rofa70 Nouveau
Nombre de messages : 8 Age : 27 Location : Minas Tirith Add-On : Non... J'aimerais bien mais il ne fonctionne pas sur mon ordi Date d'inscription : 22/10/2011
| Sujet: Problème pour mettre un héros dans un bâtiment autre que la forteresse Ven 4 Nov - 21:52 | |
| Bonjour, j'ai ajouté Eomer dans l'écurie des hommes ça marche mais il y a quelques problèmes : - quand Eomer meurt, son icône reste en bas de l'écran et on le voit sur la carte encore vivant si vous voyez ce que je veux dire mais on ne peut plus le séléctionner... Par contre on peut quand même le refaire dans l'écurie mais si on le refait beaucoup y a pleins d'icônes inséléctionnable au bas de l'écran - quand on le refait à l'écurie il est de nouveau au niveau 1 - quand il apparait à l'écurie il apparait dedans; il ne sort pas de l'écurie (on peut quand même le séléctionner mais j'aimerais bien changer ça ) Le code d'Eomer : - Code:
-
;------------------------------------------------------------------------------ ; ; Eomer.ini ; ;------------------------------------------------------------------------------
; aka Eomer Object RohanEomer
MaxSimultaneousOfType = 1
; *** ART Parameters *** ; SelectPortrait for Heros is portrait behind skill buttons. HP = HeroPortrait. SelectPortrait = HPEomer ButtonImage = HIEomer DescriptionStrategic = CONTROLBAR:LW_ToolTip_Eomer
Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes ExtraPublicBone = PASSENGERBONE DependencySharedModelFlags = TURN_LEFT_HIGH_SPEED TURN_RIGHT_HIGH_SPEED MOVING ACCELERATE DECELERATE TURN_LEFT TURN_RIGHT ATTACKING BACKING_UP DefaultModelConditionState Model = RUEomer_SKN WeaponLaunchBone = PRIMARY SPEAR WeaponLaunchBone = SECONDARY SPEAR WeaponLaunchBone = TERTIARY SPEAR End StaticModelLODMode = Yes
; --- Idle Anims IdleAnimationState StateName = STATE_Idle Animation = IDLB AnimationName = RUEomer_SKL.RUEomer_IDLB AnimationMode = ONCE AnimationPriority = 1 End Animation = IDLC AnimationName = RUEomer_SKL.RUEomer_IDLC AnimationMode = ONCE AnimationPriority = 20 End Animation = IDLD AnimationName = RUEomer_SKL.RUEomer_IDLD AnimationMode = ONCE AnimationPriority = 1 End Animation = IDLE AnimationName = RUEomer_SKL.RUEomer_IDLE AnimationMode = ONCE AnimationPriority = 1 End Flags = RESTART_ANIM_WHEN_COMPLETE BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Selected" then CurDrawableSetTransitionAnimState("TRANS_Selected_to_Idle") return end EndScript End
;;;;;;;;;;; MOUNTED STATE ;;;;;;;;;;;;;;; ModelConditionState = MOUNTED Model = RUEomrHrs_SKN WeaponLaunchBone = PRIMARY SPEAR WeaponLaunchBone = SECONDARY SPEAR WeaponLaunchBone = TERTIARY SPEAR End
; --- stunned anims AnimationState = FREEFALL MOUNTED Animation = freefall AnimationName = RUHHs_Theo_SKL.RUHHs_Theo_FLYC AnimationMode = LOOP End Flags = RANDOMSTART End AnimationState = STUNNED_FLAILING MOUNTED Animation = JustDie AnimationName = RUHHs_Theo_SKL.RUHHs_Theo_FLYC AnimationMode = LOOP End Flags = RANDOMSTART End ; --- death anims mounted AnimationState = DYING SPLATTED MOUNTED Animation = Land AnimationName = RUHHs_Theo_SKL.RUHHs_Theo_LNDA AnimationMode = ONCE End End
; This is the no-spawn-horse type of death AnimationState = DYING MOUNTED; DEATH_2 Normally has DEATH_2, but just as a backup don't insist Animation = JustDie AnimationName = RUHHs_Theo_SKL.RUHHs_Theo_DIEA AnimationMode = ONCE End End AnimationState = STUNNED_STANDING_UP MOUNTED Animation = StandUp AnimationName = RUHHs_Theo_SKL.RUHHs_Theo_GTPA AnimationMode = ONCE AnimationSpeedFactorRange = 1.5 1.5 End End
AnimationState = STUNNED MOUNTED Animation = Land AnimationName = RUHHs_Theo_SKL.RUHHs_Theo_LNDA AnimationMode = ONCE End End
AnimationState = PARALYZED MOUNTED Animation AnimationName = RUHHs_Theo_SKL.RUHHs_Theo_IDLA AnimationMode = LOOP End End
