Leithian... Moddeur expert
Nombre de messages : 750 Age : 31 Location : @ Home ! =D Add-On : Quelle question, bien sûr que non ! Date d'inscription : 03/03/2010
| Sujet: Faire en sorte qu'une unité puisse attaquer Ven 8 Juil - 19:21 | |
| voilà j'ai essayé de créer un nouveau perso mais il ne peut pas attaquer, je sais pas ce que je dois rajouter, j'ai essayé de le calquer sur un déjà existant ( l'orque de base du mordor ) mais ça ne fonctionne pas. Autre problème, j'aimerai savoir comme faire en sorte que le pouvoir de l'athelas ( ici ISENGARD HEALING ) puisse affecter l'unité qui le déclenche et tous ses alliés, la modification des infos de la ligne "Query" n'a rien donné. voici le code du fichier ini "isengardhealer.ini" - Code:
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;------------------------------------------------------------------------------ ; aka Overseer, IsengardOverseer, Object IsengardHealer ; *** ART Parameters ***
; This is required for garrisoned objects - please put in all objects. ButtonImage = HICAHOrcRaider SelectPortrait = CPOrcRaider Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = Yes DefaultModelConditionState Model = IUOvrseer_SKN End
IdleAnimationState Animation = IDLA AnimationName = IUOvrseer_SKL.IUOvrseer_IDLA AnimationMode = ONCE AnimationPriority = 15 End StateName = Idle End AnimationState = MOVING BACKING_UP Animation = BackingUp AnimationName = IUOvrSeer_SKL.IUOvrSeer_BAKA AnimationMode = LOOP End Flags = RANDOMSTART End AnimationState = MOVING EMOTION_TERROR Animation = Moving AnimationName = IUOvrseer_SKL.IUOvrseer_RUNA AnimationMode = LOOP End Flags = RANDOMSTART ParticleSysBone = None InfantryDustTrails End AnimationState = MOVING Animation = Moving AnimationName = IUOvrseer_SKL.IUOvrseer_RUNA AnimationMode = LOOP End Flags = RANDOMSTART ParticleSysBone = None InfantryDustTrails End
AnimationState = EMOTION_UNCONTROLLABLY_AFRAID Animation = FERA AnimationName = IUOvrseer_SKL.IUOvrseer_FERA AnimationMode = LOOP End Flags = RANDOMSTART End AnimationState = ATTACKING Animation = Attacking AnimationName = IUOvrseer_SKL.IUOvrseer_ATKA AnimationMode = LOOP End End
AnimationState = DYING Animation = Dying AnimationName = IUOvrseer_SKL.IUOvrseer_DIEA AnimationMode = ONCE End End AnimationState = WAR_CHANT Animation = Chant AnimationName = IUOvrseer_SKL.IUOvrseer_IDLA AnimationMode = LOOP End End ;-emotions-- AnimationState = EMOTION_AFRAID Animation = FERA AnimationName = IUOvrseer_SKL.IUOvrseer_FERA AnimationMode = LOOP End Flags = RANDOMSTART End AnimationState = EMOTION_TAUNTING Animation = TNTA AnimationName = IUOvrseer_SKL.IUOvrseer_TNTA AnimationMode = LOOP End End AnimationState = EMOTION_POINTING Animation = Pointing1 AnimationName = IUOvrseer_SKL.IUOvrseer_PNTA AnimationMode = LOOP End End AnimationState = EMOTION_CELEBRATING Animation = CHRA AnimationName = IUOvrseer_SKL.IUOvrseer_CHRA AnimationMode = ONCE End End End
; ***DESIGN parameters *** Side = Isengard EditorSorting = UNIT ThreatLevel = 1.0 ThingClass = HORDE_UNIT BuildCost = 10000 BuildTime = 50 MaxSimultaneousOfType = 5 CommandPoints = 30
TransportSlotCount = TRANSPORTSLOTCOUNT_UNIT ArmorSet Conditions = None Armor = HeroArmor DamageFX = None End VisionRange = 120.0 DisplayName = OBJECT:IsengardHealer CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CrusherLevel = 0 ;What can I crush?: 0 = small animals, 1 = infantry, 2 = trees, 3 = vehicles CommandSet = IsengardHealerCommandSet
