| Et si on ajouté l armé des hobit? | |
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Balrog Moddeur
Nombre de messages : 161 Date d'inscription : 31/01/2011
| Sujet: Re: Et si on ajouté l armé des hobit? Lun 22 Aoû - 12:53 | |
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Le Rodeur Moddeur confirmé
Nombre de messages : 309 Age : 40 Location : Dans la forêt Add-On : Oui Date d'inscription : 20/08/2011
| Sujet: Re: Et si on ajouté l armé des hobit? Lun 22 Aoû - 12:55 | |
| Non plus . | |
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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: Et si on ajouté l armé des hobit? Lun 22 Aoû - 13:04 | |
| Ya quoi 5 lignes au dessus et en dessous de ton code ? Poste le fichier complet au moins on sera fixé rapidement
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Le Rodeur Moddeur confirmé
Nombre de messages : 309 Age : 40 Location : Dans la forêt Add-On : Oui Date d'inscription : 20/08/2011
| Sujet: Re: Et si on ajouté l armé des hobit? Lun 22 Aoû - 13:07 | |
| - Spoiler:
;////////////////////////////////////////////////////////////////////////////// ;FILE: PlayerTemplate.ini (SYSTEM) /////////////////////////////////////////////////// ;//////////////////////////////////////////////////////////////////////////////
;////////////////////////////////////////////////////////////////////////////// ;Note Note Note Note Note Note Note Note Note Note Note Note Note ;////////////////////////////////////////////////////////////////////////////// ; There is a dependency between the player template member Side and the ControlBarScheme.ini ; files side. If you add a new side here, make sure the ControlBarScheme.ini contains a new ; control bar with that new side as its side. Otherwise it will use the Observer8x6 control bar. ; Talk to CLH if there's issues with this. ;////////////////////////////////////////////////////////////////////////////// ;Note Note Note Note Note Note Note Note Note Note Note Note Note ;//////////////////////////////////////////////////////////////////////////////
;------------------------------------------------------------------------------------------------------ ; ; These are resource structures that are affected by resource modifiers. ; #define RESOURCE_MODIFIER_OBJECT_FILTER ANY +GondorFarm +GondorFarmMultiplayer +DwarvenMineShaft +ElvenMallornTree +IsengardFurnace +IsengardLumberMill +MordorLumberMill +MordorSlaughterHouse +WildMineShaft +AngmarMill ; ; ;------------------------------------------------------------------------------------------------------
PlayerTemplate FactionCivilian Side = Civilian PlayableSide = No StartMoney = 0 PreferredColor = R:64 G:64 B:64 IntrinsicSciences = None DisplayName = INI:FactionCivilian ScoreScreenImage = MutiPlayer_ScoreScreen LoadScreenMusic = Shell2MusicForLoadScreen End
PlayerTemplate FactionNeutral Side = Neutral PlayableSide = No StartMoney = 0 PreferredColor = R:64 G:64 B:64 IntrinsicSciences = None DisplayName = INI:FactionNeutral ScoreScreenImage = MutiPlayer_ScoreScreen LoadScreenMusic = Shell2MusicForLoadScreen End
PlayerTemplate FactionObserver Side = Observer PlayableSide = No IsObserver = Yes StartMoney = 0 PreferredColor = R:64 G:64 B:64 IntrinsicSciences = None DisplayName = INI:FactionObserver ScoreScreenImage = MutiPlayer_ScoreScreen LoadScreenImage = Mp_Load LoadScreenMusic = Shell2MusicForLoadScreen BeaconName = MultiplayerBeacon SideIconImage = GameinfoOBSRVR End
PlayerTemplate FactionMen Side = Men PlayableSide = Yes Evil = No StartMoney = 0 MaxLevelMP = #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_DEFAULT PLAYER_PURCHASE_POINTS_GRANTED ) MaxLevelSP = #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_GOOD PLAYER_PURCHASE_POINTS_GRANTED ) PreferredColor = R:43 G:150 B:179 StartingBuilding = MenFortress ;------------- NO STARTING UNITS FOR YOU ------- ;StartingUnit0 = GondorFighterHorde ;StartingUnitOffset0 = X:-60 Y:185 Z:0 StartingUnit1 = MenPorter StartingUnitOffset1 = X:30 Y:200 Z:0 StartingUnit0 = MenPorter StartingUnitOffset0 = X:1 Y:130 Z:0 StartingUnitTacticalWOTR = MenPorter ;// This unit is placed in tactical mode when playing WOTR. Add multiple lines for multiple units. StartingUnitTacticalWOTR = MenPorter IntrinsicSciences = SCIENCE_GOOD IntrinsicSciencesMP = SCIENCE_MEN SpellBook = GoodSpellBook SpellBookMp = MenSpellBook PurchaseScienceCommandSet = GoodSpellStoreCommandSet PurchaseScienceCommandSetMP = MenSpellStoreCommandSet DisplayName = INI:FactionMen DefaultPlayerAIType = MenSkirmishAI BeaconName = MultiplayerBeacon LightPointsUpSound = GondorLightPointsUp ObjectiveAddedSound = Gui_MissionObjectiveNew ObjectiveCompletedSound = Gui_MissionObjectiveCompleted InitialUpgrades = Upgrade_MenFaction ; Any upgrades this player template is born with.
