| Pb avec mon heros | |
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mimiz53 Nouveau
Nombre de messages : 18 Age : 31 Add-On : Oui Date d'inscription : 04/10/2011
| Sujet: Pb avec mon heros Dim 15 Jan - 0:03 | |
| Voilà je suis nouveau dans le modding, et en m'aidant de divers tuto du forum je me suis essayé à la modification d'un héros existant(roi-sorcier d'angmar) pour me faire la main... J'ai voulu pour commencer modifier un de ses pouvoirs (remplacer "HourOfTheWitchKing" par "ManEater" de sharku), j'ai fais différentes manip et j'ai essayé de jouer pour voir... Le jeu se lance correctement, je démarre une partie avec l'isengard (je l'ai mis ds cette faction), mon héros a ses pouvoirs qui s'affiche de façon normale (le pouvoir de sharku est bien à sa place), je le fais monter au niveau 10 pour voir s'il va fonctionner correctement, j'utilise le pouvoir et ensuite le jeu plante... S'il vous plaît est-ce qu'une âme charitable pourrait m'expliquer...? merci d'avance | |
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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: Pb avec mon heros Dim 15 Jan - 0:41 | |
| Yop,poste tes codes | |
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mimiz53 Nouveau
Nombre de messages : 18 Age : 31 Add-On : Oui Date d'inscription : 04/10/2011
| Sujet: Re: Pb avec mon heros Dim 15 Jan - 1:08 | |
| object - Spoiler:
;------------------------------------------------------------------------------ ; aka Witch King, WitchKingMordor, MordorFellBeast Object stan ;BALANCE WitchKing ; *** ART Parameters ***
; SelectPortrait for Heros is portrait behind skill buttons. HP = HeroPortrait. SelectPortrait = KUWitchKingPortrait ; ButtonImage for Heros is button image on Hero Select UI to select hero. HI = HeroIcon or HeroImage. ButtonImage = WOR_WKingAng DescriptionStrategic = CONTROLBAR:LW_ToolTip_WitchKing
Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes ;GlowEnabled = Yes ;GlowEmissive = No DefaultModelConditionState Model = KUKng_SKN End
ModelConditionState = MOUNTED USER_3 Model = KUKngMount_SKN ParticleSysBone = B_Pelvis BlackRiderFlare FollowBone:Yes FXTrigger:NONE Persist:SPAWN PersistID:100 End ModelConditionState = MOUNTED Model = KUKngMount_SKN End
ModelConditionState = USER_3 ParticleSysBone = Hip BlackRiderFlare FollowBone:Yes FXTrigger:NONE Persist:SPAWN PersistID:100 End IdleAnimationState StateName = Idle Animation AnimationName = KUKng_SKL.KUKng_IDLB AnimationPriority = 4 AnimationBlendTime = 10 AnimationMode = ONCE End Animation AnimationName = KUKng_SKL.KUKng_IDLC AnimationPriority = 1 AnimationBlendTime = 10 AnimationMode = ONCE End Animation AnimationName = KUKng_SKL.KUKng_IDLD AnimationPriority = 1 AnimationBlendTime = 10 AnimationMode = ONCE End Animation AnimationName = KUKng_SKL.KUKng_IDLE AnimationPriority = 1 AnimationBlendTime = 10 AnimationMode = ONCE End Flags = RESTART_ANIM_WHEN_COMPLETE BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Selected" then CurDrawableSetTransitionAnimState("TRANS_Selected_to_Idle") end EndScript End ;-------------------------- MOUNTED VERSION --------------------------------------------------------- AnimationState = PASSENGER MOUNTED Animation = grabbed AnimationName = KUKngMount_SKL.KUKngMount_GBDA AnimationMode = LOOP AnimationSpeedFactorRange = 0.8 0.8
End Flags = RANDOMSTART End
; --- stunned anims AnimationState = FREEFALL MOUNTED Animation = freefall AnimationName = KUKngMount_SKL.KUKngMount_FLYA AnimationMode = LOOP End Flags = RANDOMSTART End AnimationState = STUNNED_FLAILING MOUNTED Animation = JustDie AnimationName = KUKngMount_SKL.KUKngMount_FLYA AnimationMode = LOOP End Flags = RANDOMSTART End
AnimationState = DYING SPLATTED MOUNTED Animation = splatted AnimationName = KUKngMount_SKL.KUKngMount_LNDA AnimationMode = ONCE End End AnimationState = BURNINGDEATH MOUNTED DYING Animation AnimationName = KUKngMount_SKL.KUKngMount_DIEA AnimationMode = ONCE AnimationBlendTime = 10 AnimationSpeedFactorRange = 0.8 0.8 End End ; ; AnimationState = BURNINGDEATH MOUNTED ; Animation ; AnimationName = KUKngMount_SKL.KUKngMount_MFDA ; AnimationMode = LOOP ; AnimationBlendTime = 10 ; Distance = 80 ; End ; End
AnimationState = DYING MOUNTED ; DEATH_2 Normally has DEATH_2, but just as a backup don't insist Animation AnimationName = KUKngMount_SKL.KUKngMount_DIEA AnimationMode = ONCE AnimationSpeedFactorRange = 0.8 0.8 End End AnimationState = STUNNED_STANDING_UP MOUNTED Animation = StandUp AnimationName = KUKngMount_SKL.KUKngMount_GTPA AnimationMode = ONCE AnimationSpeedFactorRange = 1.5 1.5 End End
AnimationState = STUNNED MOUNTED Animation = Land AnimationName = KUKngMount_SKL.KUKngMount_LNDA AnimationMode = ONCE End End
AnimationState = MOVING FIRING_OR_PREATTACK_A MOUNTED ShareAnimation = Yes Animation = TrotAndFire AnimationName = KUKngMount_SKL.KUKngMount_RUNB AnimationMode = LOOP Distance = 70; 35 End Flags = RANDOMSTART End
