Tar-Elendil Habitué(e)
Nombre de messages : 80 Age : 27 Location : En train de devenir handballeur professionnel Add-On : que veut tu dire ? tu veux me le voler c'est ça !!!! Date d'inscription : 13/08/2010
| Sujet: mon héros problème (résolu) Dim 27 Mar - 19:43 | |
| avec l'aide de cdd ainsi que de diverses tuto, j'ai réussi a faire un semblant de héros, a partir de rien. je l'ai fait de toute pièce avec un capitaine du Gondor. Le problème : le héros n'a aucun équipement. Je suis débutant alors si vous m'aidez et que je réussi j'aurais fait un grand pas. Voici le code: - Spoiler:
Object GondorBaracker ButtonImage = HIDamrod SelectPortrait = HPDamrod
DescriptionStrategic = CONTROLBAR:LW_ToolTip_Aragorn
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState Model = CHHW_CG_U_SKN Skeleton = CHHW_CG_U_SKL ModelAnimationPrefix = CHHW_CG PortraitImageName = CPGamling ButtonImageName = CPGamlingAlpha End 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
//================== ANIMATIONS =================================================================
//----------- 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 = #(MODEL)_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 = #(MODEL)_C_WPNA AnimationMode = ONCE AnimationBlendTime = 20 End End
AnimationState = CREATE_A_HERO_IN_CREATION_SCREEN USER_75 StateName = STATE_SwapModels Animation = WeaponSwap AnimationName = #(MODEL)_C_ATNB #(MODEL)_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 = #(MODEL)_C_ATNB #(MODEL)_C_ATND AnimationMode = ONCE AnimationPriority = 90 AnimationBlendTime = 20 End Animation = Foot_ATND // Bored Fidget AnimationName = #(MODEL)_C_ATND #(MODEL)_C_ATNB AnimationMode = ONCE AnimationPriority = 10 AnimationBlendTime = 20 End Animation = Foot_ATNE // Bored Fidget AnimationName = #(MODEL)_C_ATNE #(MODEL)_C_ATND #(MODEL)_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 // if Prev == "STATE_SwapModels" then // CurDrawableSetTransitionAnimState("Trans_SwapModels") // end EndScript End
AnimationState = CREATE_A_HERO_IN_CREATION_SCREEN StateName = STATE_Unselected Animation = Foot_ATNB // Bored Idle AnimationName = #(MODEL)_C_ATNB #(MODEL)_C_ATND AnimationMode = ONCE AnimationPriority = 90 AnimationBlendTime = 10 End Animation = Foot_ATND // Bored Fidget AnimationName = #(MODEL)_C_ATND #(MODEL)_C_ATNB AnimationMode = ONCE AnimationPriority = 10 AnimationBlendTime = 10 End Animation = Foot_ATNE // Bored Fidget AnimationName = #(MODEL)_C_ATNE #(MODEL)_C_ATND #(MODEL)_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 = #(MODEL)_C_WPNA AnimationMode = ONCE AnimationBlendTime = 20 End End TransitionState = Trans_ExamineSelf Animation = Transition AnimationName = #(MODEL)_C_CLRA AnimationMode = ONCE AnimationBlendTime = 20 End End TransitionState = Trans_SelectedCheer Animation = Transition AnimationName = #(MODEL)_C_SLCA AnimationMode = ONCE AnimationBlendTime = 20 End End
TransitionState = Trans_SwapModels StateName = STATE_Unselected Animation = Transition AnimationName = #(MODEL)_C_ATNB #(MODEL)_C_ATND AnimationMode = ONCE AnimationBlendTime = 0 End End
//----------- Climbing/rappelling --------------- AnimationState = CLIMBING WEAPONSET_TOGGLE_1 StateName = STATE_Climbing Animation = Climbing AnimationName = #(MODEL)_U_WALB AnimationMode = LOOP AnimationBlendTime = 10 End BeginScript//script to set transition from moving Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Running" then CurDrawableSetTransitionAnimState("Trans_RunningToClimbing_WeaponToggle") return end EndScript End TransitionState = Trans_RunningToClimbing_WeaponToggle Animation = Transition AnimationName = #(MODEL)_B_WALA AnimationMode = ONCE End End
AnimationState = CLIMBING StateName = STATE_Climbing Animation = Climbing AnimationName = #(MODEL)_U_WALB AnimationMode = LOOP AnimationBlendTime = 10 End BeginScript//script to set transition from moving Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Running" then CurDrawableSetTransitionAnimState("Trans_RunningToClimbing") return end EndScript End TransitionState = Trans_RunningToClimbing Animation = Transition AnimationName = #(MODEL)_U_WALA AnimationMode = ONCE End End
AnimationState = RAPPELLING WEAPONSET_TOGGLE_1 StateName = STATE_Rappelling Animation = Rapelling AnimationName = #(MODEL)_U_WALD AnimationMode = LOOP AnimationBlendTime = 10 End BeginScript//script to set transition from moving Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Climbing" then CurDrawableSetTransitionAnimState("Trans_ClimbingToRappelling") return end EndScript End AnimationState = RAPPELLING StateName = STATE_Rappelling Animation = Rapelling AnimationName = #(MODEL)_U_WALD AnimationMode = LOOP AnimationBlendTime = 10 End BeginScript//script to set transition from moving Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Climbing" then CurDrawableSetTransitionAnimState("Trans_ClimbingToRappelling") return end EndScript End TransitionState = Trans_ClimbingToRappelling Animation = Transition AnimationName = #(MODEL)_U_WALC AnimationMode = ONCE End End TransitionState = Trans_RappellingToRunning_WeaponToggle Animation = Transition AnimationName = MUGblnSwrd_B_WALE AnimationMode = ONCE End End TransitionState = Trans_RappellingToRunning Animation = Transition AnimationName = MUGblnSwrd_U_WALE AnimationMode = ONCE End End
// --------- MOUNTED ------------
// --- Dying Anims AnimationState = DYING AFLAME MOUNTED Animation = Fire AnimationName = #(MODEL)_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 = #(MODEL)_M_LNDA AnimationMode = ONCE End End AnimationState = DYING MOUNTED StateName = STATE_Sword Animation AnimationName = #(MODEL)_M_DIEA AnimationMode = ONCE End End
AnimationState = STUNNED_STANDING_UP MOUNTED Animation AnimationName = #(MODEL)_M_GTPA AnimationMode = ONCE AnimationSpeedFactorRange = 1.5 1.5 End End
AnimationState = STUNNED MOUNTED Animation AnimationName = #(MODEL)_M_LNDA AnimationMode = ONCE End End
AnimationState = FREEFALL MOUNTED Animation AnimationName = #(MODEL)_M_FLYA AnimationMode = LOOP End Flags = RANDOMSTART End
AnimationState = STUNNED_FLAILING MOUNTED Animation AnimationName = #(MODEL)_M_FLYA AnimationMode = LOOP End Flags = RANDOMSTART End
AnimationState = PASSENGER MOUNTED Animation AnimationName = #(MODEL)_M_GBDA AnimationMode = LOOP End Flags = RANDOMSTART End
AnimationState = MOUNTED LEVELED // This state clears itself in 3 of your Earth seconds Animation AnimationName = #(MODEL)_M_LVLA AnimationMode = ONCE End End
AnimationState = MOUNTED RAISING_FLAG // This state clears itself in 3 of your Earth seconds Animation AnimationName = #(MODEL)_M_CHRA AnimationMode = ONCE End Flags = RESTART_ANIM_WHEN_COMPLETE End