// NOTE: It is very important that the create-a-hero be the first buildable hero, to ensure that the create-a-hero and the ring hero are always // attached to the first two buttons in the command set.
BuildableHeroesMP = CreateAHero RohanEowyn RohanEomer GondorBoromir RohanTheoden GondorFaramir GondorAragornMP GondorGandalf BuildableRingHeroesMP = ElvenGaladriel_RingHero SpellStoreCurrentPowerLabel = APT:SpellStoreCurrentEvenstarPower SpellStoreMaximumPowerLabel = APT:SpellStoreMaximumEvenstarPower ResourceModifierObjectFilter = RESOURCE_MODIFIER_OBJECT_FILTER ResourceModifierValues = 100 100 100 100 90 85 80 75 71 68 66 MultiSelectionPortrait = UPGondor_Army LoadScreenMusic = Shell2MusicForLoadScreen End
;//Old values ;ResourceModifierValues = 100 100 100 100 100 100 95 90 85 80 75 71 68 66 PlayerTemplate FactionTutorial Side = Men PlayableSide = No Evil = No StartMoney = 0 MaxLevelMP = #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_DEFAULT PLAYER_PURCHASE_POINTS_GRANTED ) MaxLevelSP = #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_GOOD PLAYER_PURCHASE_POINTS_GRANTED ) PreferredColor = R:43 G:150 B:179 StartingBuilding = MenFortress ;------------- NO STARTING UNITS FOR YOU ------- ;StartingUnit0 = GondorFighterHorde ;StartingUnitOffset0 = X:-60 Y:185 Z:0 StartingUnit0 = MenPorter StartingUnitOffset0 = X:30 Y:200 Z:0 StartingUnit1 = MenPorter StartingUnitOffset1 = X:1 Y:130 Z:0 StartingUnitTacticalWOTR = MenPorter ;// This unit is placed in tactical mode when playing WOTR. Add multiple lines for multiple units. StartingUnitTacticalWOTR = MenPorter IntrinsicSciences = SCIENCE_GOOD IntrinsicSciencesMP = SCIENCE_MEN SpellBook = GoodSpellBook SpellBookMp = MenSpellBook PurchaseScienceCommandSet = TutorialSpellStoreCommandSet PurchaseScienceCommandSetMP = MenSpellStoreCommandSet DisplayName = INI:FactionMen DefaultPlayerAIType = MenSkirmishAI BeaconName = MultiplayerBeacon LightPointsUpSound = GondorLightPointsUp ObjectiveAddedSound = Gui_MissionObjectiveNew ObjectiveCompletedSound = Gui_MissionObjectiveCompleted InitialUpgrades = Upgrade_MenFaction ; Any upgrades this player template is born with.
// NOTE: It is very important that the create-a-hero be the first buildable hero, to ensure that the create-a-hero and the ring hero are always // attached to the first two buttons in the command set.
