Imladris production Le forum français de création de cartes et de mods pour Bataille pour la Terre du Milieu |
| | Question sur les héros. | |
| | Auteur | Message |
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ventus Invité
| Sujet: Question sur les héros. Sam 5 Mar - 17:30 | |
| Bonjour,
Je voudrais savoir si l'on pouvait faire en sorte de pouvoir choisir 3 héros crées avant de lancer une partie 'escarmouche'. La limite est de 1 héro crée par faction, donc je voudrais pouvoir en choisir 3. Où sinon, avoir les héros crées mais directement dans la forteresse.
Que faut - il modifié?
Merci d'avance, |
| | | cdd59554 Admin
Nombre de messages : 7235 Age : 31 Location : J'aime les abricots Add-On : Oui Date d'inscription : 16/01/2008
| Sujet: Re: Question sur les héros. Sam 5 Mar - 20:25 | |
| Salut, il faut créer toi meme les object des héros et les ajouter à la liste des héro dans le player template | |
| | | ventus Invité
| Sujet: re Sam 5 Mar - 22:38 | |
| Merci déjà d'avoir répondu. Mais étant Novice ( débutant, je sais juste en gros changer les couts des unités, la puissance des armes, les attributs des héros ... ), je n'ai aucune idée de ce que sont les object.
J'ai trouvé le player Template, je suis aller dans la ' section ' elfe, et j'ai vu les héros. J'ai, pour voir le résultat, mis en 3 fois le 'CreateAHero' > Cela m'affiche, dans le jeu, 3 fois le même personnage. Je pense que c'est uin bon début non? xD
Merci d'avance pour vos réponses qui, j'espère, me feront avancer : P |
| | | ventus Invité
| Sujet: Re: Question sur les héros. Sam 5 Mar - 23:19 | |
| Désolé du double poste,
Mais est ce que quelqu'un pourrait me donner le fichier weapon ( dans le .ini ), car je l'ai modifié, mais le jeu crash dès le lancement ... Ou me donner les lignes par défaut, à parti de celle ci - dessous.
Weapon CreateAHeroBasicRangedWeapon AttackRange = 4000 LeechRangeWeapon = Yes WeaponSpeed = 500 // dist/sec MinWeaponSpeed = 500 MaxWeaponSpeed = 1020 // 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 75% of the time. ScatterRadius = 0.0 //When this weapon misses it can randomly miss by as much as this distance. UseInnateAttributes = Yes
Je crois que ca bug a cause de 'ce que j'ai mis en gras :/ '. J'ai voulu mettre les attributs de Legolas sur le héro crée, mais celà ne changea rien, j'ai donc essayé de remettre par défaut mais ... sans résultat.
DelayBetweenShot = LEGOLAS_DELAYBETWEENSHOTS ; time between shots, msec PreAttackDelay = 800 ; 1467 is the prep time for archer. PreAttackType = 1 ; Do the delay each time we attack a new target FiringDuration = 510 ; Duration of the archer firing shot is 500ms.
ClipSize = 1 AutoReloadsClip = Yes AutoReloadWhenIdle = 1 ClipReloadTime = Min:500 Max:700 ContinuousFireOne = 0 ContinuousFireCoast = LEGOLAS_RELOADTIME_MAX |
| | | Wolf8888 Moddeur confirmé
Nombre de messages : 499 Add-On : Oui
Date d'inscription : 29/07/2010
| Sujet: Re: Question sur les héros. Dim 6 Mar - 0:32 | |
| En mettant 3 fois "CreateAHero" tu consacres trois emplacements à ce dernier. Donc oui, c'est un début, mais si tu veux varier, il faudra créer tes propres héros et ajouter le nom de leur object au playertemplate de ta faction. Pour créer l'object d'un héros que tu peux obtenir via le menu du jeu, il faut utiliser les fichiers dans object/createahero. Au début, il faut un peu de temps pour comprendre, mais quand tu as compris le principe, c'est simple. Pour t'aider, voici un exemple (ne l'utilise pas tel que car tu vas avoir des games crash): - Spoiler:
Object Earnur ; *** ART Parameters ***
; SelectPortrait for Heros is portrait behind skill buttons. HP = HeroPortrait. SelectPortrait = HPEarnurPortrait
; ButtonImage for Heros is button image on Hero Select UI to select hero. HI = HeroIcon or HeroImage. ButtonImage = HIEarnurIcon
DescriptionStrategic = CONTROLBAR:LW_ToolTip_Earnur
//================= Draw =================================================================
Draw = W3DScriptedModelDraw ModuleTag_01
StaticModelLODMode = yes //Will append M or L to the skin name depending on GameLOD
RandomTexture = chhw_smn_02.tga 0 chhw_smn.tga RandomTexture = chhw_smn_02.tga 0 chhw_cg_05.tga RandomTexture = ruhorse02.tga 0 rutheohorsem.tga
OkToChangeModelColor = No
ExtraPublicBone = arrow
ExtraPublicBone = PASSENGERBONE
DependencySharedModelFlags = TURN_LEFT_HIGH_SPEED TURN_RIGHT_HIGH_SPEED MOVING ACCELERATE DECELERATE TURN_LEFT TURN_RIGHT ATTACKING BACKING_UP
//====================== MODELS ================================================================
//-------------------------------------------------------------------------------------------------------------------------------------- // CAPTAIN OF GONDOR - Upgrade_CreateAHero_ClassHeroOfTheWest/Upgrade_CreateAHero_SubClass_2 (MOUNTED) DefaultModelConditionState Model = CHHW_CG_U_SKN Skeleton = CHHW_CG_U_SKL WeaponLaunchBone = PRIMARY SPEAR End // CAPTAIN OF GONDOR - Upgrade_CreateAHero_ClassHeroOfTheWest/Upgrade_CreateAHero_SubClass_2 ModelConditionState = MOUNTED Model = CHHW_MW_M_SKN Skeleton = CHHW_MW_M_SKL WeaponLaunchBone = PRIMARY ARROW 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 End
//================== ANIMATIONS =================================================================
//================== MOUNTED ANIMATIONS ================================================================= AnimationState = MOUNTED DEBUG ;shift delete to trigger Animation AnimationName = CHHW_MW_M_IDLA AnimationMode = ONCE End ParticleSysBone = BAT_HHEAD glowHorseGold FollowBone:Yes ParticleSysBone = B_HHIPL glowHorseRearGold FollowBone:Yes ParticleSysBone = BAT_SPINE2 glowGold FollowBone:Yes End
; --- stunned anims AnimationState = MOUNTED FREEFALL Animation = freefall AnimationName = CHHW_MW_M_FLYC AnimationMode = LOOP End Flags = RANDOMSTART End
