| Pb Héros Crée (CreateaHero) | |
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Auteur | Message |
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gandalf77 Moddeur confirmé
Nombre de messages : 202 Add-On : Oui Date d'inscription : 09/08/2009
| Sujet: Pb Héros Crée (CreateaHero) Jeu 4 Aoû - 19:42 | |
| sALUT !!! J'avais une petite question qui a surement déjà été posé mais bon je ne trouve pas la réponse (sinon je ne posterais pas ici inh?!! ) Je suis parti d'un héros (Suladan qui est un héros dans le mod EdainMod) et j'ai voulu lui donner l'aspect et tout d'un héros crée (les héros que l'on crée dans le jeu "createahero...", mais j'ai là deux problèmes : - Mon héros possède 3arcs, , quatre épée différentes, dix milles casques et tout en méme temps... Donc comment faire pou n'avoir que des armes et vêtements précis, sans tout avoir en meme temps? - Je sais que pour ces animations je dois aller dans " createaheroanims.inc" mais là qu'est ce que je dois faire? je dois tout copier? Voici pour le moment le code de mon héros : - Code:
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;------------------------------------------------------------------------------ ; ; CorruptedManHero.ini ; ;------------------------------------------------------------------------------
Object CorruptedManHero ; *** ART Parameters ***
; SelectPortrait for Heros is portrait behind skill buttons. HP = HeroPortrait. SelectPortrait = CPEasterling ; ButtonImage for Heros is button image on Hero Select UI to select hero. HI = HeroIcon or HeroImage. ButtonImage = HICAHEasterling Draw = W3DScriptedModelDraw ModuleTag_DRAW
//====================== MODELS ============================================================
DefaultModelConditionState Model = CHCM_CM_U_SKN Skeleton = CHCM_CM_U_SKL ModelAnimationPrefix = CHCM_CM ;WeaponLaunchBone = PRIMARY ARROW End
//================== ANIMATIONS ================================================================= AnimationState = MOUNTED DEBUG ;shift delete to trigger Animation AnimationName = RUHHs_Theo_IDLA AnimationMode = ONCE End End ; --- stunned anims AnimationState = MOUNTED FREEFALL Animation = freefall AnimationName = RUHHs_Theo_FLYC AnimationMode = LOOP End Flags = RANDOMSTART End
AnimationState = MOUNTED STUNNED_FLAILING Animation = JustDie AnimationName = RUHHs_Theo_FLYC AnimationMode = LOOP End Flags = RANDOMSTART End
AnimationState = MOUNTED PASSENGER Animation = grabbed AnimationName = RUHHs_Theo_GBDA AnimationMode = LOOP End Flags = RANDOMSTART End
AnimationState = MOUNTED DYING SPLATTED Animation = Land AnimationName = RUHHs_Theo_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 = RUHHs_Theo_DIEA AnimationMode = ONCE End End
AnimationState = MOUNTED STUNNED_STANDING_UP Animation = StandUp AnimationName = RUHHs_Theo_GTPA AnimationMode = ONCE AnimationSpeedFactorRange = 3.5 3.5 End End AnimationState = MOUNTED STUNNED Animation = Land AnimationName = RUHHs_Theo_LNDA AnimationMode = ONCE End End AnimationState = PARALYZED MOUNTED Animation AnimationName = RUHHs_Theo_IDLA AnimationMode = LOOP End End
AnimationState = MOUNTED MOVING FIRING_OR_PREATTACK_A ShareAnimation = Yes Animation = RunAndFire AnimationName = RUHHs_Theo_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 = RUHHs_Theo_WLKB AnimationMode = LOOP End ;;ParticleSysBone = None CalvaryDustTrails End AnimationState = MOUNTED TURN_LEFT_HIGH_SPEED Animation = TurnLeft AnimationName = RUHHs_Theo_TNL1 AnimationMode = LOOP AnimationSpeedFactorRange= 1.2 1.2 AnimationBlendTime = 20 End End AnimationState = MOUNTED TURN_RIGHT_HIGH_SPEED Animation = TurnLeft AnimationName = RUHHs_Theo_TNR1 AnimationMode = LOOP AnimationSpeedFactorRange= 1.2 1.2 AnimationBlendTime = 20 End End
AnimationState = MOUNTED MOVING TURN_LEFT Animation = TurnLeft AnimationName = RUHHs_Theo_TRNL AnimationMode = LOOP End ; ;ParticleSysBone = None CalvaryDustTrails End
AnimationState = MOUNTED MOVING TURN_RIGHT Animation = TurnRight AnimationName = RUHHs_Theo_TRNR AnimationMode = LOOP End ; ;ParticleSysBone = None CalvaryDustTrails End
AnimationState = MOUNTED MOVING ACCELERATE Animation = Accelerate AnimationName = RUHHs_Theo_ACCL AnimationMode = LOOP End ;ParticleSysBone = None CalvaryDustTrails End
AnimationState = MOUNTED MOVING DECELERATE Animation = Decelerate AnimationName = RUHHs_Theo_DECL AnimationMode = ONCE AnimationSpeedFactorRange = 0.6 0.6 End ;ParticleSysBone = None CalvaryDustTrails End
AnimationState = MOUNTED MOVING WALKING Animation = Walk AnimationName = RUHHs_Theo_WLKA AnimationMode = LOOP End ;ParticleSysBone = None InfantryDustTrails End AnimationState = MOUNTED MOVING BACKING_UP Animation = BackingUp AnimationName = RUHHs_Theo_BAKA AnimationMode = LOOP End ;ParticleSysBone = None InfantryDustTrails End
AnimationState = MOUNTED MOVING Animation = RunA AnimationName = RUHHs_Theo_RUNA AnimationMode = LOOP End ;ParticleSysBone = None CalvaryDustTrails End AnimationState = PACKING_TYPE_2 MOUNTED StateName = SPELL Animation = SPCC AnimationName = RUHHs_Theo_SPCA AnimationMode = ONCE AnimationBlendTime = 20 End End AnimationState = PACKING_TYPE_1 MOUNTED StateName = SPELL Animation = SPCC AnimationName = RUHHs_Theo_IDLC AnimationSpeedFactorRange = 0.842 0.842 AnimationMode = ONCE End End AnimationState = MOUNTED FIRING_OR_PREATTACK_A Animation = AttackA AnimationName = RUHHs_Theo_ATKA AnimationMode = ONCE UseWeaponTiming = Yes End Animation = AttackB AnimationName = RUHHs_Theo_ATKB AnimationMode = ONCE UseWeaponTiming = Yes End Flags = RESTART_ANIM_WHEN_COMPLETE End
AnimationState = MOUNTED ATTACKING Animation = AttackA AnimationName = RUHHs_Theo_ATKA AnimationMode = MANUAL End End
AnimationState = MOUNTED LEVELED ; This state clears itself in 3 seconds StateName = Idle Animation = LevelUp AnimationName = RUHHs_Theo_IDLC AnimationMode = ONCE AnimationSpeedFactorRange = 0.666 0.666 End End AnimationState = RAISING_FLAG MOUNTED Animation = CHRA AnimationName = RUHHs_Theo_CHRA AnimationMode = LOOP End End
AnimationState = EMOTION_TAUNTING MOUNTED Animation = CHRA AnimationName = RUHHs_Theo_CHRA AnimationMode = LOOP End End
AnimationState = MOUNTED EMOTION_CELEBRATING Animation = LevelUp AnimationName = RUHHs_Theo_IDLC AnimationMode = LOOP End End
AnimationState = MOUNTED SPECIAL_WEAPON_THREE Animation AnimationName = RUHHs_Theo_CHRA AnimationMode = ONCE End End
AnimationState = MOUNTED SELECTED SimilarRestart = Yes StateName = AtAttentionIdle Animation = ATNB AnimationName = RUHHs_Theo_IDLH 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 = RUHHs_Theo_ATNA AnimationMode = ONCE End End AnimationState = MOUNTED StateName = Idle Animation = IdleA AnimationName = RUHHs_Theo_IDLA AnimationPriority = 20 AnimationMode = ONCE AnimationBlendTime = 15 End Animation = IdleB AnimationName = RUHHs_Theo_IDLB AnimationMode = ONCE AnimationBlendTime = 15 End Animation = IdleC AnimationName = RUHHs_Theo_IDLC AnimationMode = ONCE AnimationBlendTime = 15 End Flags = RESTART_ANIM_WHEN_COMPLETE End
; --- Idle Anims IdleAnimationState StateName = Idle ; Animation = IDLA ; AnimationName = GUBoromir_SKL.GUBoromir_IDLA 0 15 ; AnimationMode = ONCE ; End Animation = IDLB AnimationName = GUBoromir_SKL.GUBoromir_IDLB AnimationMode = ONCE AnimationPriority = 20 End Animation = IDLD AnimationName = GUBoromir_SKL.GUBoromir_IDLD AnimationMode = ONCE AnimationPriority = 1 End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Selected" then CurDrawableSetTransitionAnimState("TRANS_Selected_To_Idle") end EndScript End
TransitionState = Trans_None_To_Sword Animation = GUBoromir_STHA AnimationName = GUBoromir_SKL.GUBoromir_STHA ; AnimationMode = ONCE End End TransitionState = Trans_Sword_To_None Animation = GUBoromir_STHB AnimationName = GUBoromir_SKL.GUBoromir_STHB ; AnimationMode = ONCE End End AnimationState = STUNNED_FLAILING Flags = RANDOMSTART Animation = GUBoromir_FLYA AnimationName = GUBoromir_SKL.GUBoromir_FLYA AnimationMode = LOOP End End
; --- Dying anims AnimationState = DYING SPLATTED Animation = GUBoromir_LNDA AnimationName = GUBoromir_SKL.GUBoromir_LNDA AnimationMode = ONCE End End AnimationState = USER_1 DYING SPLATTED Animation AnimationName = GUBoromir_SKL.GUBoromir_SPCE AnimationMode = ONCE End End AnimationState = DYING AFLAME Animation = DieAflame AnimationName = GUBoromir_SKL.GUBoromir_MFDA AnimationMode = LOOP End End AnimationState = USER_1 DYING AFLAME Animation AnimationName = GUBoromir_SKL.GUBoromir_SPCE AnimationMode = ONCE End End AnimationState = DYING Animation = GUBoromir_DTHA AnimationName = GUBoromir_SKL.GUBoromir_DTHA AnimationMode = ONCE End End AnimationState = USER_1 DYING Animation AnimationName = GUBoromir_SKL.GUBoromir_SPCE AnimationMode = ONCE End End
AnimationState = PARALYZED Animation AnimationName = GUBoromir_IDLB AnimationMode = LOOP End End
; --- Stunned anims AnimationState = STUNNED_STANDING_UP Animation = GUBoromir_GTPA AnimationName = GUBoromir_SKL.GUBoromir_GTPA AnimationMode = ONCE AnimationSpeedFactorRange = 1.3 1.3 End End AnimationState = STUNNED Animation = GUBoromir_LNDA AnimationName = GUBoromir_SKL.GUBoromir_LNDA AnimationMode = ONCE End End AnimationState = PACKING_TYPE_2 StateName = CaptainPower Animation = GUBoromir_CHRA AnimationName = GUBoromir_SKL.GUBoromir_CHRA AnimationMode = ONCE AnimationSpeedFactorRange = 1.2 1.2 End End
; -- Horn anims AnimationState = UNPACKING SPECIAL_POWER_1 Animation AnimationName = GUBoromir_SKL.GUBoromir_HRNA AnimationMode = ONCE End End AnimationState = PREPARING SPECIAL_POWER_1 Animation AnimationName = GUBoromir_SKL.GUBoromir_HRNB AnimationMode = ONCE End EnteringStateFX = FX_BoromirHorn End AnimationState = PACKING SPECIAL_POWER_1 Animation AnimationName = GUBoromir_SKL.GUBoromir_HRNC AnimationMode = ONCE End End AnimationState = SPECIAL_POWER_1 Animation AnimationName = GUBoromir_SKL.GUBoromir_HRNB AnimationMode = LOOP End End
AnimationState = SPECIAL_WEAPON_ONE Animation AnimationName = GUBoromir_SKL.GUBoromir_ATKB AnimationMode = ONCE End End
AnimationState = SPECIAL_WEAPON_THREE Animation AnimationName = GUBoromir_SKL.GUBoromir_CHRA AnimationMode = ONCE End End
; --- Moving Anims AnimationState = MOVING WANDER WEAPONSTATE_CLOSE_RANGE StateName = WithSword ;ParticleSysBone = None InfantryDustTrails Animation = GUBoromir_WLKA AnimationName = GUBoromir_SKL.GUBoromir_WLKA AnimationMode = LOOP End End
AnimationState = MOVING WANDER ;ParticleSysBone = None InfantryDustTrails Animation = GUBoromir_WLKA AnimationName = GUBoromir_SKL.GUBoromir_WLKA AnimationMode = LOOP End End AnimationState = MOVING FIRING_OR_PREATTACK_A ShareAnimation = Yes Animation = RunAndFire AnimationName = GUBoromir_SKL.GUBoromir_ATRA AnimationMode = LOOP End Flags = RANDOMSTART End AnimationState = MOVING ;ParticleSysBone = None InfantryDustTrails Flags = RANDOMSTART Animation = GUBoromir_RUNB AnimationName = GUBoromir_SKL.GUBoromir_RUNA AnimationMode = LOOP End End
AnimationState = USER_1 REALLYDAMAGED FIRING_OR_PREATTACK_A WEAPONSTATE_CLOSE_RANGE StateName = LastStandAttacking Animation = SPCB AnimationName = GUBoromir_SKL.GUBoromir_SPCB AnimationMode = ONCE End Animation = SPCC AnimationName = GUBoromir_SKL.GUBoromir_SPCC AnimationMode = ONCE End ParticleSysBone = B_SWORDBONE Narsil FollowBone:Yes End ; Attacking Anims [Weapon_A] AnimationState = FIRING_OR_PREATTACK_A WEAPONSTATE_CLOSE_RANGE StateName = WithSword Animation = ATKA AnimationName = GUBoromir_SKL.GUBoromir_ATKA AnimationMode = ONCE UseWeaponTiming = Yes End Animation = ATKB AnimationName = GUBoromir_SKL.GUBoromir_ATKB AnimationMode = ONCE UseWeaponTiming = Yes End End
AnimationState = USER_1 REALLYDAMAGED FIRING_OR_PREATTACK_A StateName = LastStandAttacking Animation = SPCB AnimationName = GUBoromir_SKL.GUBoromir_SPCB AnimationMode = ONCE End Animation = SPCC AnimationName = GUBoromir_SKL.GUBoromir_SPCC AnimationMode = ONCE End ParticleSysBone = B_SWORDBONE Narsil FollowBone:Yes End
AnimationState = FIRING_OR_PREATTACK_A Animation = GUBoromir_ATD1 AnimationName = GUBoromir_SKL.GUBoromir_ATKB AnimationMode = ONCE UseWeaponTiming = Yes End End
AnimationState = USER_1 REALLYDAMAGED WEAPONSTATE_CLOSE_RANGE StateName = LastStand Animation = LastStand AnimationName = GUBoromir_SKL.GUBoromir_SPCA AnimationMode = ONCE End ParticleSysBone = B_SWORDBONE Narsil FollowBone:Yes End
; --------- Idle Anims -non mocap- ; AnimationState = WEAPONSTATE_CLOSE_RANGE ; StateName = WithSword ; Animation = GUBoromir_IDLC ; AnimationName = GUBoromir_SKL.GUBoromir_IDLC ; AnimationMode = ONCE ; End ; End
AnimationState = USER_1 REALLYDAMAGED ATTACKING StateName = LastStand Animation = ALERT_1 AnimationName = GUBoromir_SKL.GUBoromir_SPCA AnimationMode = LOOP End ParticleSysBone = B_SWORDBONE Narsil FollowBone:Yes End
; ATTACKING AnimationState = ATTACKING Animation = ALERT_1 AnimationName = GUBoromir_SKL.GUBoromir_IDLA AnimationMode = LOOP; ONCE End ; Flags = RESTART_ANIM_WHEN_COMPLETE ; acts like an idle animation & keeps running the animations. End ; --------- Selected Anims and Transitions TransitionState = TRANS_Idle_to_Selected Animation = ATND AnimationName = GUBoromir_SKL.GUBoromir_ATND AnimationMode = ONCE End End TransitionState = TRANS_Selected_To_Idle Animation = ATNE AnimationName = GUBoromir_SKL.GUBoromir_ATNE AnimationMode = ONCE End End
AnimationState = USER_1 REALLYDAMAGED LEVELED StateName = LastStand Animation = LevelUp AnimationName = GUBoromir_SKL.GUBoromir_SPCA AnimationMode = ONCE End End
AnimationState = LEVELED ; This state clears itself in 3 seconds Animation = LevelUp AnimationName = GUBoromir_SKL.GUBoromir_CHRA AnimationMode = ONCE End End
AnimationState = RAISING_FLAG Animation = CHRA AnimationName = GUBoromir_SKL.GUBoromir_CHRA AnimationMode = Once End Animation = CHRB AnimationName = GUBoromir_SKL.GUBoromir_CHRB AnimationMode = Once End Flags = RESTART_ANIM_WHEN_COMPLETE End
AnimationState = USER_1 REALLYDAMAGED SELECTED StateName = LastStand Animation = ATNB AnimationName = GUBoromir_SKL.GUBoromir_SPCA AnimationMode = LOOP End End
AnimationState = SELECTED StateName = Selected SimilarRestart = Yes Animation = ATNB AnimationName = GUBoromir_SKL.GUBoromir_ATNB AnimationMode = LOOP End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_Idle_to_Selected") end EndScript End ;------------emotions--------------- AnimationState = EMOTION_TAUNTING Animation = CHRA AnimationName = GUBoromir_SKL.GUBoromir_CHRA AnimationMode = Once End End AnimationState = EMOTION_CELEBRATING Animation = CHRB AnimationName = GUBoromir_SKL.GUBoromir_CHRB AnimationMode = Once End Flags = RESTART_ANIM_WHEN_COMPLETE End AnimationState = EMOTION_ALERT EMOTION_MORALE_HIGH Animation = Taunting AnimationName = GUBoromir_SKL.GUBoromir_TNTB AnimationMode = ONCE End Flags = RANDOMSTART RESTART_ANIM_WHEN_COMPLETE End ; READY IDLE AnimationState = EMOTION_ALERT Animation = ALERT_1 AnimationName = GUBoromir_SKL.GUBoromir_IDLA AnimationMode = LOOP ;ONCE End ; Flags = RESTART_ANIM_WHEN_COMPLETE ; acts like an idle animation & keeps running the animations. End ; --------- Click and Hit Reactions ------------ AnimationState = HIT_REACTION HIT_LEVEL_1 Animation = Hit_Level_1_a AnimationName = GUBoromir_SKL.GUBoromir_HITA AnimationMode = ONCE End End
AnimationState = USER_1 REALLYDAMAGED StateName = LastStand Animation = LastStand AnimationName = GUBoromir_SKL.GUBoromir_SPCA AnimationMode = LOOP End End
AnimationState = FIRING_OR_PREATTACK_A WEAPONSET_HERO_MODE ; Blademaster Mode StateName = STATE_ready Animation = GUBoromir_ATD1 AnimationName = GUBoromir_SKL.GUBoromir_ATKB AnimationMode = ONCE UseWeaponTiming = Yes End Flags = RESTART_ANIM_WHEN_COMPLETE End End
Draw = W3DScriptedModelDraw Icon ModelConditionState = NONE Model = bbox End End
Draw = W3DScriptedModelDraw ModuleTag_LightController DefaultModelConditionState Model = None End ModelConditionState = HERO Model = None ParticleSysBone = None BlackRiderFlare FXTrigger:NONE Persist:SPAWN PersistID:100 End End