; *** AUDIO Parameters ***;
VoiceAttack = OrcFighterVoiceAttackMS ;UrukVoiceAttack ;MordorOrcHordeVoiceAttack VoiceAttackCharge = OrcFighterVoiceAttackCharge ;MordorOrcHordeVoiceAttackCharge VoiceAttackStructure = OrcFighterVoiceAttackBuilding VoiceCreated = EVA:OrcHordeCreated VoiceFullyCreated = EVA:OrcHordeCreated VoiceGuard = OrcFighterVoiceMoveMS VoiceMove = OrcFighterVoiceMoveMS ;UrukVoiceMove ;MordorOrcHordeVoiceMove VoiceMoveToCamp = OrcFighterVoiceMoveCamp VoicePriority = 15 VoiceRetreatToCastle = OrcFighterVoiceRetreat VoiceSelect = OrcFighterVoiceSelectMS ;UrukVoiceSelect ;MordorOrcHordeVoiceSelect VoiceSelectBattle = OrcFighterVoiceSelectBattle
VoiceEnterStateAttack = OrcFighterVoiceEnterStateAttack ;UrukVoiceAttack ;MordorOrcHordeVoiceAttack VoiceEnterStateAttackCharge = OrcFighterVoiceEnterStateAttackCharge ;MordorOrcHordeVoiceAttackCharge VoiceEnterStateAttackStructure = OrcFighterVoiceEnterStateAttackBuilding VoiceEnterStateMove = OrcFighterVoiceEnterStateMove ;UrukVoiceMove ;MordorOrcHordeVoiceMove VoiceEnterStateMoveToCamp = OrcFighterVoiceEnterStateMoveCamp VoiceEnterStateRetreatToCastle = OrcFighterVoiceEnterStateRetreat SoundImpact = ImpactHorse ;UrukDie
UnitSpecificSounds VoiceGarrison = OrcFighterVoiceGarrison VoiceEnterUnitMordorMumakil = OrcFighterVoiceEnterMumakil VoiceEnterUnitSlaughterHouse = OrcFighterVoiceGarrisonSlaughterHouse VoiceEnterUnitEvilMenTransportShip = OrcFighterVoiceMoveMS VoiceInitiateCaptureBuilding = OrcHordeVoiceCaptureBuilding End
CrowdResponseKey = Uruk
#include "..\..\..\includes\StandardUnitEvaEvents.inc" EvaEventDieOwner = OverseerDie ;Eva event to trigger on unit's death. NOTICE THAT this is only for permanent deaths
Behavior = LargeGroupAudioUpdate ModuleTag_LGAU ;Tie into LargeGroupAudio system Key = Orc_Infantry End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER CAN_USE_SIEGE_TOWER SCORE THROWN_OBJECT ATTACK_NEEDS_LINE_OF_SIGHT ORC GRAB_AND_DROP Body = ActiveBody ModuleTag_02 MaxHealth = 4000 MaxHealthDamaged = 2000 RecoveryTime = 5000 End Behavior = AIUpdateInterface ModuleTag_03 End
LocomotorSet Locomotor = HumanLocomotor Condition = SET_NORMAL Speed = 32 End
LocomotorSet Locomotor = HumanWanderLocomotor Condition = SET_WANDER Speed = 32 End Behavior = PhysicsBehavior ModuleTag_04 GravityMult = 1.0 End Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL SinkDelay = 3000 SinkRate = 0.40 ; in Dist/Sec DestructionDelay = 8000 Sound = INITIAL UrukVoiceDie End Behavior = SquishCollide ModuleTag_06 ;nothing End ; --------- ISENGARDHEALING ----------------------------------------------------------------- Behavior = SpecialPowerModule ModuleTag_AragornAthelas SpecialPowerTemplate = SpecialAbilityIsengardHealing UpdateModuleStartsAttack = Yes TriggerFX = FX_AragornAthelas SetModelCondition = ModelConditionState:USER_2 SetModelConditionTime = 2.1 End Behavior = SpecialAbilityUpdate ModuleTag_AragornAthelasUpdate SpecialPowerTemplate = SpecialAbilityIsengardHealing 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 = AutoAbilityBehavior ModuleTag_AthelasAutoAbility SpecialAbility = SpecialAbilityIsengardHealing MaxScanRange = 150 Query = 1 ANY +HERO +INFANTRY +CAVALRY +MACHINE -IMMOBILE +DOZER End ;------- RING OF AUTO DEFENSE ( 360 MAGICAL BLAST ) -------------------------------------------------------------------------------- Behavior = UnpauseSpecialPowerUpgrade ModuleTag_WordEnabler SpecialPowerTemplate = SpecialAbilityRingOfAutoDefense TriggeredBy = Upgrade_RingOfAutoDefense End Behavior = SpecialPowerModule ModuleTag_WordStarter SpecialPowerTemplate = SpecialAbilityRingOfAutoDefense UpdateModuleStartsAttack = Yes StartsPaused = Yes End Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_WordWeaponFireUpdate SpecialPowerTemplate = SpecialAbilityRingOfAutoDefense WhichSpecialWeapon = 1 SkipContinue = Yes
