| Problème ajout d'unité spéciale Arnor | |
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Fepixx Nouveau
Nombre de messages : 18 Age : 30 Add-On : Oui Date d'inscription : 23/02/2011
| Sujet: Problème ajout d'unité spéciale Arnor Ven 4 Mar - 1:14 | |
| Tout d'abord bonjour à tous, ensuite je viens pour un problème. Arnor étant ma faction préférée (ça se devine facilement je pense x) ) j'ai tenté d'ajouter une unité pour l'écurie. C'est un début mais il y a un game crash. J'ai voulu mettre les rohirrims du gondor mais en modifiant les noms (du genre arnorrohirrim, ça va pas chercher plus loin pour l'instant), les upgrades (pour qu'ils fonctionnent avec ceux d'Arnor), le commandset, le commandbutton et voilà ce que cela me donne : Le premier game crash : - Spoiler:
Ensuite avec l'aide de cdd, j'ai tenté de modifier mais j'ai eu ceci : - Spoiler:
Subtil changement mais changement quand même. Le hic c'est que je ne comprend pas ce que cela signifie. Je vous donne le code correspondant aux rohirrims : - Code:
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Object ArnorRohirrimHorde
// This is required for garrisoned objects - please put in all objects. ButtonImage = WOR_Rohirrim SelectPortrait = UPGondor_Rohirrim
Draw = W3DScriptedModelDraw ModuleTag_W3DModelDraw DependencySharedModelFlags = EMOTION_ALERT EMOTION_MORALE_HIGH EMOTION_MORALE_LOW EMOTION_AFRAID EMOTION_COWER SELECTED EMOTION_TERROR EMOTION_CELEBRATING DefaultModelConditionState Model = None //InvisHrdeTmp5x1 End ModelConditionState = HORDE_EMPTY Model = None End ModelConditionState = WORLD_BUILDER Model = HordeMarkRURoh End End Side = Arnor EditorSorting = UNIT EmotionRange = 240 DisplayName = OBJECT:HordeArnorRohirrim DisplayNameStrategic = CONTROLBAR:LW_Unit_ArnorRohirrimHorde DescriptionStrategic = CONTROLBAR:LW_ToolTip_RohanRohirrimHorde WeaponSet Conditions = None Weapon = PRIMARY NormalMeleeHordeRangefinder // Spear End
WeaponSet Conditions = WEAPONSET_TOGGLE_1 Weapon = PRIMARY NormalMissileHordeRangefinder // Bow End
// *** AUDIO Parameters ***// // Note: Don't put voice parameters here -- they will be ignored. Voice play requests // are always passed through to members
BuildCost = ROHAN_ROHIRRIM_BUILDCOST BuildTime = ROHAN_ROHIRRIM_BUILDTIME VisionRange = ROHAN_ROHIRRIM_HORDE_VISION_RANGE ShroudClearingRange = ROHAN_ROHIRRIM_HORDE_SHROUD_RANGE VisionSide = 50% VisionRear = 25% MaxVisionBonusPercent = 300% VisionBonusTestRadius = 200 VisionBonusPercentPerFoot = 1.0% CommandPoints = 80 ; originally 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 = 30% // 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 CommandSet = RohirrimHordeCommandSet Body = ImmortalBody ModuleTag_ImmortalBody MaxHealth = 1 End ThreatLevel = Arnor_ROHIRRIM_HORDE_THREAT ThreatBreakdown ArnorRohirrimHorde_DetailedThreat AIKindOf = CAVALRY End 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 = ArnorRohirrim GOOD_RIDER_LARGE_HORDE_SIZE Slots = 10 PassengerFilter = NONE +CAVALRY +RohanBanner 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 = RohanBanner // types of units that are allowed as banner carriers BannerCarrierPosition = UnitType:ArnorRohirrim Pos:X:75.0 Y:0.0 // (DEFAULT) position of banner carrier for archer horde RankInfo = RankNumber:1 UnitType:ArnorRohirrim Position:X:45 Y:0 Position:X:45 Y:20 Position:X:45 Y:-20 Position:X:45 Y:40 Position:X:45 Y:-40 RankInfo = RankNumber:2 UnitType:ArnorRohirrim 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 = PhysicsBehavior ModuleTag_PhysicsBehavior GravityMult = 1.0 End Behavior = HordeNotifyTargetsOfImminentProbableCrushingUpdate ModuleTag_NotifyCrushScan ScanWidth = 70.0 ; A little less than the width of the horde (which is 2 * 40 = 80) 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 = CAVALRY_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_MED_HORDE_SPEED End
Behavior = ProductionUpdate ProductionUpdateModuleTag GiveNoXP = Yes End
Behavior = LevelUpUpgrade ModuleTag_BasicTraining TriggeredBy = Upgrade_ArnorBasicTraining LevelsToGain = 1 LevelCap = 2 End Behavior = StatusBitsUpgrade ModuleTag_ProductionLegality TriggeredBy = Upgrade_ArnorForgedBlades End Behavior = StatusBitsUpgrade ModuleTag_ProductionLegality2 TriggeredBy = Upgrade_ArnorHeavyArmor End Behavior = StatusBitsUpgrade ModuleTag_ProductionLegality3 TriggeredBy = Upgrade_RohanHorseShield End
Behavior = StatusBitsUpgrade ModuleTag_ProductionLegality4 TriggeredBy = Upgrade_ArnorFireArrows End
//Toggle CommandSet Based on Weaponset condition flags Behavior = MonitorConditionUpdate ModuleTag_CommandSetSwapper WeaponSetFlags = WEAPONSET_TOGGLE_1 WeaponToggleCommandSet = RohirrimHordeBowCommandSet End Behavior = PickupStuffUpdate ModuleTag_PickupStuffUpdate SkirmishAIOnly = Yes StuffToPickUp = NONE +CRATE ScanRange = 200 ScanIntervalSeconds = 0.5 End #include "..\..\..\includes\CaptureBuilding.inc" ///////////////////// // AISpecialPowers ///////////////////// Behavior = AISpecialPowerUpdate MenRohirrimHordeCaptureBuildingAI 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
Behavior = AISpecialPowerUpdate RohirrimHordeToggleWeapon CommandButtonName = Command_ToggleRohirrimWeapon SpecialPowerAIType = AI_SPECIAL_POWER_TOGGLE_MELEE_AND_RANGE 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_ArnorRohirrimHordeBody AutoResolveArmor RequiredUpgrades = Upgrade_ArnorHeavyArmor Armor = AutoResolve_ArnorRohirrimHeavyArmor End
AutoResolveArmor ExcludedUpgrades = Upgrade_RohanHeavyArmorForRohirrim Armor = AutoResolve_ArnorRohirrimArmor End
AutoResolveWeapon RequiredUpgrades = Upgrade_ArnorForgedBlades Upgrade_ArnorFireArrows Weapon = AutoResolve_ArnorRohirrimForgedBladesAndFireArrows End
AutoResolveWeapon RequiredUpgrades = Upgrade_ArnorFireArrows Weapon = AutoResolve_ArnorRohirrimFireArrows End
AutoResolveWeapon RequiredUpgrades = Upgrade_ArnorForgedBlades Weapon = AutoResolve_ArnorRohirrimForgedBlades End
AutoResolveWeapon ExcludedUpgrades = Upgrade_ArnorForgedBlades Upgrade_ArnorFireArrows Weapon = AutoResolve_ArnorRohirrimWeapon End WorldMapArmoryUpgradesAllowed = Upgrade_ArnorBasicTraining Upgrade_ArnorForgedBlades Upgrade_ArnorFireArrows Upgrade_ArnorHeavyArmor End
Voilà, si vous pouviez m'aider ça serait super, car je compte continuer à enrichir arnor avec d'autres troupes plus tard. | |
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Wolf8888 Moddeur confirmé
Nombre de messages : 499 Add-On : Oui
Date d'inscription : 29/07/2010
| Sujet: Re: Problème ajout d'unité spéciale Arnor Sam 5 Mar - 14:00 | |
| Salut,
Dans arnorhordes.ini, as tu la ligne "EvaEventDamagedOwner" ? | |
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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: Problème ajout d'unité spéciale Arnor Sam 5 Mar - 14:11 | |
| Justement cette ligne apparaissait dans un include donc je lui ai demandé de retirer l'include et il a encore le meme message d'erreur après ça. Donc a mon avis le probleme ne vient pas forcément de son code...
Si tu retires tout le code de ta horde (fait un copier coller dans un fichier texte pour pouvoir le remmettre plus tard), vois si le message erreur reste ou non, au moins on saura si on cherche au bon endroit | |
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Wolf8888 Moddeur confirmé
Nombre de messages : 499 Add-On : Oui
Date d'inscription : 29/07/2010
| Sujet: Re: Problème ajout d'unité spéciale Arnor Sam 5 Mar - 14:17 | |
| Ah ok. Je comprends mieux pourquoi il y a 2 fois le même game crash. | |
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Fepixx Nouveau
Nombre de messages : 18 Age : 30 Add-On : Oui Date d'inscription : 23/02/2011
| Sujet: Re: Problème ajout d'unité spéciale Arnor Sam 5 Mar - 16:39 | |
| Bon, j'ai supprimé et sauvegardé ailleurs ce qui concernait les rohirrims d'arnor dans arnorhorde mais j'ai toujours le même gamecrash... | |
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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: Problème ajout d'unité spéciale Arnor Sam 5 Mar - 20:30 | |
| Ha, tu as donc du touché (peut etre sans le faire exprès) au reste du fichier. Je te conseille de regarder au niveau des includes que je t'ai fait retirer pour ta horde : regarde si il ne manque pas un end juste avant | |
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Wolf8888 Moddeur confirmé
Nombre de messages : 499 Add-On : Oui
Date d'inscription : 29/07/2010
| Sujet: Re: Problème ajout d'unité spéciale Arnor Dim 6 Mar - 0:36 | |
| Au pire, il te reste la solution de tout recommencer. | |
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Fepixx Nouveau
Nombre de messages : 18 Age : 30 Add-On : Oui Date d'inscription : 23/02/2011
| Sujet: Re: Problème ajout d'unité spéciale Arnor Dim 6 Mar - 20:05 | |
| Argh, je regarderais demain et je vous dirais. | |
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Fepixx Nouveau
Nombre de messages : 18 Age : 30 Add-On : Oui Date d'inscription : 23/02/2011
| Sujet: Re: Problème ajout d'unité spéciale Arnor Lun 7 Mar - 19:52 | |
| Bon, j'ai repris l'arnorhordes des l'ini original auquel j'ai collé mes rohirrims. J'ai eu une petite erreur concernant le Threat level où j'ai dû remettre "rohan". Le jeu tourne, sans crash mais je ne peux toujours pas améliorer ces fichus rohirrims avec l'armure lourde et tout le reste...je me demande s'il n'y a pas un problème dans le commandbutton.
