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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: Questions-Réponses Dim 20 Juin - 13:46 | |
| Bonjour à tous, Depuis un petit moment,je modifie la faction d'arnor(Wolf m'aide ). j'ai rajouté les Noldors,Zélotes,Drakes,Ents,... Sans trop de problèmes mais j'ai quand même un problème pour les cavaliers Undeads ( Chevaliers-morts) Je vous explique Avant, je jouais avec la faction d'angmar et je leurs avait rajouté facilement les cavaliers undeads, je voulais donc les mettre à arnor dans la" barracks" ( que j'ai transformer en antre des spectres) Le problème,c'est qu'une fois mes modifications terminées, je n'ai pas de game crash mais le jeu ne démarre pas. ( Le jeu rencontre des problemes et doit fermer BLABLABLA...) Voici les modifications : 1) Dans neutralunits.ini, jeremplace mon Object RohanOathbreakersCavalry par celui ci : - Spoiler:
;------------------------------------------------------------------------------ ; Rohirrim Oathbreakers on a Horse ;------------------------------------------------------------------------------ ; Rohirrim Oathbreakers on a Horse Object RohanOathbreakersCavalry ; *** ART Parameters *** ; NOTE: If you are updating any of the art parameters, you should really check ; GondorCavalryRiderless in FactionSubObject.ini and see if it needs to be updated
SelectPortrait = UPOathBreakers
Draw = W3DHordeModelDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = Yes
; specify options for static LODs LodOptions = LOW AllowMultipleModels = ALLOW_MULTIPLE_MODELS_LOW MaxRandomTextures = MAX_RANDOM_TEXTURES_LOW MaxRandomAnimations = MAX_RANDOM_ANIMATIONS_LOW MaxAnimFrameDelta = MAX_ANIM_FRAME_DELTA_LOW End
LodOptions = MEDIUM AllowMultipleModels = ALLOW_MULTIPLE_MODELS_MED MaxRandomTextures = MAX_RANDOM_TEXTURES_MED MaxRandomAnimations = MAX_RANDOM_ANIMATIONS_MED MaxAnimFrameDelta = MAX_ANIM_FRAME_DELTA_MED End
LodOptions = HIGH AllowMultipleModels = ALLOW_MULTIPLE_MODELS_HIGH MaxRandomTextures = MAX_RANDOM_TEXTURES_HIGH MaxRandomAnimations = MAX_RANDOM_ANIMATIONS_HIGH MaxAnimFrameDelta = MAX_ANIM_FRAME_DELTA_HIGH End
WadingParticleSys = WaterRipplesTrail ; used when the unit is wading in shallow water. ;-------------------------------------------------- ; new method ; RandomTexture = RUHorse01.tga 0 RUHorse03.tga ; RandomTexture = RUHorse02.tga 0 RUHorse03.tga ; RandomTexture = RUHorse03.tga 0 RUHorse03.tga ; RandomTexture = RUHorse04.tga 0 RUHorse03.tga
;-------------------------------------------------- ;Random Rivendell Riders textures - new method ; RandomTexture = RURohrm01.tga 0 RURohrm02.tga ; RandomTexture = RURohrm02.tga 0 RURohrm02.tga ; RandomTexture = RURohrm03.tga 0 RURohrm02.tga ; RandomTexture = RURohrm04.tga 0 RURohrm02.tga
ParticlesAttachedToAnimatedBones = yes
; Spear. DefaultModelConditionState Model = RUOthHrse_SKN End
IdleAnimationState StateName = Idle Animation = IdleB AnimationName = RURohrm_SKL.RURohrm_IDLB AnimationMode = ONCE AnimationBlendTime = 15 End Beginscript Prev = CurDrawablePrevAnimationState() if Prev == "State_Selected" then CurDrawableSetTransitionAnimState("TRANS_Selected_To_Idle") end Endscript End
AnimationState = PASSENGER Animation = grabbed AnimationName = RURohrm_SKL.RURohrm_GBDA AnimationMode = LOOP End End
; --- stunned anims AnimationState = FREEFALL Animation = free fall AnimationName = RURohrm_SKL.RURohrm_FLYB AnimationMode = LOOP AnimationBlendTime = 10 End End
AnimationState = STUNNED_FLAILING Animation = JustDie AnimationName = RURohrm_SKL.RURohrm_FLYC AnimationMode = LOOP End Flags = RANDOMSTART End
AnimationState = DYING BURNINGDEATH Animation AnimationName = RURohrm_SKL.RURohrm_DIEA AnimationMode = ONCE AnimationBlendTime = 10 End End
AnimationState = DYING Animation = RUNA AnimationName = RUOath3B_DIEA End EnteringStateFX = FX_AODDeath End
AnimationState = BURNINGDEATH Animation AnimationName = RURohrm_SKL.RURohrm_MFDA AnimationMode = LOOP Distance = 90 End End
AnimationState = STUNNED_STANDING_UP Animation = StandUp AnimationName = RURohrm_SKL.RURohrm_GTPA AnimationMode = ONCE AnimationSpeedFactorRange = 1.5 1.5 End End
AnimationState = STUNNED Animation = Land AnimationName = RURohrm_SKL.RURohrm_LNDA AnimationMode = ONCE End End
AnimationState = PARALYZED Animation AnimationName = RURohrm_SKL.RURohrm_IDLB
AnimationMode = LOOP End End
AnimationState = MOVING FIRING_OR_PREATTACK_A ShareAnimation = Yes Animation = TrotAndFire AnimationName = RURohrm_SKL.RURohrm_ATRB AnimationMode = LOOP Distance = 70; 35 End Flags = RANDOMSTART End
;;======= BACKING UP
AnimationState = MOVING BACKING_UP Animation = BACKING UP AnimationName = RURohrm_SKL.RURohrm_BAKA AnimationMode = LOOP End End
AnimationState = TURN_LEFT_HIGH_SPEED Animation = TurnLeft AnimationName = RURohrm_SKL.RURohrm_TNL1 AnimationMode = LOOP AnimationBlendTime = 20 End End
AnimationState = TURN_RIGHT_HIGH_SPEED Animation = TurnRight AnimationName = RURohrm_SKL.RURohrm_TNR1 AnimationMode = LOOP AnimationBlendTime = 20 End End
AnimationState = MOVING WANDER Animation = WLKA AnimationName = RURohrm_SKL.RURohrm_WLKA AnimationMode = LOOP End End
AnimationState = MOVING TURN_LEFT Animation = TurnLeft AnimationName = RURohrm_SKL.RURohrm_TRNL AnimationMode = LOOP End End
AnimationState = MOVING TURN_RIGHT Animation = TurnRight AnimationName = RURohrm_SKL.RURohrm_TRNR AnimationMode = LOOP End End
AnimationState = MOVING ENGAGED Animation = Moving_Engaged AnimationName = RURohrm_SKL.RURohrm_RUNC AnimationMode = LOOP End Flags = RANDOMSTART End
; AnimationState = MOVING WALKING ; Animation = Walk1 ; AnimationName = RURohrm_SKL.RURohrm_WLKB ; AnimationMode = LOOP ; Distance = 25 ; End ; End
AnimationState = MOVING ACCELERATE Animation = Accelerate AnimationName = RURohrm_SKL.RURohrm_ACCL AnimationMode = ONCE ; was LOOP End End
AnimationState = DECELERATE Animation = Decelerate AnimationName = RURohrm_SKL.RURohrm_DECL AnimationMode = ONCE AnimationSpeedFactorRange = 0.55 0.55 End End
AnimationState = MOVING Animation = RunA AnimationName = RURohrm_SKL.RURohrm_RUNA AnimationMode = LOOP Distance = 40 End Flags = RANDOMSTART End
;---------------------------------------------------------------------------------------------------------
; Standard attack with spear. AnimationState = FIRING_OR_PREATTACK_A Animation = AttackA1 AnimationName = RURohrm_SKL.RURohrm_ATKA AnimationMode = ONCE End End ;---------------------------------------------------------------------------------------------------------
;;--------------------- EMOTIONS ---------------------------------------------------------------------------------- ;;===== TERROR AnimationState = MOVING EMOTION_TERROR EMOTION_LOOK_TO_SKY Animation = TerrorFromTheSky AnimationName = RURohrm_SKL.RURohrm_RUNB AnimationMode = LOOP End End
