| Faire monté une escouade de gorkil sur des scorpion | |
|
|
Auteur | Message |
---|
Korl Moddeur expert
Nombre de messages : 564 Add-On : Oui Date d'inscription : 26/06/2011
| Sujet: Faire monté une escouade de gorkil sur des scorpion Sam 21 Juil - 16:56 | |
| J'ai repéré ces deux codes : - Code:
-
;----------------------------------------------------------------------------- ; Mount/Dismount Scorpion ;----------------------------------------------------------------------------- Behavior = UnpauseSpecialPowerUpgrade ModuleTag_ScorpionToggleEnabler SpecialPowerTemplate = SpecialAbilityToggleMounted TriggeredBy = Upgrade_ObjectLevel3 End
Behavior = SpecialPowerModule ModuleTag_ScorpionToggleStarter SpecialPowerTemplate = SpecialAbilityToggleMounted UpdateModuleStartsAttack = Yes ;InitiateSound = StartsPaused = Yes End
Behavior = ToggleMountedSpecialAbilityUpdate ModuleTag_ScorpionToggle SpecialPowerTemplate = SpecialAbilityToggleMounted UnpackTime = 2000 PreparationTime = 1 PersistentPrepTime = 250 PackTime = 2000 OpacityTarget = .3 ; How see-thru to be at peak of change AwardXPForTriggering = 0 End - Code:
-
Behavior = AISpecialPowerUpdate GoblinKingMountAI CommandButtonName = Command_GoblinKingMountScorpion SpecialPowerAIType = AI_SPECIAL_POWER_GOBLINKING_MOUNTED End J'ai crée une escouade de gobliking(unitgorkil) et j'ai tenté de lui rajouter ces deux bouts de codes pour en faire une unité sur des scorpion. Mon unité comporte le module draw du gobelinking puis le reste c'est tiré de goblinfighter. J'ai tenté dans mon unité et même dans horde de rajouter ceci mais l'escouade ne monte pas sur le scorpion ... Ayant repris le roi gobelin l'action devrais être possible . Des idées à me soumettre? ps : je recherche également le module draw d'un scorpion ! Merci d'avance Voici le code de l'escouade pour ceux que cela intéresse : - Code:
-
;----------------------------------------------------------------------- Object Unitgorkil ; *** ART Parameters ***
SelectPortrait = HPGorkilGoblinKing ButtonImage = HPGorkilGoblinKing DescriptionStrategic = CONTROLBAR:LW_ToolTip_GoblinKing Draw = W3DScriptedModelDraw ModuleTag_DRAW
WadingParticleSys = EntRipples
StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD OkToChangeModelColor = Yes
; Normal Goblin King on foot DefaultModelConditionState Model = WUGobKng_SKN Skeleton = WUGobKng_SKL End
; Mounted Goblin King ModelConditionState = MOUNTED Model = WUGbkMnt_SKN Skeleton = WUGbkMnt_SKL End
AnimationState = MOUNTED STUNNED_FLAILING Animation AnimationName = WUGbkMnt_FLYA AnimationMode = LOOP AnimationSpeedFactorRange = 0.2 0.3 End End
AnimationState = MOUNTED DYING Animation AnimationName = WUGbkMnt_DIEA AnimationMode = ONCE End End
AnimationState = MOUNTED BURNINGDEATH Animation AnimationMode = LOOP ;Distance = 120 End End AnimationState = MOUNTED STUNNED Animation AnimationName = WUGbkMnt_LNDA AnimationMode = ONCE End End
AnimationState = MOUNTED STUNNED_STANDING_UP Animation AnimationName = WUGbkMnt_GTPA AnimationMode = ONCE End End
AnimationState = PARALYZED MOUNTED Animation AnimationName = WUGbkMnt_IDLB AnimationMode = LOOP End End
; battle frenzy anim AnimationState = MOUNTED USER_1 Animation AnimationName = WUGbkMnt_SPCA AnimationMode = ONCE End End
; call from deep anim AnimationState = MOUNTED USER_2 Animation AnimationName = WUGbkMnt_SPCB AnimationMode = ONCE End End
AnimationState = MOUNTED FIRING_OR_PREATTACK_B Animation AnimationName = WUGbkMnt_ATKC AnimationMode = LOOP UseWeaponTiming = Yes End End AnimationState = MOUNTED FIRING_OR_PREATTACK_A Animation AnimationName = WUGbkMnt_ATKA AnimationMode = LOOP UseWeaponTiming = Yes End End ; --- Poisoned Stinger Weapon anim AnimationState = MOUNTED SPECIAL_WEAPON_ONE Animation AnimationName = WUGbkMnt_ATKB AnimationMode = ONCE UseWeaponTiming = Yes End ParticleSysBone B_S_TAIL06 GoblinKingPoison FollowBone:Yes ParticleSysBone B_S_TAIL06 GoblinKingPoison2 FollowBone:Yes End
AnimationState = MOUNTED PACKING_TYPE_1 StateName = STATE_PlantingTotem Animation AnimationName = WUGbkMnt_SPCC AnimationMode = ONCE End ;FXEvent = Frame:20 FireWhenSkipped Name:FX_GoblinKingTotem End AnimationState = MOUNTED MOVING StateName = STATE_MountedMoving Animation AnimationName = WUGbkMnt_RUNA AnimationMode = LOOP End End AnimationState = MOUNTED RAISING_FLAG Animation AnimationName = WUGbkMnt_CHRA AnimationMode = LOOP End End AnimationState = MOUNTED SELECTED StateName = AtAttentionIdle Animation AnimationName = WUGbkMnt_ATNB AnimationMode = LOOP AnimationBlendTime = 0 End Flags = RESTART_ANIM_WHEN_COMPLETE BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "STATE_PlantingTotem" then CurDrawableSetTransitionAnimState("TRANS_SelectFromSkullTotemMounted") elseif Prev == "STATE_MountedMoving" then CurDrawableSetTransitionAnimState("TRANS_SelectFromMovingMounted") elseif Prev ~= "AtAttentionIdle" and Prev ~= "TRANS_SelectFromIdleMounted" then CurDrawableSetTransitionAnimState("TRANS_SelectFromIdleMounted") end EndScript End
AnimationState = MOUNTED ATTACKING Animation AnimationName = WuGbkMnt_IDLA AnimationMode = LOOP End End
AnimationState = MOUNTED HIT_REACTION Animation = LevelUp AnimationName = WUGbkMnt_HITA AnimationMode = ONCE End End AnimationState = MOUNTED LEVELED Animation = LevelUp AnimationName = WUGbkMnt_LVLA AnimationMode = ONCE End End AnimationState = MOUNTED StateName = Idle Animation AnimationName = WUGbkMnt_IDLB AnimationMode = LOOP AnimationBlendTime = 30 End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "STATE_PlantingTotem" then CurDrawableSetTransitionAnimState("TRANS_IdleFromSelectMountedNoBlend") elseif Prev ~= "Idle" and Prev ~= "TRANS_IdleFromSelectMounted" and Prev ~= "TRANS_IdleFromSelectMountedNoBlend" then CurDrawableSetTransitionAnimState("TRANS_IdleFromSelectMounted") end EndScript End TransitionState = TRANS_SelectFromIdleMounted Animation AnimationName = WUGbkMnt_ATNA AnimationMode = ONCE End End TransitionState = TRANS_SelectFromSkullTotemMounted Animation AnimationName = WUGbkMnt_ATNB AnimationMode = ONCE AnimationBlendTime = 0 End End TransitionState = TRANS_SelectFromMovingMounted Animation AnimationName = WUGbkMnt_ATNB AnimationMode = ONCE End End