#include "..\..\..\includes\StunDrawModuleSmall.inc"
; ***DESIGN parameters *** Side = Mordor EditorSorting = UNIT ThreatLevel = BOROMIR_THREAT_LEVEL ThingClass = CHARACTER_UNIT BuildCost = 2700 BuildTime = 50 ;ShockwaveResistance = SHOCKWAVE_RESISTANCE_STRONG DisplayMeleeDamage = BOROMIR_DAMAGE HeroSortOrder = 50 TransportSlotCount = TRANSPORTSLOTCOUNT_HERO
WeaponSet Conditions = None Weapon = PRIMARY BoromirSword ;AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI End
WeaponSet Conditions = MOUNTED Weapon = PRIMARY BoromirSword AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI End
WeaponSet Conditions = WEAPONSET_HERO_MODE Weapon = PRIMARY BoromirSword End
ArmorSet Conditions = None Armor = HeroArmor DamageFX = NormalDamageFX End
ArmorSet Conditions = MOUNTED Armor = HeroArmorMounted DamageFX = NormalDamageFX End
VisionRange = VISION_HERO_STANDARD ShroudClearingRange = SHROUD_CLEAR_HERO MaxVisionBonusPercent = 300% VisionBonusTestRadius = 200 VisionBonusPercentPerFoot = 1.0%
BountyValue = GONDOR_BOROMIR_BOUNTY_VALUE DisplayName = OBJECT:HaradSuladan RecruitText = CONTROLBAR:HaradSuladanRecruit ReviveText = CONTROLBAR:HaradSuladanRevive Hotkey = CONTROLBAR:HaradSuladanHotkey 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 = HeroCrush
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 CommandSet = EvilmenSuladanCommandSet CommandPoints = 30
; *** AUTO RESOLVE DATA *** AutoResolveUnitType = AutoResolveUnit_Hero AutoResolveCombatChain = AutoResolve_HeroCombatChain
AutoResolveBody = AutoResolve_BoromirBody AutoResolveArmor Armor = AutoResolve_BoromirArmor End
AutoResolveWeapon Weapon = AutoResolve_BoromirWeapon End
AutoResolveLeadership = AutoResolve_BoromirBonus
; *** AUDIO Parameters ***;
VoiceAttack = HeroEasterlingVoiceAttack VoiceAttackAir = HeroEasterlingVoiceAttack VoiceAttackCharge = HeroEasterlingVoiceAttack VoiceAttackMachine = HeroEasterlingVoiceAttack VoiceAttackStructure = HeroEasterlingVoiceAttack VoiceCreated = HeroEasterlingVoiceSalute VoiceFear = HeroEasterlingVoiceHelpMe VoiceFullyCreated = HeroEasterlingVoiceSalute VoiceGuard = HeroEasterlingVoiceMove VoiceMove = HeroEasterlingVoiceMove VoiceMoveToCamp = HeroEasterlingVoiceMove VoiceMoveWhileAttacking = HeroEasterlingVoiceMove VoicePriority = 95 VoiceRetreatToCastle = HeroEasterlingVoiceMove VoiceSelect = HeroEasterlingVoiceSelectMS VoiceSelectBattle = HeroEasterlingVoiceSelectBattle SoundImpact = ImpactHorse UnitSpecificSounds VoiceEnterUnitElvenTransportShip = HeroEasterlingVoiceMove VoiceEnterUnitMordorMumakil = HeroEasterlingVoiceMove VoiceEnterUnitSlaughterHouse = HeroEasterlingVoiceMove VoiceEnterUnitTransportShip = HeroEasterlingVoiceMove VoiceGarrison = HeroEasterlingVoiceMove VoiceInitiateCaptureBuilding = HeroEasterlingVoiceCaptureBuilding End
CrowdResponseKey = GoodMen
#include "..\..\..\includes\StandardUnitEvaEvents.inc" ;EvaEventDieOwner = BoromirModDie ;Eva event to trigger on unit's death. NOTICE THAT this is only for permanent deaths ;For deaths you can respawn from, use the DeathFX
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior MaxUpdateRangeCap = 800 AnimationSound = Sound:SwordIntoScabbard1 Animation:GUBoromir_SKL.GUBoromir_HRNA Frames:7 AnimationSound = Sound:BoromirHorn Animation:GUBoromir_SKL.GUBoromir_HRNB Frames:0 AnimationSound = Sound:SwordShingClean1 Animation:GUBoromir_SKL.GUBoromir_HRNC Frames:5 AnimationSound = Sound:FootstepDirtA Animation:GUBoromir_SKL.GUBoromir_RUNA Frames:10 22 AnimationSound = Sound:FootstepDirtA Animation:GUBoromir_SKL.GUBoromir_RUNB Frames:10 22 AnimationSound = Sound:FootstepDirtA Animation:GUBoromir_SKL.GUBoromir_ATRA Frames:11 23 35 47 AnimationSound = Sound:FootstepDirtA Animation:GUBoromir_SKL.GUBoromir_MFDA Frames:8 20 31 41
AnimationSound = Sound:BodyFallGenericNoArmor Animation:GUBoromir_SKL.GUBoromir_DTHA Frames:116 AnimationSound = Sound:BodyFallSoldier Animation:GUBoromir_SKL.GUBoromir_LNDA Frames:4 AnimationSound = Sound:BodyFallGenericNoArmor Animation:GUBoromir_SKL.GUBoromir_SPCE Frames:82 End
Behavior = LargeGroupAudioUpdate ModuleTag_LGAU ; Tie into LargeGroupAudio system Key = Humanoid_Male Man Man_Male Unit Infantry Hero ;UnitWeight = 2 End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE HERO ARMY_SUMMARY HEAVY_MELEE_HITTER
Body = DelayedDeathBody ModuleTag_DelayedDeathBody CheerRadius = EMOTION_CHEER_RADIUS MaxHealth = 3200 MaxHealthDamaged = 1600 MaxHealthReallyDamaged = 100 DelayedDeathTime = 60000 ; Amount of time spent still fighting after being killed DelayedDeathPrerequisiteUpgrade = Upgrade_SklavenseinesWillens PermanentlyKilledByFilter = NONE ;Who kills me permanently? DodgePercent = HERO_DODGE_PERCENT End
Behavior = LifetimeUpdate ModuleTag_LifeTime ; Used after 'death' to continue for a certain time before really dying. WaitForWakeUp = Yes End
Behavior = RespawnUpdate ModuleTag_RespawnUpdate ; DeathAnim = STUNNED ;Model condition to play when killed-to-respawn DeathAnim = DYING ;Model condition to play when killed-to-respawn ;DeathFX = FX_BoromirDieToRespawn ;FXList to play when killed-to-respawn DeathAnimationTime = 4966 ;1133 ;How long DeathAnim will take. ;InitialSpawnFX = FX_BoromirInitialSpawn RespawnAnim = LEVELED ;Animation to play when respawning. ;RespawnFX = FX_BoromirRespawn ;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 = HISuladan ;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:2700 Time:60000 Health:100% ;DEFAULT VALUES End
Behavior = AutoHealBehavior ModuleTag_BoromirHealing StartsActive = Yes HealingAmount = HERO_HEAL_AMOUNT HealingDelay = 1000 StartHealingDelay = HERO_HEAL_DELAY HealOnlyIfNotInCombat = Yes End Behavior = StancesBehavior ModuleTag_StancesBehavior StanceTemplate = Hero End #include "..\..\..\includes\CaptureBuilding.inc" Behavior = AIUpdateInterface ModuleTag_03 AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS MoodAttackCheckRate = 500 AILuaEventsList = HaradSuladanFunctions 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_DWARF_HERO_SPEED ;;;NORMAL_GOOD_HERO_SPEED End
LocomotorSet Locomotor = HeroHorseLocomotor Condition = SET_MOUNTED Speed = 100 ;;;NORMAL_CAVALRY_FAST_HORDE_SPEED End Behavior = AutoAbilityBehavior ModuleTag_AutoAbilityBehavior End
Behavior = DualWeaponBehavior ModuleTag_13 SwitchWeaponOnCloseRangeDistance = 161 End
Behavior = PhysicsBehavior ModuleTag_04 GravityMult = 1.0 ShockStandingTime = 4000 ;msec End Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL SinkDelay = 3000 SinkRate = 0.40 ; in Dist/Sec DestructionDelay = 8000 Sound = INITIAL BoromirVoiceDie End
Behavior = SquishCollide ModuleTag_06 ;nothing End Behavior = HitReactionBehavior HitReactionBehaviorModuleTag HitReactionLifeTimer1 = 7 ; level 1 (light damage) hit reaction animations in frames (5 per sec) HitReactionLifeTimer2 = 15 ; level 2 (medium damage) hit reaction animations in frames (5 per sec) HitReactionLifeTimer3 = 10 ; level 3 (heavy damage) hit reaction animations in frames (5 per sec)
HitReactionThreshold1 = 0.0 ; level 1 (light damage) threshold trigger HitReactionThreshold2 = 25.0 ; level 2 (medium damage) threshold trigger HitReactionThreshold3 = 50.0 ; level 3 (heavy damage) threshold trigger End
; ---------------------------------------------------------------------- ; Legende des Schlangenfürsten ; ----------------------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_UnpauseLeadership SpecialPowerTemplate = SpecialAbilityFakeLeadership TriggeredBy = Upgrade_Level_2 End
Behavior = SpecialPowerModule ModuleTag_BoromirLeadershipUpdate SpecialPowerTemplate = SpecialAbilityFakeLeadership UpdateModuleStartsAttack = No StartsPaused = Yes End
Behavior = AttributeModifierAuraUpdate ModuleTag_BoromirLeadership StartsActive = No BonusName = LegendeSchlangefürst TriggeredBy = Upgrade_Level_2 RefreshDelay = 2000 Range = 200 ;AntiCategory = BUFF ObjectFilter = ANY +EvilmenHaradSword +EvilmenRhunArcher +MordorHaradrimLancerMod +MordorRhunSword +EvilmenRhunrider +MordorMumakil +EvilmenSaleme +EvilmenHasharin +MordorHaradrimArcher -INFANTRY -HERO -CAVALRY -DOZER -SHIP -STRUCTURE -MACHINE ALLIES End
; ---------------------------------------------------------------------- ; Olifantenpferch ; ----------------------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_OlifantenpferchEnabler SpecialPowerTemplate = SpecialAbilitySuladanOlifantenpferch TriggeredBy = Upgrade_Level_4 End
Behavior = OCLSpecialPower ModuleTag_OCLSpecialPowerOlifantenpferch SpecialPowerTemplate = SpecialAbilitySuladanOlifantenpferch OCL = OCL_SummonMordorMumakilPen CreateLocation = CREATE_AT_LOCATION StartsPaused = Yes End
; ---------------------------------------------------------------------- ; Oase ; ----------------------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_OaseEnabler SpecialPowerTemplate = SpecialAbilitySuladanSummonOase TriggeredBy = Upgrade_Level_7 End
Behavior = OCLSpecialPower ModuleTag_OCLSpecialPowerOase SpecialPowerTemplate = SpecialAbilitySuladanSummonOase OCL = OCL_DwarfSuladanOase TriggerFX = FX_WildmenSummon CreateLocation = CREATE_AT_LOCATION StartsPaused = Yes End
;------------------------------------------------------------------------ ; Niedertrampeln ;------------------------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_NiedertrampelnEnabler SpecialPowerTemplate = SpecialAbilityNazgulFlood TriggeredBy = Upgrade_Level_10 End Behavior = SpecialPowerModule ModuleTag_NiedertrampelnStarter SpecialPowerTemplate = SpecialAbilityNazgulFlood UpdateModuleStartsAttack = Yes StartsPaused = Yes ;InitiateSound = NazgulScreech End
Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_NiedertrampelnUpdate SpecialPowerTemplate = SpecialAbilityNazgulFlood UnpackTime = 1300 PackTime = 1500 StartAbilityRange = 150.0 SpecialWeapon = SuladanMumakilRampage WhichSpecialWeapon = 1 End
; ---------------------------------------------------------------------- ; Pferd ; ----------------------------------------------------------------------
Behavior = SpecialPowerModule ModuleTag_HorseToggleStarter SpecialPowerTemplate = SpecialAbilityToggleMounted UpdateModuleStartsAttack = Yes ;InitiateSound = StartsPaused = No End
Behavior = ToggleMountedSpecialAbilityUpdate ModuleTag_HorseToggle SpecialPowerTemplate = SpecialAbilityToggleMounted ;UnpackingVariation = 2 UnpackTime = 2000 PreparationTime = 1 PersistentPrepTime = 250 PackTime = 2000 OpacityTarget = .3 ; How see-thru to be at peak of change AwardXPForTriggering = 0 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 ToggleMountedAI CommandButtonName = Command_ToggleMountedSuladan SpecialPowerAIType = AI_SPECIAL_POWER_TOGGLE_MOUNTED End
Behavior = AISpecialPowerUpdate GandalfWizardBlastAI CommandButtonName = Command_SpecialAbilitySuladanNiedertrampeln SpecialPowerAIType = AI_SPECIAL_POWER_GANDALF_WIZARD_BLAST SpecialPowerRadius = 100 End
Behavior = AISpecialPowerUpdate RoyalGuardAI CommandButtonName = Command_SpecialAbilitySuladanSummonOase SpecialPowerAIType = AI_SPECIAL_POWER_TARGETAOE_SUMMON SpecialPowerRadius = 30.0 End
Behavior = AISpecialPowerUpdate SpecialPowerAragornOathBreakers CommandButtonName = Command_SpecialAbilitySuladanOlifantenpferch SpecialPowerAIType = AI_SPECIAL_POWER_TARGETAOE_SUMMON SpecialPowerRadius = 30.0 End
Geometry = CYLINDER GeometryMajorRadius = 8.0 GeometryMinorRadius = 8.0 GeometryHeight = 19.2 GeometryIsSmall = Yes Shadow = SHADOW_DECAL ShadowSizeX = 20; ShadowSizeY = 20; ShadowTexture = ShadowI;
End | |
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gandalf77 Moddeur confirmé
Nombre de messages : 202 Add-On : Oui Date d'inscription : 09/08/2009
| Sujet: Re: Pb Héros Crée (CreateaHero) Jeu 4 Aoû - 19:49 | |
| Bon pour la 2eme question (les animations) en effet faut tout copier ( Hé oui j'ai trouvé ça tout seul lol) mais pour la question 1 aucune idée | |
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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: Pb Héros Crée (CreateaHero) Jeu 4 Aoû - 19:54 | |
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gandalf77 Moddeur confirmé
Nombre de messages : 202 Add-On : Oui Date d'inscription : 09/08/2009
| Sujet: Re: Pb Héros Crée (CreateaHero) Jeu 4 Aoû - 20:05 | |
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gandalf77 Moddeur confirmé
Nombre de messages : 202 Add-On : Oui Date d'inscription : 09/08/2009
| Sujet: Re: Pb Héros Crée (CreateaHero) Jeu 4 Aoû - 20:58 | |
| Finalement je n'ai pas trop compris... Pour enlever tout les équipements inutiles va falloir que je fasse des upgrades et tout? | |
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gandalf77 Moddeur confirmé
Nombre de messages : 202 Add-On : Oui Date d'inscription : 09/08/2009
| Sujet: Re: Pb Héros Crée (CreateaHero) Jeu 4 Aoû - 21:42 | |
| J'ai compris que je devais placé ça : - Code:
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HideSubObjects = SLDR_01;// épaulières avec la petite a gauche et la grosse a droite HideSubObjects = SLDR_02;// épaulières marron or HideSubObjects = SLDR_03;// épaulières bleu argenté HideSubObjects = SLDR_04;// épaulières grosse noir HideSubObjects = SLDR_05;// épaulières noires trés hautes qui depasse au niveau de la tête HideSubObjects = SLDR_06;// épaulières plaque cote de mail (gimli)
HideSubObjects = BOOT_01;// jambières petit caré gris avec motif dessus )X( HideSubObjects = BOOT_02;// jambières marron or HideSubObjects = BOOT_03;// jambières bleu argenté HideSubObjects = BOOT_04;// jambières marron(cuir)
HideSubObjects = GNLT_01;// gantelets petit caré gris avec motif dessus )X( HideSubObjects = GNLT_02;// gantelets marron or HideSubObjects = GNLT_03;// gantelet bleu argenté HideSubObjects = GNLT_04;// gantelet marron(cuir)
HideSubObjects = HMR_01;// gros marteaux de pierre HideSubObjects = AXE_01;// hache de gimli (2 lames) HideSubObjects = AXE_02;// petite hache grise HideSubObjects = AXE_03;// hache de gimli (fine une seul lame)
HideSubObjects = HLMT_01;// heaume gris HideSubObjects = HLMT_02;// heaume marron or HideSubObjects = HLMT_03;// casque bleu argenté HideSubObjects = HLMT_04;// casque gros et noir (un peu d'argent) style dark vador derrrière (lol) HideSubObjects = HLMT_05;// casque noir avec crète blanche dessus HideSubObjects = HLMT_06;// casque de viking avec 2 pointes
HideSubObjects = WestronSword;// épée longue classique HideSubObjects = SWRD_05;// épée longue HideSubObjects = Belthronding;// épée longue HideSubObjects = Gurthang;// épée longue lame de bronze HideSubObjects = TrollBane;// épée large
HideSubObjects = CHEST_02 HideSubObjects = CHEST_03 End Pour que ce qui est inutile disparaisse mais je ne sais pas où il faut placer ça et comment car dans "behavior" et "TriggeredBy" qu'est ce que je dois mettre pour que ces équipements inutile n'apparaissent pas dés le début et sans besoin d'upgrade | |
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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: Pb Héros Crée (CreateaHero) Ven 5 Aoû - 0:30 | |
| Bin je ne sais pas si ca peut se faire sans upgrade (j'ai pas bfme2 pour tester). T'as peut etre été perturbé par les AddModule et tout (c'est pour le map.ini), il ne faut pas les mettre ni le End supplémentaire qu'ils nécessitent Donc tu crées ton upgrade en ajoutant dans upgrade.ini - Code:
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Upgrade hero_debut_jolie Type = OBJECT End (ou le nom que tu veux hin puis dans l'object de ton héro : - Code:
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Behavior = GrantUpgradeCreate Module_DonnerLupgrade UpgradeToGrant = hero_debut_jolie End pour donner l'upgrade a son arrivée sur la map et juste après le module pour changer l'equipement quand le héro recoit l'upgrade - Code:
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Behavior = SubObjectsUpgrade Elfe_visible_begin_equipement TriggeredBy = hero_debut_jolie