Edit: je pédale dans la semoule là... | |
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Wolf8888 Moddeur confirmé
Nombre de messages : 499 Add-On : Oui
Date d'inscription : 29/07/2010
| Sujet: Re: Problème ajout d'unité spéciale Arnor Jeu 10 Mar - 18:54 | |
| Salut, Il faut mettre les upgrades d'Arnor dans l'object et la horde de tes Rohirrim (et les commandbutton qui correspondent à ces dernières dans leur commandset). | |
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Fepixx Nouveau
Nombre de messages : 18 Age : 30 Add-On : Oui Date d'inscription : 23/02/2011
| Sujet: Re: Problème ajout d'unité spéciale Arnor Ven 11 Mar - 11:40 | |
| Ben je pense pourtant avoir tout remplacé : pour la horde - Code:
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Object ArnorRohirrimHorde
// This is required for garrisoned objects - please put in all objects. ButtonImage = WOR_Rohirrim SelectPortrait = UPGondor_Rohirrim
Draw = W3DScriptedModelDraw ModuleTag_W3DModelDraw DependencySharedModelFlags = EMOTION_ALERT EMOTION_MORALE_HIGH EMOTION_MORALE_LOW EMOTION_AFRAID EMOTION_COWER SELECTED EMOTION_TERROR EMOTION_CELEBRATING DefaultModelConditionState Model = None //InvisHrdeTmp5x1 End ModelConditionState = HORDE_EMPTY Model = None End ModelConditionState = WORLD_BUILDER Model = HordeMarkRURoh End End Side = Arnor EditorSorting = UNIT EmotionRange = 240 DisplayName = OBJECT:HordeArnorRohirrim DisplayNameStrategic = CONTROLBAR:LW_Unit_ArnorRohirrimHorde DescriptionStrategic = CONTROLBAR:LW_ToolTip_RohanRohirrimHorde WeaponSet Conditions = None Weapon = PRIMARY NormalMeleeHordeRangefinder // Spear End
WeaponSet Conditions = WEAPONSET_TOGGLE_1 Weapon = PRIMARY NormalMissileHordeRangefinder // Bow End
// *** AUDIO Parameters ***// // Note: Don't put voice parameters here -- they will be ignored. Voice play requests // are always passed through to members
BuildCost = ROHAN_ROHIRRIM_BUILDCOST BuildTime = ROHAN_ROHIRRIM_BUILDTIME VisionRange = ROHAN_ROHIRRIM_HORDE_VISION_RANGE ShroudClearingRange = ROHAN_ROHIRRIM_HORDE_SHROUD_RANGE VisionSide = 50% VisionRear = 25% MaxVisionBonusPercent = 300% VisionBonusTestRadius = 200 VisionBonusPercentPerFoot = 1.0% CommandPoints = 80 ; originally 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 = 30% // 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 CommandSet = RohirrimHordeCommandSet Body = ImmortalBody ModuleTag_ImmortalBody MaxHealth = 1 End ThreatLevel = Rohan_ROHIRRIM_HORDE_THREAT ThreatBreakdown ArnorRohirrimHorde_DetailedThreat AIKindOf = CAVALRY End 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 = ArnorRohirrim GOOD_RIDER_LARGE_HORDE_SIZE Slots = 10 PassengerFilter = NONE +CAVALRY +RohanBanner 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 = RohanBanner // types of units that are allowed as banner carriers BannerCarrierPosition = UnitType:ArnorRohirrim Pos:X:75.0 Y:0.0 // (DEFAULT) position of banner carrier for archer horde RankInfo = RankNumber:1 UnitType:ArnorRohirrim Position:X:45 Y:0 Position:X:45 Y:20 Position:X:45 Y:-20 Position:X:45 Y:40 Position:X:45 Y:-40 RankInfo = RankNumber:2 UnitType:ArnorRohirrim 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 = PhysicsBehavior ModuleTag_PhysicsBehavior GravityMult = 1.0 End Behavior = HordeNotifyTargetsOfImminentProbableCrushingUpdate ModuleTag_NotifyCrushScan ScanWidth = 70.0 ; A little less than the width of the horde (which is 2 * 40 = 80) 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 = CAVALRY_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_MED_HORDE_SPEED End
Behavior = ProductionUpdate ProductionUpdateModuleTag GiveNoXP = Yes End
Behavior = LevelUpUpgrade ModuleTag_BasicTraining TriggeredBy = Upgrade_ArnorBasicTraining LevelsToGain = 1 LevelCap = 2 End Behavior = StatusBitsUpgrade ModuleTag_ProductionLegality TriggeredBy = Upgrade_ArnorForgedBlades End Behavior = StatusBitsUpgrade ModuleTag_ProductionLegality2 TriggeredBy = Upgrade_ArnorHeavyArmor End Behavior = StatusBitsUpgrade ModuleTag_ProductionLegality3 TriggeredBy = Upgrade_RohanHorseShield End
Behavior = StatusBitsUpgrade ModuleTag_ProductionLegality4 TriggeredBy = Upgrade_ArnorFireArrows End
//Toggle CommandSet Based on Weaponset condition flags Behavior = MonitorConditionUpdate ModuleTag_CommandSetSwapper WeaponSetFlags = WEAPONSET_TOGGLE_1 WeaponToggleCommandSet = RohirrimHordeBowCommandSet End Behavior = PickupStuffUpdate ModuleTag_PickupStuffUpdate SkirmishAIOnly = Yes StuffToPickUp = NONE +CRATE ScanRange = 200 ScanIntervalSeconds = 0.5 End #include "..\..\..\includes\CaptureBuilding.inc" ///////////////////// // AISpecialPowers ///////////////////// Behavior = AISpecialPowerUpdate MenRohirrimHordeCaptureBuildingAI 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
Behavior = AISpecialPowerUpdate RohirrimHordeToggleWeapon CommandButtonName = Command_ToggleRohirrimWeapon SpecialPowerAIType = AI_SPECIAL_POWER_TOGGLE_MELEE_AND_RANGE 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_ArnorRohirrimHordeBody AutoResolveArmor RequiredUpgrades = Upgrade_ArnorHeavyArmor Armor = AutoResolve_ArnorRohirrimHeavyArmor End
AutoResolveArmor ExcludedUpgrades = Upgrade_RohanHeavyArmorForRohirrim Armor = AutoResolve_ArnorRohirrimArmor End
AutoResolveWeapon RequiredUpgrades = Upgrade_ArnorForgedBlades Upgrade_ArnorFireArrows Weapon = AutoResolve_ArnorRohirrimForgedBladesAndFireArrows End
AutoResolveWeapon RequiredUpgrades = Upgrade_ArnorFireArrows Weapon = AutoResolve_ArnorRohirrimFireArrows End
AutoResolveWeapon RequiredUpgrades = Upgrade_ArnorForgedBlades Weapon = AutoResolve_ArnorRohirrimForgedBlades End
AutoResolveWeapon ExcludedUpgrades = Upgrade_ArnorForgedBlades Upgrade_ArnorFireArrows Weapon = AutoResolve_ArnorRohirrimWeapon End WorldMapArmoryUpgradesAllowed = Upgrade_ArnorBasicTraining Upgrade_ArnorForgedBlades Upgrade_ArnorFireArrows Upgrade_ArnorHeavyArmor End Pour l'unit: - Code:
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;------------------------------------------------------------------------------ ; Rohirrim Object ArnorRohirrim ; *** 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
UpgradeCameo1 = Upgrade_FireArrows SelectPortrait = UPGondor_Rohirrim ButtonImage = WOR_Rohirrim
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 Rohirrim 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 ;;====================== MODELS ================================================================ ;-----Spear----- DefaultModelConditionState Model = RURohrm_SKN End ModelConditionState = SWAPPING_TO_WEAPONSET_1 ; swapping to bow Model = RURohrm_SKN End
;-----Flaming arrows + bow----- ModelConditionState = WEAPONSET_PLAYER_UPGRADE USER_2 SWAPPING_TO_WEAPONSET_2 ; swapping to spear Model = RURhrmArch_SKN WeaponLaunchBone = SECONDARY FIREAROWTIP ParticleSysBone = FireArowTip arrowFire FollowBone:Yes End ModelConditionState = WEAPONSET_PLAYER_UPGRADE USER_2 WEAPONSET_TOGGLE_1 Model = RURhrmArch_SKN WeaponLaunchBone = SECONDARY FIREAROWTIP ParticleSysBone = FireArowTip arrowFire FollowBone:Yes End
;-----Bow----- ModelConditionState = SWAPPING_TO_WEAPONSET_2 ; swapping to spear Model = RURhrmArch_SKN WeaponLaunchBone = SECONDARY FIREAROWTIP End ModelConditionState = WEAPONSET_TOGGLE_1 Model = RURhrmArch_SKN WeaponLaunchBone = SECONDARY FIREAROWTIP End
;;================== ANIMATIONS ================================================================= ;--------------------------------------------- ;-----------------Bow Anims------------------- ;--------------------------------------------- AnimationState = PASSENGER WEAPONSET_TOGGLE_1 Animation = grabbed AnimationName = RURhrmArch_SKL.RURhrmArch_GBDA AnimationMode = LOOP End Flags = RANDOMSTART End ; --- stunned anims AnimationState = FREEFALL WEAPONSET_TOGGLE_1 Animation = free fall AnimationName = RURhrmArch_SKL.RURhrmArch_FLYA AnimationMode = LOOP End Flags = RANDOMSTART End AnimationState = STUNNED_FLAILING WEAPONSET_TOGGLE_1 Animation = JustDie AnimationName = RURhrmArch_SKL.RURhrmArch_FLYC AnimationMode = LOOP End Flags = RANDOMSTART End
AnimationState = DYING BURNINGDEATH Animation AnimationName = RURohrm_SKL.RURohrm_DIEA AnimationMode = ONCE AnimationBlendTime = 10 End End
; This is the no-spawn-horse type of death AnimationState = DYING SPLATTED WEAPONSET_TOGGLE_1 Animation = splatted AnimationName = RURhrmArch_SKL.RURhrmArch_LNDA AnimationMode = ONCE AnimationBlendTime = 2 End FXEvent = Frame:2 Name:FX_SplatDust End
AnimationState = DYING WEAPONSET_TOGGLE_1 Animation = JustDie AnimationName = RURhrmArch_SKL.RURhrmArch_DIEA AnimationMode = ONCE End End AnimationState = STUNNED_STANDING_UP WEAPONSET_TOGGLE_1 Animation = StandUp AnimationName = RURhrmArch_SKL.RURhrmArch_GTPA AnimationMode = ONCE AnimationSpeedFactorRange = 1.5 1.5 End End AnimationState = STUNNED WEAPONSET_TOGGLE_1 Animation = Land AnimationName = RURhrmArch_SKL.RURhrmArch_LNDA AnimationMode = ONCE End End ; Shooting whilst moving - 4 versions, one for each side. ;--------------------------------------------------------------------------------------------------------- AnimationState = FIRING_OR_PREATTACK_B MOVING TURRET_ANGLE_90 WEAPONSET_TOGGLE_1 Animation = MoveAndFireBow AnimationName = RURhrmArch_SKL.RURhrmArch_ATKF AnimationMode = ONCE AnimationBlendTime = 15 End Flags = MAINTAIN_FRAME_ACROSS_STATES FrameForPristineBonePositions = 20 End AnimationState = FIRING_OR_PREATTACK_B MOVING TURRET_ANGLE_180 WEAPONSET_TOGGLE_1 Animation = MoveAndFireBow AnimationName = RURhrmArch_SKL.RURhrmArch_ATKH AnimationMode = ONCE AnimationBlendTime = 15 End Flags = MAINTAIN_FRAME_ACROSS_STATES FrameForPristineBonePositions = 20 End AnimationState = FIRING_OR_PREATTACK_B MOVING TURRET_ANGLE_270 WEAPONSET_TOGGLE_1 Animation = MoveAndFireBow AnimationName = RURhrmArch_SKL.RURhrmArch_ATKJ AnimationMode = ONCE AnimationBlendTime = 15 End Flags = MAINTAIN_FRAME_ACROSS_STATES FrameForPristineBonePositions = 20 End AnimationState = FIRING_OR_PREATTACK_B MOVING WEAPONSET_TOGGLE_1 Animation = MoveAndFireBow AnimationName = RURhrmArch_SKL.RURhrmArch_ATKD AnimationMode = ONCE AnimationBlendTime = 15 End Flags = MAINTAIN_FRAME_ACROSS_STATES FrameForPristineBonePositions = 20 End ;--------------------------------------------------------------------------------------------------------- ;;======= BACKING UP AnimationState = MOVING BACKING_UP WEAPONSET_TOGGLE_1 Animation = BACKING UP AnimationName = RURhrmArch_SKL.RURhrmArch_BAKA AnimationMode = LOOP End End AnimationState = MOVING TURN_LEFT_HIGH_SPEED WEAPONSET_TOGGLE_1 Animation = TurnLeft AnimationName = RURhrmArch_SKL.RURhrmArch_TNL1 AnimationMode = LOOP AnimationBlendTime = 20 End End AnimationState = MOVING TURN_RIGHT_HIGH_SPEED WEAPONSET_TOGGLE_1 Animation = TurnRight AnimationName = RURhrmArch_SKL.RURhrmArch_TNR1 AnimationMode = LOOP AnimationBlendTime = 20 End End AnimationState = MOVING WANDER WEAPONSET_TOGGLE_1 Animation = WLKA AnimationName = RURhrmArch_SKL.RURhrmArch_WLKA AnimationMode = LOOP End End
AnimationState = MOVING TURN_LEFT WEAPONSET_TOGGLE_1 Animation = TurnLeft AnimationName = RURhrmArch_SKL.RURhrmArch_TRNL AnimationMode = LOOP End End
AnimationState = MOVING TURN_RIGHT WEAPONSET_TOGGLE_1 Animation = TurnRight AnimationName = RURhrmArch_SKL.RURhrmArch_TRNR AnimationMode = LOOP End End
AnimationState = MOVING ENGAGED WEAPONSET_TOGGLE_1 Animation = Moving_Engaged AnimationName = RURhrmArch_SKL.RURhrmArch_RUNC AnimationMode = LOOP End Flags = RANDOMSTART End ; AnimationState = MOVING WALKING WEAPONSET_TOGGLE_1 ; Animation = Walk1 ; AnimationName = RURhrmArch_SKL.RURhrmArch_WLKB ; AnimationMode = LOOP ; Distance = 25 ; End ; End AnimationState = MOVING ACCELERATE WEAPONSET_TOGGLE_1 Animation = RunA AnimationName = RURhrmArch_SKL.RURhrmArch_ACCL AnimationMode = LOOP End Flags = RANDOMSTART End AnimationState = DECELERATE WEAPONSET_TOGGLE_1 Animation = RunA AnimationName = RURhrmArch_SKL.RURhrmArch_DECL AnimationMode = LOOP AnimationSpeedFactorRange = 0.55 0.55 End Flags = RANDOMSTART End
