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 Archers de Dale transformés en archers du Rohan

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Micky93
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Nombre de messages : 45
Age : 24
Location : Mordor, sur le plateau de Gorgoroth, plus précisément Barad-Dûr
Add-On : Evidemment quelle question !
Date d'inscription : 29/12/2010

MessageSujet: Archers de Dale transformés en archers du Rohan   Jeu 18 Aoû - 10:56

Salut,

Voilà j'ai créé des archers du Rohan basés sur les archers de Dale. Mais j'ai un problème avec les upgrades. J'ai mis les upgrades des hommes et non ceux des nains, mais quant je les achètes, les modifications ne sont pas visibles sur les archers. L'armure lourde n'apparait pas ainsi que le porte étendard et les flèches de feu.

En gros: 1. Je voudrais que les archers aient le porte étendard des hommes quant j'achète l'upgrade porte étendard.
2. Les archers aient l'armure lourde des nains visible sur eux quant j'achète l'upgrade armure lourde des hommes, comme si j’achetais la cotte de maille en mithril.
3. Les archers aient les flèches de feu visible sur eux quant j'achète l'upgrade flèche de feu des hommes, comme si j’achetais flèches de feu pour les nains
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cdd59554
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Nombre de messages : 7235
Age : 24
Location : J'aime les abricots
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Date d'inscription : 16/01/2008

MessageSujet: Re: Archers de Dale transformés en archers du Rohan   Jeu 18 Aoû - 12:48

Salut, tu peux nous mettre
1 - le code de ta horde,
2- le code d'un archer (sans le module draw pour prendre moins de place si possible),
3 - le commandset de la horde
4 - les commandbutton du commandset associés aux upgrades
Avec tout ca je suis sur de pouvoir te dire le probleme Smile (il y a de forte chance qu'il vienne de ces morceaux de code)
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Micky93
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Nombre de messages : 45
Age : 24
Location : Mordor, sur le plateau de Gorgoroth, plus précisément Barad-Dûr
Add-On : Evidemment quelle question !
Date d'inscription : 29/12/2010

MessageSujet: Re: Archers de Dale transformés en archers du Rohan   Jeu 18 Aoû - 15:37

Salut voilà les codes:

Code unité:

Object RohanArcher2
; *** ART Parameters ***
UpgradeCameo1 = Upgrade_GondorFireArrows
SelectPortrait = UPDwarven_MenofDale
ButtonImage = WOR_MenofDale

Draw = W3DHordeModelDraw ModuleTag_01

OkToChangeModelColor = Yes

; ---Test entry for the time of day texture swap test---
; TimeOfDayTexture = twwater01.tga AFTERNOON 0 ROHANWARRIOR01

; RandomTexture = guarcher.tga 0
; RandomTexture = twwater01.tga 0
; RandomTexture = rbgen01.tga 0

StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD

; specify options for static LODs
LodOptions = LOW
AllowMultipleModels = ALLOW_MULTIPLE_MODELS_LOW
MaxRandomTextures = MAX_RANDOM_TEXTURES_LOW
MaxRandomAnimations = MAX_RANDOM_ANIMATIONS_LOW
MaxAnimFrameDelta = MAX_ANIM_FRAME_DELTA_LOW
End

LodOptions = MEDIUM
AllowMultipleModels = ALLOW_MULTIPLE_MODELS_MED
MaxRandomTextures = MAX_RANDOM_TEXTURES_MED
MaxRandomAnimations = MAX_RANDOM_ANIMATIONS_MED
MaxAnimFrameDelta = MAX_ANIM_FRAME_DELTA_MED
End

LodOptions = HIGH
AllowMultipleModels = ALLOW_MULTIPLE_MODELS_HIGH
MaxRandomTextures = MAX_RANDOM_TEXTURES_HIGH
MaxRandomAnimations = MAX_RANDOM_ANIMATIONS_HIGH
MaxAnimFrameDelta = MAX_ANIM_FRAME_DELTA_HIGH
End

ParticlesAttachedToAnimatedBones = yes

; --------- With Bow ------------
DefaultModelConditionState
Model = RUArcher_SKN ;DUMenDale_SKN
Skeleton = GUArcher_SKL
Texture = DUMenDale.tga RUArcher.tga
WeaponLaunchBone = PRIMARY ARROW
WeaponLaunchBone = SECONDARY ARROWNOCK ; when upgraded to flaming arrow
WeaponLaunchBone = QUINARY ARROW
End

; --------- With Bow Upgrade ------------

ModelConditionState WEAPONSET_PLAYER_UPGRADE
Model = RUArcher_SKN ;DUMenDale_SKN
Skeleton = GUArcher_SKL
Texture = DUMenDale.tga RUArcher.tga
WeaponLaunchBone = PRIMARY ARROW
WeaponLaunchBone = SECONDARY ARROWNOCK ; when upgraded to flaming arrow
WeaponLaunchBone = QUINARY ARROW
; ParticleSysBone = FireArowTip arrowFire FollowBone:Yes
; ParticleSysBone = FireArowTip arrowFire FollowBone:Yes
End

