xX-Slav Nouveau
Nombre de messages : 13 Add-On : Oui Date d'inscription : 07/10/2011
| Sujet: Problème ajouter tom bombadil en hero Dim 9 Oct - 16:24 | |
| Bonjour, je débute dans les modifs de l'ini sur ROTWK, Jusqu’a présent j'ai suivie la plupart de vos tuto depuis un moment qui m'ont beaucoup aidé et je vous en remercie, grâce à eux j'ai réussi a ajouter des héros comme Le Balrog et L'ombre du loup qui se sont révélé assez facile, mais actuellement je rencontre un mini problème à essayer d'ajouter tom bombadil, que j'arrive pas à trouver... Donc j'aimerai savoir si vous pouviez m'aidez à régler ce problème qui m’empêche de faire progresser mon petit projet. Voici mon erreur qui n'a pas l'aire très importante mais qui me pose problème : (Désolé pour le spoiler vu que j'ai pas le droit de mettre un lien externe) - Spoiler:
ERROR:Could not open include in data/ini/object/neutral/GondorTomBombadil02.ini line 1,file data/ini/includes/StandartUnitEvaEvents.inc,parent file data/object/neutral/GondorTomBombadil02.ini 14 addresses: (unkrown(0):game.dat+239838(unkrown) (unkrown(0):game.dat+6380971(unkrown) (unkrown(0):game.dat+6381024(unkrown) (unkrown(0):game.dat+186805(unkrown) (unkrown(0):game.dat+189696(unkrown) (unkrown(0):game.dat+1789140(unkrown) (unkrown(0):game.dat+1788604(unkrown) (unkrown(0):game.dat+2323784(unkrown) (unkrown(0):game.dat+2341537(unkrown) (unkrown(0):game.dat+2376649(unkrown) (unkrown(0):game.dat+6541831(unkrown) (unkrown(0):kernel32.dll+316169BaseThreadInitThunk+18 (unkrown(0):ntdll.dll+267971 RtlInitializeExceptionChain+99 (unkrown(0):ntdll.dll+267926 RtlInitializeExceptionChain+54
Because of the severity of this error the game will now exist.
Voici Le code de Tom Bombadil: - Spoiler:
//------------------------------------------------------------------------------ // // TomBombadil.ini // //------------------------------------------------------------------------------ Object TomBombadil // *** ART Parameters *** SelectPortrait = HPTomBombadil ButtonImage = HITomBombadil
Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes StaticModelLODMode = Yes
WadingParticleSys = WaterRipplesTrail ; used when the unit is wading in shallow water.
//================ MODELS ================================================================= DefaultModelConditionState Model = GUTomBdl_SKN Skeleton = GUTomBdl_SKL ParticleSysBone = BAT_HEAD BombaFX FollowBone:Yes End
//================== ANIMATIONS =================================================================
//--------------- IDLE STATES ---------------------------------
IdleAnimationState StateName = STATE_Idle Animation = IDLB AnimationName = GUTomBdl_IDLB AnimationMode = ONCE AnimationPriority = 30 AnimationBlendTime = 30 End Animation = IDLF AnimationName = GUTomBdl_IDLC AnimationMode = ONCE AnimationPriority = 5 AnimationBlendTime = 30 End Animation = IDLD AnimationName = GUTomBdl_IDLD AnimationMode = ONCE AnimationPriority = 4 AnimationBlendTime = 30 End Animation = IDLG AnimationName = GUTomBdl_IDLE AnimationMode = ONCE AnimationPriority = 2 AnimationBlendTime = 30 End End
//------------------ MOVING & DYING ---------------------------
//======= DYING
AnimationState = STUNNED_FLAILING Animation = FLYA AnimationName = GUTomBdl_FLYA AnimationMode = LOOP AnimationSpeedFactorRange = 0.4 0.6 End Flags = RANDOMSTART End AnimationState = DYING DEATH_1 Animation AnimationName = GUTomBdl_ATNA AnimationMode = LOOP AnimationBlendTime = 10 End End
AnimationState = DYING SPLATTED Animation = LNDB AnimationName = GUTomBdl_LNDA AnimationMode = ONCE End End
AnimationState = DYING AFLAME Animation = Fire AnimationName = GUTomBdl_MFDA AnimationMode = LOOP End End