AnimationState = MOVING WEAPONSET_TOGGLE_1 Animation = RunA AnimationName = RURhrmArch_SKL.RURhrmArch_RUNA AnimationMode = LOOP Distance = 40 End Flags = RANDOMSTART End
; Shooting with Fire Upgrade - 4 versions, one for each side. ;--------------------------------------------------------------------------------------------------------- AnimationState = FIRING_OR_PREATTACK_B WEAPONSET_PLAYER_UPGRADE USER_2 TURRET_ANGLE_90 WEAPONSET_TOGGLE_1 Animation = AttackA1 AnimationName = RURhrmArch_SKL.RURhrmArch_ATKL AnimationMode = ONCE AnimationBlendTime = 15 End Flags = MAINTAIN_FRAME_ACROSS_STATES FrameForPristineBonePositions = 20 End AnimationState = FIRING_OR_PREATTACK_B WEAPONSET_PLAYER_UPGRADE USER_2 TURRET_ANGLE_180 WEAPONSET_TOGGLE_1 Animation = AttackA1 AnimationName = RURhrmArch_SKL.RURhrmArch_ATKN AnimationMode = ONCE AnimationBlendTime = 15 End Flags = MAINTAIN_FRAME_ACROSS_STATES FrameForPristineBonePositions = 20 End AnimationState = FIRING_OR_PREATTACK_B WEAPONSET_PLAYER_UPGRADE USER_2 TURRET_ANGLE_270 WEAPONSET_TOGGLE_1 Animation = AttackA1 AnimationName = RURhrmArch_SKL.RURhrmArch_ATKP AnimationMode = ONCE AnimationBlendTime = 15 End Flags = MAINTAIN_FRAME_ACROSS_STATES FrameForPristineBonePositions = 20 End AnimationState = FIRING_OR_PREATTACK_B WEAPONSET_PLAYER_UPGRADE USER_2 WEAPONSET_TOGGLE_1 Animation = AttackA1 AnimationName = RURhrmArch_SKL.RURhrmArch_ATKB AnimationMode = ONCE AnimationBlendTime = 15 End Flags = MAINTAIN_FRAME_ACROSS_STATES FrameForPristineBonePositions = 20 End ;---------------------------------------------------------------------------------------------------------
; Shooting - 4 versions, one for each side. ;--------------------------------------------------------------------------------------------------------- AnimationState = FIRING_OR_PREATTACK_B TURRET_ANGLE_90 WEAPONSET_TOGGLE_1 Animation = AttackA1 AnimationName = RURhrmArch_SKL.RURhrmArch_ATKL AnimationMode = ONCE AnimationBlendTime = 15 End Flags = MAINTAIN_FRAME_ACROSS_STATES FrameForPristineBonePositions = 20 End AnimationState = FIRING_OR_PREATTACK_B TURRET_ANGLE_180 WEAPONSET_TOGGLE_1 Animation = AttackA1 AnimationName = RURhrmArch_SKL.RURhrmArch_ATKN AnimationMode = ONCE AnimationBlendTime = 15 End Flags = MAINTAIN_FRAME_ACROSS_STATES FrameForPristineBonePositions = 20 End AnimationState = FIRING_OR_PREATTACK_B TURRET_ANGLE_270 WEAPONSET_TOGGLE_1 Animation = AttackA1 AnimationName = RURhrmArch_SKL.RURhrmArch_ATKP AnimationMode = ONCE AnimationBlendTime = 15 End Flags = MAINTAIN_FRAME_ACROSS_STATES FrameForPristineBonePositions = 20 End AnimationState = FIRING_OR_PREATTACK_B WEAPONSET_TOGGLE_1 Animation = AttackA1 AnimationName = RURhrmArch_SKL.RURhrmArch_ATKB AnimationMode = ONCE AnimationBlendTime = 15 End Flags = MAINTAIN_FRAME_ACROSS_STATES FrameForPristineBonePositions = 20 End ;---------------------------------------------------------------------------------------------------------
AnimationState = BETWEEN_FIRING_SHOTS_B WEAPONSET_TOGGLE_1 Animation = BetweenFiringShots AnimationName = RURhrmArch_SKL.RURhrmArch_IDLA AnimationMode = LOOP AnimationBlendTime = 15 End End
;;--------------------- EMOTIONS ---------------------------------------------------------------------------------- ;;===== TERROR AnimationState = MOVING EMOTION_TERROR EMOTION_LOOK_TO_SKY WEAPONSET_TOGGLE_1 Animation = TerrorFromTheSky AnimationName = RURhrmArch_SKL.RURhrmArch_RUNB AnimationMode = LOOP End End AnimationState = MOVING EMOTION_TERROR WEAPONSET_TOGGLE_1 Animation = TerrorFromTheSky AnimationName = RURhrmArch_SKL.RURhrmArch_RUNB AnimationMode = LOOP End End ;;======= APPREHENSIVE
AnimationState = EMOTION_ALERT EMOTION_AFRAID WEAPONSET_TOGGLE_1 Animation = Apprehensive AnimationName = RURhrmArch_SKL.RURhrmArch_APPA AnimationMode = LOOP ;Change this to ONCE if adding additional anims End End
;;======= AFRAID
AnimationState = EMOTION_AFRAID WEAPONSET_TOGGLE_1 Animation = FERA AnimationName = RURhrmArch_SKL.RURhrmArch_FERA AnimationMode = LOOP End ; Animation = FERB ; AnimationName = RURhrmArch_SKL.RURhrmArch_FERB ; AnimationMode = LOOP ; End End
;;======= CELEBRATING ; This is what happens when Theo gives his rousing speech AnimationState = EMOTION_CELEBRATING WEAPONSET_TOGGLE_1 Animation = CheerA AnimationName = RURhrmArch_SKL.RURhrmArch_CHRA AnimationMode = ONCE End Animation = CheerB AnimationName = RURhrmArch_SKL.RURhrmArch_CHRB AnimationMode = ONCE End Animation = CheerD AnimationName = RURhrmArch_SKL.RURhrmArch_CHRD AnimationMode = ONCE End Animation = Salute AnimationName = RURhrmArch_SKL.RURhrmArch_SLTA AnimationMode = ONCE End Flags = RANDOMSTART RESTART_ANIM_WHEN_COMPLETE End
;;======= TAUNTING AnimationState = EMOTION_TAUNTING WEAPONSET_TOGGLE_1 Animation = Taunting AnimationName = RURhrmArch_SKL.RURhrmArch_TNTA AnimationMode = ONCE End Animation = Taunting2 AnimationName = RURhrmArch_SKL.RURhrmArch_TNTB AnimationMode = ONCE End Flags = RANDOMSTART RESTART_ANIM_WHEN_COMPLETE End
;;======= POINTING AnimationState = EMOTION_POINTING WEAPONSET_TOGGLE_1 Animation = Pointing1 AnimationName = RURhrmArch_SKL.RURhrmArch_PNTA AnimationMode = LOOP End End ;;======== ALERT
AnimationState = EMOTION_ALERT WEAPONSET_TOGGLE_1 Animation = IDLA AnimationName = RURhrmArch_SKL.RURhrmArch_IDLA AnimationMode = LOOP End End
AnimationState = ATTACKING WEAPONSET_TOGGLE_1 Animation = Reloading AnimationName = RURhrmArch_SKL.RURhrmArch_IDLA AnimationMode = LOOP End End
; Swapping to bow ----- AnimationState = SWAPPING_TO_WEAPONSET_1 ; note - needs to go above any WEAPONSET_TOGGLE_1. StateName = State_PuttingSpearAway Animation AnimationName = RURohrm_SKL.RURohrm_WPNB ; putting spear away. AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 0.5 0.7 ; Needs to match one second. End Flags = START_FRAME_LAST End AnimationState = RAISING_FLAG WEAPONSET_TOGGLE_1 Animation = CheerA AnimationName = RURhrmArch_SKL.RURhrmArch_CHRA AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 End Animation = CheerB AnimationName = RURhrmArch_SKL.RURhrmArch_CHRB AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 End Animation = CheerD AnimationName = RURhrmArch_SKL.RURhrmArch_CHRD AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 End Animation = Salute AnimationName = RURhrmArch_SKL.RURhrmArch_SLTA AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 End Flags = RESTART_ANIM_WHEN_COMPLETE End
;;-------------------- SELECTED ---------------------------------------------------------------
AnimationState = SELECTED WEAPONSET_TOGGLE_1 StateName = State_Selected SimilarRestart = Yes Animation = AtAttention AnimationName = RURhrmArch_SKL.RURhrmArch_ATNB AnimationMode = LOOP End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_Idle_to_SelectedWEAPONSET1") elseif Prev == "State_PuttingSpearAway" then CurDrawableSetTransitionAnimState("TRANS_SpearAway_To_SelectedWEAPONSET1") end EndScript End ; Swapping to spear ----- AnimationState = SWAPPING_TO_WEAPONSET_2 StateName = State_PuttingBowAway Animation AnimationName = RURhrmArch_SKL.RURhrmArch_WPNA ; putting bow away. AnimationMode = ONCE AnimationSpeedFactorRange = 0.5 0.6 ; Needs to match one second, approx. End End
; Idle AnimationState = WEAPONSET_TOGGLE_1 StateName = Idle Animation = IDLB AnimationName = RURhrmArch_SKL.RURhrmArch_IDLB AnimationMode = LOOP End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "State_Selected" then CurDrawableSetTransitionAnimState("TRANS_Selected_to_IdleWEAPONSET1") elseif Prev == "State_PuttingSpearAway" then CurDrawableSetTransitionAnimState("TRANS_SpearAway_To_IdleWEAPONSET1") end EndScript End TransitionState = TRANS_Idle_to_SelectedWEAPONSET1 Animation = ATNA AnimationName = RURhrmArch_SKL.RURhrmArch_ATNA AnimationMode = ONCE AnimationSpeedFactorRange = 0.8 1.2 End End TransitionState = TRANS_SpearAway_To_SelectedWEAPONSET1 ; get bow out Animation = ATNA AnimationName = RURhrmArch_SKL.RURhrmArch_WPNA AnimationMode = ONCE_BACKWARDS End Flags = START_FRAME_LAST End TransitionState = TRANS_Selected_to_IdleWEAPONSET1 Animation = ATNC AnimationName = RURhrmArch_SKL.RURhrmArch_ATNA AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 0.8 1.2 End Flags = START_FRAME_LAST End TransitionState = TRANS_SpearAway_To_IdleWEAPONSET1 ; get bow out Animation AnimationName = RURhrmArch_SKL.RURhrmArch_WPNA AnimationMode = ONCE_BACKWARDS End Flags = START_FRAME_LAST End
;--------------------------------------------- ;-----------------Spear Anims----------------- ;--------------------------------------------- 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") elseif Prev == "State_PuttingBowAway" then CurDrawableSetTransitionAnimState("TRANS_BowAway_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
; This is the no-spawn-horse type of death AnimationState = DYING DEATH_1 SPLATTED Animation = splatted AnimationName = RURohrm_SKL.RURohrm_LNDA AnimationMode = ONCE AnimationBlendTime = 2 End FXEvent = Frame:2 Name:FX_SplatDust End
AnimationState = DYING DEATH_1 Animation = JustDie AnimationName = RURohrm_SKL.RURohrm_DIEA AnimationMode = ONCE End End AnimationState = DYING DEATH_2 Animation = FadeOut AnimationName = RURohrm_SKL.RURohrm_IDLB AnimationMode = ONCE 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 = BURNINGDEATH Animation AnimationName = RURohrm_SKL.RURohrm_MFDA AnimationMode = LOOP Distance = 100 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 End Flags = 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") elseif Prev == "State_PuttingBowAway" then CurDrawableSetTransitionAnimState("TRANS_BowAway_To_Selected") end EndScript End TransitionState = TRANS_Idle_to_Selected Animation = ATNA AnimationName = RURohrm_SKL.RURohrm_ATNA AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 End End
TransitionState = TRANS_BowAway_To_Selected Animation AnimationName = RURohrm_SKL.RURohrm_WPNB AnimationMode = ONCE 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 TransitionState = TRANS_BowAway_To_Idle Animation AnimationName = RURohrm_SKL.RURohrm_WPNB AnimationMode = ONCE End End End Draw = W3DScriptedModelDraw DustEffects DefaultModelConditionState Model = None End IdleAnimationState End AnimationState = MOVING WADING ParticleSysBone = None FootstepSlash End AnimationState = MOVING ACCELERATE ParticleSysBone = None GenericSiegeTrailDust End AnimationState = MOVING DECELERATE ParticleSysBone = None GenericSiegeTrailDust End AnimationState = MOVING End End
; NOTE, PLEASE: If you are changing this unit in any way, you should consider changing ; GondorCavalryRiderless in FactionSubObject.ini
#include "..\..\..\includes\StunDrawModuleMedium.inc"
; ***DESIGN parameters *** Side = Men EditorSorting = UNIT ThreatLevel = 2.0 TransportSlotCount = TRANSPORTSLOTCOUNT_UNIT
; Weapon Sets WeaponSet Conditions = -WEAPONSET_TOGGLE_1 Weapon = PRIMARY RohanRohirrimSpear AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI End
;spear upgrade ;WeaponSet ; Conditions = +PLAYER_UPGRADE -WEAPONSET_TOGGLE_1 ; Weapon = PRIMARY RohanRohirrimSpear ; AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI ;End
; bow WeaponSet Conditions = WEAPONSET_TOGGLE_1 Weapon = SECONDARY RohanRohirrimBow AutoChooseSources = SECONDARY FROM_PLAYER FROM_SCRIPT FROM_AI End
; bow upgrade ;WeaponSet ; Conditions = PLAYER_UPGRADE WEAPONSET_TOGGLE_1 ; Weapon = SECONDARY RohanRohirrimBow ; AutoChooseSources = SECONDARY FROM_PLAYER FROM_SCRIPT FROM_AI ;End