;----------- Default Idle animations -------
IdleAnimationState
StateName = STATE_Idle
Animation = IdleA
AnimationName = GUArcher_IDLA
AnimationPriority = 6
AnimationSpeedFactorRange = 0.7 1.3
End
;*** Repeat IDLA because animation priorities will not choose same animation twice so it can alternate between first two mostly.
Animation = IdleA
AnimationName = GUArcher_IDLA
AnimationPriority = 6
AnimationSpeedFactorRange = 0.7 1.3
End
Animation = IdleH
AnimationName = GUArcher_IDLH
AnimationPriority = 1
AnimationSpeedFactorRange = 0.7 1.3
AnimationBlendTime = 8
End
Animation = IdleI
AnimationName = GUArcher_IDLI
AnimationPriority = 1
AnimationSpeedFactorRange = 0.7 1.3
AnimationBlendTime = 8
End
Animation = IdleJ
AnimationName = GUArcher_IDLJ
AnimationPriority = 1
AnimationSpeedFactorRange = 0.7 1.3
AnimationBlendTime = 8
End

BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Selected" then CurDrawableSetTransitionAnimState("TRANS_Selected_To_Idle") end
EndScript
End

;----------- Flying through air -------
AnimationState = PASSENGER
Animation = FLLA
AnimationName = GUArcher_FLLA
AnimationMode = LOOP
End
End


AnimationState = THROWN_PROJECTILE
Animation = FLYA
AnimationName = GUArcher_FLYA
AnimationMode = LOOP
End
End

AnimationState = FREEFALL
Animation = Falling
AnimationName = GUArcher_FLYA
AnimationMode = LOOP
AnimationBlendTime = 10
AnimationSpeedFactorRange = 0.35 0.35
End
End

AnimationState = STUNNED_FLAILING
Animation = StunFlail
AnimationName = GUArcher_FLLA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
;----------- Dying -------
AnimationState = DYING DEATH_1
Animation
AnimationName = GUArcher_IDLA
AnimationMode = ONCE
AnimationBlendTime = 10
End
End

AnimationState = DYING BURNINGDEATH
Animation
AnimationName = GUArcher_DIEA
AnimationMode = ONCE
AnimationBlendTime = 10
End
Animation
AnimationName = GUArcher_DIEB
AnimationMode = ONCE
AnimationBlendTime = 10
End
Animation
AnimationName = GUArcher_DIED
AnimationMode = ONCE
AnimationBlendTime = 10
End
End

AnimationState = DYING SPLATTED
Animation = Fire
AnimationName = GUArcher_LNDA
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.7 1.3
End
EnteringStateFX = FX_SoldierHitGround
End

AnimationState = DYING AFLAME
Animation = Fire
AnimationName = GUArcher_MFDA
AnimationSpeedFactorRange = 0.9 1.1
End
Animation = Fire
AnimationName = GUArcher_MFDB
AnimationSpeedFactorRange = 0.9 1.1
End
End

AnimationState = DYING
Animation = Die2
AnimationName = GUArcher_DIEB
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.7 1.3
End
Animation = Die3
AnimationName = GUArcher_DIED
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.7 1.3
End
End

AnimationState = BURNINGDEATH
Animation
AnimationName = GUArcher_MFDA
AnimationMode = LOOP
Distance = 60
End
End

AnimationState = PARALYZED
Animation
AnimationName = GUArcher_IDLA
AnimationMode = LOOP
End
End

;------ Stunned anims -----------
AnimationState = STUNNED_STANDING_UP
Animation = GTPA
AnimationName = GUArcher_GTPA
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.5 1.5
End
End

AnimationState = STUNNED
Animation = StunFlail
AnimationName = GUArcher_LNDA
AnimationMode = ONCE
End
EnteringStateFX = FX_SoldierHitGround
End

;------- Close range melee fighting ------------
AnimationState = FIRING_OR_PREATTACK_A WEAPONSTATE_CLOSE_RANGE
Animation = ATKD
AnimationName = GUArcher_ATKD
AnimationMode = ONCE
UseWeaponTiming = Yes
End
End

;------- New Style Archery --------------------------------------------
AnimationState = PREATTACK_E
StateName = STATE_Firing
Animation = ReadyToDrawn
AnimationName = GUArcher_ATKF1
AnimationMode = ONCE
AnimationBlendTime = 10
End
End

AnimationState = PREATTACK_A
StateName = STATE_Firing
Animation = ReadyToDrawn
AnimationName = GUArcher_ATKF1
AnimationMode = ONCE
; UseWeaponTiming = NoNONONOO!!! ; UseWeaponTiming plus random weapon field equals desync. Leaving as warning
AnimationBlendTime = 10
End
End

AnimationState = FIRING_OR_RELOADING_E
StateName = STATE_Firing
Animation = LooseReloadDraw
AnimationName = GUArcher_ATKF2
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.1 1.1
AnimationBlendTime = 0
End
End

AnimationState = FIRING_OR_RELOADING_A
StateName = STATE_Firing
Animation = LooseReloadDraw
AnimationName = GUArcher_ATKF2
AnimationMode = ONCE
; UseWeaponTiming = NoNONONOO!!! ; Left in as reminder why not to use: UseWeaponTiming does not work for archers. Do not attempt to use this!
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 = 0 ; Blend time needs to be zero or else the arrow subobject lingers length of blend.
End
End

AnimationState = PREATTACK_C
StateName = STATE_Firing
Animation = ReadyToDrawn
AnimationName = GUArcher_ATKF1
AnimationMode = ONCE
; UseWeaponTiming = NoNONONOO!!! ; UseWeaponTiming plus random weapon field equals desync. Leaving as warning
AnimationBlendTime = 10
End
End