AnimationState = DYING Animation = DIEA AnimationName = GUTomBdl_DTHA AnimationMode = ONCE End End AnimationState = STUNNED_STANDING_UP Animation = GTPA AnimationName = GUTomBdl_GTPA AnimationMode = ONCE End End AnimationState = STUNNED Animation = LNDA AnimationName = GUTomBdl_LNDA AnimationMode = ONCE End End AnimationState = SPECIAL_WEAPON_TWO //Sonic song Animation AnimationName = GUTomBdl_SPCA AnimationMode = ONCE End End
//======= MOVING AnimationState = MOVING FIRING_OR_PREATTACK_A ShareAnimation = Yes Animation = RunAndFire AnimationName = GUTomBdl_RUNB AnimationMode = LOOP End Flags = RANDOMSTART End
AnimationState = MOVING ATTACKING Animation = RUNB AnimationName = GUTomBdl_RUNB AnimationMode = LOOP End Flags = RANDOMSTART End AnimationState = MOVING Animation = RUNA AnimationName = GUTomBdl_RUNA AnimationMode = LOOP End Flags = RANDOMSTART End
//------------------ ATTACKING ------------------------------- AnimationState = FIRING_OR_PREATTACK_C Animation = SPCA AnimationName = GUTomBdl_SPCA AnimationMode = ONCE End FrameForPristineBonePositions = 42;44 End
AnimationState = FIRING_OR_PREATTACK_B; WEAPONLOCK_SECONDARY Animation = ATKA AnimationName = GUTomBdl_SPCB AnimationMode = ONCE UseWeaponTiming = Yes End End AnimationState = FIRING_OR_PREATTACK_A Animation = ATKA AnimationName = GUTomBdl_ATKA AnimationMode = ONCE UseWeaponTiming = Yes End Animation = ATKB AnimationName = GUTomBdl_ATKB AnimationMode = ONCE UseWeaponTiming = Yes End End //-------------------- HIT REACTIONS --------------------------
AnimationState = HIT_REACTION Animation = Hit_Level_1_a AnimationName = GUTomBdl_HITA AnimationMode = ONCE End End //------------ EMOTIONS ---------------------------------------
//====== CELEBRATING AnimationState = EMOTION_CELEBRATING Animation = CHRA AnimationName = GUTomBdl_CHRA AnimationMode = ONCE End Flags = RESTART_ANIM_WHEN_COMPLETE End AnimationState = EMOTION_TAUNTING Animation = CHRA AnimationName = GUTomBdl_CHRA AnimationMode = ONCE End Flags = RESTART_ANIM_WHEN_COMPLETE End AnimationState = EMOTION_ALERT Animation = Ready AnimationName = GUTomBdl_IDLA AnimationMode = LOOP AnimationBlendTime = 15 End End //------------------- SELECTED STATES ------------------------- AnimationState = SELECTED StateName = AtAttentionIdle SimilarRestart = Yes Animation = ATNB AnimationName = GUTomBdl_ATNB AnimationMode = LOOP AnimationBlendTime = 30 End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Idle" then CurDrawableSetTransitionAnimState("TRANS_Select") end if Prev == "AtAttentionIdle" then CurDrawableSetTransitionAnimState("TRANS_Select") end EndScript End //---Transitions-------------------------------------
TransitionState = TRANS_SelectedToIdle Animation = ATNC AnimationName = GUTomBdl_ATNC AnimationMode = ONCE AnimationSpeedFactorRange = 0.7 1.3 End End TransitionState = TRANS_Select Animation = ATNA AnimationName = GUTomBdl_ATNA AnimationMode = ONCE End End //================== END ANIMATIONS =================================================================
End //Object block // ***DESIGN parameters *** Side = Neutral EditorSorting = UNIT ThreatLevel = 1.0 ThingClass = CHARACTER_UNIT TransportSlotCount = TRANSPORTSLOTCOUNT_HERO ShockwaveResistance = SHOCKWAVE_RESISTANCE_STRONG EmotionRange = 240 // Make sure this value is greater than the fear distribution range. // WEAPON SETS WeaponSet Conditions = None Weapon = PRIMARY TomBombadilPunch AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI End
ArmorSet Conditions = None Armor = ToughHeroArmor DamageFX = NormalDamageFX End VisionRange = VISION_STANDARD_TOMBOMB ShroudClearingRange = SHROUD_CLEAR_HERO
DisplayName = OBJECT:TomBombadil CrusherLevel = 4 //What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushWeapon = TomBombadilCrush
MinCrushVelocityPercent = 40 // Has to be moving at at least 35% of full speed. CrushDecelerationPercent = 0 // Lose 20 percent of max velocity when crushing.