TransitionState = TRANS_IdleFromSelectMountedNoBlend Animation AnimationName = WUGbkMnt_ATNC AnimationMode = ONCE AnimationBlendTime = 0 End End TransitionState = TRANS_IdleFromSelectMounted Animation AnimationName = WUGbkMnt_ATNC AnimationMode = ONCE End End
IdleAnimationState Animation AnimationName = WuGobKng_IDLB AnimationMode = ONCE AnimationPriority = 100 End Animation AnimationName = WuGobKng_IDLC AnimationMode = ONCE AnimationPriority = 5 End Animation AnimationName = WuGobKng_IDLD AnimationMode = ONCE AnimationPriority = 5 End StateName = Idle BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "STATE_PlantingTotem" then CurDrawableSetTransitionAnimState("TRANS_TotemToIdle") elseif Prev == "STATE_Selected" then CurDrawableSetTransitionAnimState("TRANS_SelectedToBored") end EndScript End
AnimationState = PASSENGER Animation AnimationName = WuGobKng_FLYA AnimationMode = LOOP End End AnimationState = FREEFALL Animation AnimationName = WuGobKng_FLYA AnimationMode = LOOP AnimationSpeedFactorRange = 0.5 0.5 AnimationBlendTime = 5 End End AnimationState = STUNNED_FLAILING Animation AnimationName = WuGobKng_FLYA AnimationMode = LOOP AnimationSpeedFactorRange = 0.4 0.6 End End
AnimationState = DYING BURNINGDEATH Animation AnimationName = WuGobKng_DTHA AnimationMode = ONCE AnimationBlendTime = 10 End End
AnimationState = DYING SPLATTED Animation AnimationName = WuGobKng_LNDA AnimationMode = ONCE End End
AnimationState = DYING Animation AnimationName = WuGobKng_DTHA AnimationMode = ONCE End End
AnimationState = BURNINGDEATH Animation AnimationName = WUGobKNG_MFDA AnimationMode = LOOP Distance = 120 End End
AnimationState = PARALYZED Animation AnimationName = WuGobKng_IDLA AnimationMode = LOOP End End
AnimationState = STUNNED Animation AnimationName = WuGobKng_LNDA AnimationMode = ONCE End End
AnimationState = STUNNED_STANDING_UP Animation AnimationName = WuGobKng_GTPA AnimationMode = ONCE End End AnimationState = THROWN_PROJECTILE Animation AnimationName = WuGobKng_FLYA AnimationMode = LOOP End End
AnimationState = MOVING WANDER Animation AnimationName = WuGobKng_WLKA AnimationMode = LOOP End End
AnimationState = MOVING DAMAGED AFLAME Animation AnimationName = WuGobKng_MFDA AnimationMode = LOOP End Flags = RANDOMSTART End
AnimationState = MOVING ATTACKING Animation AnimationName = WuGobKng_RUNA AnimationMode = LOOP End Flags = RANDOMSTART ParticleSysBone = None InfantryDustTrails End
AnimationState = MOVING WALKING Animation AnimationName = WuGobKng_WLKA AnimationMode = LOOP End Flags = RANDOMSTART ParticleSysBone = None InfantryDustTrails End
AnimationState = MOVING Animation AnimationName = WuGobKng_RUNA AnimationMode = LOOP End Flags = RANDOMSTART ParticleSysBone = None InfantryDustTrails End AnimationState = PACKING_TYPE_1 StateName = STATE_PlantingTotem Animation AnimationName = WuGobKng_SPCC AnimationMode = ONCE End ;FXEvent = Frame:20 FireWhenSkipped Name:FX_GoblinKingTotem End
; --------- Click and Hit Reactions ------------ ; battle frenzy anim AnimationState = USER_1 Animation AnimationName = WuGobKng_SPCA AnimationMode = ONCE End End
; call from deep anim AnimationState = USER_2 Animation AnimationName = WuGobKng_SPCB AnimationMode = ONCE End End
AnimationState = HIT_REACTION Animation AnimationName = WuGobKng_HITA AnimationMode = LOOP End End AnimationState = FIRING_OR_PREATTACK_A Animation AnimationName = WuGobKng_ATKA AnimationMode = ONCE UseWeaponTiming = Yes End Animation AnimationName = WuGobKng_ATKB AnimationMode = ONCE UseWeaponTiming = Yes End End AnimationState = FIRING_OR_PREATTACK_B Animation AnimationName = WuGobKng_ATKA AnimationMode = ONCE UseWeaponTiming = Yes End Animation AnimationName = WuGobKng_ATKB AnimationMode = ONCE UseWeaponTiming = Yes End End
AnimationState = BETWEEN_FIRING_SHOTS_A Animation AnimationName = WuGobKng_IDLA AnimationMode = ONCE End End
AnimationState = ATTACKING Animation AnimationName = WuGobKng_ATKA AnimationMode = LOOP End End AnimationState = EMOTION_TAUNTING Animation AnimationName = WuGobKng_TNTA AnimationMode = LOOP AnimationBlendTime = 10 End Flags = RESTART_ANIM_WHEN_COMPLETE End AnimationState = MOUNTED EMOTION_CELEBRATING Animation AnimationName = WUGbkMnt_CHRA AnimationMode = LOOP End End AnimationState = EMOTION_CELEBRATING Animation AnimationName = WuGobKng_CHRA AnimationMode = ONCE AnimationBlendTime = 10 End Flags = RESTART_ANIM_WHEN_COMPLETE End
AnimationState = LEVELED Animation = LevelUp AnimationName = WuGobKng_LVLA AnimationMode = ONCE End End
AnimationState = RAISING_FLAG Animation AnimationName = WuGobKng_CHRA AnimationMode = LOOP End End
AnimationState = SELECTED StateName = STATE_Selected Animation AnimationName = WuGobKng_ATNB AnimationMode = LOOP End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "STATE_PlantingTotem" then CurDrawableSetTransitionAnimState("TRANS_TotemToIdle") elseif Prev ~= "STATE_Selected" and Prev ~= "TRANS_IdleToSelected" then CurDrawableSetTransitionAnimState("TRANS_IdleToSelected") end EndScript End
TransitionState = TRANS_IdleToSelected Animation AnimationName = WuGobKng_ATNA AnimationMode = ONCE End End
TransitionState = TRANS_SelectedToBored Animation AnimationName = WuGobKng_ATNC AnimationMode = ONCE End End TransitionState = TRANS_TotemToIdle Animation AnimationName = WuGobKng_IDLA AnimationMode = ONCE AnimationBlendTime = 0 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 = DISGUISED MOUNTED MOVING ACCELERATE ParticleSysBone = None GenericSiegeTrailDust End AnimationState = DISGUISED MOUNTED MOVING DECELERATE ParticleSysBone = None GenericSiegeTrailDust End AnimationState = MOUNTED MOVING End AnimationState = DISGUISED MOUNTED MOVING End End
#include "..\..\..\includes\StunDrawModuleSmall.inc"
