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 pouvoir avec DOZER problème

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Nombre de messages : 80
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Add-On : que veut tu dire ? tu veux me le voler c'est ça !!!!
Date d'inscription : 13/08/2010

MessageSujet: pouvoir avec DOZER problème   Lun 16 Aoû - 15:06

mes codes :CommandButton Command_SpellBookBalrogAlly
Command = SPELL_BOOK
SpecialPower = SpellBookBalrogAlly
Options = NEED_TARGET_POS
TextLabel = CONTROLBAR:SummonBalrog
ButtonImage = SBEvil_BalrogAlly
ButtonBorderType = ACTION
DescriptLabel = CONTROLBAR:TooltipSummonBalrog
Radial = Yes
RadiusCursorType = SummonBalrogRadiusCursor
CursorName = AttackObj
InvalidCursorName = GenericInvalid
End

CommandButton Command_SpellBookSummonShadeOfWolf ; RotWK
Command = SPELL_BOOK
SpecialPower = SpellBookSummonShadeOfWolf
Options = NEED_TARGET_POS
TextLabel = CONTROLBAR:SummonShadeOfWolf
ButtonImage = KUShadeOfTheWolfIcon
ButtonBorderType = ACTION
DescriptLabel = CONTROLBAR:TooltipSummonShadeOfWolf
Radial = Yes
RadiusCursorType = SummonSoWolfRadiusCursor
CursorName = AttackObj
InvalidCursorName = GenericInvalid
End

CommandButton Command_CreateAHero_Fireball_Level1
Command = SPECIAL_POWER
SpecialPower = SpecialAbilityHeroFireball_Level1
Options = NEED_TARGET_ENEMY_OBJECT NEED_TARGET_ALLY_OBJECT NEED_TARGET_NEUTRAL_OBJECT // CONTEXTMODE_COMMAND
TextLabel = CONTROLBAR:SpecialAbilityCAHFireball1
ButtonImage = HSSarumanFireBallAttack
ButtonBorderType = ACTION
DescriptLabel = CONTROLBAR:ToolTipSpecialAbilityCAH_Fireball_Level1
Radial = Yes
// UnitSpecificSound =
CursorName = EvilAbilityObj
InvalidCursorName = GenericInvalid
InPalantir = Yes
AutoAbility = Yes
PresetRange = 200.0

CreateAHeroUIAllowableUpgrades = Upgrade_CreateAHero_ClassIstariWizard
CreateAHeroUIMinimumLevel = 1
CreateAHeroUIPrerequisiteButtonName = None
CreateAHeroUICostIfSelected = RJ_CAH_FIREBALL_LEVEL1_COST
End


CommandButton Command_CreateAHero_HotW_SummonAllies_Level4
Command = SPECIAL_POWER
SpecialPower = SpecialAbilityCreateAHeroHotWSummonAllies_Level4
TextLabel = CONTROLBAR:HotWSummonAllies_Level4
ButtonImage = CAHSummonAllies
Options = NEED_TARGET_POS CONTEXTMODE_COMMAND
RadiusCursorType = SummonOathBreakersRadiusCursor
CursorName = Bombard
InvalidCursorName = GenericInvalid
ButtonBorderType = ACTION
DescriptLabel = CONTROLBAR:TooltipHotWSummonAllies_Level4
Radial = Yes
InPalantir = Yes
// UnitSpecificSound = AragornVoiceSummonOathbreakers
// AutoAbility = Yes //
// TriggerWhenReady = Yes //

CreateAHeroUIAllowableUpgrades = Upgrade_CreateAHero_ClassHeroOfTheWest
CreateAHeroUIMinimumLevel = 10
CreateAHeroUIPrerequisiteButtonName = Command_CreateAHero_HotW_SummonAllies_Level3
CreateAHeroUICostIfSelected = RJ_CAH_SUMMONALLIES_LEVEL4_COST
End

