| pouvoir avec DOZER problème | |
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Tar-Elendil Habitué(e)
Nombre de messages : 80 Age : 27 Location : En train de devenir handballeur professionnel Add-On : que veut tu dire ? tu veux me le voler c'est ça !!!! Date d'inscription : 13/08/2010
| Sujet: 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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Tar-Elendil Habitué(e)
Nombre de messages : 80 Age : 27 Location : En train de devenir handballeur professionnel Add-On : que veut tu dire ? tu veux me le voler c'est ça !!!! Date d'inscription : 13/08/2010
| Sujet: 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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cdd59554 Admin
Nombre de messages : 7235 Age : 31 Location : J'aime les abricots Add-On : Oui Date d'inscription : 16/01/2008
| Sujet: 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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Tar-Elendil Habitué(e)
Nombre de messages : 80 Age : 27 Location : En train de devenir handballeur professionnel Add-On : que veut tu dire ? tu veux me le voler c'est ça !!!! Date d'inscription : 13/08/2010
| Sujet: Re: pouvoir avec DOZER problème Lun 16 Aoû - 17:54 | |
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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: 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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Tar-Elendil Habitué(e)
Nombre de messages : 80 Age : 27 Location : En train de devenir handballeur professionnel Add-On : que veut tu dire ? tu veux me le voler c'est ça !!!! Date d'inscription : 13/08/2010
| Sujet: 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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cdd59554 Admin
Nombre de messages : 7235 Age : 31 Location : J'aime les abricots Add-On : Oui Date d'inscription : 16/01/2008
| Sujet: 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 | |
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Tar-Elendil Habitué(e)
Nombre de messages : 80 Age : 27 Location : En train de devenir handballeur professionnel Add-On : que veut tu dire ? tu veux me le voler c'est ça !!!! Date d'inscription : 13/08/2010
| Sujet: 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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cdd59554 Admin
Nombre de messages : 7235 Age : 31 Location : J'aime les abricots Add-On : Oui Date d'inscription : 16/01/2008
| Sujet: 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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Tar-Elendil Habitué(e)
Nombre de messages : 80 Age : 27 Location : En train de devenir handballeur professionnel Add-On : que veut tu dire ? tu veux me le voler c'est ça !!!! Date d'inscription : 13/08/2010
| Sujet: Re: pouvoir avec DOZER problème Mar 17 Aoû - 0:56 | |
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| Sujet: Re: pouvoir avec DOZER problème | |
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| pouvoir avec DOZER problème | |
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