// --- Attacking Anims AnimationState = FIRING_OR_PREATTACK_A MOUNTED // Melee attack. Animation AnimationName = #(MODEL)_M_ATKA #(MODEL)_M_ATKB AnimationMode = ONCE UseWeaponTiming = Yes End End
// --- Moving Anims AnimationState = MOUNTED TURN_LEFT_HIGH_SPEED Animation AnimationName = #(MODEL)_M_TNL1 AnimationMode = LOOP AnimationSpeedFactorRange= 1.8 1.8 AnimationBlendTime = 20 End End
AnimationState = MOUNTED TURN_RIGHT_HIGH_SPEED Animation AnimationName = #(MODEL)_M_TNR1 AnimationMode = LOOP AnimationSpeedFactorRange= 1.8 1.8 AnimationBlendTime = 20 End End
AnimationState = MOVING TURN_LEFT MOUNTED Animation AnimationName = #(MODEL)_M_TRNL AnimationMode = LOOP End // //ParticleSysBone = None CalvaryDustTrails End
AnimationState = MOVING TURN_RIGHT MOUNTED Animation AnimationName = #(MODEL)_M_TRNR AnimationMode = LOOP End // //ParticleSysBone = None CalvaryDustTrails End
AnimationState = MOVING ACCELERATE MOUNTED Animation AnimationName = #(MODEL)_M_ACCL AnimationMode = LOOP End //ParticleSysBone = None CalvaryDustTrails End
AnimationState = MOVING DECELERATE MOUNTED Animation AnimationName = #(MODEL)_M_DECL AnimationMode = ONCE End //ParticleSysBone = None CalvaryDustTrails End
AnimationState = MOVING WALKING MOUNTED Animation AnimationName = #(MODEL)_M_WLKA AnimationMode = LOOP End Flags = RANDOMSTART //ParticleSysBone = None InfantryDustTrails End
AnimationState = MOVING BACKING_UP MOUNTED Animation AnimationName = #(MODEL)_M_BAKA AnimationMode = LOOP End Flags = RANDOMSTART //ParticleSysBone = None InfantryDustTrails End
AnimationState = MOUNTED MOVING FIRING_OR_PREATTACK_A ShareAnimation = Yes Animation AnimationName = #(MODEL)_M_ATRA AnimationMode = LOOP End Flags = RANDOMSTART End
AnimationState = MOVING MOUNTED Animation AnimationName = #(MODEL)_M_RUNA AnimationMode = LOOP End Flags = RANDOMSTART //ParticleSysBone = None CalvaryDustTrails End
// --- Selected Anims AnimationState = SELECTED MOUNTED SimilarRestart = Yes StateName = AtAttentionIdleMounted Animation = ATNB AnimationName = #(MODEL)_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 = #(MODEL)_M_ATNA AnimationMode = ONCE End End
// --- Idle Anims AnimationState = MOUNTED Animation AnimationName = #(MODEL)_M_IDLA AnimationPriority = 20 AnimationMode = ONCE AnimationBlendTime = 15 End Flags = RESTART_ANIM_WHEN_COMPLETE End
// --------- UNMOUNTED ------------
//------------------ DYING -------------------------------------------------------------
// --- Flying through the air. AnimationState = STUNNED_FLAILING WEAPONSET_TOGGLE_1 StateName = STATE_Bow Animation AnimationName = #(MODEL)_B_FLYA AnimationMode = LOOP End Flags = RANDOMSTART End
AnimationState = STUNNED_FLAILING StateName = STATE_Sword Animation AnimationName = #(MODEL)_U_FLYA AnimationMode = LOOP End Flags = RANDOMSTART End
// --- Dying anims AnimationState = DYING SPLATTED WEAPONSET_TOGGLE_1 StateName = STATE_Bow Animation AnimationName = #(MODEL)_B_LNDA AnimationMode = ONCE End End
AnimationState = DYING SPLATTED StateName = STATE_Sword Animation AnimationName = #(MODEL)_U_LNDA AnimationMode = ONCE End End
AnimationState = DYING WEAPONSET_TOGGLE_1 //WEAPONSTATE_CLOSE_RANGE StateName = STATE_Bow Animation AnimationName = #(MODEL)_B_DIEA AnimationMode = ONCE End End
AnimationState = DYING StateName = STATE_Sword Animation AnimationName = #(MODEL)_U_DIEA AnimationMode = ONCE End Animation = GUHero_DIEB AnimationName = #(MODEL)_U_DIEB AnimationMode = ONCE End End
// --- Stunned anims
AnimationState = STUNNED_STANDING_UP WEAPONSET_TOGGLE_1 StateName = STATE_Bow Animation AnimationName = #(MODEL)_B_GTPA AnimationMode = ONCE AnimationSpeedFactorRange = 1.5 1.5 End End
AnimationState = STUNNED_STANDING_UP StateName = STATE_Sword Animation AnimationName = #(MODEL)_U_GTPA AnimationMode = ONCE AnimationSpeedFactorRange = 1.5 1.5 End End
AnimationState = STUNNED WEAPONSET_TOGGLE_1 StateName = STATE_Bow Animation AnimationName = #(MODEL)_B_LNDA AnimationMode = ONCE End End
AnimationState = STUNNED StateName = STATE_Sword Animation = GUHero_LNDA AnimationName = #(MODEL)_U_LNDA AnimationMode = ONCE End End
//------------------ SPECIAL POWER ANIMS ---------------------
// RAIN OF ARROWS SPECIAL POWER // AnimationState = PACKING_TYPE_1 WEAPONSET_TOGGLE_1 StateName = rainofarrows Animation AnimationName = #(MODEL)_B_ATKA2 AnimationMode = LOOP End // FXEvent = Frame:6 Name: FX_SarumanDominateAtSelf End
// DOMINATE SPECIAL POWER // AnimationState = PACKING_TYPE_1 StateName = Curse Animation AnimationName = #(MODEL)_U_LVLA AnimationMode = ONCE End // FXEvent = Frame:6 Name: FX_SarumanDominateAtSelf End
// TELEPORT SPECIAL POWER // AnimationState = PACKING_TYPE_3 StateName = Curse Animation AnimationName = #(MODEL)_U_SPCA AnimationMode = ONCE End // FXEvent = Frame:6 Name: FX_SarumanDominateAtSelf End
//--------------------- Wound Arrow anim AnimationState = SPECIAL_WEAPON_TWO StateName = STATE_Bow Animation AnimationName = #(MODEL)_U_SPCL #(MODEL)_U_ATKC AnimationMode = ONCE End FrameForPristineBonePositions = 59 BeginScript CurDrawableShowSubObject("arrow") EndScript End //------------------ ATTACKING -------------------------------------------------------------------- // Attacking Anims [Weapon_A] // AnimationState = MOVING WEAPONSET_TOGGLE_1 FIRING_OR_PREATTACK_A // Animation = TrotAndFire // AnimationName = #(MODEL)_U_ATRA // AnimationMode = LOOP // End // Flags = RANDOMSTART // StateName = RunAndSwing // End // // AnimationState = FIRING_OR_PREATTACK_A WEAPONSET_TOGGLE_1 // StateName = STATE_Sword // // Animation = ATKD // AnimationName = #(MODEL)_U_ATKD // AnimationMode = ONCE // UseWeaponTiming = Yes // AnimationSpeedFactorRange = 1.149 1.149 // End // // Animation = ATKE // AnimationName = #(MODEL)_U_ATKE // AnimationMode = ONCE // UseWeaponTiming = Yes // AnimationSpeedFactorRange = 1.149 1.149 // End // // Animation = ATKF // AnimationName = #(MODEL)_U_ATKF // AnimationMode = ONCE // AnimationSpeedFactorRange = 1.47 1.47 // End // Flags = RESTART_ANIM_WHEN_COMPLETE // // FrameForPristineBonePositions = 59 // BeginScript // Prev = CurDrawablePrevAnimationState() // if Prev == "STATE_Bow" then CurDrawableSetTransitionAnimState("TRANS_BowToSword") end // EndScript // End
//------------------ MOVING -------------------------------------------------------------
AnimationState = MOVING USER_4 // Moving slaughter StateName = Slaughter Flags = RANDOMSTART //ParticleSysBone = None InfantryDustTrails Animation = GUHero_ATKE AnimationName = #(MODEL)_U_ATKE AnimationMode = LOOP End StateName = NoSword BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Sword" then CurDrawableSetTransitionAnimState("TRANS_SwordToBow") end EndScript End
