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| Sujet: besoin de votre aide Sam 29 Jan - 19:49 | |
| bonjour, j'ai bousillé mon Rohanspearmen.ini , j'aimerai bien une copie de son texte merci de votre générosité |
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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: besoin de votre aide Sam 29 Jan - 21:06 | |
| Pense à faire une copie de l'ini.big original - Code:
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; aka Peasant1 Object RohanSpearmen ; /// OLD MAN /// ; ***ART Parameters *** SelectPortrait = UPRohanSpearmanPortrait ButtonImage = WOR_GondorTowerGuard Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes
StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD ;;====================== MODELS ================================================================ DefaultModelConditionState Model = RUSpear_SKN Skeleton = KURhdrSpr_SKL End
IdleAnimationState Animation = IDLA AnimationName = KURhdrSpr_IDLD AnimationMode = ONCE ; AnimationPriority = 15 End Animation = IDLA AnimationName = KURhdrSpr_IDLE AnimationMode = ONCE ; AnimationPriority = 15 End Animation = IDLB AnimationName = KURhdrSpr_IDLB AnimationMode = ONCE ; AnimationPriority = 10 End Animation = IDLC AnimationName = KURhdrSpr_IDLC AnimationMode = ONCE End StateName = Idle End AnimationState = MOVING Animation = Moving_1 AnimationName = KURhdrSpr_RUNA AnimationMode = LOOP End Animation = Moving_1 AnimationName = KURhdrSpr_RUNB AnimationMode = LOOP End Animation = Moving_2 AnimationName = KURhdrSpr_RUNC AnimationMode = LOOP End Animation = Moving_2 AnimationName = KURhdrSpr_ATRA AnimationMode = LOOP End Flags = RANDOMSTART ParticleSysBone = None InfantryDustTrails End
AnimationState = FIRING_OR_PREATTACK_A WEAPONSTATE_CLOSE_RANGE Animation = ATKC AnimationName = KURhdrSpr_ATKC AnimationMode = ONCE UseWeaponTiming = Yes End End
AnimationState = FIRING_OR_PREATTACK_A AIM_HIGH Animation = ATKB AnimationName = KURhdrSpr_ATKB AnimationMode = ONCE UseWeaponTiming = Yes End End
AnimationState = FIRING_OR_PREATTACK_A Animation = ATKA AnimationName = KURhdrSpr_ATKA AnimationMode = ONCE UseWeaponTiming = Yes End End
AnimationState = DYING SPLATTED Animation = Splattered_On_Ground_1 AnimationName = IUBanner_LNDA AnimationMode = ONCE End End
AnimationState = DYING AFLAME Animation = Flaming_Death AnimationName = KURhdrSpr_MFDA AnimationMode = ONCE End End
AnimationState = DYING Animation = Dying_1 AnimationName = KURhdrSpr_DIEA AnimationMode = ONCE End Animation = Dying_2 AnimationName = KURhdrSpr_DIEB AnimationMode = ONCE End End ; --- stunned anims AnimationState = STUNNED_FLAILING Animation = Flying_1 AnimationName = KURhdrSpr_FLYA AnimationMode = LOOP End Flags = RANDOMSTART End
AnimationState = STUNNED Animation = Splattered_On_Ground AnimationName = KURhdrSpr_LNDA AnimationMode = ONCE End End
AnimationState = STUNNED_STANDING_UP Animation = Standing_Back_Up AnimationName = KURhdrSpr_GTPA AnimationMode = ONCE End End
AnimationState = MOVING EMOTION_AFRAID Animation = Moving_1 AnimationName = KURhdrSpr_RUNE AnimationMode = LOOP End Flags = MAINTAIN_FRAME_ACROSS_STATES ParticleSysBone = None InfantryDustTrails End ; --- emotions --- ;
AnimationState = WAR_CHANT Animation = Chant AnimationName = KURhdrSpr_CHRA AnimationMode = ONCE AnimationBlendTime = 15 End Flags = RANDOMSTART RESTART_ANIM_WHEN_COMPLETE End
AnimationState = EMOTION_AFRAID ;these units are immune to fear Animation = FERA AnimationName = KURhdrSpr_FERA AnimationMode = LOOP End Flags = RANDOMSTART End
