grego Moddeur expert
Nombre de messages : 655 Age : 25 Location : Chez moi Add-On : Bien sur que oui! Date d'inscription : 28/06/2011
| Sujet: comment mettre en rouge (feu) gandalf lui mettre des nouveau pouvoir Mar 12 Juil - 16:05 | |
| salut comment mettre en rouge (feu) gandalf lui mettre des nouveau pouvoir et le fair fort comme sauron ex fait voler les uniter et la meme armure que lui et faire comme edain mod ex quand on lui donne l anneaux il se transforme | |
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Zelfior Moddeur confirmé
Nombre de messages : 312 Age : 29 Location : Toulouse Add-On : J'ai l'underworld, mais la campagne de sacred normal est largement mieux Date d'inscription : 23/02/2011
| Sujet: Re: comment mettre en rouge (feu) gandalf lui mettre des nouveau pouvoir Mar 12 Juil - 17:25 | |
| essayes d'aller voir dans l'ini de l'edain mod les codes de la transformation | |
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grego Moddeur expert
Nombre de messages : 655 Age : 25 Location : Chez moi Add-On : Bien sur que oui! Date d'inscription : 28/06/2011
| Sujet: Re: comment mettre en rouge (feu) gandalf lui mettre des nouveau pouvoir Mer 13 Juil - 9:08 | |
| il me dit qu il manque end mais ou , et si vous trouver des truc bizar dit le moi - Spoiler:
;------------------------------------------------------------------------------ ; ; GandalfLeFou.ini ; ;------------------------------------------------------------------------------
; Gandalf the Generic ;he is now grey to start out with until we use the spell Object MenGandalfLeFou ; *** ART Parameters ***
; SelectPortrait for Heros is portrait behind skill buttons. HP = HeroPortrait. SelectPortrait = HPGandalf
; ButtonImage for Heros is button image on Hero Select UI to select hero. HI = HeroIcon or HeroImage. ButtonImage = HIGandalf
DescriptionStrategic = CONTROLBAR:LW_ToolTip_Gandalf
Draw = W3DScriptedModelDraw ModuleTag_W3DModelDrawInWorldBuilder ;When in Worldbuilder, show the normal Gandalf. He's inherited as mounted mode, so we have to get creative. ;Because his other draw module has a default state, we need to not show anything if it's in WorldBuilder.
OkToChangeModelColor = Yes
DefaultModelConditionState Model = None End ModelConditionState = WORLD_BUILDER Model = GUGandalf_SKN End End
Draw = W3DScriptedModelDraw ModuleTag_01
GlowEnabled = No; GlowEmissive = No;
OkToChangeModelColor = Yes
StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD
ExtraPublicBone = STAFF ExtraPublicBone = B_SWORDBONE ExtraPublicBone = PASSENGERBONE DependencySharedModelFlags = TURN_LEFT_HIGH_SPEED TURN_RIGHT_HIGH_SPEED MOVING ACCELERATE DECELERATE TURN_LEFT TURN_RIGHT ATTACKING BACKING_UP
;;; MODEL STATES ;;; DefaultModelConditionState ;gandalf is grey to start out with Model = GUGandalfG_SKN WeaponLaunchBone = TERTIARY STAFF End
;;; White Only versions of Gandalf (for solo missions excluding Moria) ;;; ModelConditionState = USER_2 MOUNTED Model = GUGdfHrs_SKN_M WeaponLaunchBone = PRIMARY PASSENGERBONE WeaponLaunchBone = TERTIARY STAFF End
ModelConditionState = USER_2 Model = GUGandalf_SKN WeaponLaunchBone = TERTIARY STAFF End
;;; Grey versions of Gandalf USER MODELS (For Moria only) -- never becomes white;;; ModelConditionState = USER_1 MOUNTED Model = GUGdfGHrs_SKN WeaponLaunchBone = PRIMARY PASSENGERBONE WeaponLaunchBone = TERTIARY STAFF Shadow = SHADOW_ADDITIVE_DECAL ShadowSizeX = 200; ShadowSizeY = 200; ShadowTexture = EXGandalfGlow; End
ModelConditionState = USER_1 Model = GUGandalfG_SKN WeaponLaunchBone = TERTIARY STAFF ; ParticleSysBone = STAFF GandalfMoriaLight FollowBone:Yes ; ParticleSysBone = STAFF GandalfMoriaLightCenter FollowBone:Yes Shadow = SHADOW_ADDITIVE_DECAL ShadowSizeX = 200; ShadowSizeY = 200; ShadowTexture = EXGandalfGlow; End
;;; Mounted version of Gandalf White ;;; ModelConditionState = MOUNTED HERO Model = GUGdfHrs_SKN_M WeaponLaunchBone = PRIMARY PASSENGERBONE WeaponLaunchBone = TERTIARY STAFF End
;;; Mounted version of Gandalf Grey ;;; ModelConditionState = MOUNTED Model = GUGdfGHrs_SKN WeaponLaunchBone = PRIMARY PASSENGERBONE WeaponLaunchBone = TERTIARY STAFF End
;;; Gandalf the White version on foot ;;; ModelConditionState = HERO ;turn me white when the spell is cast Model = GUGandalf_SKN WeaponLaunchBone = TERTIARY STAFF End
ModelConditionState = WORLD_BUILDER Model = None End
IdleAnimationState StateName = Idle Animation = Foot_IDLB ; Bored Idle AnimationName = GUGandalfG_SKL.GUGandalfG_IDLB AnimationMode = ONCE AnimationPriority = 20 End Animation = Foot_IDLC ; Bored Fidget AnimationName = GUGandalfG_SKL.GUGandalfG_IDLC AnimationMode = ONCE AnimationPriority = 2 End Animation = Foot_IDLD ; Bored Fidget AnimationName = GUGandalfG_SKL.GUGandalfG_IDLD AnimationMode = ONCE AnimationPriority = 1 End Animation = Foot_IDLE ; Bored Fidget AnimationName = GUGandalfG_SKL.GUGandalfG_IDLE AnimationMode = ONCE AnimationPriority = 2 End ;Animation = Foot_IDLF ; Bored Fidget ; AnimationName = GUGandalfG_SKL.GUGandalfF_IDLF does not exist... ; AnimationMode = ONCE ; AnimationPriority = 1 ;End
BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Selected" then CurDrawableSetTransitionAnimState("TRANS_Selected_To_Idle") end CurDrawableHideSubObject("STAFF_LIGHT") EndScript
End
; --- stunned anims Which must go before deaths in case we are dying in the air. Plus, DyingSplatted must of course be before Dying AnimationState = MOUNTED STUNNED_FLAILING Animation = JustDie AnimationName = GUGdfHrs_SKL.GUGdfHrs_FLYB AnimationMode = LOOP End Flags = RANDOMSTART End
AnimationState = MOUNTED DYING SPLATTED Animation = Land AnimationName = GUGdfHrs_SKL.GUGdfHrs_LNDA AnimationMode = ONCE End End
AnimationState = MOUNTED DYING Animation = JustDie AnimationName = GUGdfHrs_SKL.GUGdfHrs_DIEA AnimationMode = ONCE End End
AnimationState = MOUNTED STUNNED_STANDING_UP Animation = StandUp AnimationName = GUGdfHrs_SKL.GUGdfHrs_GTPA AnimationMode = ONCE End End
AnimationState = MOUNTED STUNNED Animation = Land AnimationName = GUGdfHrs_SKL.GUGdfHrs_LNDA AnimationMode = ONCE End End
AnimationState = PARALYZED MOUNTED Animation AnimationName = GUGdfHrs_SKL.GUGdfHrs_IDLA AnimationMode = LOOP End End
AnimationState = STUNNED_FLAILING Animation = StunnedFlail AnimationName = GUGandalfG_SKL.GUGandalfG_FLYA AnimationMode = LOOP End End