AnimationState = MOVING EMOTION_TERROR Animation = TerrorFromTheSky AnimationName = RURohrm_SKL.RURohrm_RUNB AnimationMode = LOOP End End
;;======= APPREHENSIVE
AnimationState = EMOTION_ALERT EMOTION_AFRAID Animation = Apprehensive AnimationName = RURohrm_SKL.RURohrm_APPA AnimationMode = LOOP ;Change this to ONCE if adding additional anims End End
;;======= AFRAID
AnimationState = EMOTION_AFRAID Animation = FERA AnimationName = RURohrm_SKL.RURohrm_FERA AnimationMode = LOOP End ;Animation = FERB ; AnimationName = RURohrm_SKL.RURohrm_FERB ; AnimationMode = LOOP ;End End
;;======= CELEBRATING
AnimationState = EMOTION_CELEBRATING Animation = CheerA AnimationName = RURohrm_SKL.RURohrm_CHRA AnimationMode = ONCE End Animation = CheerB AnimationName = RURohrm_SKL.RURohrm_CHRB AnimationMode = ONCE End Animation = CheerC AnimationName = RURohrm_SKL.RURohrm_CHRC AnimationMode = ONCE End Animation = CheerD AnimationName = RURohrm_SKL.RURohrm_CHRD AnimationMode = ONCE End Animation = Salute AnimationName = RURohrm_SKL.RURohrm_SLTA AnimationMode = ONCE End Flags = RANDOMSTART RESTART_ANIM_WHEN_COMPLETE End
;;======= TAUNTING
AnimationState = EMOTION_TAUNTING Animation = Taunting AnimationName = RURohrm_SKL.RURohrm_TNTA AnimationMode = ONCE End Animation = Taunting2 AnimationName = RURohrm_SKL.RURohrm_TNTB AnimationMode = ONCE End Flags = RANDOMSTART RESTART_ANIM_WHEN_COMPLETE End
;;======= POINTING
AnimationState = EMOTION_POINTING Animation = Pointing1 AnimationName = RURohrm_SKL.RURohrm_PNTA AnimationMode = LOOP End End
;;======== ALERT
AnimationState = EMOTION_ALERT Animation = IDLA AnimationName = RURohrm_SKL.RURohrm_IDLA AnimationMode = LOOP End End
AnimationState = RAISING_FLAG Animation = CheerA AnimationName = RURohrm_SKL.RURohrm_CHRA AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 End Animation = CheerB AnimationName = RURohrm_SKL.RURohrm_CHRB AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 End Animation = CheerC AnimationName = RURohrm_SKL.RURohrm_CHRC AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 End Animation = CheerD AnimationName = RURohrm_SKL.RURohrm_CHRD AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 End Animation = Salute AnimationName = RURohrm_SKL.RURohrm_SLTA AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 End Flags = RANDOMSTART RESTART_ANIM_WHEN_COMPLETE End
;;-------------------- SELECTED ---------------------------------------------------------------
AnimationState = SELECTED StateName = State_Selected SimilarRestart = Yes Animation = AtAttention AnimationName = RURohrm_SKL.RURohrm_IDLA AnimationMode = LOOP End Beginscript Prev = CurDrawablePrevAnimationState() if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_Idle_To_Selected") end Endscript End
TransitionState = TRANS_Idle_to_Selected Animation = ATNA AnimationName = RURohrm_SKL.RURohrm_ATNA AnimationMode = ONCE AnimationSpeedFactorRange = 0.6 1.0 End End
TransitionState = TRANS_Selected_to_Idle Animation = ATNC AnimationName = RURohrm_SKL.RURohrm_ATNA AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 0.6 1.0 End Flags = START_FRAME_LAST End
End
ShockwaveResistance = SHOCKWAVE_RESISTANCE_IMMUNE
; ***DESIGN parameters *** Side = Undeads EditorSorting = UNIT ThreatLevel = 2.0 TransportSlotCount = TRANSPORTSLOTCOUNT_UNIT CommandPoints = 10
AddModule Behavior = SpecialPowerModule ModuleTag_CaptureBuilding SpecialPowerTemplate = SpecialAbilityCaptureBuilding UpdateModuleStartsAttack = Yes StartsPaused = No End End
AddModule Behavior = SpecialAbilityUpdate ModuleTag_CaptureBuildingUpdate SpecialPowerTemplate = SpecialAbilityCaptureBuilding StartAbilityRange = 15.0 UnpackTime = 1 PreparationTime = 15000 PackTime = 1 DoCaptureFX = Yes End End
ArmorSet Conditions = None Armor = OathBreakerArmor DamageFX = NormalDamageFX End ArmorSet Conditions = ALTERNATE_FORMATION Armor = OathBreakerArmor DamageFX = NormalDamageFX End WeaponSet Conditions = None Weapon = PRIMARY RohanRohirrimSpear AutoChooseSources = PRIMARY FROM_PLAYER FROM_script FROM_AI Weapon = SECONDARY RiderlessWeapon AutoChooseSources = SECONDARY FROM_script End VisionRange = 280.0 DisplayName = CONTROLBAR:Oathbreakers CrushableLevel = 4 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CrusherLevel = 5
; *** AUDIO Parameters ***;
#include "..\includes\StandardUnitEvaEvents.inc"
VoiceAttack = OathbreakerVoxSelect ; VoiceCreated = OathbreakerVoxSelect ; VoiceFullyCreated = OathbreakerVoxSelect VoiceMove = OathbreakerVoxSelect VoicePriority = 16 VoiceSelect = OathbreakerVoxSelect ;VoiceSelect2 = RohirrimAttention
SoundCrushing = RohirrimCrushing ; Sound made when crushing another unit underhoof SoundImpact = ImpactHorse SoundMoveStart = GondorHorseMoveStart
UnitSpecificSounds VoiceGarrison = OathbreakerVoxSelect VoiceEnterUnitElvenTransportShip = OathbreakerVoxSelect VoiceEnterUnitEvilMenTransportShip = OathbreakerVoxSelect VoiceEnterUnitMordorMumakil = OathbreakerVoxSelect VoiceEnterUnitSlaughterHouse = OathbreakerVoxSelect VoiceInitiateCaptureBuilding = OathbreakerVoxSelect End
; Tie into LargeGroupAudio system Behavior = LargeGroupAudioUpdate ModuleTag_LGAU Key = Oathbreaker End
; Warn the player when the enemy gets a unit. Override the normal sighting event from StandardUnitEvaEvents.inc EvaEnemyObjectSightedEvent = DiscoveredEnemyOathbreaker ;GenericEnemyUnitSighted ; Normal response to enemy units
ClientUpdate = EvaAnnounceClientCreate ModuleTag_CreateAnnounce AnnouncementEventEnemy = DiscoveredEnemyOathbreaker 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
; *** ENGINEERING Parameters *** RadarPriority = UNIT ThingClass = CAVALRY_UNIT
KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS CAVALRY SCORE INFANTRY ARMY_OF_DEAD
MaxSimultaneousOfType = 12 BuildTime = 20 BuildCost = 600 CommandSet = UndeadsCommandSet
Body = ActiveBody ModuleTag_02 MaxHealth = 2000 ;BALANCE Man at Arms Health MaxHealthDamaged = 5 ;RecoveryTime = 5000 End
Behavior = AIUpdateInterface ModuleTag_03 AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS AILuaEventsList = RohirrimFunctions AttackPriority = AttackPriorityCavalry End
LocomotorSet Locomotor = HorseLocomotor Condition = SET_NORMAL Speed = 72 End
Behavior = PhysicsBehavior ModuleTag_04 GravityMult = 1.0 ShockStunnedTimeLow = 1400 ShockStunnedTimeHigh = 2400 ShockStandingTime = 2400 End
Behavior = LifetimeUpdate ModuleTag_LifetimeUpdate MinLifetime = 200000 MaxLifetime = 200000 End
Behavior = OathbreakersFadeAwayBehavior ModuleTag_05 FadeOutTime = 3500 ; Fade time in ms - 4000 == 4 seconds. End
Behavior = AODCrushCollide ModuleTag_06 SmallFXList = FX_AODHitSmall; FXList for small objects. MediumFXList = FX_AODHitMedium; FXList for medium objects. ;LargeFXList = FX_AODHitLarge; FXList for medium objects.
