| Commentaires & Questions sur Akatsuki's Heroes Mod! | |
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ModdingMaster Maître de Modding, Créateur de Mods
Nombre de messages : 2024 Date d'inscription : 26/07/2010
| Sujet: Re: Commentaires & Questions sur Akatsuki's Heroes Mod! Sam 12 Mar - 22:29 | |
| @Wolf8888 - Citation :
- Quoi ?
Euuuhhhhh, ah, des "modifiers Worldbuilder"!! C'est-à-dire que on pourrait exécuter un pouvoir qui ferait modifier l'avantage du terrain. J'avais cette idée quand je voulais créer le Chibaku Tenseï de Pein, une animation de rochers qui proviennent du sol et qui s'assemble en hauteur (Z : 30 suffira je pense), tout en mettant un "bones" pour l'effet de fumée FX (je remercie encore juhlenedni pour son tuto de boolean), mais en creusant la terre sous forme de demi-sphère pour monter l'exécution du pouvoir et son terrain modifé. Sinon, j'avais comme idée aussi de créer le repère d'Orochimaru (Village d'Oto), qui demande malheureusement de la profondeur (Z : -5 maximum), afin de rendre plus réel l'animation de sortie des troupes et des héros . Mais je pense que cela ne soit possible, des "modifiers WB" sont malheureusement pas facile a créer, et si on tentait (ce qui serait un avantage pour les joueurs), cela provoquerait surement un Game.dat C++ Runtime au lancement du jeu . | |
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Wolf8888 Moddeur confirmé
Nombre de messages : 499 Add-On : Oui
Date d'inscription : 29/07/2010
| Sujet: Re: Commentaires & Questions sur Akatsuki's Heroes Mod! Lun 14 Mar - 0:37 | |
| C'est original tout ça... Vas tu essayer de le faire ? | |
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ModdingMaster Maître de Modding, Créateur de Mods
Nombre de messages : 2024 Age : 29 Location : Rennes Add-On : Oui Date d'inscription : 26/07/2010
| Sujet: Re: Commentaires & Questions sur Akatsuki's Heroes Mod! Lun 14 Mar - 1:10 | |
| Qui ne tente rien à rien, mais si c'est pour foutre son jeu ou son Worldbuilder en l'air, autant ne pas essayer . Et puis de toutes façon, je n'ai pas travaillé chez EA pour savoir manier le WB.exe, le WBDCMD, et le Mss32.dll. Je crois que c'est le genre d'opération qui demandera de l'ajout de code dans l'INI . que je ne saurai pas maîtriser bien-sur. | |
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Wolf8888 Moddeur confirmé
Nombre de messages : 499 Add-On : Oui
Date d'inscription : 29/07/2010
| Sujet: Re: Commentaires & Questions sur Akatsuki's Heroes Mod! Lun 14 Mar - 19:16 | |
| Salut, - Citation :
- Qui ne tente rien à rien, mais si c'est pour foutre son jeu ou son Worldbuilder en l'air, autant ne pas essayer
Tu aurais toujours la possibilité de faire une petite réinstallation. Sinon, faire sortir des rochers, c'est pas un problème, mais creuser le sol, ça c'est autre chose. | |
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ModdingMaster Maître de Modding, Créateur de Mods
Nombre de messages : 2024 Age : 29 Location : Rennes Add-On : Oui Date d'inscription : 26/07/2010
| Sujet: Re: Commentaires & Questions sur Akatsuki's Heroes Mod! Lun 14 Mar - 22:33 | |
| salut, - Citation :
- faire sortir des rochers
Ouai, ça demandera un peux de modélisation et de texturage, je sais faire maintenant <ICI> - Citation :
- creuser le sol
Ahhhh, dsl j'ai pas de tuto encore, je vous informe dès que j'ai des pistes c'est une autre histoire ça | |
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Wolf8888 Moddeur confirmé
Nombre de messages : 499 Add-On : Oui
Date d'inscription : 29/07/2010
| Sujet: Re: Commentaires & Questions sur Akatsuki's Heroes Mod! Lun 14 Mar - 23:43 | |
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ModdingMaster Maître de Modding, Créateur de Mods
Nombre de messages : 2024 Age : 29 Location : Rennes Add-On : Oui Date d'inscription : 26/07/2010
| Sujet: Re: Commentaires & Questions sur Akatsuki's Heroes Mod! Mar 15 Mar - 0:15 | |
| - Citation :
- Bonne chance
Ouai merci, mais t'es toujours le bienvenue pour de l'aide, ça peux te concerner toi aussi Ah quand j'y pense faut que je trouve photoshop CS3 c'est vraiA+ | |
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Wolf8888 Moddeur confirmé
Nombre de messages : 499 Add-On : Oui
Date d'inscription : 29/07/2010
| Sujet: Re: Commentaires & Questions sur Akatsuki's Heroes Mod! Mar 15 Mar - 20:26 | |
| - Citation :
- t'es toujours le bienvenue pour de l'aide
Si je peux, ça sera avec plaisir. | |
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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: Commentaires & Questions sur Akatsuki's Heroes Mod! Lun 18 Avr - 13:02 | |
| Salut, tu pourrais décrire l'effet des pouvoir stp ? car c'est cool d'avoir le nom et l'image, mais on aimerais bien savoir ce qu'il font ces fameux pouvoirs | |
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ModdingMaster Maître de Modding, Créateur de Mods
Nombre de messages : 2024 Age : 29 Location : Rennes Add-On : Oui Date d'inscription : 26/07/2010
| Sujet: Re: Commentaires & Questions sur Akatsuki's Heroes Mod! Lun 18 Avr - 18:48 | |
| Slt, okok, d'accord je mettrais les différentes désignations de pouvoirs avec leurs niveaux respectifs en fin de tuto , euh, sinon, je sais pas si tu peux le faire, mais une fois que j'aurais fini mes rajouts, pourras-tu verrouiller le sujet de façon à ce que personne n'ailles poster des trucs pour ceux qui respecteraient pas le non-flood? Mais seulement dès que j'aurais fini les descriptifs? Merci. | |
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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: Commentaires & Questions sur Akatsuki's Heroes Mod! Lun 18 Avr - 19:55 | |
| Ok merci.
Tu peux m'envoyer un MP si tu veux que je vérrouille/dévérouille un sujet, j'essayerai de faire le plus vite possible | |
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Wolf8888 Moddeur confirmé
Nombre de messages : 499 Add-On : Oui
Date d'inscription : 29/07/2010
| Sujet: Re: Commentaires & Questions sur Akatsuki's Heroes Mod! Lun 18 Avr - 20:22 | |
| Salut, Certains pouvoirs ont l'air sympa. Si tu trouves le temps, tu pourras poster quelque screenshot (ou une video) des plus originaux ? | |
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ModdingMaster Maître de Modding, Créateur de Mods
Nombre de messages : 2024 Age : 29 Location : Rennes Add-On : Oui Date d'inscription : 26/07/2010
| Sujet: Re: Commentaires & Questions sur Akatsuki's Heroes Mod! Lun 18 Avr - 21:57 | |
| Ah ah lol , il n'y a que les images des personnages de faites pour le moments xd, il me reste les tâches très difficiles, les modèles et les textures, et viendra la touche finale, les fichiers "*.ini" des héros, mais que lorsque les héros seront achevés sachant qu'en plus la version de mon 3DS Max et de mon Photoshop CS5 sont arrivés à terme d'expiration, ça va être dur ah!Sinon, bah les pouvoirs sont répétiteurs, invocations, charismes, effets FX, rien de très spécial xd lol. Mais je ne manquerais pas de vous mettre des captures d'écran . Cela étant, ça risque d'être long si je créer pas mes modèles (2 semaines à fond dedans). | |
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Wolf8888 Moddeur confirmé
Nombre de messages : 499 Add-On : Oui
Date d'inscription : 29/07/2010
| Sujet: Re: Commentaires & Questions sur Akatsuki's Heroes Mod! Mer 20 Avr - 19:18 | |
| - Citation :
- il n'y a que les images des personnages de faites pour le moments
Ah ok, tu en es vraiment au commencement du commencement. - Citation :
- sachant qu'en plus la version de mon 3DS Max et de mon Photoshop CS5 sont arrivés à terme d'expiration
Tes versions d'essai sont encore installées ? - Citation :
- Sinon, bah les pouvoirs sont répétiteurs, invocations, charismes, effets FX, rien de très spécial xd lol
C'est ça qui est intéressant. | |
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ModdingMaster Maître de Modding, Créateur de Mods
Nombre de messages : 2024 Age : 29 Location : Rennes Add-On : Oui Date d'inscription : 26/07/2010
| Sujet: Re: Commentaires & Questions sur Akatsuki's Heroes Mod! Mer 20 Avr - 20:43 | |
| - Citation :
- Ah ok, tu en es vraiment au commencement du commencement.
Ouai, j'avais fais anciennement deux personnages, mais en Hard Modding sur des reprises de Langue de Serpent de BFME II ^^ - Citation :
- Tes versions d'essai sont encore installées ?
Bah PS CS5 est mort hier, sinon 3DS Max ça fait un peu moins d'une semaine qu'il est HS. Mais je pense les réinstaller si je peux pour obtenir encore 30 jours et ça ainsi de suite (sachant que je Mod maintenant seulement que durant les périodes de vacances donc ça suffira semaines -> 30 jours). - Citation :
- C'est ça qui est intéressant.