CommandButton Command_CreateAHero_Blink
Command = SPECIAL_POWER
SpecialPower = SpecialAbilityHeroBlink
Options = NEED_TARGET_POS CONTEXTMODE_COMMAND
TextLabel = CONTROLBAR:SpecialAbilityHeroBlink
ButtonImage = CAHTeleport
ButtonBorderType = ACTION
CursorName = EvilAbilityObj
InvalidCursorName = GenericInvalid
DescriptLabel = CONTROLBAR:ToolTipSpecialAbilityHeroBlink
Radial = Yes
InPalantir = Yes // To be hidden by default

CreateAHeroUIAllowableUpgrades = Upgrade_CreateAHero_ClassIstariWizard
CreateAHeroUIMinimumLevel = 1
CreateAHeroUIPrerequisiteButtonName = None
CreateAHeroUICostIfSelected = RJ_CAH_BLINK_COST
End

CommandButton Command_CreateAHero_BallLightning_L3
Command = SPECIAL_POWER
SpecialPower = SpecialAbilityBallLightning_L3
Options = NEED_TARGET_ENEMY_OBJECT //CONTEXTMODE_COMMAND
TextLabel = CONTROLBAR:CAH_BallLightning_L3
ButtonImage = HSBallLightning
CursorName = Bombard
InvalidCursorName = GenericInvalid
ButtonBorderType = ACTION
DescriptLabel = CONTROLBAR:ToolTipCAH_BallLightning_L3
Radial = Yes
AutoAbility = Yes
InPalantir = Yes

CreateAHeroUIAllowableUpgrades = Upgrade_CreateAHero_ClassIstariWizard
CreateAHeroUIMinimumLevel = 7
CreateAHeroUIPrerequisiteButtonName = Command_CreateAHero_BallLightning_L2
CreateAHeroUICostIfSelected = RJ_CAH_BALLLIGHTNING_L3_COST
End

CommandButton Command_CreateAHero_Invulnerability_Level3
Command = SPECIAL_POWER
SpecialPower = SpecialAbilityCreateAHeroInvulnerability_Level3
TextLabel = CONTROLBAR:Invulnerability_Level3
ButtonImage = CAHInvulnerability
RadiusCursorType = TrainingRadiusCursor
ButtonBorderType = ACTION
DescriptLabel = CONTROLBAR:ToolTipInvulnerability_Level3
Radial = Yes
InPalantir = Yes
AutoAbility = Yes
PresetRange = 50.0
UnitSpecificSound = CaH_Invulnerability

CreateAHeroUIAllowableUpgrades = Upgrade_CreateAHero_ClassHeroOfTheWest Upgrade_CreateAHero_ClassDwarf Upgrade_CreateAHero_ClassOlogHai
CreateAHeroUIMinimumLevel = 10
CreateAHeroUIPrerequisiteButtonName = Command_CreateAHero_Invulnerability_Level2
CreateAHeroUICostIfSelected = RJ_CAH_INVULNERABILITY_LEVEL3_COST
End

CommandButton Command_CreateAHero_Starlight
Command = SPECIAL_POWER
SpecialPower = SpecialAbilityCreateAHeroStarlight
TextLabel = CONTROLBAR:CAH_Starlight
DescriptLabel = CONTROLBAR:ToolTipCAH_Starlight
Radial = Yes
ButtonImage = HSGlorfindelStarlight
ButtonBorderType = ACTION
InPalantir = Yes
AutoAbility = Yes

CreateAHeroUIAllowableUpgrades = Upgrade_CreateAHero_ClassHeroOfTheWest
CreateAHeroUIMinimumLevel = 1
CreateAHeroUIPrerequisiteButtonName = None
CreateAHeroUICostIfSelected = RJ_CAH_STARLIGHT_COST
UnitSpecificSound = CaH_Starlight
End

CommandButton Command_CreateAHeroThrowSpear_Level3
Command = SPECIAL_POWER
SpecialPower = SpecialAbilityCreateAHeroThrowSpear_Level3
Options = NEED_TARGET_ENEMY_OBJECT // NEED_TARGET_NEUTRAL_OBJECT CONTEXTMODE_COMMAND
TextLabel = CONTROLBAR:CAH_ThrowSpear_Level3
ButtonImage = HSEomerThrowSpear
CursorName = Bombard
ButtonBorderType = ACTION
DescriptLabel = CONTROLBAR:ToolTipCAH_ThrowSpear_Level3
Radial = Yes
InvalidCursorName = GenericInvalid
//UnitSpecificSound = EomerVoiceModeThrow
InPalantir = Yes
AutoAbility = Yes
PresetRange = 200.0