ArmorSet Conditions = None Armor = RohirrimArmor DamageFX = NormalDamageFX End ArmorSet ;Horse Shield Conditions = PLAYER_UPGRADE Armor = RohirrimShieldArmor ;RohirrimHorseShieldArmor DamageFX = NormalDamageFX End ArmorSet ;Heavy Armor Conditions = PLAYER_UPGRADE_2 Armor = RohirrimHeavyArmor DamageFX = NormalDamageFX End ArmorSet Conditions = PLAYER_UPGRADE_2 PLAYER_UPGRADE Armor = RohirrimShieldHeavyArmor ;RohirrimHorseShieldAndHeavyArmor DamageFX = NormalDamageFX End BountyValue = ROHAN_ROHIRRIM_BOUNTY_VALUE VisionRange = ROHAN_ROHIRRIM_VISION_RANGE VisionSide = 35% VisionRear = 25% MaxVisionBonusPercent = 300% VisionBonusTestRadius = 200 VisionBonusPercentPerFoot = 2.0% ShroudClearingRange = SHROUD_CLEAR_STANDARD
DisplayName = OBJECT:RohanRohirrim CrushableLevel = 3 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CrusherLevel = 1 CrushWeapon = RohirrimCrush MinCrushVelocityPercent = 40 ; Has to be moving at at least 35% of full speed. CrushDecelerationPercent = 20 ; Lose 20 percent of max velocity when crushing. CrushKnockback = 40; CrushZFactor = 1.0; CommandSet = RohanRohirrimCommandSet CommandPoints = 8 ; originally 6
; *** AUDIO Parameters ***;
;VoiceAmbushed = RohirrimVoiceAmbushed (not recorded) VoiceAttack = RohirrimVoiceAttack VoiceAttackCharge = RohirrimVoiceAttackCharge VoiceAttackStructure = RohirrimVoiceAttack ;RohirrimVoiceAttackBuilding not recorded VoiceAttackMachine = RohirrimVoiceAttack ;RohirrimVoiceAttackBuilding not recorded VoiceCreated = RohirrimVoiceSalute VoiceFullyCreated = RohirrimVoiceSalute VoiceMove = RohirrimVoiceMove VoiceMoveToCamp = RohirrimVoiceMoveCamp VoiceMoveWhileAttacking = RohirrimVoiceDisengage VoicePriority = 53 VoiceRetreatToCastle = RohirrimVoiceRetreat VoiceSelect = RohirrimVoiceSelectMS VoiceSelectBattle = RohirrimVoiceSelectBattle VoiceGuard = RohirrimVoiceMove
SoundCrushing = RohirrimCrushing ;Sound made when crushing another unit underhoof SoundImpact = ImpactHorse SoundMoveStart = GondorHorseMoveStart VoiceEnterStateAttack = RohirrimVoiceEnterStateAttack VoiceEnterStateAttackCharge = RohirrimVoiceEnterStateAttackCharge VoiceEnterStateAttackStructure = RohirrimVoiceEnterStateAttack ;RohirrimVoiceAttackBuilding not recorded VoiceEnterStateAttackMachine = RohirrimVoiceEnterStateAttack ;RohirrimVoiceAttackBuilding not recorded VoiceEnterStateMove = RohirrimVoiceEnterStateMove VoiceEnterStateMoveToCamp = RohirrimVoiceEnterStateMoveCamp VoiceEnterStateMoveWhileAttacking = RohirrimVoiceEnterStateDisengage VoiceEnterStateRetreatToCastle = RohirrimVoiceEnterStateRetreat UnitSpecificSounds VoiceEnterUnitElvenTransportShip = RohirrimVoiceMove VoiceInitiateCaptureBuilding = RohirrimVoiceMove End CrowdResponseKey = GoodMen
#include "..\..\..\Includes\StandardUnitEvaEvents.inc"
ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_foo ModelCondition = Required:RAISING_FLAG Excluded:DYING ENGAGED Sound:EmotionMenGoodCompilationBFME1and2VoxTauntSinglesLoop End
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior MaxUpdateRangeCap = 800 AnimationSound = Sound: HorseMoveFootstepsLoose Animation: RURohrm_SKL.RURohrm_ACCL Frames: 8 30 AnimationSound = Sound: HorseMoveFootstepsLoose Animation: RURohrm_SKL.RURohrm_RUNA Frames: 0 AnimationSound = Sound: HorseMoveFootstepsLoose Animation: RURohrm_SKL.RURohrm_RUNB Frames: 0 AnimationSound = Sound: HorseMoveFootstepsLoose Animation: RURohrm_SKL.RURohrm_RUNC Frames: 0 AnimationSound = Sound: HorseMoveFootstepsLoose Animation: RURohrm_SKL.RURohrm_TNL1 Frames: 0 AnimationSound = Sound: HorseMoveFootstepsLoose Animation: RURohrm_SKL.RURohrm_TNR1 Frames: 0 AnimationSound = Sound: HorseMoveFootstepsLoose Animation: RURohrm_SKL.RURohrm_TRNL Frames: 0 AnimationSound = Sound: HorseMoveFootstepsLoose Animation: RURohrm_SKL.RURohrm_TRNR Frames: 0 AnimationSound = Sound: HorseWhinny Animation: RURohrm_SKL.RURohrm_CHRB Frames: 8 AnimationSound = Sound: HorseWhinny Animation: RURohrm_SKL.RURohrm_CHRC Frames: 15 AnimationSound = Sound: HorseWhinny Animation: RURohrm_SKL.RURohrm_DIEA Frames: 0 ;AnimationSound = Sound: HorseWhinny Animation: RURohrm_SKL.RURohrm_DIEB Frames: 0 AnimationSound = Sound: BodyFallGeneric1 Animation: RURohrm_SKL.RURohrm_DIEA Frames: 10 46 ;AnimationSound = Sound: BodyFallGeneric1 Animation: RURohrm_SKL.RURohrm_DIEB Frames: 11 AnimationSound = Sound: BodyFallGeneric1 Animation: RURohrm_SKL.RURohrm_LNDA Frames: 3 11 ;AnimationSound = Sound: TauntHitShieldPitchShifted Animation: RURohrm_SKL.RURohrm_TNTB Frames: 12 29 ;need means for filtering for upgraded horse shields! End
; *** ENGINEERING Parameters *** RadarPriority = UNIT ThingClass = CAVALRY_UNIT KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS CAVALRY SCORE GRAB_AND_DROP Body = ActiveBody ModuleTag_02 CheerRadius = EMOTION_CHEER_RADIUS ; MaxHealth = ROHAN_ROHIRRIM_HEALTH ;ROHAN_ROHIRRIM_ARCHER_HEALTH MaxHealthDamaged = ROHAN_ROHIRRIM_HEALTH_DAMAGED ;ROHAN_ROHIRRIM_ARCHER_HEALTH_DAMAGED BurningDeathBehavior = Yes BurningDeathFX = FX_CavalryBurningFlame End #include "..\..\..\includes\CaptureBuilding.inc" Behavior = AIUpdateInterface ModuleTag_03 AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS AILuaEventsList = RohirrimFunctions AttackPriority = AttackPriority_Cavalry Turret TurretTurnRate = 360 ; turn rate, in degrees per sec ControlledWeaponSlots = SECONDARY End BurningDeathTime = BURNINGDEATH_DURATION_CAVALRY End LocomotorSet Locomotor = NormalHorseHordeMemberLocomotor Condition = SET_NORMAL Speed = NORMAL_MOUNTED_MED_MEMBER_SPEED End
LocomotorSet Locomotor = NormalHorseHordeMemberLocomotor Condition = SET_COMBO Speed = NORMAL_FOOT_FAST_MEMBER_SPEED End
LocomotorSet Locomotor = BurningDeathLocomotorCavalry Condition = SET_BURNINGDEATH Speed = BURNINGDEATH_WANDERSPEED_CAVALRY End
Behavior = PhysicsBehavior ModuleTag_04 GravityMult = 1.0 ShockStandingTime = 2533 ;msec End Behavior = SquishCollide ModuleTag_06 ;nothing End ; RohanRohirrim Behavior = HordeMemberCollide ModuleTag_HMC ;nothing End
Behavior = SlowDeathBehavior ModuleTag_08 DeathTypes = ALL -FADED SinkDelay = 3000 SinkRate = 1.0 ; in Dist/Sec DestructionDelay = 15000 ;ProbabilityModifier = 33 DeathFlags = DEATH_1 ; Tell model which death animation to play. Sets BOTH model condition and object status bits. Sound = INITIAL RohirrimVoiceDie End Behavior = SlowDeathBehavior ModuleTag_FadeDeath DeathTypes = NONE +FADED FadeDelay = 0 FadeTime = 4000 DestructionDelay = 4000 DeathFlags = DEATH_2 FX = INITIAL FX_RohirrimAlliesUnsummon End
; Tie into LargeGroupAudio system Behavior = LargeGroupAudioUpdate ModuleTag_LGAU Key = Humanoid_Male Man Man_Male Unit Cavalry Rohirrim_Lancer End ;//--------------------UPGRADES--------------------------------------------- ;//------Heavy Armor------ Behavior = SubObjectsUpgrade Armor_Upgrade TriggeredBy = Upgrade_ArnorHeavyArmor ShowSubObjects = SHIELD UpgradeTexture = RURohrm01.tga 0 RURohrm01HA.tga UpgradeTexture = RURohrm02.tga 0 RURohrm02HA.tga UpgradeTexture = RURohrm03.tga 0 RURohrm03HA.tga UpgradeTexture = RURohrm04.tga 0 RURohrm04HA.tga UpgradeTexture = RUHorse01.tga 0 RUHorse01HA.tga UpgradeTexture = RUHorse02.tga 0 RUHorse02HA.tga UpgradeTexture = RUHorse03.tga 0 RUHorse03HA.tga UpgradeTexture = RUHorse04.tga 0 RUHorse04HA.tga
RecolorHouse = Yes ExcludeSubobjects = Forged_Blade End
Behavior = ArmorUpgrade ArmorUpgradeModuleTag TriggeredBy = Upgrade_ArnorHeavyArmor ArmorSetFlag = PLAYER_UPGRADE_2 End ;//------Fire Arrows------ Behavior = SubObjectsUpgrade FireArrows_Upgrade TriggeredBy = Upgrade_ArnorFireArrows ShowSubObjects = FireArowTip ; arrownock End Behavior = WeaponSetUpgrade ModuleTag_FireArrows TriggeredBy = Upgrade_ArnorFireArrows RequiresAllTriggers = Yes CustomAnimAndDuration = AnimState:USER_2 AnimTime:0 TriggerTime:0 ;set flag forever End ;//------Horse Shields------ Behavior = SubObjectsUpgrade Shield_Upgrade TriggeredBy = Upgrade_RohanHorseShield ShowSubObjects = SHIELD RecolorHouse = Yes ExcludeSubobjects = Forged_Blade End Behavior = ArmorUpgrade ModuleTagHorseShield TriggeredBy = Upgrade_RohanHorseShield ArmorSetFlag = PLAYER_UPGRADE End ;//------Forged Blades------ Behavior = SubObjectsUpgrade ForgedBlades_Upgrade TriggeredBy = Upgrade_ArnorForgedBlades ShowSubObjects = Forged_Blade End ; Just a dummy upgrade module to allow this unit to be upgraded. Behavior = StatusBitsUpgrade ModuleTag_ForgedBlades TriggeredBy = Upgrade_ArnorForgedBlades End Geometry = CYLINDER GeometryMajorRadius = 8 GeometryMinorRadius = 8 GeometryHeight = 20.0 GeometryIsSmall = No Shadow = SHADOW_DECAL ShadowSizeX = 30; ShadowSizeY = 21; ShadowTexture = ShadowI;
End
De plus, j'aimerais changer l'image des rôdeurs d'arnor pour mettre celle d'invocation de dunedains du palantir. Je sais qu'il y a quelque chose avec "SelectPortait" mais je trouve pas celui que je veux. Ce serait surtout pour le mettre en bouton de création de cette unit. | |
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Wolf8888 Moddeur confirmé
Nombre de messages : 499 Add-On : Oui
Date d'inscription : 29/07/2010
| Sujet: Re: Problème ajout d'unité spéciale Arnor Ven 11 Mar - 19:58 | |
| Salut, Je voudrais vérifier les commandset de la horde. Tu peux les poster stp. | |
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Fepixx Nouveau
Nombre de messages : 18 Age : 30 Add-On : Oui Date d'inscription : 23/02/2011
| Sujet: Re: Problème ajout d'unité spéciale Arnor Ven 11 Mar - 20:25 | |
| Voilà : - Code:
-
CommandSet ArnorRohirrimCommandSet 1 = Command_ToggleStance 2 = Command_ToggleRohirrimWeapon 3 = Command_PurchaseUpgradeArnorForgedBlades 4 = Command_PurchaseUpgradeArnorHeavyArmor 5 = Command_PurchaseUpgradeArnorBasicTraining 6 = Command_PurchaseUpgradeArnorFireArrows 12 = Command_CaptureBuilding 13 = Command_AttackMove 14 = Command_Stop 16 = Command_SetStanceBattle 17 = Command_SetStanceAggressive 18 = Command_SetStanceHoldGround End | |
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Wolf8888 Moddeur confirmé
Nombre de messages : 499 Add-On : Oui
Date d'inscription : 29/07/2010
| Sujet: Re: Problème ajout d'unité spéciale Arnor Ven 11 Mar - 20:55 | |
| Il est joli ton commandset, mais si tu le mets pas dans ta horde, ça ne risque pas de marcher (tu as laissé celui d'origine). - Citation :
- De plus, j'aimerais changer l'image des rôdeurs d'arnor pour mettre celle d'invocation de dunedains du palantir. Je sais qu'il y a quelque chose avec "SelectPortait" mais je trouve pas celui que je veux.
Une image d'invocation du palantir, c'est par très clair ça. Bon, pour pas te répondre à côté, je te mets 2 images: - UPDunedainRanger (portrait des Dunedains invoqués) - SBGood_SummonDunedain (image de l'invocation des Dunedains de l'arbre technologique) - Citation :
- Ce serait surtout pour le mettre en bouton de création de cette unit.
Alors il faut mettre le nom de l'image dans leur commandbutton à la ligne "ButtonImage =" PS: N'oublie pas: il y a 2 commandset dans la horde. | |
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Fepixx Nouveau
Nombre de messages : 18 Age : 30 Add-On : Oui Date d'inscription : 23/02/2011
| Sujet: Re: Problème ajout d'unité spéciale Arnor Sam 12 Mar - 14:16 | |
| J'ai remplacé le commandset dans la horde et dans l'unit mais vu que tu dis qu'il y en a 2 dans la horde, je pense avoir zappé un truc mais je vois vraiment pas. Merci pour les images, j'avais eu la première mais c'était surtout la seconde que je cherchais mais par contre, quand mes rôdeurs sont dans une tour, on voit l'image des rôdeurs ithilien. C'est pas la fin du monde je modifierai plus tard. Mais, encore une question, comment peut-on augmenter le nombre d'units dans cette horde de rôdeurs puisqu'il en manque deux à l'appel ? Pour la mettre au même nombre que les rôdeurs du gondor. Du coup, pour illustrer que ça marche pas chez les rohirrims : - Spoiler:
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Wolf8888 Moddeur confirmé
Nombre de messages : 499 Add-On : Oui
Date d'inscription : 29/07/2010
| Sujet: Re: Problème ajout d'unité spéciale Arnor Sam 12 Mar - 16:35 | |
| Salut, - Citation :
- J'ai remplacé le commandset dans la horde et dans l'unit mais vu que tu dis qu'il y en a 2 dans la horde, je pense avoir zappé un truc mais je vois vraiment pas.