AnimationState = EMOTION_CELEBRATING Animation = CHRA AnimationName = KURhdrSpr_CHRA AnimationMode = ONCE AnimationBlendTime = 10 End Animation = TNTA AnimationName = KURhdrSpr_CHRB AnimationMode = ONCE AnimationBlendTime = 10 End Flags = RANDOMSTART RESTART_ANIM_WHEN_COMPLETE BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Planted" then CurDrawableSetTransitionAnimState("Trans_Down_To_Up") return end EndScript End AnimationState = EMOTION_TAUNTING Animation = TNTB AnimationName = KURhdrSpr_TNTB AnimationMode = ONCE End Animation = CHRA AnimationName = KURhdrSpr_CHRA AnimationMode = ONCE AnimationBlendTime = 10 End Flags = RANDOMSTART RESTART_ANIM_WHEN_COMPLETE BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Planted" then CurDrawableSetTransitionAnimState("Trans_Down_To_Up") return end EndScript End AnimationState = EMOTION_POINTING Animation = Pointing1 AnimationName = KURhdrSpr_PNTA AnimationMode = ONCE End Animation = Pointing1 AnimationName = KURhdrSpr_PNTb AnimationMode = ONCE End Flags = RANDOMSTART RESTART_ANIM_WHEN_COMPLETE BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Planted" then CurDrawableSetTransitionAnimState("Trans_Down_To_Up") return end EndScript End
AnimationState = EMOTION_ALERT Animation = ALERT AnimationName = KURhdrSpr_IDLA AnimationMode = LOOP End Flags = RESTART_ANIM_WHEN_COMPLETE MAINTAIN_FRAME_ACROSS_STATES2 BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Planted" then CurDrawableSetTransitionAnimState("Trans_Down_To_Up") return end EndScript End AnimationState = ATTACKING Animation = ALERT AnimationName = KURhdrSpr_IDLA AnimationMode = LOOP End Flags = RESTART_ANIM_WHEN_COMPLETE MAINTAIN_FRAME_ACROSS_STATES2 BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Planted" then CurDrawableSetTransitionAnimState("Trans_Down_To_Up") return end EndScript End AnimationState = ENGAGED Animation = ALERT AnimationName = KURhdrSpr_IDLA AnimationMode = LOOP End Flags = RESTART_ANIM_WHEN_COMPLETE MAINTAIN_FRAME_ACROSS_STATES2 BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Planted" then CurDrawableSetTransitionAnimState("Trans_Down_To_Up") return end EndScript End AnimationState = RAISING_FLAG Animation = CHRA AnimationName = KURhdrSpr_CHRA AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 End Flags = RESTART_ANIM_WHEN_COMPLETE End AnimationState = SELECTED ALTERNATE_FORMATION PORCUPINE //ShareAnimation = Yes StateName = STATE_SelectedAlternateFormation Animation AnimationName = KURhdrSpr_PLTB AnimationMode = LOOP End BeginScript Prev = CurDrawablePrevAnimationState() if Prev ~= "STATE_SelectedAlternateFormation" and Prev ~= "STATE_Planted" and Prev ~= "Trans_Up_To_Down" then CurDrawableSetTransitionAnimState("Trans_Up_To_Down") end EndScript End
AnimationState = ALTERNATE_FORMATION PORCUPINE // aka Porcupine formation StateName = STATE_Planted //ShareAnimation = Yes Animation = IDLB AnimationName = KURhdrSpr_PLTB AnimationMode = LOOP End BeginScript Prev = CurDrawablePrevAnimationState() if Prev ~= "STATE_SelectedAlternateFormation" and Prev ~= "STATE_Planted" and Prev ~= "Trans_Up_To_Down" then CurDrawableSetTransitionAnimState("Trans_Up_To_Down") end EndScript End AnimationState = SELECTED Animation = Selected_Loop AnimationName = KURhdrSpr_ATNB AnimationMode = LOOP AnimationBlendTime = 10 End StateName = Selected BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Planted" then CurDrawableSetTransitionAnimState("Trans_Down_To_Up") return end if Prev == "Bored" then CurDrawableSetTransitionAnimState("TRANS_BS_Normal") end EndScript Flags = RESTART_ANIM_WHEN_COMPLETE End ; --- transition states --- ; TransitionState = Trans_Down_To_Up Animation = Transition AnimationName = KURhdrSpr_PLTC AnimationMode = ONCE End End TransitionState = Trans_Up_To_Down Animation = Transition AnimationName = KURhdrSpr_PLTA AnimationMode = ONCE End End TransitionState = TRANS_BS_Normal Animation = Transition AnimationName = KURhdrSpr_ATNA AnimationMode = ONCE AnimationBlendTime = 10 AnimationMustCompleteBlend = yes End End
End #include "..\..\..\includes\StunDrawModuleSmall.inc"
// ***DESIGN parameters *** Side = Men EditorSorting = UNIT ThreatLevel = 1.0 ThingClass = HORDE_UNIT CommandPoints = 4 BountyValue = GONDOR_SPEARMEN_BOUNTY_VALUE TransportSlotCount = TRANSPORTSLOTCOUNT_UNIT