AnimationState = MOUNTED STUNNED_FLAILING Animation = JustDie AnimationName = CHHW_MW_M_FLYC AnimationMode = LOOP End Flags = RANDOMSTART End
AnimationState = MOUNTED PASSENGER Animation = grabbed AnimationName = CHHW_MW_M_GBDA AnimationMode = LOOP End Flags = RANDOMSTART End
AnimationState = MOUNTED DYING SPLATTED Animation = Land AnimationName = CHHW_MW_M_LNDA AnimationMode = ONCE AnimationBlendTime = 2 End FXEvent = Frame:2 Name:FX_SplatDust End
; This is the no-spawn-horse type of death AnimationState = MOUNTED DYING ; DEATH_2 Normally has DEATH_2, but just as a backup don't insist Animation = JustDie AnimationName = CHHW_MW_M_DIEA AnimationMode = ONCE End End
AnimationState = MOUNTED STUNNED_STANDING_UP Animation = StandUp AnimationName = CHHW_MW_M_GTPA AnimationMode = ONCE AnimationSpeedFactorRange = 3.5 3.5 End End AnimationState = MOUNTED STUNNED Animation = Land AnimationName = CHHW_MW_M_LNDA AnimationMode = ONCE End End
// spear throw AnimationState = MOUNTED SPECIAL_WEAPON_ONE StateName = Attacking Animation AnimationName = CHHW_MW_M_SPCA AnimationMode = ONCE End End
// elendil AnimationState = MOUNTED SPECIAL_POWER_1 Animation AnimationName = CHHW_MW_M_LVLA AnimationMode = LOOP End ParticleSysBone = B_HAND_R ElendilFlare FollowBone:yes ParticleSysBone = B_HAND_R ElendilSwordFlare FollowBone:yes End
AnimationState = MOUNTED MOVING FIRING_OR_PREATTACK_A ShareAnimation = Yes Animation = RunAndFire AnimationName = CHHW_MW_M_ATRA AnimationMode = LOOP End Flags = RANDOMSTART End
; This is what happens when Theo gives his rousing speech AnimationState = MOUNTED MOVING USING_SPECIAL_ABILITY Animation = RousingSpeech AnimationName = CHHW_MW_M_WLKB AnimationMode = LOOP End ;;ParticleSysBone = None CalvaryDustTrails End
AnimationState = MOUNTED TURN_LEFT_HIGH_SPEED Animation = TurnLeft AnimationName = CHHW_MW_M_TNL1 AnimationMode = LOOP AnimationSpeedFactorRange= 1.2 1.2 AnimationBlendTime = 20 End End
AnimationState = MOUNTED TURN_RIGHT_HIGH_SPEED Animation = TurnLeft AnimationName = CHHW_MW_M_TNR1 AnimationMode = LOOP AnimationSpeedFactorRange= 1.2 1.2 AnimationBlendTime = 20 End End
AnimationState = MOUNTED MOVING TURN_LEFT Animation = TurnLeft AnimationName = CHHW_MW_M_TRNL AnimationMode = LOOP End ;ParticleSysBone = None CalvaryDustTrails End
AnimationState = MOUNTED MOVING TURN_RIGHT Animation = TurnRight AnimationName = CHHW_MW_M_TRNR AnimationMode = LOOP End ;ParticleSysBone = None CalvaryDustTrails End
AnimationState = MOUNTED MOVING ACCELERATE Animation = Accelerate AnimationName = CHHW_MW_M_ACCL AnimationMode = LOOP End ;ParticleSysBone = None CalvaryDustTrails End
AnimationState = MOUNTED MOVING DECELERATE Animation = Decelerate AnimationName = CHHW_MW_M_DECL AnimationMode = ONCE End ;ParticleSysBone = None CalvaryDustTrails End
AnimationState = MOUNTED MOVING WALKING Animation = Walk AnimationName = CHHW_MW_M_WLKA AnimationMode = LOOP End ;ParticleSysBone = None InfantryDustTrails End
AnimationState = MOUNTED MOVING BACKING_UP Animation = BackingUp AnimationName = CHHW_MW_M_BAKA AnimationMode = LOOP End ;ParticleSysBone = None InfantryDustTrails End
AnimationState = MOUNTED MOVING Animation = RunA AnimationName = CHHW_MW_M_RUNA AnimationMode = LOOP End ;ParticleSysBone = None CalvaryDustTrails End
AnimationState = PACKING_TYPE_2 MOUNTED StateName = SPELL Animation = SPCC AnimationName = CHHW_MW_M_SPCA AnimationMode = ONCE AnimationBlendTime = 20 End End
AnimationState = PACKING_TYPE_1 MOUNTED StateName = SPELL Animation = SPCC AnimationName = CHHW_MW_M_IDLB CHHW_MW_M_IDLA AnimationSpeedFactorRange = 0.842 0.842 AnimationMode = ONCE End End
AnimationState = MOUNTED FIRING_OR_PREATTACK_A Animation = AttackA AnimationName = CHHW_MW_M_ATKA AnimationMode = ONCE UseWeaponTiming = Yes End Animation = AttackB AnimationName = CHHW_MW_M_ATKB CHHW_MW_M_ATKA AnimationMode = ONCE UseWeaponTiming = Yes End Flags = RESTART_ANIM_WHEN_COMPLETE End
AnimationState = MOUNTED ATTACKING Animation = AttackA AnimationName = CHHW_MW_M_ATKA AnimationMode = MANUAL End End
AnimationState = MOUNTED LEVELED ; This state clears itself in 3 seconds StateName = Idle Animation = LevelUp AnimationName = CHHW_MW_M_IDLB CHHW_MW_M_IDLA AnimationMode = ONCE AnimationSpeedFactorRange = 0.666 0.666 End End
AnimationState = MOUNTED SELECTED SimilarRestart = Yes StateName = AtAttentionIdle Animation = ATNB AnimationName = CHHW_MW_M_IDLB CHHW_MW_M_IDLA AnimationMode = LOOP End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_MountedSelect") end if Prev == "AtAttentionIdle" then CurDrawableSetTransitionAnimState("TRANS_MountedSelect") end EndScript End
TransitionState = TRANS_MountedSelect Animation = ATNA AnimationName = CHHW_MW_M_ATNA AnimationMode = ONCE End End
AnimationState = MOUNTED StateName = Idle Animation = IdleA AnimationName = CHHW_MW_M_IDLA AnimationPriority = 20 AnimationMode = ONCE AnimationBlendTime = 15 End Animation = IdleB AnimationName = CHHW_MW_M_IDLB CHHW_MW_M_IDLA AnimationMode = ONCE AnimationBlendTime = 15 End Animation = IdleC AnimationName = CHHW_MW_M_IDLC CHHW_MW_M_IDLB CHHW_MW_M_IDLA AnimationMode = ONCE AnimationBlendTime = 15 End Flags = RESTART_ANIM_WHEN_COMPLETE End
//----------- Special Create A Hero Creation Screen Animations --------------- AnimationState = CREATE_A_HERO_IN_CREATION_SCREEN CREATE_A_HERO_EXAMINE_SELF CREATE_A_HERO_SELECTED_CHEER StateName = STATE_ExamineSelf Animation = ExamineSelf AnimationName = CHHW_CG_C_CLRA AnimationMode = ONCE AnimationBlendTime = 20 End End AnimationState = CREATE_A_HERO_IN_CREATION_SCREEN CREATE_A_HERO_EXAMINE_WEAPON_RIGHT CREATE_A_HERO_SELECTED_CHEER StateName = STATE_ExamineWeapon Animation = WeaponSwap AnimationName = CHHW_CG_C_WPNA AnimationMode = ONCE AnimationBlendTime = 20 End End