AnimationState = TURN_LEFT_HIGH_SPEED MOUNTED Animation = TurnLeft AnimationName = KUKngMount_SKL.KUKngMount_RUNA AnimationMode = LOOP AnimationBlendTime = 10 End End
AnimationState = TURN_RIGHT_HIGH_SPEED MOUNTED Animation = TurnLeft AnimationName = KUKngMount_SKL.KUKngMount_RUNA AnimationMode = LOOP AnimationBlendTime = 10 End End ;;======= TERROR ; AnimationState = MOVING EMOTION_TERROR EMOTION_LOOK_TO_SKY MOUNTED ; Animation = RUNB ; AnimationName = KUKngMount_SKL.KUKngMount_RUNB ; AnimationMode = LOOP ; End ; End ; AnimationState = MOVING EMOTION_TERROR MOUNTED ; Animation = RUNB ; AnimationName = KUKngMount_SKL.KUKngMount_RUNB ; AnimationMode = LOOP ; End ; End ;;;===== BACKUP AnimationState = MOVING BACKING_UP MOUNTED Animation = BackingUp AnimationName = KUKngMount_SKL.KUKngMount_BAKA AnimationMode = LOOP End Flags = RANDOMSTART End AnimationState = MOVING TURN_LEFT MOUNTED Animation = TurnLeft AnimationName = KUKngMount_SKL.KUKngMount_TRNL AnimationMode = LOOP End End
AnimationState = MOVING TURN_RIGHT MOUNTED Animation = TurnLeft AnimationName = KUKngMount_SKL.KUKngMount_TRNR AnimationMode = LOOP End End AnimationState = MOVING ACCELERATE MOUNTED Animation = Accelerate AnimationName = KUKngMount_SKL.KUKngMount_ACCL AnimationMode = ONCE ; was LOOP AnimationSpeedFactorRange = 1.3 1.3 End End
AnimationState = MOVING DECELERATE MOUNTED Animation = Decelerate AnimationName = KUKngMount_SKL.KUKngMount_DECL AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 End End
AnimationState = MOVING MOUNTED ShareAnimation = Yes Animation = RunA AnimationName = KUKngMount_SKL.KUKngMount_RUNA AnimationMode = LOOP End End
AnimationState = FIRING_OR_PREATTACK_A MOUNTED Animation = ATKA AnimationName = KUKngMount_SKL.KUKngMount_ATKA AnimationMode = ONCE End Animation = ATKB AnimationName = KUKngMount_SKL.KUKngMount_ATKB AnimationMode = ONCE End ; Flags = RESTART_ANIM_WHEN_COMPLETE End ; --- Morgul Blade Weapon anim AnimationState = SPECIAL_WEAPON_ONE MOUNTED Animation = ATKA AnimationName = KUKngMount_SKL.KUKngMount_SPCA AnimationMode = ONCE End End
; --------- Click and Hit Reactions ------------ AnimationState = HIT_REACTION HIT_LEVEL_1 MOUNTED Animation = Hit_Level_1_a AnimationName = KUKngMount_SKL.KUKngMount_HFMA AnimationMode = ONCE End End ;;------------- EMOTIONS --------------------------------------------- // AnimationState = EMOTION_ALERT EMOTION_AFRAID MOUNTED // ShareAnimation = Yes // Animation = Apprehensive // AnimationName = KUKngMount_SKL.KUKngMount_APPA // AnimationMode = LOOP ;Change this to ONCE if adding additional anims // End // End // // AnimationState = EMOTION_AFRAID MOUNTED // ShareAnimation = Yes // Animation = FERA // AnimationName = KUKngMount_SKL.KUKngMount_FERA // AnimationMode = LOOP // End // Animation = FERB // AnimationName = KUKngMount_SKL.KUKngMount_FERB // AnimationMode = LOOP // End // End AnimationState = EMOTION_TAUNTING MOUNTED ShareAnimation = Yes Animation = Taunting AnimationName = KUKngMount_SKL.KUKngMount_CHRA AnimationMode = ONCE End Animation = Taunting AnimationName = KUKngMount_SKL.KUKngMount_CHRB AnimationMode = ONCE End Flags = RANDOMSTART RESTART_ANIM_WHEN_COMPLETE End
AnimationState = EMOTION_POINTING MOUNTED Animation = Pointing1 AnimationName = KUKngMount_SKL.KUKngMount_CHRA AnimationMode = LOOP End End
AnimationState = EMOTION_CELEBRATING MOUNTED ShareAnimation = Yes Animation = CHRA AnimationName = KUKngMount_SKL.KUKngMount_CHRA AnimationMode = ONCE End Animation = CHRB AnimationName = KUKngMount_SKL.KUKngMount_CHRB AnimationMode = ONCE End Flags = RESTART_ANIM_WHEN_COMPLETE End AnimationState = EMOTION_ALERT MOUNTED Animation = IDLA AnimationName = KUKngMount_SKL.KUKngMount_IDLA AnimationMode = LOOP AnimationBlendTime = 15 End End AnimationState = RAISING_FLAG MOUNTED ShareAnimation = Yes Animation = CHRA AnimationName = KUKngMount_SKL.KUKngMount_CHRA AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 End Animation = CHRB AnimationName = KUKngMount_SKL.KUKngMount_CHRB AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 End Flags = RESTART_ANIM_WHEN_COMPLETE End
AnimationState = SELECTED MOUNTED StateName = State_Selected Animation = AtAttention AnimationName = KUKngMount_SKL.KUKngMount_ATNB AnimationMode = Loop End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_Idle_To_Selected") end EndScript End
AnimationState = MOUNTED StateName = Idle Animation = IdleB AnimationName = KUKngMount_SKL.KUKngMount_IDLB AnimationMode = Loop AnimationBlendTime = 15 AnimationPriority = 10 End Animation = IdleC AnimationName = KUKngMount_SKL.KUKngMount_IDLC AnimationMode = Loop AnimationBlendTime = 15 AnimationPriority = 5 End Flags = RANDOMSTART RESTART_ANIM_WHEN_COMPLETE BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "State_Selected" then CurDrawableSetTransitionAnimState("TRANS_Selected_To_Idle") end EndScript End