AnimationState = DYING SPLATTED Animation = Stunned AnimationName = GUGandalfG_SKL.GUGandalfG_LNDA AnimationMode = ONCE End ; ;ParticleSysBone = None GandalfIllumination FollowBone:yes FXTrigger:NONE Persist:KILL PersistID:100 End
AnimationState = DYING AFLAME Animation = DieAflame AnimationName = GUGandalfG_SKL.GUGandalfG_MFDA AnimationMode = LOOP End End
AnimationState = DYING Animation = Die AnimationName = GUGandalfG_SKL.GUGandalfG_DIEB AnimationMode = ONCE End ; ;ParticleSysBone = None GandalfIllumination FollowBone:yes FXTrigger:NONE Persist:KILL PersistID:100 End
AnimationState = STUNNED_STANDING_UP Animation = GUGandalfG_GTPA AnimationName = GUGandalfG_SKL.GUGandalfG_GTPA AnimationMode = ONCE End End
AnimationState = STUNNED Animation = Stunned AnimationName = GUGandalfG_SKL.GUGandalfG_LNDA AnimationMode = ONCE End ; ;ParticleSysBone = None GandalfIllumination FollowBone:yes FXTrigger:NONE Persist:KILL PersistID:100 End
AnimationState = PARALYZED Animation AnimationName = GUGandalfG_SKL.GUGandalfG_IDLB AnimationMode = LOOP End End
AnimationState = PASSENGER EATING StateName = BeingEaten Animation AnimationName = GUGandalfG_SKL.GUGandalfG_EATA AnimationMode = ONCE AnimationBlendTime = 4 End End
AnimationState = PASSENGER StateName = BeingEaten Animation AnimationName = GUGandalfG_SKL.GUGandalfG_FLLA AnimationMode = LOOP AnimationBlendTime = 4 End End
;;; WORD OF POWER ANIMS MOUNTED ;;; AnimationState = SPECIAL_WEAPON_ONE MOUNTED StateName = Attacking Animation AnimationName = GUGdfHrs_SKL.GUGdfHrs_SPLA AnimationMode = ONCE AnimationBlendTime = 4 End FXEvent = Frame:5 Name:FX_GandalfPreAttackBlast End
;;; WORD OF POWER ANIMS ON FOOT ;;; AnimationState = SPECIAL_WEAPON_ONE StateName = Attacking Animation AnimationName = GUGandalfG_SKL.GUGandalfG_SPCK AnimationMode = ONCE End FXEvent = Frame:5 Name:FX_GandalfPreAttackBlast End
;;; WIZARD BLAST ANIMS MOUNTED ;;; AnimationState = SPECIAL_WEAPON_TWO MOUNTED StateName = Attacking Animation AnimationName = GUGdfHrs_SKL.GUGdfHrs_SPLD AnimationMode = ONCE End End
;;; WIZARD BLAST ANIMS ON FOOT ;;; AnimationState = SPECIAL_WEAPON_TWO StateName = Attacking Animation AnimationName = GUGandalfG_SKL.GUGandalfG_SPCL AnimationMode = ONCE End End
;;; LIGHTNING CHARGE ANIMS MOUNTED ;;; AnimationState = MOUNTED PACKING_TYPE_1 UNPACKING StateName = Attacking Animation = LightningSwordStart AnimationName = GUGdfHrs_SKL.GUGdfHrs_SPE1 AnimationMode = ONCE End FXEvent = Frame:14 Name:FX_GandalfLightningCharge ; FXEvent = Frame:70 Name:FX_GandalfLightningFizzle FXEvent = Frame:14 Name:FX_GandalfLightningSword FrameStop:70 End
AnimationState = MOUNTED PACKING_TYPE_1 PREPARING StateName = Attacking Animation = LightningSwordLoop AnimationName = GUGdfHrs_SKL.GUGdfHrs_SPE2 AnimationMode = LOOP End End
AnimationState = MOUNTED PACKING_TYPE_1 PACKING StateName = Attacking Animation = LightningSwordPutAway AnimationName = GUGdfHrs_SKL.GUGdfHrs_SPE3 AnimationMode = ONCE End End
;;; LIGHTNING CHARGE ANIMS ON FOOT ;;; AnimationState = PACKING_TYPE_1 UNPACKING StateName = Attacking Animation = LightningSwordStart AnimationName = GUGandalfG_SKL.GUGandalfG_SPE3 AnimationMode = ONCE End FXEvent = Frame:14 Name:FX_GandalfLightningCharge ; 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 = GUGandalfG_SKL.GUGandalfG_SPE2 AnimationMode = LOOP End End
AnimationState = PACKING_TYPE_1 PACKING StateName = Attacking Animation = LightningSwordPutAway AnimationName = GUGandalfG_SKL.GUGandalfG_SPE1 AnimationMode = ONCE End End
;;; ISTARI LIGHT STAFF WEAPON MOUNTED ;;; AnimationState = MOUNTED SPECIAL_WEAPON_THREE ; FIRING_OR_PREATTACK_C StateName = Attacking Animation = StaffLaser AnimationName = GUGdfHrs_SKL.GUGdfHrs_SPLG 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 = GUGandalfG_SKL.GUGandalfG_SPCH ; isitari's light? AnimationMode = ONCE End FXEvent = Frame:30 Name:FX_GandalfStaffFlare End
;;; Summoning Shadow Fax ;;; AnimationState = UNPACKING USER_2 StateName = Attacking Animation AnimationName = GUGandalf_SKN.GUGdfHrs_IDLB ; GUGdfHrs_SPCJ does not exist. AnimationMode = LOOP End End AnimationState = UNPACKING StateName = Attacking Animation AnimationName = GUGdfHrs_SKL.GUGdfHrs_IDLA ; GUGdfHrs_SPCJ does not exist. AnimationMode = ONCE End End
;;; Moving Standard Attack Anims ;;; AnimationState = MOUNTED FIRING_OR_PREATTACK_A MOVING Animation = MountedRunAndFire AnimationName = GUGdfHrs_SKL.GUGdfHrs_ATRA AnimationMode = LOOP Distance = 60 End End
AnimationState = MOUNTED BETWEEN_FIRING_SHOTS_A MOVING Animation = TrotBetweenShotsMoving AnimationName = GUGdfHrs_SKL.GUGdfHrs_WLKA AnimationMode = LOOP Distance = 30 End End
;;; Standard Attack Anims ;;; AnimationState = MOUNTED FIRING_OR_PREATTACK_A Animation = MountedSlash AnimationName = GUGdfHrs_SKL.GUGdfHrs_ATKA AnimationMode = ONCE UseWeaponTiming = Yes End Animation = MountedStab AnimationName = GUGdfHrs_SKL.GUGdfHrs_ATKB AnimationMode = ONCE UseWeaponTiming = Yes End End
AnimationState = MOVING FIRING_OR_PREATTACK_A ShareAnimation = Yes Animation = RunAndFire AnimationName = GUGandalfG_SKL.GUGandalfG_ATRA AnimationMode = LOOP End Flags = RANDOMSTART End
AnimationState = FIRING_OR_PREATTACK_A Animation = StaffSwing AnimationName = GUGandalfG_SKL.GUGandalfG_ATKA AnimationMode = ONCE UseWeaponTiming = Yes End Animation = SwordSwing AnimationName = GUGandalfG_SKL.GUGandalfG_ATKB AnimationMode = ONCE UseWeaponTiming = Yes End Animation = SpinningSwordStaff AnimationName = GUGandalfG_SKL.GUGandalfG_ATKC AnimationMode = ONCE UseWeaponTiming = Yes End End
;;; Moving Anims ;;;
AnimationState = MOUNTED TURN_RIGHT_HIGH_SPEED Animation = TurnRight AnimationName = GUGdfHrs_SKL.GUGdfHrs_TNR1 AnimationMode = LOOP End ; ;ParticleSysBone = None CalvaryDustTrails End
AnimationState = MOUNTED TURN_LEFT_HIGH_SPEED Animation = TurnRight AnimationName = GUGdfHrs_SKL.GUGdfHrs_TNL1 AnimationMode = LOOP End ; ;ParticleSysBone = None CalvaryDustTrails End
AnimationState = MOUNTED TURN_LEFT Animation = TurnLeft AnimationName = GUGdfHrs_SKL.GUGdfHrs_TRNL AnimationMode = LOOP End ; ;ParticleSysBone = None CalvaryDustTrails End
AnimationState = MOUNTED TURN_RIGHT Animation = TurnRight AnimationName = GUGdfHrs_SKL.GUGdfHrs_TRNR AnimationMode = LOOP End ; ;ParticleSysBone = None CalvaryDustTrails End