; Normal damage delivered. Damage = 2999.0 ; normally really lethal DamageType = CRUSH DeathType = CRUSHED
;BalrogPower SpecialObject = NONE +MordorBalrog -SELECTABLE -CAVALRY -INFANTRY -HERO -MONSTER; Special objects receive and dish out special damage. SpecialDamage = 100.0 ; not as lethal SpecialDamageType = CRUSH SpecialDeathType = CRUSHED
SelfDamage = 9999.0 ; Damaging a special object inflicts damage on self. SelfDamageType = FLAME SelfDeathType = BURNED End
Behavior = SlowDeathBehavior ModuleTag_08 DeathTypes = ALL SinkDelay = 1000 SinkRate = 1.40 ; in Dist/Sec DestructionDelay = 10000 ;ProbabilityModifier = 33 DeathFlags = DEATH_2 ; Tell model which death animation to play. Sets BOTH model condition and object status bits. ;Sound = INITIAL OathbreakerDie End
Geometry = CYLINDER GeometryMajorRadius = 10.4 GeometryMinorRadius = 10.4 GeometryHeight = 20.0 GeometryIsSmall = No ;Shadow = SHADOW_DECAL ;ShadowSizeX = 30; ;ShadowSizeY = 21; ;ShadowTexture = ShadowI;
End 2) Dans Arnorhordes.ini: - Spoiler:
////////////////////////////////////////////////////////////////////////////////// Object RohanOathbreakersCavalryHorde
// This is required for garrisoned objects - please put in all objects. ButtonImage = WOR_GondorKnights SelectPortrait = UPGondor_Knight
Draw = W3DscriptedModelDraw ModuleTag_W3DModelDraw DependencySharedModelFlags = EMOTION_ALERT EMOTION_MORALE_HIGH EMOTION_MORALE_LOW EMOTION_AFRAID EMOTION_COWER SELECTED EMOTION_TERROR EMOTION_LOOK_TO_SKY DefaultModelConditionState Model = None //InvisHrdeTmp5x1 End ModelConditionState = HORDE_EMPTY Model = None End ModelConditionState = WORLD_BUILDER Model = HordeMarkGUKni End End
Side = Undeads EditorSorting = UNIT EmotionRange = 240 DisplayName = CONTROLBAR:Oathbreakers DisplayNameStrategic = CONTROLBAR:ToolTipBuildUndeadsCavalry DescriptionStrategic = CONTROLBAR:ToolTipBuildUndeadsCavalry
WeaponSet Conditions = None Weapon = PRIMARY NormalMeleeHordeRangefinder End
CommandSet = UndeadsCommandSet
// *** AUDIO Parameters ***// // Note: Don't put voice parameters here -- they will be ignored. Voice play requests // are always passed through to members #include "..\..\..\includes\StandardHordeEvaEvents.inc" MaxSimultaneousOfType = 10 ;Originally 3 BuildCost = 1500 BuildTime = GONDOR_KNIGHT_BUILDTIME VisionRange = 300 VisionSide = 65% VisionRear = 25% MaxVisionBonusPercent = 300% VisionBonusTestRadius = 200 VisionBonusPercentPerFoot = 5.0% ShroudClearingRange = GONDOR_KNIGHT_HORDE_SHROUD_RANGE
CommandPoints = 60
FormationWidth = 2 // Width it occupies in formations. Current choices are 1 or 2. FormationDepth = 1 // Depth it occupies in formations. Current choices are 1 or 2.
CrushableLevel = 2 //What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CrusherLevel = 1 MinCrushVelocityPercent = 50% // Has to be moving at at least 25% of full speed. CrushDecelerationPercent = 50 // Lose 10 percent (100/5 horde members) of max velocity when crushing. CrushKnockback = 40 // how hard we knock back crushed units. CrushZFactor = 1.0 // How much we knock upwards.
TransportSlotCount = TRANSPORTSLOTCOUNT_SMALL_HORDE KindOf = SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAVALRY HORDE MELEE_HORDE ARMY_SUMMARY LARGE_RECTANGLE_PATHFIND//UNATTACKABLE
Body = ImmortalBody ModuleTag_ImmortalBody MaxHealth = 1 End
ThreatLevel = GONDOR_KNIGHT_HORDE_THREAT ThreatBreakdown GondorKnightHorde_DetailedThreat AIKindOf = CAVALRY End
#include "..\..\..\includes\CaptureBuilding.inc"
Behavior = StancesBehavior ModuleTag_StancesBehavior StanceTemplate = CavalryHorde End
Behavior = HordeAIUpdate ModuleTag_HordeAIUpdate AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS MoodAttackCheckRate = 500 MaxCowerTime = 5000 MinCowerTime = 3000 AILuaEventsList = CavalryFunctions AttackPriority = AttackPriority_Cavalry End
Behavior = HorseHordeContain ModuleTag_HordeContain
FrontAngle = 270 FlankedDelay = 2000 ObjectStatusOfContained = InitialPayload = RohanOathbreakersCavalry 10 Slots = 10 PassengerFilter = NONE +CAVALRY +GondorCavalryBanner ShowPips = No ThisFormationIsTheMainFormation = Yes //Used to determine which armorset to use (and anything else we want!) RandomOffset=X:0 Y:0 MeleeBehavior = Amoeba End
// Banner Carrier info ;BannerCarriersAllowed = GondorCavalryBanner // types of units that are allowed as banner carriers ;BannerCarrierPosition = UnitType:GondorCavalry Pos:X:70.0 Y:0.0 // (DEFAULT) position of banner carrier for archer horde
RankInfo = RankNumber:1 UnitType:RohanOathbreakersCavalry Position:X:40 Y:0 Position:X:40 Y:20 Position:X:40 Y:-20 Position:X:40 Y:40 Position:X:40 Y:-40 RankInfo = RankNumber:2 UnitType:RohanOathbreakersCavalry Position:X:10 Y:0 Leader 1 0 Position:X:10 Y:20 Leader 1 1 Position:X:10 Y:-20 Leader 1 2 Position:X:10 Y:40 Leader 1 3 Position:X:10 Y:-40 Leader 1 4
RanksToReleaseWhenAttacking = 1 2
MeleeAttackLeashDistance = 1 //How far the hordes can move from the center of the horde when melee attacking. BackUpMinDelayTime = 1 //The minimum amount of time to delay before backing up BackUpMaxDelayTime = 3000 //The maximum amount of time to delay before backing up BackUpMinDistance = 1 //The minimum number of cells to backup BackUpMaxDistance = 3 //The maximum number of cells to backup BackupPercentage = 80% //The amount of chance that a unit will back up. End
Behavior = AutoHealBehavior ModuleTag_HearthHeal StartsActive = No HealOnlyIfNotInCombat = Yes ; RotWK Patch bug fix HealOnlyIfNotUnderAttack = Yes ; RotWK Patch bug fix TriggeredBy = Upgrade_MiniHordeLvl3 HealingAmount = 30 Radius = 100 StartHealingDelay = 7500 HealingDelay = 5000 UnitHealPulseFX = FX_SpellHealUnitHealBuff NonStackable = Yes RespawnNearbyHordeMembers = Yes RespawnFXList = FX_BannerCarrierSpawnUnit RespawnMinimumDelay = 40 ; 40 second delay End
Behavior = HordeNotifyTargetsOfImminentProbableCrushingUpdate ModuleTag_NotifyCrushScan ScanWidth = 70.0 ; A little less than the width of the horde (which is 2 * 40 = 80) End
Behavior = PhysicsBehavior ModuleTag_PhysicsBehavior GravityMult = 1.0 End
Behavior = EmotionTrackerUpdate Module_EmotionTracker TauntAndPointDistance = INFANTRY_TAUNT_POINT_RADIUS // 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
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 AddEmotion = CheerForAboutToCrush_Base End
LocomotorSet Locomotor = NormalCavalryHordeLocomotor Condition = SET_NORMAL Speed = NORMAL_MOUNTED_SLOW_HORDE_SPEED End