UpgradeTexture = CHHW_SMN.tga 0 CHHW_SMN.tga UpgradeTexture = CHHW_SMN_01.tga 0 CHHW_SMN.tga UpgradeTexture = CHHW_SMN_02.tga 0 CHHW_SMN.tga UpgradeTexture = CHHW_CG_05.tga 0 CHHW_SMN.tga RecolorHouse = Yes HideSubObjectsOnRemove = Yes FadeTimeInSeconds = 0.0
HideSubObjects = HLMT_01;// casque or avec pique crete HideSubObjects = HLMT_02;// casque elf avec crete elever(comme celle legion romaine) or HideSubObjects = HLMT_03;// (casque) rouge truc de nomade
HideSubObjects = SLDR_01;// epauliere plaques or HideSubObjects = SLDR_02;// épaulières or blanchis(forme feuille/bouclier) HideSubObjects = SLDR_03;// epauliere bronze plaques HideSubObjects = SLDR_04;// épaulières or forme de bouclier(plaque)
HideSubObjects = GNLT_01;// gantelet or HideSubObjects = GNLT_02;// gantelet or HideSubObjects = GNLT_03;// gantelet bronze violacer HideSubObjects = GNLT_04;// gantelet bel or plaque
HideSubObjects = BOOT_01;// jambières or plaque(rouge/jauni) HideSubObjects = BOOT_02;// jambières plaque or blanchi HideSubObjects = BOOT_04;// jambières or(mal fait)
HideSubObjects = MithlondBow ; arc boi jaune HideSubObjects = BOW_03 ;arc marron largeur retrousser au bout specialement HideSubObjects = BOW_04 ;arc jaune dore effet plaque HideSubObjects = BOW_05 ;arc long belle forme marron/gris HideSubObjects = Belthronding ;arc elfes marron torsader de doré
;ShowSubObjects = ****
FadeTimeInSeconds = 0.0 RecolorHouse = No End ca c'est pour l'elfe mais c'est juste ce dernier module qui change pour les différents héros | |
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gandalf77 Moddeur confirmé
Nombre de messages : 202 Add-On : Oui Date d'inscription : 09/08/2009
| Sujet: Re: Pb Héros Crée (CreateaHero) Ven 5 Aoû - 0:49 | |
| Finalement voila ce que j'ai fais (c'est un peu bourrin!!) mais je comprends pas tout J'ai voulu créer deux héros l'un "Harad" l'autre "Oriental". Les problèmes sont : - Ils ont les deux une espèce de massue que j'arrive pas à retirer - Je n'arrive pas à adapter le tuto de leo11 ( Offrir à un héros une puisssance croissante.) Car certaines armes et équipements sont propres au groupe "Hommes Corrompues" du coup je ne sais pas à quoi correspondent tels ou tels armes et comment les mettre ou retirer.. (car pour l'un j'aimerais garder une tenue type "Harad" et l'autre "oriental")- Pour mon 2eme Héros "CorruptedManHero2" j'ai beau avoir mis EXACTEMENT les même animations que mon Héros "CorruptedManHero", il réagit comme s'il n'avait pas d'animation ou que les animations que je lui ai mis est pas bonne, je suis un peu perdue https://2img.net/r/ihimg/photo/my-images/683/sansrelx.jpg/ (Donc à gauche mon bon héros mais à droite on voit qu'il n'a pas d'animation... ) Voila les codes : - Code:
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;------------------------------------------------------------------------------ ; ; CorruptedManHero.ini ; ;------------------------------------------------------------------------------
Object CorruptedManHero ; *** ART Parameters ***
; SelectPortrait for Heros is portrait behind skill buttons. HP = HeroPortrait. SelectPortrait = CPEasterling ; ButtonImage for Heros is button image on Hero Select UI to select hero. HI = HeroIcon or HeroImage. ButtonImage = HICAHEasterling ; DescriptionStrategic = CONTROLBAR:LW_ToolTip_Boromir Draw = W3DScriptedModelDraw ModuleTag_DRAW
//====================== MODELS ================================================================ #include "CreateAHeroModels.inc"
DefaultModelConditionState Model = CHCM_CM_U_SKN Skeleton = CHCM_CM_U_SKL ModelAnimationPrefix = CHCM_CM ParticleSysBone = NONE Predator FollowBone:Yes Persist:SPAWN PersistID:100 ParticleSysBone = NONE Predator02 FollowBone:Yes Persist:SPAWN PersistID:101 WeaponLaunchBone = PRIMARY ARROW End
//================== ANIMATIONS ================================================================= #include "CreateAMountedHeroAnims.inc" #include "CreateAHeroAnims.inc"
AnimationState = MOUNTED DEBUG ;shift delete to trigger Animation AnimationName = RUHHs_Theo_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 = RUHHs_Theo_FLYC AnimationMode = LOOP End Flags = RANDOMSTART End
AnimationState = MOUNTED STUNNED_FLAILING Animation = JustDie AnimationName = RUHHs_Theo_FLYC AnimationMode = LOOP End Flags = RANDOMSTART End
AnimationState = MOUNTED PASSENGER Animation = grabbed AnimationName = RUHHs_Theo_GBDA AnimationMode = LOOP End Flags = RANDOMSTART End
AnimationState = MOUNTED DYING SPLATTED Animation = Land AnimationName = RUHHs_Theo_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 = RUHHs_Theo_DIEA AnimationMode = ONCE End End
AnimationState = MOUNTED STUNNED_STANDING_UP Animation = StandUp AnimationName = RUHHs_Theo_GTPA AnimationMode = ONCE AnimationSpeedFactorRange = 3.5 3.5 End End AnimationState = MOUNTED STUNNED Animation = Land AnimationName = RUHHs_Theo_LNDA AnimationMode = ONCE End End AnimationState = PARALYZED MOUNTED Animation AnimationName = RUHHs_Theo_IDLA AnimationMode = LOOP End End
AnimationState = MOUNTED MOVING FIRING_OR_PREATTACK_A ShareAnimation = Yes Animation = RunAndFire AnimationName = RUHHs_Theo_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 = RUHHs_Theo_WLKB AnimationMode = LOOP End ;;ParticleSysBone = None CalvaryDustTrails End AnimationState = MOUNTED TURN_LEFT_HIGH_SPEED Animation = TurnLeft AnimationName = RUHHs_Theo_TNL1 AnimationMode = LOOP AnimationSpeedFactorRange= 1.2 1.2 AnimationBlendTime = 20 End End AnimationState = MOUNTED TURN_RIGHT_HIGH_SPEED Animation = TurnLeft AnimationName = RUHHs_Theo_TNR1 AnimationMode = LOOP AnimationSpeedFactorRange= 1.2 1.2 AnimationBlendTime = 20 End End
AnimationState = MOUNTED MOVING TURN_LEFT Animation = TurnLeft AnimationName = RUHHs_Theo_TRNL AnimationMode = LOOP End ; ;ParticleSysBone = None CalvaryDustTrails End
AnimationState = MOUNTED MOVING TURN_RIGHT Animation = TurnRight AnimationName = RUHHs_Theo_TRNR AnimationMode = LOOP End ; ;ParticleSysBone = None CalvaryDustTrails End
AnimationState = MOUNTED MOVING ACCELERATE Animation = Accelerate AnimationName = RUHHs_Theo_ACCL AnimationMode = LOOP End ;ParticleSysBone = None CalvaryDustTrails End
AnimationState = MOUNTED MOVING DECELERATE Animation = Decelerate AnimationName = RUHHs_Theo_DECL AnimationMode = ONCE AnimationSpeedFactorRange = 0.6 0.6 End ;ParticleSysBone = None CalvaryDustTrails End
AnimationState = MOUNTED MOVING WALKING Animation = Walk AnimationName = RUHHs_Theo_WLKA AnimationMode = LOOP End ;ParticleSysBone = None InfantryDustTrails End AnimationState = MOUNTED MOVING BACKING_UP Animation = BackingUp AnimationName = RUHHs_Theo_BAKA AnimationMode = LOOP End ;ParticleSysBone = None InfantryDustTrails End
AnimationState = MOUNTED MOVING Animation = RunA AnimationName = RUHHs_Theo_RUNA AnimationMode = LOOP End ;ParticleSysBone = None CalvaryDustTrails End AnimationState = PACKING_TYPE_2 MOUNTED StateName = SPELL Animation = SPCC AnimationName = RUHHs_Theo_SPCA AnimationMode = ONCE AnimationBlendTime = 20 End End AnimationState = PACKING_TYPE_1 MOUNTED StateName = SPELL Animation = SPCC AnimationName = RUHHs_Theo_IDLC AnimationSpeedFactorRange = 0.842 0.842 AnimationMode = ONCE End End AnimationState = MOUNTED FIRING_OR_PREATTACK_A Animation = AttackA AnimationName = RUHHs_Theo_ATKA AnimationMode = ONCE UseWeaponTiming = Yes End Animation = AttackB AnimationName = RUHHs_Theo_ATKB AnimationMode = ONCE UseWeaponTiming = Yes End Flags = RESTART_ANIM_WHEN_COMPLETE End
AnimationState = MOUNTED ATTACKING Animation = AttackA AnimationName = RUHHs_Theo_ATKA AnimationMode = MANUAL End End
AnimationState = MOUNTED LEVELED ; This state clears itself in 3 seconds StateName = Idle Animation = LevelUp AnimationName = RUHHs_Theo_IDLC AnimationMode = ONCE AnimationSpeedFactorRange = 0.666 0.666 End End AnimationState = RAISING_FLAG MOUNTED Animation = CHRA AnimationName = RUHHs_Theo_CHRA AnimationMode = LOOP End End
AnimationState = EMOTION_TAUNTING MOUNTED Animation = CHRA AnimationName = RUHHs_Theo_CHRA AnimationMode = LOOP End End
AnimationState = MOUNTED EMOTION_CELEBRATING Animation = LevelUp AnimationName = RUHHs_Theo_IDLC AnimationMode = LOOP End End
AnimationState = MOUNTED SPECIAL_WEAPON_THREE Animation AnimationName = RUHHs_Theo_CHRA AnimationMode = ONCE End End
AnimationState = MOUNTED SELECTED SimilarRestart = Yes StateName = AtAttentionIdle Animation = ATNB AnimationName = RUHHs_Theo_IDLH 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 = RUHHs_Theo_ATNA AnimationMode = ONCE End End AnimationState = MOUNTED StateName = Idle Animation = IdleA AnimationName = RUHHs_Theo_IDLA AnimationPriority = 20 AnimationMode = ONCE AnimationBlendTime = 15 End Animation = IdleB AnimationName = RUHHs_Theo_IDLB AnimationMode = ONCE AnimationBlendTime = 15 End Animation = IdleC AnimationName = RUHHs_Theo_IDLC AnimationMode = ONCE AnimationBlendTime = 15 End Flags = RESTART_ANIM_WHEN_COMPLETE End
; --- Idle Anims IdleAnimationState StateName = Idle ; Animation = IDLA ; AnimationName = GUBoromir_SKL.GUBoromir_IDLA 0 15 ; AnimationMode = ONCE ; End Animation = IDLB AnimationName = GUBoromir_SKL.GUBoromir_IDLB AnimationMode = ONCE AnimationPriority = 20 End Animation = IDLD AnimationName = GUBoromir_SKL.GUBoromir_IDLD AnimationMode = ONCE AnimationPriority = 1 End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Selected" then CurDrawableSetTransitionAnimState("TRANS_Selected_To_Idle") end EndScript End
TransitionState = Trans_None_To_Sword Animation = GUBoromir_STHA AnimationName = GUBoromir_SKL.GUBoromir_STHA ; AnimationMode = ONCE End End TransitionState = Trans_Sword_To_None Animation = GUBoromir_STHB AnimationName = GUBoromir_SKL.GUBoromir_STHB ; AnimationMode = ONCE End End AnimationState = STUNNED_FLAILING Flags = RANDOMSTART Animation = GUBoromir_FLYA AnimationName = GUBoromir_SKL.GUBoromir_FLYA AnimationMode = LOOP End End
; --- Dying anims AnimationState = DYING SPLATTED Animation = GUBoromir_LNDA AnimationName = GUBoromir_SKL.GUBoromir_LNDA AnimationMode = ONCE End End AnimationState = USER_1 DYING SPLATTED Animation AnimationName = GUBoromir_SKL.GUBoromir_SPCE AnimationMode = ONCE End End AnimationState = DYING AFLAME Animation = DieAflame AnimationName = GUBoromir_SKL.GUBoromir_MFDA AnimationMode = LOOP End End AnimationState = USER_1 DYING AFLAME Animation AnimationName = GUBoromir_SKL.GUBoromir_SPCE AnimationMode = ONCE End End AnimationState = DYING Animation = GUBoromir_DTHA AnimationName = GUBoromir_SKL.GUBoromir_DTHA AnimationMode = ONCE End End AnimationState = USER_1 DYING Animation AnimationName = GUBoromir_SKL.GUBoromir_SPCE AnimationMode = ONCE End End
AnimationState = PARALYZED Animation AnimationName = GUBoromir_IDLB AnimationMode = LOOP End End
; --- Stunned anims AnimationState = STUNNED_STANDING_UP Animation = GUBoromir_GTPA AnimationName = GUBoromir_SKL.GUBoromir_GTPA AnimationMode = ONCE AnimationSpeedFactorRange = 1.3 1.3 End End AnimationState = STUNNED Animation = GUBoromir_LNDA AnimationName = GUBoromir_SKL.GUBoromir_LNDA AnimationMode = ONCE End End AnimationState = PACKING_TYPE_2 StateName = CaptainPower Animation = GUBoromir_CHRA AnimationName = GUBoromir_SKL.GUBoromir_CHRA AnimationMode = ONCE AnimationSpeedFactorRange = 1.2 1.2 End End
; -- Horn anims AnimationState = UNPACKING SPECIAL_POWER_1 Animation AnimationName = GUBoromir_SKL.GUBoromir_HRNA AnimationMode = ONCE End End AnimationState = PREPARING SPECIAL_POWER_1 Animation AnimationName = GUBoromir_SKL.GUBoromir_HRNB AnimationMode = ONCE End EnteringStateFX = FX_BoromirHorn End AnimationState = PACKING SPECIAL_POWER_1 Animation AnimationName = GUBoromir_SKL.GUBoromir_HRNC AnimationMode = ONCE End End AnimationState = SPECIAL_POWER_1 Animation AnimationName = GUBoromir_SKL.GUBoromir_HRNB AnimationMode = LOOP End End
AnimationState = SPECIAL_WEAPON_ONE Animation AnimationName = GUBoromir_SKL.GUBoromir_ATKB AnimationMode = ONCE End End
AnimationState = SPECIAL_WEAPON_THREE Animation AnimationName = GUBoromir_SKL.GUBoromir_CHRA AnimationMode = ONCE End End
; --- Moving Anims AnimationState = MOVING WANDER WEAPONSTATE_CLOSE_RANGE StateName = WithSword ;ParticleSysBone = None InfantryDustTrails Animation = GUBoromir_WLKA AnimationName = GUBoromir_SKL.GUBoromir_WLKA AnimationMode = LOOP End End
AnimationState = MOVING WANDER ;ParticleSysBone = None InfantryDustTrails Animation = GUBoromir_WLKA AnimationName = GUBoromir_SKL.GUBoromir_WLKA AnimationMode = LOOP End End AnimationState = MOVING FIRING_OR_PREATTACK_A ShareAnimation = Yes Animation = RunAndFire AnimationName = GUBoromir_SKL.GUBoromir_ATRA AnimationMode = LOOP End Flags = RANDOMSTART End AnimationState = MOVING ;ParticleSysBone = None InfantryDustTrails Flags = RANDOMSTART Animation = GUBoromir_RUNB AnimationName = GUBoromir_SKL.GUBoromir_RUNA AnimationMode = LOOP End End
AnimationState = USER_1 REALLYDAMAGED FIRING_OR_PREATTACK_A WEAPONSTATE_CLOSE_RANGE StateName = LastStandAttacking Animation = SPCB AnimationName = GUBoromir_SKL.GUBoromir_SPCB AnimationMode = ONCE End Animation = SPCC AnimationName = GUBoromir_SKL.GUBoromir_SPCC AnimationMode = ONCE End ParticleSysBone = B_SWORDBONE Narsil FollowBone:Yes End ; Attacking Anims [Weapon_A] AnimationState = FIRING_OR_PREATTACK_A WEAPONSTATE_CLOSE_RANGE StateName = WithSword Animation = ATKA AnimationName = GUBoromir_SKL.GUBoromir_ATKA AnimationMode = ONCE UseWeaponTiming = Yes End Animation = ATKB AnimationName = GUBoromir_SKL.GUBoromir_ATKB AnimationMode = ONCE UseWeaponTiming = Yes End End
AnimationState = USER_1 REALLYDAMAGED FIRING_OR_PREATTACK_A StateName = LastStandAttacking Animation = SPCB AnimationName = GUBoromir_SKL.GUBoromir_SPCB AnimationMode = ONCE End Animation = SPCC AnimationName = GUBoromir_SKL.GUBoromir_SPCC AnimationMode = ONCE End ParticleSysBone = B_SWORDBONE Narsil FollowBone:Yes End
AnimationState = FIRING_OR_PREATTACK_A Animation = GUBoromir_ATD1 AnimationName = GUBoromir_SKL.GUBoromir_ATKB AnimationMode = ONCE UseWeaponTiming = Yes End End
AnimationState = USER_1 REALLYDAMAGED WEAPONSTATE_CLOSE_RANGE StateName = LastStand Animation = LastStand AnimationName = GUBoromir_SKL.GUBoromir_SPCA AnimationMode = ONCE End ParticleSysBone = B_SWORDBONE Narsil FollowBone:Yes End
; --------- Idle Anims -non mocap- ; AnimationState = WEAPONSTATE_CLOSE_RANGE ; StateName = WithSword ; Animation = GUBoromir_IDLC ; AnimationName = GUBoromir_SKL.GUBoromir_IDLC ; AnimationMode = ONCE ; End ; End
AnimationState = USER_1 REALLYDAMAGED ATTACKING StateName = LastStand Animation = ALERT_1 AnimationName = GUBoromir_SKL.GUBoromir_SPCA AnimationMode = LOOP End ParticleSysBone = B_SWORDBONE Narsil FollowBone:Yes End
; ATTACKING AnimationState = ATTACKING Animation = ALERT_1 AnimationName = GUBoromir_SKL.GUBoromir_IDLA AnimationMode = LOOP; ONCE End ; Flags = RESTART_ANIM_WHEN_COMPLETE ; acts like an idle animation & keeps running the animations. End ; --------- Selected Anims and Transitions TransitionState = TRANS_Idle_to_Selected Animation = ATND AnimationName = GUBoromir_SKL.GUBoromir_ATND AnimationMode = ONCE End End TransitionState = TRANS_Selected_To_Idle Animation = ATNE AnimationName = GUBoromir_SKL.GUBoromir_ATNE AnimationMode = ONCE End End
AnimationState = USER_1 REALLYDAMAGED LEVELED StateName = LastStand Animation = LevelUp AnimationName = GUBoromir_SKL.GUBoromir_SPCA AnimationMode = ONCE End End
AnimationState = LEVELED ; This state clears itself in 3 seconds Animation = LevelUp AnimationName = GUBoromir_SKL.GUBoromir_CHRA AnimationMode = ONCE End End
AnimationState = RAISING_FLAG Animation = CHRA AnimationName = GUBoromir_SKL.GUBoromir_CHRA AnimationMode = Once End Animation = CHRB AnimationName = GUBoromir_SKL.GUBoromir_CHRB AnimationMode = Once End Flags = RESTART_ANIM_WHEN_COMPLETE End
AnimationState = USER_1 REALLYDAMAGED SELECTED StateName = LastStand Animation = ATNB AnimationName = GUBoromir_SKL.GUBoromir_SPCA AnimationMode = LOOP End End