Avec les Rohirrim, quand tu cliques sur le bouton pour changer d'arme, tu changes de commandset. Dans la horde, d'origine, on trouve RohirrimHordeCommandSet et RohirrimHordeBowCommandSet. Comme tu as modifié uniquement le premier, il te reste à faire le second. Pour info, il n'était pas nécessaire de toucher celui de l'unité. - Citation :
- quand mes rôdeurs sont dans une tour, on voit l'image des rôdeurs ithilien
Dans l'object de ta horde (et de ton unité) tu remplaces: ButtonImage = WOR_Rohirrim par ButtonImage = SBGood_SummonDunedain - Citation :
- comment peut-on augmenter le nombre d'units dans cette horde de rôdeurs puisqu'il en manque deux à l'appel
Dans ta horde, tu vas dans ce module: - Spoiler:
Behavior = HorseHordeContain ModuleTag_HordeContain FrontAngle = 270 FlankedDelay = 2000 ObjectStatusOfContained = InitialPayload = ArnorRohirrim GOOD_RIDER_LARGE_HORDE_SIZE Slots = 10 ; nombre de places dans le bataillon donc tu augmentes selon le nombre d'unités que tu veux (à priori: 12) PassengerFilter = NONE +CAVALRY +RohanBanner 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 = RohanBanner // types of units that are allowed as banner carriers BannerCarrierPosition = UnitType:ArnorRohirrim Pos:X:75.0 Y:0.0 // (DEFAULT) position of banner carrier for archer horde
;----------------------------------------------------------------------------------------------------- ; Ensuite, tu indiques la position (dans le bataillon) des unités que tu viens d'ajouter ;----------------------------------------------------------------------------------------------------- RankInfo = RankNumber:1 UnitType:ArnorRohirrim Position:X:45 Y:0 Position:X:45 Y:20 Position:X:45 Y:-20 Position:X:45 Y:40 Position:X:45 Y:-40 Position:X:45 Y:60 RankInfo = RankNumber:2 UnitType:ArnorRohirrim 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 Position:X:10 Y:60 Leader 1 5
;-----------------------------------------------------------------------------------------------------
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
Voilà. | |
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Fepixx Nouveau
Nombre de messages : 18 Age : 30 Add-On : Oui Date d'inscription : 23/02/2011
| Sujet: Re: Problème ajout d'unité spéciale Arnor Sam 12 Mar - 17:01 | |
| Pour les rôdeurs j'ai fait ça : - Code:
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; Positions for 5 RandomOffset = X:0 Y:-12 RankInfo = RankNumber:1 UnitType:ArnorRanger Position:X:0 Y:12 Position:X:0 Y:-12 Position:X:0 Y:-36 Position:X:0 Y:36 Position:X:0 Y:-60 Position:X:0 Y:60 Position:X:0 Y:-84 RankInfo = RankNumber:2 UnitType:ArnorRanger Position:X:20 Y:12 Position:X:15 Y:-12 Position:X:20 Y:-36 Position:X:20 Y:36 Position:X:20 Y:-60 Position:X:20 Y:60 Position:X:20 Y:-84
; BannerCarrierPosition = UnitType:ArnorRanger Pos:X:30.0 Y:0.0 // (DEFAULT) position of banner carrier // Positions for 5 ; RankInfo = RankNumber:1 UnitType:ArnorRanger Position:X:20 Y:0 Position:X:20 Y:25 Position:X:20 Y:-25 Position:X:20 Y:50 Position:X:20 Y:-50 ; RankInfo = RankNumber:2 UnitType:ArnorRanger Position:X:0 Y:0 Leader 1 0 Position:X:0 Y:25 Leader 1 1 Position:X:0 Y:-25 Leader 1 2 Position:X:0 Y:50 Leader 1 3 Position:X:0 Y:-50 Leader 1 4
Et ça donne la même chose qu'avant sauf que mes deux gugusses sont derrière, il ne sont pas l'un devant l'autre... Pour les rohirrims, j'ai modifié ainsi et ça marche pas: - Spoiler:
Le commandset - Code:
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CommandSet ArnorRohirrimCommandSet 1 = Command_ToggleStance 2 = Command_ToggleRohirrimWeapon 3 = Command_PurchaseUpgradeArnorForgedBlades 4 = Command_PurchaseUpgradeArnorHeavyArmor 5 = Command_PurchaseUpgradeArnorBasicTraining 12 = Command_CaptureBuilding 13 = Command_AttackMove 14 = Command_Stop 16 = Command_SetStanceBattle 17 = Command_SetStanceAggressive 18 = Command_SetStanceHoldGround End
CommandSet ArnorRohirrimHordeBowCommandSet 1 = Command_ToggleStance 2 = Command_ToggleRohirrimWeapon 3 = Command_PurchaseUpgradeArnorFireArrows 4 = Command_PurchaseUpgradeArnorHeavyArmor 5 = Command_PurchaseUpgradeArnorBasicTraining 12 = Command_CaptureBuilding 13 = Command_AttackMove 14 = Command_Stop 16 = Command_SetStanceBattle 17 = Command_SetStanceAggressive 18 = Command_SetStanceHoldGround End
- Code:
-
////////////////////////////////////////////////////////////////////////////////// Object ArnorRohirrimHorde
// This is required for garrisoned objects - please put in all objects. ButtonImage = WOR_Rohirrim SelectPortrait = UPGondor_Rohirrim
Draw = W3DScriptedModelDraw ModuleTag_W3DModelDraw DependencySharedModelFlags = EMOTION_ALERT EMOTION_MORALE_HIGH EMOTION_MORALE_LOW EMOTION_AFRAID EMOTION_COWER SELECTED EMOTION_TERROR EMOTION_CELEBRATING DefaultModelConditionState Model = None //InvisHrdeTmp5x1 End ModelConditionState = HORDE_EMPTY Model = None End ModelConditionState = WORLD_BUILDER Model = HordeMarkRURoh End End Side = Arnor EditorSorting = UNIT EmotionRange = 240 DisplayName = OBJECT:HordeArnorRohirrim DisplayNameStrategic = CONTROLBAR:LW_Unit_ArnorRohirrimHorde DescriptionStrategic = CONTROLBAR:LW_ToolTip_RohanRohirrimHorde WeaponSet Conditions = None Weapon = PRIMARY NormalMeleeHordeRangefinder // Spear End
WeaponSet Conditions = WEAPONSET_TOGGLE_1 Weapon = PRIMARY NormalMissileHordeRangefinder // Bow End
// *** AUDIO Parameters ***// // Note: Don't put voice parameters here -- they will be ignored. Voice play requests // are always passed through to members
BuildCost = ROHAN_ROHIRRIM_BUILDCOST BuildTime = ROHAN_ROHIRRIM_BUILDTIME VisionRange = ROHAN_ROHIRRIM_HORDE_VISION_RANGE ShroudClearingRange = ROHAN_ROHIRRIM_HORDE_SHROUD_RANGE VisionSide = 50% VisionRear = 25% MaxVisionBonusPercent = 300% VisionBonusTestRadius = 200 VisionBonusPercentPerFoot = 1.0% CommandPoints = 80 ; originally 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 = 30% // 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 CommandSet = ArnorRohirrimCommandSet Body = ImmortalBody ModuleTag_ImmortalBody MaxHealth = 1 End ThreatLevel = Rohan_ROHIRRIM_HORDE_THREAT ThreatBreakdown ArnorRohirrimHorde_DetailedThreat AIKindOf = CAVALRY End 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 = ArnorRohirrim GOOD_RIDER_LARGE_HORDE_SIZE Slots = 10 PassengerFilter = NONE +CAVALRY +RohanBanner 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 = RohanBanner // types of units that are allowed as banner carriers BannerCarrierPosition = UnitType:ArnorRohirrim Pos:X:75.0 Y:0.0 // (DEFAULT) position of banner carrier for archer horde RankInfo = RankNumber:1 UnitType:ArnorRohirrim Position:X:45 Y:0 Position:X:45 Y:20 Position:X:45 Y:-20 Position:X:45 Y:40 Position:X:45 Y:-40 RankInfo = RankNumber:2 UnitType:ArnorRohirrim 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 = PhysicsBehavior ModuleTag_PhysicsBehavior GravityMult = 1.0 End Behavior = HordeNotifyTargetsOfImminentProbableCrushingUpdate ModuleTag_NotifyCrushScan ScanWidth = 70.0 ; A little less than the width of the horde (which is 2 * 40 = 80) 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 = CAVALRY_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_MED_HORDE_SPEED End
Behavior = ProductionUpdate ProductionUpdateModuleTag GiveNoXP = Yes End
Behavior = LevelUpUpgrade ModuleTag_BasicTraining TriggeredBy = Upgrade_ArnorBasicTraining LevelsToGain = 1 LevelCap = 2 End Behavior = StatusBitsUpgrade ModuleTag_ProductionLegality TriggeredBy = Upgrade_ArnorForgedBlades End Behavior = StatusBitsUpgrade ModuleTag_ProductionLegality2 TriggeredBy = Upgrade_ArnorHeavyArmor End Behavior = StatusBitsUpgrade ModuleTag_ProductionLegality3 TriggeredBy = Upgrade_RohanHorseShield End
Behavior = StatusBitsUpgrade ModuleTag_ProductionLegality4 TriggeredBy = Upgrade_ArnorFireArrows End
//Toggle CommandSet Based on Weaponset condition flags Behavior = MonitorConditionUpdate ModuleTag_CommandSetSwapper WeaponSetFlags = WEAPONSET_TOGGLE_1 WeaponToggleCommandSet = ArnorRohirrimHordeBowCommandSet End Behavior = PickupStuffUpdate ModuleTag_PickupStuffUpdate SkirmishAIOnly = Yes StuffToPickUp = NONE +CRATE ScanRange = 200 ScanIntervalSeconds = 0.5 End
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Wolf8888 Moddeur confirmé
Nombre de messages : 499 Add-On : Oui
Date d'inscription : 29/07/2010
| Sujet: Re: Problème ajout d'unité spéciale Arnor Lun 14 Mar - 0:24 | |
| Salut, Pour tes Rôdeurs, les coordonnées sont bonnes (pour une formation en ligne), cependant il y a 14 unités. Dans le même module, as tu mis ce nombre à la ligne "Slots = " ? Concernant les Rohirrim, dans ce que tu as posté, tu prends tel que: - le code de l'unité - le code de ta horde (ci dessus) - les 2 commandset (idem) Le tout doit fonctionner parfaitement. (Si tu n'y arrives vraiment pas: dis le moi, je te ferais le code.) | |
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Fepixx Nouveau
Nombre de messages : 18 Age : 30 Add-On : Oui Date d'inscription : 23/02/2011
| Sujet: Re: Problème ajout d'unité spéciale Arnor Lun 14 Mar - 14:45 | |
| Je pédale dans la choucroute là, ou dans la semoule (au choix) alors je veux bien que tu me fasse le code, avec explications (vite fait hein, pas les détails) pour voir où je me suis planté parce que là jme sens vraiment naze | |
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Wolf8888 Moddeur confirmé
Nombre de messages : 499 Add-On : Oui
Date d'inscription : 29/07/2010
| Sujet: Re: Problème ajout d'unité spéciale Arnor Lun 14 Mar - 19:02 | |
| Salut, Pour les Rôdeurs, tu mets ça à la place de ce qui est présent dans ta horde: - Spoiler:
Behavior = HordeContain ModuleTag_HordeContain FrontAngle = 270 FlankedDelay = 2000 ObjectStatusOfContained = InitialPayload = ArnorRanger GOOD_MEN_HORDE_SIZE Slots = 14 PassengerFilter = NONE +INFANTRY ShowPips = No ThisFormationIsTheMainFormation = Yes //Used to determine which armorset to use (and anything else we want!) RandomOffset=X:4 Y:4 MeleeBehavior = Amoeba End // Banner Carrier info BannerCarriersAllowed = ArnorInfantryBanner // types of units that are allowed as banner carriers BannerCarrierPosition = UnitType:ArnorRanger Pos:X:40.0 Y:0.0 ; (DEFAULT) position of banner carrier for archer horde ; Positions for 5 RandomOffset = X:0 Y:-12 RankInfo = RankNumber:1 UnitType:ArnorRanger Position:X:0 Y:12 Position:X:0 Y:-12 Position:X:0 Y:-36 Position:X:0 Y:36 Position:X:0 Y:-60 Position:X:0 Y:60 Position:X:0 Y:-84 RankInfo = RankNumber:2 UnitType:ArnorRanger Position:X:20 Y:12 Position:X:15 Y:-12 Position:X:20 Y:-36 Position:X:20 Y:36 Position:X:20 Y:-60 Position:X:20 Y:60 Position:X:20 Y:-84
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
Concernant les Rohirrim, il n'y a pas grand chose à expliquer car tes codes sont bons. De ce fait, je reprends tes codes, dans lesquels j'ai "corrigé" 2-3 bricoles (que je mets en gras) qui n'empêchaient pas les commandbutton des upgrades de fonctionner. Tu supprimes ce que tu avais fait, puis tu mets dans:- Le code de l'unité: - Spoiler:
;------------------------------------------------------------------------------ ; Rohirrim Object ArnorRohirrim ; *** 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
UpgradeCameo1 = Upgrade_FireArrows SelectPortrait = UPGondor_Rohirrim ButtonImage = WOR_Rohirrim
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 Rohirrim 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 ;;====================== MODELS ================================================================ ;-----Spear----- DefaultModelConditionState Model = RURohrm_SKN End ModelConditionState = SWAPPING_TO_WEAPONSET_1 ; swapping to bow Model = RURohrm_SKN End
;-----Flaming arrows + bow----- ModelConditionState = WEAPONSET_PLAYER_UPGRADE USER_2 SWAPPING_TO_WEAPONSET_2 ; swapping to spear Model = RURhrmArch_SKN WeaponLaunchBone = SECONDARY FIREAROWTIP ParticleSysBone = FireArowTip arrowFire FollowBone:Yes End ModelConditionState = WEAPONSET_PLAYER_UPGRADE USER_2 WEAPONSET_TOGGLE_1 Model = RURhrmArch_SKN WeaponLaunchBone = SECONDARY FIREAROWTIP ParticleSysBone = FireArowTip arrowFire FollowBone:Yes End