CrushKnockback = 40 CrushZFactor = 1.0 CommandSet = TomBombadilCommandSet
// *** AUDIO Parameters ***;
VoiceAttack = TomBombadilVoiceAttack ;TomBombadilVoxAttack VoiceAttackCharge = TomBombadilVoiceAttack ;TomBombadilVoxAttack VoiceAttackMachine = TomBombadilVoiceAttack ;TomBombadilVoxAttack VoiceAttackStructure = TomBombadilVoiceAttack ;TomBombadilVoxAttack VoiceCreated = TomBombadilVoiceSelect ;TomBombadilVoxCreated VoiceFullyCreated = TomBombadilVoiceSelect ;TomBombadilVoxCreated VoiceGuard = TomBombadilVoiceSelect ;TomBombadilVoxMove VoiceMove = TomBombadilVoiceSelect ;TomBombadilVoxMove VoiceMoveToCamp = TomBombadilVoiceSelect ;TomBombadilVoxMove VoiceMoveWhileAttacking = TomBombadilVoiceSelect ;TomBombadilVoxMove VoicePriority = 59 ;VoiceRetreatToCastle = VoiceSelect = TomBombadilVoiceSelectMS ;TomBombadilVoxSelect VoiceSelectBattle = TomBombadilVoiceSelectMS ;TomBombadilVoxSelect
//VoiceEnterStateAttack = //VoiceEnterStateAttackCharge = //VoiceEnterStateAttackMachine = //VoiceEnterStateAttackStructure = //VoiceEnterStateMove = //VoiceEnterStateMoveToCamp = //VoiceEnterStateMoveWhileAttacking = //VoiceEnterStateRetreatToCastle =
SoundImpact = ImpactHorse ;SoundAmbient = TomBombadilVoxAmbienceSinglesLoop ;moved to ModelConditionAudioLoopClientBehavior
UnitSpecificSounds VoiceGarrison = TomBombadilVoiceSelect VoiceEnterUnitElvenTransportShip = TomBombadilVoiceSelect VoiceInitiateCaptureBuilding = TomBombadilVoiceSelect ;VoiceEnterStateInitiateCaptureBuilding = End
#include "..\..\includes\StandardUnitEvaEvents.inc"
//Behavior = LargeGroupAudioUpdate ModuleTag_LGAU // Key = //End ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_foo ModelCondition = Required:MOVING ATTACKING Excluded:DYING SPLATTED AFLAME STUNNED_FLAILING Sound:TomBombadilVoiceMoveAttackLoop ModelCondition = Required:MOVING Excluded:DYING SPLATTED AFLAME STUNNED_FLAILING Sound:TomBombadilVoiceMoveLoop ModelCondition = Excluded:MOVING FIRING_OR_PREATTACK_A FIRING_OR_PREATTACK_B FIRING_OR_PREATTACK_C ATTACKING DYING SPLATTED AFLAME STUNNED STUNNED_STANDING_UP STUNNED_FLAILING Sound:TomBombadilVoiceAmbientLoop End
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior MaxUpdateRangeCap = 800 AnimationSound = Sound:TomBombadilVoiceBattleAmbience Animation:GUTomBdl_SKL.GUTomBdl_ATKA Frames:30 AnimationSound = Sound:TomBombadilVoiceBattleAmbience Animation:GUTomBdl_SKL.GUTomBdl_ATKB Frames:30 AnimationSound = Sound:TomBombadilVoiceBattleAmbience Animation:GUTomBdl_SKL.GUTomBdl_SPCA Frames:30 AnimationSound = Sound:TomBombadilVoiceBattleAmbience Animation:GUTomBdl_SKL.GUTomBdl_SPCB Frames:30 AnimationSound = Sound:BodyFallGenericNoArmor Animation:GUTOMBDL_SKL.GUTOMBDL_LNDA Frames:4 AnimationSound = Sound:BodyFallGenericNoArmor Animation:GUTOMBDL_SKL.GUTOMBDL_DTHA Frames:48 End
// *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS HERO CAVALRY SCARY HEAVY_MELEE_HITTER SCORE Body = ActiveBody ModuleTag_02 CheerRadius = EMOTION_CHEER_RADIUS MaxHealth = TOM_BOMBADIL_HEALTH ;RecoveryTime = TOM_BOMBADIL_HEALTH_RECOVERY_TIME End //------------------------------------------------------------------------- Behavior = StancesBehavior ModuleTag_StancesBehavior StanceTemplate = FighterHorde End
Behavior = AIUpdateInterface ModuleTag_03 AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS AILuaEventsList = TomBombadil_Functions AttackPriority = AttackPriority_Cavalry End
LocomotorSet Locomotor = TomBombadilLocomotor Condition = SET_NORMAL Speed = NORMAL_GOOD_INFANTRY_MEMBER_SPEED End
Behavior = PhysicsBehavior ModuleTag_04 GravityMult = 1.0 ShockStunnedTimeLow = 1400 //msec ShockStunnedTimeHigh = 2400 //msec ShockStandingTime = 666 //msec End