UnpackTime = 1700 PackTime = 1 FreezeAfterTriggerDuration = 2500 ; Hold AI for this long after we fire. AwardXPForTriggering = 0 StartAbilityRange = 80.0 SpecialWeapon = RingOfAutoDefense End Geometry = CYLINDER GeometryMajorRadius = 8.0 GeometryMinorRadius = 8.0 GeometryHeight = 19.2 GeometryIsSmall = Yes Shadow = SHADOW_DECAL ShadowSizeX = 11; ShadowSizeY = 11; ShadowTexture = ShadowI; End | |
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cdd59554 Admin
Nombre de messages : 7235 Age : 31 Location : J'aime les abricots Add-On : Oui Date d'inscription : 16/01/2008
| Sujet: Re: Faire en sorte qu'une unité puisse attaquer Sam 9 Juil - 19:56 | |
| Ajoute un WeaponSet pour qu'il attaque Pour le soin utilise ces modules et modifie a ta guise : - Code:
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Behavior = UnpauseSpecialPowerUpgrade ModuleAthelas01 SpecialPowerTemplate = SpecialAbilityAthelas TriggeredBy = Upgrade_Niveau1 End
Behavior = ActivateModuleSpecialPower ModuleAthelas02 SpecialPowerTemplate = SpecialAbilityAthelas StartAbilityRange = 2.0 TriggerSpecialPower = ModuleAthelas04 TriggerSpecialPower = ModuleAthelas05 End
Behavior = SpecialPowerModule ModuleAthelas03 SpecialPowerTemplate = SpecialAbilityAthelas UpdateModuleStartsAttack = Yes //TriggerFX = FX_Athelas SetModelCondition = ModelConditionState:USER_5 SetModelConditionTime = 2.0 End
Behavior = PlayerHealSpecialPower ModuleAthelas04 SpecialPowerTemplate = SpecialAbilityAthelas StartsPaused = Yes HealAffects = HERO HealAmount = 0.2 HealAsPercent = Yes HealRadius = 100 HealFX = FX_Athelas TriggerFX = FX_Athelas2 End
Behavior = SpecialAbilityUpdate ModuleAthelas05 SpecialPowerTemplate = SpecialAbilityAthelas StartAbilityRange = 2.0 UnpackTime = 1 PreparationTime = 3 PackTime = 2096 AwardXPForTriggering = 50;0 End
Pour healaffects c'est des trucs du kind of comme "INFANTRY CAVALRY MONSTER" à la place de "HERO" Les fx sont a changer mais voila les miens si tu veux - Code:
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;;;;;;;;;;;;;;;;;;;;;;;;;;; Athelas ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
FXParticleSystem ParticleAthelas1 System Priority = ALWAYS_RENDER ParticleName = EXEclipseBlur.tga Lifetime = 30 30 SystemLifetime = 30 SortLevel = 1 BurstCount = 1 1 IsEmitAboveGroundOnly = Yes End Color = DefaultColor Color2 = R:0 G:140 B:50 2;R:120 G:75 B:10 15 Color3 = R:0 G:0 B:0 30 ColorScale = -25 25 End Alpha = DefaultAlpha Alpha1 = 1 1 0 End Update = DefaultUpdate SizeRate = 5 6 SizeRateDamping = 0.85 0.9 AngleZ = -7 7 AngularRateZ = -0.2 0.2 AngularDamping = 1 1 AngularDampingXY = 1 1 End Physics = DefaultPhysics VelocityDamping = 1 1 End EmissionVelocity = OutwardEmissionVelocity End EmissionVolume = SphereEmissionVolume IsHollow = Yes Radius = 10 End Draw = DefaultDraw End End