BuildableHeroesMP = CreateAHero RohanFrodo RohanEowyn RohanEomer GondorBoromir RohanTheoden GondorFaramir GondorAragornMP GondorGandalf BuildableRingHeroesMP = ElvenGaladriel_RingHero SpellStoreCurrentPowerLabel = APT:SpellStoreCurrentEvenstarPower SpellStoreMaximumPowerLabel = APT:SpellStoreMaximumEvenstarPower ResourceModifierObjectFilter = RESOURCE_MODIFIER_OBJECT_FILTER ResourceModifierValues = 100 100 100 95 90 85 80 75 71 68 66 MultiSelectionPortrait = UPGondor_Army LoadScreenMusic = Shell2MusicForLoadScreen End
PlayerTemplate FactionElves Side = Elves PlayableSide = Yes ; Please note: the presence of "SIDE:Elves" in the string file is what makes this appear in MP as a playable side. And the skirmish scripts are what actually make it function. Evil = No StartMoney = 0 MaxLevelMP = #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_DEFAULT PLAYER_PURCHASE_POINTS_GRANTED ) MaxLevelSP = #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_GOOD PLAYER_PURCHASE_POINTS_GRANTED ) PreferredColor = R:43 G:150 B:179 StartingBuilding = ElvenFortress ;------------- NO STARTING UNITS FOR YOU ------- ;StartingUnit0 = ElvenLorienArcherHorde ;StartingUnitOffset0 = X:-70 Y:220 Z:0 StartingUnit1 = ElvenPorter StartingUnitOffset1 = X:30 Y:250 Z:0 StartingUnit0 = ElvenPorter StartingUnitOffset0 = X:1 Y:160 Z:0 StartingUnitTacticalWOTR = ElvenPorter StartingUnitTacticalWOTR = ElvenPorter IntrinsicSciences = SCIENCE_GOOD IntrinsicSciencesMP = SCIENCE_ELVES SpellBook = GoodSpellBook SpellBookMp = ElvesSpellBook PurchaseScienceCommandSet = GoodSpellStoreCommandSet PurchaseScienceCommandSetMP = ElvesSpellStoreCommandSet DisplayName = INI:FactionElves DefaultPlayerAIType = ElvesSkirmishAI ; Needs to exist before I can change it. BeaconName = MultiplayerBeacon LightPointsUpSound = GondorLightPointsUp ObjectiveAddedSound = Gui_MissionObjectiveNew ObjectiveCompletedSound = Gui_MissionObjectiveCompleted InitialUpgrades = Upgrade_ElfFaction ; Any upgrades this player template is born with.
// NOTE: It is very important that the create-a-hero be the first buildable hero, to ensure that the create-a-hero and the ring hero are always // attached to the first two buttons in the command set.
BuildableHeroesMP = CreateAHero ElvenHaldir ElvenGlorfindel ElvenArwen ElvenLegolas ElvenThranduil ElvenElrond BuildableRingHeroesMP = ElvenGaladriel_RingHero SpellStoreCurrentPowerLabel = APT:SpellStoreCurrentEvenstarPower SpellStoreMaximumPowerLabel = APT:SpellStoreMaximumEvenstarPower ResourceModifierObjectFilter = RESOURCE_MODIFIER_OBJECT_FILTER ResourceModifierValues = 100 100 100 100 90 85 80 75 71 68 66 MultiSelectionPortrait = UPElvenArmy LoadScreenMusic = Shell2MusicForLoadScreen End
PlayerTemplate FactionDwarves Side = Dwarves PlayableSide = Yes ; Please note: the presence of "SIDE:Dwarves" in the string file is what makes this appear in MP as a playable side. And the skirmish scripts are what actually make it function. Evil = No StartMoney = 0 MaxLevelMP = #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_DEFAULT PLAYER_PURCHASE_POINTS_GRANTED ) MaxLevelSP = #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_GOOD PLAYER_PURCHASE_POINTS_GRANTED ) PreferredColor = R:43 G:150 B:179 StartingBuilding = DwarvenFortress ;------------- NO STARTING UNITS FOR YOU ------- StartingUnit0 = DwarvenPorter StartingUnitOffset0 = X:1 Y:230 Z:0 StartingUnit1 = DwarvenPorter StartingUnitOffset1 = X:1 Y:150 Z:0 StartingUnitTacticalWOTR = DwarvenPorter StartingUnitTacticalWOTR = DwarvenPorter IntrinsicSciences = SCIENCE_GOOD IntrinsicSciencesMP = SCIENCE_DWARVES SpellBook = GoodSpellBook SpellBookMp = DwarvesSpellBook PurchaseScienceCommandSet = GoodSpellStoreCommandSet PurchaseScienceCommandSetMP = DwarvesSpellStoreCommandSet DisplayName = INI:FactionDwarves DefaultPlayerAIType = DwarvesSkirmishAI ; Needs to exist before I can change it. BeaconName = MultiplayerBeacon LightPointsUpSound = GondorLightPointsUp ObjectiveAddedSound = Gui_MissionObjectiveNew ObjectiveCompletedSound = Gui_MissionObjectiveCompleted InitialUpgrades = Upgrade_DwarfFaction ; Any upgrades this player template is born with.
// NOTE: It is very important that the create-a-hero be the first buildable hero, to ensure that the create-a-hero and the ring hero are always // attached to the first two buttons in the command set.