AnimationState = SELECTED StateName = Selected SimilarRestart = Yes Animation = ATNB AnimationName = GUBoromir_SKL.GUBoromir_ATNB AnimationMode = LOOP End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_Idle_to_Selected") end EndScript End ;------------emotions--------------- AnimationState = EMOTION_TAUNTING Animation = CHRA AnimationName = GUBoromir_SKL.GUBoromir_CHRA AnimationMode = Once End End AnimationState = EMOTION_CELEBRATING Animation = CHRB AnimationName = GUBoromir_SKL.GUBoromir_CHRB AnimationMode = Once End Flags = RESTART_ANIM_WHEN_COMPLETE End AnimationState = EMOTION_ALERT EMOTION_MORALE_HIGH Animation = Taunting AnimationName = GUBoromir_SKL.GUBoromir_TNTB AnimationMode = ONCE End Flags = RANDOMSTART RESTART_ANIM_WHEN_COMPLETE End ; READY IDLE AnimationState = EMOTION_ALERT Animation = ALERT_1 AnimationName = GUBoromir_SKL.GUBoromir_IDLA AnimationMode = LOOP ;ONCE End ; Flags = RESTART_ANIM_WHEN_COMPLETE ; acts like an idle animation & keeps running the animations. End ; --------- Click and Hit Reactions ------------ AnimationState = HIT_REACTION HIT_LEVEL_1 Animation = Hit_Level_1_a AnimationName = GUBoromir_SKL.GUBoromir_HITA AnimationMode = ONCE End End
AnimationState = USER_1 REALLYDAMAGED StateName = LastStand Animation = LastStand AnimationName = GUBoromir_SKL.GUBoromir_SPCA AnimationMode = LOOP End End
AnimationState = FIRING_OR_PREATTACK_A WEAPONSET_HERO_MODE ; Blademaster Mode StateName = STATE_ready Animation = GUBoromir_ATD1 AnimationName = GUBoromir_SKL.GUBoromir_ATKB AnimationMode = ONCE UseWeaponTiming = Yes End Flags = RESTART_ANIM_WHEN_COMPLETE End End
Draw = W3DScriptedModelDraw Icon ModelConditionState = NONE Model = bbox End End
Draw = W3DScriptedModelDraw ModuleTag_LightController DefaultModelConditionState Model = None End ModelConditionState = HERO Model = None ParticleSysBone = None BlackRiderFlare FXTrigger:NONE Persist:SPAWN PersistID:100 End End
#include "..\..\..\includes\StunDrawModuleSmall.inc"
; ***DESIGN parameters *** Side = Mordor EditorSorting = UNIT ThreatLevel = BOROMIR_THREAT_LEVEL ThingClass = CHARACTER_UNIT BuildCost = 2700 BuildTime = 50 ;ShockwaveResistance = SHOCKWAVE_RESISTANCE_STRONG DisplayMeleeDamage = BOROMIR_DAMAGE HeroSortOrder = 50 TransportSlotCount = TRANSPORTSLOTCOUNT_HERO
WeaponSet Conditions = None Weapon = PRIMARY BoromirSword ;AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI End
WeaponSet Conditions = MOUNTED Weapon = PRIMARY BoromirSword AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI End
WeaponSet Conditions = WEAPONSET_HERO_MODE Weapon = PRIMARY BoromirSword End
ArmorSet Conditions = None Armor = HeroArmor DamageFX = NormalDamageFX End
ArmorSet Conditions = MOUNTED Armor = HeroArmorMounted DamageFX = NormalDamageFX End
VisionRange = VISION_HERO_STANDARD ShroudClearingRange = SHROUD_CLEAR_HERO MaxVisionBonusPercent = 300% VisionBonusTestRadius = 200 VisionBonusPercentPerFoot = 1.0%
BountyValue = GONDOR_BOROMIR_BOUNTY_VALUE DisplayName = OBJECT:HaradSuladan RecruitText = CONTROLBAR:HaradSuladanRecruit ReviveText = CONTROLBAR:HaradSuladanRevive Hotkey = CONTROLBAR:HaradSuladanHotkey 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 = HeroCrush
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 CommandSet = EvilmenSuladanCommandSet CommandPoints = 30
; *** AUTO RESOLVE DATA *** AutoResolveUnitType = AutoResolveUnit_Hero AutoResolveCombatChain = AutoResolve_HeroCombatChain
AutoResolveBody = AutoResolve_BoromirBody AutoResolveArmor Armor = AutoResolve_BoromirArmor End
AutoResolveWeapon Weapon = AutoResolve_BoromirWeapon End
AutoResolveLeadership = AutoResolve_BoromirBonus
; *** AUDIO Parameters ***;
VoiceAttack = HeroEasterlingVoiceAttack VoiceAttackAir = HeroEasterlingVoiceAttack VoiceAttackCharge = HeroEasterlingVoiceAttack VoiceAttackMachine = HeroEasterlingVoiceAttack VoiceAttackStructure = HeroEasterlingVoiceAttack VoiceCreated = HeroEasterlingVoiceSalute VoiceFear = HeroEasterlingVoiceHelpMe VoiceFullyCreated = HeroEasterlingVoiceSalute VoiceGuard = HeroEasterlingVoiceMove VoiceMove = HeroEasterlingVoiceMove VoiceMoveToCamp = HeroEasterlingVoiceMove VoiceMoveWhileAttacking = HeroEasterlingVoiceMove VoicePriority = 95 VoiceRetreatToCastle = HeroEasterlingVoiceMove VoiceSelect = HeroEasterlingVoiceSelectMS VoiceSelectBattle = HeroEasterlingVoiceSelectBattle SoundImpact = ImpactHorse UnitSpecificSounds VoiceEnterUnitElvenTransportShip = HeroEasterlingVoiceMove VoiceEnterUnitMordorMumakil = HeroEasterlingVoiceMove VoiceEnterUnitSlaughterHouse = HeroEasterlingVoiceMove VoiceEnterUnitTransportShip = HeroEasterlingVoiceMove VoiceGarrison = HeroEasterlingVoiceMove VoiceInitiateCaptureBuilding = HeroEasterlingVoiceCaptureBuilding End
CrowdResponseKey = GoodMen
#include "..\..\..\includes\StandardUnitEvaEvents.inc" ;EvaEventDieOwner = BoromirModDie ;Eva event to trigger on unit's death. NOTICE THAT this is only for permanent deaths ;For deaths you can respawn from, use the DeathFX
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior MaxUpdateRangeCap = 800 AnimationSound = Sound:SwordIntoScabbard1 Animation:GUBoromir_SKL.GUBoromir_HRNA Frames:7 AnimationSound = Sound:BoromirHorn Animation:GUBoromir_SKL.GUBoromir_HRNB Frames:0 AnimationSound = Sound:SwordShingClean1 Animation:GUBoromir_SKL.GUBoromir_HRNC Frames:5 AnimationSound = Sound:FootstepDirtA Animation:GUBoromir_SKL.GUBoromir_RUNA Frames:10 22 AnimationSound = Sound:FootstepDirtA Animation:GUBoromir_SKL.GUBoromir_RUNB Frames:10 22 AnimationSound = Sound:FootstepDirtA Animation:GUBoromir_SKL.GUBoromir_ATRA Frames:11 23 35 47 AnimationSound = Sound:FootstepDirtA Animation:GUBoromir_SKL.GUBoromir_MFDA Frames:8 20 31 41
AnimationSound = Sound:BodyFallGenericNoArmor Animation:GUBoromir_SKL.GUBoromir_DTHA Frames:116 AnimationSound = Sound:BodyFallSoldier Animation:GUBoromir_SKL.GUBoromir_LNDA Frames:4 AnimationSound = Sound:BodyFallGenericNoArmor Animation:GUBoromir_SKL.GUBoromir_SPCE Frames:82 End
Behavior = LargeGroupAudioUpdate ModuleTag_LGAU ; Tie into LargeGroupAudio system Key = Humanoid_Male Man Man_Male Unit Infantry Hero ;UnitWeight = 2 End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE HERO ARMY_SUMMARY HEAVY_MELEE_HITTER
Body = DelayedDeathBody ModuleTag_DelayedDeathBody CheerRadius = EMOTION_CHEER_RADIUS MaxHealth = 3200 MaxHealthDamaged = 1600 MaxHealthReallyDamaged = 100 DelayedDeathTime = 60000 ; Amount of time spent still fighting after being killed DelayedDeathPrerequisiteUpgrade = Upgrade_SklavenseinesWillens PermanentlyKilledByFilter = NONE ;Who kills me permanently? DodgePercent = HERO_DODGE_PERCENT End
Behavior = LifetimeUpdate ModuleTag_LifeTime ; Used after 'death' to continue for a certain time before really dying. WaitForWakeUp = Yes End
Behavior = RespawnUpdate ModuleTag_RespawnUpdate ; DeathAnim = STUNNED ;Model condition to play when killed-to-respawn DeathAnim = DYING ;Model condition to play when killed-to-respawn ;DeathFX = FX_BoromirDieToRespawn ;FXList to play when killed-to-respawn DeathAnimationTime = 4966 ;1133 ;How long DeathAnim will take. ;InitialSpawnFX = FX_BoromirInitialSpawn RespawnAnim = LEVELED ;Animation to play when respawning. ;RespawnFX = FX_BoromirRespawn ;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 = HISuladan ;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:2700 Time:60000 Health:100% ;DEFAULT VALUES End
Behavior = AutoHealBehavior ModuleTag_BoromirHealing StartsActive = Yes HealingAmount = HERO_HEAL_AMOUNT HealingDelay = 1000 StartHealingDelay = HERO_HEAL_DELAY HealOnlyIfNotInCombat = Yes End Behavior = StancesBehavior ModuleTag_StancesBehavior StanceTemplate = Hero End #include "..\..\..\includes\CaptureBuilding.inc" Behavior = AIUpdateInterface ModuleTag_03 AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS MoodAttackCheckRate = 500 AILuaEventsList = HaradSuladanFunctions 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_DWARF_HERO_SPEED ;;;NORMAL_GOOD_HERO_SPEED End
LocomotorSet Locomotor = HeroHorseLocomotor Condition = SET_MOUNTED Speed = 100 ;;;NORMAL_CAVALRY_FAST_HORDE_SPEED End Behavior = AutoAbilityBehavior ModuleTag_AutoAbilityBehavior End
Behavior = DualWeaponBehavior ModuleTag_13 SwitchWeaponOnCloseRangeDistance = 161 End
Behavior = PhysicsBehavior ModuleTag_04 GravityMult = 1.0 ShockStandingTime = 4000 ;msec End Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL SinkDelay = 3000 SinkRate = 0.40 ; in Dist/Sec DestructionDelay = 8000 Sound = INITIAL BoromirVoiceDie End
Behavior = SquishCollide ModuleTag_06 ;nothing End Behavior = HitReactionBehavior HitReactionBehaviorModuleTag HitReactionLifeTimer1 = 7 ; level 1 (light damage) hit reaction animations in frames (5 per sec) HitReactionLifeTimer2 = 15 ; level 2 (medium damage) hit reaction animations in frames (5 per sec) HitReactionLifeTimer3 = 10 ; level 3 (heavy damage) hit reaction animations in frames (5 per sec)
HitReactionThreshold1 = 0.0 ; level 1 (light damage) threshold trigger HitReactionThreshold2 = 25.0 ; level 2 (medium damage) threshold trigger HitReactionThreshold3 = 50.0 ; level 3 (heavy damage) threshold trigger End
; ---------------------------------------------------------------------- ; Legende des Schlangenfürsten ; ----------------------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_UnpauseLeadership SpecialPowerTemplate = SpecialAbilityFakeLeadership TriggeredBy = Upgrade_Level_2 End
Behavior = SpecialPowerModule ModuleTag_BoromirLeadershipUpdate SpecialPowerTemplate = SpecialAbilityFakeLeadership UpdateModuleStartsAttack = No StartsPaused = Yes End
Behavior = AttributeModifierAuraUpdate ModuleTag_BoromirLeadership StartsActive = No BonusName = LegendeSchlangefürst TriggeredBy = Upgrade_Level_2 RefreshDelay = 2000 Range = 200 ;AntiCategory = BUFF ObjectFilter = ANY +EvilmenHaradSword +EvilmenRhunArcher +MordorHaradrimLancerMod +MordorRhunSword +EvilmenRhunrider +MordorMumakil +EvilmenSaleme +EvilmenHasharin +MordorHaradrimArcher -INFANTRY -HERO -CAVALRY -DOZER -SHIP -STRUCTURE -MACHINE ALLIES End
; ---------------------------------------------------------------------- ; Olifantenpferch ; ----------------------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_OlifantenpferchEnabler SpecialPowerTemplate = SpecialAbilitySuladanOlifantenpferch TriggeredBy = Upgrade_Level_4 End
Behavior = OCLSpecialPower ModuleTag_OCLSpecialPowerOlifantenpferch SpecialPowerTemplate = SpecialAbilitySuladanOlifantenpferch OCL = OCL_SummonMordorMumakilPen CreateLocation = CREATE_AT_LOCATION StartsPaused = Yes End
; ---------------------------------------------------------------------- ; Oase ; ----------------------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_OaseEnabler SpecialPowerTemplate = SpecialAbilitySuladanSummonOase TriggeredBy = Upgrade_Level_7 End
Behavior = OCLSpecialPower ModuleTag_OCLSpecialPowerOase SpecialPowerTemplate = SpecialAbilitySuladanSummonOase OCL = OCL_DwarfSuladanOase TriggerFX = FX_WildmenSummon CreateLocation = CREATE_AT_LOCATION StartsPaused = Yes End
;------------------------------------------------------------------------ ; Niedertrampeln ;------------------------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_NiedertrampelnEnabler SpecialPowerTemplate = SpecialAbilityNazgulFlood TriggeredBy = Upgrade_Level_10 End Behavior = SpecialPowerModule ModuleTag_NiedertrampelnStarter SpecialPowerTemplate = SpecialAbilityNazgulFlood UpdateModuleStartsAttack = Yes StartsPaused = Yes ;InitiateSound = NazgulScreech End
Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_NiedertrampelnUpdate SpecialPowerTemplate = SpecialAbilityNazgulFlood UnpackTime = 1300 PackTime = 1500 StartAbilityRange = 150.0 SpecialWeapon = SuladanMumakilRampage WhichSpecialWeapon = 1 End
; ---------------------------------------------------------------------- ; Pferd ; ----------------------------------------------------------------------
Behavior = SpecialPowerModule ModuleTag_HorseToggleStarter SpecialPowerTemplate = SpecialAbilityToggleMounted UpdateModuleStartsAttack = Yes ;InitiateSound = StartsPaused = No End
Behavior = ToggleMountedSpecialAbilityUpdate ModuleTag_HorseToggle SpecialPowerTemplate = SpecialAbilityToggleMounted ;UnpackingVariation = 2 UnpackTime = 2000 PreparationTime = 1 PersistentPrepTime = 250 PackTime = 2000 OpacityTarget = .3 ; How see-thru to be at peak of change AwardXPForTriggering = 0 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 ToggleMountedAI CommandButtonName = Command_ToggleMountedSuladan SpecialPowerAIType = AI_SPECIAL_POWER_TOGGLE_MOUNTED End
Behavior = AISpecialPowerUpdate GandalfWizardBlastAI CommandButtonName = Command_SpecialAbilitySuladanNiedertrampeln SpecialPowerAIType = AI_SPECIAL_POWER_GANDALF_WIZARD_BLAST SpecialPowerRadius = 100 End
Behavior = AISpecialPowerUpdate RoyalGuardAI CommandButtonName = Command_SpecialAbilitySuladanSummonOase SpecialPowerAIType = AI_SPECIAL_POWER_TARGETAOE_SUMMON SpecialPowerRadius = 30.0 End
Behavior = AISpecialPowerUpdate SpecialPowerAragornOathBreakers CommandButtonName = Command_SpecialAbilitySuladanOlifantenpferch SpecialPowerAIType = AI_SPECIAL_POWER_TARGETAOE_SUMMON SpecialPowerRadius = 30.0 End
Geometry = CYLINDER GeometryMajorRadius = 8.0 GeometryMinorRadius = 8.0 GeometryHeight = 19.2 GeometryIsSmall = Yes Shadow = SHADOW_DECAL ShadowSizeX = 20; ShadowSizeY = 20; ShadowTexture = ShadowI;
End | |
|
| |
gandalf77 Moddeur confirmé
Nombre de messages : 202 Add-On : Oui Date d'inscription : 09/08/2009
| Sujet: Re: Pb Héros Crée (CreateaHero) Ven 5 Aoû - 0:50 | |
| Et là le code de mon 2eme Héros qui n'as pas d'animation : - Code:
-
Object CorruptedManHero2 ; *** ART Parameters ***
SelectPortrait = CPHaradrim ButtonImage = HICAHHaradrim
Draw = W3DHordeModelDraw ModuleTag_01 OkToChangeModelColor = Yes StaticModelLODMode = Yes ;;================ MODELS ================================================================= DefaultModelConditionState Model = CHCM_FN_C_SKN Skeleton = CHCM_CM_C_SKL ModelAnimationPrefix = CHCM_CM ParticleSysBone = NONE Predator FollowBone:Yes Persist:HOLD PersistID:100 ParticleSysBone = NONE Predator02 FollowBone:Yes Persist:HOLD PersistID:101 WeaponLaunchBone = PRIMARY ARROW End
//================== ANIMATIONS ================================================================= #include "CreateAMountedHeroAnims.inc" #include "CreateAHeroAnims.inc"
AnimationState = MOUNTED DEBUG ;shift delete to trigger Animation AnimationName = RUHHs_Theo_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 = RUHHs_Theo_FLYC AnimationMode = LOOP End Flags = RANDOMSTART End
AnimationState = MOUNTED STUNNED_FLAILING Animation = JustDie AnimationName = RUHHs_Theo_FLYC AnimationMode = LOOP End Flags = RANDOMSTART End
AnimationState = MOUNTED PASSENGER Animation = grabbed AnimationName = RUHHs_Theo_GBDA AnimationMode = LOOP End Flags = RANDOMSTART End
AnimationState = MOUNTED DYING SPLATTED Animation = Land AnimationName = RUHHs_Theo_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 = RUHHs_Theo_DIEA AnimationMode = ONCE End End
AnimationState = MOUNTED STUNNED_STANDING_UP Animation = StandUp AnimationName = RUHHs_Theo_GTPA AnimationMode = ONCE AnimationSpeedFactorRange = 3.5 3.5 End End AnimationState = MOUNTED STUNNED Animation = Land AnimationName = RUHHs_Theo_LNDA AnimationMode = ONCE End End AnimationState = PARALYZED MOUNTED Animation AnimationName = RUHHs_Theo_IDLA AnimationMode = LOOP End End
AnimationState = MOUNTED MOVING FIRING_OR_PREATTACK_A ShareAnimation = Yes Animation = RunAndFire AnimationName = RUHHs_Theo_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 = RUHHs_Theo_WLKB AnimationMode = LOOP End ;;ParticleSysBone = None CalvaryDustTrails End AnimationState = MOUNTED TURN_LEFT_HIGH_SPEED Animation = TurnLeft AnimationName = RUHHs_Theo_TNL1 AnimationMode = LOOP AnimationSpeedFactorRange= 1.2 1.2 AnimationBlendTime = 20 End End AnimationState = MOUNTED TURN_RIGHT_HIGH_SPEED Animation = TurnLeft AnimationName = RUHHs_Theo_TNR1 AnimationMode = LOOP AnimationSpeedFactorRange= 1.2 1.2 AnimationBlendTime = 20 End End