Ouai encore pour les effets les couleurs et les ordonnaces sont simpa (cdd a mis une vidéo très bien faite sur youtube en montrant un bien réalisé), et puis au niveau des invocations, je varie ensuite suivant les FX (mainteant que je maitrise les FX des bones ^^), même si il me reste encore des trucs à apprendre sur les codes à inscrire au héros durant une animation où j'ai encore un peux de mal. | |
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Wolf8888 Moddeur confirmé
Nombre de messages : 499 Add-On : Oui
Date d'inscription : 29/07/2010
| Sujet: Re: Commentaires & Questions sur Akatsuki's Heroes Mod! Jeu 21 Avr - 22:15 | |
| - Citation :
- Ouai, j'avais fais anciennement deux personnages, mais en Hard Modding sur des reprises de Langue de Serpent de BFME II ^^
Et tu ne les as pas gardé... - Citation :
- cdd a mis une vidéo très bien faite sur youtube en montrant un bien réalisé
Je crois connaître... Cdd sait parfois être généreux... - Citation :
- et puis au niveau des invocations, je varie ensuite suivant les FX (mainteant que je maitrise les FX des bones ^^), même si il me reste encore des trucs à apprendre sur les codes à inscrire au héros durant une animation où j'ai encore un peux de mal
Si tu as besoin d'aide... | |
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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: Commentaires & Questions sur Akatsuki's Heroes Mod! Jeu 21 Avr - 22:51 | |
| Si ca t'interesse je peux te donner les codes de mon héro (en map.ini mais c'est facile de les retranscrire dans l'ini.big ), c'est un bon exemple pour la création de pouvoir, j'ai bien organisé le tout pour séparer ce qui est utile pour chaque pouvoir et j'ai bien séparé les modules, les animations aussi sont bien séparé. | |
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ModdingMaster Maître de Modding, Créateur de Mods
Nombre de messages : 2024 Age : 29 Location : Rennes Add-On : Oui Date d'inscription : 26/07/2010
| Sujet: Re: Commentaires & Questions sur Akatsuki's Heroes Mod! Jeu 21 Avr - 23:11 | |
| @Wolf8888 J'ai surement gardé mes anciens personnages, j'ai fais tellement de copies que je ne sait plus trop où elles sont , mais le problème, c'est que ça faisait moche, le modèle ne ressemblait pas du tout aux personnages fictifs, les textures encore moins xd (je les faisaient avec MSPaint mdr). @cdd59554 Oui ça m'intéresse (tout ce qui peux être avantageux l'est xd), ça peux être simpa, un coup de pouce dans la création des pouvoirs, ça réduira mon léger taux d'erreur de pouvoirs . En tout cas merci. | |
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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: Commentaires & Questions sur Akatsuki's Heroes Mod! Ven 22 Avr - 20:03 | |
| La plupart des trucs utiles aux pouvoirs : - Code:
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; héro de l'ouest ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; Eruption Solaire ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
ModifierList TrollPierre Category = WEAPON Modifier = ARMOR 10000% Modifier = SPEED 0% Modifier = RESIST_KNOCKBACK 100% Duration = 20000 ClearModelCondition = MOVING ModelCondition = STONED End
ModifierList AspireFacilement Category = WEAPON Modifier = RESIST_KNOCKBACK -10000% Duration = 2000 End
FXParticleSystem ParticuleFumeeAspiration System Priority = VERY_LOW_OR_ABOVE Shader = ALPHA ParticleName = EXsnowcloud02.tga Lifetime = 50 50 SystemLifetime = 4 Size = 2 2 BurstCount = 6 6 BurstDelay = 2 2 InitialDelay = 0 0 End Color = DefaultColor Color1 = R:150 G:150 B:150 0 End Alpha = DefaultAlpha Alpha1 = 0.2 0.3 0 Alpha2 = -2 0 100 End Update = DefaultUpdate SizeRate = 2 15 SizeRateDamping = 0.8 0.8 AngleZ = 0 7 AngularRateZ = -0.1 -0.1 AngularDamping = 0.92 0.94 ; Rotation = ROTATE_V AngularDampingXY = 1 1 End Physics = DefaultPhysics VelocityDamping = 1.05 1.05 End EmissionVelocity = OutwardEmissionVelocity Speed = -1 -1 End EmissionVolume = CylinderEmissionVolume IsHollow = Yes Radius = 200 RadiusRate = -1 End Draw = DefaultDraw End End
FXParticleSystem ParticulePointsAspiration System Priority = HIGH_OR_ABOVE ParticleName = EXLnzFlar2.tga Lifetime = 200 200 SystemLifetime = 5 SortLevel = 1 Size = 3 3;5 5 BurstDelay = 1 1 BurstCount = 3 3 IsParticleUpTowardsEmitter = Yes End Color = DefaultColor Color2 = R:136 G:172 B:255 5 End Update = DefaultUpdate SizeRateDamping = 1 1 AngularDamping = 1 1 AngularDampingXY = 1 1 End Physics = DefaultPhysics VelocityDamping = 0.992 0.992 End EmissionVelocity = OutwardEmissionVelocity Speed = -2 -2 End EmissionVolume = CylinderEmissionVolume IsHollow = Yes Radius = 200 Length = 3 End Draw = DefaultDraw End End
FXList FX_Aspiration ParticleSystem Name = ParticuleFumeeAspiration Offset = X:0.0 Y:0.0 Z:10.0 End ParticleSystem Name = ParticulePointsAspiration Offset = X:0.0 Y:0.0 Z:8.0 End End
FXParticleSystem ParticuleMontantes2 System Priority = HIGH_OR_ABOVE ParticleName = EXEmbersLight.tga Lifetime = 30 30 SortLevel = 1 Size = 25 35 BurstDelay = 1 1 BurstCount = 1 1 IsEmitAboveGroundOnly = Yes End Color = DefaultColor Color2 = R:150 G:200 B:250 5 Color3 = R:0 G:0 B:0 10 End Alpha = DefaultAlpha Alpha2 = 0.25 0.5 20 Alpha3 = -0.25 0 150 End Update = DefaultUpdate SizeRateDamping = 0.85 0.9 AngleZ = -15 15 AngularRateZ = -0.1 0.1 AngularDamping = 1 1 AngularDampingXY = 1 1 End Physics = DefaultPhysics VelocityDamping = 0.7 0.8 DriftVelocity = X:0 Y:0 Z:0.2 End EmissionVelocity = OrthoEmissionVelocity Z = 3 3 End EmissionVolume = PointEmissionVolume End Draw = DefaultDraw End End
FXParticleSystem ParticuleMontantes1 System Priority = ALWAYS_RENDER ParticleName = EXLeadershipReceive.tga PerParticleAttachedSystem = ParticuleMontantes2 Lifetime = 60 60 SystemLifetime = 600 SortLevel = 2 Size = 50 50 BurstDelay = 1 1 BurstCount = 2 4 InitialDelay = 200 200 IsEmitAboveGroundOnly = Yes End Color = DefaultColor Color2 = R:100 G:200 B:250 20;R:13 G:6 B:2 20 End Alpha = DefaultAlpha Alpha2 = 0.25 0.5 20 Alpha3 = -0.25 0 150 End Update = DefaultUpdate SizeRate = -10 -5 SizeRateDamping = 0.85 0.9 AngleZ = -15 15 AngularRateZ = -0.1 0.1 AngularDamping = 1 1 AngularDampingXY = 1 1 End Physics = DefaultPhysics VelocityDamping = 0.9 0.9 DriftVelocity = X:0 Y:0 Z:3 End EmissionVelocity = OutwardEmissionVelocity End EmissionVolume = CylinderEmissionVolume IsHollow = Yes Radius = 35 End Draw = DefaultDraw End End
FXParticleSystem ParticuleLumiere1 System Priority = ALWAYS_RENDER ParticleName = EXLnzFlar1.tga Lifetime = 85 85 SystemLifetime = 1000 SortLevel = 1 Size = 1 1 BurstDelay = 1000 1000 BurstCount = 3 3 InitialDelay = 190 190 End Color = DefaultColor Color2 = R:136 G:172 B:255 5 End Update = DefaultUpdate SizeRate = 0.7 0.7 SizeRateDamping = 1.01 1.01 AngleZ = -15 15 AngularRateZ = -0.1 0.1 AngularDamping = 1 1 AngularDampingXY = 1 1 End Physics = DefaultPhysics End EmissionVelocity = OrthoEmissionVelocity End EmissionVolume = CylinderEmissionVolume Offset = X:0 Y:0 Z:9 End Draw = DefaultDraw End End
FXParticleSystem ParticuleLumiere2 System Priority = ALWAYS_RENDER ParticleName = EXLnzFlar1.tga Lifetime = 50 50 SystemLifetime = 1000 SortLevel = 1 Size = 90 90 BurstDelay = 1000 1000 BurstCount = 3 3 InitialDelay = 270 270 End Color = DefaultColor Color2 = R:136 G:172 B:255 5 End Update = DefaultUpdate SizeRate = 1 1 SizeRateDamping = 0.1 0.1 AngleZ = -15 15 AngularRateZ = -0.1 0.1 AngularDamping = 1 1 AngularDampingXY = 1 1 End Physics = DefaultPhysics End EmissionVelocity = OutwardEmissionVelocity End EmissionVolume = CylinderEmissionVolume Offset = X:0 Y:0 Z:9 End Draw = DefaultDraw End End
FXParticleSystem ParticuleLumiereSol1 System Priority = ALWAYS_RENDER ParticleName = EXLnzFlar1.tga Lifetime = 85 85 SystemLifetime = 1000 SortLevel = 1 Size = 1 1 BurstDelay = 1000 1000 BurstCount = 1 1 InitialDelay = 190 190 IsGroundAligned = Yes End Color = DefaultColor Color2 = R:136 G:172 B:255 5 End Update = DefaultUpdate SizeRate = 0.7 0.7 SizeRateDamping = 1.01 1.01 AngleZ = -15 15 AngularRateZ = -0.1 0.1 AngularDamping = 1 1 AngularDampingXY = 1 1 End Physics = DefaultPhysics End EmissionVelocity = OutwardEmissionVelocity End EmissionVolume = CylinderEmissionVolume Offset = X:0 Y:0 Z:1 End Draw = DefaultDraw End End
FXParticleSystem ParticuleLumiereSol2 System Priority = ALWAYS_RENDER ParticleName = EXLnzFlar1.tga Lifetime = 50 50 SystemLifetime = 400 SortLevel = 1 Size = 90 90 BurstDelay = 1000 1000 BurstCount = 1 1 InitialDelay = 270 270 IsGroundAligned = Yes End Color = DefaultColor Color2 = R:136 G:172 B:255 5 End Update = DefaultUpdate SizeRate = 1 1 SizeRateDamping = 0.1 0.1 AngleZ = -15 15 AngularRateZ = -0.1 0.1 AngularDamping = 1 1 AngularDampingXY = 1 1 End Physics = DefaultPhysics End EmissionVelocity = OutwardEmissionVelocity End EmissionVolume = CylinderEmissionVolume Offset = X:0 Y:0 Z:1 End Draw = DefaultDraw End End
FXParticleSystem ParticuleEffetSol1 System Priority = ALWAYS_RENDER ParticleName = EXblast.tga Lifetime = 30 30 SystemLifetime = 600 SortLevel = 1 Size = 100 100 BurstDelay = 5 9 BurstCount = 1 2 InitialDelay = 200 200 IsGroundAligned = Yes End Color = DefaultColor Color2 = R:5 G:5 B:7 5 End Update = DefaultUpdate SizeRate = 0.7 0.7 SizeRateDamping = 1.01 1.01 AngleZ = -15 15 AngularRateZ = -0.1 0.1 AngularDamping = 1 1 AngularDampingXY = 1 1 End Physics = DefaultPhysics End EmissionVelocity = OutwardEmissionVelocity End EmissionVolume = CylinderEmissionVolume Offset = X:0 Y:0 Z:1 End Draw = DefaultDraw End End
Weapon WeaponAspiration RadiusDamageAffects = ENEMIES NEUTRALS ALLIES NOT_SIMILAR FireFX = FX_Aspiration DelayBetweenShots = 70 MetaImpactNugget InvertShockWave = Yes HeroResist = 1 ShockWaveAmount = 10 ShockWaveArc = 360 ShockWaveRadius = 200 ShockWaveTaperOff = 0.01 ShockWaveZMult = 0.001 ShockWaveSpeed = 1000.0 AffectHordes = Yes CyclonicFactor = 0.5 ; SpecialObjectFilter = CHILL_WIND_TYPE_SPELL_OBJECT_FILTER End AttributeModifierNugget AttributeModifier = AspireFacilement Radius = 200 SpecialObjectFilter = ALL -TROLL End End