AnimationState = FIRING_OR_RELOADING_C
StateName = STATE_Firing
Animation = LooseReloadDraw
AnimationName = GUArcher_ATKF2
AnimationMode = ONCE
; UseWeaponTiming = NoNONONOO!!! ; Left in as reminder why not to use: UseWeaponTiming does not work for archers. Do not attempt to use this!
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 = 0; Blend time needs to be zero or else the arrow subobject lingers length of blend.
End
End

;---------- Black Arrows ----------------------
AnimationState = UNPACKING SPECIAL_WEAPON_ONE
Animation
AnimationName = GUArcher_ATKF1
AnimationMode = ONCE
UseWeaponTiming = Yes
End
End


;;========= TERROR
AnimationState = MOVING EMOTION_TERROR EMOTION_LOOK_TO_SKY
Animation = TerrorFromTheSky
AnimationName = GUArcher_RUNC
AnimationMode = LOOP
End
End

;;========= BACKING UP
AnimationState = MOVING BACKING_UP
Animation = BackingUp
AnimationName = GUArcher_BAKA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End

;;========= MOVING

AnimationState = MOVING ATTACKING
Animation = AMove
AnimationName = GUArcher_RUNB
AnimationMode = LOOP
Distance = 28
End
Flags = RANDOMSTART
End

AnimationState = MOVING WANDER
Animation = Wander1
AnimationName = GUArcher_WLKA
End
Animation = Wander2
AnimationName = GUArcher_WLKB ;20
End
Flags = RANDOMSTART
End

AnimationState = MOVING
Animation = Move
AnimationName = GUArcher_RUNA
AnimationMode = LOOP
Distance = 28
End
Flags = RANDOMSTART
End

;-------- Persistant firing (keep bow drawn ) ------------
AnimationState = CONTINUOUS_FIRE_MEAN
StateName = STATE_Firing
Animation = HangFrameWhileCoasting
AnimationName = GUArcher_ATKF2
AnimationMode = MANUAL
End
End

AnimationState = CONTINUOUS_FIRE_SLOW
StateName = STATE_Idle
Animation = PutAwayArrow
AnimationName = GUArcher_ATKF3
AnimationMode = ONCE
End
End

;------------ HIT REACTION -----------------------------------------------------
AnimationState = HIT_REACTION
Animation = Hit_Level_1_a
AnimationName = GUArcher_HITA
AnimationMode = ONCE
End
End

;--------------------- EMOTIONS -----------------------------

;;======= TERROR

AnimationState = EMOTION_AFRAID
Animation = FERA
AnimationName = GUArcher_FERA
AnimationMode = LOOP
End
Animation = FERB
AnimationName = GUArcher_FERB
AnimationMode = LOOP
End
Animation = FERC
AnimationName = GUArcher_FERC
AnimationMode = LOOP
End
Animation = FERD
AnimationName = GUArcher_FERD
AnimationMode = LOOP
End
End

;;======= CELEBRATING

AnimationState = EMOTION_CELEBRATING
Animation = CHRB
AnimationName = GUArcher_CHRB
AnimationMode = Once
AnimationBlendTime = 15
AnimationPriority = 2
End
Animation = SLTA
AnimationName = GUArcher_SLTA
AnimationMode = Once
AnimationBlendTime = 15
AnimationPriority = 2
End
Animation = CHRA
AnimationName = GUArcher_CHRA
AnimationMode = Once
AnimationBlendTime = 15
AnimationPriority = 1;Use least often of cheers (Eugene)
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End

;;======== TAUNTING

AnimationState = EMOTION_TAUNTING
Animation = Taunting2
AnimationName = GUArcher_IDLE
AnimationMode = ONCE
AnimationBlendTime = 15
End
Animation = Taunting3
AnimationName = GUArcher_IDLF
AnimationMode = ONCE
AnimationBlendTime = 15
End
Animation = Taunting4
AnimationName = GUArcher_IDLG
AnimationMode = ONCE
AnimationBlendTime = 15
End

Flags = RESTART_ANIM_WHEN_COMPLETE
End

;;======== POINTING

AnimationState = EMOTION_POINTING
ShareAnimation = Yes
Animation = pointing
AnimationName = GUArcher_PNTA
AnimationPriority = 2
AnimationSpeedFactorRange = 0.9 1.1
AnimationMode = LOOP
End
End


;;======== ALERT

AnimationState = EMOTION_ALERT
Animation = Ready
AnimationName = GUArcher_IDLA
AnimationMode = LOOP
AnimationPriority = 3
AnimationBlendTime = 15
End
Animation = Ready
AnimationName = GUArcher_IDLA
AnimationMode = LOOP
AnimationPriority = 3
AnimationBlendTime = 15
End
Animation = Point
AnimationName = GUArcher_PNTA
AnimationMode = LOOP
AnimationPriority = 1
AnimationBlendTime = 15
End
End

; Turn off fire arrow visuals -- will be redone like Peasant drafting.
;;----------------- FIRE ARROW UPGRADE --------------------------------------------
AnimationState = USER_4 ;Fire arrow upgrade
Animation = IdleB
AnimationName = GUArcher_IDLB
AnimationPriority = 2 ;10
AnimationSpeedFactorRange = 0.7 1.3
End
Animation = IdleC
AnimationName = GUArcher_IDLC
AnimationPriority = 1 ;5
AnimationSpeedFactorRange = 0.7 1.3
End
Animation = IdleD
AnimationName = GUArcher_IDLD
AnimationPriority = 1 ;5
AnimationSpeedFactorRange = 0.7 1.3
End
BeginScript
CurDrawableShowSubObject("ArrowNock")
CurDrawableShowSubObject("FireArowTip")
EndScript
StateName = Bow
End


