------------------------------------------
Behavior = SpecialPowerModule ModuleTag_LamentStarter SpecialPowerTemplate = SpecialAbilityDarkLordsLament UpdateModuleStartsAttack = Yes StartsPaused = No InitiateSound = BalrogRoar End
Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_LamentWeaponFireUpdate SpecialPowerTemplate = SpecialAbilityDarkLordsLament SpecialWeapon = AngmarDarkLordsLamentWeapon WhichSpecialWeapon = 2 ; Corresponds to SPECIAL_WEAPON_THREE StartAbilityRange = 10.0 SkipContinue = Yes UnpackTime = 1000 ; Trigger on frame 60 (of 100) PackTime = 2000 ; Remaining 40 frames (of 100) MustFinishAbility = Yes End
;------------------- Call The PAck ------------------ Behavior = SpecialPowerModule ModuleTag_CallPackStarter SpecialPowerTemplate = SpecialAbilityCallPack TriggerFX = FX_SoWolf_SummonPack UpdateModuleStartsAttack = Yes StartsPaused = No InitiateSound = WargHowlAbility End
Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_FloodUpdate SpecialPowerTemplate = SpecialAbilityCallPack
UnpackTime = 500 PackTime = 1000
StartAbilityRange = 100.0 SpecialWeapon = ShadeCallthePack WhichSpecialWeapon = 1 End ;//----------------------Man Eater-----------------------------------------------
Behavior = SpecialPowerModule ModuleTag_SpecialPowerModuleGrabStarter SpecialPowerTemplate = SpecialAbilityAngmarShadeEatMeGrab UpdateModuleStartsAttack = Yes StartsPaused = No InitiateSound = BalrogChuckle End Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_WeaponFireSpecialAbilityUpdateGrab SpecialPowerTemplate = SpecialAbilityAngmarShadeEatMeGrab SkipContinue = Yes UnpackTime = 533 ; Frame 28/99 ; PackTime = 2367 ; Remaining 71/99 frames StartAbilityRange = 12.0 SpecialWeapon = AngmarShadeChompWeapon ChainedButton = Command_SpecialAbilityShadeChompFlingPassenger CustomAnimAndDuration = AnimState:EATING AnimTime:3333 MustFinishAbility = Yes
TriggerAttributeModifier = SharkuManEater AttributeModifierDuration = 20000 TriggerSound = SharkuManEaterEatingMS BusyForDuration = 5000 End
Behavior = PlayerHealSpecialPower ModuleTag_SpecialPowerModuleFlingPassengerStarter SpecialPowerTemplate = SpecialAbilityAngmarShadeEatMeDrop UpdateModuleStartsAttack = Yes StartsPaused = No HealAmount = 1.0 HealAsPercent = Yes HealAffects = HERO HealRadius = 0.0 HealFX = FX_SpellHealUnitHealBuff End
Behavior = FlingPassengerSpecialAbilityUpdate ModuleTag_FlingPassengerSpecialAbilityUpdate SpecialPowerTemplate = SpecialAbilityAngmarShadeEatMeDrop UnpackTime = 1250 FlingPassengerVelocity = X:0 Y:0 Z:0 FlingPassengerLandingWarhead = AngmarShadeChompWarhead ;kills victim when released MustFinishAbility = Yes End Behavior = TransportContain ModuleTag_09 ObjectStatusOfContained = UNSELECTABLE PassengerFilter = ANY +INFANTRY ; ManualPickUpFilter = NONE +INFANTRY ; we do not want the user to be able to manually pick up an orc with a troll. Slots = 1 ShowPips = No AllowEnemiesInside = Yes AllowNeutralInside = Yes AllowAlliesInside = No ;DamagePercentToUnits = 500% DestroyRidersWhoAreNotFreeToExit = Yes ForceOrientationContainer = No PassengerBonePrefix = PassengerBone:B_PASSENGER01 KindOf:INFANTRY ; EjectPassengersOnDeath = Yes End
;/////////////////// ; AISpecialPowers ;/////////////////// Behavior = AISpecialPowerUpdate ManEaterAI CommandButtonName = Command_SpecialAbilityShadeChomp SpecialPowerAIType = AI_SPECIAL_POWER_ENEMY_TYPE_KILLER End
Behavior = AISpecialPowerUpdate CallThePackAI CommandButtonName = Command_SpecialAbilityCallPack SpecialPowerAIType = AI_SPECIAL_POWER_RANGED_AOE_ATTACK End
Behavior = AISpecialPowerUpdate LamentAI CommandButtonName = Command_SpecialAbilityDarkLordsLament SpecialPowerRange = 100 SpecialPowerAIType = AI_SPECIAL_POWER_BASIC_SELF_DEBUFF End Behavior = CreateObjectDie ModuleTag_CrushUnitsOnDeath CreationList = OCL_BalrogDie End