CreateAHeroUIAllowableUpgrades = Upgrade_CreateAHero_ClassHeroOfTheWest
CreateAHeroUIMinimumLevel = 7
CreateAHeroUIPrerequisiteButtonName = Command_CreateAHeroThrowSpear_Level2
CreateAHeroUICostIfSelected = RJ_CAH_THROWSPEAR_LEVEL3_COST
End

CommandButton Command_CreateAHero_SpawnTornado_Level3
Command = SPECIAL_POWER
SpecialPower = SpecialPowerCreateAHeroSpawnTornado_Level3
ButtonImage = HSGaladriel_NaturesWrath
Options = NEED_TARGET_POS
TextLabel = CONTROLBAR:CAH_SpawnTornado_Level3
ButtonBorderType = ACTION
DescriptLabel = CONTROLBAR:TooltipCAH_SpawnTornado_Level3
Radial = Yes
RadiusCursorType = NaturesWrathRadiusCursor
InPalantir = Yes

CreateAHeroUIAllowableUpgrades = Upgrade_CreateAHero_ClassArcher
CreateAHeroUIMinimumLevel = 10
CreateAHeroUIPrerequisiteButtonName = Command_CreateAHero_SpawnTornado_Level2
CreateAHeroUICostIfSelected = RJ_CAH_SPAWNTORNADO_LEVEL3_COST
End


CommandButton Command_CreateAHero_EarthShaker_Level3
Command = SPECIAL_POWER
SpecialPower = SpecialAbilityCreateAHeroEarthShaker_Level3
TextLabel = CONTROLBAR:CAH_EarthShaker_Level3
ButtonImage = HSEarthShaker
ButtonBorderType = ACTION
DescriptLabel = CONTROLBAR:ToolTipCAH_EarthShaker_Level3
Radial = Yes
InPalantir = Yes
AutoAbility = No

CreateAHeroUIAllowableUpgrades = Upgrade_CreateAHero_ClassDwarf Upgrade_CreateAHero_ClassOlogHai
CreateAHeroUIMinimumLevel = 10
CreateAHeroUIPrerequisiteButtonName = Command_CreateAHero_EarthShaker_Level2
CreateAHeroUICostIfSelected = RJ_CAH_EARTHSHAKER_LEVEL3_COST
End
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Date d'inscription : 13/08/2010

MessageSujet: Re: pouvoir avec DOZER problème   Lun 16 Aoû - 15:08

CommandButton Command_CreateAHero_SpecialAbilityWordOfPower
Command = SPECIAL_POWER
SpecialPower = SpecialAbilityCreateAHeroWordOfPower
// Options =
TextLabel = CONTROLBAR:CAHWordofPower
ButtonImage = Gandolf_radcircle
ButtonBorderType = ACTION
DescriptLabel = CONTROLBAR:ToolTipWordofPower_CAH
Radial = Yes
AutoAbility = Yes
PresetRange = 120.0
// UnitSpecificSound =
InPalantir = Yes

CreateAHeroUIAllowableUpgrades = Upgrade_CreateAHero_ClassIstariWizard
CreateAHeroUIMinimumLevel = 1
CreateAHeroUIPrerequisiteButtonName = None
CreateAHeroUICostIfSelected = RJ_CAH_WORDOFPOWER_COST
End

et les pouvoir fireball, word of power et blink s'affiche mais pas les autres de plus je les ai deja mis dans mon glitch

ps: je joue avec le mod RJ.
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MessageSujet: Re: pouvoir avec DOZER problème   Lun 16 Aoû - 16:11

mais si c'est un héro crée que tu fait tu à mis dans l'Object CreateAHero le DOZER à la ligne du kindof ?
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MessageSujet: Re: pouvoir avec DOZER problème   Lun 16 Aoû - 17:54

oui
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MessageSujet: Re: pouvoir avec DOZER problème   Lun 16 Aoû - 23:06