AnimationState = RAISING_FLAG
Animation = CHRB
AnimationName = GUArcher_CHRB
AnimationMode = Once
AnimationSpeedFactorRange = 0.9 1.1
End
Animation = SLTA
AnimationName = GUArcher_SLTA
AnimationMode = Once
AnimationSpeedFactorRange = 0.9 1.1
End
Animation = CHRA
AnimationName = GUArcher_CHRA
AnimationMode = Once
AnimationSpeedFactorRange = 0.9 1.1
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End

;;----------------- SELECTED --------------------------------------------
AnimationState = SELECTED
StateName = STATE_Selected
Animation = ATNB
AnimationName = GUArcher_ATNB
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.9 1.1
End
Animation = IDLA
AnimationName = GUArcher_IDLA
AnimationPriority = 10
AnimationSpeedFactorRange = 0.7 1.3
End

BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Idle"
then
CurDrawableSetTransitionAnimState("TRANS_Idle_to_Selected")
end
if CurDrawableModelcondition("ATTACKING")
then
return "IDLA"
else
return "ATNB"
end
EndScript
End

;;----------------- Transitions ------------------------------------------------------
TransitionState = TRANS_Idle_to_Selected
Animation = ATNA
AnimationName = GUArcher_ATNA
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.8 1.2
End
End
TransitionState = TRANS_Selected_To_Idle
Animation = ATNC
AnimationName = GUArcher_ATNC
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 2.0 ;Kind of a slow animation
End
End
End

#include "..\..\..\includes\StunDrawModuleSmall.inc"

; ***DESIGN parameters ***
Side = Men
EditorSorting = UNIT
ThreatLevel = 1.0
ThingClass = HORDE_UNIT
CommandPoints = 1

CommandSet = RohanArcher2CommandSet

TransportSlotCount = TRANSPORTSLOTCOUNT_UNIT
WeaponSet
Conditions = None
Weapon = PRIMARY DwarvenArcherBow
Weapon = TERTIARY DwarvenArcherBowBombard
Weapon = QUINARY DwarvenMenOfDaleBlackArrows
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
AutoChooseSources = QUINARY FROM_PLAYER FROM_SCRIPT ; not from ai
End
WeaponSet
Conditions = CLOSE_RANGE CONTESTING_BUILDING
Weapon = PRIMARY DwarvenArcherBow
;Weapon = SECONDARY GondorArcherBowMelee
Weapon = TERTIARY DwarvenArcherBowBombard
;OnlyAgainst = PRIMARY STRUCTURE
End

ArmorSet
Conditions = None
Armor = ArcherEliteArmor
DamageFX = NormalDamageFX
End

ArmorSet
Conditions = PLAYER_UPGRADE
Armor = ArcherEliteHeavyArmor
DamageFX = NormalDamageFX
End

BountyValue = 100

VisionRange = 250

VisionSide = 35%
VisionRear = 25%
VisionBonusPercentPerFoot = 2.0%
MaxVisionBonusPercent = 300%
VisionBonusTestRadius = 200

ShroudClearingRange = SHROUD_CLEAR_STANDARD

DisplayName = OBJECT:DwarvenMenOfDale
CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CrushRevengeWeapon = RangedInfantryCrushRevenge

// *** AUDIO Parameters ***//

;VoiceAmbushed = GondorArcherVoiceAmbushed OBSOLETE VOICE
VoiceAttack = GondorArcherVoiceAttack
VoiceAttackAir = GondorArcherVoiceAttack
VoiceAttackCharge = GondorArcherVoiceAttackCharge
VoiceAttackMachine = GondorArcherVoiceAttack
VoiceAttackStructure = GondorArcherVoiceAttackBuilding
VoiceEnterStateAttack = GondorArcherVoiceEnterStateAttack
VoiceEnterStateAttackCharge = GondorArcherVoiceEnterStateAttackCharge
VoiceEnterStateAttackMachine = GondorArcherVoiceEnterStateAttackBuilding
VoiceEnterStateAttackStructure = GondorArcherVoiceEnterStateAttackBuilding
VoiceCreated = GondorArcherVoiceSalute
VoiceFullyCreated = GondorArcherVoiceSalute
VoiceMove = GondorArcherVoiceMove
; VoiceMoveToHigherGround = GondorArcherVoiceMoveToHigherGround
VoiceMoveToCamp = GondorArcherVoiceMoveCamp
VoiceMoveWhileAttacking = GondorArcherVoiceDisengage
VoiceEnterStateMove = GondorArcherVoiceEnterStateMove
; VoiceEnterStateMoveToHigherGround = GondorArcherVoiceEnterStateMoveToHigherGround
VoiceEnterStateMoveToCamp = GondorArcherVoiceEnterStateMoveCamp
VoiceEnterStateMoveWhileAttacking = GondorArcherVoiceEnterStateDisengage
VoicePriority = 47
VoiceRetreatToCastle = GondorArcherVoiceRetreat
VoiceEnterStateRetreatToCastle = GondorArcherVoiceEnterStateRetreat
VoiceSelect = GondorArcherVoiceSelectMS
VoiceSelectBattle = GondorArcherVoiceSelectBattle
VoiceGuard = GondorArcherVoiceMove
MinZIncreaseForVoiceMoveToHigherGround = 50