Behavior = ProductionUpdate ProductionUpdateModuleTag GiveNoXP = Yes End
Behavior = LifetimeUpdate ModuleTag_LifetimeUpdate MinLifetime = 200000 MaxLifetime = 200000 End
Behavior = LevelUpUpgrade ModuleTag_BasicTraining TriggeredBy = Upgrade_GondorBasicTraining LevelsToGain = 1 LevelCap = 2 End
Behavior = StatusBitsUpgrade ModuleTag_ProductionLegality TriggeredBy = Upgrade_GondorForgedBlades End
Behavior = StatusBitsUpgrade ModuleTag_ProductionLegality2 TriggeredBy = Upgrade_GondorHeavyArmor End
Behavior = StatusBitsUpgrade ModuleTag_ProductionLegality3 TriggeredBy = Upgrade_GondorKnightShield End
Behavior = PickupStuffUpdate ModuleTag_PickupStuffUpdate SkirmishAIOnly = Yes StuffToPickUp = NONE +CRATE ScanRange = 200 ScanIntervalSeconds = 0.5 End
///////////////////// // AISpecialPowers /////////////////////
Behavior = AISpecialPowerUpdate GondorKnightHordeCaptureBuildingAI 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
Geometry = BOX GeometryMajorRadius = 30.0 GeometryMinorRadius = 40.0 GeometryHeight = 20.0 GeometryIsSmall = No
// *** AUTO RESOLVE DATA *** AutoResolveUnitType = AutoResolveUnit_Cavalry AutoResolveCombatChain = AutoResolve_CavalryCombatChain
AutoResolveBody = AutoResolve_GondorKnightHordeBody
AutoResolveArmor RequiredUpgrades = Upgrade_GondorHeavyArmor Armor = AutoResolve_GondorKnightHeavyArmor End
AutoResolveArmor ExcludedUpgrades = Upgrade_GondorHeavyArmor Armor = AutoResolve_GondorKnightArmor End
AutoResolveWeapon RequiredUpgrades = Upgrade_GondorForgedBlades Weapon = AutoResolve_GondorKnightUpgradedWeapon End
AutoResolveWeapon ExcludedUpgrades = Upgrade_GondorForgedBlades Weapon = AutoResolve_GondorKnightWeapon End
WorldMapArmoryUpgradesAllowed = Upgrade_GondorBasicTraining Upgrade_GondorForgedBlades Upgrade_GondorHeavyArmor End 3)Dans CommandSet: - Spoiler:
CommandSet UndeadsCommandSet 1 = Command_ToggleStance 12 = Command_CaptureBuilding 13 = Command_AttackMove 14 = Command_Stop 16 = Command_SetStanceBattle 17 = Command_SetStanceAggressive 18 = Command_SetStanceHoldGround End
Ajout à mon bâtiment: - Spoiler:
CommandSet ArnorBarracksCommandSet ;1 = Command_ConstructArnorFighterHorde ;2 = Command_ConstructArnorTowerShieldGuardHorde ;1 = Command_PurchaseUpgradeArnorBarracksLevel2 1 = Command_ConstructRohanOathbreakerHorde 2 = Command_ConstructBarrowWightFromDefectedLair 3 = Command_ConstructMordorBlackRiderHorde1 4 = Command_ConstructAngmarNecromancerHorde1 5 = Command_RohanOathbreakersCavalryHorde 6 = Command_Sell End
CommandSet ArnorBarracksCommandSetLevel2 ;1 = Command_ConstructArnorFighterHorde ;2 = Command_ConstructArnorTowerShieldGuardHorde ;1 = Command_PurchaseUpgradeArnorBarracksLevel3 1 = Command_ConstructRohanOathbreakerHorde 2 = Command_ConstructBarrowWightFromDefectedLair 3 = Command_ConstructMordorBlackRiderHorde1 4 = Command_ConstructAngmarNecromancerHorde1 5 = Command_RohanOathbreakersCavalryHorde 6 = Command_Sell End
CommandSet ArnorBarracksCommandSetLevel3 ;1 = Command_ConstructArnorFighterHorde ;2 = Command_ConstructArnorTowerShieldGuardHorde 1 = Command_ConstructRohanOathbreakerHorde 2 = Command_ConstructBarrowWightFromDefectedLair 3 = Command_ConstructMordorBlackRiderHorde1 4 = Command_ConstructAngmarNecromancerHorde1 5 = Command_RohanOathbreakersCavalryHorde 6 = Command_Sell End
4)Dans CommandButton: - Spoiler:
CommandButton Command_RohanOathbreakersCavalryHorde Command = UNIT_BUILD Object = RohanOathbreakersCavalryHorde Options = CANCELABLE TextLabel = CONTROLBAR:SummonArmyoftheDead ButtonImage = UCOathbreaker_OathTimer ButtonBorderType = BUILD DescriptLabel = CONTROLBAR:TooltipSummonArmyoftheDead Radial = Yes InPalantir = Yes ShowProductionCount = Yes End 5) j'ai ajouté sous: - Code:
-
Upgrade Upgrade_MiniHordeLvl2 Type = OBJECT End Ceci: - Code:
-
Upgrade Upgrade_MiniHordeLvl3 Type = OBJECT End Et là, le jeu ne démarre plus Voilà, si quelqu'un à une idée, ca m'avancerait pour ma nouvelle faction PS: j'ai d'autres problemes du même genre mais une chose à la fois | |
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Wolf8888 Invité
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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: Questions-Réponses Dim 20 Juin - 20:16 | |
| Merci Wolf,d'un coup je me sens beaucoup moins seul Sinon cdd, tu aurais pas une hypothèse | |
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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: Questions-Réponses Dim 20 Juin - 21:14 | |
| J'ai pas compris ce que tu fait au 5) car Upgrade_MiniHordeLvl3 existe déjà | |
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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: Questions-Réponses Dim 20 Juin - 21:34 | |
| Non, je ne l'avais pas, j'ai dû le rajouter | |
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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: Questions-Réponses Dim 20 Juin - 21:53 | |
| Si tu l'a pas c'est inquiétant.... Parce que soit tu a une version du jeu que tu a modifié et que tu a oublier d'enlever et alors les beug viennent souvent de là ou sinon c'est un patch que tu n'a pas installer et ca ya des chances puisqu'il a été rajouter a un patch (c'est marquer a coté "Added for the RotWK Balance patch") | |
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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: Questions-Réponses Dim 20 Juin - 22:00 | |
| - Citation :
- Si tu l'a pas c'est inquiétant....
C'est pas dramatique non plus - Ou je peux trouver le patch en question? | |
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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: Questions-Réponses Dim 20 Juin - 22:13 | |
| - Tom_Sorcier a écrit:
-
- Citation :
- Si tu l'a pas c'est inquiétant....
C'est pas dramatique non plus Si puisque j'ai entendu dire que les martiens utilisent les jeux non mis a jour pour propager un virus informatique qui va évoluer et devenir un vrai virus biologique qui va rentrer dans ton corps , se reproduire et en sortir en te déchiquetant l'abdomen dans des flots de douleur.¨Puis une fois que tous les virus son sortis de ta carcasse , il contamineront ton entourage et ensuite le monde entier.La C.I.A est sur l'affaire et je n'ai d'autre choix que d'aller te dénoncer.Dans un délais de 1 jour max , des soldat entrerons chez toi puis te mettrons en quarantaine dans un bunker.C'est la meilleur chose qu'il puisse t'arriver Oui c'est pas si dramatique que ca^^ - Citation :
- - Ou je peux trouver le patch en question?