AnimationState = MOUNTED MOVING TURN_LEFT Animation = TurnLeft AnimationName = RUHHs_Theo_TRNL AnimationMode = LOOP End ; ;ParticleSysBone = None CalvaryDustTrails End
AnimationState = MOUNTED MOVING TURN_RIGHT Animation = TurnRight AnimationName = RUHHs_Theo_TRNR AnimationMode = LOOP End ; ;ParticleSysBone = None CalvaryDustTrails End
AnimationState = MOUNTED MOVING ACCELERATE Animation = Accelerate AnimationName = RUHHs_Theo_ACCL AnimationMode = LOOP End ;ParticleSysBone = None CalvaryDustTrails End
AnimationState = MOUNTED MOVING DECELERATE Animation = Decelerate AnimationName = RUHHs_Theo_DECL AnimationMode = ONCE AnimationSpeedFactorRange = 0.6 0.6 End ;ParticleSysBone = None CalvaryDustTrails End
AnimationState = MOUNTED MOVING WALKING Animation = Walk AnimationName = RUHHs_Theo_WLKA AnimationMode = LOOP End ;ParticleSysBone = None InfantryDustTrails End AnimationState = MOUNTED MOVING BACKING_UP Animation = BackingUp AnimationName = RUHHs_Theo_BAKA AnimationMode = LOOP End ;ParticleSysBone = None InfantryDustTrails End
AnimationState = MOUNTED MOVING Animation = RunA AnimationName = RUHHs_Theo_RUNA AnimationMode = LOOP End ;ParticleSysBone = None CalvaryDustTrails End AnimationState = PACKING_TYPE_2 MOUNTED StateName = SPELL Animation = SPCC AnimationName = RUHHs_Theo_SPCA AnimationMode = ONCE AnimationBlendTime = 20 End End AnimationState = PACKING_TYPE_1 MOUNTED StateName = SPELL Animation = SPCC AnimationName = RUHHs_Theo_IDLC AnimationSpeedFactorRange = 0.842 0.842 AnimationMode = ONCE End End AnimationState = MOUNTED FIRING_OR_PREATTACK_A Animation = AttackA AnimationName = RUHHs_Theo_ATKA AnimationMode = ONCE UseWeaponTiming = Yes End Animation = AttackB AnimationName = RUHHs_Theo_ATKB AnimationMode = ONCE UseWeaponTiming = Yes End Flags = RESTART_ANIM_WHEN_COMPLETE End
AnimationState = MOUNTED ATTACKING Animation = AttackA AnimationName = RUHHs_Theo_ATKA AnimationMode = MANUAL End End
AnimationState = MOUNTED LEVELED ; This state clears itself in 3 seconds StateName = Idle Animation = LevelUp AnimationName = RUHHs_Theo_IDLC AnimationMode = ONCE AnimationSpeedFactorRange = 0.666 0.666 End End AnimationState = RAISING_FLAG MOUNTED Animation = CHRA AnimationName = RUHHs_Theo_CHRA AnimationMode = LOOP End End
AnimationState = EMOTION_TAUNTING MOUNTED Animation = CHRA AnimationName = RUHHs_Theo_CHRA AnimationMode = LOOP End End
AnimationState = MOUNTED EMOTION_CELEBRATING Animation = LevelUp AnimationName = RUHHs_Theo_IDLC AnimationMode = LOOP End End
AnimationState = MOUNTED SPECIAL_WEAPON_THREE Animation AnimationName = RUHHs_Theo_CHRA AnimationMode = ONCE End End
AnimationState = MOUNTED SELECTED SimilarRestart = Yes StateName = AtAttentionIdle Animation = ATNB AnimationName = RUHHs_Theo_IDLH 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 = RUHHs_Theo_ATNA AnimationMode = ONCE End End AnimationState = MOUNTED StateName = Idle Animation = IdleA AnimationName = RUHHs_Theo_IDLA AnimationPriority = 20 AnimationMode = ONCE AnimationBlendTime = 15 End Animation = IdleB AnimationName = RUHHs_Theo_IDLB AnimationMode = ONCE AnimationBlendTime = 15 End Animation = IdleC AnimationName = RUHHs_Theo_IDLC AnimationMode = ONCE AnimationBlendTime = 15 End Flags = RESTART_ANIM_WHEN_COMPLETE End
; --- Idle Anims IdleAnimationState StateName = Idle ; Animation = IDLA ; AnimationName = GUBoromir_SKL.GUBoromir_IDLA 0 15 ; AnimationMode = ONCE ; End Animation = IDLB AnimationName = GUBoromir_SKL.GUBoromir_IDLB AnimationMode = ONCE AnimationPriority = 20 End Animation = IDLD AnimationName = GUBoromir_SKL.GUBoromir_IDLD AnimationMode = ONCE AnimationPriority = 1 End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Selected" then CurDrawableSetTransitionAnimState("TRANS_Selected_To_Idle") end EndScript End
TransitionState = Trans_None_To_Sword Animation = GUBoromir_STHA AnimationName = GUBoromir_SKL.GUBoromir_STHA ; AnimationMode = ONCE End End TransitionState = Trans_Sword_To_None Animation = GUBoromir_STHB AnimationName = GUBoromir_SKL.GUBoromir_STHB ; AnimationMode = ONCE End End AnimationState = STUNNED_FLAILING Flags = RANDOMSTART Animation = GUBoromir_FLYA AnimationName = GUBoromir_SKL.GUBoromir_FLYA AnimationMode = LOOP End End
; --- Dying anims AnimationState = DYING SPLATTED Animation = GUBoromir_LNDA AnimationName = GUBoromir_SKL.GUBoromir_LNDA AnimationMode = ONCE End End AnimationState = USER_1 DYING SPLATTED Animation AnimationName = GUBoromir_SKL.GUBoromir_SPCE AnimationMode = ONCE End End AnimationState = DYING AFLAME Animation = DieAflame AnimationName = GUBoromir_SKL.GUBoromir_MFDA AnimationMode = LOOP End End AnimationState = USER_1 DYING AFLAME Animation AnimationName = GUBoromir_SKL.GUBoromir_SPCE AnimationMode = ONCE End End AnimationState = DYING Animation = GUBoromir_DTHA AnimationName = GUBoromir_SKL.GUBoromir_DTHA AnimationMode = ONCE End End AnimationState = USER_1 DYING Animation AnimationName = GUBoromir_SKL.GUBoromir_SPCE AnimationMode = ONCE End End
AnimationState = PARALYZED Animation AnimationName = GUBoromir_IDLB AnimationMode = LOOP End End
; --- Stunned anims AnimationState = STUNNED_STANDING_UP Animation = GUBoromir_GTPA AnimationName = GUBoromir_SKL.GUBoromir_GTPA AnimationMode = ONCE AnimationSpeedFactorRange = 1.3 1.3 End End AnimationState = STUNNED Animation = GUBoromir_LNDA AnimationName = GUBoromir_SKL.GUBoromir_LNDA AnimationMode = ONCE End End AnimationState = PACKING_TYPE_2 StateName = CaptainPower Animation = GUBoromir_CHRA AnimationName = GUBoromir_SKL.GUBoromir_CHRA AnimationMode = ONCE AnimationSpeedFactorRange = 1.2 1.2 End End
; -- Horn anims AnimationState = UNPACKING SPECIAL_POWER_1 Animation AnimationName = GUBoromir_SKL.GUBoromir_HRNA AnimationMode = ONCE End End AnimationState = PREPARING SPECIAL_POWER_1 Animation AnimationName = GUBoromir_SKL.GUBoromir_HRNB AnimationMode = ONCE End EnteringStateFX = FX_BoromirHorn End AnimationState = PACKING SPECIAL_POWER_1 Animation AnimationName = GUBoromir_SKL.GUBoromir_HRNC AnimationMode = ONCE End End AnimationState = SPECIAL_POWER_1 Animation AnimationName = GUBoromir_SKL.GUBoromir_HRNB AnimationMode = LOOP End End
AnimationState = SPECIAL_WEAPON_ONE Animation AnimationName = GUBoromir_SKL.GUBoromir_ATKB AnimationMode = ONCE End End
AnimationState = SPECIAL_WEAPON_THREE Animation AnimationName = GUBoromir_SKL.GUBoromir_CHRA AnimationMode = ONCE End End
; --- Moving Anims AnimationState = MOVING WANDER WEAPONSTATE_CLOSE_RANGE StateName = WithSword ;ParticleSysBone = None InfantryDustTrails Animation = GUBoromir_WLKA AnimationName = GUBoromir_SKL.GUBoromir_WLKA AnimationMode = LOOP End End
AnimationState = MOVING WANDER ;ParticleSysBone = None InfantryDustTrails Animation = GUBoromir_WLKA AnimationName = GUBoromir_SKL.GUBoromir_WLKA AnimationMode = LOOP End End AnimationState = MOVING FIRING_OR_PREATTACK_A ShareAnimation = Yes Animation = RunAndFire AnimationName = GUBoromir_SKL.GUBoromir_ATRA AnimationMode = LOOP End Flags = RANDOMSTART End AnimationState = MOVING ;ParticleSysBone = None InfantryDustTrails Flags = RANDOMSTART Animation = GUBoromir_RUNB AnimationName = GUBoromir_SKL.GUBoromir_RUNA AnimationMode = LOOP End End
AnimationState = USER_1 REALLYDAMAGED FIRING_OR_PREATTACK_A WEAPONSTATE_CLOSE_RANGE StateName = LastStandAttacking Animation = SPCB AnimationName = GUBoromir_SKL.GUBoromir_SPCB AnimationMode = ONCE End Animation = SPCC AnimationName = GUBoromir_SKL.GUBoromir_SPCC AnimationMode = ONCE End ParticleSysBone = B_SWORDBONE Narsil FollowBone:Yes End ; Attacking Anims [Weapon_A] AnimationState = FIRING_OR_PREATTACK_A WEAPONSTATE_CLOSE_RANGE StateName = WithSword Animation = ATKA AnimationName = GUBoromir_SKL.GUBoromir_ATKA AnimationMode = ONCE UseWeaponTiming = Yes End Animation = ATKB AnimationName = GUBoromir_SKL.GUBoromir_ATKB AnimationMode = ONCE UseWeaponTiming = Yes End End
AnimationState = USER_1 REALLYDAMAGED FIRING_OR_PREATTACK_A StateName = LastStandAttacking Animation = SPCB AnimationName = GUBoromir_SKL.GUBoromir_SPCB AnimationMode = ONCE End Animation = SPCC AnimationName = GUBoromir_SKL.GUBoromir_SPCC AnimationMode = ONCE End ParticleSysBone = B_SWORDBONE Narsil FollowBone:Yes End
AnimationState = FIRING_OR_PREATTACK_A Animation = GUBoromir_ATD1 AnimationName = GUBoromir_SKL.GUBoromir_ATKB AnimationMode = ONCE UseWeaponTiming = Yes End End
AnimationState = USER_1 REALLYDAMAGED WEAPONSTATE_CLOSE_RANGE StateName = LastStand Animation = LastStand AnimationName = GUBoromir_SKL.GUBoromir_SPCA AnimationMode = ONCE End ParticleSysBone = B_SWORDBONE Narsil FollowBone:Yes End
; --------- Idle Anims -non mocap- ; AnimationState = WEAPONSTATE_CLOSE_RANGE ; StateName = WithSword ; Animation = GUBoromir_IDLC ; AnimationName = GUBoromir_SKL.GUBoromir_IDLC ; AnimationMode = ONCE ; End ; End
AnimationState = USER_1 REALLYDAMAGED ATTACKING StateName = LastStand Animation = ALERT_1 AnimationName = GUBoromir_SKL.GUBoromir_SPCA AnimationMode = LOOP End ParticleSysBone = B_SWORDBONE Narsil FollowBone:Yes End
; ATTACKING AnimationState = ATTACKING Animation = ALERT_1 AnimationName = GUBoromir_SKL.GUBoromir_IDLA AnimationMode = LOOP; ONCE End ; Flags = RESTART_ANIM_WHEN_COMPLETE ; acts like an idle animation & keeps running the animations. End ; --------- Selected Anims and Transitions TransitionState = TRANS_Idle_to_Selected Animation = ATND AnimationName = GUBoromir_SKL.GUBoromir_ATND AnimationMode = ONCE End End TransitionState = TRANS_Selected_To_Idle Animation = ATNE AnimationName = GUBoromir_SKL.GUBoromir_ATNE AnimationMode = ONCE End End
AnimationState = USER_1 REALLYDAMAGED LEVELED StateName = LastStand Animation = LevelUp AnimationName = GUBoromir_SKL.GUBoromir_SPCA AnimationMode = ONCE End End
AnimationState = LEVELED ; This state clears itself in 3 seconds Animation = LevelUp AnimationName = GUBoromir_SKL.GUBoromir_CHRA AnimationMode = ONCE End End
AnimationState = RAISING_FLAG Animation = CHRA AnimationName = GUBoromir_SKL.GUBoromir_CHRA AnimationMode = Once End Animation = CHRB AnimationName = GUBoromir_SKL.GUBoromir_CHRB AnimationMode = Once End Flags = RESTART_ANIM_WHEN_COMPLETE End
AnimationState = USER_1 REALLYDAMAGED SELECTED StateName = LastStand Animation = ATNB AnimationName = GUBoromir_SKL.GUBoromir_SPCA AnimationMode = LOOP End End
AnimationState = SELECTED StateName = Selected SimilarRestart = Yes Animation = ATNB AnimationName = GUBoromir_SKL.GUBoromir_ATNB AnimationMode = LOOP End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_Idle_to_Selected") end EndScript End ;------------emotions--------------- AnimationState = EMOTION_TAUNTING Animation = CHRA AnimationName = GUBoromir_SKL.GUBoromir_CHRA AnimationMode = Once End End AnimationState = EMOTION_CELEBRATING Animation = CHRB AnimationName = GUBoromir_SKL.GUBoromir_CHRB AnimationMode = Once End Flags = RESTART_ANIM_WHEN_COMPLETE End AnimationState = EMOTION_ALERT EMOTION_MORALE_HIGH Animation = Taunting AnimationName = GUBoromir_SKL.GUBoromir_TNTB AnimationMode = ONCE End Flags = RANDOMSTART RESTART_ANIM_WHEN_COMPLETE End ; READY IDLE AnimationState = EMOTION_ALERT Animation = ALERT_1 AnimationName = GUBoromir_SKL.GUBoromir_IDLA AnimationMode = LOOP ;ONCE End ; Flags = RESTART_ANIM_WHEN_COMPLETE ; acts like an idle animation & keeps running the animations. End ; --------- Click and Hit Reactions ------------ AnimationState = HIT_REACTION HIT_LEVEL_1 Animation = Hit_Level_1_a AnimationName = GUBoromir_SKL.GUBoromir_HITA AnimationMode = ONCE End End
AnimationState = USER_1 REALLYDAMAGED StateName = LastStand Animation = LastStand AnimationName = GUBoromir_SKL.GUBoromir_SPCA AnimationMode = LOOP End End
AnimationState = FIRING_OR_PREATTACK_A WEAPONSET_HERO_MODE ; Blademaster Mode StateName = STATE_ready Animation = GUBoromir_ATD1 AnimationName = GUBoromir_SKL.GUBoromir_ATKB AnimationMode = ONCE UseWeaponTiming = Yes End Flags = RESTART_ANIM_WHEN_COMPLETE End End
Draw = W3DScriptedModelDraw Icon ModelConditionState = NONE Model = bbox End End
Draw = W3DScriptedModelDraw ModuleTag_LightController DefaultModelConditionState Model = None End ModelConditionState = HERO Model = None ParticleSysBone = None BlackRiderFlare FXTrigger:NONE Persist:SPAWN PersistID:100 End End
#include "..\..\..\includes\StunDrawModuleSmall.inc"
; ***DESIGN parameters ***
Side = Mordor EditorSorting = UNIT ThreatLevel = GOTHMOG_THREAT_LEVEL ThingClass = CHARACTER_UNIT CommandPoints = 20 BuildCost = 2200 BuildTime = 30 BountyValue = MORDOR_CORSAIR_BOUNTY_VALUE EmotionRange = 240 ; Make sure this value is greater than the fear distribution range. TransportSlotCount = TRANSPORTSLOTCOUNT_HERO MaxSimultaneousOfType = 1 ;ShockwaveResistance = SHOCKWAVE_RESISTANCE_STRONG DisplayMeleeDamage = 250
WeaponSet Conditions = None Weapon = PRIMARY SalemeSword AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI End
;;; ARMOUR SETS ;;; ArmorSet Conditions = None Armor = EdainWarriorHeroArmor DamageFX = NormalDamageFX End VisionRange = VISION_STANDARD_HORSE ShroudClearingRange = SHROUD_CLEAR_HERO MaxVisionBonusPercent = 300% VisionBonusTestRadius = 200 VisionBonusPercentPerFoot = 1.0%
DisplayName = OBJECT:EvilmenSaleme RecruitText = CONTROLBAR:EvilmenSalemeRecruit ReviveText = CONTROLBAR:EvilmenSalemeRevive Hotkey = CONTROLBAR:EvilmenSalemeHotkey CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CrushRevengeWeapon = BasicInfantryCrushRevenge CommandSet = EvilmenSalemeCommandSet ;;;EvilmenSalemeAlternateCommandSet
; *** AUDIO Parameters ***;
VoiceAttack = SalemeVoiceAttack VoiceAttackAir = SalemeVoiceAttack VoiceAttackCharge = SalemeVoiceAttack VoiceAttackMachine = SalemeVoiceAttack VoiceAttackStructure = SalemeVoiceAttack VoiceCreated = SalemeVoiceRecruit VoiceFullyCreated = SalemeVoiceRecruit VoiceGuard = SalemeVoiceMove VoiceMove = SalemeVoiceMove VoiceMoveToCamp = SalemeVoiceMove VoiceMoveWhileAttacking = SalemeVoiceMove VoicePriority = 65 VoiceRetreatToCastle = SalemeVoiceMove VoiceSelect = SalemeVoiceSelect VoiceSelectBattle = SalemeVoiceSelect SoundImpact = ImpactHorse
UnitSpecificSounds VoiceEnterUnitElvenTransportShip = SalemeVoiceMove VoiceGarrison = SalemeVoiceMove VoiceInitiateCaptureBuilding = SalemeVoiceMove VoiceMoveToTrees = SalemeVoiceMove End
CrowdResponseKey = EvilMen1
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior MaxUpdateRangeCap = 800 AnimationSound = Sound:BodyFallGenericNoArmor Animation:EUARWEN_SKL.EUARWEN_LNDA Frames:5 AnimationSound = Sound:BodyFallGenericNoArmor Animation:EUARWEN_SKL.EUARWEN_DTHA Frames:33 End
#include "..\..\..\includes\StandardUnitEvaEvents.inc"
Behavior = LargeGroupAudioUpdate ModuleTag_LGAU Key = Humanoid_Male Man Man_Male Corsair End
ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_foo ModelCondition = Required:EMOTION_CELEBRATING Excluded:DYING ENGAGED Sound:EmotionCorsairVoxCheerLoop ;MOVING ATTACKING ModelCondition = Required:EMOTION_TAUNTING Excluded:DYING ENGAGED Sound:EmotionCorsairVoxTauntLoop ;MOVING ATTACKING ;ModelCondition = Required:EMOTION_POINTING Excluded:DYING ENGAGED Sound:EmotionCorsairVoxTauntLoop ModelCondition = Required:RAISING_FLAG Excluded:DYING ENGAGED Sound:EmotionCorsairVoxTauntLoop End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT KindOf = PRELOAD HERO SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE THROWN_OBJECT ATTACK_NEEDS_LINE_OF_SIGHT NOTIFY_OF_PREATTACK CAN_CLIMB_WALLS PathfindDiameter = 40.0 CamouflageDetectionMultiplier = CAMOUFLAGE_DETECTION_DISTANCE_MEDIUM
Body = DelayedDeathBody ModuleTag_DelayedDeathBody CheerRadius = EMOTION_CHEER_RADIUS MaxHealth = 2800 MaxHealthDamaged = 1400 MaxHealthReallyDamaged = 100 DelayedDeathTime = 60000 ; Amount of time spent still fighting after being killed DelayedDeathPrerequisiteUpgrade = Upgrade_SklavenseinesWillens PermanentlyKilledByFilter = NONE ;Who kills me permanently? DodgePercent = HERO_DODGE_PERCENT End