SoundImpact = ImpactHorse

#include "..\..\..\includes\StandardUnitEvaEvents.inc"

CrowdResponseKey = GoodMen

ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_foo
ModelCondition = Required:EMOTION_CELEBRATING Excluded:DYING ENGAGED Sound:EmotionMenGoodCompilationVoxCheerSinglesLoop ;MOVING ATTACKING
ModelCondition = Required:EMOTION_POINTING Excluded:DYING ENGAGED Sound:EmotionMenGoodCompilationBFME1and2VoxTauntSinglesLoop ;MOVING ATTACKING
ModelCondition = Required:EMOTION_TAUNTING Excluded:DYING ENGAGED Sound:EmotionMenGoodCompilationBFME1and2VoxTauntSinglesLoop ;MOVING ATTACKING
ModelCondition = Required:RAISING_FLAG Excluded:DYING ENGAGED Sound:EmotionMenGoodCompilationBFME1and2VoxTauntSinglesLoop
End

Behavior = LargeGroupAudioUpdate ModuleTag_LGAU
Key = Humanoid_Male Man Man_Male Dwarf_MenOfDale
End

ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
MaxUpdateRangeCap = 800
AnimationSound = Sound:BodyFallGeneric1 Animation:GUArcher_SKL.GUArcher_DIEB Frames:19
AnimationSound = Sound:BodyFallGeneric1 Animation:GUArcher_SKL.GUArcher_DIED Frames:53
AnimationSound = Sound:BodyFallGeneric1 Animation:GUArcher_SKL.GUArcher_LNDA Frames:1
AnimationSound = Sound:BodyFallGenericNoArmor Animation:GUArcher_SKL.GUArcher_LNDA Frames:14
End

; *** ENGINEERING Parameters ***

RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE THROWN_OBJECT ARCHER GRAB_AND_DROP ATTACK_NEEDS_LINE_OF_SIGHT ;GRAB_AND_KILL

Body = ActiveBody ModuleTag_02
CheerRadius = EMOTION_CHEER_RADIUS
MaxHealth = ROHAN_ARCHER2_HEALTH ;BALANCE Archer Health
MaxHealthDamaged = ROHAN_ARCHER2_HEALTH_DAMAGED
BurningDeathBehavior = Yes
BurningDeathFX = FX_InfantryBurningFlame
End

Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
CanAttackWhileContained = Yes
AILuaEventsList = RohanArcherFunctions
AttackPriority = AttackPriority_Archer
BurningDeathTime = BURNINGDEATH_DURATION_INFANTRY
End

LocomotorSet
Locomotor = HumanLocomotor
Condition = SET_NORMAL
Speed = NORMAL_FOOT_MED_MEMBER_SPEED
End

LocomotorSet
Locomotor = HumanWanderLocomotor
Condition = SET_WANDER
Speed = NORMAL_FOOT_MED_MEMBER_SPEED
End

LocomotorSet
Locomotor = BurningDeathLocomotorInfantry
Condition = SET_BURNINGDEATH
Speed = BURNINGDEATH_WANDERSPEED_INFANTRY
End

Behavior = PhysicsBehavior ModuleTag_04
GravityMult = 1.0
End

Behavior = AimWeaponBehavior AimWeaponModuleTag
AimLowThreshold = -0.15
AimHighThreshold = 0.15
End

Behavior = SlowDeathBehavior ModuleTag_05
DeathTypes = ALL -FADED
SinkDelay = 3000
SinkRate = 0.600 ; in Dist/Sec
DestructionDelay = 12000
Sound = INITIAL HumanVoiceDie
End

Behavior = SlowDeathBehavior ModuleTag_SlowDeathFaded
DeathTypes = NONE +FADED
FadeDelay = 0
FadeTime = 4000
DestructionDelay = 4000
DeathFlags = DEATH_1
End

Behavior = SquishCollide ModuleTag_06
;nothing
End

; RohanArcher
Behavior = HordeMemberCollide ModuleTag_HMC
;nothing
End

Behavior = BezierProjectileBehavior ModuleTag_07 ; Module starts asleep, and wakes up when thrown.
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

;--------------------------------------------------------------------------
; Upgrades.
;--------------------------------------------------------------------------

Behavior = ArmorUpgrade ModuleTag_ArmorUpgrade
TriggeredBy = Upgrade_GondorHeavyArmor
;ArmorSetFlag = PLAYER_UPGRADE
End

Behavior = SubObjectsUpgrade Armor_Upgrade
TriggeredBy = Upgrade_GondorHeavyArmor
UpgradeTexture = RUArcher.tga 0 RUArcherHA.tga
UpgradeTexture = RUArcher_M.tga 0 RUArcherHA.tga
ShowSubObjects = ARMOR
RecolorHouse = Yes
ExcludeSubobjects = FireArowTip
End

; Fire arrow upgrade
Behavior = WeaponSetUpgrade ModuleTag_08
TriggeredBy = Upgrade_GondorFireArrows
; Turn off fire arrow visuals -- will be redone like Peasant drafting.
;CustomAnimAndDuration = AnimState:USER_4 AnimTime:0 TriggerTime:0 ;set flag forever
End

Behavior = SubObjectsUpgrade FireArrows_Upgrade
TriggeredBy = Upgrade_GondorFireArrows
ShowSubObjects = FireArowTip ;ArrowNock ; yes, it's a typo.
;HideSubObjects = arrow
End