; ***DESIGN parameters *** Side = Wild IsTrainable = Yes EditorSorting = UNIT ThreatLevel = 1.0 ThingClass = HORDE_UNIT CommandPoints = 2 ; originally 3 TransportSlotCount = TRANSPORTSLOTCOUNT_UNIT WeaponSet Conditions = None Weapon = PRIMARY GoblinFighterSword AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI End ; weapon for poison and upgraded ; why oh why do I have to make four separate weapons? WeaponSet Conditions = WEAPONSET_TOGGLE_1 PLAYER_UPGRADE Weapon = PRIMARY GoblinFighterSwordPoisonedUpgraded AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI End
; weapon for poisoned ; why oh why do I have to make four separate weapons? WeaponSet Conditions = WEAPONSET_TOGGLE_1 Weapon = PRIMARY GoblinFighterSwordPoisoned AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI End ; weapon for just upgraded ; why oh why do I have to make four separate weapons? WeaponSet Conditions = PLAYER_UPGRADE Weapon = PRIMARY GoblinFighterSwordUpgraded AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI End ArmorSet Conditions = None Armor = GoblinFighterArmor DamageFX = NormalDamageFX End ArmorSet Conditions = PLAYER_UPGRADE Armor = WildFighterScavengedArmor DamageFX = NormalDamageFX End VisionRange = GOBLIN_FIGHTER_VISION_RANGE ShroudClearingRange = SHROUD_CLEAR_STANDARD VisionSide = 35% VisionRear = 25% MaxVisionBonusPercent = 300% VisionBonusTestRadius = 200 VisionBonusPercentPerFoot = 2.0% DisplayName = OBJECT:GoblinFighter CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CrusherLevel = 0 ;What can I crush?: 0 = small animals, 1 = infantry, 2 = trees, 3 = vehicles BountyValue = GOBLIN_FIGHTER_BOUNTY_VALUE CrushRevengeWeapon = BasicInfantryCrushRevenge CommandSet = UnitgorkilCommandSet
; *** AUDIO Parameters ***;
VoiceAttack = GoblinWarriorVoiceAttack VoiceAttackCharge = GoblinWarriorVoiceAttackCharge VoiceAttackMachine = GoblinWarriorVoiceAttack VoiceAttackStructure = GoblinWarriorVoiceAttackBuilding VoiceCreated = EVA:GoblinWarriorCreated VoiceFullyCreated = EVA:GoblinWarriorCreated VoiceGuard = GoblinWarriorVoiceGuard VoiceMove = GoblinWarriorVoiceMove VoiceMoveOverWalls = GoblinWarriorVoiceMoveWalls VoiceMoveToCamp = GoblinWarriorVoiceMoveCamp VoiceMoveWhileAttacking = GoblinWarriorVoiceDisengage VoicePriority = 30 VoiceRetreatToCastle = GoblinWarriorVoiceRetreat VoiceSelect = GoblinWarriorVoiceSelectMS VoiceSelectBattle = GoblinWarriorVoiceSelectBattle
VoiceEnterStateAttack = GoblinWarriorVoiceEnterStateAttack VoiceEnterStateAttackCharge = GoblinWarriorVoiceEnterStateAttackCharge VoiceEnterStateAttackMachine = GoblinWarriorVoiceEnterStateAttack VoiceEnterStateAttackStructure = GoblinWarriorVoiceEnterStateAttackBuilding VoiceEnterStateMove = GoblinWarriorVoiceEnterStateMove VoiceEnterStateMoveOverWalls = GoblinWarriorVoiceEnterStateMoveWalls VoiceEnterStateMoveToCamp = GoblinWarriorVoiceEnterStateMoveCamp VoiceEnterStateMoveWhileAttacking = GoblinWarriorVoiceEnterStateDisengage VoiceEnterStateRetreatToCastle = GoblinWarriorVoiceEnterStateRetreat
SoundImpact = ImpactHorse
UnitSpecificSounds VoiceEnterUnitEvilMenTransportShip = GoblinWarriorVoiceMoveShip VoiceEnterUnitMordorMumakil = GoblinWarriorVoiceMoveGarrison VoiceEnterUnitSlaughterHouse = GoblinWarriorVoiceMoveGarrison VoiceGarrison = GoblinWarriorVoiceMoveGarrison VoiceInitiateCaptureBuilding = GoblinWarriorVoiceCaptureBuilding End
CrowdResponseKey = Goblin
ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_foo ;ModelCondition = Required:EMOTION_CELEBRATING Excluded:DYING ENGAGED Sound:EmotionGoblinCompilationVoxCheerSinglesLoop ;MOVING ATTACKING ;ModelCondition = Required:EMOTION_TAUNTING Excluded:DYING ENGAGED Sound:EmotionGoblinCompilationVoxTauntSinglesLoop ;MOVING ATTACKING ModelCondition = Required:RAISING_FLAG Excluded:DYING ENGAGED Sound:EmotionGoblinCompilationVoxTauntSinglesLoop End
;Waiting to see if the emotion system is going to be improved first before hooking up emotional audio ; ;ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_ModelConditionAudioLoop ; ModelCondition = Required:EMOTION_POINTING Sound:GoblinWarriorVoicePointLoop ; ModelCondition = Required:EMOTION_AFRAID Sound:GoblinWarriorVoiceFearLoop ; ModelCondition = Required:EMOTION_TAUNTING Sound:GoblinWarriorVoiceTauntLoop ; ModelCondition = Required:EMOTION_CELEBRATING Sound:GoblinWarriorVoiceCheerLoop ;End
#include "..\..\..\includes\StandardUnitEvaEvents.inc"
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior MaxUpdateRangeCap = 800 AnimationSound = Sound:BodyFallGeneric2 Animation:MUGblnSwrd_SKL.MUGblnSwrd_DIEA Frames:10 AnimationSound = Sound:BodyFallGeneric2 Animation:MUGblnSwrd_SKL.MUGblnSwrd_DIEB Frames:7 AnimationSound = Sound:BodyFallOrc Animation:MUGblnSwrd_SKL.MUGblnSwrd_LNDB Frames:6 AnimationSound = Sound:BodyFallOrc Animation:MUGblnSwrd_SKL.MUGblnSwrd_LNDC Frames:3 End
Behavior = LargeGroupAudioUpdate ModuleTag_LGAU ;Tie into LargeGroupAudio system Key = Goblin End
; *** ENGINEERING Parameters ***
Behavior = SpecialPowerModule ModuleTag_PoisonedBladeSpecialPower SpecialPowerTemplate = SpecialAbilityGoblinFighterPoisonedBlades StartsPaused = No End
Behavior = WeaponModeSpecialPowerUpdate ModuleTag_PoisonedBladeUpdate SpecialPowerTemplate = SpecialAbilityGoblinFighterPoisonedBlades Duration = 20000 WeaponSetFlags = WEAPONSET_TOGGLE_1 StartsPaused = No End
RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE THROWN_OBJECT GRAB_AND_DROP CAN_CLIMB_WALLS Body = ActiveBody ModuleTag_02 MaxHealth = GOBLIN_FIGHTER_HEALTH MaxHealthDamaged = GOBLIN_FIGHTER_HEALTH_DAMAGED BurningDeathBehavior = Yes BurningDeathFX = FX_InfantryBurningFlame End Behavior = AIUpdateInterface ModuleTag_03 AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS MoodAttackCheckRate = 500 AILuaEventsList = IsengardFighterFunctions AttackPriority = AttackPriority_Infantry BurningDeathTime = BURNINGDEATH_DURATION_INFANTRY End
LocomotorSet Locomotor = TestWallScalingHordeLocomotor Condition = SET_NORMAL Speed = NORMAL_FOOT_VERYFAST_MEMBER_SPEED End
LocomotorSet Locomotor = HumanWanderLocomotor Condition = SET_WANDER Speed = NORMAL_WILD_FAST_MEMBER_SPEED End