Behavior = LifetimeUpdate ModuleTag_LifeTime ; Used after 'death' to continue for a certain time before really dying. WaitForWakeUp = Yes End
Behavior = RespawnUpdate ModuleTag_RespawnUpdate ; DeathAnim = STUNNED ;Model condition to play when killed-to-respawn ;DeathFX = FX_ArwenDieToRespawn ;FXList to play when killed-to-respawn DeathAnim = DYING ;Model condition to play when killed-to-respawn DeathAnimationTime = 6500 ;How long DeathAnim will take. ;InitialSpawnFX = FX_ArwenInitialSpawn RespawnAnim = LEVELED ;Animation to play when respawning. ;RespawnFX = FX_ArwenRespawn ;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 = HISaleme ;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:2200 Time:60000 Health:100% ;DEFAULT VALUES End
Behavior = AIUpdateInterface ModuleTag_03 AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS MoodAttackCheckRate = 500 AttackPriority = AttackPriority_Infantry CanAttackWhileContained = Yes End
Behavior = StancesBehavior ModuleTag_StancesBehavior StanceTemplate = Hero End
AddModule Behavior = GrantUpgradeCreate Upgrade_GandalfWhiteUpgradeActive UpgradeToGrant = hero_debut_jolie End End
AddModule Behavior = SubObjectsUpgrade Evilmen_visible_begin_equipement TriggeredBy = hero_debut_jolie
;ShowSubObjects = *****
HideSubObjects =HAIR_00;// cheveux HideSubObjects = HLMT_01;// casque théoden HideSubObjects = HLMT_02;// casque gondor ailes de cygne incrustées HideSubObjects = HLMT_05;// casque acier et plume d'or 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_04;// épaulières d'acier avec crète HideSubObjects = SLDR_05;// épaulières d'or
HideSubObjects = GNLT_01;// gantelets bronze HideSubObjects = GNLT_02;// gantelets acier ecailles HideSubObjects = GNLT_04;// gantelet argent gondor HideSubObjects = GNLT_05;// gantelet rouge et or HideSubObjects = GNLT_00;// gantelet acier simple
HideSubObjects = WestronSword ;// épée longue classique HideSubObjects = AXE_01;// hache HideSubObjects = SWRD_05;// épée longue HideSubObjects = Belthronding;// épée longue HideSubObjects = Gurthang;// épée longue lame de bronze HideSubObjects = TrollBane;// épée large HideSubObjects = FireBrand;// épée de feu HideSubObjects = FireBrand_FX01;// avec son effet
HideSubObjects = Shld_01;// bouclier rohan bronze HideSubObjects = Shld_02;// grand bouclier gondor arbre blanc acier HideSubObjects = Shld_03;// bouclier rond HideSubObjects = Shld_04;// grand bouclier gondor arbre blanc bois
HideSubObjects = BOOT_01;// jambières bronze HideSubObjects = BOOT_02;// jambières acier ecailles HideSubObjects = BOOT_04;// jambières acier ecailles ( les memes qu'au dessus ) HideSubObjects = BOOT_05;// jambieres acier simple HideSubObjects = BOOT_00;// jambieres acier avec genouillères
UpgradeTexture = CHCM_FN.tga 0 CHCM_FN_08.tga UpgradeTexture = CHCM_FN_01.tga 0 CHCM_FN_08.tga UpgradeTexture = CHCM_FN_02.tga 0 CHCM_FN_08.tga UpgradeTexture = CHCM_FN_03.tga 0 CHCM_FN_08.tga UpgradeTexture = CHCM_FN_04.tga 0 CHCM_FN_08.tga UpgradeTexture = CHCM_FN_07.tga 0 CHCM_FN_08.tga RecolorHouse = Yes HideSubObjectsOnRemove = Yes FadeTimeInSeconds = 0.0 End End
;------------------------------------------------------------ ; Giftklingen der Hasharin ;------------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_BreathEnabler SpecialPowerTemplate = SpecialAbilityHasharinGiftklingen TriggeredBy = Upgrade_Level_7 End
Behavior = SpecialPowerModule ModuleTag_BreathStarter SpecialPowerTemplate = SpecialAbilityHasharinGiftklingen UpdateModuleStartsAttack = Yes StartsPaused = Yes End
Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_BreathUpdate SpecialPowerTemplate = SpecialAbilityHasharinGiftklingen UnpackTime = 400; 1300 ; Drawing the horn PackTime = 3700 ; Putting horn away AwardXPForTriggering = 0 StartAbilityRange = 40.0 SpecialWeapon = HasharinGiftklingen WhichSpecialWeapon = 1 End
;------------------------------------------------------ ; Giftfalle auslegen ;------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_OCLGiftfalleEnabler SpecialPowerTemplate = SpecialAbilitySalemeGiftfalleauslegen TriggeredBy = Upgrade_Level_3 ObeyRechageOnTrigger = Yes End
Behavior = OCLSpecialPower ModuleTag_OCLSpawnGiftfalle SpecialPowerTemplate = SpecialAbilitySalemeGiftfalleauslegen OCL = OCL_Giftfalleauslegen CreateLocation = CREATE_AT_LOCATION StartsPaused = Yes End
Behavior = SpecialAbilityUpdate ModuleTag_OCLSpawnGiftfalleUpdate SpecialPowerTemplate = SpecialAbilitySalemeGiftfalleauslegen UnpackTime = 1 PreparationTime = 3 PackTime = 2096 AwardXPForTriggering = 0 FreezeAfterTriggerDuration = 0 End
;----------------------------------------------------- ; Salemes Hasharin ;-----------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_HasharinEnabler SpecialPowerTemplate = SpecialAbilitySalemeSpawnHasharin TriggeredBy = Upgrade_Level_10 End
Behavior = OCLSpecialPower ModuleTag_OCLSpecialPowerHasharin SpecialPowerTemplate = SpecialAbilitySalemeSpawnHasharin OCL = OCL_SpawnEvilmenHasharinNew TriggerFX = FX_SalemeWüstensand CreateLocation = CREATE_AT_LOCATION StartsPaused = Yes End
;----------------------------------------------------- ; Unbemerkt wandern ;-----------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_ElfCloakEnabler SpecialPowerTemplate = SpecialAbilityElfCloak TriggeredBy = Upgrade_Level_1 End Behavior = SpecialPowerModule ModuleTag_ElfCloakStarter SpecialPowerTemplate = SpecialAbilityElfCloak UpdateModuleStartsAttack = Yes StartsPaused = Yes End
Behavior = ToggleHiddenSpecialAbilityUpdate ModuleTag_ElfCloakUpdate SpecialPowerTemplate = SpecialAbilityElfCloak End Behavior = SpecialPowerModule ModuleTag_WildWalkFakeButtonDown SpecialPowerTemplate = SpecialAbilityFakeLeadership UpdateModuleStartsAttack = No StartsPaused = No End
;// non-innate InvisibilityUpdate for Elven Cloak. For this to work with the ToggleHiddenSpecialAbilityUpdate this ;// must be the first InvisibilityUpdate in the object. Behavior = InvisibilityUpdate ModuleTag_ElvenCloak 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 End
;// Innate camo Behavior = InvisibilityUpdate ModuleTag_Camouflage InvisibilityNugget InvisibilityType = CAMOUFLAGE ForbiddenConditions = TAKING_DAMAGE FIRING_ANY USING_ABILITY DetectionRange = CAMOUFLAGE_RADIUS Options = ALLOW_NEAR_TREES End UnitSpecificSoundNameToUseAsVoiceMoveToStealthyArea = VoiceMoveToTrees UnitSpecificSoundNameToUseAsVoiceEnterStateMoveToStealthyArea = VoiceEnterStateMoveToTrees StartsActive = Yes UpdatePeriod = 2000 End
LocomotorSet Locomotor = HeroHumanLocomotor Condition = SET_NORMAL Speed = NORMAL_EVIL_HERO_SPEED End
LocomotorSet Locomotor = BurningDeathLocomotorInfantry Condition = SET_BURNINGDEATH Speed = BURNINGDEATH_WANDERSPEED_INFANTRY End
Behavior = PhysicsBehavior ModuleTag_04 GravityMult = 1.0 ShockStunnedTimeLow = 1400 ;msec ShockStunnedTimeHigh = 2400 ;msec ShockStandingTime = 666 ;msec End
Behavior = SquishCollide ModuleTag_06 ;nothing End Behavior = HordeMemberCollide ModuleTag_HMC ;nothing End ; Behavior = HitReactionBehavior HitReactionBehaviorModuleTag ; HitReactionLifeTimer1 = 2500 ; level 1 (light damage) hit reaction animations in ms ; HitReactionLifeTimer2 = 2500 ; level 2 (medium damage) hit reaction animations in ms ; HitReactionLifeTimer3 = 2500 ; level 3 (heavy damage) hit reaction animations in ms
; HitReactionThreshold1 = 5.0 ; level 1 (light damage) threshold trigger ; HitReactionThreshold2 = 25.0 ; level 2 (medium damage) threshold trigger ; HitReactionThreshold3 = 50.0 ; level 3 (heavy damage) threshold trigger ; FastHitsResetReaction = Yes If set -- when hits occur faster than the reaction animations, it will reset the animation. (like getting riddled with machine gun bullets) ; End
Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL -KNOCKBACK SinkDelay = 3000 SinkRate = 0.60 ; in Dist/Sec DestructionDelay = 10000 Sound = INITIAL SalemeVoiceDie End Behavior = SlowDeathBehavior ModuleTag_07 ; Same as normal death, but no sound (sound already played by SoundImpact = ... ) DeathTypes = NONE +KNOCKBACK SinkDelay = 3000 SinkRate = 0.60 ; in Dist/Sec DestructionDelay = 10000 End
Behavior = BezierProjectileBehavior ModuleTag_08 ; Module starts asleep, and wakes up when thrown. ; To tweak a Bezier path FirstHeight = 24 ; Height of Bezier control points above highest intervening terrain SecondHeight = 24 FirstPercentIndent = 30% ; Percentage of shot distance control points are placed SecondPercentIndent = 70% TumbleRandomly = Yes
CrushStyle = Yes ; I don't detonate, I just hit DieOnImpact = Yes BounceCount = 1 ; When I hit the ground, I'll arc again BounceDistance = 40 ; this far BounceFirstHeight = 24 ; Height of Bezier control points above highest intervening terrain BounceSecondHeight = 24 BounceFirstPercentIndent = 20% ; Percentage of shot distance control points are placed BounceSecondPercentIndent = 80%
GroundHitFX = FX_ThrownRockGroundHit GroundBounceFX = FX_ThrownRockBounceHit End
Behavior = AutoHealBehavior ModuleTag_EowynHealing StartsActive = Yes HealingAmount = HERO_HEAL_AMOUNT HealingDelay = 1000 StartHealingDelay = HERO_HEAL_DELAY HealOnlyIfNotInCombat = Yes End
#include "..\..\..\includes\CaptureBuilding.inc"
Behavior = AISpecialPowerUpdate GondorFighterHordeCaptureBuildingAI CommandButtonName = Command_CaptureBuilding SpecialPowerAIType = AI_SPECIAL_POWER_CAPTURE_BUILDING End
Behavior = AISpecialPowerUpdate RoyalGuardAI CommandButtonName = Command_SpecialAbilitySalemeGiftfalleauslegen SpecialPowerAIType = AI_SPECIAL_POWER_TARGETAOE_SUMMON SpecialPowerRadius = 30.0 End
Behavior = AISpecialPowerUpdate StubbornPrideAI CommandButtonName = Command_SpecialAbilitySalemeSchattenPassive SpecialPowerAIType = AI_SPECIAL_POWER_BASIC_SELF_BUFF End
Behavior = AISpecialPowerUpdate BackstabAI CommandButtonName = Command_SpecialAbilityGiftklingenSaleme SpecialPowerAIType = AI_SPECIAL_POWER_ENEMY_TYPE_KILLER End
Behavior = AISpecialPowerUpdate SpecialPowerAragornOathBreakers CommandButtonName = Command_SpecialAbilitySalemeSpawnHasharin SpecialPowerAIType = AI_SPECIAL_POWER_TARGETAOE_SUMMON SpecialPowerRadius = 30.0 End
Geometry = CYLINDER GeometryMajorRadius = 8.0 GeometryMinorRadius = 8.0 GeometryHeight = 19.2 GeometryIsSmall = No
Shadow = SHADOW_DECAL ShadowSizeX = 19; ShadowSizeY = 19; ShadowTexture = ShadowI; End
Voila mes problémes Merci | |
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cdd59554 Admin
Nombre de messages : 7235 Age : 31 Location : J'aime les abricots Add-On : Oui Date d'inscription : 16/01/2008
| Sujet: Re: Pb Héros Crée (CreateaHero) Ven 5 Aoû - 18:26 | |
| tu peux peut etre deja virer les animations mounted car ton héro n'est pas a cheval, on y vera un peu plus clair a mon avis | |
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gandalf77 Moddeur confirmé
Nombre de messages : 202 Add-On : Oui Date d'inscription : 09/08/2009
| Sujet: Re: Pb Héros Crée (CreateaHero) Sam 6 Aoû - 16:32 | |
| 3 - Cdd je t'envoie le code modifié de mon heros "CorruptedManHero2" sans les animations " mounted" et " unmounted".. Si tu peux m'aider stp car il y'a toujours le même problème - Code:
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Object CorruptedManHero2 ; *** ART Parameters ***
SelectPortrait = CPHaradrim ButtonImage = HICAHHaradrim
Draw = W3DHordeModelDraw ModuleTag_01 OkToChangeModelColor = Yes StaticModelLODMode = Yes ;;================ MODELS ================================================================= DefaultModelConditionState Model = CHCM_FN_C_SKN Skeleton = CHCM_CM_C_SKL ModelAnimationPrefix = CHCM_CM ;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 //--------------------- 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
End
#include "..\..\..\includes\StunDrawModuleSmall.inc"
; ***DESIGN parameters ***
Side = Mordor EditorSorting = UNIT ThreatLevel = GOTHMOG_THREAT_LEVEL ThingClass = CHARACTER_UNIT CommandPoints = 20 BuildCost = 2200 BuildTime = 30 BountyValue = MORDOR_CORSAIR_BOUNTY_VALUE EmotionRange = 240 ; Make sure this value is greater than the fear distribution range. TransportSlotCount = TRANSPORTSLOTCOUNT_HERO MaxSimultaneousOfType = 1 ;ShockwaveResistance = SHOCKWAVE_RESISTANCE_STRONG DisplayMeleeDamage = 250
WeaponSet Conditions = None Weapon = PRIMARY SalemeSword AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI End
;;; ARMOUR SETS ;;; ArmorSet Conditions = None Armor = EdainWarriorHeroArmor DamageFX = NormalDamageFX End VisionRange = VISION_STANDARD_HORSE ShroudClearingRange = SHROUD_CLEAR_HERO MaxVisionBonusPercent = 300% VisionBonusTestRadius = 200 VisionBonusPercentPerFoot = 1.0%
DisplayName = OBJECT:EvilmenSaleme RecruitText = CONTROLBAR:EvilmenSalemeRecruit ReviveText = CONTROLBAR:EvilmenSalemeRevive Hotkey = CONTROLBAR:EvilmenSalemeHotkey CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CrushRevengeWeapon = BasicInfantryCrushRevenge CommandSet = EvilmenSalemeCommandSet ;;;EvilmenSalemeAlternateCommandSet
; *** AUDIO Parameters ***;
VoiceAttack = SalemeVoiceAttack VoiceAttackAir = SalemeVoiceAttack VoiceAttackCharge = SalemeVoiceAttack VoiceAttackMachine = SalemeVoiceAttack VoiceAttackStructure = SalemeVoiceAttack VoiceCreated = SalemeVoiceRecruit VoiceFullyCreated = SalemeVoiceRecruit VoiceGuard = SalemeVoiceMove VoiceMove = SalemeVoiceMove VoiceMoveToCamp = SalemeVoiceMove VoiceMoveWhileAttacking = SalemeVoiceMove VoicePriority = 65 VoiceRetreatToCastle = SalemeVoiceMove VoiceSelect = SalemeVoiceSelect VoiceSelectBattle = SalemeVoiceSelect SoundImpact = ImpactHorse
UnitSpecificSounds VoiceEnterUnitElvenTransportShip = SalemeVoiceMove VoiceGarrison = SalemeVoiceMove VoiceInitiateCaptureBuilding = SalemeVoiceMove VoiceMoveToTrees = SalemeVoiceMove End
CrowdResponseKey = EvilMen1
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior MaxUpdateRangeCap = 800 AnimationSound = Sound:BodyFallGenericNoArmor Animation:EUARWEN_SKL.EUARWEN_LNDA Frames:5 AnimationSound = Sound:BodyFallGenericNoArmor Animation:EUARWEN_SKL.EUARWEN_DTHA Frames:33 End
#include "..\..\..\includes\StandardUnitEvaEvents.inc"
Behavior = LargeGroupAudioUpdate ModuleTag_LGAU Key = Humanoid_Male Man Man_Male Corsair End
ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_foo ModelCondition = Required:EMOTION_CELEBRATING Excluded:DYING ENGAGED Sound:EmotionCorsairVoxCheerLoop ;MOVING ATTACKING ModelCondition = Required:EMOTION_TAUNTING Excluded:DYING ENGAGED Sound:EmotionCorsairVoxTauntLoop ;MOVING ATTACKING ;ModelCondition = Required:EMOTION_POINTING Excluded:DYING ENGAGED Sound:EmotionCorsairVoxTauntLoop ModelCondition = Required:RAISING_FLAG Excluded:DYING ENGAGED Sound:EmotionCorsairVoxTauntLoop End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT KindOf = PRELOAD HERO SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE THROWN_OBJECT ATTACK_NEEDS_LINE_OF_SIGHT NOTIFY_OF_PREATTACK CAN_CLIMB_WALLS PathfindDiameter = 40.0 CamouflageDetectionMultiplier = CAMOUFLAGE_DETECTION_DISTANCE_MEDIUM
Body = DelayedDeathBody ModuleTag_DelayedDeathBody CheerRadius = EMOTION_CHEER_RADIUS MaxHealth = 2800 MaxHealthDamaged = 1400 MaxHealthReallyDamaged = 100 DelayedDeathTime = 60000 ; Amount of time spent still fighting after being killed DelayedDeathPrerequisiteUpgrade = Upgrade_SklavenseinesWillens PermanentlyKilledByFilter = NONE ;Who kills me permanently? DodgePercent = HERO_DODGE_PERCENT End
Behavior = LifetimeUpdate ModuleTag_LifeTime ; Used after 'death' to continue for a certain time before really dying. WaitForWakeUp = Yes End
Behavior = RespawnUpdate ModuleTag_RespawnUpdate ; DeathAnim = STUNNED ;Model condition to play when killed-to-respawn ;DeathFX = FX_ArwenDieToRespawn ;FXList to play when killed-to-respawn DeathAnim = DYING ;Model condition to play when killed-to-respawn DeathAnimationTime = 6500 ;How long DeathAnim will take. ;InitialSpawnFX = FX_ArwenInitialSpawn RespawnAnim = LEVELED ;Animation to play when respawning. ;RespawnFX = FX_ArwenRespawn ;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 = HISaleme ;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:2200 Time:60000 Health:100% ;DEFAULT VALUES End