//--- Running with bow AnimationState = MOVING WEAPONSET_TOGGLE_1 //WEAPONSTATE_CLOSE_RANGE StateName = STATE_RunningBow Flags = RANDOMSTART //ParticleSysBone = None InfantryDustTrails Animation AnimationName = #(MODEL)_B_RUNA // AnimationMode = LOOP AnimationSpeedFactorRange = 0.85 0.85 // Distance = 28 End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Sword" then CurDrawableSetTransitionAnimState("TRANS_SwordToBow") end if Prev == "STATE_RunningSword" then CurDrawableSetTransitionAnimState("TRANS_SwordToBow_Running") end if Prev == "STATE_Rappelling" then CurDrawableSetTransitionAnimState("Trans_RappellingToRunning_WeaponToggle") return end EndScript End
//--- Running with sword AnimationState = MOVING StateName = STATE_RunningSword Flags = RANDOMSTART //ParticleSysBone = None InfantryDustTrails Animation AnimationName = #(MODEL)_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
//--------------------------------------------------- //New style firing with bow AnimationState = PREATTACK_A WEAPONSET_TOGGLE_1 StateName = STATE_Firing Animation = ReadyToDrawn AnimationName = #(MODEL)_B_ATKA1 AnimationMode = ONCE // UseWeaponTiming = Yes // UseWeaponTiming plus random weapon field equals desync. Leaving as warning //AnimationBlendTime = 10 End End
AnimationState = FIRING_OR_RELOADING_A WEAPONSET_TOGGLE_1 StateName = STATE_Firing Animation = LooseReloadDraw AnimationName = #(MODEL)_B_ATKA2 AnimationMode = ONCE // UseWeaponTiming = Yes // UseWeaponTiming plus random weapon field equals desync. Leaving as warning AnimationSpeedFactorRange = 1.1 1.1 // Therefore, this is all you get. A slight speed up so that the animation can always finish before any possible random value Design sets the range for //AnimationBlendTime = 10 End End //---------------------End New style firing
//AnimationState = CONTINUOUS_FIRE_MEAN WEAPONSET_TOGGLE_1 // Animation = HangFrameWhileCoasting // AnimationName = #(MODEL)_B_ATKA2 // AnimationMode = MANUAL // End //End //AnimationState = CONTINUOUS_FIRE_SLOW WEAPONSET_TOGGLE_1 // //StateName = STATE_Idle_Bow // Animation = PutAwayArrow // AnimationName = #(MODEL)_U_ATKA3 // AnimationMode = ONCE // End //End //End New style firing //---------------------------------------------------
AnimationState = FIRING_OR_PREATTACK_A WEAPONSET_TOGGLE_1 StateName = STATE_Firing Animation AnimationName = #(MODEL)_B_ATKA1 AnimationMode = ONCE UseWeaponTiming = No // UseWeaponTiming plus random weapon field equals desync. Leaving as warning End End
AnimationState = FIRING_OR_PREATTACK_A // Melee attack. Animation AnimationName = #(MODEL)_U_ATKA1 #(MODEL)_U_ATKA #(MODEL)_U_ATKB AnimationMode = ONCE UseWeaponTiming = Yes End End
//-------------------- HIT REACTIONS -----------------------------------------------------------
// this hit animation attack stance AnimationState = EMOTION_ALERT HIT_REACTION WEAPONSET_TOGGLE_1 Animation AnimationName = #(MODEL)_B_HITA AnimationMode = ONCE End End
AnimationState = HIT_REACTION WEAPONSET_TOGGLE_1 Animation AnimationName = #(MODEL)_B_HITA AnimationMode = ONCE End End
AnimationState = HIT_REACTION Animation = Sword_HITA AnimationName = #(MODEL)_U_HITA AnimationMode = ONCE End Animation = Sword_HITB AnimationName = #(MODEL)_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 = THROWN_PROJECTILE Animation AnimationName = #(MODEL)_U_LEP2 AnimationMode = LOOP End End
AnimationState = ABOUT_TO_HIT Animation AnimationName = #(MODEL)_U_LEP3 AnimationMode = ONCE End End
AnimationState = SPECIAL_POWER_1 ; Aragorn shouting Elendil anim StateName = STATE_ready Animation AnimationName = #(MODEL)_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 = #(MODEL)_U_SPCA AnimationMode = ONCE End //FXEvent = Frame:5 Name:FX_GandalfPreAttackBlast End
// WIZARD BLAST ANIMS MOUNTED // AnimationState = SPECIAL_WEAPON_TWO MOUNTED StateName = Attacking Animation AnimationName = #(MODEL)_U_SPLD #(MODEL)_U_ATKA AnimationMode = ONCE End End // WIZARD BLAST ANIMS ON FOOT // AnimationState = SPECIAL_WEAPON_TWO StateName = Attacking Animation AnimationName = #(MODEL)_U_SPCB #(MODEL)_U_ATKA AnimationMode = ONCE End End
// ISTARI LIGHT STAFF WEAPON MOUNTED // AnimationState = SPECIAL_WEAPON_THREE MOUNTED // FIRING_OR_PREATTACK_C StateName = Attacking Animation = StaffLaser AnimationName = #(MODEL)_U_SPCD #(MODEL)_U_ATKA AnimationMode = ONCE End FXEvent = Frame:30 Name:FX_GandalfStaffFlare End
// ISTARI LIGHT STAFF WEAPON ON FOOT // AnimationState = SPECIAL_WEAPON_THREE // FIRING_OR_PREATTACK_C StateName = Attacking Animation = StaffLaser AnimationName = #(MODEL)_U_SPCE #(MODEL)_U_ATKA// isitari's light? AnimationMode = ONCE End FXEvent = Frame:30 Name:FX_GandalfStaffFlare End ; Throwing and cripple strike AnimationState = SPECIAL_WEAPON_FOUR StateName = Attacking Animation AnimationName = #(MODEL)_U_SPCD AnimationMode = ONCE End FrameForPristineBonePositions = 44 End
AnimationState = SPECIAL_WEAPON_FIVE StateName = Attacking Animation AnimationName = #(MODEL)_U_SPCE AnimationMode = ONCE End End
AnimationState = SPECIAL_WEAPON_SIX StateName = Attacking Animation AnimationName = #(MODEL)_U_SPCF AnimationMode = ONCE End End
// Special Power 1 AnimationState = PACKING_TYPE_1 UNPACKING StateName = Attacking Animation = LightningSwordStart AnimationName = #(MODEL)_U_SPCC #(MODEL)_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 = #(MODEL)_U_SPCA #(MODEL)_U_ATKA AnimationMode = LOOP End End
AnimationState = PACKING_TYPE_1 PACKING StateName = Attacking Animation = LightningSwordPutAway AnimationName = #(MODEL)_U_SPCB #(MODEL)_U_ATKA AnimationMode = ONCE End End
// (specific) dwarf train allies. AnimationState = PACKING_TYPE_2 CREATE_A_HERO_20 CREATE_A_HERO_21 Animation AnimationName = #(MODEL)_U_SPCC AnimationMode = LOOP End End
// Special Power 2 AnimationState = PACKING_TYPE_2 UNPACKING StateName = Attacking Animation = LightningSwordStart AnimationName = #(MODEL)_U_SPCC #(MODEL)_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 = #(MODEL)_U_SPCA #(MODEL)_U_ATKA AnimationMode = LOOP End End
AnimationState = PACKING_TYPE_2 PACKING StateName = Attacking Animation = LightningSwordPutAway AnimationName = #(MODEL)_U_SPCB #(MODEL)_U_ATKA AnimationMode = ONCE End End //----------- Captain of Gondor - Sword -------------------------------------------- AnimationState = PACKING_TYPE_2 WEAPONSET_TOGGLE_1 StateName = CaptainPower Animation = GUHero_CHRC AnimationName = #(MODEL)_U_CHRC AnimationMode = ONCE AnimationSpeedFactorRange = 1.2 1.2 End End