Normalement avec ce que tu a fait tu devrais voir les meme pouvoirs dans le palantir et à droite.
Enfin met quand meme le contenu de createahero.ini juste au cas ou
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MessageSujet: Re: pouvoir avec DOZER problème   Lun 16 Aoû - 23:18

//-----------------------------------------------------------------------------
//
http://CreateAHero.ini
//
//-----------------------------------------------------------------------------

//CreateAHero
Object CreateAHero


//*** Draw Modules for Weapons ***

#include "CreateAHeroDrawModules.inc"

//SelectPortrait for Heros is portrait behind skill buttons. HP - HeroPortrait.
SelectPortrait = CPWanderer
DescriptionStrategic = CONTROLBAR:LW_ToolTip_CreateAHero

// ButtonImage for Heros is button image on Hero Select UI to select hero. HI - HeroIcon or HeroImage.
ButtonImage = HICAHWanderer
Draw = W3DScriptedModelDraw ModuleTag_DRAW
OkToChangeModelColor = Yes
StaticModelLODMode = yes //Will append M or L to the skin name depending on GameLOD
ExtraPublicBone = arrow
ExtraPublicBone = PASSENGERBONE

DependencySharedModelFlags = TURN_LEFT_HIGH_SPEED TURN_RIGHT_HIGH_SPEED MOVING ACCELERATE DECELERATE TURN_LEFT TURN_RIGHT ATTACKING BACKING_UP

//====================== MODELS ================================================================

#include "CreateAHeroModels.inc"



//================== ANIMATIONS =================================================================

#include "CreateAMountedHeroAnims.inc"
#include "CreateAHeroAnims.inc"


//================== Draw =================================================================

//================= Draw =================================================================
//***DESIGN parameters ***
#include "CreateAHeroDesign.inc"


//*** AUDIO Parameters ***//
#include "CreateAHeroAudio.inc"

//*** ENGINEERING Parameters ***

RadarPriority = UNIT
KindOf = DOZER CREATE_A_HERO HERO PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE ARMY_SUMMARY ATTACK_NEEDS_LINE_OF_SIGHT CAN_CLIMB_WALLS
PathfindDiameter = 40.0

#include "CreateAHeroRespawn.inc"

Behavior = ProductionUpdate ProductionUpdateModuleTag
GiveNoXP = Yes
End

// Athelas needs to be first because the special power just turns on the first one it finds. No time to fix it better.
// Commenting out this behavior breaks the Create-a-hero athelas power
// If you feel the need to comment this out to fix some other problem, come talk to a
// Units'N'Structures engineer first
Behavior = AutoHealBehavior ModuleTag_AthelasHealing
StartsActive = Yes // Active, as in no upgrade required
ButtonTriggered = Yes // But doesn't actually run on its own.
HealingAmount = RJ_ATHELAS_HEAL_AMOUNT
Radius = 200
HealOnlyOthers = No
SingleBurst = Yes
UnitHealPulseFX = FX_AragornAthelas
KindOf = HERO
End

; health will be: (Amount + (attribute mods * Amount)) per Delay
Behavior = AutoHealBehavior ModuleTag_FaramirHealing
StartsActive = Yes
HealingAmount = RJ_HERO_HEAL_AMOUNT
HealingDelay = 500
StartHealingDelay = RJ_HERO_HEAL_DELAY
HealOnlyIfNotInCombat = Yes
End

Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS STEALTHED
MoodAttackCheckRate = 500
HoldGroundCloseRangeDistance = 41
AILuaEventsList = CreateAHeroFunctions
CanAttackWhileContained = Yes
End

LocomotorSet
Locomotor = HeroHumanScalingLocomotor
Condition = SET_NORMAL_UPGRADED
Speed = 50
End


Behavior = StancesBehavior ModuleTag_StancesBehavior
StanceTemplate = Hero
End

LocomotorSet
Locomotor = HeroHumanLocomotor
Condition = SET_NORMAL
Speed = 50
End

Behavior = SlowDeathBehavior ModuleTag_SlowDeathBehavior_01
DeathTypes = ALL //-KNOCKBACK
SinkDelay = 5800
SinkRate = 2.3 // in Dist/Sec
DestructionDelay = 12000
// Die sounds are now going through an FX; this is the only way to get different dies for
// different classes
FX = INITIAL FX_CreateAHeroDie
End