;; SPECIAL SPEAR THROW ANIMS AnimationState = SPECIAL_WEAPON_ONE MOUNTED;using spear Animation = SPRA AnimationName = RUHHs_Theo_SKL.RUEomrHrs_SPRA AnimationMode = ONCE End FrameForPristineBonePositions = 60 End
AnimationState = SPECIAL_WEAPON_ONE StateName = Attacking_throw Animation AnimationName = RUEomer_SKL.RUEomer_ATKE AnimationMode = ONCE End FrameForPristineBonePositions = 58 End ; --- movements AnimationState = MOUNTED TURN_LEFT_HIGH_SPEED Animation = TurnLeft AnimationName = RUHHs_Theo_SKL.RUHHs_Theo_TNL1 AnimationMode = LOOP AnimationSpeedFactorRange= 1.8 1.8 AnimationBlendTime = 20 End End AnimationState = MOUNTED TURN_RIGHT_HIGH_SPEED Animation = TurnLeft AnimationName = RUHHs_Theo_SKL.RUHHs_Theo_TNR1 AnimationMode = LOOP AnimationSpeedFactorRange= 1.8 1.8 AnimationBlendTime = 20 End End AnimationState = MOVING TURN_LEFT MOUNTED Animation = TurnLeft AnimationName = RUHHs_Theo_SKL.RUHHs_Theo_TRNL AnimationMode = LOOP End ; ;ParticleSysBone = None CalvaryDustTrails End
AnimationState = MOVING TURN_RIGHT MOUNTED Animation = TurnRight AnimationName = RUHHs_Theo_SKL.RUHHs_Theo_TRNR AnimationMode = LOOP End ; ;ParticleSysBone = None CalvaryDustTrails End
AnimationState = MOVING ACCELERATE MOUNTED Animation = Accelerate AnimationName = RUHHs_Theo_SKL.RUHHs_Theo_ACCL AnimationMode = LOOP End ;ParticleSysBone = None CalvaryDustTrails End
AnimationState = MOVING DECELERATE MOUNTED Animation = Decelerate AnimationName = RUHHs_Theo_SKL.RUHHs_Theo_DECL AnimationMode = ONCE AnimationSpeedFactorRange = 0.55 0.55 End ;ParticleSysBone = None CalvaryDustTrails End
AnimationState = MOVING WALKING MOUNTED Animation = Walk AnimationName = RUHHs_Theo_SKL.RUHHs_Theo_WLKA AnimationMode = LOOP End Flags = RANDOMSTART ;ParticleSysBone = None InfantryDustTrails End AnimationState = MOVING BACKING_UP MOUNTED Animation = BackingUp AnimationName = RUHHs_Theo_SKL.RUHHs_Theo_BAKA AnimationMode = LOOP End Flags = RANDOMSTART ;ParticleSysBone = None InfantryDustTrails End AnimationState = MOUNTED MOVING FIRING_OR_PREATTACK_A ShareAnimation = Yes Animation = MountedRunAndFire AnimationName = RUHHs_Theo_SKL.RUHHs_Theo_ATRA AnimationMode = LOOP End Flags = RANDOMSTART End
AnimationState = MOVING MOUNTED Animation = RunA AnimationName = RUHHs_Theo_SKL.RUHHs_Theo_RUNA AnimationMode = LOOP End Flags = RANDOMSTART ;ParticleSysBone = None CalvaryDustTrails End AnimationState = FIRING_OR_PREATTACK_A MOUNTED Animation = AttackA AnimationName = RUHHs_Theo_SKL.RUHHs_Theo_ATKA AnimationMode = ONCE End Animation = AttackB AnimationName = RUHHs_Theo_SKL.RUHHs_Theo_ATKB AnimationMode = ONCE End Flags = RESTART_ANIM_WHEN_COMPLETE End AnimationState = RAISING_FLAG MOUNTED Animation = CHRA AnimationName = RUHHs_Theo_SKL.RUHHs_Theo_CHRA AnimationMode = LOOP End End
AnimationState = EMOTION_CELEBRATING MOUNTED Animation AnimationName = RUHHs_Theo_SKL.RUHHs_Theo_CHRA AnimationMode = LOOP End End AnimationState = EMOTION_TAUNTING MOUNTED Animation AnimationName = RUHHs_Theo_SKL.RUHHs_Theo_CHRA AnimationMode = LOOP End End AnimationState = SELECTED MOUNTED SimilarRestart = Yes StateName = AtAttentionIdle Animation = ATNB AnimationName = RUHHs_Theo_SKL.RUHHs_Theo_IDLH AnimationMode = LOOP End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_Select") end if Prev == "AtAttentionIdle" then CurDrawableSetTransitionAnimState("TRANS_Select") end EndScript End
TransitionState = TRANS_Select Animation = ATNA AnimationName = RUHHs_Theo_SKL.RUHHs_Theo_ATNA AnimationMode = ONCE End End