FXParticleSystem OndeDeChocEruption System Priority = ALWAYS_RENDER ParticleName = EXRing01.tga Lifetime = 50 50 SystemLifetime = 5 SortLevel = 1 Size = 1 1 BurstCount = 1 1 IsGroundAligned = Yes End Color = DefaultColor Color1 = R:160 G:220 B:255 0 Color2 = R:0 G:0 B:0 40 ColorScale = -40 40 End Update = DefaultUpdate SizeRate = 40 40 SizeRateDamping = 1 1 AngleZ = -1 1 AngularDamping = 1 1 AngularDampingXY = 1 1 End Physics = DefaultPhysics VelocityDamping = 0.8 0.8 End EmissionVelocity = OutwardEmissionVelocity End EmissionVolume = PointEmissionVolume End Draw = DefaultDraw End End
FXParticleSystem OndeDeChocEruptionPoussiere System Priority = VERY_LOW_OR_ABOVE Shader = ALPHA ParticleName = EXsnowcloud02.tga Lifetime = 100 100 SystemLifetime = 5 Size = 1 2 BurstCount = 40 50 InitialDelay = 2 2 End Color = DefaultColor Color1 = R:255 G:255 B:255 0 End Alpha = DefaultAlpha Alpha1 = 0.2 0.3 0 Alpha2 = -2 0 100 End Update = DefaultUpdate SizeRate = 2 15 SizeRateDamping = 0.8 0.8 AngleZ = 0 7 AngularRateZ = -0.1 -0.1 AngularDamping = 0.92 0.94 Rotation = ROTATE_V AngularDampingXY = 1 1 End Physics = DefaultPhysics VelocityDamping = 0.92 0.94 DriftVelocity = X:0 Y:0 Z:0.1 End EmissionVelocity = OutwardEmissionVelocity Speed = 13 20 End EmissionVolume = CylinderEmissionVolume Radius = 12 End Draw = DefaultDraw End End
FXList FX_EruptionSolaire ParticleSystem Name = OndeDeChocEruption Offset = X:0.0 Y:0.0 Z:5.0 End ParticleSystem Name = OndeDeChocEruptionPoussiere Offset = X:0.0 Y:0.0 Z:0.0 End Sound Name = GandalfBlastWeapon End Sound Name = BalrogSummonPart2 End CameraShakerVolume Radius = 700 Duration_Seconds = 0.5 Amplitude_Degrees = 20 End End
Weapon WeaponEruptionSolaire FireFX = FX_EruptionSolaire RadiusDamageAffects = ENEMIES NEUTRALS ALLIES NOT_SIMILAR
AttributeModifierNugget AttributeModifier = TrollPierre Radius = 150 SpecialObjectFilter = NONE +TROLL -HERO End DamageNugget ; A basic Nugget that just does damage Damage = 1000 Radius = 200.0 DamageType = MAGIC DamageFXType = MAGIC DeathType = EXPLODED DamageSpeed = 1000.0 End
MetaImpactNugget ; A Nugget that throws things back with force
ShockWaveAmount = 75.0 ShockWaveRadius = 400.0 ShockWaveTaperOff = 1.0 ShockWaveZMult = 1.000 ShockWaveSpeed = 1000.0 End
DamageNugget Damage = 7000 Radius = 100 DelayTime = 0 DamageType = FLAME DamageFXType = ELECTRIC DeathType = BURNED End End
Object Aspirateur AddModule Draw = W3DScriptedModelDraw ModuleTag_Draw DefaultModelConditionState Model = NONE ParticleSysBone = None ParticuleMontantes1 ParticleSysBone = None ParticuleLumiere1 ParticleSysBone = None ParticuleLumiere2 ParticleSysBone = None ParticuleLumiereSol1 ParticleSysBone = None ParticuleLumiereSol2 ParticleSysBone = None ParticuleEffetSol1 End End End
KindOf = IMMOBILE UNATTACKABLE INERT SCARY AddModule Body = ActiveBody ModuleTag_01 MaxHealth = 99999.0 End End
AddModule Behavior = LifetimeUpdate ModuleTag_02 MinLifetime = 9500 MaxLifetime = 9500 End End
AddModule Behavior = FireWeaponUpdate ModuleWeapon01 FireWeaponNugget WeaponName = WeaponAspiration FireDelay = 0 OneShot = No End End End End
FXParticleSystem ParticuleRayonSolaireMortel System Priority = ALWAYS_RENDER Shader = W3D_EMISSIVE Type = DRAWABLE ParticleName = ExRays.w3d Lifetime = 20 20 SystemLifetime = 3500 SortLevel = 1 Size = 1 1 BurstDelay = 600 600 BurstCount = 2 2 InitialDelay = 312 312 End Color = DefaultColor Color1 = R:150 G:220 B:250 1 End Alpha = DefaultAlpha Alpha2 = 1 1 1 End Update = RenderObjectUpdate StartSizeX = 1 1 StartSizeY = 1 1 StartSizeZ = 1 1 AngleZ = 0 7 AngularRateZ = -0.025 0.025 AngularDamping = 1 1 Rotation = ROTATE_Z End Physics = DefaultPhysics End EmissionVelocity = OutwardEmissionVelocity End EmissionVolume = LineEmissionVolume End Draw = RenderObjectDraw End End
Object EruptionSolaire AddModule Draw = W3DScriptedModelDraw ModuleTag_Draw DefaultModelConditionState Model = NONE ParticleSysBone = None ParticuleRayonSolaireMortel End End End
KindOf = IMMOBILE UNATTACKABLE INERT SCARY AddModule Body = ActiveBody ModuleTag_01 MaxHealth = 99999.0 End End
AddModule Behavior = LifetimeUpdate ModuleTag_02 MinLifetime = 15000 MaxLifetime = 15000 End End
AddModule Behavior = FireWeaponUpdate ModuleWeapon03 FireWeaponNugget WeaponName = WeaponEruptionSolaire FireDelay = 10000 OneShot = Yes End End End
End
FXList FX_EruptionSolaireInvoc CameraShakerVolume Radius = 700 Duration_Seconds = 9.0 Amplitude_Degrees = 1.0 End End
ObjectCreationList OCL_EruptionSolaire CreateObject ObjectNames = Aspirateur Count = 1 End CreateObject ObjectNames = EruptionSolaire Count = 1 End End
SpecialPower SpecialAbilityEruptionSolaire Enum = SPECIAL_GENERAL_TARGETLESS RadiusCursorRadius = 200 ReloadTime = 1000 Flags = LIMIT_DISTANCE MaxCastRange = 350 InitiateAtLocationSound = SpellSunflareMS End
CommandButton Command_CreateAHero_Starlight Command = SPECIAL_POWER SpecialPower = SpecialAbilityEruptionSolaire Options = NEED_TARGET_POS TextLabel = CONTROLBAR:CAH_Starlight RadiusCursorType = SunflareRadiusCursor DescriptLabel = CONTROLBAR:ToolTipCAH_Starlight ButtonImage = HSGlorfindelStarlight InPalantir = No Radial = Yes AutoAbility = No UnitSpecificSound = CaH_Starlight End
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; carte ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
FXList FX_Carte
End
Object Carte EditorSorting = SYSTEM KindOf = NO_COLLIDE IMMOBILE UNATTACKABLE IGNORE_FOR_VICTORY IGNORE_FOR_EVA_SPEECH_POSITION MOVE_ONLY ThreatLevel = 0 VisionRange = 10000 AddModule Body = ActiveBody ModuleTag_01 MaxHealth = 100000 InitialHealth = 100000 End End AddModule Behavior = LifetimeUpdate ModuleTag_LifetimeUpdate MinLifetime = 10000 MaxLifetime = 10000 End End End
ObjectCreationList OCL_Carte CreateObject ObjectNames = Carte Count = 1 End End
MappedImage BGFortress_UseIvoryTower ; LWPRohan Texture = BuildingRadialButtons_008.tga TextureWidth = 256 TextureHeight = 256 Coords = Left:0 Top:0 Right:220 Bottom:220 Status = NONE End
SpecialPower SpecialAbilityCarte Enum = SPECIAL_GENERAL_TARGETLESS ReloadTime = 10000 End
CommandButton Command_SpecialAbilityIvoryTowerVision Command = SPECIAL_POWER SpecialPower = SpecialAbilityCarte Options = OK_FOR_MULTI_EXECUTE ButtonImage = BGFortress_UseIvoryTower TextLabel = CONTROLBAR:IvoryTowerVision DescriptLabel = CONTROLBAR:TooltipIvoryTowerVision RadiusCursorType = PalantirVisionRadiusCursor Radial = Yes InPalantir = No End
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; Energie Désespoir (last Stand) ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
FXParticleSystem ParticuleLastStand1 System Priority = ALWAYS_RENDER ParticleName = EXBlast4.tga Lifetime = 15 15 SystemLifetime = 900 SortLevel = 1 Size = 15 20 BurstCount = 1 1 End Color = DefaultColor Color2 = R:0 G:3 B:10 0 Color3 = R:0 G:0 B:0 15 Color4 = R:32 G:32 B:32 0 End Update = DefaultUpdate SizeRate = 1 1 SizeRateDamping = 1 1 AngleZ = 0 7 AngularRateZ = -0.1 0.1 AngularDamping = 1 1 AngularDampingXY = 1 1 End Physics = DefaultPhysics Gravity = -0.01 VelocityDamping = 1 1 End EmissionVelocity = OutwardEmissionVelocity Speed = 0 0.7 End EmissionVolume = CylinderEmissionVolume Radius = 3 Offset = X:1 Y:0 Z:17 End Draw = DefaultDraw End End
FXList FX_LastStand ParticleSystem Name = ParticuleLastStand1 AttachToObject = Yes End End
ModifierList BonusLastStand Category = SPELL FX = FX_LastStand Modifier = ARMOR 200% Modifier = DAMAGE_MULT 150% Modifier = SPEED 170% ModelCondition = USER_9 Duration = 30000 End
MappedImage HSEowynDisguise ; HICAHCaptainGondor_res Texture = HICAHCaptainGondor_res.tga TextureWidth = 64 TextureHeight = 64 Coords = Left:0 Top:0 Right:63 Bottom:63 Status = NONE End
SpecialPower SpecialAbilityLastStand Enum = SPECIAL_GENERAL_TARGETLESS ReloadTime = 10000 End
CommandButton Command_Disguise Command = SPECIAL_POWER SpecialPower = SpecialAbilityLastStand TextLabel = CONTROLBAR:Disguise ButtonImage = HSEowynDisguise DescriptLabel = CONTROLBAR:ToolTipDisguise InPalantir = No Radial = Yes ; EnableOnModelCondition = REALLYDAMAGED DisableOnModelCondition = WEAPONLOCK_SECONDARY WEAPONSET_HERO_MODE USER_10 USER_7 End
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; Force De Numenor ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
FXList FX_AttaqueNumenor End
Weapon WeaponNumenor RadiusDamageAffects = ENEMIES ALLIES NEUTRALS LeechRangeWeapon = Yes CanFireWhileMoving = No AttackRange = 15.0 MeleeWeapon = Yes WeaponSpeed = 799999.2 FireFX = FX_AttaqueNumenor DelayBetweenShots = 100 PreAttackDelay = 433 FiringDuration = 600 DamageDealtAtSelfPosition = Yes
DamageNugget ; A basic Nugget that just does damage Damage = 500 Radius = 30.0 DamageArc = 75 DelayTime = 0 DamageType = HERO DamageFXType = ELECTRIC DeathType = BURNED CylinderAOE = Yes DamageMaxHeight = 20 End
DamageNugget ; A basic Nugget that just does damage Damage = 500 Radius = 30.0 DamageArc = 75 DelayTime = 0 DamageType = MAGIC DamageFXType = FLAME DeathType = BURNED CylinderAOE = Yes DamageMaxHeight = 20 End
MetaImpactNugget ShockWaveAmount = 10;70 ShockWaveRadius = 30 ShockWaveArc = 75 ShockWaveTaperOff = 1.0 ShockWaveSpeed = 0.0 ShockWaveZMult = 1.6 End
End
FXParticleSystem ParticuleEpeeNumenor System Priority = VERY_LOW_OR_ABOVE ParticleName = EXexplo01.tga Lifetime = 10 10 SystemLifetime = 625 Size = 1 1 StartSizeRate = -0.2 -0.2 BurstDelay = 1 1 BurstCount = 2 2 End Color = DefaultColor Color1 = R:70 G:100 B:230 0 Color2 = R:0 G:0 B:0 10 End Update = DefaultUpdate SizeRate = 5 10 SizeRateDamping = 0.8 0.7 AngleZ = -3 3 AngularDamping = 1 1 AngularDampingXY = 1 1 End Physics = DefaultPhysics Gravity = 0.08 VelocityDamping = 0.8 0.85 End EmissionVelocity = OutwardEmissionVelocity End EmissionVolume = LineEmissionVolume EndPoint = X:0 Y:0 Z:9 End Draw = DefaultDraw End End
ModifierList BonusNumenor Category = WEAPON Modifier = ARMOR 100% Modifier = SPEED 130% Duration = 20000 End
SpecialPower SpecialAbilityForceDeNumenor Enum = SPECIAL_GENERAL_TARGETLESS ReloadTime = 20000 End
CommandButton Command_SpecialAbilityGlorfindelBladeOfPurity Command = SPECIAL_POWER SpecialPower = SpecialAbilityForceDeNumenor TextLabel = CONTROLBAR:GlorfindelBladeOfPurity DescriptLabel = CONTROLBAR:ToolTipGlorfindelBladeOfPurity ButtonImage = HSGlorfindelBladeofPurity InPalantir = No Radial = Yes AutoAbility = No UnitSpecificSound = GlorfindelBladeOfPurityMS End
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; Attaque Paralysante ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