Behavior = SquishCollide ModuleTag_SquishCollide_06
//nothing
End

Behavior = AutoHealBehavior ModuleTag_ElvenGiftHealing
StartsActive = No
TriggeredBy = Upgrade_ElvenGift
HealingAmount = RJ_ELVEN_GIFT_REGEN_AMOUNT
HealingDelay = RJ_ELVEN_GIFT_REGEN_DELAY
StartHealingDelay = RJ_HERO_HEAL_DELAY
HealOnlyIfNotInCombat = Yes
End
Behavior = AttributeModifierUpgrade ModuleTag_ElvenGiftBonus
TriggeredBy = Upgrade_ElvenGift
AttributeModifier = SpellBookElvenGifts
End

// Behavior = SlowDeathBehavior ModuleTag_SlowDeathBehavior_02
// // Same as normal death, but no sound (sound already played by SoundImpact = ... )
// DeathTypes = NONE +KNOCKBACK
// SinkDelay = 4000
// SinkRate = 2.55 // in Dist/Sec
// DestructionDelay = 10000
// End


// For now, this is copied from Gimli to support the leap power.
Behavior = BezierProjectileBehavior ModuleTag_08 // Module starts asleep, and wakes up when thrown.
// To tweak a Bezier path
FirstHeight = 50 // Height of Bezier control points above highest intervening terrain
SecondHeight = 20
FirstPercentIndent = 20% // Percentage of shot distance control points are placed
SecondPercentIndent = 70%
TumbleRandomly = Yes

CrushStyle = Yes // I don't detonate, I just hit

// Note, this flag shouldn't be in here. Death is caused by the intent of the thrower, not the ability of an object to land.
// Both a troll and Aragorn can throw Gimli.
// Actually, that means a lot of this is bad. For two different throw behaviors you need two different modules I think.
// DieOnImpact = Yes

BounceCount = 0 // When I hit the ground, I'll arc again

FinalStuckTime = 1200 // Can't move for this long afterwards

GroundHitFX = FX_RogashLeapLand
GroundHitWeapon = CreateAHeroLeapWarhead
PreLandingStateTime = 75// Look ahead to the end of the arc, and get the ABOUT_TO_HIT flag this far in advance
End

Behavior = DoCommandUpgrade ModuleTag_CreateAHeroMakeSureArcherUsesBowInitially
TriggeredBy = Upgrade_CreateAHero_ClassArcher
GetUpgradeCommandButtonName = Command_CreateAHero_A_ToggleWeapon
RemoveUpgradeCommandButtonName = Command_CreateAHero_A_ToggleWeapon
End

#include "..\includes\CaptureBuilding.inc"

//*******************************************************************************************
//CREATE A HEREO Special Powers
//*******************************************************************************************
#include "CreateAHeroPowers.inc"

//-------------------------------------------------------------------------
//CREATE A HERO AI Special Power Heuristics
//-------------------------------------------------------------------------
#include "CreateAHeroAIPowers.inc"

//-------------------------------------------------------------------------
// Create A HERO Reaction modules
//-------------------------------------------------------------------------
#include "CreateAHeroReaction.inc"

//-------------------------------------------------------------------------
// Create A HERO RemoveUpgradeUpgrades
//-------------------------------------------------------------------------
#include "CreateAHeroRemoveUpgradeUpgrades.inc"

//-------------------------------------------------------------------------
// Create A HERO ModelConditionUpgrades
//-------------------------------------------------------------------------
#include "CreateAHeroModelConditionUpgrades.inc"

//-------------------------------------------------------------------------
// Create A HERO Attribute Modifiers
//-------------------------------------------------------------------------
#include "CreateAHeroAttributeModifiers.inc"

//-------------------------------------------------------------------------
// Create A HERO Weapon Upgrades
//-------------------------------------------------------------------------
#include "CreateAHeroWeaponUpgrades.inc"

//-------------------------------------------------------------------------
// Create A HERO Armor Upgrades
//-------------------------------------------------------------------------
#include "CreateAHeroArmorUpgrades.inc"