AnimationState = MOUNTED Animation AnimationName = RUHHs_Theo_SKL.RUHHs_Theo_IDLA AnimationPriority = 20 AnimationMode = ONCE AnimationBlendTime = 15 End Animation = IdleB AnimationName = RUHHs_Theo_SKL.RUHHs_Theo_IDLB AnimationMode = ONCE AnimationBlendTime = 15 End Animation = IdleC AnimationName = RUHHs_Theo_SKL.RUHHs_Theo_IDLC AnimationMode = ONCE AnimationBlendTime = 15 End Flags = RESTART_ANIM_WHEN_COMPLETE ;BeginScript ; Prev = CurDrawablePrevAnimationState() ; if Prev == "STATE_Idle" then CurDrawablePlaySound("EomerVoiceMount") end ;EndScript ;StateName = STATE_IdleMounted End ;;;;;;;;;;; UNMOUNTED STATE ;;;;;;;;;;;;; ; --- Stunned anims AnimationState = STUNNED_FLAILING Flags = RANDOMSTART Animation = RUEomer_FLYA AnimationName = RUEomer_SKL.RUEomer_FLYA AnimationMode = LOOP AnimationSpeedFactorRange = 0.4 0.6 End StateName = NoSword BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Sword" then CurDrawableSetTransitionAnimState("Trans_Sword_To_Idle") return end EndScript End ; --- Dying anims AnimationState = DYING SPLATTED Animation = RUEomer_LNDA AnimationName = RUEomer_SKL.RUEomer_LNDA AnimationMode = ONCE End StateName = NoSword BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Sword" then CurDrawableSetTransitionAnimState("Trans_Sword_To_Idle") return end EndScript End AnimationState = DYING Animation = RUEomer_DIEA AnimationName = RUEomer_SKL.RUEomer_DIEA AnimationMode = ONCE End Animation = RUEomer_DIEB AnimationName = RUEomer_SKL.RUEomer_DIEB AnimationMode = ONCE End End AnimationState = PARALYZED Animation AnimationName = RUEomer_IDLA AnimationMode = ONCE_BACKWARDS End Flags = START_FRAME_FIRST End
AnimationState = STUNNED_STANDING_UP Animation = RUEomer_GTPA AnimationName = RUEomer_SKL.RUEomer_GTPA AnimationMode = ONCE AnimationSpeedFactorRange = 1.5 1.5 End End AnimationState = STUNNED Animation = RUEomer_LNDA AnimationName = RUEomer_SKL.RUEomer_LNDA AnimationMode = ONCE End StateName = NoSword BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Sword" then CurDrawableSetTransitionAnimState("Trans_Sword_To_Idle") return end EndScript End ; --- Moving Anims AnimationState = MOVING FIRING_OR_PREATTACK_A ShareAnimation = Yes Animation = RunAndFire AnimationName = RUEomer_SKL.RUEomer_ATRA AnimationMode = LOOP End Flags = RANDOMSTART End AnimationState = MOVING PANICKING Animation = MFDA AnimationName = RUEomer_SKL.RUEomer_MFDA AnimationMode = LOOP End Flags = RANDOMSTART End AnimationState = MOVING ATTACKING Animation = RUEomer_RUNB AnimationName = RUEomer_SKL.RUEomer_RUNB AnimationMode = LOOP Distance = 50; 30 End End AnimationState = MOVING Flags = RANDOMSTART Animation = RUEomer_RUNA AnimationName = RUEomer_SKL.RUEomer_RUNA AnimationMode = LOOP Distance = 30 End End
; Attacking Anims AnimationState = FIRING_OR_PREATTACK_A Animation = ATKA AnimationName = RUEomer_SKL.RUEomer_ATKA AnimationMode = ONCE UseWeaponTiming = Yes End Animation = ATKB AnimationName = RUEomer_SKL.RUEomer_ATKB AnimationMode = ONCE UseWeaponTiming = Yes End Animation = ATKC AnimationName = RUEomer_SKL.RUEomer_ATKC AnimationMode = ONCE UseWeaponTiming = Yes End Animation = ATKD AnimationName = RUEomer_SKL.RUEomer_ATKD AnimationMode = ONCE UseWeaponTiming = Yes End Flags = RESTART_ANIM_WHEN_COMPLETE End ; ATTACKING AnimationState = ATTACKING Animation = ALERT_1 AnimationName = RUEomer_SKL.RUEomer_IDLA AnimationMode = ONCE End Flags = RESTART_ANIM_WHEN_COMPLETE ; acts like an idle animation & keeps running the animations. End
AnimationState = RAISING_FLAG Animation = CHRA AnimationName = RUEomer_SKL.RUEomer_CHRA AnimationMode = ONCE End Animation = CHRB AnimationName = RUEomer_SKL.RUEomer_CHRB AnimationMode = ONCE End Flags = RESTART_ANIM_WHEN_COMPLETE End