;-----Bow----- ModelConditionState = SWAPPING_TO_WEAPONSET_2 ; swapping to spear Model = RURhrmArch_SKN WeaponLaunchBone = SECONDARY FIREAROWTIP End ModelConditionState = WEAPONSET_TOGGLE_1 Model = RURhrmArch_SKN WeaponLaunchBone = SECONDARY FIREAROWTIP End
;;================== ANIMATIONS ================================================================= ;--------------------------------------------- ;-----------------Bow Anims------------------- ;--------------------------------------------- AnimationState = PASSENGER WEAPONSET_TOGGLE_1 Animation = grabbed AnimationName = RURhrmArch_SKL.RURhrmArch_GBDA AnimationMode = LOOP End Flags = RANDOMSTART End ; --- stunned anims AnimationState = FREEFALL WEAPONSET_TOGGLE_1 Animation = free fall AnimationName = RURhrmArch_SKL.RURhrmArch_FLYA AnimationMode = LOOP End Flags = RANDOMSTART End AnimationState = STUNNED_FLAILING WEAPONSET_TOGGLE_1 Animation = JustDie AnimationName = RURhrmArch_SKL.RURhrmArch_FLYC AnimationMode = LOOP End Flags = RANDOMSTART End
AnimationState = DYING BURNINGDEATH Animation AnimationName = RURohrm_SKL.RURohrm_DIEA AnimationMode = ONCE AnimationBlendTime = 10 End End
; This is the no-spawn-horse type of death AnimationState = DYING SPLATTED WEAPONSET_TOGGLE_1 Animation = splatted AnimationName = RURhrmArch_SKL.RURhrmArch_LNDA AnimationMode = ONCE AnimationBlendTime = 2 End FXEvent = Frame:2 Name:FX_SplatDust End
AnimationState = DYING WEAPONSET_TOGGLE_1 Animation = JustDie AnimationName = RURhrmArch_SKL.RURhrmArch_DIEA AnimationMode = ONCE End End AnimationState = STUNNED_STANDING_UP WEAPONSET_TOGGLE_1 Animation = StandUp AnimationName = RURhrmArch_SKL.RURhrmArch_GTPA AnimationMode = ONCE AnimationSpeedFactorRange = 1.5 1.5 End End AnimationState = STUNNED WEAPONSET_TOGGLE_1 Animation = Land AnimationName = RURhrmArch_SKL.RURhrmArch_LNDA AnimationMode = ONCE End End ; Shooting whilst moving - 4 versions, one for each side. ;--------------------------------------------------------------------------------------------------------- AnimationState = FIRING_OR_PREATTACK_B MOVING TURRET_ANGLE_90 WEAPONSET_TOGGLE_1 Animation = MoveAndFireBow AnimationName = RURhrmArch_SKL.RURhrmArch_ATKF AnimationMode = ONCE AnimationBlendTime = 15 End Flags = MAINTAIN_FRAME_ACROSS_STATES FrameForPristineBonePositions = 20 End AnimationState = FIRING_OR_PREATTACK_B MOVING TURRET_ANGLE_180 WEAPONSET_TOGGLE_1 Animation = MoveAndFireBow AnimationName = RURhrmArch_SKL.RURhrmArch_ATKH AnimationMode = ONCE AnimationBlendTime = 15 End Flags = MAINTAIN_FRAME_ACROSS_STATES FrameForPristineBonePositions = 20 End AnimationState = FIRING_OR_PREATTACK_B MOVING TURRET_ANGLE_270 WEAPONSET_TOGGLE_1 Animation = MoveAndFireBow AnimationName = RURhrmArch_SKL.RURhrmArch_ATKJ AnimationMode = ONCE AnimationBlendTime = 15 End Flags = MAINTAIN_FRAME_ACROSS_STATES FrameForPristineBonePositions = 20 End AnimationState = FIRING_OR_PREATTACK_B MOVING WEAPONSET_TOGGLE_1 Animation = MoveAndFireBow AnimationName = RURhrmArch_SKL.RURhrmArch_ATKD AnimationMode = ONCE AnimationBlendTime = 15 End Flags = MAINTAIN_FRAME_ACROSS_STATES FrameForPristineBonePositions = 20 End ;--------------------------------------------------------------------------------------------------------- ;;======= BACKING UP AnimationState = MOVING BACKING_UP WEAPONSET_TOGGLE_1 Animation = BACKING UP AnimationName = RURhrmArch_SKL.RURhrmArch_BAKA AnimationMode = LOOP End End AnimationState = MOVING TURN_LEFT_HIGH_SPEED WEAPONSET_TOGGLE_1 Animation = TurnLeft AnimationName = RURhrmArch_SKL.RURhrmArch_TNL1 AnimationMode = LOOP AnimationBlendTime = 20 End End AnimationState = MOVING TURN_RIGHT_HIGH_SPEED WEAPONSET_TOGGLE_1 Animation = TurnRight AnimationName = RURhrmArch_SKL.RURhrmArch_TNR1 AnimationMode = LOOP AnimationBlendTime = 20 End End AnimationState = MOVING WANDER WEAPONSET_TOGGLE_1 Animation = WLKA AnimationName = RURhrmArch_SKL.RURhrmArch_WLKA AnimationMode = LOOP End End
AnimationState = MOVING TURN_LEFT WEAPONSET_TOGGLE_1 Animation = TurnLeft AnimationName = RURhrmArch_SKL.RURhrmArch_TRNL AnimationMode = LOOP End End
AnimationState = MOVING TURN_RIGHT WEAPONSET_TOGGLE_1 Animation = TurnRight AnimationName = RURhrmArch_SKL.RURhrmArch_TRNR AnimationMode = LOOP End End
AnimationState = MOVING ENGAGED WEAPONSET_TOGGLE_1 Animation = Moving_Engaged AnimationName = RURhrmArch_SKL.RURhrmArch_RUNC AnimationMode = LOOP End Flags = RANDOMSTART End ; AnimationState = MOVING WALKING WEAPONSET_TOGGLE_1 ; Animation = Walk1 ; AnimationName = RURhrmArch_SKL.RURhrmArch_WLKB ; AnimationMode = LOOP ; Distance = 25 ; End ; End AnimationState = MOVING ACCELERATE WEAPONSET_TOGGLE_1 Animation = RunA AnimationName = RURhrmArch_SKL.RURhrmArch_ACCL AnimationMode = LOOP End Flags = RANDOMSTART End AnimationState = DECELERATE WEAPONSET_TOGGLE_1 Animation = RunA AnimationName = RURhrmArch_SKL.RURhrmArch_DECL AnimationMode = LOOP AnimationSpeedFactorRange = 0.55 0.55 End Flags = RANDOMSTART End
AnimationState = MOVING WEAPONSET_TOGGLE_1 Animation = RunA AnimationName = RURhrmArch_SKL.RURhrmArch_RUNA AnimationMode = LOOP Distance = 40 End Flags = RANDOMSTART End
; Shooting with Fire Upgrade - 4 versions, one for each side. ;--------------------------------------------------------------------------------------------------------- AnimationState = FIRING_OR_PREATTACK_B WEAPONSET_PLAYER_UPGRADE USER_2 TURRET_ANGLE_90 WEAPONSET_TOGGLE_1 Animation = AttackA1 AnimationName = RURhrmArch_SKL.RURhrmArch_ATKL AnimationMode = ONCE AnimationBlendTime = 15 End Flags = MAINTAIN_FRAME_ACROSS_STATES FrameForPristineBonePositions = 20 End AnimationState = FIRING_OR_PREATTACK_B WEAPONSET_PLAYER_UPGRADE USER_2 TURRET_ANGLE_180 WEAPONSET_TOGGLE_1 Animation = AttackA1 AnimationName = RURhrmArch_SKL.RURhrmArch_ATKN AnimationMode = ONCE AnimationBlendTime = 15 End Flags = MAINTAIN_FRAME_ACROSS_STATES FrameForPristineBonePositions = 20 End AnimationState = FIRING_OR_PREATTACK_B WEAPONSET_PLAYER_UPGRADE USER_2 TURRET_ANGLE_270 WEAPONSET_TOGGLE_1 Animation = AttackA1 AnimationName = RURhrmArch_SKL.RURhrmArch_ATKP AnimationMode = ONCE AnimationBlendTime = 15 End Flags = MAINTAIN_FRAME_ACROSS_STATES FrameForPristineBonePositions = 20 End AnimationState = FIRING_OR_PREATTACK_B WEAPONSET_PLAYER_UPGRADE USER_2 WEAPONSET_TOGGLE_1 Animation = AttackA1 AnimationName = RURhrmArch_SKL.RURhrmArch_ATKB AnimationMode = ONCE AnimationBlendTime = 15 End Flags = MAINTAIN_FRAME_ACROSS_STATES FrameForPristineBonePositions = 20 End ;---------------------------------------------------------------------------------------------------------
; Shooting - 4 versions, one for each side. ;--------------------------------------------------------------------------------------------------------- AnimationState = FIRING_OR_PREATTACK_B TURRET_ANGLE_90 WEAPONSET_TOGGLE_1 Animation = AttackA1 AnimationName = RURhrmArch_SKL.RURhrmArch_ATKL AnimationMode = ONCE AnimationBlendTime = 15 End Flags = MAINTAIN_FRAME_ACROSS_STATES FrameForPristineBonePositions = 20 End AnimationState = FIRING_OR_PREATTACK_B TURRET_ANGLE_180 WEAPONSET_TOGGLE_1 Animation = AttackA1 AnimationName = RURhrmArch_SKL.RURhrmArch_ATKN AnimationMode = ONCE AnimationBlendTime = 15 End Flags = MAINTAIN_FRAME_ACROSS_STATES FrameForPristineBonePositions = 20 End AnimationState = FIRING_OR_PREATTACK_B TURRET_ANGLE_270 WEAPONSET_TOGGLE_1 Animation = AttackA1 AnimationName = RURhrmArch_SKL.RURhrmArch_ATKP AnimationMode = ONCE AnimationBlendTime = 15 End Flags = MAINTAIN_FRAME_ACROSS_STATES FrameForPristineBonePositions = 20 End AnimationState = FIRING_OR_PREATTACK_B WEAPONSET_TOGGLE_1 Animation = AttackA1 AnimationName = RURhrmArch_SKL.RURhrmArch_ATKB AnimationMode = ONCE AnimationBlendTime = 15 End Flags = MAINTAIN_FRAME_ACROSS_STATES FrameForPristineBonePositions = 20 End ;---------------------------------------------------------------------------------------------------------
AnimationState = BETWEEN_FIRING_SHOTS_B WEAPONSET_TOGGLE_1 Animation = BetweenFiringShots AnimationName = RURhrmArch_SKL.RURhrmArch_IDLA AnimationMode = LOOP AnimationBlendTime = 15 End End
;;--------------------- EMOTIONS ---------------------------------------------------------------------------------- ;;===== TERROR AnimationState = MOVING EMOTION_TERROR EMOTION_LOOK_TO_SKY WEAPONSET_TOGGLE_1 Animation = TerrorFromTheSky AnimationName = RURhrmArch_SKL.RURhrmArch_RUNB AnimationMode = LOOP End End AnimationState = MOVING EMOTION_TERROR WEAPONSET_TOGGLE_1 Animation = TerrorFromTheSky AnimationName = RURhrmArch_SKL.RURhrmArch_RUNB AnimationMode = LOOP End End ;;======= APPREHENSIVE
AnimationState = EMOTION_ALERT EMOTION_AFRAID WEAPONSET_TOGGLE_1 Animation = Apprehensive AnimationName = RURhrmArch_SKL.RURhrmArch_APPA AnimationMode = LOOP ;Change this to ONCE if adding additional anims End End
;;======= AFRAID
AnimationState = EMOTION_AFRAID WEAPONSET_TOGGLE_1 Animation = FERA AnimationName = RURhrmArch_SKL.RURhrmArch_FERA AnimationMode = LOOP End ; Animation = FERB ; AnimationName = RURhrmArch_SKL.RURhrmArch_FERB ; AnimationMode = LOOP ; End End
;;======= CELEBRATING ; This is what happens when Theo gives his rousing speech AnimationState = EMOTION_CELEBRATING WEAPONSET_TOGGLE_1 Animation = CheerA AnimationName = RURhrmArch_SKL.RURhrmArch_CHRA AnimationMode = ONCE End Animation = CheerB AnimationName = RURhrmArch_SKL.RURhrmArch_CHRB AnimationMode = ONCE End Animation = CheerD AnimationName = RURhrmArch_SKL.RURhrmArch_CHRD AnimationMode = ONCE End Animation = Salute AnimationName = RURhrmArch_SKL.RURhrmArch_SLTA AnimationMode = ONCE End Flags = RANDOMSTART RESTART_ANIM_WHEN_COMPLETE End
;;======= TAUNTING AnimationState = EMOTION_TAUNTING WEAPONSET_TOGGLE_1 Animation = Taunting AnimationName = RURhrmArch_SKL.RURhrmArch_TNTA AnimationMode = ONCE End Animation = Taunting2 AnimationName = RURhrmArch_SKL.RURhrmArch_TNTB AnimationMode = ONCE End Flags = RANDOMSTART RESTART_ANIM_WHEN_COMPLETE End
;;======= POINTING AnimationState = EMOTION_POINTING WEAPONSET_TOGGLE_1 Animation = Pointing1 AnimationName = RURhrmArch_SKL.RURhrmArch_PNTA AnimationMode = LOOP End End ;;======== ALERT
AnimationState = EMOTION_ALERT WEAPONSET_TOGGLE_1 Animation = IDLA AnimationName = RURhrmArch_SKL.RURhrmArch_IDLA AnimationMode = LOOP End End
AnimationState = ATTACKING WEAPONSET_TOGGLE_1 Animation = Reloading AnimationName = RURhrmArch_SKL.RURhrmArch_IDLA AnimationMode = LOOP End End
; Swapping to bow ----- AnimationState = SWAPPING_TO_WEAPONSET_1 ; note - needs to go above any WEAPONSET_TOGGLE_1. StateName = State_PuttingSpearAway Animation AnimationName = RURohrm_SKL.RURohrm_WPNB ; putting spear away. AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 0.5 0.7 ; Needs to match one second. End Flags = START_FRAME_LAST End AnimationState = RAISING_FLAG WEAPONSET_TOGGLE_1 Animation = CheerA AnimationName = RURhrmArch_SKL.RURhrmArch_CHRA AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 End Animation = CheerB AnimationName = RURhrmArch_SKL.RURhrmArch_CHRB AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 End Animation = CheerD AnimationName = RURhrmArch_SKL.RURhrmArch_CHRD AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 End Animation = Salute AnimationName = RURhrmArch_SKL.RURhrmArch_SLTA AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 End Flags = RESTART_ANIM_WHEN_COMPLETE End
;;-------------------- SELECTED ---------------------------------------------------------------
AnimationState = SELECTED WEAPONSET_TOGGLE_1 StateName = State_Selected SimilarRestart = Yes Animation = AtAttention AnimationName = RURhrmArch_SKL.RURhrmArch_ATNB AnimationMode = LOOP End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_Idle_to_SelectedWEAPONSET1") elseif Prev == "State_PuttingSpearAway" then CurDrawableSetTransitionAnimState("TRANS_SpearAway_To_SelectedWEAPONSET1") end EndScript End ; Swapping to spear ----- AnimationState = SWAPPING_TO_WEAPONSET_2 StateName = State_PuttingBowAway Animation AnimationName = RURhrmArch_SKL.RURhrmArch_WPNA ; putting bow away. AnimationMode = ONCE AnimationSpeedFactorRange = 0.5 0.6 ; Needs to match one second, approx. End End