AnimationState = MOUNTED MOVING ACCELERATE Animation = Accelerate AnimationName = GUGdfHrs_SKL.GUGdfHrs_ACCL AnimationMode = LOOP End ;ParticleSysBone = None CalvaryDustTrails End
AnimationState = MOUNTED MOVING DECELERATE Animation = Decelerate AnimationName = GUGdfHrs_SKL.GUGdfHrs_DECL AnimationMode = ONCE AnimationSpeedFactorRange = 0.6 0.6 End ;ParticleSysBone = None CalvaryDustTrails End
AnimationState = MOUNTED MOVING WALKING Animation = Walk AnimationName = GUGdfHrs_SKL.GUGdfHrs_WLKA AnimationMode = LOOP End Flags = RANDOMSTART ;ParticleSysBone = None InfantryDustTrails End
AnimationState = MOUNTED MOVING BACKING_UP Animation = BackingUp AnimationName = GUGdfHrs_SKL.GUGdfHrs_BAKA AnimationMode = LOOP End Flags = RANDOMSTART ;ParticleSysBone = None InfantryDustTrails End
AnimationState = MOUNTED MOVING Animation = RunA AnimationName = GUGdfHrs_SKL.GUGdfHrs_RUNA AnimationMode = LOOP End Flags = RANDOMSTART ;ParticleSysBone = None CalvaryDustTrails End
AnimationState = MOVING WANDER Animation = Wandering AnimationName = GUGandalfG_SKL.GUGandalfG_WLKA ;32 AnimationMode = LOOP End End
AnimationState = MOVING Animation = Moving AnimationName = GUGandalfG_SKL.GUGandalfG_RUNB ;20 AnimationMode = LOOP End Flags = RANDOMSTART End
AnimationState = MOUNTED LEVELED USER_1; This state clears itself in 3 of your Earth seconds Animation = Yippee AnimationName = GUGdfHrs_SKL.GUGdfHrs_LVLA AnimationMode = ONCE End BeginScript CurDrawableShowSubObject("STAFF_LIGHT") EndScript End
AnimationState = MOUNTED LEVELED ; This state clears itself in 3 of your Earth seconds Animation = Yippee AnimationName = GUGdfHrs_SKL.GUGdfHrs_LVLA AnimationMode = ONCE End End
; READY IDLE AnimationState = MOUNTED EMOTION_ALERT Animation = ALERT_1 AnimationName = GUGdfHrs_SKL.GUGdfHrs_IDLA AnimationMode = LOOP End End AnimationState = EMOTION_ALERT Animation = ALERT_1 AnimationName = GUGandalfG_SKL.GUGandalfG_IDLA AnimationMode = ONCE End Flags = RESTART_ANIM_WHEN_COMPLETE ; acts like an idle animation & keeps running the animations. End
AnimationState = LEVELED USER_1; This state clears itself in 3 of your Earth seconds Animation = Yippee AnimationName = GUGandalfG_SKL.GUGandalfG_LVLA AnimationMode = ONCE End BeginScript CurDrawableShowSubObject("STAFF_LIGHT") EndScript End
AnimationState = LEVELED ; This state clears itself in 3 of your Earth seconds Animation = Yippee AnimationName = GUGandalfG_SKL.GUGandalfG_LVLA AnimationMode = ONCE End End
AnimationState = MOUNTED SELECTED USER_1 SimilarRestart = Yes StateName = AtAttentionIdle Animation = ATNB AnimationName = GUGdfHrs_SKL.GUGdfHrs_ATNB AnimationMode = LOOP End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_MountedSelect") end if Prev == "AtAttentionIdle" then CurDrawableSetTransitionAnimState("TRANS_MountedSelect") end EndScript End
AnimationState = MOUNTED RAISING_FLAG Animation AnimationName = GUGdfHrs_SKL.GUGdfHrs_LVLA AnimationMode = LOOP End End
AnimationState = MOUNTED EMOTION_CELEBRATING Animation AnimationName = GUGdfHrs_SKL.GUGdfHrs_LVLA AnimationMode = LOOP End End
AnimationState = MOUNTED EMOTION_TAUNTING Animation AnimationName = GUGdfHrs_SKL.GUGdfHrs_LVLA AnimationMode = LOOP End End
AnimationState = MOUNTED SELECTED SimilarRestart = Yes StateName = AtAttentionIdle Animation = ATNB AnimationName = GUGdfHrs_SKL.GUGdfHrs_ATNB AnimationMode = LOOP End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_MountedSelect") end if Prev == "AtAttentionIdle" then CurDrawableSetTransitionAnimState("TRANS_MountedSelect") end CurDrawableHideSubObject("STAFF_LIGHT") EndScript End
TransitionState = TRANS_MountedSelect Animation = ATNA AnimationName = GUGdfHrs_SKL.GUGdfHrs_ATNA AnimationMode = ONCE End End
TransitionState = TRANS_Idle_to_Selected Animation = ATNA AnimationName = GUGandalfG_SKL.GUGandalfG_ATNA AnimationMode = ONCE End End
TransitionState = TRANS_Selected_To_Idle Animation = ATNE ;ATNC AnimationName = GUGandalfG_SKL.GUGandalfG_ATNE ;C AnimationMode = ONCE End End
AnimationState = SELECTED USER_1 StateName = Selected SimilarRestart = Yes Animation = ATNB AnimationName = GUGandalfG_SKL.GUGandalfG_ATNB AnimationMode = LOOP End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_Idle_to_Selected") end EndScript End
AnimationState = RAISING_FLAG Animation AnimationName = GUGandalfG_SKL.GUGandalfG_LVLA AnimationMode = LOOP End End
AnimationState = EMOTION_CELEBRATING Animation AnimationName = GUGandalfG_SKL.GUGandalfG_LVLA AnimationMode = LOOP End End
AnimationState = EMOTION_TAUNTING Animation AnimationName = GUGandalfG_SKL.GUGandalfG_LVLA AnimationMode = LOOP End End
AnimationState = SELECTED StateName = Selected SimilarRestart = Yes Animation = ATNB AnimationName = GUGandalfG_SKL.GUGandalfG_ATNB AnimationMode = LOOP End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_Idle_to_Selected") end CurDrawableHideSubObject("STAFF_LIGHT") EndScript End
AnimationState = MOUNTED HIT_REACTION HIT_LEVEL_1 Animation = Hit_Level_1_a AnimationName = GUGdfHrs_SKL.GUGdfHrs_HITA AnimationMode = ONCE End End
AnimationState = HIT_REACTION HIT_LEVEL_1 Animation = Hit_Level_1_a AnimationName = GUGandalfG_SKL.GUGandalfG_HITA AnimationMode = ONCE End End
AnimationState = MOUNTED StateName = Idle Animation = IdleA AnimationName = GUGdfHrs_SKL.GUGdfHrs_IDLA AnimationPriority = 30 AnimationMode = ONCE AnimationBlendTime = 15 End Animation = IdleC AnimationName = GUGdfHrs_SKL.GUGdfHrs_IDLC AnimationMode = ONCE AnimationBlendTime = 15 End Flags = RESTART_ANIM_WHEN_COMPLETE End
AnimationState = USER_1 StateName = user_1_idle Animation = Foot_IDLB ; Bored Idle AnimationName = GUGandalfG_SKL.GUGandalfG_IDLB AnimationMode = ONCE AnimationPriority = 2 End Animation = Foot_IDLC ; Bored Fidget AnimationName = GUGandalfG_SKL.GUGandalfG_IDLC AnimationMode = ONCE AnimationPriority = 2 End Animation = Foot_IDLD ; Bored Fidget AnimationName = GUGandalfG_SKL.GUGandalfG_IDLD AnimationMode = ONCE AnimationPriority = 1 End Animation = Foot_IDLE ; Bored Fidget AnimationName = GUGandalfG_SKL.GUGandalfG_IDLE AnimationMode = ONCE AnimationPriority = 2 End ;Animation = Foot_IDLF ; Bored Fidget ; AnimationName = GUGandalfG_SKL.GUGandalfF_IDLF does not exist... ; AnimationMode = ONCE ; AnimationPriority = 1 ;End
BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Selected" then CurDrawableSetTransitionAnimState("TRANS_Selected_To_Idle") end CurDrawableShowSubObject("STAFF_LIGHT") EndScript End
End
#include "..\..\..\includes\StunDrawModuleSmall.inc"
; Draw = W3DScriptedModelDraw ModuleTag_ShieldBubble ; DefaultModelConditionState ; Model = None ; End ; ; ModelConditionState = USER_3 ; HERO -- not using HERO anymore since HERO is used for Gandalf White ; Model = GUGANDALFCRSTL ; ; ParticleSysBone = ROOTTRANSFORM GandalfCrystalSphere FollowBone:Yes ; ParticleSysBone = ROOTTRANSFORM GandalfBeamGlow2 FollowBone:Yes ; End ; End
; Draw = W3DLightDraw ModuleTag_DrawLight ; Ambient = R:25 G:25 B:25 ; Diffuse = R:128 G:128 B:175 ; Radius = 75 ; Intensity = 75 ; AttachToBoneInAnotherModule = STAFF ; End
Draw = W3DScriptedModelDraw ModuleTag_LightController DefaultModelConditionState Model = None End
ModelConditionState = USER_1 Model = Invisible Shadow = SHADOW_ADDITIVE_DECAL_DYNAMIC ShadowSizeX = 200; ShadowSizeY = 200; ShadowTexture = EXGandalfGlow; ShadowOpacityStart = 0 ShadowOpacityFadeInTime = 1000 ShadowOpacityPeak = 255 ShadowOpacityFadeOutTime = 1000 ShadowOpacityEnd = 0 End
IdleAnimationState ; BeginScript ; CurDrawableHideModule("ModuleTag_DrawLight") ; EndScript End AnimationState = USER_1 ; BeginScript ; CurDrawableShowModule("ModuleTag_DrawLight") ; EndScript End
; AttachToBoneInAnotherModule = STAFF End
; Draw = W3DScriptedModelDraw ModuleTag_PermanentDecal ; OkToChangeModelColor = yes ; ; DefaultModelConditionState ; Model = Invisible ; ; ; Give hero a permanent selection decal look-alike ; Shadow = SHADOW_ALPHA_DECAL ; ShadowSizeX = 40; ; ShadowSizeY = 40; ; ShadowTexture = decal_hero_good; ; ShadowOpacityPeak = 150 ; opacity between 0 and 255 here, so 150 is about 59% ; ; ; That's the corresponding selection decal setup in ExperienceLevels.ini. ; ; This will be drawn on top of the permanent one here. ; ;Texture = decal_hero_good ; see ShadowTexture ; ;Style = SHADOW_ALPHA_DECAL ; see Shadow ; ;OpacityMin = 50% ; see ShadowOpacityPeak ; ;OpacityMax = 100% ; ;MinRadius = 40 ; see ShadowSizeX/Y ; ;MaxRadius = 200 ; ;MaxSelectedUnits = 40 ; 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 = MOVING End End
; ***DESIGN parameters *** Side = Men EditorSorting = UNIT ThreatLevel = GANDALF_THREAT_LEVEL ThingClass = CHARACTER_UNIT
;//DisplayMeleeDamage = GANDALF_THE_GREY_DAMAGE
HeroSortOrder = 10
LiveCameraOffset = X:-112 Y:81 Z:57 LiveCameraPitch = 25.0
IsTrainable = Yes BuildCost = GANDALF_THE_WHITE_BUILDCOST BuildTime = GANDALF_THE_WHITE_BUILDTIME ShockwaveResistance = SHOCKWAVE_RESISTANCE_STRONG TransportSlotCount = TRANSPORTSLOTCOUNT_HERO CommandSet = GondorGandalfLeFouCommandSet CommandPoints = 75
WeaponSet Conditions = None Weapon = PRIMARY GandalfSword End
WeaponSet Conditions = MOUNTED Weapon = PRIMARY GandalfSwordMounted End
ArmorSet Conditions = None Armor = HeroArmor DamageFX = NormalDamageFX End
VisionRange = VISION_HERO_STANDARD ShroudClearingRange = SHROUD_CLEAR_HERO MaxVisionBonusPercent = 300% VisionBonusTestRadius = 200 VisionBonusPercentPerFoot = 1.0%
BountyValue = GONDOR_GANDALFWHITE_BOUNTY_VALUE DisplayName = OBJECT:GandalfTheWhite RecruitText = CONTROLBAR:GandalfTheWhiteRecruit ReviveText = CONTROLBAR:GandalfTheWhiteRevive Hotkey = CONTROLBAR:GandalfTheWhiteHotkey
CrusherLevel = 0 ; Can I crush anything? MountedCrusherLevel = 1 ; Crush level when mounted. CrushableLevel = 2 ; What am I?: 0 = for infantry, 1 = for trees, 2 = cavalry/heroes MountedCrushableLevel = 2 ; Crusable level when mounted. CrushWeapon = RohirrimCrush MinCrushVelocityPercent = 50 ; Has to be moving at at least 50% of full speed. CrushDecelerationPercent = 30 ; Lose xx percent of max velocity when crushing. CrushKnockback = 40 CrushZFactor = 1.0
; *** AUTO RESOLVE DATA *** AutoResolveUnitType = AutoResolveUnit_Hero AutoResolveCombatChain = AutoResolve_HeroCombatChain
AutoResolveBody = AutoResolve_GandalfBody
AutoResolveWeapon Weapon = AutoResolve_GandalfWeapon End AutoResolveArmor Armor = AutoResolve_GandalfArmor End
;AutoResolveLeadership = AutoResolve_GandalfBonus
; *** AUDIO Parameters ***;
VoiceAttack = GandalfVoiceAttack VoiceAttackCharge = GandalfVoiceAttackCharge VoiceAttackMachine = GandalfVoiceAttack VoiceAttackStructure = GandalfVoiceAttack ;VoiceCreated = GandalfVoiceSalute ;this conflicts with his respawn dialogue line -- rehooked to spawn FX ;VoiceFullyCreated = GandalfVoiceSalute ;this conflicts with his respawn dialogue line -- rehooked to spawn FX VoiceFear = GandalfVoiceHelpMe VoiceMove = GandalfVoiceMove VoiceMoveToCamp = GandalfVoiceMoveCamp VoiceMoveWhileAttacking = GandalfVoiceDisengage VoicePriority = 96 VoiceRetreatToCastle = GandalfVoiceRetreat VoiceSelect = GandalfVoiceSelectMS VoiceSelectBattle = GandalfVoiceSelectBattle VoiceGuard = GandalfVoiceMove
SoundImpact = ImpactHorse
;GandalfVoiceJoinAnybody ;GandalfVoiceJoinAragorn ;GandalfVoiceJoinGimli ;GandalfVoiceJoinHobbit ;GandalfVoiceJoinLegolas
UnitSpecificSounds VoiceGarrison = GandalfVoiceGarrison VoiceEnterUnitElvenTransportShip = GandalfVoiceMove VoiceInitiateCaptureBuilding = GandalfVoiceMove End
ClientBehavior = ModelConditionSoundSelectorClientBehavior ModuleTag_MCSoundSelector SoundState = MOUNTED VoiceMove = GandalfVoiceMoveMounted VoiceSelect = GandalfVoiceSelectMountedMS End End
CrowdResponseKey = GoodMen
#include "..\..\..\includes\StandardUnitEvaEvents.inc" EvaEventDieOwner = GandalfDie ;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 = Humanoid_Male Man Man_Male Unit Infantry Hero ;UnitWeight = 2 End
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior MaxUpdateRangeCap = 800 AnimationSound = Sound:FootstepDirtA Animation:GUGandalfG_SKL.GUGandalfG_RUNA Frames:10 20 AnimationSound = Sound:FootstepDirtA Animation:GUGandalfG_SKL.GUGandalfG_RUNB Frames:10 22 33 45
AnimationSound = Sound:BodyFallGenericNoArmor Animation:GUGandalfG_SKL.GUGandalfG_DIEB Frames:63 AnimationSound = Sound:BodyFallGenericNoArmor Animation:GUGandalfG_SKL.GUGandalfG_LNDA Frames:2
AnimationSound = Sound:HorseMoveFootsteps Animation:GUGdfHrs_SKL.GUGdfHrs_ACCL Frames:15 32 AnimationSound = Sound:HorseMoveFootsteps Animation:GUGdfHrs_SKL.GUGdfHrs_RUNA Frames:0 AnimationSound = Sound:HorseMoveFootsteps Animation:GUGdfHrs_SKL.GUGdfHrs_TNL1 Frames:0 AnimationSound = Sound:HorseMoveFootsteps Animation:GUGdfHrs_SKL.GUGdfHrs_TNR1 Frames:0