BuildableHeroesMP = CreateAHero DwarvenCaptainofDale DwarvenGloin DwarvenGimli DwarvenDain ; Added CaptainofDale for Expansion BuildableRingHeroesMP = ElvenGaladriel_RingHero SpellStoreCurrentPowerLabel = APT:SpellStoreCurrentEvenstarPower SpellStoreMaximumPowerLabel = APT:SpellStoreMaximumEvenstarPower ResourceModifierObjectFilter = RESOURCE_MODIFIER_OBJECT_FILTER ResourceModifierValues = 100 100 100 100 90 85 80 75 71 68 66 MultiSelectionPortrait = UPDwarvenArmy LoadScreenMusic = Shell2MusicForLoadScreen End
PlayerTemplate FactionIsengard Side = Isengard PlayableSide = Yes Evil = Yes StartMoney = 0 MaxLevelMP = #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_DEFAULT PLAYER_PURCHASE_POINTS_GRANTED ) MaxLevelSP = #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_EVIL PLAYER_PURCHASE_POINTS_GRANTED ) PreferredColor = R:216 G:175 B:48 StartingBuilding = IsengardFortress ;------------- NO STARTING UNITS FOR YOU ------- StartingUnit0 = IsengardPorter StartingUnitOffset0 = X:1 Y:230 Z:0 StartingUnit1 = IsengardPorter StartingUnitOffset1 = X:1 Y:150 Z:0 StartingUnitTacticalWOTR = IsengardPorter StartingUnitTacticalWOTR = IsengardPorter IntrinsicSciences = SCIENCE_EVIL IntrinsicSciencesMP = SCIENCE_ISENGARD DefaultPlayerAIType = IsengardSkirmishAI SpellBook = EvilSpellBook SpellBookMp = IsengardSpellBook PurchaseScienceCommandSet = EvilSpellStoreCommandSet PurchaseScienceCommandSetMP = IsengardSpellStoreCommandSet DisplayName = INI:FactionIsengard BeaconName = MultiplayerBeacon LightPointsUpSound = IsengardLightPointsUp ObjectiveAddedSound = Gui_MissionObjectiveNew ObjectiveCompletedSound = Gui_MissionObjectiveCompleted
// NOTE: It is very important that the create-a-hero be the first buildable hero, to ensure that the create-a-hero and the ring hero are always // attached to the first two buttons in the command set.
BuildableHeroesMP = CreateAHero IsengardWormTongue IsengardLurtz IsengardSharku IsengardSaruman BuildableRingHeroesMP = MordorSauron_RingHero InitialUpgrades = Upgrade_IsengardDualEconomyChoice Upgrade_IsengardFaction Upgrade_EvilDualEconomyChoice;Any upgrades this player template is born with. SpellStoreCurrentPowerLabel = APT:SpellStoreCurrentRingPower SpellStoreMaximumPowerLabel = APT:SpellStoreMaximumRingPower ResourceModifierObjectFilter = RESOURCE_MODIFIER_OBJECT_FILTER ResourceModifierValues = 100 100 100 100 90 85 80 75 71 68 66 MultiSelectionPortrait = UPIsengard_Army LoadScreenMusic = Shell2MusicForLoadScreen End
PlayerTemplate FactionMordor Side = Mordor PlayableSide = Yes Evil = Yes StartMoney = 0 MaxLevelMP = #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_DEFAULT PLAYER_PURCHASE_POINTS_GRANTED ) MaxLevelSP = #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_EVIL PLAYER_PURCHASE_POINTS_GRANTED ) PreferredColor = R:175 G:49 B:33 StartingBuilding = MordorFortress ;------------- NO STARTING UNITS FOR YOU ------- StartingUnit0 = MordorPorter StartingUnitOffset0 = X:1 Y:240 Z:0 StartingUnit1 = MordorPorter StartingUnitOffset1 = X:1 Y:190 Z:0 StartingUnitTacticalWOTR = MordorPorter StartingUnitTacticalWOTR = MordorPorter IntrinsicSciences = SCIENCE_EVIL IntrinsicSciencesMP = SCIENCE_MORDOR SpellBook = EvilSpellBook SpellBookMp = MordorSpellBook PurchaseScienceCommandSet = EvilSpellStoreCommandSet PurchaseScienceCommandSetMP = MordorSpellStoreCommandSet DisplayName = INI:FactionMordor DefaultPlayerAIType = MordorSkirmishAI BeaconName = MultiplayerBeacon LightPointsUpSound = MordorLightPointsUp ObjectiveAddedSound = Gui_MissionObjectiveNew ObjectiveCompletedSound = Gui_MissionObjectiveCompleted InitialUpgrades = Upgrade_MordorDualEconomyChoice Upgrade_MordorFaction Upgrade_EvilDualEconomyChoice;Any upgrades this player template is born with.