AnimationState = SELECTED Animation = ATNB AnimationName = RUEomer_SKL.RUEomer_ATNB AnimationMode = LOOP End StateName = STATE_Selected BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Idle" then CurDrawableSetTransitionAnimState("TRANS_Idle_to_Selected") return end EndScript End TransitionState = TRANS_Idle_to_Selected Animation = IDLF AnimationName = RUEomer_SKL.RUEomer_ATNA ;RUEomer_SKL.RUEomer_IDLF AnimationMode = ONCE End End TransitionState = TRANS_Selected_to_Idle Animation = ATNE AnimationName = RUEomer_SKL.RUEomer_ATNE AnimationMode = ONCE End End ;----Emotion Animations AnimationState = EMOTION_CELEBRATING Animation = CHRA AnimationName = RUEomer_SKL.RUEomer_CHRA AnimationMode = ONCE End End AnimationState = EMOTION_TAUNTING Animation = CHRB AnimationName = RUEomer_SKL.RUEomer_CHRB AnimationMode = ONCE End Flags = RESTART_ANIM_WHEN_COMPLETE End AnimationState = EMOTION_ALERT EMOTION_MORALE_HIGH Animation = Taunting AnimationName = RUEomer_SKL.RUEomer_TNTA AnimationMode = ONCE End Animation = Taunting AnimationName = RUEomer_SKL.RUEomer_TNTB AnimationMode = ONCE End Flags = RANDOMSTART RESTART_ANIM_WHEN_COMPLETE End ; READY IDLE AnimationState = EMOTION_ALERT Animation = ALERT_1 AnimationName = RUEomer_SKL.RUEomer_IDLA AnimationMode = ONCE End Flags = RESTART_ANIM_WHEN_COMPLETE ; acts like an idle animation & keeps running the animations. End ; --------- Click and Hit Reactions ------------ AnimationState = HIT_REACTION HIT_LEVEL_1 ; Animation = Hit_Level_1_a ; AnimationName = RUEomer_SKL.RUEomer_HITA ; AnimationMode = ONCE ; End Animation = Hit_Level_1_b AnimationName = RUEomer_SKL.RUEomer_HITB AnimationMode = ONCE End ; Animation = Hit_Level_1_c ; AnimationName = RUEomer_SKL.RUEomer_HITC ; AnimationMode = ONCE ; End End
;---transitions--- TransitionState = Trans_Idle_To_Sword Animation = Transition AnimationName = GUFaramir_SKL.GUFaramir_STHA AnimationMode = ONCE End End
TransitionState = Trans_Sword_To_Idle Animation = Transition AnimationName = GUFaramir_SKL.GUFaramir_STHB AnimationMode = ONCE End End End
Draw = W3DScriptedModelDraw DustEffects DefaultModelConditionState Model = None End IdleAnimationState End AnimationState = MOUNTED MOVING WADING ParticleSysBone = None FootstepSlash End AnimationState = MOUNTED MOVING ACCELERATE ParticleSysBone = None GenericSiegeTrailDust End AnimationState = MOUNTED MOVING ACCELERATE ParticleSysBone = None GenericSiegeTrailDust End AnimationState = MOUNTED MOVING End End #include "..\..\..\includes\StunDrawModuleSmall.inc"
; ***DESIGN parameters *** Side = Men EditorSorting = UNIT ThreatLevel = EOMER_THREAT_LEVEL TransportSlotCount = TRANSPORTSLOTCOUNT_HERO BuildCost = EOMER_BUILDCOST BuildTime = EOMER_BUILDTIME BountyValue = ROHAN_EOMER_BOUNTY_VALUE ShockwaveResistance = SHOCKWAVE_RESISTANCE_STRONG ;//DisplayMeleeDamage = EOMER_DAMAGE ;;;;;; WEAPON SETS ;;;;;; WeaponSet Conditions = None Weapon = PRIMARY EomerSword AutoChooseSources = TERTIARY NONE End
;----------- REMOVED BLOCK PER Graham Smallwood's suggestion. He's much smarter than me so yell at him if this breaks. ; WeaponSet ; Conditions = PLAYER_UPGRADE ; Weapon = SECONDARY EomerSword ; Weapon = TERTIARY RohanEomerSpear ; Make sure this weapon's position lines up with the FireWeaponSlotCommandButton that fires it. ; AutoChooseSources = TERTIARY NONE ; End ; WeaponSet ; Conditions = GARRISONED ; Weapon = SECONDARY EomerSword ; End ; WeaponSet ; Conditions = MOUNTED ; Weapon = SECONDARY EomerSword ; AutoChooseSources = SECONDARY FROM_PLAYER FROM_SCRIPT FROM_AI ; End ; WeaponSet ; Conditions = MOUNTED PLAYER_UPGRADE ; Weapon = SECONDARY EomerSword ; AutoChooseSources = SECONDARY FROM_PLAYER FROM_SCRIPT FROM_AI ; Weapon = TERTIARY RohanEomerSpearMounted ; Make sure this weapon's position lines up with the FireWeaponSlotCommandButton that fires it. ; AutoChooseSources = TERTIARY NONE ; End ;;;;;; ARMOR SETS ;;;;;; ArmorSet Conditions = None Armor = HeroArmor DamageFX = NormalDamageFX End ArmorSet Conditions = MOUNTED Armor = HeroArmorMounted DamageFX = NormalDamageFX End