Behavior = AIUpdateInterface ModuleTag_03 AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS MoodAttackCheckRate = 500 AttackPriority = AttackPriority_Infantry CanAttackWhileContained = Yes End
Behavior = StancesBehavior ModuleTag_StancesBehavior StanceTemplate = Hero End
AddModule Behavior = GrantUpgradeCreate Upgrade_GandalfWhiteUpgradeActive UpgradeToGrant = hero_debut_jolie End End
AddModule Behavior = SubObjectsUpgrade Evilmen_visible_begin_equipement TriggeredBy = hero_debut_jolie
;ShowSubObjects = *****
HideSubObjects = SLDR_01;// épaulières avec la petite a gauche et la grosse a droite HideSubObjects = SLDR_02;// épaulières marron or ;HideSubObjects = SLDR_03;// épaulières bleu argenté HideSubObjects = SLDR_06;// épaulières plaque cote de mail (gimli)
HideSubObjects = BOOT_01;// jambières petit caré gris avec motif dessus )X( HideSubObjects = BOOT_02;// jambières marron or ;HideSubObjects = BOOT_03;// jambières bleu argenté HideSubObjects = BOOT_04;// jambières marron(cuir)
HideSubObjects = GNLT_01;// gantelets petit caré gris avec motif dessus )X( HideSubObjects = GNLT_02;// gantelets marron or ;HideSubObjects = GNLT_03;// gantelet bleu argenté HideSubObjects = GNLT_04;// gantelet marron(cuir)
HideSubObjects = HMR_01;// gros marteaux de pierre HideSubObjects = HMR_02;// gros marteaux de pierre HideSubObjects = CorruptedManSpear HideSubObjects = CMSword01 HideSubObjects = CMSword02 ;HideSubObjects = CHW21 ;HideSubObjects = CHW22 ;HideSubObjects = CHW23 ;HideSubObjects = CHW24 ;HideSubObjects = CHW25 ;HideSubObjects = CHW26 ;HideSubObjects = CHW35 HideSubObjects = CM_Club HideSubObjects = CM_Hammer HideSubObjects = CM_Sword03 HideSubObjects = CM_Sword04 HideSubObjects = CM_Sword01 HideSubObjects = CM_Sword02 HideSubObjects = MithlondBow HideSubObjects = BOW_03 HideSubObjects = BOW_04 HideSubObjects = BOW_05
HideSubObjects = AXE_01;// hache de gimli (2 lames) HideSubObjects = AXE_02;// petite hache grise HideSubObjects = AXE_03;// hache de gimli (fine une seul lame)
;HideSubObjects = HLMT_01;// heaume gris HideSubObjects = HLMT_02;// heaume marron or ;HideSubObjects = HLMT_03;// casque bleu argenté HideSubObjects = HLMT_04;// casque gros et noir (un peu d'argent) style dark vador derrrière (lol) HideSubObjects = HLMT_05;// casque noir avec crète blanche dessus ;HideSubObjects = HLMT_06;// casque de viking avec 2 pointes HideSubObjects = HLMT_07 HideSubObjects = HLMT_08 HideSubObjects = HLMT_09
HideSubObjects = WestronSword;// épée longue classique HideSubObjects = SWRD_05;// épée longue HideSubObjects = Belthronding;// épée longue HideSubObjects = Gurthang;// épée longue lame de bronze HideSubObjects = TrollBane;// épée large
HideSubObjects = CHEST_01 HideSubObjects = CHEST_02 HideSubObjects = CHEST_03
UpgradeTexture = CHCM_FN.tga 0 CHCM_FN_08.tga UpgradeTexture = CHCM_FN_01.tga 0 CHCM_FN_08.tga UpgradeTexture = CHCM_FN_02.tga 0 CHCM_FN_08.tga UpgradeTexture = CHCM_FN_03.tga 0 CHCM_FN_08.tga UpgradeTexture = CHCM_FN_04.tga 0 CHCM_FN_08.tga UpgradeTexture = CHCM_FN_07.tga 0 CHCM_FN_08.tga RecolorHouse = Yes HideSubObjectsOnRemove = Yes FadeTimeInSeconds = 0.0 End End
;------------------------------------------------------------ ; Giftklingen der Hasharin ;------------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_BreathEnabler SpecialPowerTemplate = SpecialAbilityHasharinGiftklingen TriggeredBy = Upgrade_Level_7 End
Behavior = SpecialPowerModule ModuleTag_BreathStarter SpecialPowerTemplate = SpecialAbilityHasharinGiftklingen UpdateModuleStartsAttack = Yes StartsPaused = Yes End
Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_BreathUpdate SpecialPowerTemplate = SpecialAbilityHasharinGiftklingen UnpackTime = 400; 1300 ; Drawing the horn PackTime = 3700 ; Putting horn away AwardXPForTriggering = 0 StartAbilityRange = 40.0 SpecialWeapon = HasharinGiftklingen WhichSpecialWeapon = 1 End
;------------------------------------------------------ ; Giftfalle auslegen ;------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_OCLGiftfalleEnabler SpecialPowerTemplate = SpecialAbilitySalemeGiftfalleauslegen TriggeredBy = Upgrade_Level_3 ObeyRechageOnTrigger = Yes End
Behavior = OCLSpecialPower ModuleTag_OCLSpawnGiftfalle SpecialPowerTemplate = SpecialAbilitySalemeGiftfalleauslegen OCL = OCL_Giftfalleauslegen CreateLocation = CREATE_AT_LOCATION StartsPaused = Yes End
Behavior = SpecialAbilityUpdate ModuleTag_OCLSpawnGiftfalleUpdate SpecialPowerTemplate = SpecialAbilitySalemeGiftfalleauslegen UnpackTime = 1 PreparationTime = 3 PackTime = 2096 AwardXPForTriggering = 0 FreezeAfterTriggerDuration = 0 End
;----------------------------------------------------- ; Salemes Hasharin ;-----------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_HasharinEnabler SpecialPowerTemplate = SpecialAbilitySalemeSpawnHasharin TriggeredBy = Upgrade_Level_10 End
Behavior = OCLSpecialPower ModuleTag_OCLSpecialPowerHasharin SpecialPowerTemplate = SpecialAbilitySalemeSpawnHasharin OCL = OCL_SpawnEvilmenHasharinNew TriggerFX = FX_SalemeWüstensand CreateLocation = CREATE_AT_LOCATION StartsPaused = Yes End
;----------------------------------------------------- ; Unbemerkt wandern ;-----------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_ElfCloakEnabler SpecialPowerTemplate = SpecialAbilityElfCloak TriggeredBy = Upgrade_Level_1 End Behavior = SpecialPowerModule ModuleTag_ElfCloakStarter SpecialPowerTemplate = SpecialAbilityElfCloak UpdateModuleStartsAttack = Yes StartsPaused = Yes End
Behavior = ToggleHiddenSpecialAbilityUpdate ModuleTag_ElfCloakUpdate SpecialPowerTemplate = SpecialAbilityElfCloak End Behavior = SpecialPowerModule ModuleTag_WildWalkFakeButtonDown SpecialPowerTemplate = SpecialAbilityFakeLeadership UpdateModuleStartsAttack = No StartsPaused = No End
;// non-innate InvisibilityUpdate for Elven Cloak. For this to work with the ToggleHiddenSpecialAbilityUpdate this ;// must be the first InvisibilityUpdate in the object. Behavior = InvisibilityUpdate ModuleTag_ElvenCloak 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 End
;// Innate camo Behavior = InvisibilityUpdate ModuleTag_Camouflage InvisibilityNugget InvisibilityType = CAMOUFLAGE ForbiddenConditions = TAKING_DAMAGE FIRING_ANY USING_ABILITY DetectionRange = CAMOUFLAGE_RADIUS Options = ALLOW_NEAR_TREES End UnitSpecificSoundNameToUseAsVoiceMoveToStealthyArea = VoiceMoveToTrees UnitSpecificSoundNameToUseAsVoiceEnterStateMoveToStealthyArea = VoiceEnterStateMoveToTrees StartsActive = Yes UpdatePeriod = 2000 End
LocomotorSet Locomotor = HeroHumanLocomotor Condition = SET_NORMAL Speed = NORMAL_EVIL_HERO_SPEED End
LocomotorSet Locomotor = BurningDeathLocomotorInfantry Condition = SET_BURNINGDEATH Speed = BURNINGDEATH_WANDERSPEED_INFANTRY End
Behavior = PhysicsBehavior ModuleTag_04 GravityMult = 1.0 ShockStunnedTimeLow = 1400 ;msec ShockStunnedTimeHigh = 2400 ;msec ShockStandingTime = 666 ;msec End
Behavior = SquishCollide ModuleTag_06 ;nothing End Behavior = HordeMemberCollide ModuleTag_HMC ;nothing End ; Behavior = HitReactionBehavior HitReactionBehaviorModuleTag ; HitReactionLifeTimer1 = 2500 ; level 1 (light damage) hit reaction animations in ms ; HitReactionLifeTimer2 = 2500 ; level 2 (medium damage) hit reaction animations in ms ; HitReactionLifeTimer3 = 2500 ; level 3 (heavy damage) hit reaction animations in ms
; HitReactionThreshold1 = 5.0 ; level 1 (light damage) threshold trigger ; HitReactionThreshold2 = 25.0 ; level 2 (medium damage) threshold trigger ; HitReactionThreshold3 = 50.0 ; level 3 (heavy damage) threshold trigger ; FastHitsResetReaction = Yes If set -- when hits occur faster than the reaction animations, it will reset the animation. (like getting riddled with machine gun bullets) ; End
Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL -KNOCKBACK SinkDelay = 3000 SinkRate = 0.60 ; in Dist/Sec DestructionDelay = 10000 Sound = INITIAL SalemeVoiceDie End Behavior = SlowDeathBehavior ModuleTag_07 ; Same as normal death, but no sound (sound already played by SoundImpact = ... ) DeathTypes = NONE +KNOCKBACK SinkDelay = 3000 SinkRate = 0.60 ; in Dist/Sec DestructionDelay = 10000 End
Behavior = BezierProjectileBehavior ModuleTag_08 ; Module starts asleep, and wakes up when thrown. ; To tweak a Bezier path FirstHeight = 24 ; Height of Bezier control points above highest intervening terrain SecondHeight = 24 FirstPercentIndent = 30% ; Percentage of shot distance control points are placed SecondPercentIndent = 70% TumbleRandomly = Yes
CrushStyle = Yes ; I don't detonate, I just hit DieOnImpact = Yes BounceCount = 1 ; When I hit the ground, I'll arc again BounceDistance = 40 ; this far BounceFirstHeight = 24 ; Height of Bezier control points above highest intervening terrain BounceSecondHeight = 24 BounceFirstPercentIndent = 20% ; Percentage of shot distance control points are placed BounceSecondPercentIndent = 80%
GroundHitFX = FX_ThrownRockGroundHit GroundBounceFX = FX_ThrownRockBounceHit End
Behavior = AutoHealBehavior ModuleTag_EowynHealing StartsActive = Yes HealingAmount = HERO_HEAL_AMOUNT HealingDelay = 1000 StartHealingDelay = HERO_HEAL_DELAY HealOnlyIfNotInCombat = Yes End
#include "..\..\..\includes\CaptureBuilding.inc"
Behavior = AISpecialPowerUpdate GondorFighterHordeCaptureBuildingAI CommandButtonName = Command_CaptureBuilding SpecialPowerAIType = AI_SPECIAL_POWER_CAPTURE_BUILDING End
Behavior = AISpecialPowerUpdate RoyalGuardAI CommandButtonName = Command_SpecialAbilitySalemeGiftfalleauslegen SpecialPowerAIType = AI_SPECIAL_POWER_TARGETAOE_SUMMON SpecialPowerRadius = 30.0 End
Behavior = AISpecialPowerUpdate StubbornPrideAI CommandButtonName = Command_SpecialAbilitySalemeSchattenPassive SpecialPowerAIType = AI_SPECIAL_POWER_BASIC_SELF_BUFF End
Behavior = AISpecialPowerUpdate BackstabAI CommandButtonName = Command_SpecialAbilityGiftklingenSaleme SpecialPowerAIType = AI_SPECIAL_POWER_ENEMY_TYPE_KILLER End
Behavior = AISpecialPowerUpdate SpecialPowerAragornOathBreakers CommandButtonName = Command_SpecialAbilitySalemeSpawnHasharin SpecialPowerAIType = AI_SPECIAL_POWER_TARGETAOE_SUMMON SpecialPowerRadius = 30.0 End
Geometry = CYLINDER GeometryMajorRadius = 8.0 GeometryMinorRadius = 8.0 GeometryHeight = 19.2 GeometryIsSmall = No
Shadow = SHADOW_DECAL ShadowSizeX = 19; ShadowSizeY = 19; ShadowTexture = ShadowI; End Ps: Dsl j'avais posté sur un autre sujet | |
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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: Pb Héros Crée (CreateaHero) Sam 6 Aoû - 16:37 | |
| Mais normalement dans le module draw tu as juste a mettre le bon defaultmodel puis inclure (avec #include) le fichier des animations des héros créés | |
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gandalf77 Moddeur confirmé
Nombre de messages : 202 Add-On : Oui Date d'inscription : 09/08/2009
| Sujet: Re: Pb Héros Crée (CreateaHero) Sam 6 Aoû - 16:40 | |
| Euh c'est à dire? J'ai pas compris (ModuleDraw?) donc quel est le pb? qu'est ce je dois faire ou changer? Dsl | |
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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: Pb Héros Crée (CreateaHero) Sam 6 Aoû - 17:00 | |
| J'ai pas bfme2 pour tester en fait, mais le module draw devrais ressembler a ca en gros : - Code:
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Draw = W3DHordeModelDraw ModuleTag_01 OkToChangeModelColor = Yes StaticModelLODMode = Yes DefaultModelConditionState Model = CHCM_FN_C_SKN Skeleton = CHCM_CM_C_SKL ModelAnimationPrefix = CHCM_CM ;WeaponLaunchBone = PRIMARY ARROW End
#include "CreateAHeroAnims.inc"
End | |
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gandalf77 Moddeur confirmé
Nombre de messages : 202 Add-On : Oui Date d'inscription : 09/08/2009
| Sujet: Re: Pb Héros Crée (CreateaHero) Sam 6 Aoû - 17:02 | |
| Ah oki ben j'essaie avec ça et je te dis (merci) | |
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gandalf77 Moddeur confirmé
Nombre de messages : 202 Add-On : Oui Date d'inscription : 09/08/2009
| Sujet: Re: Pb Héros Crée (CreateaHero) Sam 6 Aoû - 17:37 | |
| Bon donc j'ai modifié et rajouté ce que tu m'as dis mais ça me mets un "gamecrash" (c'est bien comme ça que on dit inh ) https://2img.net/r/ihimg/photo/my-images/825/sansrezo.jpg/ Et voila le code que j'ai mis pourtant : - Code:
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Object CorruptedManHero2 ; *** ART Parameters ***
SelectPortrait = CPHaradrim ButtonImage = HICAHHaradrim
Draw = W3DHordeModelDraw ModuleTag_01 OkToChangeModelColor = Yes StaticModelLODMode = Yes DefaultModelConditionState Model = CHCM_FN_C_SKN Skeleton = CHCM_CM_C_SKL ModelAnimationPrefix = CHCM_CM ;WeaponLaunchBone = PRIMARY ARROW End
#include "CreateAHeroAnims.inc"
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 //--------------------- 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
End
#include "..\..\..\includes\StunDrawModuleSmall.inc"
; ***DESIGN parameters ***
Side = Mordor EditorSorting = UNIT ThreatLevel = GOTHMOG_THREAT_LEVEL ThingClass = CHARACTER_UNIT CommandPoints = 20 BuildCost = 2200 BuildTime = 30 BountyValue = MORDOR_CORSAIR_BOUNTY_VALUE EmotionRange = 240 ; Make sure this value is greater than the fear distribution range. TransportSlotCount = TRANSPORTSLOTCOUNT_HERO MaxSimultaneousOfType = 1 ;ShockwaveResistance = SHOCKWAVE_RESISTANCE_STRONG DisplayMeleeDamage = 250
WeaponSet Conditions = None Weapon = PRIMARY SalemeSword AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI End
;;; ARMOUR SETS ;;; ArmorSet Conditions = None Armor = EdainWarriorHeroArmor DamageFX = NormalDamageFX End VisionRange = VISION_STANDARD_HORSE ShroudClearingRange = SHROUD_CLEAR_HERO MaxVisionBonusPercent = 300% VisionBonusTestRadius = 200 VisionBonusPercentPerFoot = 1.0%
DisplayName = OBJECT:EvilmenSaleme RecruitText = CONTROLBAR:EvilmenSalemeRecruit ReviveText = CONTROLBAR:EvilmenSalemeRevive Hotkey = CONTROLBAR:EvilmenSalemeHotkey CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CrushRevengeWeapon = BasicInfantryCrushRevenge CommandSet = EvilmenSalemeCommandSet ;;;EvilmenSalemeAlternateCommandSet
; *** AUDIO Parameters ***;
VoiceAttack = SalemeVoiceAttack VoiceAttackAir = SalemeVoiceAttack VoiceAttackCharge = SalemeVoiceAttack VoiceAttackMachine = SalemeVoiceAttack VoiceAttackStructure = SalemeVoiceAttack VoiceCreated = SalemeVoiceRecruit VoiceFullyCreated = SalemeVoiceRecruit VoiceGuard = SalemeVoiceMove VoiceMove = SalemeVoiceMove VoiceMoveToCamp = SalemeVoiceMove VoiceMoveWhileAttacking = SalemeVoiceMove VoicePriority = 65 VoiceRetreatToCastle = SalemeVoiceMove VoiceSelect = SalemeVoiceSelect VoiceSelectBattle = SalemeVoiceSelect SoundImpact = ImpactHorse
UnitSpecificSounds VoiceEnterUnitElvenTransportShip = SalemeVoiceMove VoiceGarrison = SalemeVoiceMove VoiceInitiateCaptureBuilding = SalemeVoiceMove VoiceMoveToTrees = SalemeVoiceMove End
CrowdResponseKey = EvilMen1
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior MaxUpdateRangeCap = 800 AnimationSound = Sound:BodyFallGenericNoArmor Animation:EUARWEN_SKL.EUARWEN_LNDA Frames:5 AnimationSound = Sound:BodyFallGenericNoArmor Animation:EUARWEN_SKL.EUARWEN_DTHA Frames:33 End
#include "..\..\..\includes\StandardUnitEvaEvents.inc"
Behavior = LargeGroupAudioUpdate ModuleTag_LGAU Key = Humanoid_Male Man Man_Male Corsair End
ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_foo ModelCondition = Required:EMOTION_CELEBRATING Excluded:DYING ENGAGED Sound:EmotionCorsairVoxCheerLoop ;MOVING ATTACKING ModelCondition = Required:EMOTION_TAUNTING Excluded:DYING ENGAGED Sound:EmotionCorsairVoxTauntLoop ;MOVING ATTACKING ;ModelCondition = Required:EMOTION_POINTING Excluded:DYING ENGAGED Sound:EmotionCorsairVoxTauntLoop ModelCondition = Required:RAISING_FLAG Excluded:DYING ENGAGED Sound:EmotionCorsairVoxTauntLoop End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT KindOf = PRELOAD HERO SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE THROWN_OBJECT ATTACK_NEEDS_LINE_OF_SIGHT NOTIFY_OF_PREATTACK CAN_CLIMB_WALLS PathfindDiameter = 40.0 CamouflageDetectionMultiplier = CAMOUFLAGE_DETECTION_DISTANCE_MEDIUM