;--------------------------------------------------------------------------

; Behavior = DualWeaponBehavior ModuleTag_09
; SwitchWeaponOnCloseRangeDistance = 40
; End

Behavior = HitReactionBehavior HitReactionBehaviorModuleTag
HitReactionLifeTimer1 = 1993 ; level 1 (light damage) hit reaction animations in ms
HitReactionLifeTimer2 = 1993 ; level 2 (medium damage) hit reaction animations in ms
HitReactionLifeTimer3 = 1993 ; 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

Geometry = CYLINDER
GeometryMajorRadius = 8.0
GeometryMinorRadius = 8.0
GeometryHeight = 19.2
GeometryIsSmall = Yes
Shadow = SHADOW_DECAL
ShadowSizeX = 19;
ShadowSizeY = 19;
ShadowTexture = ShadowI;
End

Code de la horde:

Object RohanArcher2Horde

; This is required for garrisoned objects - please put in all objects.
ButtonImage = WOR_MenofDale
SelectPortrait = UPDwarven_MenofDale

Draw = W3DScriptedModelDraw ModuleTag_W3DModelDraw
DependencySharedModelFlags = EMOTION_ALERT EMOTION_MORALE_HIGH EMOTION_MORALE_LOW EMOTION_AFRAID EMOTION_COWER SELECTED EMOTION_TERROR
DefaultModelConditionState
Model = None ;InvisHrdeTmp5x2
End
ModelConditionState = HORDE_EMPTY
Model = None
End

ModelConditionState = WORLD_BUILDER
Model = HordeMarkRUYeo
End
End

Side = Dwarves
EditorSorting = UNIT
EmotionRange = 240
DisplayName = OBJECT:HordeRohanArcher
DisplayNameStrategic = CONTROLBAR:LW_Unit_DwarvenMenOfDaleHorde
DescriptionStrategic = CONTROLBAR:LW_ToolTip_DwarvenMenOfDaleHorde

WeaponSet
Conditions = None
Weapon = PRIMARY NormalMissileHordeRangefinder
Weapon = TERTIARY NormalMissileHordeRangefinderBombard
AutoChooseSources = TERTIARY FROM_PLAYER FROM_SCRIPT ; Not AI.
End

CommandSet = RohanArcher2HordeCommandSet

; *** AUDIO Parameters ***
; Note: Don't put voice parameters here -- they will be ignored. Voice play requests
; are always passed through to members
#include "..\..\..\includes\StandardHordeEvaEvents.inc"

CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CrusherLevel = 0
UseCrushAttack = No ;Archer hordes cannot crush or Bombard will not work

BuildCost = ROHAN_ARCHER2_BUILDCOST
BuildTime = ROHAN_ARCHER2_BUILDTIME

VisionRange = 250
ShroudClearingRange = 250

VisionSide = 50%
VisionRear = 25%

MaxVisionBonusPercent = 300%
VisionBonusTestRadius = 200
VisionBonusPercentPerFoot = 1.0%

CommandPoints = 15

FormationWidth = 2 ; Width it occupies in formations. Current choices are 1 or 2.
FormationDepth = 1 ; Depth it occupies in formations. Current choices are 1 or 2.

TransportSlotCount = TRANSPORTSLOTCOUNT_SMALL_HORDE
KindOf = SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT INFANTRY HORDE ARCHER ARMY_SUMMARY LARGE_RECTANGLE_PATHFIND;UNATTACKABLE

ThreatLevel = DWARVEN_MENOFDALE_HORDE_THREAT
ThreatBreakdown DwarvenMenOfDaleHorde_DetailedThreat
AIKindOf = ARCHER
End

Body = ImmortalBody ModuleTag_ImmortalBody
MaxHealth = 1
End

#include "..\..\..\includes\CaptureBuilding.inc"

Behavior = StancesBehavior ModuleTag_StancesBehavior
StanceTemplate = ArcherHorde

End
Behavior = HordeAIUpdate ModuleTag_HordeAIUpdate
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
MoodAttackCheckRate = 500
MaxCowerTime = 5000
MinCowerTime = 3000
CanAttackWhileContained = Yes ; Can fire out of garrisoned building
AILuaEventsList = InfantryFunctions
AttackPriority = AttackPriority_Archer
End

Behavior = HordeContain ModuleTag_HordeContain
ObjectStatusOfContained =
InitialPayload = DwarvenMenOfDale 15
Slots = 15
PassengerFilter = NONE +INFANTRY
ShowPips = No
ThisFormationIsTheMainFormation = Yes ;Used to determine which armorset to use (and anything else we want!)
MeleeBehavior = Amoeba
End

// Banner Carrier info
BannerCarriersAllowed = GondorInfantryBanner // types of units that are allowed as banner carriers
BannerCarrierPosition = UnitType:GondorArcher Pos:X:70.0 Y:0.0 // (DEFAULT) position of banner carrier

; Positions for 5
RandomOffset = X:0 Y:-12

RankInfo = RankNumber:1 UnitType:DwarvenMenOfDale Position:X:50 Y:0 Position:X:50 Y:20 Position:X:50 Y:-20 Position:X:5 Y: 40 Position:X:50 Y:-40
RankInfo = RankNumber:2 UnitType:DwarvenMenOfDale Position:X:30 Y:0 Leader 1 0 Position:X:30 Y:20 Leader 1 1 Position:X:30 Y:-20 Leader 1 2 Position:X:30 Y:40 Leader Position:X:30 Y:-40 Leader 1 4
RankInfo = RankNumber:3 UnitType:DwarvenMenOfDale Position:X:10 Y:0 Leader 2 0 Position:X:10 Y:20 Leader 2 1 Position:X:10 Y:-20 Leader 2 2 Position:X:10 Y:40 Leader 2 3 Position:X:10 Y:-40 Leader 2 4
RanksToReleaseWhenAttacking = 1 2 3