AnimationSound = Sound:HorseWhinny50Percent Animation:GUGdfHrs_SKL.GUGdfHrs_IDLC Frames:0 AnimationSound = Sound:HorseWhinnyForEowynSmite Animation:GUGdfHrs_SKL.GUGdfHrs_LVLA Frames:64 AnimationSound = Sound:HorseWhinnyForEowynSmite Animation:GUGdfHrs_SKL.GUGdfHrs_SPLA Frames:74
AnimationSound = Sound:BodyFallGenericNoArmor Animation:GUGdfHrs_SKL.GUGdfHrs_DIEA Frames:2 42 AnimationSound = Sound:HorseDieForHero Animation:GUGdfHrs_SKL.GUGdfHrs_DIEA Frames:1 End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT KindOf = HERO HEAVY_MELEE_HITTER PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE ATTACK_NEEDS_LINE_OF_SIGHT NOTIFY_OF_PREATTACK ARMY_SUMMARY SCARY GANDALF PathfindDiameter = 40.0
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
; Behavior = AttributeModifierUpgrade ModuleTag_GandalfWhiteBonus ; TriggeredBy = Upgrade_GandalfWhite ; AttributeModifier = SpellBookGandalfWhite ; End
Body = RespawnBody ModuleTag_RespawnBody CheerRadius = EMOTION_CHEER_RADIUS MaxHealth = GANDALF_THE_WHITE_HEALTH ;BALANCE Eomer Health PermanentlyKilledByFilter = NONE ;Who kills me permanently? DodgePercent = HERO_DODGE_PERCENT End Behavior = RespawnUpdate ModuleTag_RespawnUpdate DeathAnim = DYING ;STUNNED ;Model condition to play when killed-to-respawn DeathFX = FX_GandalfDieToRespawn ;FXList to play when killed-to-respawn DeathAnimationTime = 5367 ;1133 ;How long DeathAnim will take. InitialSpawnFX = FX_GandalfInitialSpawn RespawnAnim = LEVELED ;Animation to play when respawning. RespawnFX = FX_GandalfRespawn ;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 = HIGandalf_res
;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:1500 Time:90000 Health:100% ;DEFAULT VALUES
End
Behavior = AutoHealBehavior ModuleTag_GandalfHealing StartsActive = Yes HealingAmount = HERO_HEAL_AMOUNT HealingDelay = 1000 StartHealingDelay = HERO_HEAL_DELAY HealOnlyIfNotInCombat = Yes End
Behavior = NotifyTargetsOfImminentProbableCrushingUpdate ModuleTag_NotifyCrushScan End
Behavior = StancesBehavior ModuleTag_StancesBehavior StanceTemplate = Hero End
#include "..\..\..\includes\CaptureBuilding.inc"
Behavior = AIUpdateInterface ModuleTag_04 AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS AILuaEventsList = GandalfFunctions End
Behavior = EmotionTrackerUpdate Module_EmotionTracker TauntAndPointDistance = 300 TauntAndPointUpdateDelay = 10000 AddEmotion = Doom_Base // AddEmotion = BraceForBeingCrushed_Base // AddEmotion = FearIdle_Base // AddEmotion = FearBusy_Base AddEmotion = Point_Base AddEmotion = Taunt_Base AddEmotion = CheerIdle_Base AddEmotion = CheerBusy_Base // AddEmotion = HeroCheerIdle_Base // AddEmotion = HeroCheerBusy_Base AddEmotion = Alert_Base AddEmotion = CheerForAboutToCrush_Base End
LocomotorSet Locomotor = HeroHumanLocomotor Condition = SET_NORMAL Speed = NORMAL_GOOD_HERO_SPEED End
LocomotorSet Locomotor = HeroHorseLocomotor Condition = SET_MOUNTED Speed = NORMAL_CAVALRY_HORDE_SPEED End
Behavior = PhysicsBehavior ModuleTag_05 GravityMult = 1.0 ShockStandingTime = 3800 ;msec End
Behavior = SlowDeathBehavior ModuleTag_06 DeathTypes = ALL -KNOCKBACK SinkDelay = 3000 SinkRate = 0.40 ; in Dist/Sec DestructionDelay = 8000 Sound = INITIAL GandalfVoiceDie ;GandalfDie End
Behavior = SquishCollide ModuleTag_07 ;nothing End
Behavior = SlowDeathBehavior ModuleTag_08 ; Same as normal death, but no sound (sound already played by SoundImpact = ... ) DeathTypes = NONE KNOCKBACK SinkDelay = 3000 SinkRate = 0.40 ; in Dist/Sec DestructionDelay = 8000 End
Behavior = OCLSpecialPower ModuleTag_09 SpecialPowerTemplate = SuperweaponPartTheHeavens OCL = SUPERWEAPON_PartTheHeavens End
Behavior = AutoAbilityBehavior ModuleTag_AutoAbilityBehavior End
Behavior = HitReactionBehavior HitReactionBehaviorModuleTag HitReactionLifeTimer1 = 2000 ; level 1 (light damage) hit reaction animations in frames (5 per sec) HitReactionThreshold1 = 5.0 ; level 1 (light damage) threshold trigger End
;------------------FIRES OF DOOM------------------------------------------------------------------
Behavior = SpecialPowerModule ModuleTag_FiresOfDoom SpecialPowerTemplate = FiresOfDoomSpecialPower UpdateModuleStartsAttack = Yes StartsPaused = No InitiateSound = SauronVoxBlackspeechFiresOfDoom End
Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_FiresOfDoomUpdate SpecialPowerTemplate = FiresOfDoomSpecialPower WhichSpecialWeapon = 1 ; use MODELCONDITION_SPECIAL_WEAPON_ONE SkipContinue = Yes
UnpackTime = 900 PreparationTime = 1 PersistentPrepTime = 1500 PackTime = 1100
FreezeAfterTriggerDuration = 2500 ; make sure we can't move immediately after.
AwardXPForTriggering = 0 StartAbilityRange = 300.0 MustFinishAbility = Yes SpecialWeapon = SauronFiresOfDoomWeapon ;TriggerSound = SpellRainOfFireMS End
;------- MOUNTED SPECIAL ABILITY -------------------------------------------------------------------------------- Behavior = UnpauseSpecialPowerUpgrade ModuleTag_HorseEnabler SpecialPowerTemplate = SpecialAbilityToggleMounted TriggeredBy = Upgrade_Shadowfax End Behavior = SpecialPowerModule ModuleTag_HorseToggleStarter SpecialPowerTemplate = SpecialAbilityToggleMounted UpdateModuleStartsAttack = Yes StartsPaused = No End Behavior = ToggleMountedSpecialAbilityUpdate ModuleTag_HorseToggle SpecialPowerTemplate = SpecialAbilityToggleMounted UnpackTime = 2000 PreparationTime = 1 PersistentPrepTime = 250 PackTime = 2000 OpacityTarget = .3 ; How see-thru to be at peak of change AwardXPForTriggering = 0 End
;------- WORD OF POWER (RED RING BLAST) SPELL -------------------------------------------------------------------------------- Behavior = UnpauseSpecialPowerUpgrade ModuleTag_WordEnabler SpecialPowerTemplate = SpecialAbilityWordOfPower TriggeredBy = Upgrade_GandalfWordOfPower End Behavior = SpecialPowerModule ModuleTag_WordStarter SpecialPowerTemplate = SpecialAbilityWordOfPower UpdateModuleStartsAttack = Yes StartsPaused = No End Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_WordWeaponFireUpdate SpecialPowerTemplate = SpecialAbilityWordOfPower WhichSpecialWeapon = 1 SkipContinue = No
UnpackTime = 1700 PackTime = 1 FreezeAfterTriggerDuration = 2500 ; Hold AI for this long after we fire.