Lors du démarrage du jeu , quand tu clique sur "mise a jour du jeu". Mais tu a dus déjà le faire? | |
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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: Questions-Réponses Dim 20 Juin - 22:20 | |
| - Citation :
- Si puisque j'ai entendu dire que les martiens utilisent les jeux non mis a jour pour propager un virus informatique qui va évoluer et devenir un vrai virus biologique qui va rentrer dans ton corps , se reproduire et en sortir en te déchiquetant l'abdomen dans des flots de douleur.¨Puis une fois que tous les virus son sortis de ta carcasse , il contamineront ton entourage et ensuite le monde entier.La C.I.A est sur l'affaire et je n'ai d'autre choix que d'aller te dénoncer.Dans un délais de 1 jour max , des soldat entrerons chez toi puis te mettrons en quarantaine dans un bunker.C'est la meilleur chose qu'il puisse t'arriver
Aargh,j'aurais du m'en douter que les martiens préparaient un tel coup - Je suis en train d'installer la mise à jour ( ca prends pleins de temps ) tu crois que mon probleme pourrait venir de là? | |
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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: Questions-Réponses Dim 20 Juin - 22:57 | |
| Même la mise à jour n'a rien changer , le jeu ne démarre toujours pas | |
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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: Questions-Réponses Dim 20 Juin - 23:17 | |
| Tu devrait essayer de faire les modifs pas à pas, donc tu fait le 1, tu lance pour voir si le bug vient de la sinon tu fait le 2, tu lance, etc... comme ca tu devrait savoir ou ca 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: Questions-Réponses Dim 20 Juin - 23:23 | |
| Oui j'essaierais ca demain Sinon cdd, j'ai créer un bâtiment qui recrute les hobbits et sylvebarbe ( c'est l'archerie d'arnor) mais tu sais comment faire pour lui donner l'apparence d'une maison de hobbit? | |
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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: Questions-Réponses Dim 20 Juin - 23:27 | |
| Il suffit de copier le module draw de l'object de la maison de hobbit et de le mettre à la place du draw de ton batiment | |
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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: Questions-Réponses Dim 20 Juin - 23:32 | |
| Tu pourrais m'écrire le module draw de la maison de hobbit | |
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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: Questions-Réponses Lun 21 Juin - 18:31 | |
| bin c'est quelle maison de hobbit que tu veut ? tu as trouvé son nom dans worldbuilder ou bien tu l'as vu sur une map du jeu ? | |
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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: Questions-Réponses Lun 21 Juin - 18:37 | |
| Je l'ai vu sur une map. C'est dans le 2, la mission ou on doit exterminer les hobbits avec les gobelins, je sais pas précisémént laquelle je veux, donne moi celle que toi tu aurais mis | |
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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: Questions-Réponses Lun 21 Juin - 19:48 | |
| Si tu veut une petite maison : - Code:
-
Draw = W3DScriptedModelDraw ModuleTag_Draw OkToChangeModelColor = Yes UseStandardModelNames = Yes
DefaultModelConditionState Model = SBgen_02 ParticleSysBone = FXbone ElvenForgeSmoke FollowBone:Yes End End Ou si tu en veu une grande qui a des animation: - Code:
-
Draw = W3DScriptedModelDraw ModuleTag_Draw OkToChangeModelColor = Yes UseStandardModelNames = Yes
DefaultModelConditionState Model = SBGrnDrg ParticleSysBone = FXbone ElvenForgeSmoke FollowBone:Yes End
;--damaged building
ModelConditionState = DAMAGED Model = SBGrnDrg_D1 ParticleSysBone FireSmall01 FireBuildingLarge ParticleSysBone FireSmall02 FireBuildingMedium ParticleSysBone FireSmall03 FireBuildingMedium ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 SmokeBuildingLarge End AnimationState = DAMAGED EnteringStateFX = FX_BuildingDamaged End
ModelConditionState = REALLYDAMAGED Model = SBGrnDrg_D2 ParticleSysBone FireSmall01 FireBuildingLarge ParticleSysBone FireSmall02 FireBuildingLarge ParticleSysBone FireSmall03 FireBuildingMedium ParticleSysBone FireSmall04 SmokeBuildingLarge ParticleSysBone FireSmall05 SmokeBuildingLarge End AnimationState = REALLYDAMAGED Animation = RubbleAnimation AnimationName = SBGrnDrg_D2.SBGrnDrg_D2 AnimationMode = ONCE End EnteringStateFX = FX_BuildingReallyDamaged End
ModelConditionState = RUBBLE Model = SBGrnDrg_D3 ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = RUBBLE Animation = RubbleAnimation AnimationName = SBGrnDrg_D3.SBGrnDrg_D3 AnimationMode = ONCE End EnteringStateFX = FX_BuildingReallyDamaged End
ModelConditionState = POST_RUBBLE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End
ModelConditionState = POST_COLLAPSE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End End | |
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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: Questions-Réponses Lun 21 Juin - 19:58 | |
| Merci mais ou s'arrête le draw de l'archerie d'arnor? | |
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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: Questions-Réponses Lun 21 Juin - 20:05 | |
| Au end de fin du draw^^ Bref , si tu a notepad++ , l'orsque commence le "draw = W3DScriptedModelDraw ......." il doit y avoir une ligne en pointillés gris qui si on la suit on doit tomber sur son End de fin.
Normalement apres un module draw , il y a les "***DESIGN parameters ***" | |
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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
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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: Questions-Réponses Lun 21 Juin - 20:15 | |
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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: Questions-Réponses Lun 21 Juin - 20:20 | |
| - Spoiler:
;------------------------------------------------------------------------------ ;Arnor Archer Range, ArcherRange, ArcheryRange Object ArnorArcherRange
SelectPortrait = BPGArcheryRange ; *** ART Parameters *** Draw = W3DscriptedModelDraw ModuleTag_Draw OkToChangeModelColor = Yes UseStandardModelNames = Yes
DefaultModelConditionState Model = SBGrnDrg ParticleSysBone = FXbone ElvenForgeSmoke FollowBone:Yes End
;--damaged building
ModelConditionState = DAMAGED Model = SBGrnDrg_D1 ParticleSysBone FireSmall01 FireBuildingLarge ParticleSysBone FireSmall02 FireBuildingMedium ParticleSysBone FireSmall03 FireBuildingMedium ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 SmokeBuildingLarge End AnimationState = DAMAGED EnteringStateFX = FX_BuildingDamaged End