FXParticleSystem ParticuleAttaqueParalysante01 System Priority = ALWAYS_RENDER Shader = W3D_EMISSIVE Type = DRAWABLE ParticleName = EXMorgulBlade.w3d Lifetime = 1000 1000 SystemLifetime = 1 SortLevel = 1 Size = 0.1 0.1 BurstCount = 1 1 End Color = DefaultColor Color1 = R:20 G:50 B:0 0 End Alpha = DefaultAlpha Alpha2 = 1 1 5 Alpha3 = 0 0 30 End Update = RenderObjectUpdate StartSizeX = 1 1 StartSizeY = 1 1 StartSizeZ = 1 1 SizeDampingX = 1 1 SizeDampingY = 1 1 SizeDampingZ = 1 1 AngleZ = 0 7 AngularDamping = 1 1 Rotation = ROTATE_Z End Physics = DefaultPhysics VelocityDamping = 1 1 End EmissionVelocity = OrthoEmissionVelocity End EmissionVolume = CylinderEmissionVolume End Draw = RenderObjectDraw End End
FXParticleSystem ParticuleAttaqueParalysante02 System Priority = ALWAYS_RENDER ParticleName = EXBarbStreaks.tga Lifetime = 5 5 SystemLifetime = 625 SortLevel = 1 Size = 25 25 BurstCount = 1 1 End Color = DefaultColor Color2 = R:210 G:50 B:40 5 Color3 = R:0 G:0 B:0 10 End Alpha = DefaultAlpha End Update = DefaultUpdate SizeRate = 5 5 SizeRateDamping = 1 1 AngleZ = -6 6 AngularDamping = 1 1 AngularDampingXY = 1 1 End Physics = DefaultPhysics Gravity = -0.01 VelocityDamping = 1 1 End EmissionVelocity = OutwardEmissionVelocity Speed = 0 0.7 End EmissionVolume = LineEmissionVolume StartPoint = X:0 Y:0 Z:25 EndPoint = X:0 Y:0 Z:5 End Draw = DefaultDraw End End
FXParticleSystem ParticuleAttaqueParalysante03 System Priority = ALWAYS_RENDER ParticleName = EXMultiDot.tga Lifetime = 20 20 SystemLifetime = 625 SortLevel = 1 Size = 30 30 BurstCount = 1 5 End Color = DefaultColor Color2 = R:250 G:50 B:50 30 Color3 = R:0 G:0 B:0 60 ColorScale = 0 1 End Update = DefaultUpdate SizeRateDamping = 1 1 AngleZ = -7 7 AngularRateZ = -0.05 0.05 Rotation = ROTATE_Y AngleXY = 45 45 AngularDamping = 1 1 AngularDampingXY = 1 1 End Physics = DefaultPhysics VelocityDamping = 0.95 1 End EmissionVelocity = OrthoEmissionVelocity Z = 0.1 0.5 End EmissionVolume = LineEmissionVolume EndPoint = X:0 Y:0 Z:12 End Draw = DefaultDraw End End
FXParticleSystem ParticuleAttaqueParalysante04 System Priority = ALWAYS_RENDER ParticleName = EXcross02.tga Lifetime = 20 20 SystemLifetime = 625 SortLevel = 1 Size = 0.4 0.4 BurstCount = 10 10 End Color = DefaultColor Color2 = R:250 G:50 B:50 30 Color3 = R:0 G:0 B:0 60 End Update = DefaultUpdate SizeRate = 0.5 0.5 SizeRateDamping = 1 1 AngleZ = 0 0 AngularDamping = 1 1 AngularDampingXY = 1 1 End Physics = DefaultPhysics VelocityDamping = 1 1 End EmissionVelocity = OrthoEmissionVelocity X = 0 0 Y = 0 0 Z = -0.5 0 End EmissionVolume = CylinderEmissionVolume Radius = 15 Length = 15 IsHollow = Yes Offset = X:0 Y:0 Z:5 End Draw = DefaultDraw End End
FXList FX_Paralyse20Secondes ; BuffNugget ; BuffType = Dominate ; BuffInfantryTemplate = CripplingStrikeBuff ; BuffCavalryTemplate = CripplingStrikeBuff ; BuffTrollTemplate = CripplingStrikeBuff ; BuffOrcTemplate = CripplingStrikeBuff ; IsComplexBuff = No ; BuffLifeTime = 20000 ; End ParticleSystem Name = ParticuleAttaqueParalysante04 Offset = X:0.0 Y:0.0 Z:0.5 End Sound Name = LurtzCrippleEffect End End
ModifierList Paralyse20Secondes Category = WEAPON Modifier = SPEED 0% Duration = 20000 ClearModelCondition = MOVING FX = FX_Paralyse20Secondes End
FXList FX_AttaqueParalysante1 End
Weapon WeaponAttaqueParalysante LeechRangeWeapon = Yes CanFireWhileMoving = No AttackRange = 30.0 MeleeWeapon = Yes WeaponSpeed = 799999.2 FireFX = FX_AttaqueParalysante1 DelayBetweenShots = 100 ; time between shots, msec PreAttackDelay = 433 ; 433 is natural time of the stabbing animation. FiringDuration = 600 ; min 600 for anim
DamageNugget Damage = 500 Radius = 0.0 DelayTime = 0 DamageType = HERO DamageFXType = MAGIC DeathType = NORMAL End
AttributeModifierNugget AttributeModifier = Paralyse20Secondes DamageFXType = SWORD_SLASH SpecialObjectFilter = NONE +HERO End
End
SpecialPower SpecialAbilityAttaqueParalysante Enum = SPECIAL_AT_VISIBLE_GROUNDED_OBJECT ReloadTime = 1000 ObjectFilter = ANY +HERO End
CommandButton Command_CreateAHero_HotW_CrippleStrikeMelee_Level1 Command = SPECIAL_POWER SpecialPower = SpecialAbilityAttaqueParalysante Options = NEED_TARGET_ENEMY_OBJECT TextLabel = CONTROLBAR:SpecialAbilityHotWCrippleStrikeMelee_Level1 CursorName = EvilAbilityObj InvalidCursorName = GenericInvalid ButtonImage = HSCrippleStrikeMelee DescriptLabel = CONTROLBAR:ToolTipSpecialAbilityHotWCrippleStrikeMelee_Level1 InPalantir = No Radial = Yes End
;;;;;;;;;;;;;;;;;;;;;;;;;;;; epée enflammée ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
FXParticleSystem ParticuleEpeeFeu System Priority = VERY_LOW_OR_ABOVE ParticleName = EXexplo01.tga Lifetime = 10 10 SystemLifetime = 625 Size = 1 1 StartSizeRate = -0.2 -0.2 BurstDelay = 1 1 BurstCount = 2 2 End Color = DefaultColor Color1 = R:250 G:200 B:100 0 Color2 = R:0 G:0 B:0 10 End Update = DefaultUpdate SizeRate = 5 10 SizeRateDamping = 0.8 0.7 AngleZ = -3 3 AngularDamping = 1 1 AngularDampingXY = 1 1 End Physics = DefaultPhysics Gravity = 0.08 VelocityDamping = 0.8 0.85 End EmissionVelocity = OutwardEmissionVelocity End EmissionVolume = LineEmissionVolume EndPoint = X:0 Y:0 Z:9 End Draw = DefaultDraw End End
ModifierList BonusEpeeEnflamee1 Category = WEAPON Duration = 20000 End
ModifierList EnFeu Category = DEBUFF Duration = 10000 Modifier = ARMOR -25% Modifier = SPEED 130% FX = FX_UnitBurningFlame End
Weapon EpeeHommeEnflammee LeechRangeWeapon = Yes AttackRange = STANDARD_MELEE_ATTACK_RANGE MeleeWeapon = Yes DelayBetweenShots = BOROMIR_DELAYBETWEENSHOTS ; time between shots, msec PreAttackDelay = BOROMIR_PREATTACKDELAY PreAttackType = PER_SHOT ; Do the delay each time we attack a new target FireFX = FX_GondorSwordHit FiringDuration = BOROMIR_FIRINGDURATION
DamageNugget Damage = 300 Radius = 0.0 DelayTime = 0 DamageType = HERO DamageFXType = FLAME DeathType = BURNED End
DamageNugget Damage = 200 Radius = 10.0 DelayTime = 0 DamageType = FLAME DamageFXType = FLAME DeathType = BURNED End
DOTNugget Damage = 50 AcceptDamageAdd = No Radius = 0.0 DelayTime = 0 DamageType = FLAME DamageFXType = FLAME DeathType = BURNED DamageInterval = 500 DamageDuration = 10000 SpecialObjectFilter = ANY +INFANTRY +CAVALRY +MONSTER +MACHINE End
AttributeModifierNugget AttributeModifier = EnFeu DamageFXType = FLAME End End
SpecialPower SpecialAbilityEpeeEnflamee Enum = SPECIAL_HERO_MODE ReloadTime = 10000 End
MappedImage HSLegolasKnifeFighter Texture = HeroUI_004.tga TextureWidth = 256 TextureHeight = 256 Coords = Left:192 Top:128 Right:256 Bottom:192 Status = NONE End
CommandButton Command_LegolasKnifeFightingMode Command = SPECIAL_POWER SpecialPower = SpecialAbilityEpeeEnflamee TextLabel = CONTROLBAR:KnifeFighter ButtonImage = HSLegolasKnifeFighter DescriptLabel = CONTROLBAR:ToolTipKnifeFighter Radial = Yes InPalantir = No AutoAbility = No PresetRange = 50.0 ; UnitSpecificSound = LegolasVoiceModeHawkStrike DisableOnModelCondition = USER_3 End
;;;;;;;;;;;;;;;;;;;;;;;; Charge Glorieuse ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
FXParticleSystem ParticuleChargeGlorieuse2 System Priority = ALWAYS_RENDER ParticleName = EXstun.tga Lifetime = 25 25 SystemLifetime = 625 ; (31.25*20) SortLevel = 1 Size = 15 15 BurstDelay = 1 1 BurstCount = 2 2 End Color = DefaultColor Color2 = R:200 G:150 B:250 5 End Update = DefaultUpdate SizeRate = 1 1 SizeRateDamping = 0.3 0.3 AngleZ = -3 3 AngularRateZ = -0.1 0.1 AngularDamping = 1 1 AngularDampingXY = 1 1 End Physics = DefaultPhysics VelocityDamping = 1.1 1.1 End EmissionVelocity = OutwardEmissionVelocity Speed = 0 0.2 End EmissionVolume = CylinderEmissionVolume IsHollow = Yes Radius = 5 Length = 5 Offset = X:0 Y:0 Z:15 End Draw = DefaultDraw End End
FXParticleSystem ParticuleChargeGlorieuse3 System Priority = ALWAYS_RENDER ParticleName = EXleadershipreceive.tga Lifetime = 15 15 SystemLifetime = 625 ; (31.25*20) SortLevel = 1 Size = 35 35 BurstDelay = 2 2 BurstCount = 1 1 End Color = DefaultColor Color2 = R:250 G:250 B:100 5 End Update = DefaultUpdate SizeRate = 1.0 1.0 SizeRateDamping = 0.1 0.1 AngleZ = -3 3 AngularRateZ = -0.3 0.3 AngularDamping = 1 1 AngularDampingXY = 1 1 End Physics = DefaultPhysics VelocityDamping = 1.1 1.1 End EmissionVelocity = OutwardEmissionVelocity Speed = 0 0.1 End EmissionVolume = CylinderEmissionVolume Radius = 5 Offset = X:0 Y:0 Z:15 End Draw = DefaultDraw End End
FXList FX_ChargeGlorieuse TintDrawable Color = R:255 G:255 B:255 PreColorTime = 100 ; these numbers must add up to the (30 * number of seconds) of gloriious charge PostColorTime = 100 SustainedColorTime = 400 Frequency = 0 Amplitude = 0 End ParticleSystem Name = ParticuleChargeGlorieuse2 AttachToObject = Yes End ParticleSystem Name = ParticuleChargeGlorieuse3 AttachToObject = Yes End End
ModifierList BonusChargeGlorieuse Category = SPELL Modifier = ARMOR 100% Modifier = CRUSHER_LEVEL 3 Modifier = SPEED 120% Modifier = EXPERIENCE 200% Modifier = DAMAGE_MULT 150% Modifier = CRUSH_DECELERATE 0% ModelCondition = USER_10 FX = FX_ChargeGlorieuse Duration = 20000 End
SpecialPower SpecialAbilityChargeGlorieuse Enum = SPECIAL_GENERAL_TARGETLESS ReloadTime = 10000 ; in milliseconds InitiateAtLocationSound = HeroWestMaleVoiceAttackCharge End
CommandButton Command_SpecialAbilityTheodenGloriousCharge Command = SPECIAL_POWER Options = MOUNTED_ONLY SpecialPower = SpecialAbilityChargeGlorieuse TextLabel = CONTROLBAR:GloriousCharge ButtonImage = HPTheodenGloriousCharge DescriptLabel = CONTROLBAR:ToolTipGloriousCharge InPalantir = No AutoAbility = No Radial = Yes PresetRange = 160.0 UnitSpecificSound = HeroWestMaleVoiceAttackCharge End
;;;;;;;;;;;;;;;;;;;;;; Invocation de Rohirrim ;;;;;;;;;;;;;;;;;;;;;;;
Object RohanRohirrim_Summoned ReplaceModule ModuleTag_LifetimeUpdate Behavior = LifetimeUpdate ModuleTag_LifetimeUpdatex MinLifetime = 20000 MaxLifetime = 20000 DeathType = FADED End End End
Object RohanRohirrimHorde_Summoned ReplaceModule ModuleTag_LifetimeUpdate Behavior = LifetimeUpdate ModuleTag_LifetimeUpdatex MinLifetime = 20000 MaxLifetime = 20000 DeathType = FADED End End ReplaceModule ModuleTag_HordeContain Behavior = HorseHordeContain ModuleTag_HordeContainx ObjectStatusOfContained = InitialPayload = RohanRohirrim_Summoned 4 Slots = 4 PassengerFilter = NONE +CAVALRY ShowPips = No RandomOffset = X:3 Y:4 ThisFormationIsTheMainFormation = Yes //Used to determine which armorset to use (and anything else we want!)