TransitionState = TRANS_Idle_to_Selected Animation = ATNA AnimationName = KUKngMount_SKL.KUKngMount_ATNA AnimationMode = ONCE AnimationSpeedFactorRange = 0.8 1.2 End End TransitionState = TRANS_Selected_to_Idle Animation = ATNC AnimationName = KUKngMount_SKL.KUKngMount_ATNC AnimationMode = ONCE AnimationSpeedFactorRange = 0.8 1.2 End Flags = START_FRAME_LAST End ;-------------------------- NON MOUNTED VERSION --------------------------------------------------------- ; AnimationState = DYING BURNINGDEATH ; Animation ; AnimationName = KUKng_SKL.KUKng_DTHA ; AnimationMode = ONCE ; AnimationBlendTime = 10 ; End ; End
AnimationState = DYING Animation AnimationName = KUKng_SKL.KUKng_DTHA AnimationMode = ONCE End End ; AnimationState = BURNINGDEATH ; Animation ; AnimationName = KUKng_SKL.KUKng_MFDA ; AnimationMode = LOOP ; Distance = 90 ; End ; End
AnimationState = FREEFALL Animation AnimationName = KUKng_SKL.KUKng_FLYA AnimationMode = LOOP End Flags = RANDOMSTART End AnimationState = STUNNED_FLAILING Animation AnimationName = KUKng_SKL.KUKng_FLYA AnimationMode = LOOP AnimationSpeedFactorRange = 0.4 0.6 End Flags = RANDOMSTART End
AnimationState = DYING SPLATTED Animation AnimationName = KUKng_SKL.KUKng_LNDA AnimationMode = ONCE End End
AnimationState = STUNNED_STANDING_UP Animation AnimationName = KUKng_SKL.KUKng_GTPA AnimationMode = ONCE End End
AnimationState = STUNNED Animation AnimationName = KUKng_SKL.KUKng_LNDA AnimationMode = ONCE End End
AnimationState = MOVING FIRING_OR_PREATTACK_A Animation AnimationName = KUKng_SKL.KUKng_RUNB AnimationMode = LOOP End Flags = RESTART_ANIM_WHEN_COMPLETE End AnimationState = FIRING_OR_PREATTACK_A Animation AnimationName = KUKng_SKL.KUKng_ATKA AnimationMode = ONCE End Animation AnimationName = KUKng_SKL.KUKng_ATKB AnimationMode = ONCE End Animation AnimationName = KUKng_SKL.KUKng_ATKC AnimationMode = ONCE End End
AnimationState = MOVING Animation AnimationName = KUKng_SKL.KUKng_RUNA AnimationMode = LOOP End Flags = RESTART_ANIM_WHEN_COMPLETE End
; --------- Click and Hit Reactions ------------ AnimationState = HIT_REACTION HIT_LEVEL_1 Animation = Hit_Level_1_a AnimationName = KUKng_SKL.KUKng_HITA AnimationMode = ONCE End End AnimationState = LEVELED Animation = Hit_Level_1_a AnimationName = KUKng_SKL.KUKng_LVLA AnimationMode = ONCE End End ; AnimationState = ENGAGED ; Animation ; AnimationName = KUKng_SKL.KUKng_APPA ; AnimationMode = LOOP ; End ; End AnimationState = EMOTION_CELEBRATING Animation AnimationName = KUKng_SKL.KUKng_CHRA AnimationMode = LOOP End End AnimationState = EMOTION_TAUNTING Animation = TNTA AnimationName = KUKng_SKL.KUKng_TNTA AnimationMode = ONCE AnimationSpeedFactorRange = 0.8 1.2 End End AnimationState = RAISING_FLAG Animation AnimationName = KUKng_SKL.KUKng_CHRA AnimationMode = LOOP End End
AnimationState = SELECTED Animation AnimationName = KUKng_SKL.KUKng_ATNB AnimationMode = LOOP End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Idle" then CurDrawableSetTransitionAnimState("TRANS_Idle_to_Selected") end EndScript End TransitionState = TRANS_Idle_to_Selected Animation = ATNA AnimationName = KUKng_SKL.KUKng_ATNA AnimationMode = ONCE AnimationBlendTime = 10 End End TransitionState = TRANS_Selected_to_Idle Animation = ATNF AnimationName = KUKng_SKL.KUKng_ATNC AnimationMode = ONCE AnimationBlendTime = 10 End End ; --- Morgul Blade Weapon anim AnimationState = SPECIAL_WEAPON_ONE StateName = Attacking Animation = SPCB AnimationName = KUKng_SKL.KUKng_SPCB AnimationMode = ONCE End End AnimationState = SPECIAL_POWER_1 StateName = SPECIAL_POWER_1 Animation AnimationName = KUKng_SKL.KUKng_SPCD AnimationMode = ONCE End End AnimationState = SPECIAL_POWER_2 StateName = SPECIAL_POWER_2 Animation AnimationName = KUKng_SKL.KUKng_SPCA AnimationMode = ONCE End End End Draw = W3DScriptedModelDraw DustEffects DefaultModelConditionState Model = None End IdleAnimationState End AnimationState = MOVING WADING MOUNTED ParticleSysBone = None FootstepSlash End AnimationState = MOVING ACCELERATE MOUNTED ParticleSysBone = None GenericSiegeTrailDust End AnimationState = MOVING DECELERATE MOUNTED ParticleSysBone = None GenericSiegeTrailDust End AnimationState = MOVING MOUNTED End End
; ***DESIGN parameters *** Side = Angmar EditorSorting = UNIT ThreatLevel = WITCHKING_THREAT_LEVEL ; ThingClass = MEDIUM_MONSTER BuildCost = 1000 BuildTime = 1 TransportSlotCount = TRANSPORTSLOTCOUNT_HERO ShockwaveResistance = SHOCKWAVE_RESISTANCE_STRONG CommandSet = AngmarWitchKingCommandSet CommandPoints = ANGMAR_WITCHKING_COMMAND_POINTS RecruitText = CONTROLBAR:AngmarWitchKingRecruit ReviveText = CONTROLBAR:AngmarWitchKingRevive Hotkey = CONTROLBAR:AngmarWitchKingHotkey
VisionRange = ANGMAR_WITCHKING_VISION_RANGE ShroudClearingRange = ANGMAR_WITCHKING_SHROUD_RANGE MaxVisionBonusPercent = 200% VisionBonusTestRadius = 100 VisionBonusPercentPerFoot = 2.0%
DisplayName = OBJECT:stan Description = OBJECT:WitchKingDescription
CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles MountedCrusherLevel = 1 MountedCrushableLevel = 3 CrushWeapon = KnightCrush
MinCrushVelocityPercent = 50 ; Has to be moving at at least 50% of full speed. CrushDecelerationPercent = 20 ; Lose 80 percent of max velocity when crushing.