// NOTE: It is very important that the create-a-hero be the first buildable hero, to ensure that the create-a-hero and the ring hero are always // attached to the first two buttons in the command set. BuildableHeroesMP = CreateAHero MordorGothmog MordorMouthOfSauron KhamulFellBeast MorgomirFellBeast MordorWitchKingOnFellBeast ;// NeutralGollum EvilMenBlackRider EvilMenBlackRider MordorFellBeast MordorFellBeast BuildableRingHeroesMP = MordorSauron_RingHero SpellStoreCurrentPowerLabel = APT:SpellStoreCurrentRingPower SpellStoreMaximumPowerLabel = APT:SpellStoreMaximumRingPower ResourceModifierObjectFilter = RESOURCE_MODIFIER_OBJECT_FILTER ResourceModifierValues = 100 100 100 100 90 85 80 75 71 68 66 MultiSelectionPortrait = UPMordor_Army LoadScreenMusic = Shell2MusicForLoadScreen End
PlayerTemplate FactionWild Side = Wild PlayableSide = Yes Evil = Yes StartMoney = 0 MaxLevelMP = #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_DEFAULT PLAYER_PURCHASE_POINTS_GRANTED ) MaxLevelSP = #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_EVIL PLAYER_PURCHASE_POINTS_GRANTED ) PreferredColor = R:84 G:114 B:71 StartingBuilding = WildFortress ;------------- NO STARTING UNITS FOR YOU ------- ;StartingUnit0 = GoblinFighterHorde ;StartingUnitOffset0 = X:-60 Y:200 Z:0 StartingUnit1 = WildPorter StartingUnitOffset1 = X:30 Y:215 Z:0 StartingUnit0 = WildPorter StartingUnitOffset0 = X:1 Y:120 Z:0 StartingUnitTacticalWOTR = WildPorter StartingUnitTacticalWOTR = WildPorter IntrinsicSciences = SCIENCE_EVIL IntrinsicSciencesMP = SCIENCE_WILD DefaultPlayerAIType = WildSkirmishAI SpellBook = EvilSpellBook SpellBookMp = WildSpellBook PurchaseScienceCommandSet = EvilSpellStoreCommandSet PurchaseScienceCommandSetMP = WildSpellStoreCommandSet DisplayName = INI:FactionWild BeaconName = MultiplayerBeacon LightPointsUpSound = IsengardLightPointsUp ObjectiveAddedSound = Gui_MissionObjectiveNew ObjectiveCompletedSound = Gui_MissionObjectiveCompleted InitialUpgrades = Upgrade_WildFaction Upgrade_GoblinDualEconomyChoice Upgrade_EvilDualEconomyChoice //Any upgrades this player template is born with.
// NOTE: It is very important that the create-a-hero be the first buildable hero, to ensure that the create-a-hero and the ring hero are always // attached to the first two buttons in the command set.
BuildableHeroesMP = CreateAHero WildGoblinKing WildAzog WildShelob Drogoth // Alatar Pallando Drogoth BuildableRingHeroesMP = MordorSauron_RingHero SpellStoreCurrentPowerLabel = APT:SpellStoreCurrentRingPower SpellStoreMaximumPowerLabel = APT:SpellStoreMaximumRingPower ResourceModifierObjectFilter = RESOURCE_MODIFIER_OBJECT_FILTER ResourceModifierValues = 100 100 100 100 90 85 80 75 71 68 66 MultiSelectionPortrait = UPGoblinArmy LoadScreenMusic = Shell2MusicForLoadScreen End
PlayerTemplate FactionAngmar Side = Angmar PlayableSide = Yes Evil = Yes StartMoney = 0 MaxLevelMP = #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_DEFAULT PLAYER_PURCHASE_POINTS_GRANTED ) MaxLevelSP = #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_GOOD PLAYER_PURCHASE_POINTS_GRANTED ) PreferredColor = R:143 G:50 B:50 StartingBuilding = AngmarFortress ;------------- NO STARTING UNITS FOR YOU ------- StartingUnit0 = AngmarPorter StartingUnitOffset0 = X:1 Y:160 Z:0
StartingUnit1 = AngmarPorter StartingUnitOffset1 = X:30 Y:250 Z:0 StartingUnitTacticalWOTR = AngmarPorter StartingUnitTacticalWOTR = AngmarPorter IntrinsicSciences = SCIENCE_ANGMAR IntrinsicSciencesMP = SCIENCE_ANGMAR SpellBook = AngmarSpellBook SpellBookMp = AngmarSpellBook PurchaseScienceCommandSet = AngmarSpellStoreCommandSet PurchaseScienceCommandSetMP = AngmarSpellStoreCommandSet DisplayName = INI:FactionAngmar DefaultPlayerAIType = AngmarSkirmishAI ; Needs to exist before I can change it. BeaconName = MultiplayerBeacon LightPointsUpSound = MordorLightPointsUp ObjectiveAddedSound = Gui_MissionObjectiveNew ObjectiveCompletedSound = Gui_MissionObjectiveCompleted InitialUpgrades = Upgrade_AngmarFaction ;Any upgrades this player template is born with.