AwardXPForTriggering = 0 StartAbilityRange = 80.0
SpecialWeapon = GandalfWordOfPower End
;------- WIZARD BLAST SPELL -------------------------------------------------------------------------------- Behavior = SpecialPowerModule ModuleTag_BlastStarter SpecialPowerTemplate = SpecialAbilityWizardBlast UpdateModuleStartsAttack = Yes StartsPaused = No InitiateSound = GandalfVoiceAttackWizardBlast ;this plays when he targets, not when he fires End
Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_WizardBlastWeaponFireUpdate SpecialPowerTemplate = SpecialAbilityWizardBlast WhichSpecialWeapon = 2 SkipContinue = Yes
UnpackTime = 900 PreparationTime = 1 PersistentPrepTime = 1500 PackTime = 1100
AwardXPForTriggering = 0 StartAbilityRange = 80.0 MustFinishAbility = Yes SpecialWeapon = GandalfWizardBlast End
;------- LIGHTNING SWORD SPELL -------------------------------------------------------------------------------- Behavior = UnpauseSpecialPowerUpgrade ModuleTag_LightningEnabler SpecialPowerTemplate = SpecialAbilityLightningSword TriggeredBy = Upgrade_GandalfLightningSword End
Behavior = SpecialPowerModule ModuleTag_11 SpecialPowerTemplate = SpecialAbilityLightningSword UpdateModuleStartsAttack = Yes StartsPaused = Yes InitiateSound = GandalfVoiceAttackLightningSword ;this plays when he targets, not when he fires End
Behavior = ArrowStormUpdate ModuleTag_12 SpecialPowerTemplate = SpecialAbilityLightningSword StartAbilityRange = 275.0 UnpackingVariation = 1
UnpackTime = 2500 ; Pull out arrow PreparationTime = 1 ; Quick shot PersistentPrepTime = 500 ; looping the quick shot PackTime = 1500 ; back to idle
ApproachRequiresLOS = Yes ; required so that it doesn't shoot through walls AwardXPForTriggering = 0
ActiveLoopSound = GandalfLightningLoop ; Sound loops entire time ability is actively firing
;Specific to ArrowStorm WeaponTemplate = GandalfLightningSwordBlastWeapon TargetRadius = 120 ShotsPerTarget = 1 ShotsPerBurst = 1 MaxShots = 11 ; will double up if run out of targets End
Behavior = ModelConditionUpgrade ModuleTag_TurnWhite TriggeredBy = Upgrade_GandalfWhite AddConditionFlags = USER_2 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 GandalfWordOfPowerAI CommandButtonName = Command_SpecialAbilityWordOfPower SpecialPowerAIType = AI_SPECIAL_POWER_BASIC_SELF_BUFF SpecialPowerRadius = 250 End
Behavior = AISpecialPowerUpdate GandalfToggleMountedAI CommandButtonName = Command_GandalfShadowfax SpecialPowerAIType = AI_SPECIAL_POWER_TOGGLE_MOUNTED End
Behavior = AISpecialPowerUpdate GandalfWizardBlastAI CommandButtonName = Command_SpecialAbilityWizardBlast SpecialPowerAIType = AI_SPECIAL_POWER_GANDALF_WIZARD_BLAST SpecialPowerRadius = 100 End
Behavior = AISpecialPowerUpdate GandalfIstariLightAI CommandButtonName = Command_GondorGandalfIstariLight SpecialPowerAIType = AI_SPECIAL_POWER_ENEMY_TYPE_KILLER End
Behavior = AISpecialPowerUpdate GandalfLightningSwordAI CommandButtonName = Command_GondorGandalfLightningSword SpecialPowerAIType = AI_SPECIAL_POWER_RANGED_AOE_ATTACK SpecialPowerRadius = 100 End
Geometry = CYLINDER GeometryMajorRadius = 8.0 GeometryHeight = 25 GeometryIsSmall = Yes
Shadow = SHADOW_DECAL ShadowSizeX = 20 ShadowSizeY = 20 ShadowTexture = ShadowI End
;------------------------------------------------------------------------------ ChildObject GondorGandalfWhite GondorGandalf
Draw = W3DScriptedModelDraw ModuleTag_01
GlowEnabled = No; GlowEmissive = No;
OkToChangeModelColor = Yes
StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD
ExtraPublicBone = STAFF ExtraPublicBone = B_SWORDBONE ExtraPublicBone = PASSENGERBONE DependencySharedModelFlags = TURN_LEFT_HIGH_SPEED TURN_RIGHT_HIGH_SPEED MOVING ACCELERATE DECELERATE TURN_LEFT TURN_RIGHT ATTACKING BACKING_UP
;;; MODEL STATES ;;; DefaultModelConditionState ;This gandalf is white to start out with Model = GUGandalf_SKN WeaponLaunchBone = TERTIARY STAFF End
;;; Mounted version of Gandalf White ;;; ModelConditionState = MOUNTED Model = GUGdfHrs_SKN_M WeaponLaunchBone = PRIMARY PASSENGERBONE WeaponLaunchBone = TERTIARY STAFF End
ModelConditionState = WORLD_BUILDER Model = None End
IdleAnimationState StateName = Idle Animation = Foot_IDLB ; Bored Idle AnimationName = GUGandalfG_SKL.GUGandalfG_IDLB AnimationMode = ONCE AnimationPriority = 20 End Animation = Foot_IDLC ; Bored Fidget AnimationName = GUGandalfG_SKL.GUGandalfG_IDLC AnimationMode = ONCE AnimationPriority = 2 End Animation = Foot_IDLD ; Bored Fidget AnimationName = GUGandalfG_SKL.GUGandalfG_IDLD AnimationMode = ONCE AnimationPriority = 1 End Animation = Foot_IDLE ; Bored Fidget AnimationName = GUGandalfG_SKL.GUGandalfG_IDLE AnimationMode = ONCE AnimationPriority = 2 End ;Animation = Foot_IDLF ; Bored Fidget ; AnimationName = GUGandalfG_SKL.GUGandalfF_IDLF does not exist... ; AnimationMode = ONCE ; AnimationPriority = 1 ;End
BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Selected" then CurDrawableSetTransitionAnimState("TRANS_Selected_To_Idle") end CurDrawableHideSubObject("STAFF_LIGHT") EndScript
End
; --- stunned anims Which must go before deaths in case we are dying in the air. Plus, DyingSplatted must of course be before Dying AnimationState = MOUNTED STUNNED_FLAILING Animation = JustDie AnimationName = GUGdfHrs_SKL.GUGdfHrs_FLYB AnimationMode = LOOP End Flags = RANDOMSTART End
AnimationState = MOUNTED DYING SPLATTED Animation = Land AnimationName = GUGdfHrs_SKL.GUGdfHrs_LNDA AnimationMode = ONCE End End
AnimationState = MOUNTED DYING Animation = JustDie AnimationName = GUGdfHrs_SKL.GUGdfHrs_DIEA AnimationMode = ONCE End End
AnimationState = MOUNTED STUNNED_STANDING_UP Animation = StandUp AnimationName = GUGdfHrs_SKL.GUGdfHrs_GTPA AnimationMode = ONCE End End
AnimationState = MOUNTED STUNNED Animation = Land AnimationName = GUGdfHrs_SKL.GUGdfHrs_LNDA AnimationMode = ONCE End End
AnimationState = STUNNED_FLAILING Animation = StunnedFlail AnimationName = GUGandalfG_SKL.GUGandalfG_FLYA AnimationMode = LOOP End End
AnimationState = DYING SPLATTED Animation = Stunned AnimationName = GUGandalfG_SKL.GUGandalfG_LNDA AnimationMode = ONCE End ; ;ParticleSysBone = None GandalfIllumination FollowBone:yes FXTrigger:NONE Persist:KILL PersistID:100 End
AnimationState = DYING AFLAME Animation = DieAflame AnimationName = GUGandalfG_SKL.GUGandalfG_MFDA AnimationMode = LOOP End End
AnimationState = DYING Animation = Die AnimationName = GUGandalfG_SKL.GUGandalfG_DIEB AnimationMode = ONCE End ; ;ParticleSysBone = None GandalfIllumination FollowBone:yes FXTrigger:NONE Persist:KILL PersistID:100 End
AnimationState = STUNNED_STANDING_UP Animation = GUGandalfG_GTPA AnimationName = GUGandalfG_SKL.GUGandalfG_GTPA AnimationMode = ONCE End End
AnimationState = STUNNED Animation = Stunned AnimationName = GUGandalfG_SKL.GUGandalfG_LNDA AnimationMode = ONCE End ; ;ParticleSysBone = None GandalfIllumination FollowBone:yes FXTrigger:NONE Persist:KILL PersistID:100 End
AnimationState = PASSENGER EATING StateName = BeingEaten Animation AnimationName = GUGandalfG_SKL.GUGandalfG_EATA AnimationMode = ONCE AnimationBlendTime = 4 End End
AnimationState = PASSENGER StateName = BeingEaten Animation AnimationName = GUGandalfG_SKL.GUGandalfG_FLLA AnimationMode = LOOP AnimationBlendTime = 4 End End