Behavior = AttributeModifierUpgrade ModuleTag_AMU TriggeredBy = Upgrade_GondorFighterFearless AttributeModifier = FearlessForever End Behavior = SquishCollide ModuleTag_06 //nothing End Behavior = NotifyTargetsOfImminentProbableCrushingUpdate ModuleTag_NotifyCrushScan 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 = No // 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 -FADED SinkDelay = 3000 SinkRate = 0.60 // in Dist/Sec DestructionDelay = 10000 Sound = INITIAL TomBombadilVoiceDie 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 = AutoAbilityBehavior ModuleTag_AutoAbilityBehavior End
//Sonic Song Behavior = SpecialPowerModule ModuleTag_SongStarter SpecialPowerTemplate = SpecialAbilitySonicSong UpdateModuleStartsAttack = Yes StartsPaused = No InitiateSound = TomBombadilVoiceAttack ;GandalfVoiceAttackWizardBlast //this plays when he targets, not when he fires End
Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_SonicSongWeaponFireUpdate SpecialPowerTemplate = SpecialAbilitySonicSong WhichSpecialWeapon = 2 // Sets SPECIAL_WEAPON_TWO SkipContinue = Yes
UnpackTime = 900 PreparationTime = 1 PersistentPrepTime = 1500 PackTime = 1100
AwardXPForTriggering = 0 StartAbilityRange = 80.0 MustFinishAbility = Yes SpecialWeapon = TomBombadilSonicSong End
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_TheodenLeadership SpecialPowerTemplate = SpecialAbilityFakeLeadership TriggeredBy = Upgrade_TomBombadilLeadership End Behavior = SpecialPowerModule ModuleTag_TheodenLeadershipUpdate SpecialPowerTemplate = SpecialAbilityFakeLeadership UpdateModuleStartsAttack = No StartsPaused = Yes End
//Inspiring Presence Behavior = AttributeModifierAuraUpdate ModuleTag_Leadership StartsActive = No //If no, requires upgrade to turn on. BonusName = GenericHeroLeadership TriggeredBy = Upgrade_TomBombadilLeadership RefreshDelay = 2000 Range = 200 AntiCategory = BUFF ObjectFilter = GENERIC_BUFF_RECIPIENT_OBJECT_FILTER End
Behavior = ExperienceLevelCreate ModuleTag_LevelBonus LevelToGrant = 10 MPOnly = No End
Behavior = EmotionTrackerUpdate Module_EmotionTracker TauntAndPointUpdateDelay = 1000 // how often scan (milliseconds) TauntAndPointExcluded = NONE AddEmotion = Taunt_Base AddEmotion = CheerIdle_Base AddEmotion = CheerBusy_Base AddEmotion = Alert_Base End
Geometry = CYLINDER GeometryMajorRadius = 8.0 GeometryMinorRadius = 8.0 GeometryHeight = 19.2 GeometryIsSmall = Yes
Shadow = SHADOW_DECAL ShadowSizeX = 19 ShadowSizeY = 19 ShadowTexture = ShadowI Scale = 1.17 End
//----------------------------------------------------------------------------------------- Object TomBombadilSummonEgg Draw = W3DScriptedModelDraw ModuleTag_Draw DefaultModelConditionState Model = None End End KindOf = INERT IMMOBILE UNATTACKABLE Body = ActiveBody ModuleTag_MakesKillWork MaxHealth = 1 End Behavior = LifetimeUpdate ModuleTag_HatchTrigger MinLifetime = 0.0 MaxLifetime = 0.0 End Behavior = SlowDeathBehavior ModuleTag_HatchProcess DestructionDelay = 2000 FX = INITIAL FX_BombadilSummoningStart FX = FINAL FX_BombadilSummoningFinish OCL = FINAL OCL_SpawnTomBombadil End End
//------------------------------------------------------------------------------ ChildObject TomBombadil_Summoned TomBombadil IsTrainable = No CommandPoints = 0 EquivalentTo = TomBombadil KindOf = +SUMMONED Behavior = LifetimeUpdate ModuleTag_LifetimeUpdate MinLifetime = 60000 MaxLifetime = 60000 DeathType = FADED End
Behavior = SlowDeathBehavior ModuleTag_Fading DeathTypes = NONE +FADED FadeDelay = 0 FadeTime = 1000 DestructionDelay = 1000 DeathFlags = DEATH_1 Sound = INITIAL SpellGenericUnsummonFasterMS End
End
Et voici le mien : - Spoiler:
//------------------------------------------------------------------------------ Object GondorTomBombadil02 // *** ART Parameters *** SelectPortrait = HPTomBombadil ButtonImage = HITomBombadil
Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes StaticModelLODMode = Yes
WadingParticleSys = WaterRipplesTrail ; used when the unit is wading in shallow water.