AnimationState = CREATE_A_HERO_IN_CREATION_SCREEN USER_75 StateName = STATE_SwapModels Animation = WeaponSwap AnimationName = CHHW_CG_C_ATNB CHHW_CG_C_ATND AnimationMode = MANUAL AnimationBlendTime = 0 End End
//----------------------------------------------------------------------------- AnimationState = CREATE_A_HERO_IN_CREATION_SCREEN CREATE_A_HERO_SELECTED_CHEER StateName = STATE_SelectedCheer Animation = Foot_ATNB // Bored Idle AnimationName = CHHW_CG_C_ATNB CHHW_CG_C_ATND AnimationMode = ONCE AnimationPriority = 90 AnimationBlendTime = 20 End Animation = Foot_ATND // Bored Fidget AnimationName = CHHW_CG_C_ATND CHHW_CG_C_ATNB AnimationMode = ONCE AnimationPriority = 10 AnimationBlendTime = 20 End Animation = Foot_ATNE // Bored Fidget AnimationName = CHHW_CG_C_ATNE CHHW_CG_C_ATND CHHW_CG_C_ATNB AnimationMode = ONCE AnimationPriority = 3 AnimationBlendTime = 20 End Flags = RESTART_ANIM_WHEN_COMPLETE BeginScript //script to set transition from moving Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Unselected" then CurDrawableSetTransitionAnimState("Trans_SelectedCheer") end EndScript End
AnimationState = CREATE_A_HERO_IN_CREATION_SCREEN StateName = STATE_Unselected Animation = Foot_ATNB // Bored Idle AnimationName = CHHW_CG_C_ATNB CHHW_CG_C_ATND AnimationMode = ONCE AnimationPriority = 90 AnimationBlendTime = 10 End Animation = Foot_ATND // Bored Fidget AnimationName = CHHW_CG_C_ATND CHHW_CG_C_ATNB AnimationMode = ONCE AnimationPriority = 10 AnimationBlendTime = 10 End Animation = Foot_ATNE // Bored Fidget AnimationName = CHHW_CG_C_ATNE CHHW_CG_C_ATND CHHW_CG_C_ATNB AnimationMode = ONCE AnimationPriority = 3 AnimationBlendTime = 10 End Flags = RESTART_ANIM_WHEN_COMPLETE BeginScript //script to set transition from moving Prev = CurDrawablePrevAnimationState() if Prev == "STATE_SwapModels" then CurDrawableSetTransitionAnimState("Trans_SwapModels") end EndScript End
TransitionState = Trans_ExamineWeapon Animation = Transition AnimationName = CHHW_CG_C_WPNA AnimationMode = ONCE AnimationBlendTime = 20 End End TransitionState = Trans_ExamineSelf Animation = Transition AnimationName = CHHW_CG_C_CLRA AnimationMode = ONCE AnimationBlendTime = 20 End End TransitionState = Trans_SelectedCheer Animation = Transition AnimationName = CHHW_CG_C_SLCA AnimationMode = ONCE AnimationBlendTime = 20 End End
TransitionState = Trans_SwapModels StateName = STATE_Unselected Animation = Transition AnimationName = CHHW_CG_C_ATNB CHHW_CG_C_ATND AnimationMode = ONCE AnimationBlendTime = 0 End End
// --------- MOUNTED ------------
// --- Dying Anims AnimationState = DYING AFLAME MOUNTED Animation = Fire AnimationName = CHHW_MW_M_MFDA AnimationSpeedFactorRange = 0.9 1.1 End BeginScript CurDrawableHideSubObject("arrow") //Circumvents blend issues when the arrow is being shown... EndScript End
AnimationState = DYING SPLATTED MOUNTED Animation AnimationName = CHHW_MW_M_LNDA AnimationMode = ONCE End End AnimationState = DYING MOUNTED StateName = STATE_Sword Animation AnimationName = CHHW_CG_M_DIEA AnimationMode = ONCE End End
AnimationState = STUNNED_STANDING_UP MOUNTED Animation AnimationName = CHHW_MW_M_GTPA AnimationMode = ONCE AnimationSpeedFactorRange = 1.5 1.5 End End
AnimationState = STUNNED MOUNTED Animation AnimationName = CHHW_MW_M_LNDA AnimationMode = ONCE End End
AnimationState = FREEFALL MOUNTED Animation AnimationName = CHHW_MW_M_FLYA AnimationMode = LOOP End Flags = RANDOMSTART End
AnimationState = STUNNED_FLAILING MOUNTED Animation AnimationName = CHHW_MW_M_FLYA AnimationMode = LOOP End Flags = RANDOMSTART End
AnimationState = PASSENGER MOUNTED Animation AnimationName = CHHW_MW_M_GBDA AnimationMode = LOOP End Flags = RANDOMSTART End
AnimationState = MOUNTED LEVELED // This state clears itself in 3 of your Earth seconds Animation AnimationName = CHHW_MW_M_LVLA AnimationMode = ONCE End End
AnimationState = MOUNTED RAISING_FLAG // This state clears itself in 3 of your Earth seconds Animation AnimationName = CHHW_MW_M_CHRA AnimationMode = ONCE End Flags = RESTART_ANIM_WHEN_COMPLETE End
// --- Attacking Anims AnimationState = FIRING_OR_PREATTACK_A MOUNTED // Melee attack. Animation AnimationName = CHHW_MW_M_ATKA CHHW_MW_M_ATKB AnimationMode = ONCE UseWeaponTiming = Yes End End
// --- Moving Anims AnimationState = MOUNTED TURN_LEFT_HIGH_SPEED Animation AnimationName = CHHW_MW_M_TNL1 AnimationMode = LOOP AnimationSpeedFactorRange= 1.8 1.8 AnimationBlendTime = 20 End End
AnimationState = MOUNTED TURN_RIGHT_HIGH_SPEED Animation AnimationName = CHHW_MW_M_TNR1 AnimationMode = LOOP AnimationSpeedFactorRange= 1.8 1.8 AnimationBlendTime = 20 End End
AnimationState = MOVING TURN_LEFT MOUNTED Animation AnimationName = CHHW_MW_M_TRNL AnimationMode = LOOP End // //ParticleSysBone = None CalvaryDustTrails End
AnimationState = MOVING TURN_RIGHT MOUNTED Animation AnimationName = CHHW_MW_M_TRNR AnimationMode = LOOP End // //ParticleSysBone = None CalvaryDustTrails End
AnimationState = MOVING ACCELERATE MOUNTED Animation AnimationName = CHHW_MW_M_ACCL AnimationMode = LOOP End //ParticleSysBone = None CalvaryDustTrails End
AnimationState = MOVING DECELERATE MOUNTED Animation AnimationName = CHHW_MW_M_DECL AnimationMode = ONCE End //ParticleSysBone = None CalvaryDustTrails End
AnimationState = MOVING WALKING MOUNTED Animation AnimationName = CHHW_MW_M_WLKA AnimationMode = LOOP End Flags = RANDOMSTART //ParticleSysBone = None InfantryDustTrails End
AnimationState = MOVING BACKING_UP MOUNTED Animation AnimationName = CHHW_MW_M_BAKA AnimationMode = LOOP End Flags = RANDOMSTART //ParticleSysBone = None InfantryDustTrails End
AnimationState = MOUNTED MOVING FIRING_OR_PREATTACK_A ShareAnimation = Yes Animation AnimationName = CHHW_MW_M_ATRA AnimationMode = LOOP End Flags = RANDOMSTART End