WeaponSet Conditions = None Weapon = PRIMARY LowEndPike AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI End
ArmorSet Conditions = None Armor = AngmarPikemenArmor DamageFX = NormalDamageFX End ArmorSet Conditions = PLAYER_UPGRADE Armor = AngmarPikemenHeavyArmor DamageFX = NormalDamageFX End
VisionRange = GONDOR_SPEARMEN_VISION_RANGE ShroudClearingRange = SHROUD_CLEAR_STANDARD VisionSide = 35% VisionRear = 25% MaxVisionBonusPercent = 300% VisionBonusTestRadius = 200 VisionBonusPercentPerFoot = 2.0% DisplayName = OBJECT:RohanSpearmen CrushableLevel = 0 ; What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CrushRevengeWeapon = SuperInfantryCrushRevenge
CommandSet = RohanPikeCommandSet ;
; *** AUDIO Parameters ***;
VoiceAttack = PeasantMaleVoiceAttack VoiceAttackCharge = PeasantMaleVoiceAttackCharge VoiceAttackStructure = PeasantMaleVoiceAttackBuilding VoiceAttackMachine = PeasantMaleVoiceAttack VoiceCreated = PeasantMaleVoiceSalute VoiceFullyCreated = PeasantMaleVoiceSalute VoiceGuard = PeasantMaleVoiceMove VoiceMove = PeasantMaleVoiceMove VoiceMoveToCamp = PeasantMaleVoiceMoveCamp VoiceMoveWhileAttacking = PeasantMaleVoiceDisengage VoicePriority = 30 VoiceRetreatToCastle = PeasantMaleVoiceRetreat VoiceSelect = PeasantMaleVoiceSelectMS VoiceSelectBattle = PeasantMaleVoiceSelectBattle VoiceEnterStateAttack = PeasantMaleVoiceEnterStateAttack VoiceEnterStateAttackCharge = PeasantMaleVoiceEnterStateAttackCharge VoiceEnterStateAttackStructure = PeasantMaleVoiceEnterStateAttackBuilding VoiceEnterStateAttackMachine = PeasantMaleVoiceEnterStateAttackBuilding VoiceEnterStateMove = PeasantMaleVoiceEnterStateMove VoiceEnterStateMoveToCamp = PeasantMaleVoiceEnterStateMoveCamp VoiceEnterStateMoveWhileAttacking = PeasantMaleVoiceEnterStateDisengage VoiceEnterStateRetreatToCastle = PeasantMaleVoiceEnterStateRetreat SoundImpact = ImpactHorse
CrowdResponseKey = GoodMen UnitSpecificSounds VoiceGarrison = PeasantMaleVoiceGarrison VoiceRepair = PeasantMaleVoiceRepair End
#include "..\..\..\includes\StandardUnitEvaEvents.inc" ; #include "..\includes\StandardUnitEvaEvents.inc"
ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_foo ModelCondition = Required:RAISING_FLAG Excluded:DYING ENGAGED Sound:EmotionMenGoodCompilationBFME1and2VoxTauntSinglesLoop End
// Tie into LargeGroupAudio system Behavior = LargeGroupAudioUpdate ModuleTag_LGAU Key = Humanoid_Male Man Man_Male Unit Infantry ;Gondor_Guard End ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior MaxUpdateRangeCap = 800 AnimationSound = Sound:BodyFallGeneric1 Animation:RUPsnt_1_SKL.RUPsnt_1_DIEA Frames:45 AnimationSound = Sound:BodyFallGenericNoArmor Animation:RUPsnt_1_SKL.RUPsnt_1_DIEB Frames:44 AnimationSound = Sound:BodyFallGeneric1 Animation:RUPsnt_1_SKL.RUPsnt_1_LNDA Frames:4 End
; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE THROWN_OBJECT GRAB_AND_DROP
Body = ActiveBody ModuleTag_02 CheerRadius = EMOTION_CHEER_RADIUS MaxHealth = GONDOR_SPEARMEN_HEALTH ; BALANCE Peasant Health MaxHealthDamaged = GONDOR_SPEARMEN_HEALTH_DAMAGED BurningDeathBehavior = Yes BurningDeathFX = FX_InfantryBurningFlame End
Behavior = AIUpdateInterface ModuleTag_03 AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS MoodAttackCheckRate = 500 AILuaEventsList = GondorFighterFunctions AttackPriority = AttackPriority_Spearman BurningDeathTime =BURNINGDEATH_DURATION_INFANTRY End
LocomotorSet Locomotor = HumanLocomotor Condition = SET_NORMAL Speed = NORMAL_FOOT_MED_MEMBER_SPEED End
LocomotorSet Locomotor = BurningDeathLocomotorInfantry Condition = SET_BURNINGDEATH Speed = BURNINGDEATH_WANDERSPEED_INFANTRY End
Behavior = PhysicsBehavior ModuleTag_04 GravityMult = 1.0 ShockStunnedTimeLow = 1400 //msec ShockStunnedTimeHigh = 2400 //msec ShockStandingTime = 1333 //msec End Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL -KNOCKBACK -FADED ; ALL SinkDelay = 3000 SinkRate = 0.60 ; in Dist/Sec DestructionDelay = 10000000 Sound = INITIAL PeasantMaleVoiceDie End