VisionRange = VISION_HERO_STANDARD ShroudClearingRange = SHROUD_CLEAR_HERO MaxVisionBonusPercent = 300% VisionBonusTestRadius = 200 VisionBonusPercentPerFoot = 1.0%
DisplayName = OBJECT:RohanEomer RecruitText = CONTROLBAR:RohanEomerRecruit ReviveText = CONTROLBAR:RohanEomerRevive Hotkey = CONTROLBAR:RohanEomerHotkey CrusherLevel = 0 ;Can I crush anything? MountedCrusherLevel = 1 ;Crush level when mounted. CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = cavalry/heroes MountedCrushableLevel = 2 ;Crusable level when mounted. CommandSet = RohanEomerCommandSet CommandPoints = 25
CrushWeapon = HeroCrush
MinCrushVelocityPercent = 50 ; Has to be moving at at least 50% of full speed. CrushDecelerationPercent = 30 ; Lose xx percent of max velocity when crushing. CrushKnockback = 40 CrushZFactor = 1.0
; *** AUTO RESOLVE DATA *** AutoResolveUnitType = AutoResolveUnit_Hero AutoResolveCombatChain = AutoResolve_HeroCombatChain
AutoResolveBody = AutoResolve_EomerBody AutoResolveArmor Armor = AutoResolve_EomerArmor End
AutoResolveWeapon Weapon = AutoResolve_EomerWeapon End AutoResolveLeadership = AutoResolve_EomerBonus
; *** AUDIO Parameters ***;
VoiceAttack = EomerVoiceAttack VoiceAttackCharge = EomerVoiceAttackChargeUnmounted VoiceAttackMachine = EomerVoiceAttack VoiceAttackStructure = EomerVoiceAttackBuilding VoiceFear = EomerVoiceHelpMe ;VoiceCreated = EomerVoiceSalute ;this conflicts with his respawn dialogue line -- rehooked to spawn FX ;VoiceFullyCreated = EomerVoiceSalute ;this conflicts with his respawn dialogue line -- rehooked to spawn FX VoiceMove = EomerVoiceMove VoiceMoveToCamp = EomerVoiceMoveCamp VoiceMoveWhileAttacking = EomerVoiceDisengage VoicePriority = 74 VoiceRetreatToCastle = EomerVoiceRetreat VoiceSelect = EomerVoiceSelectMS VoiceSelectBattle = EomerVoiceSelectBattle VoiceGuard = EomerVoiceMove
SoundImpact = ImpactHorse
;EomerVoiceJoinAnybody ;EomerVoiceJoinHobbit ;EomerVoiceDismount ;EomerVoiceMount ;EomerVoiceModeThrow
UnitSpecificSounds VoiceGarrison = EomerVoiceGarrison VoiceEnterUnitElvenTransportShip = EomerVoiceMove VoiceInitiateCaptureBuilding = EomerVoiceMove End
ClientBehavior = ModelConditionSoundSelectorClientBehavior ModuleTag_MCSoundSelector SoundState = MOUNTED VoiceAttackCharge = EomerVoiceAttackChargeMounted VoiceMove = EomerVoiceMoveMounted VoiceSelect = EomerVoiceSelectMountedMS End End
CrowdResponseKey = GoodMen
#include "..\..\..\includes\StandardUnitEvaEvents.inc" EvaEventDieOwner = EomerDie ;Eva event to trigger on unit's death. NOTICE THAT this is only for permanent deaths
Behavior = LargeGroupAudioUpdate ModuleTag_LGAU ; Tie into LargeGroupAudio system Key = Humanoid_Male Man Man_Male Unit Infantry Hero UnitWeight = 2 End
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior MaxUpdateRangeCap = 800 AnimationSound = Sound:FootstepDirtA Animation:RUEomer_SKL.RUEomer_RUNA Frames:4 15 AnimationSound = Sound:FootstepDirtA Animation:RUEomer_SKL.RUEomer_RUNB Frames:5 15 26 36
AnimationSound = Sound:SwordIntoScabbard1 Animation:RUEomer_SKL.RUEomer_ATKE Frames:13 AnimationSound = Sound:EomerThrowSpear Animation:RUEomer_SKL.RUEomer_ATKE Frames:55 AnimationSound = Sound:SwordShingClean1 Animation:RUEomer_SKL.RUEomer_ATKE Frames:91
AnimationSound = Sound:TauntHumanHitShield Animation:RUEomer_SKL.RUEomer_CHRB Frames:22 32
AnimationSound = Sound:BodyFallGenericNoArmor Animation:RUEomer_SKL.RUEomer_DIEA Frames:48 AnimationSound = Sound:BodyFallGenericNoArmor Animation:RUEomer_SKL.RUEomer_DIEB Frames:18 AnimationSound = Sound:BodyFallSoldier Animation:RUEomer_SKL.RUEomer_LNDA Frames:2