// NOTE: It is very important that the create-a-hero be the first buildable hero, to ensure that the create-a-hero and the ring hero are always // attached to the first two buttons in the command set.
BuildableHeroesMP = CreateAHero AngmarHwaldar AngmarKarsh AngmarMorgramir AngmarRogash AngmarWitchking BuildableRingHeroesMP = MordorSauron_RingHero SpellStoreCurrentPowerLabel = APT:SpellStoreCurrentRingPower SpellStoreMaximumPowerLabel = APT:SpellStoreMaximumRingPower ResourceModifierObjectFilter = RESOURCE_MODIFIER_OBJECT_FILTER ResourceModifierValues = 100 100 100 100 90 85 80 75 71 68 66 MultiSelectionPortrait = UPAngmarArmy LoadScreenMusic = Shell2MusicForLoadScreen End
PlayerTemplate FactionArnor Side = Arnor PlayableSide = No Evil = No StartMoney = 0 MaxLevelMP = #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_DEFAULT PLAYER_PURCHASE_POINTS_GRANTED ) MaxLevelSP = #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_GOOD PLAYER_PURCHASE_POINTS_GRANTED ) PreferredColor = R:85 G:85 B:186 StartingBuilding = ArnorFortress ;------------- NO STARTING UNITS FOR YOU ------- ;StartingUnit0 = GondorFighterHorde ;StartingUnitOffset0 = X:-60 Y:185 Z:0 StartingUnit1 = ArnorPorter StartingUnitOffset1 = X:30 Y:200 Z:0 StartingUnit0 = ArnorPorter StartingUnitOffset0 = X:1 Y:130 Z:0 StartingUnitTacticalWOTR = ArnorPorter ;// This unit is placed in tactical mode when playing WOTR. Add multiple lines for multiple units. StartingUnitTacticalWOTR = ArnorPorter IntrinsicSciences = SCIENCE_GOOD IntrinsicSciencesMP = SCIENCE_ARNOR SpellBook = GoodSpellBook SpellBookMp = ArnorSpellBook PurchaseScienceCommandSet = GoodSpellStoreCommandSet PurchaseScienceCommandSetMP = ArnorSpellStoreCommandSet DisplayName = INI:FactionArnor DefaultPlayerAIType = ArnorSkirmishAI BeaconName = MultiplayerBeacon LightPointsUpSound = GondorLightPointsUp ObjectiveAddedSound = Gui_MissionObjectiveNew ObjectiveCompletedSound = Gui_MissionObjectiveCompleted InitialUpgrades = Upgrade_ArnorFaction ; Any upgrades this player template is born with.
// NOTE: It is very important that the create-a-hero be the first buildable hero, to ensure that the create-a-hero and the ring hero are always // attached to the first two buttons in the command set.