//================ MODELS ================================================================= DefaultModelConditionState Model = GUTomBdl_SKN Skeleton = GUTomBdl_SKL ParticleSysBone = BAT_HEAD BombaFX FollowBone:Yes End
//================== ANIMATIONS =================================================================
//--------------- IDLE STATES ---------------------------------
IdleAnimationState StateName = STATE_Idle Animation = IDLB AnimationName = GUTomBdl_IDLB AnimationMode = ONCE AnimationPriority = 30 AnimationBlendTime = 30 End Animation = IDLF AnimationName = GUTomBdl_IDLC AnimationMode = ONCE AnimationPriority = 5 AnimationBlendTime = 30 End Animation = IDLD AnimationName = GUTomBdl_IDLD AnimationMode = ONCE AnimationPriority = 4 AnimationBlendTime = 30 End Animation = IDLG AnimationName = GUTomBdl_IDLE AnimationMode = ONCE AnimationPriority = 2 AnimationBlendTime = 30 End End
//------------------ MOVING & DYING ---------------------------
//======= DYING
AnimationState = STUNNED_FLAILING Animation = FLYA AnimationName = GUTomBdl_FLYA AnimationMode = LOOP AnimationSpeedFactorRange = 0.4 0.6 End Flags = RANDOMSTART End AnimationState = DYING DEATH_1 Animation AnimationName = GUTomBdl_ATNA AnimationMode = LOOP AnimationBlendTime = 10 End End
AnimationState = DYING SPLATTED Animation = LNDB AnimationName = GUTomBdl_LNDA AnimationMode = ONCE End End
AnimationState = DYING AFLAME Animation = Fire AnimationName = GUTomBdl_MFDA AnimationMode = LOOP End End
AnimationState = DYING Animation = DIEA AnimationName = GUTomBdl_DTHA AnimationMode = ONCE End End AnimationState = STUNNED_STANDING_UP Animation = GTPA AnimationName = GUTomBdl_GTPA AnimationMode = ONCE End End AnimationState = STUNNED Animation = LNDA AnimationName = GUTomBdl_LNDA AnimationMode = ONCE End End AnimationState = SPECIAL_WEAPON_TWO //Sonic song Animation AnimationName = GUTomBdl_SPCA AnimationMode = ONCE End End
//======= MOVING AnimationState = MOVING FIRING_OR_PREATTACK_A ShareAnimation = Yes Animation = RunAndFire AnimationName = GUTomBdl_RUNB AnimationMode = LOOP End Flags = RANDOMSTART End
AnimationState = MOVING ATTACKING Animation = RUNB AnimationName = GUTomBdl_RUNB AnimationMode = LOOP End Flags = RANDOMSTART End AnimationState = MOVING Animation = RUNA AnimationName = GUTomBdl_RUNA AnimationMode = LOOP End Flags = RANDOMSTART End
//------------------ ATTACKING ------------------------------- AnimationState = FIRING_OR_PREATTACK_C Animation = SPCA AnimationName = GUTomBdl_SPCA AnimationMode = ONCE End FrameForPristineBonePositions = 42;44 End
AnimationState = FIRING_OR_PREATTACK_B; WEAPONLOCK_SECONDARY Animation = ATKA AnimationName = GUTomBdl_SPCB AnimationMode = ONCE UseWeaponTiming = Yes End End AnimationState = FIRING_OR_PREATTACK_A Animation = ATKA AnimationName = GUTomBdl_ATKA AnimationMode = ONCE UseWeaponTiming = Yes End Animation = ATKB AnimationName = GUTomBdl_ATKB AnimationMode = ONCE UseWeaponTiming = Yes End End //-------------------- HIT REACTIONS --------------------------
AnimationState = HIT_REACTION Animation = Hit_Level_1_a AnimationName = GUTomBdl_HITA AnimationMode = ONCE End End //------------ EMOTIONS ---------------------------------------