AnimationSound = Sound:HorseMoveFootsteps Animation:RUHHs_Theo_SKL.RUHHs_Theo_ACCL Frames:15 32 AnimationSound = Sound:HorseMoveFootsteps Animation:RUHHs_Theo_SKL.RUHHs_Theo_RUNA Frames:0 AnimationSound = Sound:HorseMoveFootsteps Animation:RUHHs_Theo_SKL.RUHHs_Theo_TNL1 Frames:0 AnimationSound = Sound:HorseMoveFootsteps Animation:RUHHs_Theo_SKL.RUHHs_Theo_TNR1 Frames:0
AnimationSound = Sound:HorseWhinny Animation:RUHHs_Theo_SKL.RUHHs_Theo_IDLC Frames:3
AnimationSound = Sound:SwordIntoScabbard1 Animation:RUHHs_Theo_SKL.RUEomrHrs_SPRA Frames:10 AnimationSound = Sound:EomerThrowSpear Animation:RUHHs_Theo_SKL.RUEomrHrs_SPRA Frames:53 AnimationSound = Sound:SwordShingClean1 Animation:RUHHs_Theo_SKL.RUEomrHrs_SPRA Frames:75
AnimationSound = Sound:BodyFallSoldier Animation:RUHHs_Theo_SKL.RUHHs_Theo_LNDA Frames:3 10 AnimationSound = Sound:HorseDieForHero Animation:RUHHs_Theo_SKL.RUHHs_Theo_LNDA Frames:2 AnimationSound = Sound:HorseDieForHero Animation:RUHHs_Theo_SKL.RUHHs_Theo_DIEA Frames:0 AnimationSound = Sound:BodyFallGenericNoArmor Animation:RUHHs_Theo_SKL.RUHHs_Theo_DIEA Frames:6 AnimationSound = Sound:BodyFallSoldier Animation:RUHHs_Theo_SKL.RUHHs_Theo_DIEA Frames:45 End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT KindOf = HERO PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT ARMY_SUMMARY HEAVY_MELEE_HITTER PathfindDiameter = 40.0 Body = ActiveBody ModuleTag_ActiveBody CheerRadius = EMOTION_CHEER_RADIUS MaxHealth = EOMER_HEALTH ;BALANCE Eomer Health DodgePercent = HERO_DODGE_PERCENT End Behavior = RespawnUpdate ModuleTag_RespawnUpdate DeathAnim = DYING ;STUNNED ;Model condition to play when killed-to-respawn DeathFX = FX_EomerDieToRespawn ;FXList to play when killed-to-respawn DeathAnimationTime = 3333 ;1133 ;How long DeathAnim will take. InitialSpawnFX = FX_EomerInitialSpawn RespawnAnim = LEVELED ;Animation to play when respawning. RespawnFX = FX_EomerRespawn ;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 = HIEomer_res ;RespawnEntries determine the ruleset for how a character can be revived. Some units may automatically respawn, others ;may require a specific revive action performed on him. You can specify different values for each level... or use Level:Any RespawnRules = AutoSpawn:No Cost:500 Time:60000 Health:100% ;DEFAULT VALUES End
Behavior = AutoHealBehavior ModuleTag_EomerHealing StartsActive = Yes HealingAmount = HERO_HEAL_AMOUNT HealingDelay = 1000 StartHealingDelay = HERO_HEAL_DELAY HealOnlyIfNotInCombat = Yes End ;;;; Elven Gift bonus Behavior = AutoHealBehavior ModuleTag_ElvenGiftHealing StartsActive = No TriggeredBy = Upgrade_ElvenGift HealingAmount = ELVEN_GIFT_REGEN_AMOUNT HealingDelay = ELVEN_GIFT_REGEN_DELAY StartHealingDelay = HERO_HEAL_DELAY HealOnlyIfNotInCombat = Yes End Behavior = AttributeModifierUpgrade ModuleTag_ElvenGiftBonus TriggeredBy = Upgrade_ElvenGift AttributeModifier = SpellBookElvenGifts End Behavior = NotifyTargetsOfImminentProbableCrushingUpdate ModuleTag_NotifyCrushScan End
Behavior = StancesBehavior ModuleTag_StancesBehavior StanceTemplate = Hero End #include "..\..\..\includes\CaptureBuilding.inc" Behavior = AIUpdateInterface ModuleTag_03 AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS MoodAttackCheckRate = 500 End
Behavior = EmotionTrackerUpdate Module_EmotionTracker TauntAndPointDistance = 300 TauntAndPointUpdateDelay = 10000 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 AddEmotion = CheerForAboutToCrush_Base End LocomotorSet Locomotor = HeroHumanLocomotor Condition = SET_NORMAL Speed = NORMAL_GOOD_HERO_SPEED End
LocomotorSet Locomotor = HeroHorseLocomotor Condition = SET_MOUNTED Speed = NORMAL_CAVALRY_FAST_HORDE_SPEED End Behavior = PhysicsBehavior ModuleTag_04 GravityMult = 1.0 ShockStandingTime = 2533 ;msec End