FXParticleSystem ParticleAthelas2 System Priority = ALWAYS_RENDER ParticleName = EXEclipseBlur.tga Lifetime = 30 30 SystemLifetime = 20 SortLevel = 1 Size = 5 5 BurstCount = 1 1 IsEmitAboveGroundOnly = Yes End Color = DefaultColor Color2 = R:200 G:200 B:200 2;R:50 G:170 B:100 15 Color3 = R:0 G:0 B:0 30 ColorScale = -30 30 End Alpha = DefaultAlpha Alpha1 = 1 1 0 End Update = DefaultUpdate SizeRate = 2 2 SizeRateDamping = 0.9 0.9 AngleZ = 1.7 1.7 AngularRateZ = -0.1 0.1 AngularDamping = 1 1 AngularDampingXY = 1 1 End Physics = DefaultPhysics VelocityDamping = 0.8 0.9 End EmissionVelocity = OutwardEmissionVelocity Speed = 1 1 End EmissionVolume = PointEmissionVolume End Draw = DefaultDraw End End
FXList FX_Athelas Sound Name = AragornAthelesEffect End ParticleSystem Name = ParticleAthelas1 Offset = X:0.0 Y:0.0 Z:14.0 OrientToObject = Yes End ParticleSystem Name = ParticleAthelas2 Offset = X:0.0 Y:0.0 Z:14.0 OrientToObject = Yes End End
FXParticleSystem ParticleAthelas3 System Priority = VERY_LOW_OR_ABOVE ParticleName = EXBlast3.tga Lifetime = 40 40 SystemLifetime = 15 SortLevel = 1 Size = 40 40 BurstDelay = 2 2 BurstCount = 1 1 IsGroundAligned = Yes End Color = DefaultColor Color2 = R:0 G:0 B:15 5 Color3 = R:0 G:0 B:0 50 End Alpha = DefaultAlpha Alpha2 = 0.25 0.3 15 Alpha3 = -0.25 0 50 End Update = DefaultUpdate SizeRate = 1 4 SizeRateDamping = 0.88 0.99 AngleZ = 0 7 AngularRateZ = 0.05 0.05 AngularDamping = 1 1 AngularDampingXY = 1 1 End Physics = DefaultPhysics VelocityDamping = 0.8 0.8 End EmissionVelocity = OrthoEmissionVelocity X = -1 1 Y = -1 1 End EmissionVolume = BoxEmissionVolume End Draw = DefaultDraw End End
FXList FX_Athelas2 ParticleSystem Name = ParticleAthelas3 Offset = X:0.0 Y:0.0 Z:10.0 End End Modifie aussi le rayon, le nombre ou le pourcentage de pv soigné, modifie le spécial power éventuellement, l'upgrade de débloquage, les anims du lanceur du pouvoir, etc... c'est tout ce qui a de plus complet, faut juste modifier | |
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Leithian... Moddeur expert
Nombre de messages : 750 Age : 31 Location : @ Home ! =D Add-On : Quelle question, bien sûr que non ! Date d'inscription : 03/03/2010
| Sujet: Re: Faire en sorte qu'une unité puisse attaquer Dim 10 Juil - 23:33 | |
| Ok merci beaucoup cdd ! Par contre je me demandais le "TriggerFX" c'est un truc qui remplace l'upgrade nécessaire ou c'est autre chose ? Pour que le healer puisse attaquer jsuis passé par le fichier de l'uruk-haï ( épéiste ), ça va ça fonctionne bien il attaque ^^ | |
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cdd59554 Admin
Nombre de messages : 7235 Age : 31 Location : J'aime les abricots Add-On : Oui Date d'inscription : 16/01/2008
| Sujet: Re: Faire en sorte qu'une unité puisse attaquer Lun 11 Juil - 1:20 | |
| le triggerfx est inutile car tout les fx sont dans le module suivant, c'est pour ca que la ligne est en commentaire | |
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Leithian... Moddeur expert
Nombre de messages : 750 Age : 31 Location : @ Home ! =D Add-On : Quelle question, bien sûr que non ! Date d'inscription : 03/03/2010
| Sujet: Re: Faire en sorte qu'une unité puisse attaquer Lun 11 Juil - 2:31 | |
| ok merci jviens de piger par moi-même ce que ça signifiait ^^ Les "TriggerFX" sont les effets déclenchés au moment du lancer de sort et le "healFX" c'est l'effet de soin bleuté qui s'applique à toutes les personnes ciblées =) Encore merci pour tout t'es extra ! | |
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| Sujet: Re: Faire en sorte qu'une unité puisse attaquer | |
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