;;; WORD OF POWER ANIMS MOUNTED ;;; AnimationState = SPECIAL_WEAPON_ONE MOUNTED StateName = Attacking Animation AnimationName = GUGdfHrs_SKL.GUGdfHrs_SPLA AnimationMode = ONCE AnimationBlendTime = 4 End FXEvent = Frame:5 Name:FX_GandalfPreAttackBlast End
;;; WORD OF POWER ANIMS ON FOOT ;;; AnimationState = SPECIAL_WEAPON_ONE StateName = Attacking Animation AnimationName = GUGandalfG_SKL.GUGandalfG_SPCK AnimationMode = ONCE End FXEvent = Frame:5 Name:FX_GandalfPreAttackBlast End
;;; WIZARD BLAST ANIMS MOUNTED ;;; AnimationState = SPECIAL_WEAPON_TWO MOUNTED StateName = Attacking Animation AnimationName = GUGdfHrs_SKL.GUGdfHrs_SPLD AnimationMode = ONCE End End
;;; WIZARD BLAST ANIMS ON FOOT ;;; AnimationState = SPECIAL_WEAPON_TWO StateName = Attacking Animation AnimationName = GUGandalfG_SKL.GUGandalfG_SPCL AnimationMode = ONCE End End
;;; LIGHTNING CHARGE ANIMS MOUNTED ;;; AnimationState = MOUNTED PACKING_TYPE_1 UNPACKING StateName = Attacking Animation = LightningSwordStart AnimationName = GUGdfHrs_SKL.GUGdfHrs_SPE1 AnimationMode = ONCE End FXEvent = Frame:14 Name:FX_GandalfLightningCharge FXEvent = Frame:70 Name:FX_GandalfLightningFizzle FXEvent = Frame:14 Name:FX_GandalfLightningSword FrameStop:70 End
AnimationState = MOUNTED PACKING_TYPE_1 PREPARING StateName = Attacking Animation = LightningSwordLoop AnimationName = GUGdfHrs_SKL.GUGdfHrs_SPE2 AnimationMode = LOOP End End
AnimationState = MOUNTED PACKING_TYPE_1 PACKING StateName = Attacking Animation = LightningSwordPutAway AnimationName = GUGdfHrs_SKL.GUGdfHrs_SPE3 AnimationMode = ONCE End End
;;; LIGHTNING CHARGE ANIMS ON FOOT ;;; AnimationState = PACKING_TYPE_1 UNPACKING StateName = Attacking Animation = LightningSwordStart AnimationName = GUGandalfG_SKL.GUGandalfG_SPE3 AnimationMode = ONCE End FXEvent = Frame:14 Name:FX_GandalfLightningCharge 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 = GUGandalfG_SKL.GUGandalfG_SPE2 AnimationMode = LOOP End End
AnimationState = PACKING_TYPE_1 PACKING StateName = Attacking Animation = LightningSwordPutAway AnimationName = GUGandalfG_SKL.GUGandalfG_SPE1 AnimationMode = ONCE End End
;;; ISTARI LIGHT STAFF WEAPON MOUNTED ;;; AnimationState = MOUNTED SPECIAL_WEAPON_THREE ; FIRING_OR_PREATTACK_C StateName = Attacking Animation = StaffLaser AnimationName = GUGdfHrs_SKL.GUGdfHrs_SPLG 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 = GUGandalfG_SKL.GUGandalfG_SPCH ; isitari's light? AnimationMode = ONCE End FXEvent = Frame:30 Name:FX_GandalfStaffFlare End
;;; Summoning Shadow Fax ;;; AnimationState = UNPACKING StateName = Attacking Animation AnimationName = GUGdfHrs_SKL.GUGdfHrs_SPCJ AnimationMode = ONCE End End
AnimationState = MOUNTED MOVING FIRING_OR_PREATTACK_A ShareAnimation = Yes Animation = MountedRunAndFire AnimationName = GUGdfHrs_SKL.GUGdfHrs_ATRA AnimationMode = LOOP End Flags = RANDOMSTART End
;;; Standard Attack Anims ;;; AnimationState = MOUNTED FIRING_OR_PREATTACK_A Animation = MountedSlash AnimationName = GUGdfHrs_SKL.GUGdfHrs_ATKA AnimationMode = ONCE UseWeaponTiming = Yes End Animation = MountedStab AnimationName = GUGdfHrs_SKL.GUGdfHrs_ATKB AnimationMode = ONCE UseWeaponTiming = Yes End End
AnimationState = FIRING_OR_PREATTACK_A Animation = StaffSwing AnimationName = GUGandalfG_SKL.GUGandalfG_ATKA AnimationMode = ONCE UseWeaponTiming = Yes End Animation = SwordSwing AnimationName = GUGandalfG_SKL.GUGandalfG_ATKB AnimationMode = ONCE UseWeaponTiming = Yes End Animation = SpinningSwordStaff AnimationName = GUGandalfG_SKL.GUGandalfG_ATKC AnimationMode = ONCE UseWeaponTiming = Yes End End
;;; Moving Anims ;;; AnimationState = MOUNTED TURN_RIGHT_HIGH_SPEED Animation = TurnRight AnimationName = GUGdfHrs_SKL.GUGdfHrs_TNR1 AnimationMode = LOOP End ; ;ParticleSysBone = None CalvaryDustTrails End
AnimationState = MOUNTED TURN_LEFT_HIGH_SPEED Animation = TurnRight AnimationName = GUGdfHrs_SKL.GUGdfHrs_TNL1 AnimationMode = LOOP End ; ;ParticleSysBone = None CalvaryDustTrails End
AnimationState = MOUNTED TURN_LEFT Animation = TurnLeft AnimationName = GUGdfHrs_SKL.GUGdfHrs_TRNL AnimationMode = LOOP End ; ;ParticleSysBone = None CalvaryDustTrails End
AnimationState = MOUNTED TURN_RIGHT Animation = TurnRight AnimationName = GUGdfHrs_SKL.GUGdfHrs_TRNR AnimationMode = LOOP End ; ;ParticleSysBone = None CalvaryDustTrails End
AnimationState = MOUNTED MOVING ACCELERATE Animation = Accelerate AnimationName = GUGdfHrs_SKL.GUGdfHrs_ACCL AnimationMode = LOOP End ;ParticleSysBone = None CalvaryDustTrails End
AnimationState = MOUNTED MOVING DECELERATE Animation = Decelerate AnimationName = GUGdfHrs_SKL.GUGdfHrs_DECL AnimationMode = ONCE AnimationSpeedFactorRange = 0.6 0.6 End ;ParticleSysBone = None CalvaryDustTrails End
AnimationState = MOUNTED MOVING WALKING Animation = Walk AnimationName = GUGdfHrs_SKL.GUGdfHrs_WLKA AnimationMode = LOOP End Flags = RANDOMSTART ;ParticleSysBone = None InfantryDustTrails End
AnimationState = MOUNTED MOVING BACKING_UP Animation = BackingUp AnimationName = GUGdfHrs_SKL.GUGdfHrs_BAKA AnimationMode = LOOP End Flags = RANDOMSTART ;ParticleSysBone = None InfantryDustTrails End
AnimationState = MOUNTED MOVING Animation = RunA AnimationName = GUGdfHrs_SKL.GUGdfHrs_RUNA AnimationMode = LOOP End Flags = RANDOMSTART ;ParticleSysBone = None CalvaryDustTrails End
AnimationState = MOVING WANDER Animation = Wandering AnimationName = GUGandalfG_SKL.GUGandalfG_WLKA ;32 AnimationMode = LOOP End End
AnimationState = MOVING Animation = Moving AnimationName = GUGandalfG_SKL.GUGandalfG_RUNB ;20 AnimationMode = LOOP End Flags = RANDOMSTART End
AnimationState = MOUNTED LEVELED USER_1; This state clears itself in 3 of your Earth seconds Animation = Yippee AnimationName = GUGdfHrs_SKL.GUGdfHrs_LVLA AnimationMode = ONCE End BeginScript CurDrawableShowSubObject("STAFF_LIGHT") EndScript End
AnimationState = MOUNTED LEVELED ; This state clears itself in 3 of your Earth seconds Animation = Yippee AnimationName = GUGdfHrs_SKL.GUGdfHrs_LVLA AnimationMode = ONCE End End
; READY IDLE AnimationState = MOUNTED EMOTION_ALERT Animation = ALERT_1 AnimationName = GUGdfHrs_SKL.GUGdfHrs_IDLA AnimationMode = LOOP End End AnimationState = EMOTION_ALERT Animation = ALERT_1 AnimationName = GUGandalfG_SKL.GUGandalfG_IDLA AnimationMode = ONCE End Flags = RESTART_ANIM_WHEN_COMPLETE ; acts like an idle animation & keeps running the animations. End
AnimationState = LEVELED USER_1; This state clears itself in 3 of your Earth seconds Animation = Yippee AnimationName = GUGandalfG_SKL.GUGandalfG_LVLA AnimationMode = ONCE End BeginScript CurDrawableShowSubObject("STAFF_LIGHT") EndScript End
AnimationState = LEVELED ; This state clears itself in 3 of your Earth seconds Animation = Yippee AnimationName = GUGandalfG_SKL.GUGandalfG_LVLA AnimationMode = ONCE End End
AnimationState = MOUNTED SELECTED USER_1 SimilarRestart = Yes StateName = AtAttentionIdle Animation = ATNB AnimationName = GUGdfHrs_SKL.GUGdfHrs_ATNB AnimationMode = LOOP End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_MountedSelect") end if Prev == "AtAttentionIdle" then CurDrawableSetTransitionAnimState("TRANS_MountedSelect") end EndScript End