//----------- Captain of Gondor - Bow ----------------------------------------------- AnimationState = PACKING_TYPE_2 StateName = STATE_CaptainBow Animation = GUHero_CHRD AnimationName = #(MODEL)_U_SPCE #(MODEL)_U_SPCA #(MODEL)_U_CHRD AnimationMode = ONCE // AnimationSpeedFactorRange = 0.75 0.75 End End
// Special Power 3 AnimationState = PACKING_TYPE_3 UNPACKING StateName = Attacking Animation = LightningSwordStart AnimationName = #(MODEL)_U_SPCC #(MODEL)_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_3 PREPARING StateName = Attacking Animation = LightningSwordLoop AnimationName = #(MODEL)_U_SPCA #(MODEL)_U_ATKA AnimationMode = LOOP End End
AnimationState = PACKING_TYPE_3 PACKING StateName = Attacking Animation = LightningSwordPutAway AnimationName = #(MODEL)_U_SPCB #(MODEL)_U_ATKA AnimationMode = ONCE End End // Special Power 4 AnimationState = PACKING_TYPE_4 UNPACKING Animation AnimationName = #(MODEL)_U_SPCA AnimationMode = ONCE End End AnimationState = PACKING_TYPE_4 PREPARING Animation AnimationName = #(MODEL)_U_SPCA AnimationMode = ONCE End End
AnimationState = PACKING_TYPE_4 PACKING Animation AnimationName = #(MODEL)_U_SPCA AnimationMode = ONCE End End // Special Power 5 // AnimationState = PACKING_TYPE_5 UNPACKING WEAPONSET_TOGGLE_1 // Animation // AnimationName = #(MODEL)_B_SPCB // AnimationMode = ONCE // End // End // // AnimationState = PACKING_TYPE_5 PREPARING WEAPONSET_TOGGLE_1 // Animation // AnimationName = #(MODEL)_B_SPCB // AnimationMode = ONCE // End // End
AnimationState = PACKING_TYPE_5 PACKING WEAPONSET_TOGGLE_1 Animation AnimationName = #(MODEL)_B_SPCB AnimationMode = ONCE AnimationSpeedFactorRange = 0.7333 0.7333 End End // AnimationState = PACKING_TYPE_5 UNPACKING // Animation // AnimationName = #(MODEL)_U_SPCB // AnimationMode = ONCE // End // End // // AnimationState = PACKING_TYPE_5 PREPARING // Animation // AnimationName = #(MODEL)_U_SPCB // AnimationMode = ONCE // End // End
AnimationState = PACKING_TYPE_5 PACKING Animation AnimationName = #(MODEL)_U_SPCB AnimationMode = ONCE End End // Special Power 6 // AnimationState = PACKING_TYPE_6 UNPACKING // Animation // AnimationName = #(MODEL)_U_SPCD // AnimationMode = ONCE // End // End // // AnimationState = PACKING_TYPE_6 PREPARING // Animation // AnimationName = #(MODEL)_U_SPCD // AnimationMode = ONCE // End // End
AnimationState = PACKING_TYPE_6 PACKING Animation AnimationName = #(MODEL)_U_SPCD AnimationMode = ONCE End End
//====== LEVELED AnimationState = LEVELED WEAPONSET_TOGGLE_1 // This state clears itself in 3 seconds Animation = LevelUp AnimationName = #(MODEL)_B_CHRA #(MODEL)_B_LVLA AnimationMode = ONCE End End
AnimationState = LEVELED // This state clears itself in 3 seconds Animation = LevelUp AnimationName = #(MODEL)_U_CHRA #(MODEL)_U_LVLA AnimationMode = ONCE End End
//---------------------- EMOTIONS ---------------------------------------------------------------
// cheer, mounted AnimationState = EMOTION_CELEBRATING MOUNTED Animation AnimationName = #(MODEL)_M_CHRA #(MODEL)_M_IRFA AnimationMode = ONCE End Flags = RESTART_ANIM_WHEN_COMPLETE End
// cheer, w/ bow on foot AnimationState = EMOTION_CELEBRATING WEAPONSET_TOGGLE_1 Animation AnimationName = #(MODEL)_B_CHRA AnimationMode = ONCE End Flags = RESTART_ANIM_WHEN_COMPLETE End
// cheer, on foot AnimationState = EMOTION_CELEBRATING Animation CHRA AnimationName = #(MODEL)_U_CHRA #(MODEL)_U_TNTA AnimationMode = ONCE End Animation CHRB AnimationName = #(MODEL)_U_CHRB #(MODEL)_U_CHRA #(MODEL)_U_TNTA AnimationMode = ONCE End Flags = RESTART_ANIM_WHEN_COMPLETE End // raise flag, w/ bow on foot AnimationState = RAISING_FLAG WEAPONSET_TOGGLE_1 Animation AnimationName = #(MODEL)_B_CHRA AnimationMode = ONCE End Flags = RESTART_ANIM_WHEN_COMPLETE End
// cheer, on foot AnimationState = RAISING_FLAG Animation CHRA AnimationName = #(MODEL)_U_CHRA #(MODEL)_U_TNTA AnimationMode = ONCE End Animation CHRB AnimationName = #(MODEL)_U_CHRB #(MODEL)_U_CHRA #(MODEL)_U_TNTA AnimationMode = ONCE End Flags = RESTART_ANIM_WHEN_COMPLETE End // taunt, mounted AnimationState = EMOTION_TAUNTING MOUNTED Animation AnimationName = #(MODEL)_M_TNTA #(MODEL)_M_IRFA AnimationMode = ONCE End Flags = RESTART_ANIM_WHEN_COMPLETE End // taunt, w/ bow on foot AnimationState = EMOTION_TAUNTING WEAPONSET_TOGGLE_1 Animation AnimationName = #(MODEL)_B_TNTA AnimationMode = ONCE End Flags = RESTART_ANIM_WHEN_COMPLETE End // taunt, on foot AnimationState = EMOTION_TAUNTING Animation CHRA AnimationName = #(MODEL)_U_TNTA AnimationMode = ONCE End Animation CHRB AnimationName = #(MODEL)_U_TNTB #(MODEL)_U_TNTA AnimationMode = ONCE End Flags = RESTART_ANIM_WHEN_COMPLETE End // Animation // AnimationName = RUMerry_CHRA // AnimationMode = ONCE // End // Animation // AnimationName = RUMerry_CHRB // AnimationMode = ONCE // End // Flags = RESTART_ANIM_WHEN_COMPLETE // End // // AnimationState = EMOTION_TAUNTING // Animation // AnimationName = RUMerry_TNTB // AnimationMode = LOOP // End // End // // AnimationState = EMOTION_ALERT WEAPONSET_TOGGLE_1 // StateName = STATE_Ready_Rocks // Animation = IDLA // AnimationName = RUMerry_IDLA // AnimationMode = LOOP // End // End // AnimationState = EMOTION_ALERT // StateName = STATE_Ready_Sword // Animation // AnimationName = RUMerry_IDLB // AnimationMode = LOOP // End // End
//====== ENGAGED AnimationState = ENGAGED WEAPONSET_TOGGLE_1 StateName = STATE_ready Animation AnimationName = #(MODEL)_B_IDLA AnimationMode = ONCE End End AnimationState = ENGAGED StateName = STATE_ready Animation AnimationName = #(MODEL)_U_IDLA AnimationMode = ONCE End End AnimationState = BETWEEN_FIRING_SHOTS_A WEAPONSET_TOGGLE_1 StateName = STATE_ready Animation AnimationName = #(MODEL)_B_IDLA AnimationMode = ONCE End End AnimationState = BETWEEN_FIRING_SHOTS_A StateName = STATE_ready Animation AnimationName = #(MODEL)_U_IDLA AnimationMode = ONCE End End // --- Idle Toggled
AnimationState = SELECTED WEAPONSET_TOGGLE_1 StateName = STATE_Selected_Bow Animation = Selected_Loop AnimationName = #(MODEL)_B_ATNB AnimationMode = LOOP AnimationBlendTime = 10 End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Idle_Bow" then CurDrawableSetTransitionAnimState("TRANS_BoredToSelectedBow") end EndScript Flags = RESTART_ANIM_WHEN_COMPLETE End
AnimationState = SELECTED StateName = STATE_Selected_Sword Animation = Selected_Loop AnimationName = #(MODEL)_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