LocomotorSet Locomotor = BurningDeathLocomotorInfantry Condition = SET_BURNINGDEATH Speed = BURNINGDEATH_WANDERSPEED_INFANTRY End
Behavior = PhysicsBehavior ModuleTag_04 GravityMult = 1.0 ShockStunnedTimeLow = 800 ;msec ShockStunnedTimeHigh = 1000 ;msec ShockStandingTime = 2133 ;msec End Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL -KNOCKBACK SinkDelay = 3000 SinkRate = 0.40 ; in Dist/Sec DestructionDelay = 8000 Sound = INITIAL GoblinVoxDieMS End Behavior = SquishCollide ModuleTag_06 ;nothing End Behavior = HordeMemberCollide ModuleTag_HMC ;nothing End Behavior = SlowDeathBehavior ModuleTag_07 ; Same as normal death, but no sound (sound already played by SoundImpact = ... ) DeathTypes = NONE +KNOCKBACK SinkDelay = 3000 SinkRate = 0.40 ; in Dist/Sec DestructionDelay = 8000 Sound = INITIAL GoblinVoxDieMS End Behavior = BezierProjectileBehavior ModuleTag_08 ; Module starts asleep, and wakes up when thrown. ; FirstHeight = 24 ; Height of Bezier control points above highest intervening terrain SecondHeight = 24 FirstPercentIndent = 30% ; Percentage of shot distance control points are placed SecondPercentIndent = 70% TumbleRandomly = Yes
CrushStyle = Yes ; I don't detonate, I just hit DieOnImpact = Yes BounceCount = 1 ; When I hit the ground, I'll arc again BounceDistance = 40 ; this far BounceFirstHeight = 24 ; Height of Bezier control points above highest intervening terrain BounceSecondHeight = 24 BounceFirstPercentIndent = 20% ; Percentage of shot distance control points are placed BounceSecondPercentIndent = 80%
GroundHitFX = FX_ThrownRockGroundHit GroundBounceFX = FX_ThrownRockBounceHit End ;-------------------------Units Upgrades---------------------------------- ; Scavenged Armor upgrade Behavior = ArmorUpgrade WildModuleArmorUpgrade TriggeredBy = Upgrade_WildHeavyArmor ;ArmorSetFlag = PLAYER_UPGRADE End Behavior = SubObjectsUpgrade Armor_Upgrade TriggeredBy = Upgrade_WildHeavyArmor UpgradeTexture = MUGblnSwrd.tga 0 MUGblnSwrd_HA.tga UpgradeTexture = MUGblnSwrd2.tga 0 MUGblnSwrd2_HA.tga UpgradeTexture = MUGblnSwrd3.tga 0 MUGblnSwrd3_HA.tga RecolorHouse = Yes ExcludeSubobjects = Forged_Blade End ; Forged Blades Behavior = WeaponSetUpgrade WeaponSetUpgradeModuleTag TriggeredBy = Upgrade_WildForgedBlades End Behavior = SubObjectsUpgrade Sword_Upgrade TriggeredBy = Upgrade_WildForgedBlades ShowSubObjects = Forged_Blade END Geometry = CYLINDER GeometryMajorRadius = 8.0 GeometryMinorRadius = 8.0 GeometryHeight = 19.2 GeometryIsSmall = Yes Shadow = SHADOW_DECAL ShadowSizeX = 11 ShadowSizeY = 11 ShadowTexture = ShadowI End
| |
|
| |
cdd59554 Admin
Nombre de messages : 7235 Age : 31 Location : J'aime les abricots Add-On : Oui Date d'inscription : 16/01/2008
| Sujet: Re: Faire monté une escouade de gorkil sur des scorpion Sam 21 Juil - 18:01 | |
| Parmi les deux code que t'as mis, seul le premierva vraiment te servir, le deuxieme sert à l'IA. Dans le premier code ya 3 modules : le premier module est inutile pour toi car il sert à débloquer le pouvoir au niveau 3 Après les deux autres module tu peux les copier coller dans ton object de l'unité et dans la horde aussi car c'est ceux qui font fonctionner le pouvoir
Le seul truc a modifier c'est la ligne StartsPaused = Yes en StartsPaused = No dans le second module. En gros ca sert a dire qu'il n'y aura pas d'upgrade pour le débloquer. | |
|
| |
Korl Moddeur expert
Nombre de messages : 564 Add-On : Oui Date d'inscription : 26/06/2011
| Sujet: Re: Faire monté une escouade de gorkil sur des scorpion Sam 21 Juil - 18:26 | |
| Bon cela marche mais ya quelques souci : - Spoiler:
je t'explique ce qui s'est passé : J'ai déjà remarqué ce souci une fois avec les troll rogash ou j'avais laissé une formation pikeman. Dés qu'on utilise un weapon et qu'il n'y a pas de commandset attribué l'escouade de disloque et chaque unité reprend son commandset originel (ce n'est pas le cas ici mais c'est bien de le dire). Dés qu'on utilise un weapon sur une unité qui possède le commandset adéquat , l’escouade se disloque et si je veux faire monter l'escouade sur leur scorpion je dois le faire 1 par 1. De plus une fois fais un seul clic sur le scorpion suffit à disloquer toute l'escouade. Qu'on ne peux plus controller ils reste planter après cette action ... Je n'ai pas le rayon de l'unité de l'anneau qui permet de délimiter toute l'escouade ils se "barrent rapidement c'est le cas de le dire." Note : lame empoisonné ne pose pas ce problème à cette unité. Voici comment j'ai placé ton code : - Citation :
- ;--------------------------------------------------------------------------------------------------------------------
; ; UnitgorkilHorde ; ;-------------------------------------------------------------------------------------------------------------------- Object UnitgorkilHorde ; This is required for garrisoned objects - please put in all objects. ButtonImage = HIGoblinKing SelectPortrait = HPGorkilGoblinKing
Draw = W3DScriptedModelDraw ModuleTag_W3DModelDraw DependencySharedModelFlags = EMOTION_ALERT EMOTION_MORALE_HIGH EMOTION_MORALE_LOW EMOTION_AFRAID EMOTION_COWER SELECTED EMOTION_TERROR EMOTION_LOOK_TO_SKY SIEGE_CONTAIN DefaultModelConditionState Model = None ;InvisHrdeTmp End ModelConditionState = HORDE_EMPTY Model = None End ModelConditionState = WORLD_BUILDER Model = HordeMarkAUGFi End End Side = Wild EditorSorting = UNIT EmotionRange = 240 DisplayName = OBJECT:UnitgorkilHorde DisplayNameStrategic = CONTROLBAR:LW_Unit_GoblinFighterHorde DescriptionStrategic = CONTROLBAR:LW_ToolTip_GoblinFighterHorde IsAutoBuilt = Yes
WeaponSet Conditions = None Weapon = PRIMARY NormalMeleeHordeRangefinder End
; *** AUDIO Parameters ***; ; Note: Don't put voice parameters here -- they will be ignored. Voice play requests ; are always passed through to members