MeleeAttackLeashDistance = 1 //How far the hordes can move from the center of the horde when melee attacking.
BackUpMinDelayTime = 1 //The minimum amount of time to delay before backing up
BackUpMaxDelayTime = 3000 //The maximum amount of time to delay before backing up
BackUpMinDistance = 1 //The minimum number of cells to backup
BackUpMaxDistance = 3 //The maximum number of cells to backup
BackupPercentage = 80% //The amount of chance that a unit will back up.

End

Behavior = PhysicsBehavior ModuleTag_PhysicsBehavior
GravityMult = 1.0
End

Behavior = EmotionTrackerUpdate Module_EmotionTracker
TauntAndPointDistance = INFANTRY_TAUNT_POINT_RADIUS ; max distance to taunted/pointed objet
TauntAndPointUpdateDelay = 1000 ; how often scan (milliseconds)
TauntAndPointExcluded = NONE
AfraidOf = EMOTION_AFRAIDOF_OBJECTFILTER
AlwaysAfraidOf = EMOTION_ALWAYS_AFRAIDOF_OBJECTFILTER
PointAt = EMOTION_POINTAT_OBJECTFILTER
HeroScanDistance = 150
FearScanDistance = CAVALRY_FEAR_SCAN_RADIUS

AddEmotion = Terror_Base
AddEmotion = Doom_Base
AddEmotion = BraceForBeingCrushed_Base
AddEmotion = UncontrollableFear_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
End

LocomotorSet
Locomotor = NormalRangedHordeLocomotor
Condition = SET_NORMAL
Speed = NORMAL_FOOT_MED_HORDE_SPEED
End

Behavior = ProductionUpdate ProductionUpdateModuleTag
GiveNoXP = Yes
End

Behavior = LevelUpUpgrade ModuleTag_BasicTraining
TriggeredBy = Upgrade_GondorBasicTraining
LevelsToGain = 1
LevelCap = 2
End

Behavior = StatusBitsUpgrade ModuleTag_ProductionLegality
TriggeredBy = Upgrade_GondorFireArrows
End

Behavior = StatusBitsUpgrade ModuleTag_ProductionLegality2
TriggeredBy = Upgrade_GondorHeavyArmor
End

Behavior = PickupStuffUpdate ModuleTag_PickupStuffUpdate
SkirmishAIOnly = Yes
StuffToPickUp = NONE +CRATE
ScanRange = 200
ScanIntervalSeconds = 0.5
End

/////////////////////
// AISpecialPowers
/////////////////////

Behavior = AISpecialPowerUpdate DwarvenMenOfDaleHordeCaptureBuildingAI
CommandButtonName = Command_CaptureBuilding
SpecialPowerAIType = AI_SPECIAL_POWER_CAPTURE_BUILDING
End

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 DwarvenMenOfDaleHordeBlackArrowAI
CommandButtonName = Command_BlackArrows
SpecialPowerAIType = AI_SPECIAL_POWER_ENEMY_TYPE_KILLER_RANGED
End

Geometry = BOX
GeometryMajorRadius = 20.0
GeometryMinorRadius = 60.0
GeometryHeight = 10.0
GeometryIsSmall = No

; *** AUTO RESOLVE DATA ***
AutoResolveUnitType = AutoResolveUnit_Archer
AutoResolveCombatChain = AutoResolve_ArcherCombatChain

AutoResolveBody = AutoResolve_DwarvenMenOfDaleHordeBody

AutoResolveArmor
RequiredUpgrades = Upgrade_GondorHeavyArmor
Armor = AutoResolve_DwarvenMenOfDaleHeavyArmor
End

AutoResolveArmor
ExcludedUpgrades = Upgrade_GondorHeavyArmor
Armor = AutoResolve_DwarvenMenOfDaleArmor
End

AutoResolveWeapon
RequiredUpgrades = Upgrade_GondorFireArrows
Weapon = AutoResolve_DwarvenMenOfDaleUpgradedWeapon
End

AutoResolveWeapon
ExcludedUpgrades = Upgrade_GondorFireArrows
Weapon = AutoResolve_DwarvenMenOfDaleWeapon
End

WorldMapArmoryUpgradesAllowed = Upgrade_GondorBasicTraining Upgrade_GondorFireArrows Upgrade_GondorHeavyArmor
End

CommandSet:

CommandSet RohanArcher2CommandSet
1 = Command_ToggleStance
13 = Command_AttackMove
14 = Command_Stop
16 = Command_SetStanceBattle
17 = Command_SetStanceAggressive
18 = Command_SetStanceHoldGround
End

CommandSet RohanArcher2HordeCommandSet
1 = Command_ToggleStance
2 = Command_ArcherBombard
3 = Command_PurchaseUpgradeGondorFireArrows
4 = Command_PurchaseUpgradeGondorHeavyArmor
5 = Command_PurchaseUpgradeGondorBasicTraining
12 = Command_CaptureBuilding
13 = Command_AttackMove
14 = Command_Stop
16 = Command_SetStanceBattle
17 = Command_SetStanceAggressive
18 = Command_SetStanceHoldGround
End