RamPower = 30; RamZMult = 0.5; MaxSimultaneousOfType = 1 Scale = 1.2 WeaponSet Weapon = PRIMARY WitchKingWarMace ;WitchKingMorgulBlade Weapon = TERTIARY AngmarWitchkingMorgulBlade AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI AutoChooseSources = SECONDARY FROM_PLAYER AutoChooseSources = TERTIARY NONE End ;WeaponSet ; Conditions = WEAPONSET_TOGGLE_1 ; Weapon = PRIMARY WitchKingWarMace ; Weapon = TERTIARY WitchKingMorgulBladeSpecialPower ; AutoChooseSources = TERTIARY NONE ;End
ArmorSet Conditions = None Armor = WitchKingArmor DamageFX = None End
; *** AUTO RESOLVE DATA *** AutoResolveUnitType = AutoResolveUnit_Hero AutoResolveCombatChain = AutoResolve_HeroCombatChain
AutoResolveBody = AutoResolve_AngmarWitchKingBody AutoResolveArmor Armor = AutoResolve_AngmarWitchKingArmor End
AutoResolveWeapon Weapon = AutoResolve_AngmarWitchKingWeapon End ;AutoResolveLeadership = AutoResolve_MouthOfSauronBonus
; *** AUDIO Parameters ***;
VoiceAttack = AngWitchkingVoiceAttack VoiceAttackCharge = AngWitchkingVoiceAttackCharge VoiceAttackMachine = AngWitchkingVoiceAttack VoiceAttackStructure = AngWitchkingVoiceAttackBuilding ; VoiceCreated = AngWitchkingVoiceSalute ; VoiceFullyCreated = AngWitchkingVoiceSalute VoiceMove = AngWitchkingVoiceMove VoiceMoveToCamp = AngWitchkingVoiceMoveCamp VoiceMoveWhileAttacking = AngWitchkingVoiceDisengage VoicePriority = 92 VoiceRetreatToCastle = AngWitchkingVoiceRetreat VoiceSelect = AngWitchkingVoiceSelect VoiceSelectBattle = AngWitchkingVoiceSelectBattle VoiceGuard = AngWitchkingVoiceGarrison VoiceFear = AngWitchkingVoiceHelpMe
SoundImpact = ImpactHorse
UnitSpecificSounds VoiceEnterUnitEvilMenTransportShip = AngWitchkingVoiceMoveShip VoiceGarrison = AngWitchkingVoiceGarrison VoiceInitiateCaptureBuilding = AngWitchkingVoiceCaptureBuilding VoiceSpecialAbilityCurseEnemy = AngWitchkingVoiceModeHrWitchking End
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior MaxUpdateRangeCap = 800 MaxUpdateRangeCap = 800 AnimationSound = Sound:FootstepDirtA Animation:KUKng_SKL.KUKng_RUNA Frames:4 15 AnimationSound = Sound:FootstepDirtA Animation:KUKng_SKL.KUKng_RUNB Frames:5 15 26 36
AnimationSound = Sound:TauntHumanHitShield Animation:KUKng_SKL.KUKng_CHRB Frames:22 32
AnimationSound = Sound:BodyFallGenericNoArmor Animation:KUKng_SKL.KUKng_DIEA Frames:48 AnimationSound = Sound:BodyFallGenericNoArmor Animation:KUKng_SKL.KUKng_DIEB Frames:18 AnimationSound = Sound:BodyFallSoldier Animation:KUKng_SKL.KUKng_LNDA Frames:4
AnimationSound = Sound:HorseMoveFootsteps Animation:KUKngMount_SKL.KUKngMount_ACCL Frames:15 32 AnimationSound = Sound:HorseMoveFootsteps Animation:KUKngMount_SKL.KUKngMount_RUNA Frames:0 AnimationSound = Sound:HorseMoveFootsteps Animation:KUKngMount_SKL.KUKngMount_TNL1 Frames:0 AnimationSound = Sound:HorseMoveFootsteps Animation:KUKngMount_SKL.KUKngMount_TNR1 Frames:0
AnimationSound = Sound:HorseWhinny Animation:KUKngMount_SKL.KUKngMount_IDLC Frames:3
AnimationSound = Sound:BodyFallSoldier Animation:KUKngMount_SKL.KUKngMount_LNDA Frames:3 10 AnimationSound = Sound:HorseDieForHero Animation:KUKngMount_SKL.KUKngMount_LNDA Frames:2 AnimationSound = Sound:HorseDieForHero Animation:KUKngMount_SKL.KUKngMount_DIEA Frames:0 AnimationSound = Sound:BodyFallGenericNoArmor Animation:KUKngMount_SKL.KUKngMount_DIEA Frames:6 AnimationSound = Sound:BodyFallSoldier Animation:KUKngMount_SKL.KUKngMount_DIEA Frames:45 End
#include "..\..\..\includes\StandardUnitEvaEvents.inc"
EvaEventDieOwner = AngmarWitchkingDie ;Eva event to trigger on unit's death. NOTICE THAT this is only for permanent deaths ;For deaths you can respawn from, use the DeathFX ; ; ; *** ENGINEERING Parameters *** RadarPriority = UNIT ThingClass = CHARACTER_UNIT
KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS SCORE HERO GRAB_AND_DROP INFANTRY ARMY_SUMMARY HEAVY_MELEE_HITTER Body = RespawnBody ModuleTag_02 CheerRadius = EMOTION_CHEER_RADIUS MaxHealth = ANGMAR_WITCHKING_HEALTH ;BALANCE Witchking Health MaxHealthDamaged = ANGMAR_WITCHKING_HEALTH_DAMAGED RecoveryTime = ANGMAR_WITCHKING_HEALTH_RECOVERY_TIME DodgePercent = HERO_DODGE_PERCENT PermanentlyKilledByFilter = NONE // +RohanEowyn Nope, that's BFME1. This is BFME2 BurningDeathBehavior = Yes BurningDeathFX = FX_InfantryBurningFlame End Behavior = RespawnUpdate ModuleTag_RespawnUpdate DeathAnim = DYING ;Model condition to play when killed-to-respawn DeathFX = FX_AngmarWitchkingDieToRespawn ;FXList to play when killed-to-respawn DeathAnimationTime = 5133 ;How long DeathAnim will take. InitialSpawnFX = FX_AngmarWitchkingInitialSpawn ;FXList to play when respawning. RespawnAnim = LEVELED ;Animation to play when respawning. RespawnFX = FX_AngmarWitchkingRespawn ;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 = HIWitchKingResAng RespawnAsTemplate = AngmarWitchking ;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:2250 Time:120000 Health:100% ;DEFAULT VALUES End Behavior = StancesBehavior ModuleTag_StancesBehavior StanceTemplate = Hero End