ModelConditionState = REALLYDAMAGED Model = SBGrnDrg_D2 ParticleSysBone FireSmall01 FireBuildingLarge ParticleSysBone FireSmall02 FireBuildingLarge ParticleSysBone FireSmall03 FireBuildingMedium ParticleSysBone FireSmall04 SmokeBuildingLarge ParticleSysBone FireSmall05 SmokeBuildingLarge End AnimationState = REALLYDAMAGED Animation = RubbleAnimation AnimationName = SBGrnDrg_D2.SBGrnDrg_D2 AnimationMode = ONCE End EnteringStateFX = FX_BuildingReallyDamaged End
ModelConditionState = RUBBLE Model = SBGrnDrg_D3 ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = RUBBLE Animation = RubbleAnimation AnimationName = SBGrnDrg_D3.SBGrnDrg_D3 AnimationMode = ONCE End EnteringStateFX = FX_BuildingReallyDamaged End
ModelConditionState = POST_RUBBLE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End
ModelConditionState = POST_COLLAPSE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End End
; ***DESIGN parameters ***
DisplayName = OBJECT:ArnorArcherRange Description = OBJECT:ArnorArcheryRangeDescription Side = Arnor EditorSorting = STRUCTURE ThreatLevel = 1.0 CommandSet = ArnorArcheryCommandSet BuildCost = GONDOR_ARCHERYRANGE_BUILDCOST BuildTime = GONDOR_ARCHERYRANGE_BUILDTIME BountyValue = GONDOR_ARCHERYRANGE_BOUNTY_VALUE VisionRange = GONDOR_ARCHER_VISION_RANGE ; Shroud clearing distance ShroudClearingRange = GONDOR_ARCHERYRANGE_SHROUD_CLEAR ArmorSet Conditions = None Armor = FactoryArmor ;DamageFX = StructureDamageFXNoShake End
WeaponSet Conditions = None End
WeaponSet Weapon = PRIMARY GondorStructureBow Conditions = PLAYER_UPGRADE AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI End
; *** AUDIO Parameters ***
#include "..\..\..\Includes\StandardBuildingEvaEvents.inc"
VoiceSelect = GondorArcherySelect
SoundAmbientDamaged = BuildingDamageFireMediumLoop SoundAmbientReallyDamaged = BuildingDamageFireLargeLoop SoundOnDamaged = BuildingLightDamageStone SoundOnReallyDamaged = BuildingHeavyDamageStone
VoiceSelectUnderConstruction = BuildingGoodVoiceSelectUnderConstruction VoiceFullyCreated = EVA:MenArcheryRangeComplete UnitSpecificSounds UnderConstruction = BuildingConstructionLoop ; Built first time ; UnderRepairFromDamage = NoSound ; Repaired No animation on the building, so don't bother playing sound UnderRepairFromRubble = BuildingConstructionLoop ; Repaired from completely destroyed (not used???) End
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior MaxUpdateRangeCap = 800 ; AnimationSound = Sound: GondorArcheryRangeHits1 Animation: GBArcheryN_SKL.GBArcheryN_IDLA Frames: 40 ; AnimationSound = Sound: GondorArcheryRangeHits2 Animation: GBArcheryN_SKL.GBArcheryN_IDLA Frames: 43 AnimationSound = Sound: GondorArcheryRangeArrowQuiver Animation:GBArcheryN_SKL.GBArcheryN_IDLA Frames: 56 58 AnimationSound = Sound: GondorArcheryRangeBows Animation:GBArcheryN_SKL.GBArcheryN_IDLA Frames: 38 40 AnimationSound = Sound: GondorArcheryRangeDrawBow Animation:GBArcheryN_SKL.GBArcheryN_IDLA Frames: 15 17 AnimationSound = Sound: GondorArcheryRangeVoiceFire Animation:GBArcheryN_SKL.GBArcheryN_IDLA Frames: 26 AnimationSound = Sound: GondorArcheryRangeVoiceAim Animation:GBArcheryN_SKL.GBArcheryN_IDLA Frames: 80 AnimationSound = Sound: GondorArcheryRangeHits1 Animation:GBArcheryN_SKL.GBArcheryN_IDLA Frames: 42 AnimationSound = Sound: GondorArcheryRangeHits2 Animation:GBArcheryN_SKL.GBArcheryN_IDLA Frames: 44 End
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE FS_FACTORY AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY NEED_BASE_FOUNDATION ATTACK_NEEDS_LINE_OF_SIGHT CAN_ATTACK Behavior = GettingBuiltBehavior GetBuiltBehaviorTag WorkerName = GondorWorkerNoSelect SpawnTimer = DEFAULT_STRUCTURE_HEALDELAY End
Behavior = AIUpdateInterface ModuleTag_SoWeCanUseWeapon AutoAcquireEnemiesWhenIdle = Yes MoodAttackCheckRate = 250 End
Body = ActiveBody ModuleTag_05 MaxHealth = GONDOR_ARCHERYRANGE_HEALTH MaxHealthDamaged = GONDOR_ARCHERYRANGE_HEALTH_DAMAGED MaxHealthReallyDamaged = GONDOR_ARCHERYRANGE_HEALTH_REALLY_DAMAGED
DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK DamageCreationList = OCL_GBArcheryN_Chunk1 CATAPULT_ROCK FRONT_DESTROYED DamageCreationList = OCL_GBArcheryN_Chunk2 CATAPULT_ROCK BACK_DESTROYED DamageCreationList = OCL_GBArcheryN_Chunk3 CATAPULT_ROCK RIGHT_DESTROYED DamageCreationList = OCL_GBArcheryN_Chunk4 CATAPULT_ROCK LEFT_DESTROYED End
Flammability ; should be after the 'Body' statement Fuel = MEN_ARCHERY_RANGE_FIRE_FUEL MaxBurnRate = MEN_ARCHERY_RANGE_FIRE_MAX_BURN_RATE Decay = MEN_ARCHERY_RANGE_FIRE_DECAY Resistance = MEN_ARCHERY_RANGE_FIRE_RESISTANCE End Behavior = RefundDie ModuleTag_refund UpgradeRequired = Upgrade_MarketplaceUpgradeDefiance BuildingRequired = ANY +ArnorMarketPlace RefundPercent = 50% End
; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are ; never truly destroyed, even when reduced to zero health. Also note that garrisonable ; buildings automatically stick around because GarrisonContain has it's own DieModule Behavior = ProductionUpdate ProductionUpdateModuleTag GiveNoXP = Yes End
Behavior = QueueProductionExitUpdate QueueProductionModuleTag PlacementViewAngle = -180 UnitCreatePoint = X:20.0 Y:-37.0 Z:0.0 NaturalRallyPoint = X:-65.0 Y:-38.0 Z:0.0 ExitDelay = STANDARD_HORDE_EXIT_DELAY End Behavior = SubObjectsUpgrade ModuleTag_HideAll TriggeredBy = Upgrade_StructureLevel1 HideSubObjects = V1 V2 OBJECT01 OBJECT02 OBJECT03 V1_PIECE* V2_PIECE* End
Behavior = SubObjectsUpgrade ModuleTag_ShowWalls TriggeredBy = Upgrade_ArnorArcheryRangeLevel2 ShowSubObjects = V1 OBJECT01 OBJECT02 OBJECT03 V1_PIECE* HideSubObjects = V2 V2_PIECE* End
Behavior = SubObjectsUpgrade ModuleTag_ShowPillars TriggeredBy = Upgrade_ArnorArcheryRangeLevel3 ShowSubObjects = V1 V2 OBJECT01 OBJECT02 OBJECT03 V1_PIECE* V2_PIECE* End Behavior = WeaponSetUpgrade ModuleTag_ThirdLevelBuildingArrows TriggeredBy = Upgrade_ArnorArcheryRangeLevel3 ConflictsWith = Upgrade_EasyAIMultiPlayer End Behavior = StructureCollapseUpdate ModuleTag_06 MinCollapseDelay = 000 MaxCollapseDelay = 000 CollapseDamping = .5 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 FXList = INITIAL FX_StructureMediumCollapse FXList = ALMOST_FINAL FX_StructureAlmostCollapse DestroyObjectWhenDone = Yes CollapseHeight = 130 End
Behavior = TerrainResourceBehavior ModuleTag_NewMoneyDeadSpot Radius = 55 ; How far we try to claim ground MaxIncome = 0 ; If we were to get all we wanted, how much we would earn. Linear slope to 0 at 0% claim IncomeInterval = 999999 ; How often (in msec) we give that much money HighPriority = Yes ; A high priority claim gets to pretend it was there first. Visible = No ;// Don't show decal when a resource building is selected. End
Behavior = GeometryUpgrade Geom_ModuleTag_HideAll TriggeredBy = Upgrade_StructureLevel1 ShowGeometry = Geom_Orig HideGeometry = Geom_V1 Geom_V2 End Behavior = GeometryUpgrade Geom_ModuleTag_ShowWalls TriggeredBy = Upgrade_ArnorArcheryRangeLevel2 ShowGeometry = Geom_V1 HideGeometry = Geom_Orig Geom_V2 End Behavior = GeometryUpgrade Geom_ModuleTag_ShowFlagsAndTower TriggeredBy = Upgrade_ArnorArcheryRangeLevel3 ShowGeometry = Geom_V2 HideGeometry = Geom_Orig Geom_V1 End