AnimationState = WEAPONSET_TOGGLE_1 StateName = STATE_Idle_Bow Animation AnimationName = #(MODEL)_B_IDLA AnimationPriority = 20 AnimationMode = ONCE AnimationBlendTime = 15 End Flags = RESTART_ANIM_WHEN_COMPLETE BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Idle_Sword" then CurDrawableSetTransitionAnimState("TRANS_SwordToBow") end EndScript End
IdleAnimationState StateName = STATE_Idle_Sword Animation = Foot_IDLB // Bored Idle AnimationName = #(MODEL)_U_IDLB AnimationMode = ONCE AnimationPriority = 20 End Animation = Foot_IDLC // Bored Fidget AnimationName = #(MODEL)_U_IBFA AnimationMode = ONCE AnimationPriority = 2 End //Animation = Foot_IDLD // Bored Fidget // AnimationName = #(MODEL)_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 = #(MODEL)_U_ATNA #(MODEL)_U_ATND #(MODEL)_U_IDLA AnimationMode = ONCE End End TransitionState = TRANS_SelectedToBoredSword Animation = ATNF AnimationName = #(MODEL)_U_ATNC #(MODEL)_U_ATNF #(MODEL)_U_ATNE AnimationMode = ONCE End End
TransitionState = TRANS_BoredToSelectedBow Animation = ATNC AnimationName = #(MODEL)_U_ATNF #(MODEL)_U_ATNE AnimationMode = ONCE End End TransitionState = TRANS_CaptainBowToSelectedBow Animation = ATNC AnimationName = #(MODEL)_U_ATNF AnimationMode = ONCE AnimationBlendTime = 10 AnimationSpeedFactorRange = 1.5 1.5 End End TransitionState = TRANS_SelectedToBoredBow Animation = ATNA AnimationName = #(MODEL)_U_ATNF AnimationMode = ONCE End End
TransitionState = TRANS_BowToSword Animation = CUHero_STHA AnimationName = #(MODEL)_B_STHA AnimationMode = ONCE End End
TransitionState = TRANS_SwordToBow Animation = CUHero_STHB AnimationName = #(MODEL)_U_STHA AnimationMode = ONCE End End
TransitionState = TRANS_BowToSword_Running Animation = DrawSwords AnimationName = #(MODEL)_B_STHB AnimationMode = ONCE End End TransitionState = TRANS_SwordToBow_Running Animation = DrawBow AnimationName = #(MODEL)_U_STHB AnimationMode = ONCE End End //================== MOUNTED ANIMATIONS ================================================================= AnimationState = MOUNTED DEBUG ;shift delete to trigger Animation AnimationName = #(MODEL)_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 = #(MODEL)_M_FLYC AnimationMode = LOOP End Flags = RANDOMSTART End
AnimationState = MOUNTED STUNNED_FLAILING Animation = JustDie AnimationName = #(MODEL)_M_FLYC AnimationMode = LOOP End Flags = RANDOMSTART End
AnimationState = MOUNTED PASSENGER Animation = grabbed AnimationName = #(MODEL)_M_GBDA AnimationMode = LOOP End Flags = RANDOMSTART End
AnimationState = MOUNTED DYING SPLATTED Animation = Land AnimationName = #(MODEL)_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 = #(MODEL)_M_DIEA AnimationMode = ONCE End End
AnimationState = MOUNTED STUNNED_STANDING_UP Animation = StandUp AnimationName = #(MODEL)_M_GTPA AnimationMode = ONCE AnimationSpeedFactorRange = 3.5 3.5 End End AnimationState = MOUNTED STUNNED Animation = Land AnimationName = #(MODEL)_M_LNDA AnimationMode = ONCE End End
// spear throw AnimationState = MOUNTED SPECIAL_WEAPON_ONE StateName = Attacking Animation AnimationName = #(MODEL)_M_SPCA AnimationMode = ONCE End End
// elendil AnimationState = MOUNTED SPECIAL_POWER_1 Animation AnimationName = #(MODEL)_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 = #(MODEL)_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 = #(MODEL)_M_WLKB AnimationMode = LOOP End ;;ParticleSysBone = None CalvaryDustTrails End
AnimationState = MOUNTED TURN_LEFT_HIGH_SPEED Animation = TurnLeft AnimationName = #(MODEL)_M_TNL1 AnimationMode = LOOP AnimationSpeedFactorRange= 1.2 1.2 AnimationBlendTime = 20 End End
AnimationState = MOUNTED TURN_RIGHT_HIGH_SPEED Animation = TurnLeft AnimationName = #(MODEL)_M_TNR1 AnimationMode = LOOP AnimationSpeedFactorRange= 1.2 1.2 AnimationBlendTime = 20 End End
AnimationState = MOUNTED MOVING TURN_LEFT Animation = TurnLeft AnimationName = #(MODEL)_M_TRNL AnimationMode = LOOP End ; ;ParticleSysBone = None CalvaryDustTrails End
AnimationState = MOUNTED MOVING TURN_RIGHT Animation = TurnRight AnimationName = #(MODEL)_M_TRNR AnimationMode = LOOP End ; ;ParticleSysBone = None CalvaryDustTrails End
AnimationState = MOUNTED MOVING ACCELERATE Animation = Accelerate AnimationName = #(MODEL)_M_ACCL AnimationMode = LOOP End ;ParticleSysBone = None CalvaryDustTrails End
AnimationState = MOUNTED MOVING DECELERATE Animation = Decelerate AnimationName = #(MODEL)_M_DECL AnimationMode = ONCE End ;ParticleSysBone = None CalvaryDustTrails End
AnimationState = MOUNTED MOVING WALKING Animation = Walk AnimationName = #(MODEL)_M_WLKA AnimationMode = LOOP End ;ParticleSysBone = None InfantryDustTrails End
AnimationState = MOUNTED MOVING BACKING_UP Animation = BackingUp AnimationName = #(MODEL)_M_BAKA AnimationMode = LOOP End ;ParticleSysBone = None InfantryDustTrails End
AnimationState = MOUNTED MOVING Animation = RunA AnimationName = #(MODEL)_M_RUNA AnimationMode = LOOP End ;ParticleSysBone = None CalvaryDustTrails End
AnimationState = PACKING_TYPE_2 MOUNTED StateName = SPELL Animation = SPCC AnimationName = #(MODEL)_M_SPCA AnimationMode = ONCE AnimationBlendTime = 20 End End
AnimationState = PACKING_TYPE_1 MOUNTED StateName = SPELL Animation = SPCC AnimationName = #(MODEL)_M_IDLB #(MODEL)_M_IDLA AnimationSpeedFactorRange = 0.842 0.842 AnimationMode = ONCE End End
AnimationState = MOUNTED FIRING_OR_PREATTACK_A Animation = AttackA AnimationName = #(MODEL)_M_ATKA AnimationMode = ONCE UseWeaponTiming = Yes End Animation = AttackB AnimationName = #(MODEL)_M_ATKB #(MODEL)_M_ATKA AnimationMode = ONCE UseWeaponTiming = Yes End Flags = RESTART_ANIM_WHEN_COMPLETE End
AnimationState = MOUNTED ATTACKING Animation = AttackA AnimationName = #(MODEL)_M_ATKA AnimationMode = MANUAL End End
AnimationState = MOUNTED LEVELED ; This state clears itself in 3 seconds StateName = Idle Animation = LevelUp AnimationName = #(MODEL)_M_IDLB #(MODEL)_M_IDLA AnimationMode = ONCE AnimationSpeedFactorRange = 0.666 0.666 End End
AnimationState = MOUNTED SELECTED SimilarRestart = Yes StateName = AtAttentionIdle Animation = ATNB AnimationName = #(MODEL)_M_IDLB #(MODEL)_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 = #(MODEL)_M_ATNA AnimationMode = ONCE End End
AnimationState = MOUNTED StateName = Idle Animation = IdleA AnimationName = #(MODEL)_M_IDLA AnimationPriority = 20 AnimationMode = ONCE AnimationBlendTime = 15 End Animation = IdleB AnimationName = #(MODEL)_M_IDLB #(MODEL)_M_IDLA AnimationMode = ONCE AnimationBlendTime = 15 End Animation = IdleC AnimationName = #(MODEL)_M_IDLC #(MODEL)_M_IDLB #(MODEL)_M_IDLA AnimationMode = ONCE AnimationBlendTime = 15 End Flags = RESTART_ANIM_WHEN_COMPLETE End
End
Merci de votre compréhension.