AnimationState = MOVING MOUNTED Animation AnimationName = CHHW_MW_M_RUNA AnimationMode = LOOP End Flags = RANDOMSTART //ParticleSysBone = None CalvaryDustTrails End
// --- Selected Anims AnimationState = SELECTED MOUNTED SimilarRestart = Yes StateName = AtAttentionIdleMounted Animation = ATNB AnimationName = CHHW_MW_M_ATNB AnimationMode = LOOP End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_Select") end if Prev == "AtAttentionIdleMounted" then CurDrawableSetTransitionAnimState("TRANS_Select") end EndScript End
TransitionState = TRANS_Select Animation AnimationName = CHHW_MW_M_ATNA AnimationMode = ONCE End End
// --- Idle Anims AnimationState = MOUNTED Animation AnimationName = CHHW_MW_M_IDLA AnimationPriority = 20 AnimationMode = ONCE AnimationBlendTime = 15 End Flags = RESTART_ANIM_WHEN_COMPLETE End
// --------- UNMOUNTED ------------
//------------------ DYING -------------------------------------------------------------
// --- Flying through the air. AnimationState = STUNNED_FLAILING StateName = STATE_Sword Animation AnimationName = CHHW_CG_U_FLYA AnimationMode = LOOP End Flags = RANDOMSTART End
// --- Dying anims AnimationState = DYING SPLATTED StateName = STATE_Sword Animation AnimationName = CHHW_CG_U_LNDA AnimationMode = ONCE End End
AnimationState = DYING StateName = STATE_Sword Animation AnimationName = CHHW_CG_U_DIEA AnimationMode = ONCE End End
// --- Stunned anims AnimationState = STUNNED_STANDING_UP StateName = STATE_Sword Animation AnimationName = CHHW_CG_U_GTPA AnimationMode = ONCE AnimationSpeedFactorRange = 1.5 1.5 End End
AnimationState = STUNNED StateName = STATE_Sword Animation = GUHero_LNDA AnimationName = CHHW_CG_U_LNDA AnimationMode = ONCE End End
//------------------ SPECIAL POWER ANIMS ---------------------
// DOMINATE SPECIAL POWER // AnimationState = PACKING_TYPE_1 StateName = Curse Animation AnimationName = CHHW_CG_U_LVLA AnimationMode = ONCE End // FXEvent = Frame:6 Name: FX_SarumanDominateAtSelf End
// TELEPORT SPECIAL POWER // AnimationState = PACKING_TYPE_3 StateName = Curse Animation AnimationName = CHHW_CG_U_SPCA AnimationMode = ONCE End // FXEvent = Frame:6 Name: FX_SarumanDominateAtSelf End
//------------------ MOVING -------------------------------------------------------------
//--- Running with sword AnimationState = MOVING StateName = STATE_RunningSword Flags = RANDOMSTART //ParticleSysBone = None InfantryDustTrails Animation AnimationName = CHHW_CG_U_RUNA // AnimationMode = LOOP AnimationSpeedFactorRange = 0.85 0.85 // Distance = 28 End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Bow" then CurDrawableSetTransitionAnimState("TRANS_BowToSword") end if Prev == "STATE_RunningBow" then CurDrawableSetTransitionAnimState("TRANS_BowToSword_Running") end if Prev == "STATE_Rappelling" then CurDrawableSetTransitionAnimState("Trans_RappellingToRunning") return end EndScript End
AnimationState = FIRING_OR_PREATTACK_A // Melee attack. Animation AnimationName = CHHW_CG_U_ATKA1 CHHW_CG_U_ATKA CHHW_CG_U_ATKB AnimationMode = ONCE UseWeaponTiming = Yes End End
//-------------------- HIT REACTIONS -----------------------------------------------------------
// this hit animation attack stance AnimationState = HIT_REACTION Animation = Sword_HITA AnimationName = CHHW_CG_U_HITA AnimationMode = ONCE End Animation = Sword_HITB AnimationName = CHHW_CG_U_HITB AnimationMode = ONCE End
BeginScript PrevAnim = CurDrawablePrevAnimation() if PrevAnim == "Foot_IDLB" then return "Sword_HITB" else return "Swort_HITA" end EndScript End
//------------ SPECIAL POWERS ------------------------------------------------------------------
AnimationState = SPECIAL_POWER_1 ; Aragorn shouting Elendil anim StateName = STATE_ready Animation AnimationName = CHHW_CG_U_SPCA AnimationMode = ONCE End ParticleSysBone = B_SWORDBONE ElendilFlare FollowBone:yes ParticleSysBone = B_SWORDBONE ElendilSwordFlare FollowBone:yes ; FXEvent = Name: FX_ElendilGlowEvent End
// WORD OF POWER ANIMS ON FOOT // AnimationState = SPECIAL_WEAPON_ONE StateName = Attacking Animation AnimationName = CHHW_CG_U_SPCA AnimationMode = ONCE End //FXEvent = Frame:5 Name:FX_GandalfPreAttackBlast End
// WIZARD BLAST ANIMS ON FOOT // AnimationState = SPECIAL_WEAPON_TWO StateName = Attacking Animation AnimationName = CHHW_CG_U_SPCB CHHW_CG_U_ATKA AnimationMode = ONCE End End
// ISTARI LIGHT STAFF WEAPON ON FOOT // AnimationState = SPECIAL_WEAPON_THREE // FIRING_OR_PREATTACK_C StateName = Attacking Animation = StaffLaser AnimationName = CHHW_CG_U_SPCE CHHW_CG_U_ATKA// isitari's light? AnimationMode = ONCE End FXEvent = Frame:30 Name:FX_GandalfStaffFlare End ; Throwing and cripple strike AnimationState = SPECIAL_WEAPON_FIVE StateName = Attacking Animation AnimationName = CHHW_CG_U_SPCE AnimationMode = ONCE End End
AnimationState = SPECIAL_WEAPON_SIX StateName = Attacking Animation AnimationName = CHHW_CG_U_SPCF AnimationMode = ONCE End End
// Special Power 1 AnimationState = PACKING_TYPE_1 UNPACKING StateName = Attacking Animation = LightningSwordStart AnimationName = CHHW_CG_U_SPCC CHHW_CG_U_ATKA AnimationMode = ONCE End FXEvent = Frame:14 Name:FX_CreateAHeroLightningCharge // FXEvent = Frame:70 Name:FX_GandalfLightningFizzle FXEvent = Frame:14 Name:FX_GandalfLightningSword FrameStop:70 End AnimationState = PACKING_TYPE_1 PREPARING StateName = Attacking Animation = LightningSwordLoop AnimationName = CHHW_CG_U_SPCA CHHW_CG_U_ATKA AnimationMode = LOOP End End
AnimationState = PACKING_TYPE_1 PACKING StateName = Attacking Animation = LightningSwordPutAway AnimationName = CHHW_CG_U_SPCB CHHW_CG_U_ATKA AnimationMode = ONCE End End