BuildCost = GOBLIN_FIGHTER_BUILDCOST BuildTime = GOBLIN_FIGHTER_BUILDTIME VisionRange = GOBLIN_FIGHTER_HORDE_VISION_RANGE ShroudClearingRange = GOBLIN_FIGHTER_SHROUD_RANGE VisionSide = 50% VisionRear = 25% MaxVisionBonusPercent = 300% VisionBonusTestRadius = 200 VisionBonusPercentPerFoot = 1.0% CrushableLevel = 0 ; What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CrusherLevel = 0 ; What can I crush?: 0 = small animals, 1 = infantry, 2 = trees, 3 = vehicles CommandPoints = 40 ; originally 60 CommandSet = UnitgorkilCommandSet FormationWidth = 2 ; Width it occupies in formations. Current choices are 1 or 2. FormationDepth = 2 ; Depth it occupies in formations. Current choices are 1 or 2. TransportSlotCount = TRANSPORTSLOTCOUNT_LARGE_HORDE KindOf = SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT INFANTRY HORDE MELEE_HORDE ARMY_SUMMARY LARGE_RECTANGLE_PATHFIND CAN_CLIMB_WALLS ;BUILD_FOR_FREE - Not anymore ThreatLevel = GOBLIN_FIGHTER_HORDE_THREAT ThreatBreakdown GoblinFighterHorde_DetailedThreat AIKindOf = INFANTRY End #include "..\..\..\includes\StandardHordeEvaEvents.inc"
Body = ImmortalBody ModuleTag_ImmortalBody MaxHealth = 1 End Behavior = StancesBehavior ModuleTag_StancesBehavior StanceTemplate = FighterHorde End
Behavior = HordeAIUpdate ModuleTag_HordeAIUpdate AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS MoodAttackCheckRate = 500 AILuaEventsList = InfantryFunctions MaxCowerTime = 5000 MinCowerTime = 3000 AttackPriority = AttackPriority_Infantry End
Behavior = HordeContain ModuleTag_HordeContain FrontAngle = 270 FlankedDelay = 2000 ObjectStatusOfContained = InitialPayload = Unitgorkil 20 Slots = 20 PassengerFilter = ANY +INFANTRY ShowPips = No ; Banner Carrier info BannerCarriersAllowed = WildBannerGoblin ; types of units that are allowed as banner carriers BannerCarrierPosition = UnitType:GoblinFighter Pos:X:60.0 Y:0.0 ; (DEFAULT) position of banner carrier for fighter horde RandomOffset = X:5 Y:5 MeleeBehavior = Amoeba End RankInfo = RankNumber:1 UnitType:Unitgorkil Position:X:50 Y:0 Position:X:50 Y:20 Position:X:50 Y:-20 Position:X:50 Y:40 Position:X:50 Y:-40 RankInfo = RankNumber:2 UnitType:Unitgorkil Position:X:30 Y:0 Leader 1 0 Position:X:30 Y:20 Leader 1 1 Position:X:30 Y:-20 Leader 1 2 Position:X:30 Y:40 Leader 1 3 Position:X:30 Y:-40 Leader 1 4 RankInfo = RankNumber:3 UnitType:Unitgorkil Position:X:10 Y:0 Leader 2 0 Position:X:10 Y:20 Leader 2 1 Position:X:10 Y:-20 Leader 2 2 Position:X:10 Y:40 Leader 2 3 Position:X:10 Y:-40 Leader 2 4 RankInfo = RankNumber:3 UnitType:Unitgorkil Position:X:-10 Y:0 Leader 3 0 Position:X:-10 Y:20 Leader 3 1 Position:X:-10 Y:-20 Leader 3 2 Position:X:-10 Y:40 Leader 3 3 Position:X:-10 Y:-40 Leader 3 4
RanksToReleaseWhenAttacking = 1
MeleeAttackLeashDistance = 1; How far the hordes can move from the center of the horde when melee attacking. End Behavior = PhysicsBehavior ModuleTag_PhysicsBehavior GravityMult = 1.0 End Behavior = LargeGroupBonusUpdate ModuleTag_LargeGroupBonus UpdateRate = 1000 HordeMemberFilter = NONE +GoblinFighter +GoblinArcher Count = 100 Radius = 160.0 RubOffRadius = 160.0 AlliesOnly = Yes AttributeModifier = MordorLargeGroupBonus End Behavior = EmotionTrackerUpdate Module_EmotionTracker TauntAndPointDistance = INFANTRY_TAUNT_POINT_RADIUS; 350 ; max distance to taunted/pointed objet TauntAndPointUpdateDelay = 1000 ; how often scan (milliseconds) TauntAndPointExcluded = NONE AfraidOf = EMOTION_AFRAIDOF_OBJECTFILTER AlwaysAfraidOf = EMOTION_ALWAYS_AFRAIDOF_OBJECTFILTER PointAt = EMOTION_POINTAT_OBJECTFILTER HeroScanDistance = 150 FearScanDistance = INFANTRY_FEAR_SCAN_RADIUS ;250
AddEmotion = Terror_Base AddEmotion = Doom_Base AddEmotion = BraceForBeingCrushed_Base AddEmotion = UncontrollableFear_Base_Evil AddEmotion = FearIdle_Base AddEmotion = FearBusy_Base AddEmotion = Point_Base AddEmotion = OVERRIDE Taunt_Base ; AttributeModifier = GondorFighterTaunt End AddEmotion = CheerIdle_Base AddEmotion = CheerBusy_Base AddEmotion = HeroCheerIdle_Base AddEmotion = HeroCheerBusy_Base AddEmotion = Alert_Base End
; What is SET_NORMAL here should soon be SET_WALL_SCALING ; LocomotorSet ; Locomotor = NormalMeleeHordeLocomotor ; Condition = SET_NORMAL ; Speed = NORMAL_EVIL_INFANTRY_HORDE_SPEED ; End LocomotorSet Locomotor = TestWallScalingHordeLocomotor Condition = SET_NORMAL Speed = NORMAL_FOOT_VERYFAST_HORDE_SPEED End
Behavior = ProductionUpdate ProductionUpdateModuleTag GiveNoXP = Yes End
Behavior = LevelUpUpgrade ModuleTag_BasicTraining TriggeredBy = Upgrade_WildBasicTraining LevelsToGain = 1 LevelCap = 2 End
#include "..\..\..\includes\CaptureBuilding.inc" Behavior = HordeDispatchSpecialPower ModuleTag_PoisonedBladeDispatch SpecialPowerTemplate = SpecialAbilityGoblinFighterPoisonedBlades StartsPaused = No End
Behavior = StatusBitsUpgrade ModuleTag_ProductionLegality2 TriggeredBy = Upgrade_WildHeavyArmor End Behavior = StatusBitsUpgrade ModuleTag_ProductionLegality3 TriggeredBy = Upgrade_WildForgedBlades End Behavior = PickupStuffUpdate ModuleTag_PickupStuffUpdate SkirmishAIOnly = Yes StuffToPickUp = NONE +CRATE ScanRange = 200 ScanIntervalSeconds = 0.5 End ;----------------------------------------------------------------------------- ; Mount/Dismount Scorpion ;----------------------------------------------------------------------------- Behavior = UnpauseSpecialPowerUpgrade ModuleTag_ScorpionToggleEnabler SpecialPowerTemplate = SpecialAbilityToggleMounted TriggeredBy = Upgrade_ObjectLevel3 End
Behavior = SpecialPowerModule ModuleTag_ScorpionToggleStarter SpecialPowerTemplate = SpecialAbilityToggleMounted UpdateModuleStartsAttack = Yes ;InitiateSound = StartsPaused = No End
Behavior = ToggleMountedSpecialAbilityUpdate ModuleTag_ScorpionToggle SpecialPowerTemplate = SpecialAbilityToggleMounted UnpackTime = 2000 PreparationTime = 1 PersistentPrepTime = 250 PackTime = 2000 OpacityTarget = .3 ; How see-thru to be at peak of change AwardXPForTriggering = 0 End ;/////////////////// ; AISpecialPowers ;/////////////////// Behavior = AISpecialPowerUpdate GoblinFighterHordeCaptureBuildingAI CommandButtonName = Command_CaptureBuilding SpecialPowerAIType = AI_SPECIAL_POWER_CAPTURE_BUILDING End Behavior = AISpecialPowerUpdate GondorFighterHordeStanceBattle CommandButtonName = Command_SetStanceBattle SpecialPowerAIType = AI_SPECIAL_POWER_STANCEBATTLE End