BuildableHeroesMP = CreateAHero ArnorArgeleb ArnorArveleg ArnorArvedui ArnorCaptain BuildableRingHeroesMP = ElvenGaladriel_RingHero SpellStoreCurrentPowerLabel = APT:SpellStoreCurrentEvenstarPower SpellStoreMaximumPowerLabel = APT:SpellStoreMaximumEvenstarPower ResourceModifierObjectFilter = RESOURCE_MODIFIER_OBJECT_FILTER ResourceModifierValues = 100 100 100 100 90 85 80 75 71 68 66 MultiSelectionPortrait = UPGondor_Army LoadScreenMusic = Shell2MusicForLoadScreen End
PlayerTemplate FactionHobbit Side = men PlayableSide = Yes Evil = No StartMoney = 0 MaxLevelMP = #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_DEFAULT PLAYER_PURCHASE_POINTS_GRANTED ) MaxLevelSP = #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_GOOD PLAYER_PURCHASE_POINTS_GRANTED ) PreferredColor = R:43 G:150 B:179 StartingBuilding = MenFortress ;------------- NO STARTING UNITS FOR YOU ------- ;StartingUnit0 = GondorFighterHorde ;StartingUnitOffset0 = X:-60 Y:185 Z:0 StartingUnit1 = MenPorter StartingUnitOffset1 = X:30 Y:200 Z:0 StartingUnit0 = MenPorter StartingUnitOffset0 = X:1 Y:130 Z:0 StartingUnitTacticalWOTR = MenPorter ;// This unit is placed in tactical mode when playing WOTR. Add multiple lines for multiple units. StartingUnitTacticalWOTR = MenPorter IntrinsicSciences = SCIENCE_GOOD IntrinsicSciencesMP = SCIENCE_MEN SpellBook = GoodSpellBook SpellBookMp = MenSpellBook PurchaseScienceCommandSet = GoodSpellStoreCommandSet PurchaseScienceCommandSetMP = MenSpellStoreCommandSet DisplayName = INI:FactionMen DefaultPlayerAIType = MenSkirmishAI BeaconName = MultiplayerBeacon LightPointsUpSound = GondorLightPointsUp ObjectiveAddedSound = Gui_MissionObjectiveNew ObjectiveCompletedSound = Gui_MissionObjectiveCompleted InitialUpgrades = Upgrade_MenFaction ; Any upgrades this player template is born with.
// NOTE: It is very important that the create-a-hero be the first buildable hero, to ensure that the create-a-hero and the ring hero are always // attached to the first two buttons in the command set.
BuildableHeroesMP = CreateAHero RohanEowyn RohanEomer GondorBoromir RohanTheoden GondorFaramir GondorAragornMP GondorGandalf BuildableRingHeroesMP = ElvenGaladriel_RingHero SpellStoreCurrentPowerLabel = APT:SpellStoreCurrentEvenstarPower SpellStoreMaximumPowerLabel = APT:SpellStoreMaximumEvenstarPower ResourceModifierObjectFilter = RESOURCE_MODIFIER_OBJECT_FILTER ResourceModifierValues = 100 100 100 100 90 85 80 75 71 68 66 MultiSelectionPortrait = UPGondor_Army LoadScreenMusic = Shell2MusicForLoadScreen End
Tout est la. | |
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Tom Maître floodeur incontesté
Nombre de messages : 3345 Age : 29 Location : Thaïlande. Add-On : « La valeur d’un homme tient dans sa capacité à donner et non dans sa capacité à recevoir. »
En bon modo, j'édite le poste du membre de votre choix pour seulement 5 euros
« Ne fais jamais rien contre ta conscience, même si l'Etat te le demande. »
Date d'inscription : 24/05/2010
| Sujet: Re: Et si on ajouté l armé des hobit? Lun 22 Aoû - 13:14 | |
| Tu peux mettre tes codes sous des spoiler,tu selectionnes ton textes,tu vas dans " autres " et tu selectionne " Spoiler " Comme je suis quelqu'un de courageux,je l'ai fais pour toi cette fois | |
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Le Rodeur Moddeur confirmé
Nombre de messages : 309 Age : 40 Location : Dans la forêt Add-On : Oui Date d'inscription : 20/08/2011
| Sujet: Re: Et si on ajouté l armé des hobit? Lun 22 Aoû - 13:15 | |
| 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: Et si on ajouté l armé des hobit? Lun 22 Aoû - 13:42 | |
| Le problème ne semble pas venir d'un end foireux en tout cas... | |
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Le Rodeur Moddeur confirmé
Nombre de messages : 309 Age : 40 Location : Dans la forêt Add-On : Oui Date d'inscription : 20/08/2011
| Sujet: Re: Et si on ajouté l armé des hobit? Lun 22 Aoû - 13:44 | |
| Moi je suis perdu dans tous sa, pour moi ses du chinois . | |
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Le Rodeur Moddeur confirmé
Nombre de messages : 309 Age : 40 Location : Dans la forêt Add-On : Oui Date d'inscription : 20/08/2011
| Sujet: Re: Et si on ajouté l armé des hobit? Lun 22 Aoû - 18:00 | |
| Je craint malheureusement que je vais abandonné mes projet sur les mod et me contentant de donner des idée. | |