// (specific) dwarf train allies. AnimationState = PACKING_TYPE_2 CREATE_A_HERO_20 CREATE_A_HERO_21 Animation AnimationName = CHHW_CG_U_SPCC AnimationMode = LOOP End End
// Special Power 2 AnimationState = PACKING_TYPE_2 UNPACKING StateName = Attacking Animation = LightningSwordStart AnimationName = CHHW_CG_U_SPCC CHHW_CG_U_ATKA AnimationMode = ONCE End FXEvent = Frame:14 Name:FX_CreateAHeroLightningCharge // FXEvent = Frame:70 Name:FX_GandalfLightningFizzle FXEvent = Frame:14 Name:FX_GandalfLightningSword FrameStop:70 End AnimationState = PACKING_TYPE_2 PREPARING StateName = Attacking Animation = LightningSwordLoop AnimationName = CHHW_CG_U_SPCA CHHW_CG_U_ATKA AnimationMode = LOOP End End
AnimationState = PACKING_TYPE_2 PACKING StateName = Attacking Animation = LightningSwordPutAway AnimationName = CHHW_CG_U_SPCB CHHW_CG_U_ATKA AnimationMode = ONCE End End //----------- Captain of Gondor - Bow ----------------------------------------------- AnimationState = PACKING_TYPE_2 StateName = STATE_CaptainBow Animation = GUHero_CHRD AnimationName = CHHW_CG_U_SPCE CHHW_CG_U_SPCA CHHW_CG_U_CHRD AnimationMode = ONCE // AnimationSpeedFactorRange = 0.75 0.75 End End
// Special Power 3 AnimationState = PACKING_TYPE_3 UNPACKING StateName = Attacking Animation = LightningSwordStart AnimationName = CHHW_CG_U_SPCC CHHW_CG_U_ATKA AnimationMode = ONCE End FXEvent = Frame:14 Name:FX_CreateAHeroLightningCharge FXEvent = Frame:14 Name:FX_GandalfLightningSword FrameStop:70 End AnimationState = PACKING_TYPE_3 PREPARING StateName = Attacking Animation = LightningSwordLoop AnimationName = CHHW_CG_U_SPCA CHHW_CG_U_ATKA AnimationMode = LOOP End End
AnimationState = PACKING_TYPE_3 PACKING StateName = Attacking Animation = LightningSwordPutAway AnimationName = CHHW_CG_U_SPCB CHHW_CG_U_ATKA AnimationMode = ONCE End End // Special Power 4 AnimationState = PACKING_TYPE_4 UNPACKING Animation AnimationName = CHHW_CG_U_SPCA AnimationMode = ONCE End End AnimationState = PACKING_TYPE_4 PREPARING Animation AnimationName = CHHW_CG_U_SPCA AnimationMode = ONCE End End
AnimationState = PACKING_TYPE_4 PACKING Animation AnimationName = CHHW_CG_U_SPCA AnimationMode = ONCE End End AnimationState = PACKING_TYPE_5 PACKING WEAPONSET_TOGGLE_1 Animation AnimationName = CHHW_CG_B_SPCB AnimationMode = ONCE AnimationSpeedFactorRange = 0.7333 0.7333 End End AnimationState = PACKING_TYPE_5 PACKING Animation AnimationName = CHHW_CG_U_SPCB AnimationMode = ONCE End End //====== LEVELED AnimationState = LEVELED WEAPONSET_TOGGLE_1 // This state clears itself in 3 seconds Animation = LevelUp AnimationName = CHHW_CG_B_CHRA CHHW_CG_B_LVLA AnimationMode = ONCE End End
AnimationState = LEVELED // This state clears itself in 3 seconds Animation = LevelUp AnimationName = CHHW_CG_U_CHRA CHHW_CG_U_LVLA AnimationMode = ONCE End End
//---------------------- EMOTIONS ---------------------------------------------------------------
// cheer, mounted AnimationState = EMOTION_CELEBRATING MOUNTED Animation AnimationName = CHHW_MW_M_CHRA CHHW_CG_M_IRFA AnimationMode = ONCE End Flags = RESTART_ANIM_WHEN_COMPLETE End
// cheer, on foot AnimationState = EMOTION_CELEBRATING Animation CHRA AnimationName = CHHW_CG_U_CHRA CHHW_CG_U_TNTA AnimationMode = ONCE End Animation CHRB AnimationName = CHHW_CG_U_CHRB CHHW_CG_U_CHRA CHHW_CG_U_TNTA AnimationMode = ONCE End Flags = RESTART_ANIM_WHEN_COMPLETE End // cheer, on foot AnimationState = RAISING_FLAG Animation CHRA AnimationName = CHHW_CG_U_CHRA CHHW_CG_U_TNTA AnimationMode = ONCE End Animation CHRB AnimationName = CHHW_CG_U_CHRB CHHW_CG_U_CHRA CHHW_CG_U_TNTA AnimationMode = ONCE End Flags = RESTART_ANIM_WHEN_COMPLETE End // taunt, mounted AnimationState = EMOTION_TAUNTING MOUNTED Animation AnimationName = CHHW_MW_M_TNTA CHHW_MW_M_IRFA AnimationMode = ONCE End Flags = RESTART_ANIM_WHEN_COMPLETE End // taunt, on foot AnimationState = EMOTION_TAUNTING Animation CHRA AnimationName = CHHW_CG_U_TNTA AnimationMode = ONCE End Animation CHRB AnimationName = CHHW_CG_U_TNTB CHHW_CG_U_TNTA AnimationMode = ONCE End Flags = RESTART_ANIM_WHEN_COMPLETE End //====== ENGAGED AnimationState = ENGAGED StateName = STATE_ready Animation AnimationName = CHHW_CG_U_IDLA AnimationMode = ONCE End End AnimationState = BETWEEN_FIRING_SHOTS_A StateName = STATE_ready Animation AnimationName = CHHW_CG_U_IDLA AnimationMode = ONCE End End // --- Idle Toggled
AnimationState = SELECTED StateName = STATE_Selected_Sword Animation = Selected_Loop AnimationName = CHHW_CG_U_ATNB AnimationMode = LOOP AnimationBlendTime = 10 End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Idle_Sword" then CurDrawableSetTransitionAnimState("TRANS_BoredToSelectedSword") end EndScript Flags = RESTART_ANIM_WHEN_COMPLETE End
IdleAnimationState StateName = STATE_Idle_Sword Animation = Foot_IDLB // Bored Idle AnimationName = CHHW_CG_U_IDLB AnimationMode = ONCE AnimationPriority = 20 End Animation = Foot_IDLC // Bored Fidget AnimationName = CHHW_CG_U_IBFA AnimationMode = ONCE AnimationPriority = 2 End //Animation = Foot_IDLD // Bored Fidget // AnimationName = CHHW_CG_U_IBFB // AnimationMode = ONCE // AnimationPriority = 1 //End
BeginScript CurDrawableHideSubObject("arrow") Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Selected_Sword" then CurDrawableSetTransitionAnimState("TRANS_SelectedToBoredSword") end if Prev == "STATE_Idle_Bow" then CurDrawableSetTransitionAnimState("TRANS_BowToSword") end EndScript End //---transitions--------------------------------------------
TransitionState = TRANS_BoredToSelectedSword // Once we have proper animations for enter -> idle -> exit, fix this properly. Animation = ANTD AnimationName = CHHW_CG_U_ATNA CHHW_CG_U_ATND CHHW_CG_U_IDLA AnimationMode = ONCE End End TransitionState = TRANS_SelectedToBoredSword Animation = ATNF AnimationName = CHHW_CG_U_ATNC CHHW_CG_U_ATNF CHHW_CG_U_ATNE AnimationMode = ONCE End End End