Dernière édition par Tar-Elendil le Dim 3 Avr - 21:30, édité 1 fois | |
|
Tar-Elendil Habitué(e)
Nombre de messages : 80 Age : 27 Location : En train de devenir handballeur professionnel Add-On : que veut tu dire ? tu veux me le voler c'est ça !!!! Date d'inscription : 13/08/2010
| Sujet: Re: mon héros problème (résolu) Dim 27 Mar - 19:43 | |
| l'autre bout : - Spoiler:
End
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 = HeroHumanScalingLocomotor Condition = SET_NORMAL_UPGRADED Speed = 50 End
Behavior = StancesBehavior ModuleTag_StancesBehavior StanceTemplate = Hero End
LocomotorSet Locomotor = HeroHumanLocomotor Condition = SET_NORMAL Speed = 50 End
// *** AUDIO Parameters ***//
;VoiceAmbushed = TowerGuardVoiceAmbushed OBSOLETE VOICE VoiceAttack = TowerGuardVoiceAttack VoiceAttackCharge = TowerGuardVoiceAttackCharge VoiceAttackMachine = TowerGuardVoiceAttack VoiceAttackStructure = TowerGuardVoiceAttackBuilding VoiceEnterStateAttack = TowerGuardVoiceEnterStateAttack VoiceEnterStateAttackCharge = TowerGuardVoiceEnterStateAttackCharge VoiceEnterStateAttackMachine = TowerGuardVoiceEnterStateAttackBuilding VoiceEnterStateAttackStructure = TowerGuardVoiceEnterStateAttackBuilding VoiceCreated = TowerGuardVoiceSalute //GondorSoldierVoiceCreated VoiceFullyCreated = TowerGuardVoiceSalute VoiceMove = TowerGuardVoiceMove VoiceMoveToCamp = TowerGuardVoiceMoveCamp VoiceMoveWhileAttacking = TowerGuardVoiceDisengage VoiceEnterStateMove = TowerGuardVoiceEnterStateMove VoiceEnterStateMoveToCamp = TowerGuardVoiceEnterStateMoveCamp VoiceEnterStateMoveWhileAttacking = TowerGuardVoiceEnterStateDisengage VoicePriority = 56 VoiceRetreatToCastle = TowerGuardVoiceRetreat VoiceEnterStateRetreatToCastle = TowerGuardVoiceEnterStateRetreat VoiceSelect = TowerGuardVoiceSelectMS VoiceSelectBattle = TowerGuardVoiceSelectBattle //GondorSoldierVoiceSelect //GondorSoldierVoiceSelectBattle VoiceGuard = TowerGuardVoiceMove
SoundImpact = ImpactHorse
CrowdResponseKey = GoodMen
UnitSpecificSounds VoiceGarrison = TowerGuardVoiceGarrison VoiceEnterUnitElvenTransportShip = TowerGuardVoiceMove VoiceInitiateCaptureBuilding = TowerGuardVoiceMove End
#include "..\..\..\includes\StandardUnitEvaEvents.inc"
ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_foo ModelCondition = Required:RAISING_FLAG Excluded:DYING ENGAGED Sound:EmotionMenGoodCompilationBFME1and2VoxTauntSinglesLoop End
CommandSet = GondorBarackerCommandSet BuildCost = 0 BuildTime = 0.5 MaxSimultaneousOfType = 3 ShockwaveResistance = SHOCKWAVE_RESISTANCE_STRONG BountyValue = GONDOR_ARAGORN_BOUNTY_VALUE DisplayName = Baracker BountyValue = GONDOR_ARAGORN_BOUNTY_VALUE 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 CommandPoints = 0 VisionRange = VISION_HERO_STANDARD ShroudClearingRange = SHROUD_CLEAR_HERO MaxVisionBonusPercent = 300% VisionBonusTestRadius = 200 VisionBonusPercentPerFoot = 1.0%
KindOf = PRELOAD SELECTABLE DOZER CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE HERO ARMY_SUMMARY ARAGORN HEAVY_MELEE_HITTER PathfindDiameter = 40.0
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
Body = RespawnBody ModuleTag_RespawnBody CheerRadius = EMOTION_CHEER_RADIUS MaxHealth = ELROND_HEALTH ;BALANCE Aragorn Health PermanentlyKilledByFilter = NONE ;Who kills me permanently? DodgePercent = HERO_DODGE_PERCENT End Behavior = RespawnUpdate ModuleTag_RespawnUpdate DeathAnim = DYING ;Model condition to play when killed-to-respawn DeathFX = FX_AragornDieToRespawn ;FXList to play when killed-to-respawn DeathAnimationTime = 3933 ;How long DeathAnim will take. InitialSpawnFX = FX_AragornInitialSpawn ;FXList to play when respawning. RespawnAnim = LEVELED ;Animation to play when respawning. RespawnFX = FX_ResurrectionAragorn ;FXList to play when respawning. RespawnAnimationTime = 2000 ;Time it takes for respawn to play. AutoRespawnAtObjectFilter = NONE +CASTLE_KEEP ;Respawn at this location -- and at it's exit production point if possible. ButtonImage = HIElendil ;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:3000 Time:60000 Health:100% ;DEFAULT VALUES 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
#include "..\..\..\includes\CaptureBuilding.inc"
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
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
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 Body = ActiveBody ModuleTag_ActiveBody CheerRadius = EMOTION_CHEER_RADIUS MaxHealth = ELROND_HEALTH ; BALANCE DodgePercent = HERO_DODGE_PERCENT End
Body = DelayedDeathBody ModuleTag_DelayedDeathBody CheerRadius = EMOTION_CHEER_RADIUS MaxHealth = ISILDUR_HEALTH DelayedDeathTime = 30000 DelayedDeathPrerequisiteUpgrade = Upgrade_Level4 InvulnerableFX = FX_TeleriLastStand PermanentlyKilledByFilter = NONE DodgePercent = HERO_DODGE_PERCENT End
Behavior = LifetimeUpdate ModuleTag_LifeTime WaitForWakeUp = Yes End
;/////////////////// ; AISpecialPowers ;///////////////////
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_CreateAHeroAxeThrowEnabler_Level3 SpecialPowerTemplate = SpecialAbilityCreateAHeroAxeThrow_Level3 TriggeredBy = Upgrade_CreateAHeroAxeThrow_Level3 End
Behavior = SpecialPowerModule ModuleTag_CreateAHeroAxeThrowStarter_Level3 SpecialPowerTemplate = SpecialAbilityCreateAHeroAxeThrow_Level3 UpdateModuleStartsAttack = Yes StartsPaused = No //InitiateSound = EomerVoiceAttackSpear End
Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_CreateAHeroAxeThrowUpdate_Level3 SpecialPowerTemplate = SpecialAbilityCreateAHeroAxeThrow_Level3
UnpackTime = 1500 PackTime = 1000
AwardXPForTriggering = 0 StartAbilityRange = CREATE_A_HERO_AXE_THROW_DO_POWER_RANGE ApproachRequiresLOS = Yes SpecialWeapon = CreateAHeroAxeThrow WhichSpecialWeapon = 5 End