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UND34D Habitué(e)
Nombre de messages : 81 Age : 28 Location : Québec Add-On : Oui Date d'inscription : 08/07/2010
| Sujet: Re: Et si on ajouté l armé des hobit? Lun 22 Aoû - 20:22 | |
| J'ai mis la faction hobbit dans playertemplate et j'ai pas de gamecrash. je te propose d'effacer le code de ta faction hobbit et de mettre le mien (j'ai trouvé aucune différence entre le mien et le tien mais bon t'as rien à perdre d'essayer). - Spoiler:
PlayerTemplate FactionHobbit Side = Men PlayableSide = Yes Evil = No StartMoney = 0 MaxLevelMP = #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_DEFAULT PLAYER_PURCHASE_POINTS_GRANTED ) MaxLevelSP = #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_GOOD PLAYER_PURCHASE_POINTS_GRANTED ) PreferredColor = R:43 G:150 B:179 StartingBuilding = MenFortress ;------------- NO STARTING UNITS FOR YOU ------- ;StartingUnit0 = GondorFighterHorde ;StartingUnitOffset0 = X:-60 Y:185 Z:0 StartingUnit1 = MenPorter StartingUnitOffset1 = X:30 Y:200 Z:0 StartingUnit0 = MenPorter StartingUnitOffset0 = X:1 Y:130 Z:0 StartingUnitTacticalWOTR = MenPorter ;// This unit is placed in tactical mode when playing WOTR. Add multiple lines for multiple units. StartingUnitTacticalWOTR = MenPorter IntrinsicSciences = SCIENCE_GOOD IntrinsicSciencesMP = SCIENCE_MEN SpellBook = GoodSpellBook SpellBookMp = MenSpellBook PurchaseScienceCommandSet = GoodSpellStoreCommandSet PurchaseScienceCommandSetMP = MenSpellStoreCommandSet DisplayName = INI:FactionMen DefaultPlayerAIType = MenSkirmishAI BeaconName = MultiplayerBeacon LightPointsUpSound = GondorLightPointsUp ObjectiveAddedSound = Gui_MissionObjectiveNew ObjectiveCompletedSound = Gui_MissionObjectiveCompleted InitialUpgrades = Upgrade_MenFaction ; Any upgrades this player template is born with.
// NOTE: It is very important that the create-a-hero be the first buildable hero, to ensure that the create-a-hero and the ring hero are always // attached to the first two buttons in the command set.
BuildableHeroesMP = CreateAHero RohanEowyn RohanEomer GondorBoromir RohanTheoden GondorFaramir GondorAragornMP GondorGandalf ;RohanGamling BuildableRingHeroesMP = ElvenGaladriel_RingHero SpellStoreCurrentPowerLabel = APT:SpellStoreCurrentEvenstarPower SpellStoreMaximumPowerLabel = APT:SpellStoreMaximumEvenstarPower ResourceModifierObjectFilter = RESOURCE_MODIFIER_OBJECT_FILTER ResourceModifierValues = 100 100 100 100 90 85 80 75 71 68 66 MultiSelectionPortrait = UPGondor_Army LoadScreenMusic = Shell2MusicForLoadScreen End
Si ça marche pas alors t'as du modifier autre chose. essaie juste de te rapeller. | |
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Le Rodeur Moddeur confirmé
Nombre de messages : 309 Age : 40 Location : Dans la forêt Add-On : Oui Date d'inscription : 20/08/2011
| Sujet: Re: Et si on ajouté l armé des hobit? Lun 22 Aoû - 22:35 | |
| Merci! | |
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Le Rodeur Moddeur confirmé
Nombre de messages : 309 Age : 40 Location : Dans la forêt Add-On : Oui Date d'inscription : 20/08/2011
| Sujet: Re: Et si on ajouté l armé des hobit? Lun 22 Aoû - 22:44 | |
| C pas sa non plus | |
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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: Et si on ajouté l armé des hobit? Lun 22 Aoû - 23:00 | |
| remet l'ini original et ajoute le code de UND3AD | |
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Le Rodeur Moddeur confirmé
Nombre de messages : 309 Age : 40 Location : Dans la forêt Add-On : Oui Date d'inscription : 20/08/2011
| Sujet: Re: Et si on ajouté l armé des hobit? Mar 23 Aoû - 10:35 | |
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Le Rodeur Moddeur confirmé
Nombre de messages : 309 Age : 40 Location : Dans la forêt Add-On : Oui Date d'inscription : 20/08/2011
| Sujet: Re: Et si on ajouté l armé des hobit? Mar 23 Aoû - 11:33 | |
| A c bon je crois que g saisi le problème: le jeux ne se démarre pas sauf si j ouvre le lecteur cd et que je le referme, la il y a ouverture automatique, je met jouer et il se démarre normalement . C vachement blizzard. | |
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| Sujet: Re: Et si on ajouté l armé des hobit? | |
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| Et si on ajouté l armé des hobit? | |
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