Behavior = AutoHealBehavior ModuleTag_WitchKingHealing StartsActive = Yes HealingAmount = 20 HealingDelay = 1000 StartHealingDelay = 15000 HealOnlyIfNotInCombat = Yes End
Behavior = AIUpdateInterface ModuleTag_03 AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS AILuaEventsList = EvilMenBlackRiderFunctions BurningDeathTime = BURNINGDEATH_DURATION_INFANTRY End
LocomotorSet Locomotor = HeroHumanLocomotor Condition = SET_NORMAL Speed = NORMAL_GOOD_HERO_SPEED End LocomotorSet Locomotor = HeroHorseLocomotor Condition = SET_MOUNTED Speed = NORMAL_CAVALRY_FAST_MEMBER_SPEED End
; LocomotorSet ; Locomotor = BurningDeathLocomotorInfantry ; Condition = SET_BURNINGDEATH ; Speed = 60 ; End
Behavior = PhysicsBehavior ModuleTag_04 GravityMult = 1.0 ShockStandingTime = 2533 ;msec End Behavior = SquishCollide ModuleTag_06 ;nothing End
Behavior = HordeMemberCollide ModuleTag_HMC ;nothing End Behavior = SlowDeathBehavior ModuleTag_08 ; Die and don't spawn horse DeathTypes = ALL SinkDelay = 3000 SinkRate = 0.80 ; in Dist/Sec DestructionDelay = 12000 ;ProbabilityModifier = 33 Sound = INITIAL AngWitchkingVoiceDie End
Behavior = HitReactionBehavior HitReactionBehaviorModuleTag HitReactionLifeTimer1 = 2000 ; level 1 (light damage) hit reaction animations in frames (5 per sec) HitReactionLifeTimer2 = 2000 ; level 2 (medium damage) hit reaction animations in frames (5 per sec) HitReactionLifeTimer3 = 2000 ; level 3 (heavy damage) hit reaction animations in frames (5 per sec)
HitReactionThreshold1 = 0.0 ; level 1 (light damage) threshold trigger HitReactionThreshold2 = 25.0 ; level 2 (medium damage) threshold trigger HitReactionThreshold3 = 50.0 ; level 3 (heavy damage) threshold trigger End ;;; CAPTURE ;;; #include "..\..\..\includes\CaptureBuilding.inc"
;---------DREAD WRATH------------------------------------------------------------------------ Behavior = UnpauseSpecialPowerUpgrade ModuleTag_DreadVisage SpecialPowerTemplate = SpecialAbilityFakeLeadership TriggeredBy = Upgrade_DreadWrath End Behavior = SpecialPowerModule ModuleTag_DreadVisageUpdate SpecialPowerTemplate = SpecialAbilityFakeLeadership UpdateModuleStartsAttack = Yes StartsPaused = Yes End Behavior = AttributeModifierAuraUpdate ModuleTag_DreadVisageAura StartsActive = No ;If no, requires upgrade to turn on. ;BonusName = GenericDebuff TriggeredBy = Upgrade_DreadWrath RefreshDelay = 2000 Range = ANGMAR_WITCHKING_DREADWRATH_EFFECT_RADIUS TargetEnemy = Yes AntiCategory = LEADERSHIP BUFF BonusName = DreadWrathModifier ObjectFilter = ANY +INFANTRY +CAVALRY -STRUCTURE -BASE_FOUNDATION -HERO -HORDE End Behavior = ModelConditionUpgrade ModuleTag_DreadVisageModelCondition TriggeredBy = Upgrade_DreadWrath AddConditionFlags = USER_3 End Behavior = RadiateFearUpdate ModuleTag_DreadVisageFear InitiallyActive = No TriggeredBy = Upgrade_DreadWrath WhichSpecialPower = 1 GenerateFear = Yes EmotionPulseRadius = ANGMAR_WITCHKING_DREADWRATH_EFFECT_RADIUS EmotionPulseInterval = 2000 VictimFilter = ALL ENEMIES End ;--------- MORGUL BLADE ----------------------------------------------------------------------------------- Behavior = UnpauseSpecialPowerUpgrade ModuleTag_WitchkingMorgulBlade SpecialPowerTemplate = SpecialAbilityWitchkingMorgulBlade TriggeredBy = Upgrade_WitchkingMorgulBlade End Behavior = SpecialPowerModule ModuleTag_WitchkingMorgulBladeStarter SpecialPowerTemplate = SpecialAbilityWitchkingMorgulBlade UpdateModuleStartsAttack = Yes StartsPaused = Yes InitiateSound = AngWitchkingVoiceModeMorgulCorruption ;LurtzVoiceAttackCripplingStrike End Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_WitchkingMorgulBladeUpdate SpecialPowerTemplate = SpecialAbilityWitchkingMorgulBlade SkipContinue = Yes
UnpackTime = 250 PreparationTime = 1 PersistentPrepTime = 500 PackTime = 100 WhichSpecialWeapon = 1 AwardXPForTriggering = 0 StartAbilityRange = 15.0 MustFinishAbility = Yes SpecialWeapon = AngmarWitchkingMorgulBlade End Behavior = AutoAbilityBehavior ModuleTag_MorgulBladeAutoAbility SpecialAbility = SpecialAbilityWitchkingMorgulBlade ForbiddenStatus = INSIDE_GARRISON AllowSelf = No Query = 1 MORGULBLADE_OBJECT_FILTER End ;//----------------------Man Eater-----------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_ManEaterEnabler SpecialPowerTemplate = SpecialAbilityIsengardSharkuManEaterGrab TriggeredBy = Upgrade_SharkuManEater End
Behavior = SpecialPowerModule ModuleTag_SpecialPowerModuleGrabStarter SpecialPowerTemplate = SpecialAbilityIsengardSharkuManEaterGrab UpdateModuleStartsAttack = Yes StartsPaused = Yes InitiateSound = SharkuManeaterStartMS End Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_WeaponFireSpecialAbilityUpdateGrab SpecialPowerTemplate = SpecialAbilityIsengardSharkuManEaterGrab SkipContinue = Yes UnpackTime = 933 ; Frame 28/99 ; PackTime = 2367 ; Remaining 71/99 frames StartAbilityRange = 8.0 SpecialWeapon = IsengardSharkuManEaterGrab ChainedButton = Command_SpecialAbilityIsengardSharkuManEaterFlingPassenger CustomAnimAndDuration = AnimState:EATING AnimTime:3300