//-------------------------------------------------------------------------
// Create A Hero Emotions
//-------------------------------------------------------------------------
Behavior = EmotionTrackerUpdate Module_EmotionTracker
// for now we restrict emotions to taunt and cheer, that's all the TFCs call for ATM
TauntAndPointDistance = 350 // max distance to taunted/pointed objet
TauntAndPointUpdateDelay = 1000 // how often scan (milliseconds)
TauntAndPointExcluded = NONE
AfraidOf = NONE
AlwaysAfraidOf = NONE
PointAt = RJ_EMOTION_POINTAT_OBJECTFILTER
HeroScanDistance = 150
FearScanDistance = RJ_INFANTRY_FEAR_SCAN_RADIUS

AddEmotion = Taunt_Base
AddEmotion = CheerIdle_Base
AddEmotion = CheerBusy_Base
AddEmotion = Alert_Base
End

//--------------------------------------------------------------
// Create-A-Hero Stealth And Camouflage Updates
//--------------------------------------------------------------
Behavior = StealthUpdate ModuleTag_CreateAHeroCMDisguiseStealthUpdate
StealthDelay = 1
DisguisesAsTeam = Yes
RevealDistanceFromTarget = 100.0f
OrderIdleEnemiesToAttackMeUponReveal = Yes
//DisguiseFX = FX_BombTruckDisguise
//DisguiseRevealFX = FX_BombTruckDisguiseReveal
InnateStealth = Yes
DisguiseTransitionTime = 2000
DisguiseRevealTransitionTime = 1000
RequiredUpgradeNames = Upgrade_CreateAHero_ClassCorruptedMan
End

Behavior = InvisibilityUpdate ModuleTag_CreateAHeroElvenCloak // Used by archer and corrupted man, must be first InvisibilityUpdate
InvisibilityNugget
InvisibilityType = STEALTH
ForbiddenConditions = MOVING FIRING_ANY TAKING_DAMAGE USING_ABILITY
BecomeStealthedFX = FX_ElvenCloakOn
ExitStealthFX = FX_ElvenCloakOff
Options = UNTOGGLE_HIDDEN_WHEN_LEAVING_STEALTH
End
StartsActive = No
UpdatePeriod = 2000
RequiredUpgrades = Upgrade_CreateAHeroElvenCloak
ForbiddenUpgrades = Upgrade_CreateAHeroMapMode
End

Behavior = InvisibilityUpdate ModuleTag_CreateAHeroCMStealthUpdate_Level1
InvisibilityNugget
InvisibilityType = CAMOUFLAGE
DetectionRange = RJ_CAMOUFLAGE_RADIUS
ForbiddenConditions = MOVING FIRING_ANY TAKING_DAMAGE
ForbiddenWeaponConditions = CLOSE_RANGE CONTESTING_BUILDING
End
UpdatePeriod = 2000
StartsActive = Yes
RequiredUpgrades = Upgrade_CreateAHeroCMStealth_Level1 Upgrade_CreateAHero_ClassCorruptedMan
ForbiddenUpgrades = Upgrade_CreateAHeroCMStealth_Level2 Upgrade_CreateAHeroMapMode
End

Behavior = InvisibilityUpdate ModuleTag_CreateAHeroCMStealthUpdate_Level2
InvisibilityNugget
InvisibilityType = CAMOUFLAGE
DetectionRange = RJ_CAMOUFLAGE_RADIUS
ForbiddenConditions = FIRING_ANY TAKING_DAMAGE
ForbiddenWeaponConditions = CLOSE_RANGE CONTESTING_BUILDING
End
UpdatePeriod = 2000
StartsActive = Yes
RequiredUpgrades = Upgrade_CreateAHeroCMStealth_Level2 Upgrade_CreateAHero_ClassCorruptedMan
ForbiddenUpgrades = Upgrade_CreateAHeroMapMode
End