// 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:RohanRohirrim_Summoned Position:X:-20 Y:-37.5 Position:X:0 Y:-12.5 Position:X:0 Y:12.5 Position:X:-20 Y:37.5
RanksToReleaseWhenAttacking = 1 MeleeAttackLeashDistance = 25 End End
End
ObjectCreationList OCL_RenfortsCavaliers CreateObject ObjectNames = RohanRohirrimHorde_Summoned Count = 3 FadeIn = Yes FadeTime = 2000 IgnoreCommandPointLimit = Yes Disposition = SPAWN_AROUND DispositionAngle = 120 ;SpawnAround uses this as the arc between guys DispositionIntensity = 250 ; and this for distance from center End End
SpecialPower SpecialAbilityRenfortsCavaliers Enum = SPECIAL_GENERAL_TARGETLESS ReloadTime = 10000 PublicTimer = No ; RadiusCursorRadius = 100.0 ; InitiateAtLocationSound = CaH_CallReinforcementsGood Flags = NO_FORBIDDEN_OBJECTS ForbiddenObjectFilter = NO_SUMMON_ALLIES_NEAR_THESE ForbiddenObjectRange = 100.0 ; InitiateAtLocationSound = GondorSoldierVoiceSalute End
CommandButton Command_ConstructRohanRohirrimHorde Command = SPECIAL_POWER SpecialPower = SpecialAbilityRenfortsCavaliers Options = MOUNTED_ONLY TextLabel = lol ;CONTROLBAR:ConstructRohanRohirrimHorde ButtonImage = BGStables_Rohirrim DescriptLabel = lol ;CONTROLBAR:ToolTipBuildRohanRohirrimHorde Radial = Yes InPalantir = No ;ShowProductionCount = No LacksPrerequisiteLabel = lol ;TOOLTIP:LackLevel2Stables End
;;;;;;;;;;;;;;;;;;;;;;;;;;; Epée Eclair ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
FXList FX_EpeeEclair End
Weapon WeaponEpeeEclair RadiusDamageAffects = ENEMIES ALLIES NEUTRALS LeechRangeWeapon = Yes CanFireWhileMoving = No AttackRange = 30.0 MeleeWeapon = Yes WeaponSpeed = 799999.2 FireFX = FX_EpeeEclair DelayBetweenShots = 100 ; time between shots, msec PreAttackDelay = 433 ; 433 is natural time of the stabbing animation. FiringDuration = 600 ; min 600 for anim DamageDealtAtSelfPosition = Yes
DamageNugget ; A basic Nugget that just does damage Damage = 1500 Radius = 100.0 DamageArc = 75 DelayTime = 0 DamageType = MAGIC DamageFXType = ELECTRIC DeathType = BURNED CylinderAOE = Yes DamageMaxHeight = 50 End
DamageNugget ; A basic Nugget that just does damage Damage = 1500 Radius = 100.0 DamageArc = 75 DelayTime = 0 DamageType = FLAME DamageFXType = FLAME DeathType = BURNED CylinderAOE = Yes DamageMaxHeight = 50 End
MetaImpactNugget ; HeroResist = .75 ShockWaveAmount = 70 ShockWaveRadius = 100 ShockWaveArc = 75 ShockWaveTaperOff = 1.0 ShockWaveSpeed = 0.0 ShockWaveZMult = 1.6 End
End
SpecialPower SpecialAbilityEpeeEclair Enum = SPECIAL_AT_VISIBLE_GROUNDED_OBJECT ReloadTime = 1000 ObjectFilter = ANY +INFANTRY +CAVALRY +MONSTER +MACHINE +STRUCTURE InitiateSound = CaH_BallLightning End
CommandButton Command_ArnorArvelegKABOOM Command = SPECIAL_POWER SpecialPower = SpecialAbilityEpeeEclair Options = NEED_TARGET_ENEMY_OBJECT ; UNMOUNTED_ONLY TextLabel = CONTROLBAR:LightningSword ButtonImage = HSGandalfLightningSword CursorName = Bombard InvalidCursorName = GenericInvalid DescriptLabel = CONTROLBAR:ToolTipLightningSword AutoAbility = No InPalantir = No Radial = Yes End
;;;;;;;;;;;;;;;;;;;;;;;;;;; courage des hommes ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
FXParticleSystem EpeeBleue System Priority = VERY_LOW_OR_ABOVE ParticleName = EXexplo01.tga Lifetime = 10 10 SystemLifetime = 100 Size = 1 1 StartSizeRate = -0.2 -0.2 BurstDelay = 1 3 BurstCount = 2 2 InitialDelay = 0 0 End Color = DefaultColor Color1 = R:65 G:100 B:222 0 Color2 = R:0 G:0 B:0 10 End Update = DefaultUpdate SizeRate = 5 10 SizeRateDamping = 0.8 0.7 AngleZ = -3 3 AngularDamping = 1 1 AngularDampingXY = 1 1 End Physics = DefaultPhysics Gravity = 0.08 VelocityDamping = 0.8 0.85 End EmissionVelocity = OutwardEmissionVelocity End EmissionVolume = LineEmissionVolume EndPoint = X:0 Y:0 Z:0 End Draw = DefaultDraw End End
ModifierList CourageHomme Category = LEADERSHIP Modifier = EXPERIENCE 300% Modifier = ARMOR 100% Modifier = DAMAGE_MULT 200% Modifier = SPEED 130% Modifier = RESIST_FEAR 100% Modifier = RESIST_TERROR 100% Duration = 20000 ModelCondition = USER_8 ReplaceInCategoryIfLongest = Yes IgnoreIfAnticategoryActive = No End
MappedImage HSBorimirCaptainOfGondor ;MappedImage HSBorimirForGondor Texture = HeroUI_007.tga TextureWidth = 256 TextureHeight = 256 Coords = Left:192 Top:64 Right:256 Bottom:128 Status = NONE End
SpecialPower SpecialAbilityCourageDesHommes Enum = SPECIAL_GENERAL_TARGETLESS ReloadTime = 10000 RadiusCursorRadius = 100 InitiateAtLocationSound = HorseWhinny Flags = NEEDS_OBJECT_FILTER LIMIT_DISTANCE ObjectFilter = NONE +INFANTRY -GondorTowerShieldGuard_Summoned ALLIES MaxCastRange = 100 End
CommandButton Command_SpecialAbilityCaptainOfGondorBoromir Command = SPECIAL_POWER SpecialPower = SpecialAbilityCourageDesHommes Options = NEED_TARGET_POS ;CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:CaptainofGondor ButtonImage = HSBorimirCaptainOfGondor RadiusCursorType = CaptainOfGondorRadiusCursor DescriptLabel = CONTROLBAR:ToolTipCaptainofGondorBoromir AutoAbility = No InPalantir = No Radial = Yes End
;;;;;;;;;;;;;;;;;;;;;;; Charisme ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
ModifierList CharismeHomme Category = LEADERSHIP Modifier = EXPERIENCE 200% Modifier = ARMOR 50% Modifier = DAMAGE_MULT 150% Duration = 3000 FX = FX_GenericLeadership ReplaceInCategoryIfLongest = Yes IgnoreIfAnticategoryActive = Yes End
CommandButton Command_AragornFakeLeadershipButton Command = SPECIAL_POWER SpecialPower = SpecialAbilityFakeLeadership Options = NONPRESSABLE TextLabel = CONTROLBAR:Leadership ButtonImage = HSFaramirLeadership DescriptLabel = CONTROLBAR:ToolTipAragornLeadership InPalantir = Yes Radial = No End
;;;;;;;;;;;;;;;;;;;; saut ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
FXList FX_Saut ParticleSystem Name = GimliLeapLand OrientToObject = Yes Offset = X:0.0 Y:0.0 Z:10 End CameraShakerVolume Radius = 500 Duration_Seconds = 0.5 Amplitude_Degrees = 5 End Sound Name = ImpactRock End End
Weapon SautWarhead ProjectileCollidesWith = ENEMIES RadiusDamageAffects = ENEMIES DamageNugget ; A basic Nugget that just does damage Damage = 150 Radius = 35.0 DelayTime = 0 DamageType = HERO DamageFXType = GIMLI_LEAP DeathType = NORMAL End MetaImpactNugget ShockWaveAmount = 70.0 ShockWaveRadius = 40.0 ShockWaveTaperOff = 0.5 ShockWaveZMult = 1.20 End End
Weapon WeaponSaut IdleAfterFiringDelay = 0 AttackRange = 200.0 MinimumAttackRange = 8.0 WeaponSpeed = 130.0 ProjectileSelf = Yes ClipSize = 1 ClipReloadTime = 2200 AutoReloadsClip = Yes PreAttackDelay = 400 FiringDuration = 1500 PreAttackType = PER_SHOT HitPercentage = 0 ScatterRadius = 0.0 ProjectileNugget WarheadTemplateName = SautWarhead End End
SpecialPower SpecialAbilitySaut Enum = SPECIAL_GENERAL_TARGETLESS ; SPECIAL_GIMLI_LEAP ReloadTime = 5000 RadiusCursorRadius = 35.0 Flags = PATHABLE_ONLY End
CommandButton Command_CreateAHero_Leap_Level1 Command = SPECIAL_POWER SpecialPower = SpecialAbilitySaut Options = UNMOUNTED_ONLY NEED_TARGET_POS ;CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:CAH_Leap_Level1 ButtonImage = HSLeap RadiusCursorType = LeapRadiusCursor DescriptLabel = CONTROLBAR:ToolTipCAH_Leap_Level1 Radial = Yes InPalantir = No End
;;;;;;;;;;;;;Jet de lance;;;;;;;;;;;;;;;;;;;;;;;;;;;
;petit effet bleu sur la lance (tres discret) ;-) FXParticleSystem SpearContrailThin System Priority = ALWAYS_RENDER Type = STREAK ParticleName = EXContrail.tga Lifetime = 7 7 SortLevel = 1 Size = 1 2 BurstCount = 1 1 InitialDelay = 1 1 End Color = DefaultColor Color1 = R:0 G:0 B:232 0 Color2 = R:0 G:0 B:0 7 Color4 = R:32 G:32 B:32 0 End Alpha = DefaultAlpha End Update = DefaultUpdate SizeRate = -0.3 -0.3 SizeRateDamping = 0.85 0.9 AngularDamping = 1 1 AngularDampingXY = 1 1 End Physics = DefaultPhysics VelocityDamping = 0.93 0.94 End EmissionVelocity = OrthoEmissionVelocity End EmissionVolume = LineEmissionVolume StartPoint = X:7 Y:0 Z:0 EndPoint = X:8 Y:0 Z:0 End Draw = StreakDraw End End
;trainée rouge derriere la lance ;-) FXParticleSystem SpearFlameTrail System Priority = ALWAYS_RENDER ParticleName = EXspearhead.tga Lifetime = 50 50 SortLevel = 1 Size = 40 40 BurstCount = 2 2 IsGroundAligned = Yes IsParticleUpTowardsEmitter = Yes End Color = DefaultColor Color1 = R:180 G:40 B:30 0 Color2 = R:0 G:0 B:0 50 End Alpha = DefaultAlpha End Update = DefaultUpdate SizeRateDamping = 0.8 0.9 AngleZ = -2 2 AngularDamping = 1 1 AngularDampingXY = 1 1 End Physics = DefaultPhysics VelocityDamping = 1 1 End EmissionVelocity = OrthoEmissionVelocity End EmissionVolume = PointEmissionVolume End Draw = DefaultDraw End End
;degats augmentant avec les niveaux 1-6-10 (marche pas en fait) Weapon RohanEomerSpearWarhead ; Weapon RohanEomerSpear RadiusDamageAffects = ENEMIES NEUTRALS NOT_SIMILAR FireFX = FX_GondorSwordHit HitStoredTarget = Yes DamageNugget Damage = 1000 DamageScalar = 5% NONE +STRUCTURE Radius = 10 DelayTime = 0 DamageType = HERO DamageFXType = SWORD_SLASH DeathType = NORMAL RequiredUpgradeNames = Upgrade_Niveau1 ForbiddenUpgradeNames = Upgrade_Niveau6 Upgrade_Niveau10 End DamageNugget Damage = 15000 DamageScalar = 5% NONE +STRUCTURE Radius = 10 DelayTime = 0 DamageType = HERO DamageFXType = SWORD_SLASH DeathType = NORMAL RequiredUpgradeNames = Upgrade_Niveau6 ForbiddenUpgradeNames = Upgrade_Niveau10 End DamageNugget Damage = 20000 DamageScalar = 5% NONE +STRUCTURE Radius = 10 DelayTime = 0 DamageType = HERO DamageFXType = SWORD_SLASH DeathType = NORMAL RequiredUpgradeNames = Upgrade_Niveau10 End End
SpecialPower SpecialAbilityJetLance Enum = SPECIAL_AT_VISIBLE_OBJECT ReloadTime = 3000 ; in milliseconds End
CommandButton Command_CreateAHeroThrowSpear_Level1 Command = SPECIAL_POWER SpecialPower = SpecialAbilityJetLance Options = NEED_TARGET_ENEMY_OBJECT TextLabel = CONTROLBAR:CAH_ThrowSpear_Level1 ButtonImage = HSEomerThrowSpear CursorName = Bombard DescriptLabel = CONTROLBAR:ToolTipCAH_ThrowSpear_Level1 InvalidCursorName = GenericInvalid Radial = No InPalantir = Yes AutoAbility = No End