Behavior = CommandSetUpgrade ModueTag_ArcheryRangeLevel2CommandSet TriggeredBy = Upgrade_ArnorArcheryRangeLevel2 ConflictsWith = Upgrade_ArnorArcheryRangeLevel3 CommandSet = ArnorArcheryCommandSetLevel2 End
Behavior = CommandSetUpgrade ModueTag_ArcheryRangeLevel3CommandSet TriggeredBy = Upgrade_ArnorArcheryRangeLevel3 CommandSet = ArnorArcheryCommandSetLevel3 End
Behavior = LevelUpUpgrade ModuleTag_CaveLevel2 TriggeredBy = Upgrade_ArnorArcheryRangeLevel2 LevelsToGain = 1 LevelCap = 3 End
Behavior = LevelUpUpgrade ModuleTag_CaveLevel3 TriggeredBy = Upgrade_ArnorArcheryRangeLevel3 LevelsToGain = 1 LevelCap = 3 End Behavior = BuildingBehavior BuildingModuleTag NightWindowName = N_Window ; FireWindowName = WINDOW_F01 ; GlowWindowName = WINDOW_G01 ; FireName = FIRE01 End Geometry = BOX GeometryName = Geom_Orig GeometryMajorRadius = 33.0 GeometryMinorRadius = 40.0 GeometryHeight = 30.0 GeometryOffset = X:0 Y:12 Z:0
AdditionalGeometry = BOX GeometryName = Geom_Orig GeometryMajorRadius = 15.0 GeometryMinorRadius = 12.5 GeometryHeight = 105.0 GeometryOffset = X:30 Y:-36 Z:0 AdditionalGeometry = BOX GeometryName = Geom_V1 GeometryMajorRadius = 50.0 GeometryMinorRadius = 57.5 GeometryHeight = 30.0 GeometryOffset = X:0 Y:0 Z:0
AdditionalGeometry = BOX GeometryName = Geom_V1 GeometryMajorRadius = 15.0 GeometryMinorRadius = 12.5 GeometryHeight = 105.0 GeometryOffset = X:30 Y:-36 Z:0 AdditionalGeometry = BOX GeometryName = Geom_V2 GeometryMajorRadius = 50.0 GeometryMinorRadius = 57.5 GeometryHeight = 30.0 GeometryOffset = X:0 Y:0 Z:0
AdditionalGeometry = BOX GeometryName = Geom_V2 GeometryMajorRadius = 15.0 GeometryMinorRadius = 12.5 GeometryHeight = 140.0 GeometryOffset = X:30 Y:-36 Z:0
AdditionalGeometry = BOX GeometryName = Geom_V2 GeometryMajorRadius = 10.0 GeometryMinorRadius = 10.0 GeometryHeight = 66.0 GeometryOffset = X:-30 Y:49 Z:0 GeometryIsSmall = No Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER
GeometryContactPoint = X:70 Y:-74 Z:0 Repair GeometryContactPoint = X:-57 Y:82 Z:0 Repair AttackContactPoint = X:11.725 Y:-53.381 Z:0 AttackContactPoint = X:11.68 Y:56.752 Z:0 GeometryContactPoint = X:29.241 Y:-36.937 Z:104.972 Swoop HealthBoxHeightOffset = -20.0 End
Si ce n'est pas bon, tu pourrais me poster le bon code entier ? | |
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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: Questions-Réponses Lun 21 Juin - 20:35 | |
| Heu j'ai pas regarder ton code (direct comme ca c'est chaud de trouver les erreurs^^) mais moi sans tester , au pif et avec les notions de modding qui me restent je mettrais ca : - Spoiler:
- Citation :
- ;------------------------------------------------------------------------------
;Arnor Archer Range, ArcherRange, ArcheryRange Object ArnorArcherRange
SelectPortrait = BPGArcheryRange ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_Draw OkToChangeModelColor = Yes UseStandardModelNames = Yes
DefaultModelConditionState Model = SBGrnDrg ParticleSysBone = FXbone ElvenForgeSmoke FollowBone:Yes End
;--damaged building
ModelConditionState = DAMAGED Model = SBGrnDrg_D1 ParticleSysBone FireSmall01 FireBuildingLarge ParticleSysBone FireSmall02 FireBuildingMedium ParticleSysBone FireSmall03 FireBuildingMedium ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 SmokeBuildingLarge End AnimationState = DAMAGED EnteringStateFX = FX_BuildingDamaged End
ModelConditionState = REALLYDAMAGED Model = SBGrnDrg_D2 ParticleSysBone FireSmall01 FireBuildingLarge ParticleSysBone FireSmall02 FireBuildingLarge ParticleSysBone FireSmall03 FireBuildingMedium ParticleSysBone FireSmall04 SmokeBuildingLarge ParticleSysBone FireSmall05 SmokeBuildingLarge End AnimationState = REALLYDAMAGED Animation = RubbleAnimation AnimationName = SBGrnDrg_D2.SBGrnDrg_D2 AnimationMode = ONCE End EnteringStateFX = FX_BuildingReallyDamaged End
ModelConditionState = RUBBLE Model = SBGrnDrg_D3 ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = RUBBLE Animation = RubbleAnimation AnimationName = SBGrnDrg_D3.SBGrnDrg_D3 AnimationMode = ONCE End EnteringStateFX = FX_BuildingReallyDamaged End
ModelConditionState = POST_RUBBLE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End
ModelConditionState = POST_COLLAPSE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End End Draw = W3DFloorDraw ModuleTag_DrawFloor StaticModelLODMode = Yes ; THIS NEEDS TO BE COMMENTED OUT WHEN ENGINEERING ENABLES LOD'S IN THE FLOOR DRAW ModelName = GBArcheryN_Bib WeatherTexture = SNOWY GBArcheryN_Bib_Snow.tga HideIfModelConditions = AWAITING_CONSTRUCTION HideIfModelConditions = PARTIALLY_CONSTRUCTED End
Draw = W3DScriptedModelDraw ModuleTag_Draw_HCBanner OkToChangeModelColor = Yes DefaultModelConditionState Model = GBHCArcheryN End MultiPlayerOnly = Yes End PlacementViewAngle = -135
; ***DESIGN parameters ***
DisplayName = OBJECT:ArnorArcherRange Description = OBJECT:ArnorArcheryRangeDescription Side = Arnor EditorSorting = STRUCTURE ThreatLevel = 1.0 CommandSet = ArnorArcheryCommandSet BuildCost = GONDOR_ARCHERYRANGE_BUILDCOST BuildTime = GONDOR_ARCHERYRANGE_BUILDTIME BountyValue = GONDOR_ARCHERYRANGE_BOUNTY_VALUE VisionRange = GONDOR_ARCHER_VISION_RANGE ; Shroud clearing distance ShroudClearingRange = GONDOR_ARCHERYRANGE_SHROUD_CLEAR ArmorSet Conditions = None Armor = FactoryArmor ;DamageFX = StructureDamageFXNoShake End
WeaponSet Conditions = None End
WeaponSet Weapon = PRIMARY GondorStructureBow Conditions = PLAYER_UPGRADE AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI End
; *** AUDIO Parameters ***
#include "..\..\..\Includes\StandardBuildingEvaEvents.inc"
VoiceSelect = GondorArcherySelect
SoundAmbientDamaged = BuildingDamageFireMediumLoop SoundAmbientReallyDamaged = BuildingDamageFireLargeLoop SoundOnDamaged = BuildingLightDamageStone SoundOnReallyDamaged = BuildingHeavyDamageStone
VoiceSelectUnderConstruction = BuildingGoodVoiceSelectUnderConstruction VoiceFullyCreated = EVA:MenArcheryRangeComplete UnitSpecificSounds UnderConstruction = BuildingConstructionLoop ; Built first time ; UnderRepairFromDamage = NoSound ; Repaired No animation on the building, so don't bother playing sound UnderRepairFromRubble = BuildingConstructionLoop ; Repaired from completely destroyed (not used???) End