Behavior = InvisibilityUpdate ModuleTag_CreateAHeroBasicArcherStealthUpdate
InvisibilityNugget
InvisibilityType = CAMOUFLAGE
DetectionRange = RJ_CAMOUFLAGE_RADIUS
ForbiddenConditions = MOVING FIRING_ANY TAKING_DAMAGE
ForbiddenWeaponConditions = CLOSE_RANGE CONTESTING_BUILDING
End
UpdatePeriod = 2000
StartsActive = Yes
RequiredUpgrades = Upgrade_CreateAHero_ClassArcher
ForbiddenUpgrades = Upgrade_CreateAHeroAStealth_Level1 Upgrade_CreateAHeroMapMode
End

Behavior = InvisibilityUpdate ModuleTag_CreateAHeroAStealthUpdate_Level1
InvisibilityNugget
InvisibilityType = CAMOUFLAGE
DetectionRange = RJ_CAMOUFLAGE_RADIUS
ForbiddenConditions = FIRING_ANY TAKING_DAMAGE
ForbiddenWeaponConditions = CLOSE_RANGE CONTESTING_BUILDING
Options = ALLOW_NEAR_TREES
End
UpdatePeriod = 2000
StartsActive = Yes
RequiredUpgrades = Upgrade_CreateAHeroAStealth_Level1 Upgrade_CreateAHero_ClassArcher
ForbiddenUpgrades = Upgrade_CreateAHeroMapMode
End

//;;; AUTO ABILITY MODULE ;;;
Behavior = AutoAbilityBehavior ModuleTag_AutoAbilityBehavior
End


//-------------------------------------------------------------------------------------------------
// LivingWorld auto resolve data
//-------------------------------------------------------------------------------------------------

; *** AUTO RESOLVE DATA ***
AutoResolveUnitType = AutoResolveUnit_Hero
AutoResolveCombatChain = AutoResolve_HeroCombatChain

AutoResolveBody = AutoResolve_CreateAHeroBody

AutoResolveArmor
Armor = AutoResolve_CreateAHeroArmor
End

AutoResolveWeapon
Weapon = AutoResolve_CreateAHeroWeapon
End


Geometry = CYLINDER
GeometryMajorRadius = 8.0
GeometryMinorRadius = 8.0
GeometryHeight = 35
GeometryIsSmall = Yes
Shadow = SHADOW_DECAL
ShadowSizeX = 20//
ShadowSizeY = 20//
ShadowTexture = ShadowI//
End

//===============================================================================
ChildObject CreateAHeroMounted CreateAHero
// TODO - move this to an include file so that we don't duplicate between the parent and child objects
Behavior = ToggleMountedSpecialAbilityUpdate ModuleTag_MountedToggle
SpecialPowerTemplate = SpecialAbilityCreateAHeroToggleMounted

TriggerInstantlyOnCreate = Yes //Instantly puts Hero on a horse.

UnpackTime = 2000
PreparationTime = 1
PersistentPrepTime = 250
PackTime = 2000

OpacityTarget = .3 // How see-thru to be at peak of change

// PackSound =
// UnpackSound =
// TriggerSound =
// PrepSoundLoop =
AwardXPForTriggering = 0
End
End

// Create a Hero related objects.
#include "CreateAHeroObjects.inc"
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Date d'inscription : 16/01/2008

MessageSujet: Re: pouvoir avec DOZER problème   Lun 16 Aoû - 23:21

c'est peut etre du fait que tu joue sur le mod rj, mais de toute facon ca n'a aucune utilité de faire cette modif sur les héros crées car les pouvoirs tu peut déjà les mettre dans le palantir, ca sert a rien d'avoir le meme bouton sur le droite Rolling Eyes
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Add-On : que veut tu dire ? tu veux me le voler c'est ça !!!!
Date d'inscription : 13/08/2010

MessageSujet: Re: pouvoir avec DOZER problème   Lun 16 Aoû - 23:27

le truc c'est que je l'ai aussi pour isildur^^ de toute façon si c'est RJ c'est pas grave je ne le désinstallerai pas pour ça merci d'avoir répondu a mes questions.
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MessageSujet: Re: pouvoir avec DOZER problème   Mar 17 Aoû - 0:21

avec rj tes modifs faut les faire dans le dossier du mod rj sinon c'est normal que ca ne fonctionne pas
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MessageSujet: Re: pouvoir avec DOZER problème   Mar 17 Aoû - 0:56

c'est ce que j'ai fais
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pouvoir avec DOZER problème
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