Behavior = SlowDeathBehavior ModuleTag_FadeDeath DeathTypes = NONE +FADED SinkDelay = 3000 SinkRate = 0.60 // in Dist/Sec DestructionDelay = 8000 End
;; Don't remove this. It's required for newly spawned members ;; It does not change the armor set, but it allows us to accept the Drafted Upgrade Behavior = ArmorUpgrade ModuleTag_ArmorUpgradeDrafted TriggeredBy = Upgrade_Drafted IgnoreArmorUpgrade = Yes ; does not trigger any armor sets End
Behavior = RepairSpecialPower ModuleTag_RepairSPecialPower SpecialPowerTemplate = SpecialRepairStructure End
Behavior = WeaponSetUpgrade ModuleTag_Weaponpgrade TriggeredBy = Upgrade_GondorForgedBlades End
Behavior = ArmorUpgrade ModuleTag_ArmorUpgrade TriggeredBy = Upgrade_GondorHeavyArmor ArmorSetFlag = PLAYER_UPGRADE End
;------------------------------------------------------------------------------- ; ; Sub objects upgrade. ; Behavior = SubObjectsUpgrade Armor_Upgrade TriggeredBy = Upgrade_GondorHeavyArmor UpgradeTexture = RUPeasant02.tga 0 RUPeasant02_HA.tga UpgradeTexture = RUPeasantWep.tga 0 RUPeasantWep_HA.tga RecolorHouse = Yes ExcludeSubobjects = Forged_Blade End Behavior = SubObjectsUpgrade ForgedBlade_Upgrade TriggeredBy = Upgrade_GondorForgedBlades ShowSubObjects = FORGED_BLADE End Behavior = SubObjectsUpgrade Drafted_Upgrade TriggeredBy = Upgrade_Drafted ;FXListUpgrade = FX_Draft ;Sound = INITIAL PeasantVoiceDraftUpgrade ; this doesn't work End ;-------------------------------------------------------------------------------
Behavior = SquishCollide ModuleTag_06 ;nothing End Behavior = HordeMemberCollide ModuleTag_HMC ;nothing End
Behavior = SlowDeathBehavior ModuleTag_07 // Same as normal death, but no sound (sound already played by SoundImpact = ... ) DeathTypes = NONE +KNOCKBACK SinkDelay = 3000 SinkRate = 0.40 // in Dist/Sec DestructionDelay = 8000 End
Behavior = BezierProjectileBehavior ModuleTag_08 ; Module starts asleep, and wakes up when thrown. FirstHeight = 24 ; Height of Bezier control points above highest intervening terrain SecondHeight = 24 FirstPercentIndent = 30% ; Percentage of shot distance control points are placed SecondPercentIndent = 70% TumbleRandomly = Yes
CrushStyle = Yes ; I don't detonate, I just hit DieOnImpact = Yes BounceCount = 1 ; When I hit the ground, I'll arc again BounceDistance = 40 ; this far BounceFirstHeight = 16 ; Height of Bezier control points above highest intervening terrain BounceSecondHeight = 16 BounceFirstPercentIndent = 20% ; Percentage of shot distance control points are placed BounceSecondPercentIndent = 80%
GroundHitFX = FX_ThrownRockGroundHit GroundBounceFX = FX_ThrownRockBounceHit End
Behavior = HitReactionBehavior HitReactionBehaviorModuleTag HitReactionLifeTimer1 = 2333 ; level 1 (light damage) hit reaction animations in ms HitReactionLifeTimer2 = 2333 ; level 2 (medium damage) hit reaction animations in ms HitReactionLifeTimer3 = 2333 ; level 3 (heavy damage) hit reaction animations in ms
HitReactionThreshold1 = 5.0 ; level 1 (light damage) threshold trigger HitReactionThreshold2 = 25.0 ; level 2 (medium damage) threshold trigger HitReactionThreshold3 = 50.0 ; level 3 (heavy damage) threshold trigger
FastHitsResetReaction = Yes ;If set -- when hits occur faster than the reaction animations, it will reset the animation. (like getting riddled with machine gun bullets) End
Geometry = CYLINDER GeometryMajorRadius = 8.0 GeometryMinorRadius = 8.0 GeometryHeight = 19.2 GeometryIsSmall = Yes
Shadow = SHADOW_DECAL ShadowSizeX = 19 ; ShadowSizeY = 19 ; ShadowTexture = ShadowI ;
End | |
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| Sujet: Re: besoin de votre aide Sam 29 Jan - 22:01 | |
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