Geometry = CYLINDER GeometryMajorRadius = 18.0 GeometryHeight = 90.0 GeometryOffset = X:-20 Y:0 Z:0 GeometryIsSmall = No Shadow = SHADOW_VOLUME ;SHADOW_DECAL ; SHADOW_VOLUME has trouble with his wings. Possibly because of the transparent bits ShadowSizeX = 100 ShadowSizeY = 100 ShadowTexture = ShadowI End
Et la Ligne qui pose probleme : - Code:
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MaxHealth = SHADEWOLF_HEALTH ;BALANCE Eomer Health
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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: Ajouter l'ombre loup en héro Ven 30 Avr - 19:52 | |
| L'erreur était pourtant assez explicite : le jeu ne connait pas SHADEWOLF_HEALTH, en allant dans gamedata.ini on se rend bien compte que ça n'existe pas, c'est SHADEOFWOLF_HEALTH | |
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andriel Habitué(e)
Nombre de messages : 99 Age : 30 Add-On : yes of cours Date d'inscription : 11/04/2010
| Sujet: Re: Ajouter l'ombre loup en héro Ven 30 Avr - 19:58 | |
| Merci, Nouvelle erreur : Code qui pose probleme : - Code:
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;----------- ShadeWolf ------------------ ExperienceLevel AngmarShadeWolf2Level10 TargetNames = AngmarShadeWolf2 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
C'est la deuxieme ligne | |
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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: Ajouter l'ombre loup en héro Ven 30 Avr - 22:03 | |
| Il n'y aurait pas un End manquant juste avant ce bout de code ?
Poste une vingtaine de ligne ce qui a avant avec ce code stp ca devrait confirmer mon hypothèse | |
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andriel Habitué(e)
Nombre de messages : 99 Age : 30 Add-On : yes of cours Date d'inscription : 11/04/2010
| Sujet: Re: Ajouter l'ombre loup en héro Ven 30 Avr - 23:37 | |
| Le paragraphe avant c'est celui rajouté pour le Balrog : - Code:
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;----------- Balrog ------------------ ExperienceLevel MordorBalrog2Level10 TargetNames = MordorBalrog2 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
;----------- ShadeWolf ------------------ ExperienceLevel AngmarShadeWolf2Level10 TargetNames = AngmarShadeWolf2 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
#include "ExperienceLevels_CreateAHero.inc"
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andriel Habitué(e)
Nombre de messages : 99 Age : 30 Add-On : yes of cours Date d'inscription : 11/04/2010
| Sujet: Re: Ajouter l'ombre loup en héro Sam 1 Mai - 0:06 | |
| J'ai réorganiser mon code, j'ai observer ceux initial, et en effet il n'y a plus ce game crash là mais un autre XD j'explique dans l'autre sujet car c'est pas en rapport avec l'ombre loup. | |
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andriel Habitué(e)
Nombre de messages : 99 Age : 30 Add-On : yes of cours Date d'inscription : 11/04/2010
| Sujet: Re: Ajouter l'ombre loup en héro Sam 1 Mai - 1:39 | |
| Après test, l'ombre loup est bien un héros d'angmar Merci pour ton aide Cdd | |
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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: Ajouter l'ombre loup en héro Sam 1 Mai - 8:47 | |
| Effectivement il manquait bien un end avant ton paragraphe le SelectionDecal ouvre un nouveau bloc, il faut donc le fermer avec end | |
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| Sujet: Re: Ajouter l'ombre loup en héro | |
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| Ajouter l'ombre loup en héro | |
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