TriggerAttributeModifier = SharkuManEater AttributeModifierDuration = 20000 TriggerSound = SharkuManEaterEatingMS BusyForDuration = 2000 End
Behavior = PlayerHealSpecialPower ModuleTag_SpecialPowerModuleFlingPassengerStarter SpecialPowerTemplate = SpecialAbilityIsengardSharkuManEaterDrop UpdateModuleStartsAttack = Yes StartsPaused = No HealAmount = 1.0 HealAsPercent = Yes HealAffects = HERO HealRadius = 0.0 HealFX = FX_SpellHealUnitHealBuff End
Behavior = FlingPassengerSpecialAbilityUpdate ModuleTag_FlingPassengerSpecialAbilityUpdate SpecialPowerTemplate = SpecialAbilityIsengardSharkuManEaterDrop UnpackTime = 1250 FlingPassengerVelocity = X:0 Y:0 Z:0 FlingPassengerLandingWarhead = IsengardSharkuManEaterWarhead ;kills victim when released End
;---------SCREECH------------------------------------------------------------------------ Behavior = UnpauseSpecialPowerUpgrade ModuleTag_ScreechUnPause SpecialPowerTemplate = SpecialAbilityScreech TriggeredBy = Upgrade_Screech ObeyRechageOnTrigger = Yes End Behavior = SpecialPowerModule ModuleTag_Screech SpecialPowerTemplate = SpecialAbilityScreech UpdateModuleStartsAttack = Yes TriggerFX = FX_FearBlast StartsPaused = Yes End Behavior = SpecialAbilityUpdate ModuleTag_TerribleFuryUpdate SpecialPowerTemplate = SpecialAbilityScreech UnpackTime = 0 TriggerSound = SauronTerribleFury TriggerModelCondition = ModelConditionState:SPECIAL_POWER_2 ;triggered during the unpack phase TriggerModelConditionDuration = 35 ;in frames UnpackTime = 2000 ;this adds a delay in so that the trigger model condition has time to fire off
Instant = Yes EffectRange = 180 End
;/////////////////// ; AISpecialPowers ;/////////////////// Behavior = AISpecialPowerUpdate ToggleMountedAI CommandButtonName = Command_MountHorseBlackRider SpecialPowerAIType = AI_SPECIAL_POWER_TOGGLE_MOUNTED End Behavior = AISpecialPowerUpdate GondorFighterHordeStanceBattle CommandButtonName = Command_SetStanceBattle SpecialPowerAIType = AI_SPECIAL_POWER_STANCEBATTLE End
Behavior = AISpecialPowerUpdate GondorFighterHordeStanceAggressive CommandButtonName = Command_SetStanceAggressive SpecialPowerAIType = AI_SPECIAL_POWER_STANCEAGGRESSIVE End
Behavior = AISpecialPowerUpdate GondorFighterHordeHoldGround CommandButtonName = Command_SetStanceHoldGround SpecialPowerAIType = AI_SPECIAL_POWER_STANCEHOLDGROUND End
Behavior = AISpecialPowerUpdate MorgulBladeAI CommandButtonName = Command_WitchkingMorgulBlade SpecialPowerAIType = AI_SPECIAL_POWER_ENEMY_TYPE_KILLER End
Behavior = AISpecialPowerUpdate ScreechAI CommandButtonName = Command_SpecialAbilityScreechWitchKing SpecialPowerAIType = AI_SPECIAL_POWER_BASIC_SELF_BUFF End Behavior = AISpecialPowerUpdate HourOfTheWitchKingAI CommandButtonName = Command_HourOfTheWitchKing SpecialPowerAIType = AI_SPECIAL_POWER_ENEMY_TYPE_KILLER End
Geometry = CYLINDER GeometryMajorRadius = 9.0 GeometryHeight = 30.0 GeometryIsSmall = Yes ; HealthBoxHeightOffset = 30 Shadow = SHADOW_DECAL ShadowSizeX = 19 ShadowSizeY = 19 ShadowTexture = ShadowI End
;--------------------
ChildObject AngmarWitchking_Mounted AngmarWitchking
Draw = W3DScriptedModelDraw ModuleTag_W3DModelDrawInWorldBuilder ;When in Worldbuilder, show the mounted version of the Black Rider! OkToChangeModelColor = Yes DefaultModelConditionState Model = None End ModelConditionState = WORLD_BUILDER Model = MUBlkRider_SKN End End
;--- AUDIO Parameters ---
; SoundMoveStart = GondorHorseMoveStart
;-------
KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS CAVALRY PATH_THROUGH_INFANTRY SCARY ARMY_SUMMARY HERO HEAVY_MELEE_HITTER SCORE
Behavior = ToggleMountedSpecialAbilityUpdate ModuleTag_HorseToggle SpecialPowerTemplate = SpecialAbilityToggleMounted TriggerInstantlyOnCreate = Yes ;Instantly puts Black Rider on a horse. UnpackTime = 2000 PreparationTime = 1 PersistentPrepTime = 250 PackTime = 2000 OpacityTarget = .3 ; How see-thru to be at peak of change AwardXPForTriggering = 0 End End
Commandset - Spoiler:
CommandSet AngmarWitchKingMountedCommandSet 1 = Command_ToggleStance 2 = Command_MountHorseBlackRider 3 = Command_AngmarWitchKingDreadWrath 4 = Command_WitchkingMorgulBlade ; 5 = Command_SpecialAbilityScreechWitchKing 5 = Command_SpecialAbilitySharkuManEater 13 = Command_AttackMove 14 = Command_Stop 16 = Command_SetStanceBattle 17 = Command_SetStanceAggressive 18 = Command_SetStanceHoldGround End
CommandSet AngmarWitchKingCommandSet 1 = Command_ToggleStance 2 = Command_MountHorseBlackRider 3 = Command_AngmarWitchKingDreadWrath 4 = Command_WitchkingMorgulBlade 5 = Command_SpecialAbilityWkTerribleFury 6 = Command_SpecialAbilitySharkuManEater 12 = Command_CaptureBuilding 13 = Command_AttackMove 14 = Command_Stop 16 = Command_SetStanceBattle 17 = Command_SetStanceAggressive 18 = Command_SetStanceHoldGround End