Draw = W3DScriptedModelDraw DustEffects DefaultModelConditionState Model = None End
IdleAnimationState End
AnimationState = MOUNTED MOVING WADING ParticleSysBone = None FootstepSlash End
AnimationState = MOUNTED MOVING ACCELERATE ParticleSysBone = None GenericSiegeTrailDust End
AnimationState = MOUNTED MOVING ACCELERATE ParticleSysBone = None GenericSiegeTrailDust End
AnimationState = MOUNTED MOVING End End
// Currently linked to all of the wizard weapons Draw = W3DScriptedModelDraw HeroOfTheWestShield DefaultModelConditionState Model = CH_Shield01 End AttachToBoneInAnotherModule = B_HAND_L End
#include "..\..\..\includes\StunDrawModuleSmall.inc"
//================= Draw =================================================================
| |
| | | Wolf8888 Moddeur confirmé
Nombre de messages : 499 Add-On : Oui
Date d'inscription : 29/07/2010
| Sujet: Re: Question sur les héros. Dim 6 Mar - 0:34 | |
| La suite histoire d'avoir l'exemple complet: - Spoiler:
//***DESIGN parameters *** Side = Arnor EditorSorting = UNIT ThreatLevel = 100 BuildCost = 2000 BuildTime = 45 ShockwaveResistance = 80 TransportSlotCount = 1
;;;;;; WEAPON SETS ;;;;;; WeaponSet Conditions = None Weapon = PRIMARY EarnurWeapon AutoChooseSources = TERTIARY NONE End
WeaponSet Conditions = MOUNTED Weapon = PRIMARY EarnurSwordMounted AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI End
;;;;;; ARMOR SETS ;;;;;; ArmorSet Conditions = None Armor = HeroArmor DamageFX = NormalDamageFX End ArmorSet Conditions = MOUNTED Armor = HeroArmorMounted DamageFX = NormalDamageFX End
VisionRange = 175 ShroudClearingRange = 300 MaxVisionBonusPercent = 300% VisionBonusTestRadius = 200 VisionBonusPercentPerFoot = 0.5%
BountyValue = GONDOR_ARAGORN_BOUNTY_VALUE DisplayName = OBJECT:GondorEarnur RecruitText = CONTROLBAR:GondorEarnurRecruit ReviveText = OBJECT:GondorEarnurRevive Hotkey = CONTROLBAR:GondorEarnurHotkey CrusherLevel = 0 MountedCrusherLevel = 1 CrushableLevel = 2 MountedCrushableLevel = 2
CrushWeapon = HeroCrush
MinCrushVelocityPercent = 50 CrushDecelerationPercent = 30 CrushKnockback = 40 CrushZFactor = 1.0
CommandSet = EarnurCommandSet CommandPoints = 20
; *** AUDIO Parameters ***; VoiceAttack = EarnurVoiceAttack VoiceAttackStructure = EarnurVoiceAttackBuilding VoiceAttackMachine = EarnurVoiceAttack VoiceAttackCharge = EarnurVoiceAttackCharge VoiceEnterStateAttack = EarnurVoiceAttack VoiceEnterStateAttackStructure = EarnurVoiceAttackBuilding VoiceEnterStateAttackMachine = EarnurVoiceAttack VoiceEnterStateAttackCharge = EarnurVoiceAttackCharge VoiceCreated = EarnurVoiceSalute VoiceFear = EarnurVoiceHelpMe VoiceMove = EarnurVoiceMove VoiceMoveToCamp = EarnurVoiceMoveCamp VoiceMoveWhileAttacking = EarnurVoiceMove VoiceEnterStateMove = EarnurVoiceMove VoiceEnterStateMoveToCamp = EarnurVoiceMoveCamp VoiceEnterStateMoveWhileAttacking = EarnurVoiceMove VoicePriority = 90 ;Default is 5. In mixed groups, Earnur almost always 'wins' VoiceRetreatToCastle = EarnurVoiceMoveCamp VoiceEnterStateRetreatToCastle = EarnurVoiceMoveCamp VoiceSelect = EarnurVoiceSelect VoiceSelectBattle = EarnurVoiceSelectBattle VoiceGuard = EarnurVoiceMove
SoundImpact = ImpactHorse UnitSpecificSounds VoiceEnterUnitElvenTransportShip = EarnurVoiceMove VoiceGarrison = EarnurVoiceGarrison VoiceInitiateCaptureBuilding = EarnurVoiceMove End ;--------------------------------------------------------------------------------------------
#include "..\..\..\includes\StandardUnitEvaEvents.inc"
EvaEventDieOwner = EarnurDie ;Eva event to trigger on unit's death. NOTICE THAT this is only for permanent deaths ; For deaths you can respawn from, use the DeathFX
Behavior = LargeGroupAudioUpdate ModuleTag_LGAU ; Tie into LargeGroupAudio system Key = Humanoid_Male Man Man_Male Unit Infantry Hero ;UnitWeight = 2 End
;--------------- AnimationSound ---------------
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior MaxUpdateRangeCap = 800
;----------- CaptainOfGondor (WestMale) ----------
AnimationSound = Sound:HorseMoveFootsteps Animation:CHHW_MW_M_SKL.CHHW_MW_M_ACCL Frames:16 ;AnimationSound = Sound:HorseMoveFootsteps Animation:CHHW_MW_M_SKL.CHHW_MW_M_ATRA Frames:16 AnimationSound = Sound:HorseWhinny Animation:CHHW_MW_M_SKL.CHHW_MW_M_CHRA Frames:7 AnimationSound = Sound:HorseDieForHero Animation:CHHW_MW_M_SKL.CHHW_MW_M_DIEA Frames:1 AnimationSound = Sound:BodyFallGenericNoArmor Animation:CHHW_MW_M_SKL.CHHW_MW_M_DIEA Frames:6 AnimationSound = Sound:BodyFallSoldier Animation:CHHW_MW_M_SKL.CHHW_MW_M_DIEA Frames:45 AnimationSound = Sound:BodyFallSoldier Animation:CHHW_MW_M_SKL.CHHW_MW_M_LNDA Frames:2 AnimationSound = Sound:HorseWhinny Animation:CHHW_MW_M_SKL.CHHW_MW_M_LVLA Frames:7 AnimationSound = Sound:HorseMoveFootsteps Animation:CHHW_MW_M_SKL.CHHW_MW_M_MFDA Frames:4 AnimationSound = Sound:HorseMoveFootsteps Animation:CHHW_MW_M_SKL.CHHW_MW_M_RUNA Frames:4 AnimationSound = Sound:HorseMoveFootsteps Animation:CHHW_MW_M_SKL.CHHW_MW_M_TNL1 Frames:5 AnimationSound = Sound:HorseMoveFootsteps Animation:CHHW_MW_M_SKL.CHHW_MW_M_TNR1 Frames:5 End
//*** ENGINEERING Parameters ***
RadarPriority = UNIT KindOf = HERO PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT ARMY_SUMMARY HEAVY_MELEE_HITTER PathfindDiameter = 40.0