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_CreateAHeroCMStealthEnabler_Level1 SpecialPowerTemplate = SpecialAbilityCreateAHeroCMStealth_Level1 TriggeredBy = Upgrade_CreateAHeroCMStealth_Level1 End Behavior = SpecialPowerModule ModuleTag_CreateAHeroCMStealthStarter_Level1 SpecialPowerTemplate = SpecialAbilityCreateAHeroCMStealth_Level1 UpdateModuleStartsAttack = Yes StartsPaused = No End
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_CreateAHeroAthelasEnabler SpecialPowerTemplate = SpecialAbilityCreateAHeroAthelas TriggeredBy = Upgrade_CreateAHeroAthelas End
Behavior = SpecialPowerModule ModuleTag_CreateAHeroAthelas SpecialPowerTemplate = SpecialAbilityCreateAHeroAthelas UpdateModuleStartsAttack = Yes StartsPaused = Yes // SetModelCondition = ModelConditionState:USER_2 SetModelConditionTime = 2.1 End
Behavior = SpecialAbilityUpdate ModuleTag_CreateAHeroAthelasUpdate SpecialPowerTemplate = SpecialAbilityCreateAHeroAthelas StartAbilityRange = 1.6 UnpackTime = 1 // Nothing to touching it PreparationTime = 3 // touching it to grabbing it PackTime = 2096 // whacking it to holding it nice AwardXPForTriggering = 0 End
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_EnableElendil SpecialPowerTemplate = SpecialAbilityCreateAHeroElendil TriggeredBy = Upgrade_CreateAHeroElendil End
Behavior = SpecialPowerModule ModuleTag_ElendilStarter SpecialPowerTemplate = SpecialAbilityCreateAHeroElendil UpdateModuleStartsAttack = Yes AntiCategory = LEADERSHIP AttributeModifier = CreateAHeroElendilAntiCategory // Used for the anti category duration only. AttributeModifierRange = 200.0 StartsPaused = No // obtained on level 2 SetModelCondition = ModelConditionState:USER_3 SetModelConditionTime = 10.0 // 10 secs of glow anim for sword End
Behavior = ModelConditionSpecialAbilityUpdate ModuleTag_ElendilUpdate SpecialPowerTemplate = SpecialAbilityCreateAHeroElendil UnpackTime = 500 // Drawing the horn PreparationTime = 1 // nothing PersistentPrepTime = 500 // Blowing PackTime = 2000 // Putting horn away AwardXPForTriggering = 0 GenerateTerror = Yes EmotionPulseRadius = 180 ObjectFilter = ELENDIL_OBJECT_FILTER End
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_CreateAHeroBladeMasterEnabler SpecialPowerTemplate = SpecialAbilityCreateAHeroBladeMaster TriggeredBy = Upgrade_CreateAHeroBladeMaster End
Behavior = SpecialPowerModule ModuleTag_CreateAHeroBladeMasterStarter // SpecialAbility is a SpecialPower, SpecialPower is anyting special SpecialPowerTemplate = SpecialAbilityCreateAHeroBladeMaster StartsPaused = No End
Behavior = HeroModeSpecialAbilityUpdate ModuleTag_CreateAHeroBladeMasterUpdate // So the difference in SpecialAbility is that it takes timing from this Update, instead of simply firing. SpecialPowerTemplate = SpecialAbilityCreateAHeroBladeMaster HeroAttributeModifier = CreateAHeroBladeMaster HeroEffectDuration = 30000 // this should sync with the auto ability delay re-fire time in commandButtons.ini UnpackTime = 1 // insant unpack TriggerSound = AragornBladeMaster End
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_CreateAHeroInvulnerabilityEnabler_Level3 SpecialPowerTemplate = SpecialAbilityCreateAHeroInvulnerability_Level3 TriggeredBy = Upgrade_CreateAHeroInvulnerability_Level3 End
Behavior = SpecialPowerModule ModuleTag_CreateAHeroInvulnerabilityStarter_Level3 SpecialPowerTemplate = SpecialAbilityCreateAHeroInvulnerability_Level3 UpdateModuleStartsAttack = No StartsPaused = No AttributeModifier = CreateAHeroInvulnerabilityBonus_Level3 AttributeModifierRange = 1 AttributeModifierAffectsSelf = Yes AttributeModifierAffects = ANY +CAVALRY +INFANTRY AttributeModifierFX = FX_CreateAHeroInvulnerability_Start End
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_WordEnabler SpecialPowerTemplate = SpecialAbilityCreateAHeroWordOfPower TriggeredBy = Upgrade_GandalfWordOfPower End
Behavior = SpecialPowerModule ModuleTag_WordStarter SpecialPowerTemplate = SpecialAbilityCreateAHeroWordOfPower UpdateModuleStartsAttack = Yes StartsPaused = No End
Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_WordWeaponFireUpdate SpecialPowerTemplate = SpecialAbilityCreateAHeroWordOfPower WhichSpecialWeapon = 1 SkipContinue = Yes UnpackTime = 1700 PackTime = 1 FreezeAfterTriggerDuration = 250 // Hold AI for this long after we fire. AwardXPForTriggering = 0 StartAbilityRange = 180.0 SpecialWeapon = CreateAHeroWordOfPower PlayWeaponPreFireFX = Yes End
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_CreateAHeroHotWSummonAllies_Level4 SpecialPowerTemplate = SpecialAbilityCreateAHeroHotWSummonAllies_Level4 TriggeredBy = Upgrade_CreateAHeroHotWSummonAllies_Level4 End
Behavior = OCLSpecialPower ModuleTag_OCLSpecialPowerHotWSummonAllies_Level4 SpecialPowerTemplate = SpecialAbilityCreateAHeroHotWSummonAllies_Level4 OCL = OCL_CreateAHeroHotWSpawnAllies_Level4 TriggerFX = FX_DunedainSummon CreateLocation = CREATE_AT_LOCATION StartsPaused = No SetModelCondition = ModelConditionState:USER_1 SetModelConditionTime = 8.1 End Behavior = UnpauseSpecialPowerUpgrade ModuleTag_FireballEnabler_L3 SpecialPowerTemplate = SpecialAbilityHeroFireball_Level3 TriggeredBy = Upgrade_CreateAHeroFireBall_Level3 End
Behavior = SpecialPowerModule ModuleTag_FireballStarter_L3 SpecialPowerTemplate = SpecialAbilityHeroFireball_Level3 UpdateModuleStartsAttack = Yes StartsPaused = No ;InitiateSound = SarumanVoiceAttackFireball End
Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_FireballUpdate_L3 SpecialPowerTemplate = SpecialAbilityHeroFireball_Level3 WhichSpecialWeapon = 1 SkipContinue = Yes
UnpackTime = 800 PreparationTime = 1 PersistentPrepTime = 1000 PackTime = 100 AwardXPForTriggering = 0 StartAbilityRange = CREATE_A_HERO_FIREBALL_RANGE MustFinishAbility = Yes SpecialWeapon = WizardFireballL3 End
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_TeleportEnabler SpecialPowerTemplate = SpecialAbilityHeroBlink TriggeredBy = Upgrade_CreateAHeroBlink End