; Idle AnimationState = WEAPONSET_TOGGLE_1 StateName = Idle Animation = IDLB AnimationName = RURhrmArch_SKL.RURhrmArch_IDLB AnimationMode = LOOP End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "State_Selected" then CurDrawableSetTransitionAnimState("TRANS_Selected_to_IdleWEAPONSET1") elseif Prev == "State_PuttingSpearAway" then CurDrawableSetTransitionAnimState("TRANS_SpearAway_To_IdleWEAPONSET1") end EndScript End TransitionState = TRANS_Idle_to_SelectedWEAPONSET1 Animation = ATNA AnimationName = RURhrmArch_SKL.RURhrmArch_ATNA AnimationMode = ONCE AnimationSpeedFactorRange = 0.8 1.2 End End TransitionState = TRANS_SpearAway_To_SelectedWEAPONSET1 ; get bow out Animation = ATNA AnimationName = RURhrmArch_SKL.RURhrmArch_WPNA AnimationMode = ONCE_BACKWARDS End Flags = START_FRAME_LAST End TransitionState = TRANS_Selected_to_IdleWEAPONSET1 Animation = ATNC AnimationName = RURhrmArch_SKL.RURhrmArch_ATNA AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 0.8 1.2 End Flags = START_FRAME_LAST End TransitionState = TRANS_SpearAway_To_IdleWEAPONSET1 ; get bow out Animation AnimationName = RURhrmArch_SKL.RURhrmArch_WPNA AnimationMode = ONCE_BACKWARDS End Flags = START_FRAME_LAST End
;--------------------------------------------- ;-----------------Spear Anims----------------- ;--------------------------------------------- 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") elseif Prev == "State_PuttingBowAway" then CurDrawableSetTransitionAnimState("TRANS_BowAway_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
; This is the no-spawn-horse type of death AnimationState = DYING DEATH_1 SPLATTED Animation = splatted AnimationName = RURohrm_SKL.RURohrm_LNDA AnimationMode = ONCE AnimationBlendTime = 2 End FXEvent = Frame:2 Name:FX_SplatDust End
AnimationState = DYING DEATH_1 Animation = JustDie AnimationName = RURohrm_SKL.RURohrm_DIEA AnimationMode = ONCE End End AnimationState = DYING DEATH_2 Animation = FadeOut AnimationName = RURohrm_SKL.RURohrm_IDLB AnimationMode = ONCE 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 = BURNINGDEATH Animation AnimationName = RURohrm_SKL.RURohrm_MFDA AnimationMode = LOOP Distance = 100 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 End Flags = 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") elseif Prev == "State_PuttingBowAway" then CurDrawableSetTransitionAnimState("TRANS_BowAway_To_Selected") end EndScript End TransitionState = TRANS_Idle_to_Selected Animation = ATNA AnimationName = RURohrm_SKL.RURohrm_ATNA AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 End End
TransitionState = TRANS_BowAway_To_Selected Animation AnimationName = RURohrm_SKL.RURohrm_WPNB AnimationMode = ONCE 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 TransitionState = TRANS_BowAway_To_Idle Animation AnimationName = RURohrm_SKL.RURohrm_WPNB AnimationMode = ONCE End End End Draw = W3DScriptedModelDraw DustEffects DefaultModelConditionState Model = None End IdleAnimationState End AnimationState = MOVING WADING ParticleSysBone = None FootstepSlash End AnimationState = MOVING ACCELERATE ParticleSysBone = None GenericSiegeTrailDust End AnimationState = MOVING DECELERATE ParticleSysBone = None GenericSiegeTrailDust End AnimationState = MOVING End End
; NOTE, PLEASE: If you are changing this unit in any way, you should consider changing ; GondorCavalryRiderless in FactionSubObject.ini
#include "..\..\..\includes\StunDrawModuleMedium.inc"
; ***DESIGN parameters *** Side = Men EditorSorting = UNIT ThreatLevel = 2.0 TransportSlotCount = TRANSPORTSLOTCOUNT_UNIT
; Weapon Sets WeaponSet Conditions = -WEAPONSET_TOGGLE_1 Weapon = PRIMARY ArnorRohirrimSpear AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI End
;spear upgrade ;WeaponSet ; Conditions = +PLAYER_UPGRADE -WEAPONSET_TOGGLE_1 ; Weapon = PRIMARY RohanRohirrimSpear ; AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI ;End
; bow WeaponSet Conditions = WEAPONSET_TOGGLE_1 Weapon = SECONDARY ArnorRohirrimBow AutoChooseSources = SECONDARY FROM_PLAYER FROM_SCRIPT FROM_AI End
; bow upgrade ;WeaponSet ; Conditions = PLAYER_UPGRADE WEAPONSET_TOGGLE_1 ; Weapon = SECONDARY RohanRohirrimBow ; AutoChooseSources = SECONDARY FROM_PLAYER FROM_SCRIPT FROM_AI ;End
ArmorSet Conditions = None Armor = RohirrimArmor DamageFX = NormalDamageFX End ArmorSet ;Horse Shield Conditions = PLAYER_UPGRADE Armor = RohirrimShieldArmor ;RohirrimHorseShieldArmor DamageFX = NormalDamageFX End ArmorSet ;Heavy Armor Conditions = PLAYER_UPGRADE_2 Armor = RohirrimHeavyArmor DamageFX = NormalDamageFX End ArmorSet Conditions = PLAYER_UPGRADE_2 PLAYER_UPGRADE Armor = RohirrimShieldHeavyArmor ;RohirrimHorseShieldAndHeavyArmor DamageFX = NormalDamageFX End BountyValue = ROHAN_ROHIRRIM_BOUNTY_VALUE VisionRange = ROHAN_ROHIRRIM_VISION_RANGE VisionSide = 35% VisionRear = 25% MaxVisionBonusPercent = 300% VisionBonusTestRadius = 200 VisionBonusPercentPerFoot = 2.0% ShroudClearingRange = SHROUD_CLEAR_STANDARD
DisplayName = OBJECT:RohanRohirrim CrushableLevel = 3 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CrusherLevel = 1 CrushWeapon = RohirrimCrush MinCrushVelocityPercent = 40 ; Has to be moving at at least 35% of full speed. CrushDecelerationPercent = 20 ; Lose 20 percent of max velocity when crushing. CrushKnockback = 40; CrushZFactor = 1.0; CommandSet = RohanRohirrimCommandSet CommandPoints = 8 ; originally 6
; *** AUDIO Parameters ***;
;VoiceAmbushed = RohirrimVoiceAmbushed (not recorded) VoiceAttack = RohirrimVoiceAttack VoiceAttackCharge = RohirrimVoiceAttackCharge VoiceAttackStructure = RohirrimVoiceAttack ;RohirrimVoiceAttackBuilding not recorded VoiceAttackMachine = RohirrimVoiceAttack ;RohirrimVoiceAttackBuilding not recorded VoiceCreated = RohirrimVoiceSalute VoiceFullyCreated = RohirrimVoiceSalute VoiceMove = RohirrimVoiceMove VoiceMoveToCamp = RohirrimVoiceMoveCamp VoiceMoveWhileAttacking = RohirrimVoiceDisengage VoicePriority = 53 VoiceRetreatToCastle = RohirrimVoiceRetreat VoiceSelect = RohirrimVoiceSelectMS VoiceSelectBattle = RohirrimVoiceSelectBattle VoiceGuard = RohirrimVoiceMove
SoundCrushing = RohirrimCrushing ;Sound made when crushing another unit underhoof SoundImpact = ImpactHorse SoundMoveStart = GondorHorseMoveStart VoiceEnterStateAttack = RohirrimVoiceEnterStateAttack VoiceEnterStateAttackCharge = RohirrimVoiceEnterStateAttackCharge VoiceEnterStateAttackStructure = RohirrimVoiceEnterStateAttack ;RohirrimVoiceAttackBuilding not recorded VoiceEnterStateAttackMachine = RohirrimVoiceEnterStateAttack ;RohirrimVoiceAttackBuilding not recorded VoiceEnterStateMove = RohirrimVoiceEnterStateMove VoiceEnterStateMoveToCamp = RohirrimVoiceEnterStateMoveCamp VoiceEnterStateMoveWhileAttacking = RohirrimVoiceEnterStateDisengage VoiceEnterStateRetreatToCastle = RohirrimVoiceEnterStateRetreat UnitSpecificSounds VoiceEnterUnitElvenTransportShip = RohirrimVoiceMove VoiceInitiateCaptureBuilding = RohirrimVoiceMove End CrowdResponseKey = GoodMen
#include "..\..\..\Includes\StandardUnitEvaEvents.inc"
ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_foo ModelCondition = Required:RAISING_FLAG Excluded:DYING ENGAGED Sound:EmotionMenGoodCompilationBFME1and2VoxTauntSinglesLoop End
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior MaxUpdateRangeCap = 800 AnimationSound = Sound: HorseMoveFootstepsLoose Animation: RURohrm_SKL.RURohrm_ACCL Frames: 8 30 AnimationSound = Sound: HorseMoveFootstepsLoose Animation: RURohrm_SKL.RURohrm_RUNA Frames: 0 AnimationSound = Sound: HorseMoveFootstepsLoose Animation: RURohrm_SKL.RURohrm_RUNB Frames: 0 AnimationSound = Sound: HorseMoveFootstepsLoose Animation: RURohrm_SKL.RURohrm_RUNC Frames: 0 AnimationSound = Sound: HorseMoveFootstepsLoose Animation: RURohrm_SKL.RURohrm_TNL1 Frames: 0 AnimationSound = Sound: HorseMoveFootstepsLoose Animation: RURohrm_SKL.RURohrm_TNR1 Frames: 0 AnimationSound = Sound: HorseMoveFootstepsLoose Animation: RURohrm_SKL.RURohrm_TRNL Frames: 0 AnimationSound = Sound: HorseMoveFootstepsLoose Animation: RURohrm_SKL.RURohrm_TRNR Frames: 0 AnimationSound = Sound: HorseWhinny Animation: RURohrm_SKL.RURohrm_CHRB Frames: 8 AnimationSound = Sound: HorseWhinny Animation: RURohrm_SKL.RURohrm_CHRC Frames: 15 AnimationSound = Sound: HorseWhinny Animation: RURohrm_SKL.RURohrm_DIEA Frames: 0 ;AnimationSound = Sound: HorseWhinny Animation: RURohrm_SKL.RURohrm_DIEB Frames: 0 AnimationSound = Sound: BodyFallGeneric1 Animation: RURohrm_SKL.RURohrm_DIEA Frames: 10 46 ;AnimationSound = Sound: BodyFallGeneric1 Animation: RURohrm_SKL.RURohrm_DIEB Frames: 11 AnimationSound = Sound: BodyFallGeneric1 Animation: RURohrm_SKL.RURohrm_LNDA Frames: 3 11 ;AnimationSound = Sound: TauntHitShieldPitchShifted Animation: RURohrm_SKL.RURohrm_TNTB Frames: 12 29 ;need means for filtering for upgraded horse shields! End
; *** ENGINEERING Parameters *** RadarPriority = UNIT ThingClass = CAVALRY_UNIT KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS CAVALRY SCORE GRAB_AND_DROP Body = ActiveBody ModuleTag_02 CheerRadius = EMOTION_CHEER_RADIUS ; MaxHealth = ROHAN_ROHIRRIM_HEALTH ;ROHAN_ROHIRRIM_ARCHER_HEALTH MaxHealthDamaged = ROHAN_ROHIRRIM_HEALTH_DAMAGED ;ROHAN_ROHIRRIM_ARCHER_HEALTH_DAMAGED BurningDeathBehavior = Yes BurningDeathFX = FX_CavalryBurningFlame End #include "..\..\..\includes\CaptureBuilding.inc" Behavior = AIUpdateInterface ModuleTag_03 AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS AILuaEventsList = RohirrimFunctions AttackPriority = AttackPriority_Cavalry Turret TurretTurnRate = 360 ; turn rate, in degrees per sec ControlledWeaponSlots = SECONDARY End BurningDeathTime = BURNINGDEATH_DURATION_CAVALRY End LocomotorSet Locomotor = NormalHorseHordeMemberLocomotor Condition = SET_NORMAL Speed = NORMAL_MOUNTED_MED_MEMBER_SPEED End
LocomotorSet Locomotor = NormalHorseHordeMemberLocomotor Condition = SET_COMBO Speed = NORMAL_FOOT_FAST_MEMBER_SPEED End
LocomotorSet Locomotor = BurningDeathLocomotorCavalry Condition = SET_BURNINGDEATH Speed = BURNINGDEATH_WANDERSPEED_CAVALRY End
Behavior = PhysicsBehavior ModuleTag_04 GravityMult = 1.0 ShockStandingTime = 2533 ;msec End Behavior = SquishCollide ModuleTag_06 ;nothing End ; RohanRohirrim Behavior = HordeMemberCollide ModuleTag_HMC ;nothing End
Behavior = SlowDeathBehavior ModuleTag_08 DeathTypes = ALL -FADED SinkDelay = 3000 SinkRate = 1.0 ; in Dist/Sec DestructionDelay = 15000 ;ProbabilityModifier = 33 DeathFlags = DEATH_1 ; Tell model which death animation to play. Sets BOTH model condition and object status bits. Sound = INITIAL RohirrimVoiceDie End Behavior = SlowDeathBehavior ModuleTag_FadeDeath DeathTypes = NONE +FADED FadeDelay = 0 FadeTime = 4000 DestructionDelay = 4000 DeathFlags = DEATH_2 FX = INITIAL FX_RohirrimAlliesUnsummon End
; Tie into LargeGroupAudio system Behavior = LargeGroupAudioUpdate ModuleTag_LGAU Key = Humanoid_Male Man Man_Male Unit Cavalry Rohirrim_Lancer End ;//--------------------UPGRADES--------------------------------------------- ;//------Heavy Armor------ Behavior = SubObjectsUpgrade Armor_Upgrade TriggeredBy = Upgrade_ArnorHeavyArmor ShowSubObjects = SHIELD UpgradeTexture = RURohrm01.tga 0 RURohrm01HA.tga UpgradeTexture = RURohrm02.tga 0 RURohrm02HA.tga UpgradeTexture = RURohrm03.tga 0 RURohrm03HA.tga UpgradeTexture = RURohrm04.tga 0 RURohrm04HA.tga UpgradeTexture = RUHorse01.tga 0 RUHorse01HA.tga UpgradeTexture = RUHorse02.tga 0 RUHorse02HA.tga UpgradeTexture = RUHorse03.tga 0 RUHorse03HA.tga UpgradeTexture = RUHorse04.tga 0 RUHorse04HA.tga
RecolorHouse = Yes ExcludeSubobjects = Forged_Blade End