Body = RespawnBody ModuleTag_RespawnBody CheerRadius = 100 MaxHealth = 3000 PermanentlyKilledByFilter = NONE DodgePercent = 50 End Behavior = RespawnUpdate ModuleTag_RespawnUpdate DeathAnim = DYING DeathFX = FX_HeroDieToRespawn DeathAnimationTime = 5000 InitialSpawnFX = FX_HeroInitialSpawn RespawnAnim = LEVELED RespawnFX = FX_HeroRespawn RespawnAnimationTime = 2000 AutoRespawnAtObjectFilter = NONE +CASTLE_KEEP ButtonImage = HIEarnurRecall //RespawnEntries determine the ruleset for how a character can be revived. Some units may automatically respawn, others //may require a specific revive action performed on him. You can specify different values for each level... or use Level:Any RespawnRules = AutoSpawn:No Cost:1000 Time:50000 Health:100% RespawnEntry = Level:2 Cost:1000 Time:50000 RespawnEntry = Level:3 Cost:1000 Time:50000 RespawnEntry = Level:4 Cost:1000 Time:50000 RespawnEntry = Level:5 Cost:1300 Time:100000 RespawnEntry = Level:6 Cost:1300 Time:100000 RespawnEntry = Level:7 Cost:1300 Time:100000 RespawnEntry = Level:8 Cost:1600 Time:150000 RespawnEntry = Level:9 Cost:1600 Time:150000 RespawnEntry = Level:10 Cost:1600 Time:150000 End Behavior = ProductionUpdate ProductionUpdateModuleTag GiveNoXP = Yes End
Behavior = AutoHealBehavior ModuleTag_AthelasHealing StartsActive = Yes // Active, as in no upgrade required ButtonTriggered = Yes // But doesn't actually run on its own. HealingAmount = ATHELAS_HEAL_AMOUNT Radius = 200 HealOnlyOthers = No SingleBurst = Yes UnitHealPulseFX = FX_AragornAthelas KindOf = HERO End
; health will be: (Amount + (attribute mods * Amount)) per Delay Behavior = AutoHealBehavior ModuleTag_FaramirHealing StartsActive = Yes HealingAmount = HERO_HEAL_AMOUNT HealingDelay = 500 StartHealingDelay = HERO_HEAL_DELAY HealOnlyIfNotInCombat = Yes End
Behavior = AIUpdateInterface ModuleTag_03 AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS STEALTHED MoodAttackCheckRate = 500 HoldGroundCloseRangeDistance = 41 AILuaEventsList = CreateAHeroFunctions CanAttackWhileContained = Yes End
LocomotorSet Locomotor = HeroHumanLocomotor Condition = SET_NORMAL Speed = 50 End
LocomotorSet Locomotor = HeroHorseLocomotor Condition = SET_MOUNTED Speed = 90 End Behavior = StancesBehavior ModuleTag_StancesBehavior StanceTemplate = Hero End
Behavior = SlowDeathBehavior ModuleTag_SlowDeathBehavior_01 DeathTypes = ALL //-KNOCKBACK SinkDelay = 5800 SinkRate = 2.3 // in Dist/Sec DestructionDelay = 12000 // Die sounds are now going through an FX; this is the only way to get different dies for // different classes Sound = INITIAL HeroWestMaleVoiceDie End Behavior = SquishCollide ModuleTag_SquishCollide_06 //nothing End
Behavior = SubObjectsUpgrade ModuleTag_ShowTheHero TriggeredBy = Upgrade_ObjectLevel1 ShowSubObjects = HLMT_02 ShowSubObjects = SLDR_02 ShowSubObjects = WESTRONSWORD ShowSubObjects = SHLD_02 ShowSubObjects = GNLT_02 ShowSubObjects = BOOT_02 HideSubObjects = HAIR End
Behavior = AutoHealBehavior ModuleTag_ElvenGiftHealing StartsActive = No TriggeredBy = Upgrade_ElvenGift HealingAmount = ELVEN_GIFT_REGEN_AMOUNT HealingDelay = ELVEN_GIFT_REGEN_DELAY StartHealingDelay = HERO_HEAL_DELAY HealOnlyIfNotInCombat = Yes End Behavior = AttributeModifierUpgrade ModuleTag_ElvenGiftBonus TriggeredBy = Upgrade_ElvenGift AttributeModifier = SpellBookElvenGifts End ;;; Level 1 - TOGGLE MOUNTED ABILITY ;;; Behavior = SpecialPowerModule ModuleTag_HorseToggleStarter SpecialPowerTemplate = SpecialAbilityToggleMounted UpdateModuleStartsAttack = Yes StartsPaused = No End Behavior = ToggleMountedSpecialAbilityUpdate ModuleTag_HorseToggle SpecialPowerTemplate = SpecialAbilityToggleMounted UnpackTime = 1000 ; Change from 1.07 ; 2000 PreparationTime = 1 PersistentPrepTime = 250 PackTime = 1000 ; Change from 1.07 ; 2000 OpacityTarget = .3 ; How see-thru to be at peak of change AwardXPForTriggering = 0 TriggerInstantlyOnCreate = Yes ; Changed from 1.07 RJ - 1.02 fix End
#include "..\..\..\includes\CaptureBuilding.inc" //------------------------------------------------------------------------- // Create A HERO Reaction modules //------------------------------------------------------------------------- Behavior = PhysicsBehavior ModuleTag_04 GravityMult = 1.0 ShockStandingTime = 2533 //msec End Behavior = SquishCollide ModuleTag_06 //'nothing End Behavior = NotifyTargetsOfImminentProbableCrushingUpdate ModuleTag_NotifyCrushScan End
Behavior = HitReactionBehavior HitReactionBehaviorModuleTag HitReactionLifeTimer1 = 1500 //'level 1 (light damage) hit reaction animations in ms HitReactionLifeTimer2 = 1500 //'level 2 (medium damage) hit reaction animations in ms HitReactionLifeTimer3 = 1500 //'level 3 (heavy damage) hit reaction animations in ms
HitReactionThreshold1 = 100.0 //'level 1 (light damage) threshold trigger HitReactionThreshold2 = 500.0 //'level 2 (medium damage) threshold trigger HitReactionThreshold3 = 1000.0 //'level 3 (heavy damage) threshold trigger FastHitsResetReaction = No //If set -- when hits occur faster than the reaction animations, it will reset the animation. (like getting riddled with machine gun bullets) End
//------------------------------------------------------------------------- // Create A Hero Emotions //------------------------------------------------------------------------- Behavior = EmotionTrackerUpdate Module_EmotionTracker // for now we restrict emotions to taunt and cheer, that's all the TFCs call for ATM TauntAndPointDistance = 350 // max distance to taunted/pointed objet TauntAndPointUpdateDelay = 1000 // how often scan (milliseconds) TauntAndPointExcluded = NONE AfraidOf = NONE AlwaysAfraidOf = NONE PointAt = EMOTION_POINTAT_OBJECTFILTER HeroScanDistance = 150 FearScanDistance = INFANTRY_FEAR_SCAN_RADIUS
AddEmotion = Taunt_Base AddEmotion = CheerIdle_Base AddEmotion = CheerBusy_Base AddEmotion = Alert_Base End
//-------------------------------------------------------------- // Create-A-Hero Stealth And Camouflage Updates //-------------------------------------------------------------- Behavior = StealthUpdate ModuleTag_CreateAHeroCMDisguiseStealthUpdate StealthDelay = 1 DisguisesAsTeam = Yes RevealDistanceFromTarget = 100.0f OrderIdleEnemiesToAttackMeUponReveal = Yes //DisguiseFX = FX_BombTruckDisguise //DisguiseRevealFX = FX_BombTruckDisguiseReveal InnateStealth = Yes DisguiseTransitionTime = 2000 DisguiseRevealTransitionTime = 1000 RequiredUpgradeNames = Upgrade_CreateAHero_ClassCorruptedMan End