Behavior = AutoAbilityBehavior ModuleTag_AutoAbilityBehavior End Behavior = HeroDie ModuleTag_HeroDeath SpecialPowerTemplate = SpecialAbilitySmite ;the special power that I recharge by dying End
;;; HORSE LORD LEADERSHIP ;;; Behavior = UnpauseSpecialPowerUpgrade ModuleTag_TheodenLeadership SpecialPowerTemplate = SpecialAbilityFakeLeadership TriggeredBy = Upgrade_EomerHorseLordLeader End Behavior = SpecialPowerModule ModuleTag_TheodenLeadershipUpdate SpecialPowerTemplate = SpecialAbilityFakeLeadership UpdateModuleStartsAttack = No StartsPaused = Yes End Behavior = AttributeModifierAuraUpdate ModuleTag_Leadership1 StartsActive = No ;If no, requires upgrade to turn on. BonusName = GenericHeroLeadership TriggeredBy = Upgrade_EomerHorseLordLeader ; RequiredConditions = MOUNTED ;;; -- wanted to work on foot as well RefreshDelay = 2000 Range = 200 AntiCategory = BUFF ObjectFilter = NONE +CAVALRY -HERO End ;;; PASSIVE OUTLAW LEADERSHIP ;;; Behavior = UnpauseSpecialPowerUpgrade ModuleTag_TheodenLeadership2 SpecialPowerTemplate = SpecialAbilityFakeLeadership2 TriggeredBy = Upgrade_EomerOutlawLeader End Behavior = SpecialPowerModule ModuleTag_TheodenLeadershipUpdate2 SpecialPowerTemplate = SpecialAbilityFakeLeadership2 UpdateModuleStartsAttack = No StartsPaused = Yes End Behavior = AttributeModifierAuraUpdate ModuleTag_Leadership2 StartsActive = No ;If no, requires upgrade to turn on. BonusName = EomerPassiveOutlawLeadership TriggeredBy = Upgrade_EomerOutlawLeader RefreshDelay = 2000 Range = 200 AllowSelf = Yes ObjectFilter = ANY +CAVALRY +INFANTRY -STRUCTURE -BASE_FOUNDATION -DOZER End
;;; TOGGLE MOUNTED ABILITY ;;; Behavior = SpecialPowerModule ModuleTag_HorseToggleStarter SpecialPowerTemplate = SpecialAbilityToggleMounted UpdateModuleStartsAttack = Yes StartsPaused = No End Behavior = ToggleMountedSpecialAbilityUpdate ModuleTag_HorseToggle SpecialPowerTemplate = SpecialAbilityToggleMounted UnpackTime = 2000 PreparationTime = 1 PersistentPrepTime = 250 PackTime = 2000 OpacityTarget = .3 ; How see-thru to be at peak of change AwardXPForTriggering = 0 End ;;; ENABLE SPEAR WEAPON ;;; Behavior = UnpauseSpecialPowerUpgrade ModuleTag_SmiteEnabler SpecialPowerTemplate = SpecialAbilitySpearThrow TriggeredBy = Upgrade_EomerSpear End
Behavior = SpecialPowerModule ModuleTag_EowynSmiteStarter SpecialPowerTemplate = SpecialAbilitySpearThrow UpdateModuleStartsAttack = Yes StartsPaused = Yes InitiateSound = EomerVoiceAttackSpear End
Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_SpecialAbilitySmiteUpdate SpecialPowerTemplate = SpecialAbilitySpearThrow
UnpackTime = 2000 PackTime = 2000
AwardXPForTriggering = 0 StartAbilityRange = 275.0 ApproachRequiresLOS = Yes SpecialWeapon = RohanEomerSpear WhichSpecialWeapon = 1 End Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL SinkDelay = 3000 SinkRate = 0.40 ; in Dist/Sec DestructionDelay = 8000 Sound = INITIAL EomerVoiceDie End Behavior = SquishCollide ModuleTag_06 ;nothing End ;/////////////////// ; AISpecialPowers ;///////////////////
Behavior = AISpecialPowerUpdate EomerThrowSpearAI CommandButtonName = Command_RohanEomerSpear SpecialPowerAIType = AI_SPECIAL_POWER_ENEMY_TYPE_KILLER End
Geometry = CYLINDER GeometryMajorRadius = 8 GeometryHeight = 25 GeometryIsSmall = Yes
Shadow = SHADOW_DECAL ShadowSizeX = 20 ShadowSizeY = 20 ShadowTexture = ShadowI End
;------------------------------------------------------------------------------ ChildObject RohanEomerCavalry RohanEomer
Draw = W3DScriptedModelDraw ModuleTag_W3DModelDrawInWorldBuilder ;When in Worldbuilder, show the mounted version of Eomer! OkToChangeModelColor = Yes DefaultModelConditionState Model = None End ModelConditionState = WORLD_BUILDER Model = RUEomrHrs_SKN End End