//====== CELEBRATING AnimationState = EMOTION_CELEBRATING Animation = CHRA AnimationName = GUTomBdl_CHRA AnimationMode = ONCE End Flags = RESTART_ANIM_WHEN_COMPLETE End AnimationState = EMOTION_TAUNTING Animation = CHRA AnimationName = GUTomBdl_CHRA AnimationMode = ONCE End Flags = RESTART_ANIM_WHEN_COMPLETE End AnimationState = EMOTION_ALERT Animation = Ready AnimationName = GUTomBdl_IDLA AnimationMode = LOOP AnimationBlendTime = 15 End End //------------------- SELECTED STATES ------------------------- AnimationState = SELECTED StateName = AtAttentionIdle SimilarRestart = Yes Animation = ATNB AnimationName = GUTomBdl_ATNB AnimationMode = LOOP AnimationBlendTime = 30 End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Idle" then CurDrawableSetTransitionAnimState("TRANS_Select") end if Prev == "AtAttentionIdle" then CurDrawableSetTransitionAnimState("TRANS_Select") end EndScript End //---Transitions-------------------------------------
TransitionState = TRANS_SelectedToIdle Animation = ATNC AnimationName = GUTomBdl_ATNC AnimationMode = ONCE AnimationSpeedFactorRange = 0.7 1.3 End End TransitionState = TRANS_Select Animation = ATNA AnimationName = GUTomBdl_ATNA AnimationMode = ONCE End End //================== END ANIMATIONS =================================================================
End //Object block // ***DESIGN parameters *** Side = Neutral EditorSorting = UNIT ThreatLevel = 1.0 ThingClass = CHARACTER_UNIT BuildCost = TOM_BOMBADIL02_BUILDCOST BuildTime = TOM_BOMBADIL02_BUILDTIME TransportSlotCount = TRANSPORTSLOTCOUNT_HERO ShockwaveResistance = SHOCKWAVE_RESISTANCE_STRONG EmotionRange = 240 // Make sure this value is greater than the fear distribution range. // WEAPON SETS WeaponSet Conditions = None Weapon = PRIMARY TomBombadilPunch AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI End
ArmorSet Conditions = None Armor = ToughHeroArmor DamageFX = NormalDamageFX End VisionRange = VISION_STANDARD_TOMBOMB ShroudClearingRange = SHROUD_CLEAR_HERO
DisplayName = OBJECT:TomBombadil CrusherLevel = 4 //What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushWeapon = TomBombadilCrush
MinCrushVelocityPercent = 40 // Has to be moving at at least 35% of full speed. CrushDecelerationPercent = 0 // Lose 20 percent of max velocity when crushing.
CrushKnockback = 40 CrushZFactor = 1.0 CommandSet = TomBombadilCommandSet
// *** AUDIO Parameters ***;
VoiceAttack = TomBombadilVoiceAttack ;TomBombadilVoxAttack VoiceAttackCharge = TomBombadilVoiceAttack ;TomBombadilVoxAttack VoiceAttackMachine = TomBombadilVoiceAttack ;TomBombadilVoxAttack VoiceAttackStructure = TomBombadilVoiceAttack ;TomBombadilVoxAttack VoiceCreated = TomBombadilVoiceSelect ;TomBombadilVoxCreated VoiceFullyCreated = TomBombadilVoiceSelect ;TomBombadilVoxCreated VoiceGuard = TomBombadilVoiceSelect ;TomBombadilVoxMove VoiceMove = TomBombadilVoiceSelect ;TomBombadilVoxMove VoiceMoveToCamp = TomBombadilVoiceSelect ;TomBombadilVoxMove VoiceMoveWhileAttacking = TomBombadilVoiceSelect ;TomBombadilVoxMove VoicePriority = 59 ;VoiceRetreatToCastle = VoiceSelect = TomBombadilVoiceSelectMS ;TomBombadilVoxSelect VoiceSelectBattle = TomBombadilVoiceSelectMS ;TomBombadilVoxSelect
//VoiceEnterStateAttack = //VoiceEnterStateAttackCharge = //VoiceEnterStateAttackMachine = //VoiceEnterStateAttackStructure = //VoiceEnterStateMove = //VoiceEnterStateMoveToCamp = //VoiceEnterStateMoveWhileAttacking = //VoiceEnterStateRetreatToCastle =
SoundImpact = ImpactHorse ;SoundAmbient = TomBombadilVoxAmbienceSinglesLoop ;moved to ModelConditionAudioLoopClientBehavior
UnitSpecificSounds VoiceGarrison = TomBombadilVoiceSelect VoiceEnterUnitElvenTransportShip = TomBombadilVoiceSelect VoiceInitiateCaptureBuilding = TomBombadilVoiceSelect ;VoiceEnterStateInitiateCaptureBuilding = End
#include "..\..\includes\StandardUnitEvaEvents.inc"