CommandButton si c'est ça

CommandButton Command_PurchaseUpgradeGondorFireArrows
Command = OBJECT_UPGRADE
Options = NEED_UPGRADE OK_FOR_MULTI_SELECT CANCELABLE
Upgrade = Upgrade_GondorFireArrows
NeededUpgrade = Upgrade_TechnologyGondorFireArrows
TextLabel = CONTROLBAR:FireArrowUpgrade
ButtonImage = BGArcheryRange_FireArrows
ButtonBorderType = UPGRADE
DescriptLabel = CONTROLBAR:ToolTipPurchaseUpgradeGondorFireArrows
InPalantir = Yes
LacksPrerequisiteLabel = TOOLTIP:LackGondorFireArrows
End

CommandButton Command_PurchaseUpgradeGondorHeavyArmor
Command = OBJECT_UPGRADE
Options = NEED_UPGRADE OK_FOR_MULTI_SELECT CANCELABLE
Upgrade = Upgrade_GondorHeavyArmor
NeededUpgrade = Upgrade_TechnologyGondorHeavyArmor
TextLabel = CONTROLBAR:PurchaseUpgradeGondorHeavyArmor
ButtonImage = BGBlacksmith_HeavyArmor
ButtonBorderType = UPGRADE
DescriptLabel = CONTROLBAR:ToolTipPurchaseUpgradeGondorHeavyArmor
InPalantir = Yes
LacksPrerequisiteLabel = TOOLTIP:LackGondorHeavyArmor
End

CommandButton Command_PurchaseUpgradeGondorBasicTraining
Command = OBJECT_UPGRADE
Options = NEED_UPGRADE OK_FOR_MULTI_SELECT CANCELABLE
Upgrade = Upgrade_GondorBasicTraining
NeededUpgrade = Upgrade_TechnologyGondorBasicTraining
TextLabel = CONTROLBAR:PurchaseUpgradeGondorBasicTraining
ButtonImage = BGBlacksmith_SilverTreeBanner
ButtonBorderType = UPGRADE
DescriptLabel = CONTROLBAR:ToolTipPurchaseUpgradeGondorBasicTraining
InPalantir = Yes
LacksPrerequisiteLabel = TOOLTIP:LackGondorBasicTraining
End
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cdd59554
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Nombre de messages : 7235
Age : 24
Location : J'aime les abricots
Add-On : Oui
Date d'inscription : 16/01/2008

MessageSujet: Re: Archers de Dale transformés en archers du Rohan   Jeu 18 Aoû - 17:52

Dans ta horde t'as toujours des hommes de dale, met tes nouveaux archers à la place
Citation :

Behavior = HordeContain ModuleTag_HordeContain
ObjectStatusOfContained =
InitialPayload = DwarvenMenOfDale 15
Slots = 15
PassengerFilter = NONE +INFANTRY
ShowPips = No
ThisFormationIsTheMainFormation = Yes ;Used to determine which armorset to use (and anything else we want!)
MeleeBehavior = Amoeba
End

// Banner Carrier info
BannerCarriersAllowed = GondorInfantryBanner // types of units that are allowed as banner carriers
BannerCarrierPosition = UnitType:GondorArcher Pos:X:70.0 Y:0.0 // (DEFAULT) position of banner carrier

; Positions for 5
RandomOffset = X:0 Y:-12

RankInfo = RankNumber:1 UnitType:DwarvenMenOfDale Position:X:50 Y:0 Position:X:50 Y:20 Position:X:50 Y:-20 Position:X:5 Y: 40 Position:X:50 Y:-40
RankInfo = RankNumber:2 UnitType:DwarvenMenOfDale Position:X:30 Y:0 Leader 1 0 Position:X:30 Y:20 Leader 1 1 Position:X:30 Y:-20 Leader 1 2 Position:X:30 Y:40 Leader Position:X:30 Y:-40 Leader 1 4
RankInfo = RankNumber:3 UnitType:DwarvenMenOfDale Position:X:10 Y:0 Leader 2 0 Position:X:10 Y:20 Leader 2 1 Position:X:10 Y:-20 Leader 2 2 Position:X:10 Y:40 Leader 2 3 Position:X:10 Y:-40 Leader 2 4
RanksToReleaseWhenAttacking = 1 2 3

MeleeAttackLeashDistance = 1 //How far the hordes can move from the center of the horde when melee attacking.
BackUpMinDelayTime = 1 //The minimum amount of time to delay before backing up
BackUpMaxDelayTime = 3000 //The maximum amount of time to delay before backing up
BackUpMinDistance = 1 //The minimum number of cells to backup
BackUpMaxDistance = 3 //The maximum number of cells to backup
BackupPercentage = 80% //The amount of chance that a unit will back up.

End
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Micky93
Débutant(e)
Débutant(e)
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Nombre de messages : 45
Age : 24
Location : Mordor, sur le plateau de Gorgoroth, plus précisément Barad-Dûr
Add-On : Evidemment quelle question !
Date d'inscription : 29/12/2010

MessageSujet: Re: Archers de Dale transformés en archers du Rohan   Jeu 18 Aoû - 19:02

Salut cdd j'ai changé les archers et maintenent ça marche nickel.

Merci de m'avoir aidé. ok!
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MessageSujet: Re: Archers de Dale transformés en archers du Rohan   

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Archers de Dale transformés en archers du Rohan
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