AnimationState = MOUNTED SELECTED SimilarRestart = Yes StateName = AtAttentionIdle Animation = ATNB AnimationName = GUGdfHrs_SKL.GUGdfHrs_ATNB AnimationMode = LOOP End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_MountedSelect") end if Prev == "AtAttentionIdle" then CurDrawableSetTransitionAnimState("TRANS_MountedSelect") end CurDrawableHideSubObject("STAFF_LIGHT") EndScript End
TransitionState = TRANS_MountedSelect Animation = ATNA AnimationName = GUGdfHrs_SKL.GUGdfHrs_ATNA AnimationMode = ONCE End End
TransitionState = TRANS_Idle_to_Selected Animation = ATNA AnimationName = GUGandalfG_SKL.GUGandalfG_ATNA AnimationMode = ONCE End End
TransitionState = TRANS_Selected_To_Idle Animation = ATNE ;ATNC AnimationName = GUGandalfG_SKL.GUGandalfG_ATNE ;C AnimationMode = ONCE End End
AnimationState = SELECTED USER_1 StateName = Selected SimilarRestart = Yes Animation = ATNB AnimationName = GUGandalfG_SKL.GUGandalfG_ATNB AnimationMode = LOOP End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_Idle_to_Selected") end EndScript End
AnimationState = SELECTED StateName = Selected SimilarRestart = Yes Animation = ATNB AnimationName = GUGandalfG_SKL.GUGandalfG_ATNB AnimationMode = LOOP End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_Idle_to_Selected") end CurDrawableHideSubObject("STAFF_LIGHT") EndScript End
AnimationState = MOUNTED HIT_REACTION HIT_LEVEL_1 Animation = Hit_Level_1_a AnimationName = GUGdfHrs_SKL.GUGdfHrs_HITA AnimationMode = ONCE End End
AnimationState = HIT_REACTION HIT_LEVEL_1 Animation = Hit_Level_1_a AnimationName = GUGandalfG_SKL.GUGandalfG_HITA AnimationMode = ONCE End End
AnimationState = MOUNTED StateName = Idle Animation = IdleA AnimationName = GUGdfHrs_SKL.GUGdfHrs_IDLA AnimationPriority = 30 AnimationMode = ONCE AnimationBlendTime = 15 End Animation = IdleC AnimationName = GUGdfHrs_SKL.GUGdfHrs_IDLC AnimationMode = ONCE AnimationBlendTime = 15 End Flags = RESTART_ANIM_WHEN_COMPLETE End
AnimationState = USER_1 StateName = user_1_idle Animation = Foot_IDLB ; Bored Idle AnimationName = GUGandalfG_SKL.GUGandalfG_IDLB AnimationMode = ONCE AnimationPriority = 2 End Animation = Foot_IDLC ; Bored Fidget AnimationName = GUGandalfG_SKL.GUGandalfG_IDLC AnimationMode = ONCE AnimationPriority = 2 End Animation = Foot_IDLD ; Bored Fidget AnimationName = GUGandalfG_SKL.GUGandalfG_IDLD AnimationMode = ONCE AnimationPriority = 1 End Animation = Foot_IDLE ; Bored Fidget AnimationName = GUGandalfG_SKL.GUGandalfG_IDLE AnimationMode = ONCE AnimationPriority = 2 End ;Animation = Foot_IDLF ; Bored Fidget ; AnimationName = GUGandalfG_SKL.GUGandalfF_IDLF does not exist... ; AnimationMode = ONCE ; AnimationPriority = 1 ;End
BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Selected" then CurDrawableSetTransitionAnimState("TRANS_Selected_To_Idle") end CurDrawableShowSubObject("STAFF_LIGHT") EndScript End
End End
;------------------------------------------------------------------------------ ChildObject GondorGandalfGrey GondorGandalf ; SelectPortrait for Heros is portrait behind skill buttons. HP = HeroPortrait. SelectPortrait = HPGandalf
; ButtonImage for Heros is button image on Hero Select UI to select hero. HI = HeroIcon or HeroImage. ButtonImage = HIGandalf End
;------------------------------------------------------------------------------ ChildObject GondorGandalfCavalry GondorGandalfWhite
Draw = W3DScriptedModelDraw ModuleTag_W3DModelDrawInWorldBuilder ;When in Worldbuilder, show the mounted version of Gandalf!
;WadingParticleSys = EntRipples
OkToChangeModelColor = Yes
DefaultModelConditionState Model = None End ModelConditionState = WORLD_BUILDER Model = GUGdfHrs_SKN End End
Behavior = ToggleMountedSpecialAbilityUpdate ModuleTag_HorseToggle SpecialPowerTemplate = SpecialAbilityToggleMounted
TriggerInstantlyOnCreate = Yes ;Instantly puts Gandalf on a horse.
UnpackTime = 2000 PreparationTime = 1 PersistentPrepTime = 250 PackTime = 2000
OpacityTarget = .3 ; How see-thru to be at peak of change
AwardXPForTriggering = 0 End End EDIT : Merci Tom pour le spoiler comment mettre en rouge (feu) gandalf lui mettre des nouveau pouvoir et le fair fort comme sauron ex fait voler les uniter et gandalf qui scintille???????????????????????????????????????????????? | |
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grego Moddeur expert
Nombre de messages : 655 Age : 25 Location : Chez moi Add-On : Bien sur que oui! Date d'inscription : 28/06/2011
| Sujet: Re: comment mettre en rouge (feu) gandalf lui mettre des nouveau pouvoir Mer 13 Juil - 9:19 | |
| non il me dit qui y a trop de end | |
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grego Moddeur expert
Nombre de messages : 655 Age : 25 Location : Chez moi Add-On : Bien sur que oui! Date d'inscription : 28/06/2011
| Sujet: Re: comment mettre en rouge (feu) gandalf lui mettre des nouveau pouvoir Mer 13 Juil - 12:12 | |
| resolu Mais comment mettre des nouveau pouvoir et le fair fort comme sauron ex fait voler les uniter et gandalf qui scintille???????????????????????????????????????????????? SVP AIDER MOI | |
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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: comment mettre en rouge (feu) gandalf lui mettre des nouveau pouvoir Mer 13 Juil - 15:32 | |
| Pour mettre un nouveau pouvoir tu dois : 1) créer ce pouvoir en partant de rien ou d'une base déjà existante que tu modifie 2) copier le code de ce nouveau pouvoir dans ton héros 3) créer une nouvelle entrée dans le commandset de ce héros ( une entrée qui renvoie au commandbutton ) 4) créer un nouveau commandbutton qui ordonnera le lancer de sort à ton héros.
Et, accessoirement, tu peux : -créer un nouveau temps de recharge de ce pouvoir ( dans le fichier specialpower.ini ) -créer de nouveaux types de dégâts pour ce pouvoir ( en passant par le fichier weapon.ini ) -créer de nouveaux effets de particules ( en passant par le fichier fxlist.ini pour référencer les effets de ton pouvoir puis fxparticlesystem.ini pour coder ces effets, de quelle image ça part, quelle couleur leur donner, etc... )
C'est trop bref, tu risque de ne rien comprendre mais si tu cherches un tout petit peu tu verra que des génie de l'ini ont déjà réalisé des tutoriels très complet, c'est vers ces tutos que tu dois aller si tu veux avancer ^^ | |
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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: comment mettre en rouge (feu) gandalf lui mettre des nouveau pouvoir Jeu 14 Juil - 20:50 | |
| Leithian a quasiment tout dis.
Le minimum pour un pouvoir ordinaire c'est : - Un commandbutton dans le commandset pour pouvoir activer ton pouvoir - Les modules du pouvoir dans lesquels tu code les effets du pouvoirs et qui font appel aux weapon, aux ocl, aux fx, aux attributesmodifiers etc... - Un special Power qui fait le lien entre les deux
Pour que gandalf fasse voltiger les unités comme sauron tu peux t"inspirer de son weapon et de copier les" nuggets" dans le weapon de gandalf ou de t'en inspirer Pour qu'il scintille , attache un systeme de particules (particlesystem) à un os du squellette dans le module draw (mais c'est du bonus, fait d'abord les modifs du pouvoirs et du weapon avant) | |
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