Experiencelevel - Spoiler:
;----------- ANGMAR WITCHKING ------------------ ExperienceLevel WitchKingLevel1 TargetNames = AngmarWitchking stan RequiredExperience = 1 ExperienceAward = ANGMAR_WITCHKING_LVL1_EXP_AWARD Rank = 1 SelectionDecal Texture = decal_hero_evil Style = SHADOW_ALPHA_DECAL OpacityMin = 50% OpacityMax = 100% MinRadius = 60 MaxRadius = 200 MaxSelectedUnits = 10 End End
ExperienceLevel AngmarWitchkingLevel2 TargetNames = AngmarWitchking stan RequiredExperience = ANGMAR_WITCHKING_LVL2_EXP_NEEDED ExperienceAward = ANGMAR_WITCHKING_LVL2_EXP_AWARD AttributeModifiers = HeroLevelUpDamage1 Rank = 2 LevelUpFx = FX:GandalfLevelUp1FX Upgrades = Upgrade_DreadWrath SelectionDecal Texture = decal_hero_evil Style = SHADOW_ALPHA_DECAL OpacityMin = 50% OpacityMax = 100% MinRadius = 60 MaxRadius = 200 MaxSelectedUnits = 40 End End
ExperienceLevel AngmarWitchkingLevel3 TargetNames = AngmarWitchking stan RequiredExperience = ANGMAR_WITCHKING_LVL3_EXP_NEEDED ExperienceAward = ANGMAR_WITCHKING_LVL3_EXP_AWARD AttributeModifiers = HeroLevelUpDamage2 Rank = 3 LevelUpFx = FX:GandalfLevelUp1FX SelectionDecal Texture = decal_hero_evil Style = SHADOW_ALPHA_DECAL OpacityMin = 50% OpacityMax = 100% MinRadius = 60 MaxRadius = 200 MaxSelectedUnits = 40 End End
ExperienceLevel AngmarWitchkingLevel4 TargetNames = AngmarWitchking stan RequiredExperience = ANGMAR_WITCHKING_LVL4_EXP_NEEDED ExperienceAward = ANGMAR_WITCHKING_LVL4_EXP_AWARD AttributeModifiers = HeroLevelUpDamage3 Rank = 4 LevelUpFx = FX:GandalfLevelUp1FX SelectionDecal Texture = decal_hero_evil Style = SHADOW_ALPHA_DECAL OpacityMin = 50% OpacityMax = 100% MinRadius = 60 MaxRadius = 200 MaxSelectedUnits = 40 End End
ExperienceLevel AngmarWitchkingLevel5 TargetNames = AngmarWitchking stan RequiredExperience = ANGMAR_WITCHKING_LVL5_EXP_NEEDED ExperienceAward = ANGMAR_WITCHKING_LVL5_EXP_AWARD AttributeModifiers = HeroLevelUpDamage4 Rank = 5 LevelUpFx = FX:GandalfLevelUp1FX Upgrades = Upgrade_WitchkingMorgulBlade SelectionDecal Texture = decal_hero_evil Style = SHADOW_ALPHA_DECAL OpacityMin = 50% OpacityMax = 100% MinRadius = 60 MaxRadius = 200 MaxSelectedUnits = 40 End End
ExperienceLevel AngmarWitchkingLevel6 TargetNames = AngmarWitchking stan RequiredExperience = ANGMAR_WITCHKING_LVL6_EXP_NEEDED ExperienceAward = ANGMAR_WITCHKING_LVL6_EXP_AWARD AttributeModifiers = HeroLevelUpDamage5 Rank = 6 LevelUpFx = FX:GandalfLevelUp1FX SelectionDecal Texture = decal_hero_evil Style = SHADOW_ALPHA_DECAL OpacityMin = 50% OpacityMax = 100% MinRadius = 60 MaxRadius = 200 MaxSelectedUnits = 40 End End
ExperienceLevel AngmarWitchkingLevel7 TargetNames = AngmarWitchking stan RequiredExperience = ANGMAR_WITCHKING_LVL7_EXP_NEEDED ExperienceAward = ANGMAR_WITCHKING_LVL7_EXP_AWARD AttributeModifiers = HeroLevelUpDamage6 Rank = 7 LevelUpFx = FX:GandalfLevelUp1FX
SelectionDecal Texture = decal_hero_evil Style = SHADOW_ALPHA_DECAL OpacityMin = 50% OpacityMax = 100% MinRadius = 60 MaxRadius = 200 MaxSelectedUnits = 40 End End
ExperienceLevel AngmarWitchkingLevel8 TargetNames = AngmarWitchking stan RequiredExperience = ANGMAR_WITCHKING_LVL8_EXP_NEEDED ExperienceAward = ANGMAR_WITCHKING_LVL8_EXP_AWARD AttributeModifiers = HeroLevelUpDamage7 Rank = 8 LevelUpFx = FX:GandalfLevelUp1FX Upgrades = Upgrade_Screech
SelectionDecal Texture = decal_hero_evil Style = SHADOW_ALPHA_DECAL OpacityMin = 50% OpacityMax = 100% MinRadius = 60 MaxRadius = 200 MaxSelectedUnits = 40 End End
ExperienceLevel AngmarWitchkingLevel9 TargetNames = AngmarWitchking stan RequiredExperience = ANGMAR_WITCHKING_LVL9_EXP_NEEDED ExperienceAward = ANGMAR_WITCHKING_LVL9_EXP_AWARD AttributeModifiers = HeroLevelUpDamage8 Rank = 9 LevelUpFx = FX:GandalfLevelUp1FX
SelectionDecal Texture = decal_hero_evil Style = SHADOW_ALPHA_DECAL OpacityMin = 50% OpacityMax = 100% MinRadius = 60 MaxRadius = 200 MaxSelectedUnits = 40 End End
ExperienceLevel AngmarWitchkingLevel10 TargetNames = AngmarWitchking stan RequiredExperience = ANGMAR_WITCHKING_LVL10_EXP_NEEDED ExperienceAward = ANGMAR_WITCHKING_LVL10_EXP_AWARD AttributeModifiers = HeroLevelUpDamage9 Rank = 10 LevelUpFx = FX:GandalfLevelUp1FX Upgrades = Upgrade_SharkuManEater
SelectionDecal Texture = decal_hero_evil Style = SHADOW_ALPHA_DECAL OpacityMin = 50% OpacityMax = 100% MinRadius = 60 MaxRadius = 200 MaxSelectedUnits = 40 End End
..désolé, voilà qui devrait être mieux et oui j'ai bien mis chaque partie au bon endroit
Dernière édition par mimiz53 le Dim 15 Jan - 1:49, édité 1 fois | |
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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: utres Dim 15 Jan - 1:34 | |
| Oulà,edite ton poste en le structurant,tu peux mettre des spoiler ( bande deroulante ) en selectionnant la partie que tu veux mettre en spoiler puis en allant dans '' Autres => Spoiler '' - Spoiler:
Comme ceci
Et rassure moi tu as bien mis le commandset dans commandset.ini,l'experiencelevel dans l'experience level.ini ... ? | |
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mimiz53 Nouveau
Nombre de messages : 18 Age : 31 Add-On : Oui Date d'inscription : 04/10/2011
| Sujet: Re: Pb avec mon heros Lun 16 Jan - 13:58 | |
| Pas de réponse... si quelqu'un pouvait examiner mes codes et me dire ce qui cloche.. 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: Pb avec mon heros Lun 16 Jan - 22:18 | |
| essaye d'ajouter Command_SpecialAbilityIsengardSharkuManEaterFlingPassenger au command set | |
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mimiz53 Nouveau
Nombre de messages : 18 Age : 31 Add-On : Oui Date d'inscription : 04/10/2011
| Sujet: Re: Pb avec mon heros Mar 17 Jan - 12:18 | |
| J'ai oublié de poster les modif que j'avais faites au command set : - Spoiler:
CommandSet AngmarWitchKingMountedCommandSet 1 = Command_ToggleStance 2 = Command_MountHorseBlackRider 3 = Command_AngmarWitchKingDreadWrath 4 = Command_WitchkingMorgulBlade ; 5 = Command_SpecialAbilityScreechWitchKing 5 = Command_SpecialAbilitySharkuManEater 13 = Command_AttackMove 14 = Command_Stop 16 = Command_SetStanceBattle 17 = Command_SetStanceAggressive 18 = Command_SetStanceHoldGround End
CommandSet AngmarWitchKingCommandSet 1 = Command_ToggleStance 2 = Command_MountHorseBlackRider 3 = Command_AngmarWitchKingDreadWrath 4 = Command_WitchkingMorgulBlade 5 = Command_SpecialAbilityWkTerribleFury 6 = Command_SpecialAbilitySharkuManEater 12 = Command_CaptureBuilding 13 = Command_AttackMove 14 = Command_Stop 16 = Command_SetStanceBattle 17 = Command_SetStanceAggressive 18 = Command_SetStanceHoldGround End
Je mets ce que tu m'as dis à quel niveau exactement? | |
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cdd59554 Admin
Nombre de messages : 7235 Age : 31 Location : J'aime les abricots Add-On : Oui Date d'inscription : 16/01/2008
| Sujet: Re: Pb avec mon heros Mar 17 Jan - 16:36 | |
| En fait ya pas besoin T'as du oublier ce module là dans ton object : - Citation :
- Behavior = TransportContain ModuleTag_09
ObjectStatusOfContained = UNSELECTABLE PassengerFilter = NONE +INFANTRY -HERO ; ManualPickUpFilter = NONE +INFANTRY ; we do not want the user to be able to manually pick up an orc with a troll. Slots = 1 ShowPips = No AllowEnemiesInside = Yes AllowNeutralInside = Yes AllowAlliesInside = No ;DamagePercentToUnits = 500% DestroyRidersWhoAreNotFreeToExit = Yes ForceOrientationContainer = No PassengerBonePrefix = PassengerBone:B_PASSENGER01 KindOf:INFANTRY ;EjectPassengersOnDeath = Yes End Et il faudra surement modifier B_PASSENGER01 par la un os du model du roi sorcier | |
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mimiz53 Nouveau
Nombre de messages : 18 Age : 31 Add-On : Oui Date d'inscription : 04/10/2011
| Sujet: Re: Pb avec mon heros Mar 17 Jan - 18:33 | |
| Ok merci beaucoup, mais je remplace par quoi exactement?? | |
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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: Pb avec mon heros Mar 17 Jan - 21:51 | |
| - Citation :
- Et il faudra surement modifier B_PASSENGER01 par la un os du model du roi sorcier
Pourquoi ? | |
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cdd59554 Admin
Nombre de messages : 7235 Age : 31 Location : J'aime les abricots Add-On : Oui Date d'inscription : 16/01/2008
| Sujet: Re: Pb avec mon heros Mar 17 Jan - 21:59 | |
| Sinon l'unité attaquée risque de disparaitre ou d'aller s'encastrer dans le sol pendant l'animation | |
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mimiz53 Nouveau
Nombre de messages : 18 Age : 31 Add-On : Oui Date d'inscription : 04/10/2011
| Sujet: Re: Pb avec mon heros Mer 18 Jan - 11:28 | |
| J'ai ajouté le module dans l'object et le jeu ne plante plus quand j'utilise le pouvoir.. un grand merci à toi et à tous ceux qui participent à la vie de ce forum, continuez comme ça c vraiment génial !!!! Par contre j'aimerai bien comprendre pourquoi y avait besoin de ce module...?? | |
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cdd59554 Admin
Nombre de messages : 7235 Age : 31 Location : J'aime les abricots Add-On : Oui Date d'inscription : 16/01/2008
| Sujet: Re: Pb avec mon heros Mer 18 Jan - 15:10 | |
| Le pouvoir nécéssite une place pour un passager dans l'object et ce module lui donne une place | |
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mimiz53 Nouveau
Nombre de messages : 18 Age : 31 Add-On : Oui Date d'inscription : 04/10/2011
| Sujet: Re: Pb avec mon heros Mer 18 Jan - 16:55 | |
| Ok merci beaucoup j'y connais pas encore grand chose dans le modding c'est pour ça j'essaie de comprendre ce que je fais.. si j'ai d'autres questions j'hésiterai pas à vs les faire parvenir, et encore merci pour l'astuce !! | |
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