//Behavior = LargeGroupAudioUpdate ModuleTag_LGAU // Key = //End ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_foo ModelCondition = Required:MOVING ATTACKING Excluded:DYING SPLATTED AFLAME STUNNED_FLAILING Sound:TomBombadilVoiceMoveAttackLoop ModelCondition = Required:MOVING Excluded:DYING SPLATTED AFLAME STUNNED_FLAILING Sound:TomBombadilVoiceMoveLoop ModelCondition = Excluded:MOVING FIRING_OR_PREATTACK_A FIRING_OR_PREATTACK_B FIRING_OR_PREATTACK_C ATTACKING DYING SPLATTED AFLAME STUNNED STUNNED_STANDING_UP STUNNED_FLAILING Sound:TomBombadilVoiceAmbientLoop End
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior MaxUpdateRangeCap = 800 AnimationSound = Sound:TomBombadilVoiceBattleAmbience Animation:GUTomBdl_SKL.GUTomBdl_ATKA Frames:30 AnimationSound = Sound:TomBombadilVoiceBattleAmbience Animation:GUTomBdl_SKL.GUTomBdl_ATKB Frames:30 AnimationSound = Sound:TomBombadilVoiceBattleAmbience Animation:GUTomBdl_SKL.GUTomBdl_SPCA Frames:30 AnimationSound = Sound:TomBombadilVoiceBattleAmbience Animation:GUTomBdl_SKL.GUTomBdl_SPCB Frames:30 AnimationSound = Sound:BodyFallGenericNoArmor Animation:GUTOMBDL_SKL.GUTOMBDL_LNDA Frames:4 AnimationSound = Sound:BodyFallGenericNoArmor Animation:GUTOMBDL_SKL.GUTOMBDL_DTHA Frames:48 End
// *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS HERO CAVALRY SCARY HEAVY_MELEE_HITTER SCORE Body = RespawnBody ModuleTag_RespawnBody CheerRadius = EMOTION_CHEER_RADIUS MaxHealth = TOM_BOMBADIL02_HEALTH ;BALANCE Eomer Health ;RecoveryTime = TOM_BOMBADIL_HEALTH_RECOVERY_TIME PermanentlyKilledByFilter = NONE ;Who kills me permanently? DodgePercent = HERO_DODGE_PERCENT
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 = HITomBombadil
;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:3500 Time:55000 Health:100% ;DEFAULT VALUES RespawnEntry = Level:2 Cost:3500 Time:55000 ; ;50% cost, 1x buildtime ;For other levels, only override what is different. RespawnEntry = Level:3 Cost:3500 Time:55000 RespawnEntry = Level:4 Cost:3500 Time:55000 RespawnEntry = Level:5 Cost:3500 Time:55000 ; ;65% cost, 2x buildtime RespawnEntry = Level:6 Cost:3500 Time:55000 RespawnEntry = Level:7 Cost:3500 Time:55000 RespawnEntry = Level:8 Cost:3500 Time:55000 ; ;80% cost, 3x buildtime RespawnEntry = Level:9 Cost:3500 Time:55000 RespawnEntry = Level:10 Cost:3500 Time:55000
End
Behavior = AutoHealBehavior ModuleTag_Healing StartsActive = Yes HealingAmount = HERO_HEAL_AMOUNT HealingDelay = 1000 StartHealingDelay = HERO_HEAL_DELAY HealOnlyIfNotInCombat = Yes End
//------------------------------------------------------------------------- Behavior = StancesBehavior ModuleTag_StancesBehavior StanceTemplate = FighterHorde End
Behavior = AIUpdateInterface ModuleTag_03 AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS AILuaEventsList = TomBombadil_Functions AttackPriority = AttackPriority_Cavalry End
LocomotorSet Locomotor = TomBombadilLocomotor Condition = SET_NORMAL Speed = NORMAL_GOOD_INFANTRY_MEMBER_SPEED End
Behavior = PhysicsBehavior ModuleTag_04 GravityMult = 1.0 ShockStunnedTimeLow = 1400 //msec ShockStunnedTimeHigh = 2400 //msec ShockStandingTime = 666 //msec End
Behavior = AttributeModifierUpgrade ModuleTag_AMU TriggeredBy = Upgrade_GondorFighterFearless AttributeModifier = FearlessForever End Behavior = SquishCollide ModuleTag_06 //nothing End Behavior = NotifyTargetsOfImminentProbableCrushingUpdate ModuleTag_NotifyCrushScan 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 = No // 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 -FADED SinkDelay = 3000 SinkRate = 0.60 // in Dist/Sec DestructionDelay = 10000 Sound = INITIAL TomBombadilVoiceDie 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 = AutoAbilityBehavior ModuleTag_AutoAbilityBehavior End
//Sonic Song Behavior = SpecialPowerModule ModuleTag_SongStarter SpecialPowerTemplate = SpecialAbilitySonicSong UpdateModuleStartsAttack = Yes StartsPaused = No InitiateSound = TomBombadilVoiceAttack ;GandalfVoiceAttackWizardBlast //this plays when he targets, not when he fires End
Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_SonicSongWeaponFireUpdate SpecialPowerTemplate = SpecialAbilitySonicSong WhichSpecialWeapon = 2 // Sets SPECIAL_WEAPON_TWO SkipContinue = Yes
UnpackTime = 900 PreparationTime = 1 PersistentPrepTime = 1500 PackTime = 1100
AwardXPForTriggering = 0 StartAbilityRange = 80.0 MustFinishAbility = Yes SpecialWeapon = TomBombadilSonicSong End
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_TheodenLeadership SpecialPowerTemplate = SpecialAbilityFakeLeadership TriggeredBy = Upgrade_TomBombadilLeadership End Behavior = SpecialPowerModule ModuleTag_TheodenLeadershipUpdate SpecialPowerTemplate = SpecialAbilityFakeLeadership UpdateModuleStartsAttack = No StartsPaused = Yes End
//Inspiring Presence Behavior = AttributeModifierAuraUpdate ModuleTag_Leadership StartsActive = No //If no, requires upgrade to turn on. BonusName = GenericHeroLeadership TriggeredBy = Upgrade_TomBombadilLeadership RefreshDelay = 2000 Range = 200 AntiCategory = BUFF ObjectFilter = GENERIC_BUFF_RECIPIENT_OBJECT_FILTER End
Behavior = ExperienceLevelCreate ModuleTag_LevelBonus LevelToGrant = 10 MPOnly = No End
Behavior = EmotionTrackerUpdate Module_EmotionTracker TauntAndPointUpdateDelay = 1000 // how often scan (milliseconds) TauntAndPointExcluded = NONE AddEmotion = Taunt_Base AddEmotion = CheerIdle_Base AddEmotion = CheerBusy_Base AddEmotion = Alert_Base End
Geometry = CYLINDER GeometryMajorRadius = 8.0 GeometryMinorRadius = 8.0 GeometryHeight = 19.2 GeometryIsSmall = Yes
Shadow = SHADOW_DECAL ShadowSizeX = 19 ShadowSizeY = 19 ShadowTexture = ShadowI Scale = 1.17 End
//----------------------------------------------------------------------------------------- Object TomBombadilSummonEgg Draw = W3DScriptedModelDraw ModuleTag_Draw DefaultModelConditionState Model = None End End KindOf = INERT IMMOBILE UNATTACKABLE Body = ActiveBody ModuleTag_MakesKillWork MaxHealth = 1 End Behavior = LifetimeUpdate ModuleTag_HatchTrigger MinLifetime = 0.0 MaxLifetime = 0.0 End Behavior = SlowDeathBehavior ModuleTag_HatchProcess DestructionDelay = 2000 FX = INITIAL FX_BombadilSummoningStart FX = FINAL FX_BombadilSummoningFinish OCL = FINAL OCL_SpawnTomBombadil End End
//------------------------------------------------------------------------------ ChildObject TomBombadil_Summoned TomBombadil IsTrainable = No CommandPoints = 0 EquivalentTo = TomBombadil KindOf = +SUMMONED Behavior = LifetimeUpdate ModuleTag_LifetimeUpdate MinLifetime = 60000 MaxLifetime = 60000 DeathType = FADED End
Behavior = SlowDeathBehavior ModuleTag_Fading DeathTypes = NONE +FADED FadeDelay = 0 FadeTime = 1000 DestructionDelay = 1000 DeathFlags = DEATH_1 Sound = INITIAL SpellGenericUnsummonFasterMS End
End
Je sait pas d'ou vient le problème j'ai peut oublier un truck ou autre... Voila en espérant que vous trouviez l'erreur, merci d'avance | |
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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: Problème ajouter tom bombadil en hero Lun 10 Oct - 1:31 | |
| Salut, remplace le #include "data/ini/includes/StandartUnitEvaEvents.inc" par le contenu de ce fichier | |
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xX-Slav Nouveau
Nombre de messages : 13 Add-On : Oui Date d'inscription : 07/10/2011
| Sujet: Re: Problème ajouter tom bombadil en hero Lun 10 Oct - 19:51 | |
| Merci !! Cdd sa marche ! merci beaucoup | |
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| Sujet: Re: Problème ajouter tom bombadil en hero | |
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