Behavior = SpecialPowerModule ModuleTag_TeleportStarter SpecialPowerTemplate = SpecialAbilityHeroBlink UpdateModuleStartsAttack = Yes TriggerFX = FX_Blink StartsPaused = No End Behavior = TeleportSpecialAbilityUpdate ModuleTag_TeleportUpdate SpecialPowerTemplate = SpecialAbilityHeroBlink
UnpackingVariation = 1 UnpackTime = 1800 PackTime = 1800
ApproachRequiresLOS = No BusyForDuration = 1800 // don't accept any AI for this long... ai commands will be queued (should be at least PackTime) DestinationWeaponName = CreateaHeroBlinkDestination // Fires at point of teleport to push people away and down. End
Behavior = SubObjectsUpgrade ModuleTag_ShowTheHero TriggeredBy = Upgrade_ObjectLevel1 ShowSubObjects = HLMT_05 ShowSubObjects = SLDR_04 ShowSubObjects = TrollBane ShowSubObjects = SHLD_02 ShowSubObjects = GNLT_05 ShowSubObjects = BOOT_04 HideSubObjects = HAIR_00;// cheveux ;visible HideSubObjects = HLMT_01;// casque théoden HideSubObjects = HLMT_02;// casque gondor ailes de cygne incrustées HideSubObjects = HLMT_06;// casque gondor ailes de cygne ouvertes
HideSubObjects = SLDR_01;// épaulières de bronze HideSubObjects = SLDR_02;// épaulières d'acier bordées de bronze HideSubObjects = SLDR_05;// épaulières d'or
HideSubObjects = GNLT_01;// gantelets bronze HideSubObjects = GNLT_02;// gantelets acier ecailles HideSubObjects = GNLT_05;// gantelet rouge et or HideSubObjects = GNLT_00;// gantelet acier simple
HideSubObjects = WestronSword ;// épée longue classique ;visible HideSubObjects = AXE_01;// hache HideSubObjects = SWRD_05;// épée longue HideSubObjects = Belthronding;// épée longue HideSubObjects = Gurthang;// épée longue lame de bronze HideSubObjects = FireBrand;// épée HideSubObjects = FireBrand_FX01;// l'effet qui doit etre combiner a l'épé pour faire un stile d'épée emflamée.
HideSubObjects = Shld_01;// bouclier rohan bronze HideSubObjects = Shld_03;// bouclier rond HideSubObjects = Shld_04;// grand bouclier gondor arbre blanc bois
HideSubObjects = BOOT_01;// jambières bronze HideSubObjects = BOOT_05;// jambieres acier simple HideSubObjects = BOOT_00;// jambieres acier avec genouillères UpgradeTexture = CHHW_SMN.tga 0 CHHW_SMN_01.tga UpgradeTexture = CHHW_SMN_01.tga 0 CHHW_SMN_01.tga UpgradeTexture = CHHW_SMN_02.tga 0 CHHW_SMN_01.tga UpgradeTexture = CHHW_CG_05.tga 0 CHHW_SMN_01.tga
FadeTimeInSeconds = 0.0 RecolorHouse = No End
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Tar-Elendil Habitué(e)
Nombre de messages : 80 Age : 27 Location : En train de devenir handballeur professionnel Add-On : que veut tu dire ? tu veux me le voler c'est ça !!!! Date d'inscription : 13/08/2010
| Sujet: Re: mon héros problème (résolu) Dim 27 Mar - 19:44 | |
| dsl du triple post mais je précise : j'ai l'équipement mais n'est pas visible. | |
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Wolf8888 Moddeur confirmé
Nombre de messages : 499 Add-On : Oui
Date d'inscription : 29/07/2010
| Sujet: Re: mon héros problème (résolu) Lun 28 Mar - 18:25 | |
| Salut, Dans ton code tu as: - Spoiler:
Behavior = SubObjectsUpgrade ModuleTag_ShowTheHero TriggeredBy = Upgrade_ObjectLevel1 ShowSubObjects = HLMT_05 ShowSubObjects = SLDR_04 ShowSubObjects = TrollBane ShowSubObjects = SHLD_02 ShowSubObjects = GNLT_05 ShowSubObjects = BOOT_04 HideSubObjects = HAIR_00;// cheveux ;visible HideSubObjects = HLMT_01;// casque théoden HideSubObjects = HLMT_02;// casque gondor ailes de cygne incrustées HideSubObjects = HLMT_06;// casque gondor ailes de cygne ouvertes
HideSubObjects = SLDR_01;// épaulières de bronze HideSubObjects = SLDR_02;// épaulières d'acier bordées de bronze HideSubObjects = SLDR_05;// épaulières d'or
HideSubObjects = GNLT_01;// gantelets bronze HideSubObjects = GNLT_02;// gantelets acier ecailles HideSubObjects = GNLT_05;// gantelet rouge et or HideSubObjects = GNLT_00;// gantelet acier simple
HideSubObjects = WestronSword ;// épée longue classique ;visible HideSubObjects = AXE_01;// hache HideSubObjects = SWRD_05;// épée longue HideSubObjects = Belthronding;// épée longue HideSubObjects = Gurthang;// épée longue lame de bronze HideSubObjects = FireBrand;// épée HideSubObjects = FireBrand_FX01;// l'effet qui doit etre combiner a l'épé pour faire un stile d'épée emflamée.
HideSubObjects = Shld_01;// bouclier rohan bronze HideSubObjects = Shld_03;// bouclier rond HideSubObjects = Shld_04;// grand bouclier gondor arbre blanc bois
HideSubObjects = BOOT_01;// jambières bronze HideSubObjects = BOOT_05;// jambieres acier simple HideSubObjects = BOOT_00;// jambieres acier avec genouillères
UpgradeTexture = CHHW_SMN.tga 0 CHHW_SMN_01.tga UpgradeTexture = CHHW_SMN_01.tga 0 CHHW_SMN_01.tga UpgradeTexture = CHHW_SMN_02.tga 0 CHHW_SMN_01.tga UpgradeTexture = CHHW_CG_05.tga 0 CHHW_SMN_01.tga
FadeTimeInSeconds = 0.0 RecolorHouse = No End
Pour bénéficier de tout cela, il faut faire un experiencelevel pour ton héros, dans lequel tu mettras l' upgrade (au niveau 1). Sinon, tu as aussi la solution d'ajouter ce module (par exemple juste au dessus du module précédent) pour tout débloquer directement: - Code:
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Behavior = GrantUpgradeCreate ModuleTag_1 UpgradeToGrant = Upgrade_ObjectLevel1 End | |
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Tar-Elendil Habitué(e)
Nombre de messages : 80 Age : 27 Location : En train de devenir handballeur professionnel Add-On : que veut tu dire ? tu veux me le voler c'est ça !!!! Date d'inscription : 13/08/2010
| Sujet: Re: mon héros problème (résolu) Lun 28 Mar - 21:24 | |
| merci beaucoup tu me sauve la vie ^^.
J'espère que ce sujet sera utile pour les gens qui sont dans mon cas.
Encore merci wolf. | |
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| Sujet: Re: mon héros problème (résolu) | |
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