Behavior = ToggleMountedSpecialAbilityUpdate ModuleTag_HorseToggle SpecialPowerTemplate = SpecialAbilityToggleMounted TriggerInstantlyOnCreate = Yes ;Instantly puts Eomer on a horse. UnpackTime = 2000 PreparationTime = 1 PersistentPrepTime = 250 PackTime = 2000 OpacityTarget = .3 ; How see-thru to be at peak of change ; PackSound = ; UnpackSound = ; TriggerSound = ; PrepSoundLoop = AwardXPForTriggering = 0 End
; *** AUDIO Parameters ***;
;VoiceMove = EomerVoiceMoveMounted
;SoundMoveStart = GondorHorseMoveStart
;UnitSpecificSounds ; VoiceGarrison = EomerVoiceGarrison ;End
;EvaEventDamagedOwner = UnitUnderAttack ;Eva event to trigger when unit is damaged ;EvaEventDieOwner = EomerDie ;Eva event to trigger on unit's death. NOTICE THAT this is only for permanent deaths ;ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior ; MaxUpdateRangeCap = 800 ; AnimationSound = Sound: FootstepDirtA Animation: RUEomer_SKL.RUEomer_RUNA Frames: 4 15 ; AnimationSound = Sound: FootstepDirtA Animation: RUEomer_SKL.RUEomer_RUNB Frames: 5 15 26 36 ; AnimationSound = Sound: HorseMoveFootsteps Animation: RUHHs_Theo_SKL.RUHHs_Theo_RUNA Frames: 0 ; ;AnimationSound = Sound: HorseMoveFootsteps Animation: RUHHs_Theo_SKL.RUHHs_Theo_TNL1 Frames: 0 ; ;AnimationSound = Sound: HorseMoveFootsteps Animation: RUHHs_Theo_SKL.RUHHs_Theo_TNR1 Frames: 0 ;End End Son CommandButton : - Code:
-
CommandButton Command_ConstructRohanEomer Command = UNIT_BUILD Object = RohanEomer Options = CANCELABLE TextLabel = CONTROLBAR:LW_Hero_Eomer ButtonImage = HIEomer ButtonBorderType = BUILD DescriptLabel = CONTROLBAR:TooltipBuildEomer Radial = Yes InPalantir = Yes ShowProductionCount = Yes End Voilà en espérant que quelqu'un pourra me répondre | |
|
eleven96 Moddeur
Nombre de messages : 187 Age : 28 Add-On : Oui/ Date d'inscription : 03/11/2011
| Sujet: Re: Problème pour mettre un héros dans un bâtiment autre que la forteresse Ven 4 Nov - 21:54 | |
| salut ta mis eomer dans une ecurie | |
|
rofa70 Nouveau
Nombre de messages : 8 Age : 27 Location : Minas Tirith Add-On : Non... J'aimerais bien mais il ne fonctionne pas sur mon ordi Date d'inscription : 22/10/2011
| |
eleven96 Moddeur
Nombre de messages : 187 Age : 28 Add-On : Oui/ Date d'inscription : 03/11/2011
| Sujet: Re: Problème pour mettre un héros dans un bâtiment autre que la forteresse Ven 4 Nov - 22:06 | |
| moi je pense que ya une faute kelle ke part regarde bien | |
|
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 pour mettre un héros dans un bâtiment autre que la forteresse Sam 5 Nov - 0:10 | |
| (eleven arrete de parler pour ne rien dire.) Pour en revenir au sujet, t'as 2 solutions à mon avis : - soit tu fais d'eomer un héro"à la silvebarbe" c'est a dire que tu mets dans l'object : - Citation :
- MaxSimultaneousOfType = 1
pour pouvoir le recruter 1 seule fois et tu vires le module Behavior = RespawnUpdate ModuleTag_RespawnUpdate -soit tu le remet en vrai héro donc tu remplaces le module - Code:
-
Body = ActiveBody ModuleTag_ActiveBody par un - Code:
-
Body = RespawnBody ModuleTag_RespawnBody dans tout les cas le module Behavior = RespawnUpdate a un sens seulement si il y a un module Body = RespawnBody avant,c'est pour ça qu'il faut choisir entre les deux | |
|
rofa70 Nouveau
Nombre de messages : 8 Age : 27 Location : Minas Tirith Add-On : Non... J'aimerais bien mais il ne fonctionne pas sur mon ordi Date d'inscription : 22/10/2011
| Sujet: Re: Problème pour mettre un héros dans un bâtiment autre que la forteresse Sam 5 Nov - 1:10 | |
| Merci beaucoup cdd tout marche sauf un truc : le héros revient au niveau 1 à chaque fois que je le "ressuscite"... Si y a vraiment pas de solution je ferai comme Sylvebarbe (dès le début niveau 10) | |
|
Contenu sponsorisé
| Sujet: Re: Problème pour mettre un héros dans un bâtiment autre que la forteresse | |
| |
|