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior MaxUpdateRangeCap = 800 ; AnimationSound = Sound: GondorArcheryRangeHits1 Animation: GBArcheryN_SKL.GBArcheryN_IDLA Frames: 40 ; AnimationSound = Sound: GondorArcheryRangeHits2 Animation: GBArcheryN_SKL.GBArcheryN_IDLA Frames: 43 AnimationSound = Sound: GondorArcheryRangeArrowQuiver Animation:GBArcheryN_SKL.GBArcheryN_IDLA Frames: 56 58 AnimationSound = Sound: GondorArcheryRangeBows Animation:GBArcheryN_SKL.GBArcheryN_IDLA Frames: 38 40 AnimationSound = Sound: GondorArcheryRangeDrawBow Animation:GBArcheryN_SKL.GBArcheryN_IDLA Frames: 15 17 AnimationSound = Sound: GondorArcheryRangeVoiceFire Animation:GBArcheryN_SKL.GBArcheryN_IDLA Frames: 26 AnimationSound = Sound: GondorArcheryRangeVoiceAim Animation:GBArcheryN_SKL.GBArcheryN_IDLA Frames: 80 AnimationSound = Sound: GondorArcheryRangeHits1 Animation:GBArcheryN_SKL.GBArcheryN_IDLA Frames: 42 AnimationSound = Sound: GondorArcheryRangeHits2 Animation:GBArcheryN_SKL.GBArcheryN_IDLA Frames: 44 End
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE FS_FACTORY AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY NEED_BASE_FOUNDATION ATTACK_NEEDS_LINE_OF_SIGHT CAN_ATTACK Behavior = GettingBuiltBehavior GetBuiltBehaviorTag WorkerName = GondorWorkerNoSelect SpawnTimer = DEFAULT_STRUCTURE_HEALDELAY End
Behavior = AIUpdateInterface ModuleTag_SoWeCanUseWeapon AutoAcquireEnemiesWhenIdle = Yes MoodAttackCheckRate = 250 End
Body = ActiveBody ModuleTag_05 MaxHealth = GONDOR_ARCHERYRANGE_HEALTH MaxHealthDamaged = GONDOR_ARCHERYRANGE_HEALTH_DAMAGED MaxHealthReallyDamaged = GONDOR_ARCHERYRANGE_HEALTH_REALLY_DAMAGED
DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK DamageCreationList = OCL_GBArcheryN_Chunk1 CATAPULT_ROCK FRONT_DESTROYED DamageCreationList = OCL_GBArcheryN_Chunk2 CATAPULT_ROCK BACK_DESTROYED DamageCreationList = OCL_GBArcheryN_Chunk3 CATAPULT_ROCK RIGHT_DESTROYED DamageCreationList = OCL_GBArcheryN_Chunk4 CATAPULT_ROCK LEFT_DESTROYED End
Flammability ; should be after the 'Body' statement Fuel = MEN_ARCHERY_RANGE_FIRE_FUEL MaxBurnRate = MEN_ARCHERY_RANGE_FIRE_MAX_BURN_RATE Decay = MEN_ARCHERY_RANGE_FIRE_DECAY Resistance = MEN_ARCHERY_RANGE_FIRE_RESISTANCE End Behavior = RefundDie ModuleTag_refund UpgradeRequired = Upgrade_MarketplaceUpgradeDefiance BuildingRequired = ANY +ArnorMarketPlace RefundPercent = 50% End
; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are ; never truly destroyed, even when reduced to zero health. Also note that garrisonable ; buildings automatically stick around because GarrisonContain has it's own DieModule Behavior = ProductionUpdate ProductionUpdateModuleTag GiveNoXP = Yes End
Behavior = QueueProductionExitUpdate QueueProductionModuleTag PlacementViewAngle = -180 UnitCreatePoint = X:20.0 Y:-37.0 Z:0.0 NaturalRallyPoint = X:-65.0 Y:-38.0 Z:0.0 ExitDelay = STANDARD_HORDE_EXIT_DELAY End Behavior = SubObjectsUpgrade ModuleTag_HideAll TriggeredBy = Upgrade_StructureLevel1 HideSubObjects = V1 V2 OBJECT01 OBJECT02 OBJECT03 V1_PIECE* V2_PIECE* End
Behavior = SubObjectsUpgrade ModuleTag_ShowWalls TriggeredBy = Upgrade_ArnorArcheryRangeLevel2 ShowSubObjects = V1 OBJECT01 OBJECT02 OBJECT03 V1_PIECE* HideSubObjects = V2 V2_PIECE* End
Behavior = SubObjectsUpgrade ModuleTag_ShowPillars TriggeredBy = Upgrade_ArnorArcheryRangeLevel3 ShowSubObjects = V1 V2 OBJECT01 OBJECT02 OBJECT03 V1_PIECE* V2_PIECE* End Behavior = WeaponSetUpgrade ModuleTag_ThirdLevelBuildingArrows TriggeredBy = Upgrade_ArnorArcheryRangeLevel3 ConflictsWith = Upgrade_EasyAIMultiPlayer End Behavior = StructureCollapseUpdate ModuleTag_06 MinCollapseDelay = 000 MaxCollapseDelay = 000 CollapseDamping = .5 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 FXList = INITIAL FX_StructureMediumCollapse FXList = ALMOST_FINAL FX_StructureAlmostCollapse DestroyObjectWhenDone = Yes CollapseHeight = 130 End
Behavior = TerrainResourceBehavior ModuleTag_NewMoneyDeadSpot Radius = 55 ; How far we try to claim ground MaxIncome = 0 ; If we were to get all we wanted, how much we would earn. Linear slope to 0 at 0% claim IncomeInterval = 999999 ; How often (in msec) we give that much money HighPriority = Yes ; A high priority claim gets to pretend it was there first. Visible = No ;// Don't show decal when a resource building is selected. End
Behavior = GeometryUpgrade Geom_ModuleTag_HideAll TriggeredBy = Upgrade_StructureLevel1 ShowGeometry = Geom_Orig HideGeometry = Geom_V1 Geom_V2 End Behavior = GeometryUpgrade Geom_ModuleTag_ShowWalls TriggeredBy = Upgrade_ArnorArcheryRangeLevel2 ShowGeometry = Geom_V1 HideGeometry = Geom_Orig Geom_V2 End Behavior = GeometryUpgrade Geom_ModuleTag_ShowFlagsAndTower TriggeredBy = Upgrade_ArnorArcheryRangeLevel3 ShowGeometry = Geom_V2 HideGeometry = Geom_Orig Geom_V1 End
Behavior = CommandSetUpgrade ModueTag_ArcheryRangeLevel2CommandSet TriggeredBy = Upgrade_ArnorArcheryRangeLevel2 ConflictsWith = Upgrade_ArnorArcheryRangeLevel3 CommandSet = ArnorArcheryCommandSetLevel2 End
Behavior = CommandSetUpgrade ModueTag_ArcheryRangeLevel3CommandSet TriggeredBy = Upgrade_ArnorArcheryRangeLevel3 CommandSet = ArnorArcheryCommandSetLevel3 End
Behavior = LevelUpUpgrade ModuleTag_CaveLevel2 TriggeredBy = Upgrade_ArnorArcheryRangeLevel2 LevelsToGain = 1 LevelCap = 3 End
Behavior = LevelUpUpgrade ModuleTag_CaveLevel3 TriggeredBy = Upgrade_ArnorArcheryRangeLevel3 LevelsToGain = 1 LevelCap = 3 End Behavior = BuildingBehavior BuildingModuleTag NightWindowName = N_Window ; FireWindowName = WINDOW_F01 ; GlowWindowName = WINDOW_G01 ; FireName = FIRE01 End Geometry = BOX GeometryName = Geom_Orig GeometryMajorRadius = 33.0 GeometryMinorRadius = 40.0 GeometryHeight = 30.0 GeometryOffset = X:0 Y:12 Z:0
AdditionalGeometry = BOX GeometryName = Geom_Orig GeometryMajorRadius = 15.0 GeometryMinorRadius = 12.5 GeometryHeight = 105.0 GeometryOffset = X:30 Y:-36 Z:0 AdditionalGeometry = BOX GeometryName = Geom_V1 GeometryMajorRadius = 50.0 GeometryMinorRadius = 57.5 GeometryHeight = 30.0 GeometryOffset = X:0 Y:0 Z:0
AdditionalGeometry = BOX GeometryName = Geom_V1 GeometryMajorRadius = 15.0 GeometryMinorRadius = 12.5 GeometryHeight = 105.0 GeometryOffset = X:30 Y:-36 Z:0 AdditionalGeometry = BOX GeometryName = Geom_V2 GeometryMajorRadius = 50.0 GeometryMinorRadius = 57.5 GeometryHeight = 30.0 GeometryOffset = X:0 Y:0 Z:0
AdditionalGeometry = BOX GeometryName = Geom_V2 GeometryMajorRadius = 15.0 GeometryMinorRadius = 12.5 GeometryHeight = 140.0 GeometryOffset = X:30 Y:-36 Z:0
AdditionalGeometry = BOX GeometryName = Geom_V2 GeometryMajorRadius = 10.0 GeometryMinorRadius = 10.0 GeometryHeight = 66.0 GeometryOffset = X:-30 Y:49 Z:0 GeometryIsSmall = No Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER
GeometryContactPoint = X:70 Y:-74 Z:0 Repair GeometryContactPoint = X:-57 Y:82 Z:0 Repair AttackContactPoint = X:11.725 Y:-53.381 Z:0 AttackContactPoint = X:11.68 Y:56.752 Z:0 GeometryContactPoint = X:29.241 Y:-36.937 Z:104.972 Swoop HealthBoxHeightOffset = -20.0 End
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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: Questions-Réponses Lun 21 Juin - 20:38 | |
| Non, ca ne fonctionne pas mais merci quand même d'essayer | |
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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: Questions-Réponses Lun 21 Juin - 22:53 | |
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