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; maitre d'arme ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
FXParticleSystem ParticleMaitreDarme3 System Priority = ALWAYS_RENDER ParticleName = EXBlast4.tga Lifetime = 15 15 SystemLifetime = 900 SortLevel = 1 Size = 15 20 BurstCount = 1 1 End Color = DefaultColor Color2 = R:91 G:30 B:30 15;R:0 G:120 B:190 15 Color3 = R:0 G:0 B:0 15 Color4 = R:32 G:32 B:32 0 End Update = DefaultUpdate SizeRate = 1 1 SizeRateDamping = 1 1 AngleZ = 0 7 AngularRateZ = -0.1 0.1 AngularDamping = 1 1 AngularDampingXY = 1 1 End Physics = DefaultPhysics Gravity = -0.01 VelocityDamping = 1 1 End EmissionVelocity = OutwardEmissionVelocity Speed = 0 0.7 End EmissionVolume = CylinderEmissionVolume Radius = 3 Offset = X:1 Y:0 Z:17 End Draw = DefaultDraw End End
FXList FX_MaitreDarme1 ParticleSystem Name = ParticleMaitreDarme3 AttachToObject = Yes End End
ModifierList BonusMaitreDarme1 Category = SPELL FX = FX_MaitreDarme1 Modifier = ARMOR 50% Modifier = DAMAGE_MULT 200% Duration = 30000 ModelCondition = USER_7 End
SpecialPower SpecialAbilityMaitreDarme Enum = SPECIAL_GENERAL_TARGETLESS ReloadTime = 30000 End
CommandButton Command_SpecialAbilityBladeMaster Command = SPECIAL_POWER SpecialPower = SpecialAbilityMaitreDarme TextLabel = CONTROLBAR:BladeMaster ButtonImage = HSAragornBladeMaster DescriptLabel = CONTROLBAR:ToolTipBladeMaster InPalantir = Yes Radial = No AutoAbility = No DisableOnModelCondition = USER_6 End
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; cheval ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
Weapon RohirrimCrush2 LeechRangeWeapon = Yes AttackRange = 9999999.0 MeleeWeapon = No DelayBetweenShots = 0 PreAttackDelay = 0 PreAttackType = PER_SHOT FiringDuration = 0 FireFX = FX_GenericCrushImpactSound
DamageNugget Damage = 250 Radius = 0.0 DelayTime = 0 DamageType = CRUSH DeathType = CRUSHED FlankingBonus = 200% End End
SpecialPower SpecialAbilityCheval Enum = SPECIAL_GENERAL_TARGETLESS // Answer: Because it's used by SpecialAbilityUpdate so it can // do different things based on the "type" of special ability. ReloadTime = 1000 PublicTimer = No End
CommandButton Command_CreateAHero_ToggleMounted Command = SPECIAL_POWER SpecialPower = SpecialAbilityCheval TextLabel = CONTROLBAR:HeroToggleHorse Options = TOGGLE_IMAGE_ON_WEAPONSET ON_GROUND_ONLY FlagsUsedForToggle = MOUNTED ButtonImage = HSTheodenMountDismount HSTheodenMountDismount DescriptLabel = CONTROLBAR:HeroToggleHorse_Palantir Radial = No InPalantir = Yes DisableOnModelCondition = USER_6 End
;;;;;;;;;;;;;;;;;;;;;;;;;;; Athelas ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
FXParticleSystem ParticleAthelas1 System Priority = ALWAYS_RENDER ParticleName = EXEclipseBlur.tga Lifetime = 30 30 SystemLifetime = 30 SortLevel = 1 BurstCount = 1 1 IsEmitAboveGroundOnly = Yes End Color = DefaultColor Color2 = R:0 G:140 B:50 2;R:120 G:75 B:10 15 Color3 = R:0 G:0 B:0 30 ColorScale = -25 25 End Alpha = DefaultAlpha Alpha1 = 1 1 0 End Update = DefaultUpdate SizeRate = 5 6 SizeRateDamping = 0.85 0.9 AngleZ = -7 7 AngularRateZ = -0.2 0.2 AngularDamping = 1 1 AngularDampingXY = 1 1 End Physics = DefaultPhysics VelocityDamping = 1 1 End EmissionVelocity = OutwardEmissionVelocity End EmissionVolume = SphereEmissionVolume IsHollow = Yes Radius = 10 End Draw = DefaultDraw End End
FXParticleSystem ParticleAthelas2 System Priority = ALWAYS_RENDER ParticleName = EXEclipseBlur.tga Lifetime = 30 30 SystemLifetime = 20 SortLevel = 1 Size = 5 5 BurstCount = 1 1 IsEmitAboveGroundOnly = Yes End Color = DefaultColor Color2 = R:200 G:200 B:200 2;R:50 G:170 B:100 15 Color3 = R:0 G:0 B:0 30 ColorScale = -30 30 End Alpha = DefaultAlpha Alpha1 = 1 1 0 End Update = DefaultUpdate SizeRate = 2 2 SizeRateDamping = 0.9 0.9 AngleZ = 1.7 1.7 AngularRateZ = -0.1 0.1 AngularDamping = 1 1 AngularDampingXY = 1 1 End Physics = DefaultPhysics VelocityDamping = 0.8 0.9 End EmissionVelocity = OutwardEmissionVelocity Speed = 1 1 End EmissionVolume = PointEmissionVolume End Draw = DefaultDraw End End
FXList FX_Athelas Sound Name = AragornAthelesEffect End ParticleSystem Name = ParticleAthelas1 Offset = X:0.0 Y:0.0 Z:14.0 OrientToObject = Yes End ParticleSystem Name = ParticleAthelas2 Offset = X:0.0 Y:0.0 Z:14.0 OrientToObject = Yes End End
FXParticleSystem ParticleAthelas3 System Priority = VERY_LOW_OR_ABOVE ParticleName = EXBlast3.tga Lifetime = 40 40 SystemLifetime = 15 SortLevel = 1 Size = 40 40 BurstDelay = 2 2 BurstCount = 1 1 IsGroundAligned = Yes End Color = DefaultColor Color2 = R:0 G:0 B:15 5 Color3 = R:0 G:0 B:0 50 End Alpha = DefaultAlpha Alpha2 = 0.25 0.3 15 Alpha3 = -0.25 0 50 End Update = DefaultUpdate SizeRate = 1 4 SizeRateDamping = 0.88 0.99 AngleZ = 0 7 AngularRateZ = 0.05 0.05 AngularDamping = 1 1 AngularDampingXY = 1 1 End Physics = DefaultPhysics VelocityDamping = 0.8 0.8 End EmissionVelocity = OrthoEmissionVelocity X = -1 1 Y = -1 1 End EmissionVolume = BoxEmissionVolume End Draw = DefaultDraw End End
FXList FX_Athelas2 ParticleSystem Name = ParticleAthelas3 Offset = X:0.0 Y:0.0 Z:10.0 End End
SpecialPower SpecialAbilityAthelas Enum = SPECIAL_GENERAL_TARGETLESS ReloadTime = 2000 ;InitiateAtLocationSound = AragornAthelesEffect End
CommandButton Command_SpecialAbilityAthelas Command = SPECIAL_POWER SpecialPower = SpecialAbilityAthelas TextLabel = CONTROLBAR:Athelas ButtonImage = HSAragornAthelas DescriptLabel = CONTROLBAR:ToolTipAthelas InPalantir = Yes Radial = No End
;;;;;;;;;;;;;;;;;;;;;;; command set ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
CommandSet HeroHommeCommandSet 1 = Command_ToggleStance 2 = Command_SpecialAbilityAthelas ; athelas 3 = Command_CreateAHero_ToggleMounted ; cheval 4 = Command_SpecialAbilityBladeMaster ; maitre d'arme 5 = Command_CreateAHeroThrowSpear_Level1 ; jet de lance 6 = Command_AragornFakeLeadershipButton ; charisme
7 = Command_CreateAHero_HotW_SummonAllies_Level1 ; renfort du gondor 8 = Command_CreateAHero_Leap_Level1 ; saut 9 = Command_SpecialAbilityCaptainOfGondorBoromir ; courage des hommes 10 = Command_ArnorArvelegKABOOM ; épée eclair 11 = Command_ConstructRohanRohirrimHorde ; invoc de rohirrim 12 = Command_SpecialAbilityTheodenGloriousCharge ; charge glorieuse 13 = Command_LegolasKnifeFightingMode ;épée enflammée 14 = Command_CreateAHero_HotW_CrippleStrikeMelee_Level1 ; attaque paralysante 15 = Command_SpecialAbilityGlorfindelBladeOfPurity ; force de numenor 16 = Command_Disguise ; Energie désespoir 17 = Command_SpecialAbilityIvoryTowerVision ; carte 18 = Command_CreateAHero_Starlight ; eruption solaire
19 = Command_CaptureBuilding 20 = Command_AttackMove 21 = Command_Stop
End
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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: Commentaires & Questions sur Akatsuki's Heroes Mod! Ven 22 Avr - 20:04 | |
| le début des animations du héro , c'est ce que j'ai vraiment modifié dans le draw (le reste c'est le copier coller des animations des héros créés que je ne t"ai pas mis la) - Code:
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AddModule Draw = W3DScriptedModelDraw ModuleTag_DRAW2
DefaultModelConditionState Model = CHHW_CG_U_SKN Skeleton = CHHW_CG_U_SKL ModelAnimationPrefix = CHHW_CG PortraitImageName = CPGamling ButtonImageName = CPGamlingAlpha End //===================================================================================
; Epée Enflammée
ModelConditionState = MOUNTED WEAPONSET_HERO_MODE Model = CHHW_MW_M_SKN Skeleton = CHHW_MW_M_SKL ModelAnimationPrefix = CHHW_MW PortraitImageName = CPCaptainofGondor ButtonImageName = HICAHCaptainGondor WeaponLaunchBone = PRIMARY ARROW ParticleSysBone = B_HAND_R ParticuleEpeeFeu FollowBone:Yes End
ModelConditionState = WEAPONSET_HERO_MODE ParticleSysBone = B_HAND_R ParticuleEpeeFeu FollowBone:Yes End ; force de numenor ModelConditionState = MOUNTED WEAPONLOCK_SECONDARY Model = CHHW_MW_M_SKN Skeleton = CHHW_MW_M_SKL ModelAnimationPrefix = CHHW_MW PortraitImageName = CPCaptainofGondor ButtonImageName = HICAHCaptainGondor WeaponLaunchBone = PRIMARY ARROW ParticleSysBone = B_HAND_R ParticuleEpeeNumenor FollowBone:Yes End ModelConditionState = WEAPONLOCK_SECONDARY ParticleSysBone = B_HAND_R ParticuleEpeeNumenor FollowBone:Yes End
//-------------------------------------------------------------------------------------------------------------------------------------- // CAPTAIN OF GONDOR - Upgrade_CreateAHero_ClassHeroOfTheWest/Upgrade_CreateAHero_SubClass_2 ModelConditionState = MOUNTED ;CREATE_A_HERO_00 Model = CHHW_MW_M_SKN Skeleton = CHHW_MW_M_SKL ModelAnimationPrefix = CHHW_MW PortraitImageName = CPCaptainofGondor ButtonImageName = HICAHCaptainGondor WeaponLaunchBone = PRIMARY ARROW End // CAPTAIN OF GONDOR - Upgrade_CreateAHero_ClassHeroOfTheWest/Upgrade_CreateAHero_SubClass_2 (MOUNTED) ModelConditionState = CREATE_A_HERO_00 Model = CHHW_CG_U_SKN Skeleton = CHHW_CG_U_SKL ModelAnimationPrefix = CHHW_CG PortraitImageName = CPCaptainofGondor ButtonImageName = HICAHCaptainGondor WeaponLaunchBone = PRIMARY SPEAR End // CAPTAIN OF GONDOR - Upgrade_CreateAHero_ClassHeroOfTheWest/Upgrade_CreateAHero_SubClass_2 (Hero Creation Screen) ModelConditionState = CREATE_A_HERO_01 Model = CHHW_CG_C_SKN Skeleton = CHHW_CG_C_SKL ModelAnimationPrefix = CHHW_CG PortraitImageName = CPCaptainofGondor ButtonImageName = HICAHCaptainGondor End
//================== ANIMATIONS DES POUVOIRS =================================================================
;athelas AnimationState = MOUNTED USER_5 Animation AnimationName = #(MODEL)_M_LVLA ;#(MODEL)_M_CHRA #(MODEL)_M_IRFA AnimationMode = ONCE End End
AnimationState = USER_5 Animation AnimationName = #(MODEL)_U_CHRA ;#(MODEL)_U_TNTA AnimationMode = ONCE End End ; jet de lance AnimationState = MOUNTED SPECIAL_WEAPON_ONE StateName = Attacking Animation AnimationName = #(MODEL)_M_SPCA AnimationMode = ONCE End End