Behavior = ArmorUpgrade ArmorUpgradeModuleTag TriggeredBy = Upgrade_ArnorHeavyArmor ArmorSetFlag = PLAYER_UPGRADE_2 End ;//------Fire Arrows------ Behavior = SubObjectsUpgrade FireArrows_Upgrade TriggeredBy = Upgrade_ArnorFireArrows ShowSubObjects = FireArowTip ; arrownock End Behavior = WeaponSetUpgrade ModuleTag_FireArrows TriggeredBy = Upgrade_ArnorFireArrows RequiresAllTriggers = Yes CustomAnimAndDuration = AnimState:USER_2 AnimTime:0 TriggerTime:0 ;set flag forever End ;//------Horse Shields------ Behavior = SubObjectsUpgrade Shield_Upgrade TriggeredBy = Upgrade_RohanHorseShield ShowSubObjects = SHIELD RecolorHouse = Yes ExcludeSubobjects = Forged_Blade End Behavior = ArmorUpgrade ModuleTagHorseShield TriggeredBy = Upgrade_RohanHorseShield ArmorSetFlag = PLAYER_UPGRADE End ;//------Forged Blades------ Behavior = SubObjectsUpgrade ForgedBlades_Upgrade TriggeredBy = Upgrade_ArnorForgedBlades ShowSubObjects = Forged_Blade End ; Just a dummy upgrade module to allow this unit to be upgraded. Behavior = StatusBitsUpgrade ModuleTag_ForgedBlades TriggeredBy = Upgrade_ArnorForgedBlades End Geometry = CYLINDER GeometryMajorRadius = 8 GeometryMinorRadius = 8 GeometryHeight = 20.0 GeometryIsSmall = No Shadow = SHADOW_DECAL ShadowSizeX = 30; ShadowSizeY = 21; ShadowTexture = ShadowI;
End
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Wolf8888 Moddeur confirmé
Nombre de messages : 499 Add-On : Oui
Date d'inscription : 29/07/2010
| Sujet: Re: Problème ajout d'unité spéciale Arnor Lun 14 Mar - 19:02 | |
| - Le code de la horde: - Spoiler:
Object ArnorRohirrimHorde
// This is required for garrisoned objects - please put in all objects. ButtonImage = WOR_Rohirrim SelectPortrait = UPGondor_Rohirrim
Draw = W3DScriptedModelDraw ModuleTag_W3DModelDraw DependencySharedModelFlags = EMOTION_ALERT EMOTION_MORALE_HIGH EMOTION_MORALE_LOW EMOTION_AFRAID EMOTION_COWER SELECTED EMOTION_TERROR EMOTION_CELEBRATING DefaultModelConditionState Model = None //InvisHrdeTmp5x1 End ModelConditionState = HORDE_EMPTY Model = None End ModelConditionState = WORLD_BUILDER Model = HordeMarkRURoh End End Side = Arnor EditorSorting = UNIT EmotionRange = 240 DisplayName = OBJECT:HordeArnorRohirrim DisplayNameStrategic = CONTROLBAR:LW_Unit_ArnorRohirrimHorde DescriptionStrategic = CONTROLBAR:LW_ToolTip_RohanRohirrimHorde WeaponSet Conditions = None Weapon = PRIMARY NormalMeleeHordeRangefinder // Spear End
WeaponSet Conditions = WEAPONSET_TOGGLE_1 Weapon = PRIMARY NormalMissileHordeRangefinder // Bow End
// *** AUDIO Parameters ***// // Note: Don't put voice parameters here -- they will be ignored. Voice play requests // are always passed through to members
BuildCost = ROHAN_ROHIRRIM_BUILDCOST BuildTime = ROHAN_ROHIRRIM_BUILDTIME VisionRange = ROHAN_ROHIRRIM_HORDE_VISION_RANGE ShroudClearingRange = ROHAN_ROHIRRIM_HORDE_SHROUD_RANGE VisionSide = 50% VisionRear = 25% MaxVisionBonusPercent = 300% VisionBonusTestRadius = 200 VisionBonusPercentPerFoot = 1.0% CommandPoints = 80 ; originally 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 = 30% // 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 CommandSet = ArnorRohirrimCommandSet Body = ImmortalBody ModuleTag_ImmortalBody MaxHealth = 1 End ThreatLevel = Rohan_ROHIRRIM_HORDE_THREAT ThreatBreakdown ArnorRohirrimHorde_DetailedThreat AIKindOf = CAVALRY End 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 = ArnorRohirrim GOOD_RIDER_LARGE_HORDE_SIZE Slots = 10 PassengerFilter = NONE +CAVALRY +RohanBanner 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 = RohanBanner // types of units that are allowed as banner carriers BannerCarrierPosition = UnitType:RohanRohirrim Pos:X:75.0 Y:0.0 // (DEFAULT) position of banner carrier for archer horde RankInfo = RankNumber:1 UnitType:ArnorRohirrim Position:X:45 Y:0 Position:X:45 Y:20 Position:X:45 Y:-20 Position:X:45 Y:40 Position:X:45 Y:-40 RankInfo = RankNumber:2 UnitType:ArnorRohirrim 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 = PhysicsBehavior ModuleTag_PhysicsBehavior GravityMult = 1.0 End Behavior = HordeNotifyTargetsOfImminentProbableCrushingUpdate ModuleTag_NotifyCrushScan ScanWidth = 70.0 ; A little less than the width of the horde (which is 2 * 40 = 80) 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 = CAVALRY_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_MED_HORDE_SPEED End
Behavior = ProductionUpdate ProductionUpdateModuleTag GiveNoXP = Yes End
Behavior = LevelUpUpgrade ModuleTag_BasicTraining TriggeredBy = Upgrade_ArnorBasicTraining LevelsToGain = 1 LevelCap = 2 End Behavior = StatusBitsUpgrade ModuleTag_ProductionLegality TriggeredBy = Upgrade_ArnorForgedBlades End Behavior = StatusBitsUpgrade ModuleTag_ProductionLegality2 TriggeredBy = Upgrade_ArnorHeavyArmor End Behavior = StatusBitsUpgrade ModuleTag_ProductionLegality3 TriggeredBy = Upgrade_RohanHorseShield End
Behavior = StatusBitsUpgrade ModuleTag_ProductionLegality4 TriggeredBy = Upgrade_ArnorFireArrows End
//Toggle CommandSet Based on Weaponset condition flags Behavior = MonitorConditionUpdate ModuleTag_CommandSetSwapper WeaponSetFlags = WEAPONSET_TOGGLE_1 WeaponToggleCommandSet = ArnorRohirrimHordeBowCommandSet End Behavior = PickupStuffUpdate ModuleTag_PickupStuffUpdate SkirmishAIOnly = Yes StuffToPickUp = NONE +CRATE ScanRange = 200 ScanIntervalSeconds = 0.5 End End
- Commandset.ini: - Spoiler:
CommandSet ArnorRohirrimCommandSet 1 = Command_ToggleStance 2 = Command_ToggleRohirrimWeapon 3 = Command_PurchaseUpgradeArnorForgedBlades 4 = Command_PurchaseUpgradeArnorHeavyArmor 5 = Command_PurchaseUpgradeArnorBasicTraining 12 = Command_CaptureBuilding 13 = Command_AttackMove 14 = Command_Stop 16 = Command_SetStanceBattle 17 = Command_SetStanceAggressive 18 = Command_SetStanceHoldGround End
CommandSet ArnorRohirrimHordeBowCommandSet 1 = Command_ToggleStance 2 = Command_ToggleRohirrimWeapon 3 = Command_PurchaseUpgradeArnorFireArrows 4 = Command_PurchaseUpgradeArnorHeavyArmor 5 = Command_PurchaseUpgradeArnorBasicTraining 12 = Command_CaptureBuilding 13 = Command_AttackMove 14 = Command_Stop 16 = Command_SetStanceBattle 17 = Command_SetStanceAggressive 18 = Command_SetStanceHoldGround End
- Weapon.ini: - Spoiler:
;------------------------------------------------------------------------------ Weapon ArnorRohirrimSpear ; BALANCE Rohirrim Weapon LeechRangeWeapon = Yes AttackRange = STANDARD_MELEE_ATTACK_RANGE MeleeWeapon = Yes FireFX = FX_GondorSwordHit FireFlankFX = FX_Flanking DelayBetweenShots = ROHAN_ROHIRRIM_DELAYBETWEENSHOTS ; time between shots, msec PreAttackDelay = ROHAN_ROHIRRIM_PREATTACKDELAY ; 400 is sword swing delay time before contact with target. PreAttackType = PER_SHOT ; Do the delay each time we attack a new target FiringDuration = ROHAN_ROHIRRIM_FIRINGDURATION ; Duration of the sword swing
DamageNugget ; A basic Nugget that just does damage Damage = ROHAN_ROHIRRIM_SWORD_DAMAGE Radius = 0.0 DelayTime = 0 DamageType = CAVALRY DamageFXType = SWORD_SLASH DeathType = NORMAL ForbiddenUpgradeNames = Upgrade_ArnorForgedBlades ;Upgrade_RohanForgedBladesForRohirrim FlankingBonus = 50% End
DamageNugget Damage = ROHAN_ROHIRRIM_SWORD_DAMAGE_FORGED_UPGRADE Radius = 0.0 DelayTime = 0 DamageType = CAVALRY DamageFXType = SWORD_SLASH DeathType = NORMAL RequiredUpgradeNames = Upgrade_ArnorForgedBlades ;Upgrade_RohanForgedBladesForRohirrim FlankingBonus = 50% End
End
;------------------------------------------------------------------------------ Weapon ArnorRohirrimBow ; BALANCE Archer Weapon AttackRange = ROHAN_HORSEBOW_RANGE RangeBonusMinHeight = 10 RangeBonus = 1 RangeBonusPerFoot = #MULTIPLY( ROHAN_HORSEBOW_RANGE .01 ) WeaponSpeed = 321 ; dist/sec MinWeaponSpeed = 241 MaxWeaponSpeed = 481 ; dist/sec Upper limit on scaling, when attacking past nominal "max" range FireFX = FX_RohanArcherBowWeapon ScaleWeaponSpeed = Yes ; Used for lob weapons, scales speed proportional to range HitPercentage = 100 ;When this weapon is used it will hit exactly 50% of the time. ScatterRadius = 16.0 ;When this weapon misses it can randomly miss by as much as this distance. PreAttackDelay = 700 PreAttackType = PER_SHOT ; Do the delay each time we attack a new target PreAttackRandomAmount = 200 FiringDuration = 1500 ; Duration of the archer firing shot is 1000ms. RequireFollowThru = Yes
ClipSize = 1 AutoReloadsClip = Yes ClipReloadTime = 1500
IsAimingWeapon = Yes AntiAirborneVehicle = Yes AntiAirborneMonster = Yes
; CanFireWhileMoving = Yes ; CanFireWhileCharging = Yes
CanBeDodged = Yes ; Will check for a DodgePercent on the target to have a second chance at failing HitPercent
HitPassengerPercentage = 20%
ProjectileNugget ; Default arrow ProjectileTemplateName = GoodFactionArrow WarheadTemplateName = RohirrimBowWarhead ForbiddenUpgradeNames = Upgrade_ArnorFireArrows End
ProjectileNugget ; Fire arrow available through fire upgrade ProjectileTemplateName = GoodFactionFireArrow WarheadTemplateName = RohirrimBowFireWarhead RequiredUpgradeNames = Upgrade_ArnorFireArrows End End
Commandbutton.ini: (bien sûr, tu le mets dans le commandset de ton bâtiment) - Spoiler:
CommandButton Command_ConstructRohanRohirrimHordeArnor Command = UNIT_BUILD Object = ArnorRohirrimHorde Options = CANCELABLE TextLabel = CONTROLBAR:ConstructRohanRohirrimHorde ButtonImage = BGStables_Rohirrim ButtonBorderType = BUILD DescriptLabel = CONTROLBAR:ToolTipBuildRohanRohirrimHorde Radial = Yes InPalantir = Yes ShowProductionCount = Yes End
- Pour que l'amélioration "porte étendard" joue son rôle, dans experiencelevels.ini, tu ajoutes à la liste de la ligne #define GOOD_CAVALRY => ArnorRohirrim ArnorRohirrimHorde Donc si tu regardes, j'ai pas corrigé grand chose: - le weapon pour pouvoir mettre l'upgrade d'arnor sans affecter les Rohirrim du Gondor (sans cette upgrade, tes Rohirrim auraient eu les effets sur les armes, mais la puissance d'attaque n'aurait pas augmenté), - le porte étendard dans la horde ( "ArnorRohirrim" n'existe pas, on peut ajouter ce type de bannière mais comme ce serait le modèle d'origine, autant laisser "RohanRohirrim"). | |
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Fepixx Nouveau
Nombre de messages : 18 Age : 30 Add-On : Oui Date d'inscription : 23/02/2011
| Sujet: Re: Problème ajout d'unité spéciale Arnor Lun 14 Mar - 19:52 | |
| Une image parle mieux que des mots. Soit je suis nul soit tu t'es planté quelque part. (je penche pour la première option ) | |
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Wolf8888 Moddeur confirmé
Nombre de messages : 499 Add-On : Oui
Date d'inscription : 29/07/2010
| Sujet: Re: Problème ajout d'unité spéciale Arnor Lun 14 Mar - 20:17 | |
| Il doit manquer un "End" quelque part dans arnorhordes.ini (ça peut arriver d'en supprimer lorsqu'on fait un copier/coller ). Normalement, ça ne vient pas de la horde Rohirrim. Pour le vérifier, tu sélectionnes tout le code "ArnorRohirrimHorde", tu le coupes, tu le colles à la suite du code de l'unité "ArnorRohirrim" et tu lances le jeu. | |
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Fepixx Nouveau
Nombre de messages : 18 Age : 30 Add-On : Oui Date d'inscription : 23/02/2011
| Sujet: Re: Problème ajout d'unité spéciale Arnor Lun 14 Mar - 20:29 | |
| Encore, mais dans l'unit vu que je l'ai déplacé. | |
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Wolf8888 Moddeur confirmé
Nombre de messages : 499 Add-On : Oui
Date d'inscription : 29/07/2010
| Sujet: Re: Problème ajout d'unité spéciale Arnor Lun 14 Mar - 21:15 | |
| Alors ça vient bien de la horde. Pourtant, j'ai testé et ça fonctionne chez moi. Ce qui est d'autant plus bizarre, c'est que c'est toi qui a fait ce code à la base... Une fois, j'ai fait un code pour un membre du forum, et ce dernier fonctionnait chez moi mais pas chez lui (c'était l'arbre elfique). En se basant sur le mien, il a fait exactement la même chose de son côté et le code a fonctionné. Ça reste sans explication, mais de part cette expérience, je pense que tu dois faire toi même le code de la horde. Je sais, c'est chiant mais ça va vite: - copie de RohanRohirrimHorde - changement des upgrades, des commandset, et du type d'unité dans les rangs. | |
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| Sujet: Re: Problème ajout d'unité spéciale Arnor | |
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| Problème ajout d'unité spéciale Arnor | |
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