Body = DelayedDeathBody ModuleTag_DelayedDeathBody CheerRadius = EMOTION_CHEER_RADIUS MaxHealth = 2800 MaxHealthDamaged = 1400 MaxHealthReallyDamaged = 100 DelayedDeathTime = 60000 ; Amount of time spent still fighting after being killed DelayedDeathPrerequisiteUpgrade = Upgrade_SklavenseinesWillens PermanentlyKilledByFilter = NONE ;Who kills me permanently? DodgePercent = HERO_DODGE_PERCENT End
Behavior = LifetimeUpdate ModuleTag_LifeTime ; Used after 'death' to continue for a certain time before really dying. WaitForWakeUp = Yes End
Behavior = RespawnUpdate ModuleTag_RespawnUpdate ; DeathAnim = STUNNED ;Model condition to play when killed-to-respawn ;DeathFX = FX_ArwenDieToRespawn ;FXList to play when killed-to-respawn DeathAnim = DYING ;Model condition to play when killed-to-respawn DeathAnimationTime = 6500 ;How long DeathAnim will take. ;InitialSpawnFX = FX_ArwenInitialSpawn RespawnAnim = LEVELED ;Animation to play when respawning. ;RespawnFX = FX_ArwenRespawn ;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 = HISaleme ;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:2200 Time:60000 Health:100% ;DEFAULT VALUES End
Behavior = AIUpdateInterface ModuleTag_03 AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS MoodAttackCheckRate = 500 AttackPriority = AttackPriority_Infantry CanAttackWhileContained = Yes End
Behavior = StancesBehavior ModuleTag_StancesBehavior StanceTemplate = Hero End
AddModule Behavior = GrantUpgradeCreate Upgrade_GandalfWhiteUpgradeActive UpgradeToGrant = hero_debut_jolie End End
AddModule Behavior = SubObjectsUpgrade Evilmen_visible_begin_equipement TriggeredBy = hero_debut_jolie
;ShowSubObjects = *****
HideSubObjects = SLDR_01;// épaulières avec la petite a gauche et la grosse a droite HideSubObjects = SLDR_02;// épaulières marron or ;HideSubObjects = SLDR_03;// épaulières bleu argenté HideSubObjects = SLDR_06;// épaulières plaque cote de mail (gimli)
HideSubObjects = BOOT_01;// jambières petit caré gris avec motif dessus )X( HideSubObjects = BOOT_02;// jambières marron or ;HideSubObjects = BOOT_03;// jambières bleu argenté HideSubObjects = BOOT_04;// jambières marron(cuir)
HideSubObjects = GNLT_01;// gantelets petit caré gris avec motif dessus )X( HideSubObjects = GNLT_02;// gantelets marron or ;HideSubObjects = GNLT_03;// gantelet bleu argenté HideSubObjects = GNLT_04;// gantelet marron(cuir)
HideSubObjects = HMR_01;// gros marteaux de pierre HideSubObjects = HMR_02;// gros marteaux de pierre HideSubObjects = CorruptedManSpear HideSubObjects = CMSword01 HideSubObjects = CMSword02 ;HideSubObjects = CHW21 ;HideSubObjects = CHW22 ;HideSubObjects = CHW23 ;HideSubObjects = CHW24 ;HideSubObjects = CHW25 ;HideSubObjects = CHW26 ;HideSubObjects = CHW35 HideSubObjects = CM_Club HideSubObjects = CM_Hammer HideSubObjects = CM_Sword03 HideSubObjects = CM_Sword04 HideSubObjects = CM_Sword01 HideSubObjects = CM_Sword02 HideSubObjects = MithlondBow HideSubObjects = BOW_03 HideSubObjects = BOW_04 HideSubObjects = BOW_05
HideSubObjects = AXE_01;// hache de gimli (2 lames) HideSubObjects = AXE_02;// petite hache grise HideSubObjects = AXE_03;// hache de gimli (fine une seul lame)
;HideSubObjects = HLMT_01;// heaume gris HideSubObjects = HLMT_02;// heaume marron or ;HideSubObjects = HLMT_03;// casque bleu argenté HideSubObjects = HLMT_04;// casque gros et noir (un peu d'argent) style dark vador derrrière (lol) HideSubObjects = HLMT_05;// casque noir avec crète blanche dessus ;HideSubObjects = HLMT_06;// casque de viking avec 2 pointes HideSubObjects = HLMT_07 HideSubObjects = HLMT_08 HideSubObjects = HLMT_09
HideSubObjects = WestronSword;// épée longue classique HideSubObjects = SWRD_05;// épée longue HideSubObjects = Belthronding;// épée longue HideSubObjects = Gurthang;// épée longue lame de bronze HideSubObjects = TrollBane;// épée large
HideSubObjects = CHEST_01 HideSubObjects = CHEST_02 HideSubObjects = CHEST_03
UpgradeTexture = CHCM_FN.tga 0 CHCM_FN_08.tga UpgradeTexture = CHCM_FN_01.tga 0 CHCM_FN_08.tga UpgradeTexture = CHCM_FN_02.tga 0 CHCM_FN_08.tga UpgradeTexture = CHCM_FN_03.tga 0 CHCM_FN_08.tga UpgradeTexture = CHCM_FN_04.tga 0 CHCM_FN_08.tga UpgradeTexture = CHCM_FN_07.tga 0 CHCM_FN_08.tga RecolorHouse = Yes HideSubObjectsOnRemove = Yes FadeTimeInSeconds = 0.0 End End
;------------------------------------------------------------ ; Giftklingen der Hasharin ;------------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_BreathEnabler SpecialPowerTemplate = SpecialAbilityHasharinGiftklingen TriggeredBy = Upgrade_Level_7 End
Behavior = SpecialPowerModule ModuleTag_BreathStarter SpecialPowerTemplate = SpecialAbilityHasharinGiftklingen UpdateModuleStartsAttack = Yes StartsPaused = Yes End
Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_BreathUpdate SpecialPowerTemplate = SpecialAbilityHasharinGiftklingen UnpackTime = 400; 1300 ; Drawing the horn PackTime = 3700 ; Putting horn away AwardXPForTriggering = 0 StartAbilityRange = 40.0 SpecialWeapon = HasharinGiftklingen WhichSpecialWeapon = 1 End
;------------------------------------------------------ ; Giftfalle auslegen ;------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_OCLGiftfalleEnabler SpecialPowerTemplate = SpecialAbilitySalemeGiftfalleauslegen TriggeredBy = Upgrade_Level_3 ObeyRechageOnTrigger = Yes End
Behavior = OCLSpecialPower ModuleTag_OCLSpawnGiftfalle SpecialPowerTemplate = SpecialAbilitySalemeGiftfalleauslegen OCL = OCL_Giftfalleauslegen CreateLocation = CREATE_AT_LOCATION StartsPaused = Yes End
Behavior = SpecialAbilityUpdate ModuleTag_OCLSpawnGiftfalleUpdate SpecialPowerTemplate = SpecialAbilitySalemeGiftfalleauslegen UnpackTime = 1 PreparationTime = 3 PackTime = 2096 AwardXPForTriggering = 0 FreezeAfterTriggerDuration = 0 End
;----------------------------------------------------- ; Salemes Hasharin ;-----------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_HasharinEnabler SpecialPowerTemplate = SpecialAbilitySalemeSpawnHasharin TriggeredBy = Upgrade_Level_10 End
Behavior = OCLSpecialPower ModuleTag_OCLSpecialPowerHasharin SpecialPowerTemplate = SpecialAbilitySalemeSpawnHasharin OCL = OCL_SpawnEvilmenHasharinNew TriggerFX = FX_SalemeWüstensand CreateLocation = CREATE_AT_LOCATION StartsPaused = Yes End
;----------------------------------------------------- ; Unbemerkt wandern ;-----------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_ElfCloakEnabler SpecialPowerTemplate = SpecialAbilityElfCloak TriggeredBy = Upgrade_Level_1 End Behavior = SpecialPowerModule ModuleTag_ElfCloakStarter SpecialPowerTemplate = SpecialAbilityElfCloak UpdateModuleStartsAttack = Yes StartsPaused = Yes End
Behavior = ToggleHiddenSpecialAbilityUpdate ModuleTag_ElfCloakUpdate SpecialPowerTemplate = SpecialAbilityElfCloak End Behavior = SpecialPowerModule ModuleTag_WildWalkFakeButtonDown SpecialPowerTemplate = SpecialAbilityFakeLeadership UpdateModuleStartsAttack = No StartsPaused = No End
;// non-innate InvisibilityUpdate for Elven Cloak. For this to work with the ToggleHiddenSpecialAbilityUpdate this ;// must be the first InvisibilityUpdate in the object. Behavior = InvisibilityUpdate ModuleTag_ElvenCloak 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 End
;// Innate camo Behavior = InvisibilityUpdate ModuleTag_Camouflage InvisibilityNugget InvisibilityType = CAMOUFLAGE ForbiddenConditions = TAKING_DAMAGE FIRING_ANY USING_ABILITY DetectionRange = CAMOUFLAGE_RADIUS Options = ALLOW_NEAR_TREES End UnitSpecificSoundNameToUseAsVoiceMoveToStealthyArea = VoiceMoveToTrees UnitSpecificSoundNameToUseAsVoiceEnterStateMoveToStealthyArea = VoiceEnterStateMoveToTrees StartsActive = Yes UpdatePeriod = 2000 End
LocomotorSet Locomotor = HeroHumanLocomotor Condition = SET_NORMAL Speed = NORMAL_EVIL_HERO_SPEED End
LocomotorSet Locomotor = BurningDeathLocomotorInfantry Condition = SET_BURNINGDEATH Speed = BURNINGDEATH_WANDERSPEED_INFANTRY End
Behavior = PhysicsBehavior ModuleTag_04 GravityMult = 1.0 ShockStunnedTimeLow = 1400 ;msec ShockStunnedTimeHigh = 2400 ;msec ShockStandingTime = 666 ;msec End
Behavior = SquishCollide ModuleTag_06 ;nothing End Behavior = HordeMemberCollide ModuleTag_HMC ;nothing End ; Behavior = HitReactionBehavior HitReactionBehaviorModuleTag ; HitReactionLifeTimer1 = 2500 ; level 1 (light damage) hit reaction animations in ms ; HitReactionLifeTimer2 = 2500 ; level 2 (medium damage) hit reaction animations in ms ; HitReactionLifeTimer3 = 2500 ; level 3 (heavy damage) hit reaction animations in ms
; HitReactionThreshold1 = 5.0 ; level 1 (light damage) threshold trigger ; HitReactionThreshold2 = 25.0 ; level 2 (medium damage) threshold trigger ; HitReactionThreshold3 = 50.0 ; level 3 (heavy damage) threshold trigger ; FastHitsResetReaction = Yes If set -- when hits occur faster than the reaction animations, it will reset the animation. (like getting riddled with machine gun bullets) ; End
Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL -KNOCKBACK SinkDelay = 3000 SinkRate = 0.60 ; in Dist/Sec DestructionDelay = 10000 Sound = INITIAL SalemeVoiceDie End Behavior = SlowDeathBehavior ModuleTag_07 ; Same as normal death, but no sound (sound already played by SoundImpact = ... ) DeathTypes = NONE +KNOCKBACK SinkDelay = 3000 SinkRate = 0.60 ; in Dist/Sec DestructionDelay = 10000 End
Behavior = BezierProjectileBehavior ModuleTag_08 ; Module starts asleep, and wakes up when thrown. ; To tweak a Bezier path FirstHeight = 24 ; Height of Bezier control points above highest intervening terrain SecondHeight = 24 FirstPercentIndent = 30% ; Percentage of shot distance control points are placed SecondPercentIndent = 70% TumbleRandomly = Yes
CrushStyle = Yes ; I don't detonate, I just hit DieOnImpact = Yes BounceCount = 1 ; When I hit the ground, I'll arc again BounceDistance = 40 ; this far BounceFirstHeight = 24 ; Height of Bezier control points above highest intervening terrain BounceSecondHeight = 24 BounceFirstPercentIndent = 20% ; Percentage of shot distance control points are placed BounceSecondPercentIndent = 80%
GroundHitFX = FX_ThrownRockGroundHit GroundBounceFX = FX_ThrownRockBounceHit End
Behavior = AutoHealBehavior ModuleTag_EowynHealing StartsActive = Yes HealingAmount = HERO_HEAL_AMOUNT HealingDelay = 1000 StartHealingDelay = HERO_HEAL_DELAY HealOnlyIfNotInCombat = Yes End
#include "..\..\..\includes\CaptureBuilding.inc"
Behavior = AISpecialPowerUpdate GondorFighterHordeCaptureBuildingAI CommandButtonName = Command_CaptureBuilding SpecialPowerAIType = AI_SPECIAL_POWER_CAPTURE_BUILDING End
Behavior = AISpecialPowerUpdate RoyalGuardAI CommandButtonName = Command_SpecialAbilitySalemeGiftfalleauslegen SpecialPowerAIType = AI_SPECIAL_POWER_TARGETAOE_SUMMON SpecialPowerRadius = 30.0 End
Behavior = AISpecialPowerUpdate StubbornPrideAI CommandButtonName = Command_SpecialAbilitySalemeSchattenPassive SpecialPowerAIType = AI_SPECIAL_POWER_BASIC_SELF_BUFF End
Behavior = AISpecialPowerUpdate BackstabAI CommandButtonName = Command_SpecialAbilityGiftklingenSaleme SpecialPowerAIType = AI_SPECIAL_POWER_ENEMY_TYPE_KILLER End
Behavior = AISpecialPowerUpdate SpecialPowerAragornOathBreakers CommandButtonName = Command_SpecialAbilitySalemeSpawnHasharin SpecialPowerAIType = AI_SPECIAL_POWER_TARGETAOE_SUMMON SpecialPowerRadius = 30.0 End
Geometry = CYLINDER GeometryMajorRadius = 8.0 GeometryMinorRadius = 8.0 GeometryHeight = 19.2 GeometryIsSmall = No
Shadow = SHADOW_DECAL ShadowSizeX = 19; ShadowSizeY = 19; ShadowTexture = ShadowI; End
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gandalf77 Moddeur confirmé
Nombre de messages : 202 Add-On : Oui Date d'inscription : 09/08/2009
| Sujet: Re: Pb Héros Crée (CreateaHero) Sam 6 Aoû - 17:39 | |
| Du coup j'ai retiré la ligne "#include..." mais ça me met ça maintenant : https://2img.net/r/ihimg/photo/my-images/405/sansre2di.jpg/ | |
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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: Pb Héros Crée (CreateaHero) Sam 6 Aoû - 18:09 | |
| Toutes les animations qu'il y a après tu peux les retirer donc en gros tu dois avoir un truc comme ca dans ton ini : - Code:
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Draw = W3DHordeModelDraw ModuleTag_01 OkToChangeModelColor = Yes StaticModelLODMode = Yes DefaultModelConditionState Model = CHCM_FN_C_SKN Skeleton = CHCM_CM_C_SKL ModelAnimationPrefix = CHCM_CM ;WeaponLaunchBone = PRIMARY ARROW End
#include "CreateAHeroAnims.inc"
End
// TOUS LES TRUCS ICI SONT PARTIS
#include "..\..\..\includes\StunDrawModuleSmall.inc"
; ***DESIGN parameters *** et #include "CreateAHeroAnims.inc" ne marche pas car il faut en fait mettre le chemin jusqu'au fichier a inclure, tu mets ..\ pour aller dans le dossier précédent (quitte a en mettre plusieurs si il faut remonter plusieurs dossiers) puis tu écrit le chemin pour aller jusqu'au fichier CreateAHeroAnims.inc ( un peu comme pour #include "..\..\..\includes\StunDrawModuleSmall.inc" mais pour le fichier CreateAHeroAnims.inc) ou alors tu fait un copier coller de ce fichier a la place. | |
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gandalf77 Moddeur confirmé
Nombre de messages : 202 Add-On : Oui Date d'inscription : 09/08/2009
| Sujet: Re: Pb Héros Crée (CreateaHero) Sam 6 Aoû - 19:24 | |
| - Citation :
- ou alors tu fait un copier coller de ce fichier a la place.
Ben justement c'est ce que j'avais fait rappelle toi, et c'est pour ça que j'avais meme "mounted" et tout dans les anims, car j'avais purement et simplement copié tout le fichier " CreateAHeroAnims.inc" pour les animations de mon héros :s | |
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gandalf77 Moddeur confirmé
Nombre de messages : 202 Add-On : Oui Date d'inscription : 09/08/2009
| Sujet: Re: Pb Héros Crée (CreateaHero) Sam 6 Aoû - 19:36 | |
| Du coup voila ce que j'ai mis pour mon héros : - Code:
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Object CorruptedManHero2 ; *** ART Parameters ***
SelectPortrait = CPHaradrim ButtonImage = HICAHHaradrim Draw = W3DHordeModelDraw ModuleTag_01 OkToChangeModelColor = Yes StaticModelLODMode = Yes DefaultModelConditionState Model = CHCM_FN_C_SKN Skeleton = CHCM_CM_C_SKL ModelAnimationPrefix = CHCM_CM ;WeaponLaunchBone = PRIMARY ARROW End
#include "..\..\..\object\createahero\CreateAHeroAnims.inc"
End
#include "..\..\..\includes\StunDrawModuleSmall.inc"
; ***DESIGN parameters *** Mais j'ai encore et toujours un game crash :s (Bon tu n'as pas le jeu là donc bon ça dois être délicat pour toi, surtout que je comprends rien du tout, j'ai trop du mal lol c'est flippant ) | |
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gandalf77 Moddeur confirmé
Nombre de messages : 202 Add-On : Oui Date d'inscription : 09/08/2009
| Sujet: Re: Pb Héros Crée (CreateaHero) Sam 6 Aoû - 21:35 | |
| Je voulais savoir aussi si tu ne saurais pas quel est le Model correspond à un "héros crée" de type : Héros Corrompu Archer C'est à dire que le héros que j'ai crée "CorruptedManHero" sur l'image que je t'avais envoyé on voit qu'il a un arc, donc j'ai voulu lui donner la capacité de Haldir de changer sa massue (que j'arrive pas à changer lol) en arc, mais je sais pas quel est le models correspondant pour archer?? Surtout de dans "CreateaHerosModel.inc" y'a rien de ce genre Help please | |
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Contenu sponsorisé
| Sujet: Re: Pb Héros Crée (CreateaHero) | |
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| Pb Héros Crée (CreateaHero) | |
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