AnimationState = SPECIAL_WEAPON_ONE StateName = Attacking Animation AnimationName = #(MODEL)_U_SPCA AnimationMode = ONCE End End ; saut AnimationState = SPECIAL_WEAPON_TWO StateName = Attacking Animation AnimationName = #(MODEL)_U_CHRA ;#(MODEL)_U_TNTA AnimationMode = ONCE End End
; Epee Eclair AnimationState = MOUNTED SPECIAL_WEAPON_THREE Animation AnimationName = #(MODEL)_M_ATKA #(MODEL)_M_ATKB AnimationMode = ONCE AnimationSpeedFactorRange = 0.7 0.7 End End
AnimationState = SPECIAL_WEAPON_THREE Animation AnimationName = #(MODEL)_U_ATKA1 #(MODEL)_U_ATKA #(MODEL)_U_ATKB AnimationMode = ONCE AnimationSpeedFactorRange = 0.7 0.7 End End ; Attaque Paralysante AnimationState = MOUNTED SPECIAL_WEAPON_FOUR Animation AnimationName = #(MODEL)_M_ATKA #(MODEL)_M_ATKB AnimationMode = ONCE AnimationSpeedFactorRange = 1.7 1.7 End End
AnimationState = SPECIAL_WEAPON_FOUR Animation AnimationName = #(MODEL)_U_ATKA1 #(MODEL)_U_ATKA #(MODEL)_U_ATKB AnimationMode = ONCE AnimationSpeedFactorRange = 1.7 1.7 End End ; force de numenor
AnimationState = MOUNTED FIRING_OR_PREATTACK_B Animation AnimationName = #(MODEL)_M_ATKA #(MODEL)_M_ATKB AnimationMode = ONCE End End
AnimationState = FIRING_OR_PREATTACK_B Animation AnimationName = #(MODEL)_U_ATKA1 #(MODEL)_U_ATKA #(MODEL)_U_ATKB AnimationMode = ONCE End End
// reste des animations des héros créés
les modules de pouvoirs et d'autres trucs dans le héro : - Code:
-
WeaponSet Conditions = WEAPONSET_HERO_MODE Weapon = PRIMARY EpeeHommeEnflammee End
WeaponSet Conditions = None Weapon = PRIMARY EpeeHomme Weapon = SECONDARY WeaponNumenor End
WeaponSet Conditions = MOUNTED Weapon = PRIMARY EpeeHomme Weapon = SECONDARY WeaponNumenor End
ArmorSet Conditions = None Armor = HeroHomme DamageFX = NormalDamageFX End
VoiceAttack = BoromirVoiceAttack VoiceAttackCharge = BoromirVoiceAttackCharge VoiceAttackMachine = BoromirVoiceAttack VoiceAttackStructure = BoromirVoiceAttackBuilding VoiceFear = BoromirVoiceHelpMe VoiceMove = BoromirVoiceMove VoiceMoveToCamp = BoromirVoiceMoveCamp VoiceMoveWhileAttacking = BoromirVoiceDisengage VoicePriority = 84 VoiceRetreatToCastle = BoromirVoiceRetreat VoiceSelect = BoromirVoiceSelectMS VoiceSelectBattle = BoromirVoiceSelectBattle VoiceGuard = BoromirVoiceMove SoundImpact = ImpactHorse
UnitSpecificSounds VoiceGarrison = BoromirVoiceGarrison VoiceEnterUnitElvenTransportShip = BoromirVoiceMove VoiceInitiateCaptureBuilding = BoromirVoiceMove End
CrowdResponseKey = GoodMen
EvaEventDieOwner = BoromirDie
; *** ENGINEERING Parameters ***
RadarPriority = UNIT KindOf = DOZER PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE HERO ARMY_SUMMARY HEAVY_MELEE_HITTER PathfindDiameter = 40.0 CamouflageDetectionMultiplier = CAMOUFLAGE_DETECTION_DISTANCE_LONG
LocomotorSet Locomotor = HeroHumanLocomotor Condition = SET_NORMAL Speed = 50 End
LocomotorSet ; A cheval Locomotor = HeroHorseLocomotor Condition = SET_MOUNTED Speed = 90 End
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;MODULES DE L'EQUIPEMENT;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;MODULES DE POUVOIRS;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;; athelas ;;;;;;;;;;;;;;;;;;;;;;;;;;
AddModule Behavior = UnpauseSpecialPowerUpgrade ModuleAthelas01 SpecialPowerTemplate = SpecialAbilityAthelas TriggeredBy = Upgrade_Niveau1 End End AddModule Behavior = ActivateModuleSpecialPower ModuleAthelas02 SpecialPowerTemplate = SpecialAbilityAthelas StartAbilityRange = 2.0 TriggerSpecialPower = ModuleAthelas04 TriggerSpecialPower = ModuleAthelas05 End End AddModule Behavior = SpecialPowerModule ModuleAthelas03 SpecialPowerTemplate = SpecialAbilityAthelas UpdateModuleStartsAttack = Yes //TriggerFX = FX_Athelas SetModelCondition = ModelConditionState:USER_5 SetModelConditionTime = 2.0 End End AddModule Behavior = PlayerHealSpecialPower ModuleAthelas04 SpecialPowerTemplate = SpecialAbilityAthelas StartsPaused = Yes HealAffects = HERO HealAmount = 0.2 HealAsPercent = Yes HealRadius = 100 HealFX = FX_Athelas TriggerFX = FX_Athelas2 End End
AddModule Behavior = SpecialAbilityUpdate ModuleAthelas05 SpecialPowerTemplate = SpecialAbilityAthelas StartAbilityRange = 2.0 UnpackTime = 1 PreparationTime = 3 PackTime = 2096 AwardXPForTriggering = 50;0 End End
;;;;;;;;;;;;;;;;;;;;;;;; Cheval ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
AddModule Behavior = UnpauseSpecialPowerUpgrade ModuleCheval01 SpecialPowerTemplate = SpecialAbilityCheval TriggeredBy = Upgrade_Niveau1 End End AddModule Behavior = SpecialPowerModule ModuleCheval02 SpecialPowerTemplate = SpecialAbilityCheval UpdateModuleStartsAttack = Yes StartsPaused = Yes End End AddModule Behavior = ToggleMountedSpecialAbilityUpdate ModuleCheval03 SpecialPowerTemplate = SpecialAbilityCheval UnpackTime = 2000 PreparationTime = 1 PersistentPrepTime = 250 PackTime = 2000 OpacityTarget = .3 AwardXPForTriggering = 0 End End
;;;;;;;;;;;;;;;;;;;;;;;;;; Maitre d'arme ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
AddModule Behavior = UnpauseSpecialPowerUpgrade ModuleMaitreDarme01 SpecialPowerTemplate = SpecialAbilityMaitreDarme TriggeredBy = Upgrade_Niveau1 End end AddModule Behavior = SpecialPowerModule ModuleMaitreDarme02 SpecialPowerTemplate = SpecialAbilityMaitreDarme UpdateModuleStartsAttack = No StartsPaused = Yes ; No AttributeModifier = BonusMaitreDarme1 AttributeModifierAffectsSelf = Yes End end
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; renforts du gondor ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
AddModule Behavior = UnpauseSpecialPowerUpgrade ModuleRenfortsDuGondor01 SpecialPowerTemplate = SpecialAbilityRenfortsDuGondor TriggeredBy = Upgrade_Niveau1 End end
AddModule Behavior = OCLSpecialPower ModuleRenfortsDuGondor02 SpecialPowerTemplate = SpecialAbilityRenfortsDuGondor OCL = OCL_RenfortsDuGondor TriggerFX = FX_DunedainSummon CreateLocation = USE_OWNER_OBJECT StartsPaused = Yes End End
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; Jet de lance ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
AddModule Behavior = UnpauseSpecialPowerUpgrade ModuleJetLance01 SpecialPowerTemplate = SpecialAbilityJetLance TriggeredBy = Upgrade_Niveau1 End End AddModule Behavior = SpecialPowerModule ModuleJetLance02 SpecialPowerTemplate = SpecialAbilityJetLance UpdateModuleStartsAttack = Yes StartsPaused = Yes InitiateSound = HeroWestMaleVoiceAttack End End AddModule Behavior = WeaponFireSpecialAbilityUpdate ModuleJetLance03 SpecialPowerTemplate = SpecialAbilityJetLance UnpackTime = 1200 PackTime = 2000 AwardXPForTriggering = 0 StartAbilityRange = 275.0 ApproachRequiresLOS = Yes SpecialWeapon = RohanEomerSpear WhichSpecialWeapon = 1 End End
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; saut ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
AddModule Behavior = BezierProjectileBehavior ModuleSaut01 FirstHeight = 50 SecondHeight = 70 FirstPercentIndent = 20% SecondPercentIndent = 70% TumbleRandomly = Yes CrushStyle = Yes BounceCount = 0 FinalStuckTime = 1200 GroundHitFX = FX_Saut GroundHitWeapon = SautWarhead PreLandingStateTime = 75 End End AddModule Behavior = UnpauseSpecialPowerUpgrade ModuleSaut02 SpecialPowerTemplate = SpecialAbilitySaut TriggeredBy = Upgrade_Niveau1 End End AddModule Behavior = SpecialPowerModule ModuleSaut03 SpecialPowerTemplate = SpecialAbilitySaut UpdateModuleStartsAttack = Yes StartsPaused = Yes InitiateSound = HeroWestMaleVoiceAttack End End AddModule Behavior = WeaponFireSpecialAbilityUpdate ModuleSaut04 SpecialPowerTemplate = SpecialAbilitySaut
UnpackTime = 300 PackTime = 300
AwardXPForTriggering = 0 MustFinishAbility = Yes StartAbilityRange = 200.0 SpecialWeapon = WeaponSaut BusyForDuration = 1000 WhichSpecialWeapon = 2 TriggerSound = HeroWestMaleVoiceAttackCharge End End
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; charisme ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
AddModule Behavior = AttributeModifierAuraUpdate ModuleCharisme01 StartsActive = No // If no, requires upgrade to turn on. BonusName = CharismeHomme TriggeredBy = Upgrade_Niveau2 RefreshDelay = 2000 Range = 200 AntiCategory = BUFF ObjectFilter = NONE ALLIES +INFANTRY -GondorTowerShieldGuard_Summoned End End
AddModule Behavior = UnpauseSpecialPowerUpgrade ModuleCharisme02 SpecialPowerTemplate = SpecialAbilityFakeLeadership TriggeredBy = Upgrade_Niveau2 End End
AddModule Behavior = SpecialPowerModule ModuleCharisme03 SpecialPowerTemplate = SpecialAbilityFakeLeadership UpdateModuleStartsAttack = No StartsPaused = Yes End End
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; courage des hommes ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
AddModule Behavior = UnpauseSpecialPowerUpgrade ModuleCourageDesHommes01 SpecialPowerTemplate = SpecialAbilityCourageDesHommes TriggeredBy = Upgrade_Niveau2 End End
AddModule Behavior = ActivateModuleSpecialPower ModuleCourageDesHommes02 SpecialPowerTemplate = SpecialAbilityCourageDesHommes StartAbilityRange = 2.0 TriggerSpecialPower = ModuleCourageDesHommes03 TriggerSpecialPower = ModuleCourageDesHommes04 End End
AddModule Behavior = SpecialAbilityUpdate ModuleCourageDesHommes03 SpecialPowerTemplate = SpecialAbilityCourageDesHommes StartAbilityRange = 2.0 UnpackTime = 1 PreparationTime = 3 PackTime = 2096 AwardXPForTriggering = 0 End End
AddModule Behavior = SpecialPowerModule ModuleCourageDesHommes04 SpecialPowerTemplate = SpecialAbilityCourageDesHommes StartsPaused = Yes AttributeModifier = CourageHomme AttributeModifierRange = 100 AttributeModifierAffects = ALL -HERO -GondorTowerShieldGuard_Summoned ;ANY ALLIES +GondorFighter_Summoned +GondorTowerShieldGuard_Summoned End End
;;;;;;;;;;;;;;;;;;;;;;;;;;; Epée Eclair ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
AddModule Behavior = UnpauseSpecialPowerUpgrade ModuleEpeeEclair01 SpecialPowerTemplate = SpecialAbilityEpeeEclair TriggeredBy = Upgrade_Niveau1 End End
AddModule Behavior = SpecialPowerModule ModuleEpeeEclair02 SpecialPowerTemplate = SpecialAbilityEpeeEclair UpdateModuleStartsAttack = Yes StartsPaused = Yes ; InitiateSound = End End