Behavior = InvisibilityUpdate ModuleTag_CreateAHeroElvenCloak // Used by archer and corrupted man, must be first InvisibilityUpdate InvisibilityNugget InvisibilityType = STEALTH ForbiddenConditions = MOVING FIRING_ANY TAKING_DAMAGE USING_ABILITY BecomeStealthedFX = FX_ElvenCloakOn ExitStealthFX = FX_ElvenCloakOff Options = UNTOGGLE_HIDDEN_WHEN_LEAVING_STEALTH End StartsActive = No UpdatePeriod = 2000 RequiredUpgrades = Upgrade_CreateAHeroElvenCloak ForbiddenUpgrades = Upgrade_CreateAHeroMapMode End Behavior = InvisibilityUpdate ModuleTag_CreateAHeroCMStealthUpdate_Level1 InvisibilityNugget InvisibilityType = CAMOUFLAGE DetectionRange = CAMOUFLAGE_RADIUS ForbiddenConditions = MOVING FIRING_ANY TAKING_DAMAGE ForbiddenWeaponConditions = CLOSE_RANGE CONTESTING_BUILDING End UpdatePeriod = 2000 StartsActive = Yes RequiredUpgrades = Upgrade_CreateAHeroCMStealth_Level1 Upgrade_CreateAHero_ClassCorruptedMan ForbiddenUpgrades = Upgrade_CreateAHeroCMStealth_Level2 Upgrade_CreateAHeroMapMode End
Behavior = InvisibilityUpdate ModuleTag_CreateAHeroCMStealthUpdate_Level2 InvisibilityNugget InvisibilityType = CAMOUFLAGE DetectionRange = CAMOUFLAGE_RADIUS ForbiddenConditions = FIRING_ANY TAKING_DAMAGE ForbiddenWeaponConditions = CLOSE_RANGE CONTESTING_BUILDING End UpdatePeriod = 2000 StartsActive = Yes RequiredUpgrades = Upgrade_CreateAHeroCMStealth_Level2 Upgrade_CreateAHero_ClassCorruptedMan ForbiddenUpgrades = Upgrade_CreateAHeroMapMode End Behavior = InvisibilityUpdate ModuleTag_CreateAHeroBasicArcherStealthUpdate InvisibilityNugget InvisibilityType = CAMOUFLAGE DetectionRange = CAMOUFLAGE_RADIUS ForbiddenConditions = MOVING FIRING_ANY TAKING_DAMAGE ForbiddenWeaponConditions = CLOSE_RANGE CONTESTING_BUILDING End UpdatePeriod = 2000 StartsActive = Yes RequiredUpgrades = Upgrade_CreateAHero_ClassArcher ForbiddenUpgrades = Upgrade_CreateAHeroAStealth_Level1 Upgrade_CreateAHeroMapMode End
Behavior = InvisibilityUpdate ModuleTag_CreateAHeroAStealthUpdate_Level1 InvisibilityNugget InvisibilityType = CAMOUFLAGE DetectionRange = CAMOUFLAGE_RADIUS ForbiddenConditions = FIRING_ANY TAKING_DAMAGE ForbiddenWeaponConditions = CLOSE_RANGE CONTESTING_BUILDING Options = ALLOW_NEAR_TREES End UpdatePeriod = 2000 StartsActive = Yes RequiredUpgrades = Upgrade_CreateAHeroAStealth_Level1 Upgrade_CreateAHero_ClassArcher ForbiddenUpgrades = Upgrade_CreateAHeroMapMode End
//;;; AUTO ABILITY MODULE ;;; Behavior = AutoAbilityBehavior ModuleTag_AutoAbilityBehavior End
//------------------------------------------------------------------------------------------------- // LivingWorld auto resolve data //------------------------------------------------------------------------------------------------- ; *** AUTO RESOLVE DATA *** AutoResolveUnitType = AutoResolveUnit_Hero AutoResolveCombatChain = AutoResolve_HeroCombatChain AutoResolveBody = AutoResolve_CreateAHeroBody AutoResolveArmor Armor = AutoResolve_CreateAHeroArmor End
AutoResolveWeapon Weapon = AutoResolve_CreateAHeroWeapon End
;/////////////////// ; AISpecialPowers ;/////////////////// 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 TrainAlliesAI CommandButtonName = Command_Earnur_SpecialAbilityTrainAllies SpecialPowerAIType = AI_SPECIAL_POWER_GIVEXP_AOE End
Behavior = AISpecialPowerUpdate SummonAlliesKnights CommandButtonName = Command_SpecialAbilityEarnurSummonKnights SpecialPowerAIType = AI_SPECIAL_POWER_TARGETAOE_SUMMON SpecialPowerRadius = 30.0 End
Behavior = AISpecialPowerUpdate ToggleMountedAI CommandButtonName = Command_MountHorseEomer SpecialPowerAIType = AI_SPECIAL_POWER_TOGGLE_MOUNTED End
Geometry = CYLINDER GeometryMajorRadius = 8.0 GeometryMinorRadius = 8.0 GeometryHeight = 35 GeometryIsSmall = Yes Shadow = SHADOW_DECAL ShadowSizeX = 20// ShadowSizeY = 20// ShadowTexture = ShadowI// End
Tu peux utiliser le draw en exemple. L'équipement et l'apparence c'est les SubObject. L'exemple donne ce héros: - Spoiler:
Le fichier weapon.ini (pense à faire des copies de sauvegarde de tes fichiers à l'avenir). PS: Tu peux faire un petit tour ici pour voir la partie intitulée " 2) Votre héros". | |
| | | ventus Invité
| Sujet: Re: Question sur les héros. Dim 6 Mar - 0:52 | |
| Merci de ta réponse très instructive |
| | | ventus Invité
| Sujet: Re: Question sur les héros. Dim 6 Mar - 1:04 | |
| Je vais encore faire un double post mais ..
Le fichier weapon.ini que tu as mis a disposition fait, lui aussi, un GameCrash. Peut - être est-ce celui de ' l'Avenèment du roi - sorcier '. Si oui, je n'ai pas l'extension, je suis sur ' La Bataille pour la Terre du milieu II '. |
| | | Wolf8888 Moddeur confirmé
Nombre de messages : 499 Add-On : Oui
Date d'inscription : 29/07/2010
| Sujet: Re: Question sur les héros. Dim 6 Mar - 20:12 | |
| Salut, Oui, c'était celui de l'add-on. Voilà pour BFME II. | |
| | | zaune Nouveau
Nombre de messages : 3 Add-On : Non Date d'inscription : 05/03/2011
| Sujet: :o Lun 14 Mar - 19:47 | |
| Et ben, moi qui pensait que ça pourrait être fun que je mette un de mes héros crées en vrai héro .. Enfait, je crois que je vais abandonner l'idée xD. Ca a l'air Ultra - complexe >< | |
| | | Wolf8888 Moddeur confirmé
Nombre de messages : 499 Add-On : Oui
Date d'inscription : 29/07/2010
| Sujet: Re: Question sur les héros. Lun 14 Mar - 21:26 | |
| - Citation :
- Ca a l'air Ultra - complexe
C'est pas le plus simple mais c'est pas le plus compliqué... | |
| | | Contenu sponsorisé
| Sujet: Re: Question sur les héros. | |
| |
| | | | Question sur les héros. | |
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