AddModule Behavior = WeaponFireSpecialAbilityUpdate ModuleEpeeEclair03 SpecialPowerTemplate = SpecialAbilityEpeeEclair SpecialWeapon = WeaponEpeeEclair WhichSpecialWeapon = 3 StartAbilityRange = 15.0 SkipContinue = Yes UnpackTime = 1000 PackTime = 1300 MustFinishAbility = Yes End End
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; Incocation de cavaliers ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
AddModule Behavior = UnpauseSpecialPowerUpgrade ModuleRenfortsCavaliers01 SpecialPowerTemplate = SpecialAbilityRenfortsCavaliers TriggeredBy = Upgrade_Niveau1 End end
AddModule Behavior = OCLSpecialPower ModuleRenfortsCavaliers02 SpecialPowerTemplate = SpecialAbilityRenfortsCavaliers OCL = OCL_RenfortsCavaliers TriggerFX = FX_RohirimSummon CreateLocation = USE_OWNER_OBJECT StartsPaused = Yes End End
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; Charge Glorieuse ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
AddModule Behavior = UnpauseSpecialPowerUpgrade ModuleChargeGlorieuse01 SpecialPowerTemplate = SpecialAbilityChargeGlorieuse TriggeredBy = Upgrade_Niveau1 End end
AddModule Behavior = SpecialPowerModule ModuleChargeGlorieuse02 SpecialPowerTemplate = SpecialAbilityChargeGlorieuse UpdateModuleStartsAttack = Yes StartsPaused = Yes AttributeModifier = BonusChargeGlorieuse AttributeModifierRange = 200 AttributeModifierAffectsSelf = Yes AttributeModifierAffects = ANY +CAVALRY ; AttributeModifierFX = FX_TheodenGloriousChargeFX End End
AddModule Behavior = SpecialAbilityUpdate ModuleChargeGlorieuse03 SpecialPowerTemplate = SpecialAbilityChargeGlorieuse UnpackTime = 1000 UnpackingVariation = 1 PreparationTime = 0 PersistentPrepTime = 0 PackTime = 1330 End End
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; épée enflammée ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
AddModule Behavior = UnpauseSpecialPowerUpgrade ModuleEpeeEnflamee01 SpecialPowerTemplate = SpecialAbilityEpeeEnflamee TriggeredBy = Upgrade_Niveau1 End End AddModule Behavior = SpecialPowerModule ModuleEpeeEnflamee02 SpecialPowerTemplate = SpecialAbilityEpeeEnflamee StartsPaused = Yes End End AddModule Behavior = HeroModeSpecialAbilityUpdate ModuleEpeeEnflamee03 SpecialPowerTemplate = SpecialAbilityEpeeEnflamee HeroAttributeModifier = BonusEpeeEnflamee1 HeroEffectDuration = 20000 ; this should sync with the auto ability delay re-fire time in commandButtons.ini UnpackTime = 1 ; insant unpack TriggerSound = AragornBladeMaster End End
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; attaque paralysante ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
AddModule Behavior = UnpauseSpecialPowerUpgrade ModuleAttaqueParalysante01 SpecialPowerTemplate = SpecialAbilityAttaqueParalysante TriggeredBy = Upgrade_Niveau1 End End
AddModule Behavior = SpecialPowerModule ModuleAttaqueParalysante02 SpecialPowerTemplate = SpecialAbilityAttaqueParalysante UpdateModuleStartsAttack = Yes StartsPaused = Yes End End
AddModule Behavior = WeaponFireSpecialAbilityUpdate ModuleAttaqueParalysante03 SpecialPowerTemplate = SpecialAbilityAttaqueParalysante SpecialWeapon = WeaponAttaqueParalysante WhichSpecialWeapon = 4 StartAbilityRange = 15.0 SkipContinue = Yes UnpackTime = 1000 PackTime = 1000 MustFinishAbility = Yes End End
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; Force De Numenor ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
AddModule Behavior = UnpauseSpecialPowerUpgrade ModuleForceDeNumenor01 SpecialPowerTemplate = SpecialAbilityForceDeNumenor TriggeredBy = Upgrade_Niveau1 End End AddModule Behavior = WeaponModeSpecialPowerUpdate ModuleForceDeNumenor02 SpecialPowerTemplate = SpecialAbilityForceDeNumenor Duration = 20000 AttributeModifier = BonusNumenor LockWeaponSlot = SECONDARY StartsPaused = Yes End End
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; Energie Desespoir (last stand) ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
AddModule Behavior = UnpauseSpecialPowerUpgrade ModuleLastStand01 SpecialPowerTemplate = SpecialAbilityLastStand TriggeredBy = Upgrade_Niveau1 End End
AddModule Behavior = SpecialPowerModule ModuleLastStand02 SpecialPowerTemplate = SpecialAbilityLastStand UpdateModuleStartsAttack = No StartsPaused = Yes AttributeModifier = BonusLastStand AttributeModifierAffectsSelf = Yes End End
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; carte ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
AddModule Behavior = UnpauseSpecialPowerUpgrade ModuleCarte01 SpecialPowerTemplate = SpecialAbilityCarte TriggeredBy = Upgrade_Niveau1 End End AddModule Behavior = OCLSpecialPower ModuleCarte02 SpecialPowerTemplate = SpecialAbilityCarte OCL = OCL_Carte CreateLocation = USE_OWNER_OBJECT StartsPaused = Yes TriggerFX = FX_Carte SetModelCondition = ModelConditionState:USER_5 SetModelConditionTime = 2.0 End End
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; Eruption Solaire ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
AddModule Behavior = UnpauseSpecialPowerUpgrade ModuleEruptionSolaire01 SpecialPowerTemplate = SpecialAbilityEruptionSolaire TriggeredBy = Upgrade_Niveau1 End End AddModule Behavior = OCLSpecialPower ModuleEruptionSolaire02 SpecialPowerTemplate = SpecialAbilityEruptionSolaire OCL = OCL_EruptionSolaire CreateLocation = USE_OWNER_OBJECT StartsPaused = Yes TriggerFX = FX_EruptionSolaireInvoc SetModelCondition = ModelConditionState:USER_5 SetModelConditionTime = 2.0 End End si tu as des questions n'hésite pas | |
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ModdingMaster Maître de Modding, Créateur de Mods
Nombre de messages : 2024 Age : 29 Location : Rennes Add-On : Oui Date d'inscription : 26/07/2010
| Sujet: Re: Commentaires & Questions sur Akatsuki's Heroes Mod! Ven 22 Avr - 20:53 | |
| Merci cdd, si je comprend bien sur ta map t'a créer un héros aux plein pouvoirs | |
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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: Commentaires & Questions sur Akatsuki's Heroes Mod! Ven 22 Avr - 21:14 | |
| oui j'ai mis 5 pouvoirs dans le palantir et 12 pouvoirs à droite aux emplacement normalement utilisé pour afficher les batiments des batisseurs | |
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ModdingMaster Maître de Modding, Créateur de Mods
Nombre de messages : 2024 Age : 29 Location : Rennes Add-On : Oui Date d'inscription : 26/07/2010
| Sujet: Re: Commentaires & Questions sur Akatsuki's Heroes Mod! Ven 22 Avr - 23:06 | |
| Ouai c'est ça, j'ai toujours voulu savoir comment tu faisais pour séparer les pouvoirs dans le palantir^^. On m'a dit (après reste à juger), qu'il fallait mettre un espace avant le "End" du commandset en question. Corrige-moi si je me trompe stp | |
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ModdingMaster Maître de Modding, Créateur de Mods
Nombre de messages : 2024 Age : 29 Location : Rennes Add-On : Oui Date d'inscription : 26/07/2010
| Sujet: Re: Commentaires & Questions sur Akatsuki's Heroes Mod! Dim 5 Juin - 14:31 | |
| Le dernier message n'étant plus utile, je passe à autre chose, maintenant que j'ai un peu plus compris la texturisation sur des modèles, je vous fait partager un petit modèle tout simple que j'ai créé (rien de bien compliqué,4 cylindres et 1 boîte ), modèle que je placerai dans mon futur Mod Akatsuki que je compte bien terminer un jour mais bon. Voilà une image : Alors je l'admet, j'ai foiré sur la texture , en gros c'est de la merde, honte à moi. Une texture basique que j'ai créée avec MSPaint. Les couleurs sont aléatoires, elles respectent bien le modèle d'origine, mais par contre c'est flou, je sais pas si c'est Gmax qui fait ça mais, enfin c'est pas bon. Encore les deux cylindres horizontaux et la boîte j'ai bien réussi à apposer la texture correctement avec le UVW Unwrap et ses faces, mais il n'a pas aplati lorsque je voulais faire les deux cylindres verticaux. Même pas besoin de bannière tellement que c'est horrible . Bon sur ce, c'était mon premier test, j'espère pouvoir arranger cela A bientôt... | |
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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: Commentaires & Questions sur Akatsuki's Heroes Mod! Dim 5 Juin - 17:15 | |
| Salut, c'est simpa pour une premiere modélisation. T'as utilisé quel logiciel pour faire ta texure ? Je dirais aussi que tu as peu etre un peu trop subdivisé tes cylindres - Citation :
- On m'a dit (après reste à juger), qu'il fallait mettre un espace avant le "End" du commandset en question.
Les espaces ne changent rien , c'est juste pour faciliter la lecture en alignant correctement ce qui se trouve dans un bloc et ce qui se trouve en dehors | |
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ModdingMaster Maître de Modding, Créateur de Mods
Nombre de messages : 2024 Age : 29 Location : Rennes Add-On : Oui Date d'inscription : 26/07/2010
| Sujet: Re: Commentaires & Questions sur Akatsuki's Heroes Mod! Dim 5 Juin - 17:36 | |
| - Citation :
- T'as utilisé quel logiciel pour faire ta texure ?
MSPaint de Windows, mais je sais largement que j'aurais pu utiliser Photoshop CS5 Ex, mais comme je sais pas créer des effets avec, même en regardant des tutos de www.3rdage.net, je ne comprend pas . - Citation :
- Je dirais aussi que tu as peu etre un peu trop subdivisé tes cylindres
Dans quel contexte? - Citation :
- Les espaces ne changent rien...
Ouai je sais, mais je pensais juste , tu m'a envoyé un lien d'un tuto d'ici que t'a créé avec le KindOf DOZER qu'on rajoute avec d'autres choses que je t'en remercie d'ailleurs! | |
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| Sujet: Re: Commentaires & Questions sur Akatsuki's Heroes Mod! | |
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| Commentaires & Questions sur Akatsuki's Heroes Mod! | |
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