Behavior = AISpecialPowerUpdate GondorFighterHordeStanceAggressive CommandButtonName = Command_SetStanceAggressive SpecialPowerAIType = AI_SPECIAL_POWER_STANCEAGGRESSIVE End
Behavior = AISpecialPowerUpdate GondorFighterHordeHoldGround CommandButtonName = Command_SetStanceHoldGround SpecialPowerAIType = AI_SPECIAL_POWER_STANCEHOLDGROUND End
Behavior = AISpecialPowerUpdate PoisonBladeAI CommandButtonName = Command_PoisonedBlades SpecialPowerAIType = AI_SPECIAL_POWER_BASIC_SELF_BUFF End
Geometry = BOX GeometryMajorRadius = 40.0 GeometryMinorRadius = 50.0 GeometryHeight = 20.0 GeometryIsSmall = No ; *** AUTO RESOLVE DATA *** AutoResolveUnitType = AutoResolveUnit_Soldier AutoResolveCombatChain = AutoResolve_SoldierCombatChain
AutoResolveBody = AutoResolve_WildFighterHordeBody
AutoResolveArmor RequiredUpgrades = Upgrade_WildHeavyArmor Armor = AutoResolve_GoblinWarriorHeavyArmor End
AutoResolveArmor ExcludedUpgrades = Upgrade_WildHeavyArmor Armor = AutoResolve_GoblinWarriorArmor End
AutoResolveWeapon RequiredUpgrades = Upgrade_WildForgedBlades Weapon = AutoResolve_GoblinWarriorUpgradedWeapon End
AutoResolveWeapon ExcludedUpgrades = Upgrade_WildForgedBlades Weapon = AutoResolve_GoblinWarriorWeapon End WorldMapArmoryUpgradesAllowed = Upgrade_WildBasicTraining Upgrade_WildForgedBlades Upgrade_WildHeavyArmor End
dans mon object : - Citation :
- ; *** ENGINEERING Parameters ***
Behavior = SpecialPowerModule ModuleTag_PoisonedBladeSpecialPower SpecialPowerTemplate = SpecialAbilityGoblinFighterPoisonedBlades StartsPaused = No End
Behavior = WeaponModeSpecialPowerUpdate ModuleTag_PoisonedBladeUpdate SpecialPowerTemplate = SpecialAbilityGoblinFighterPoisonedBlades Duration = 20000 WeaponSetFlags = WEAPONSET_TOGGLE_1 StartsPaused = No End
;----------------------------------------------------------------------------- ; Mount/Dismount Scorpion ;----------------------------------------------------------------------------- Behavior = UnpauseSpecialPowerUpgrade ModuleTag_ScorpionToggleEnabler SpecialPowerTemplate = SpecialAbilityToggleMounted TriggeredBy = Upgrade_ObjectLevel3 End
Behavior = SpecialPowerModule ModuleTag_ScorpionToggleStarter SpecialPowerTemplate = SpecialAbilityToggleMounted UpdateModuleStartsAttack = Yes ;InitiateSound = StartsPaused = No End
Behavior = ToggleMountedSpecialAbilityUpdate ModuleTag_ScorpionToggle SpecialPowerTemplate = SpecialAbilityToggleMounted UnpackTime = 2000 PreparationTime = 1 PersistentPrepTime = 250 PackTime = 2000 OpacityTarget = .3 ; How see-thru to be at peak of change AwardXPForTriggering = 0 End
RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE THROWN_OBJECT GRAB_AND_DROP CAN_CLIMB_WALLS Body = ActiveBody ModuleTag_02 MaxHealth = GOBLIN_FIGHTER_HEALTH MaxHealthDamaged = GOBLIN_FIGHTER_HEALTH_DAMAGED BurningDeathBehavior = Yes BurningDeathFX = FX_InfantryBurningFlame End En gros ya souci pour les faire monter tous en même temps, et les faire bouger vu que ils demeure 1 par1 à la suite de cela , j'ai aucune délimitation de l'anneau sur la horde, je cherche les experienclevels des autres hordes pour arranger cela mais en vain , ya que des héros et du neutral dans experienclevels ... Sinon au pire s'il existe un module avec le scorpion dessus je prend , vu comment ma horde se disloque avec 1 weapon erf ... On peut plus changer le mode de combat également qui se bloque à la suite de cela. (image on le vois bien). Merci de ton aide ! | |
|
| |
cdd59554 Admin
Nombre de messages : 7235 Age : 31 Location : J'aime les abricots Add-On : Oui Date d'inscription : 16/01/2008
| Sujet: Re: Faire monté une escouade de gorkil sur des scorpion Dim 22 Juil - 1:56 | |
| Dans les modules de pouvoirs ce module tu peux le virer comme je te l'ai dit - Code:
-
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_ScorpionToggleEnabler SpecialPowerTemplate = SpecialAbilityToggleMounted TriggeredBy = Upgrade_ObjectLevel3 End Après le bug des troupes qui se disloquent ca m'est arrivé plein de fois. C'est peut etre du au fait que ce soit des héros à la base et qu'il y a d'autres choses a modifier. Poste le code complet de l'unité gorkill de ta horde (sans le draw eventuellement). Mais la je ne vois pas vraiment ce qui ne va pas. En ce qui conserne les experience level, normalement au début du fichier experiencelevel.ini il y a plein de #define, tu peux ajouter le nom de l'unité et le nom de la horde à la suite d'une des catégories déjà faites et tes troupes auront normalment les cercles en dessous d'eux et gagneront de l'expérience. (A mon avis tu devrais l'ajouter dans les EVIL_TROOPS) | |
|
| |
Korl Moddeur expert
Nombre de messages : 564 Add-On : Oui Date d'inscription : 26/06/2011
| Sujet: Re: Faire monté une escouade de gorkil sur des scorpion Dim 22 Juil - 15:01 | |
| Merci de l'aide cdd Bon bon: J'ai résolu un problème sur deux : J'ai rajouté : - Code:
-
Unitgorkil UnitgorkilHorde Unitrogash UnitrogashHorde dans experienclevel là ou tu m'a dis et enfin mon unité à son cercle de formation. J'ai supprimé le bout de code dont tu m'a parlais (c'est quoi al différence?). Et bah le même problème persévéré sur ma horde Unitgorkil si tu clic sur le scorpion la 1e fois rien ne se passe la seconde l'escouade se disloque et ne répond plus aux ordres, ont peut apres cela les mettre 1 par un sur les scorpion... C'est vrais que le module draw est issu d'un héros et que la competence est celle d'un héros, toi qui a eu apparemment affaire a ce problème dans tes hordes comment tu t'en est sortis? Il se peut qu'il y ai un risque de dislocation si on n'apporte aucun pouvoir compromettant? (dans le combat ils se battent à l'unisson mais j'ai fais que quelques test) Bref sinon existe ils un module draw du roi gobelin sur son scorpion à la rigueur je crée une autre unité mais bon. Tiens voici une image de ce que je t'ai dis : - Spoiler:
Voici le code complet de Unitgorkil : (sans le draw) - Citation :
; ***DESIGN parameters *** Side = Wild IsTrainable = Yes EditorSorting = UNIT ThreatLevel = 1.0 ThingClass = HORDE_UNIT CommandPoints = 2 ; originally 3 TransportSlotCount = TRANSPORTSLOTCOUNT_UNIT WeaponSet Conditions = None Weapon = PRIMARY GoblinFighterSword AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI End ; weapon for poison and upgraded ; why oh why do I have to make four separate weapons? WeaponSet Conditions = WEAPONSET_TOGGLE_1 PLAYER_UPGRADE Weapon = PRIMARY GoblinFighterSwordPoisonedUpgraded AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI End
; weapon for poisoned ; why oh why do I have to make four separate weapons? WeaponSet Conditions = WEAPONSET_TOGGLE_1 Weapon = PRIMARY GoblinFighterSwordPoisoned AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI End ; weapon for just upgraded ; why oh why do I have to make four separate weapons? WeaponSet Conditions = PLAYER_UPGRADE Weapon = PRIMARY GoblinFighterSwordUpgraded AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI End ArmorSet Conditions = None Armor = GoblinFighterArmor DamageFX = NormalDamageFX End ArmorSet Conditions = PLAYER_UPGRADE Armor = WildFighterScavengedArmor DamageFX = NormalDamageFX End VisionRange = GOBLIN_FIGHTER_VISION_RANGE ShroudClearingRange = SHROUD_CLEAR_STANDARD VisionSide = 35% VisionRear = 25% MaxVisionBonusPercent = 300% VisionBonusTestRadius = 200 VisionBonusPercentPerFoot = 2.0% DisplayName = OBJECT:GoblinFighter CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CrusherLevel = 0 ;What can I crush?: 0 = small animals, 1 = infantry, 2 = trees, 3 = vehicles BountyValue = GOBLIN_FIGHTER_BOUNTY_VALUE CrushRevengeWeapon = BasicInfantryCrushRevenge CommandSet = UnitgorkilCommandSet
; *** AUDIO Parameters ***;
VoiceAttack = GoblinWarriorVoiceAttack VoiceAttackCharge = GoblinWarriorVoiceAttackCharge VoiceAttackMachine = GoblinWarriorVoiceAttack VoiceAttackStructure = GoblinWarriorVoiceAttackBuilding VoiceCreated = EVA:GoblinWarriorCreated VoiceFullyCreated = EVA:GoblinWarriorCreated VoiceGuard = GoblinWarriorVoiceGuard VoiceMove = GoblinWarriorVoiceMove VoiceMoveOverWalls = GoblinWarriorVoiceMoveWalls VoiceMoveToCamp = GoblinWarriorVoiceMoveCamp VoiceMoveWhileAttacking = GoblinWarriorVoiceDisengage VoicePriority = 30 VoiceRetreatToCastle = GoblinWarriorVoiceRetreat VoiceSelect = GoblinWarriorVoiceSelectMS VoiceSelectBattle = GoblinWarriorVoiceSelectBattle
VoiceEnterStateAttack = GoblinWarriorVoiceEnterStateAttack VoiceEnterStateAttackCharge = GoblinWarriorVoiceEnterStateAttackCharge VoiceEnterStateAttackMachine = GoblinWarriorVoiceEnterStateAttack VoiceEnterStateAttackStructure = GoblinWarriorVoiceEnterStateAttackBuilding VoiceEnterStateMove = GoblinWarriorVoiceEnterStateMove VoiceEnterStateMoveOverWalls = GoblinWarriorVoiceEnterStateMoveWalls VoiceEnterStateMoveToCamp = GoblinWarriorVoiceEnterStateMoveCamp VoiceEnterStateMoveWhileAttacking = GoblinWarriorVoiceEnterStateDisengage VoiceEnterStateRetreatToCastle = GoblinWarriorVoiceEnterStateRetreat
SoundImpact = ImpactHorse
UnitSpecificSounds VoiceEnterUnitEvilMenTransportShip = GoblinWarriorVoiceMoveShip VoiceEnterUnitMordorMumakil = GoblinWarriorVoiceMoveGarrison VoiceEnterUnitSlaughterHouse = GoblinWarriorVoiceMoveGarrison VoiceGarrison = GoblinWarriorVoiceMoveGarrison VoiceInitiateCaptureBuilding = GoblinWarriorVoiceCaptureBuilding End
CrowdResponseKey = Goblin
ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_foo ;ModelCondition = Required:EMOTION_CELEBRATING Excluded:DYING ENGAGED Sound:EmotionGoblinCompilationVoxCheerSinglesLoop ;MOVING ATTACKING ;ModelCondition = Required:EMOTION_TAUNTING Excluded:DYING ENGAGED Sound:EmotionGoblinCompilationVoxTauntSinglesLoop ;MOVING ATTACKING ModelCondition = Required:RAISING_FLAG Excluded:DYING ENGAGED Sound:EmotionGoblinCompilationVoxTauntSinglesLoop End
;Waiting to see if the emotion system is going to be improved first before hooking up emotional audio ; ;ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_ModelConditionAudioLoop ; ModelCondition = Required:EMOTION_POINTING Sound:GoblinWarriorVoicePointLoop ; ModelCondition = Required:EMOTION_AFRAID Sound:GoblinWarriorVoiceFearLoop ; ModelCondition = Required:EMOTION_TAUNTING Sound:GoblinWarriorVoiceTauntLoop ; ModelCondition = Required:EMOTION_CELEBRATING Sound:GoblinWarriorVoiceCheerLoop ;End
#include "..\..\..\includes\StandardUnitEvaEvents.inc"
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior MaxUpdateRangeCap = 800 AnimationSound = Sound:BodyFallGeneric2 Animation:MUGblnSwrd_SKL.MUGblnSwrd_DIEA Frames:10 AnimationSound = Sound:BodyFallGeneric2 Animation:MUGblnSwrd_SKL.MUGblnSwrd_DIEB Frames:7 AnimationSound = Sound:BodyFallOrc Animation:MUGblnSwrd_SKL.MUGblnSwrd_LNDB Frames:6 AnimationSound = Sound:BodyFallOrc Animation:MUGblnSwrd_SKL.MUGblnSwrd_LNDC Frames:3 End
Behavior = LargeGroupAudioUpdate ModuleTag_LGAU ;Tie into LargeGroupAudio system Key = Goblin End
; *** ENGINEERING Parameters ***
Behavior = SpecialPowerModule ModuleTag_PoisonedBladeSpecialPower SpecialPowerTemplate = SpecialAbilityGoblinFighterPoisonedBlades StartsPaused = No End
Behavior = WeaponModeSpecialPowerUpdate ModuleTag_PoisonedBladeUpdate SpecialPowerTemplate = SpecialAbilityGoblinFighterPoisonedBlades Duration = 20000 WeaponSetFlags = WEAPONSET_TOGGLE_1 StartsPaused = No End
;----------------------------------------------------------------------------- ; Mount/Dismount Scorpion ;----------------------------------------------------------------------------- Behavior = SpecialPowerModule ModuleTag_ScorpionToggleStarter SpecialPowerTemplate = SpecialAbilityToggleMounted UpdateModuleStartsAttack = Yes ;InitiateSound = StartsPaused = No End
Behavior = ToggleMountedSpecialAbilityUpdate ModuleTag_ScorpionToggle SpecialPowerTemplate = SpecialAbilityToggleMounted UnpackTime = 2000 PreparationTime = 1 PersistentPrepTime = 250 PackTime = 2000 OpacityTarget = .3 ; How see-thru to be at peak of change AwardXPForTriggering = 0 End
RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE THROWN_OBJECT GRAB_AND_DROP CAN_CLIMB_WALLS Body = ActiveBody ModuleTag_02 MaxHealth = GOBLIN_FIGHTER_HEALTH MaxHealthDamaged = GOBLIN_FIGHTER_HEALTH_DAMAGED BurningDeathBehavior = Yes BurningDeathFX = FX_InfantryBurningFlame End Behavior = AIUpdateInterface ModuleTag_03 AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS MoodAttackCheckRate = 500 AILuaEventsList = IsengardFighterFunctions AttackPriority = AttackPriority_Infantry BurningDeathTime = BURNINGDEATH_DURATION_INFANTRY End
LocomotorSet Locomotor = TestWallScalingHordeLocomotor Condition = SET_NORMAL Speed = NORMAL_FOOT_VERYFAST_MEMBER_SPEED End
LocomotorSet Locomotor = HumanWanderLocomotor Condition = SET_WANDER Speed = NORMAL_WILD_FAST_MEMBER_SPEED End
LocomotorSet Locomotor = BurningDeathLocomotorInfantry Condition = SET_BURNINGDEATH Speed = BURNINGDEATH_WANDERSPEED_INFANTRY End
Behavior = PhysicsBehavior ModuleTag_04 GravityMult = 1.0 ShockStunnedTimeLow = 800 ;msec ShockStunnedTimeHigh = 1000 ;msec ShockStandingTime = 2133 ;msec End Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL -KNOCKBACK SinkDelay = 3000 SinkRate = 0.40 ; in Dist/Sec DestructionDelay = 8000 Sound = INITIAL GoblinVoxDieMS End Behavior = SquishCollide ModuleTag_06 ;nothing End Behavior = HordeMemberCollide ModuleTag_HMC ;nothing End Behavior = SlowDeathBehavior ModuleTag_07 ; Same as normal death, but no sound (sound already played by SoundImpact = ... ) DeathTypes = NONE +KNOCKBACK SinkDelay = 3000 SinkRate = 0.40 ; in Dist/Sec DestructionDelay = 8000 Sound = INITIAL GoblinVoxDieMS End Behavior = BezierProjectileBehavior ModuleTag_08 ; Module starts asleep, and wakes up when thrown. ; FirstHeight = 24 ; Height of Bezier control points above highest intervening terrain SecondHeight = 24 FirstPercentIndent = 30% ; Percentage of shot distance control points are placed SecondPercentIndent = 70% TumbleRandomly = Yes
CrushStyle = Yes ; I don't detonate, I just hit DieOnImpact = Yes BounceCount = 1 ; When I hit the ground, I'll arc again BounceDistance = 40 ; this far BounceFirstHeight = 24 ; Height of Bezier control points above highest intervening terrain BounceSecondHeight = 24 BounceFirstPercentIndent = 20% ; Percentage of shot distance control points are placed BounceSecondPercentIndent = 80%
GroundHitFX = FX_ThrownRockGroundHit GroundBounceFX = FX_ThrownRockBounceHit End ;-------------------------Units Upgrades---------------------------------- ; Scavenged Armor upgrade Behavior = ArmorUpgrade WildModuleArmorUpgrade TriggeredBy = Upgrade_WildHeavyArmor ;ArmorSetFlag = PLAYER_UPGRADE End Behavior = SubObjectsUpgrade Armor_Upgrade TriggeredBy = Upgrade_WildHeavyArmor UpgradeTexture = MUGblnSwrd.tga 0 MUGblnSwrd_HA.tga UpgradeTexture = MUGblnSwrd2.tga 0 MUGblnSwrd2_HA.tga UpgradeTexture = MUGblnSwrd3.tga 0 MUGblnSwrd3_HA.tga RecolorHouse = Yes ExcludeSubobjects = Forged_Blade End ; Forged Blades Behavior = WeaponSetUpgrade WeaponSetUpgradeModuleTag TriggeredBy = Upgrade_WildForgedBlades End Behavior = SubObjectsUpgrade Sword_Upgrade TriggeredBy = Upgrade_WildForgedBlades ShowSubObjects = Forged_Blade END Geometry = CYLINDER GeometryMajorRadius = 8.0 GeometryMinorRadius = 8.0 GeometryHeight = 19.2 GeometryIsSmall = Yes Shadow = SHADOW_DECAL ShadowSizeX = 11 ShadowSizeY = 11 ShadowTexture = ShadowI End | |
|
| |
cdd59554 Admin
Nombre de messages : 7235 Age : 31 Location : J'aime les abricots Add-On : Oui Date d'inscription : 16/01/2008
| Sujet: Re: Faire monté une escouade de gorkil sur des scorpion Dim 22 Juil - 15:41 | |
| - Citation :
- C'est vrais que le module draw est issu d'un héros et que la competence est celle d'un héros, toi qui a eu apparemment affaire a ce problème dans tes hordes comment tu t'en est sortis?
Bin moi dans ces cas la je recommencais d'une autre facon Dans l'ini de l'extension j'ai vu que la horde de nazguls du mordor avait les modules pour passer à pied ou a cheval, mais qu'il ont commenté le commandbutton dans le commandset de la horde. Essaye de le décommenter pour voir si ils peuvent se mettre à pied ou si les développeurs ont viré se pouvoir parce qu'ils avaient le meme probleme que toi. Si les nazguls buggent comme pour ta horde ya peu de chance de réussir a faire fonctionner le pouvoir, par contre si le pouvoir marche, tu peux peut etre t'inspirer du code de cette horde au lieu de partir de la horde de gobelins. Dommage que je n'aie pas le jeu sinon j'aurais testé | |
|
| |
Korl Moddeur expert
Nombre de messages : 564 Add-On : Oui Date d'inscription : 26/06/2011
| Sujet: Re: Faire monté une escouade de gorkil sur des scorpion Dim 22 Juil - 16:20 | |
| Bon en gros j'exploite l'object des nazgul ouai mais comme scorpion/cheval pas pareil cela risque encore de coincé ... Je vois l'idée je test cela et je te dis ensuite. Tiens voici un ptit aperçu de mes Uruk du mordor : - Spoiler:
Ya ça qui est intéressant dans l'object nazgul dans le draw : - Code:
-
ModelConditionState = MOUNTED USER_3 Model = MUBlkRider_SKN ParticleSysBone = None BlackRiderFlare FXTrigger:NONE Persist:SPAWN PersistID:100 ; ParticleSysBone = NONE Vapor FollowBone:Yes ;cinematics ; ParticleSysBone = NONE Vapor2 FollowBone:Yes ;cinematics ; ParticleSysBone = NONE Vapor3 FollowBone:Yes ;cinematics ; ParticleSysBone = NONE Vapor FollowBone:Yes ;cinematics ; ParticleSysBone = NONE Vapor2 FollowBone:Yes ;cinematics ; ParticleSysBone = NONE Vapor3 FollowBone:Yes ;cinematics End ModelConditionState = MOUNTED Model = MUBlkRider_SKN ; ParticleSysBone = NONE Vapor FollowBone:Yes ;cinematics ; ParticleSysBone = NONE Vapor2 FollowBone:Yes ;cinematics ; ParticleSysBone = NONE Vapor3 FollowBone:Yes ;cinematics ; ParticleSysBone = NONE Vapor FollowBone:Yes ;cinematics ; ParticleSysBone = NONE Vapor2 FollowBone:Yes ;cinematics ; ParticleSysBone = NONE Vapor3 FollowBone:Yes ;cinematics End | |
|
| |
Korl Moddeur expert
Nombre de messages : 564 Add-On : Oui Date d'inscription : 26/06/2011
| Sujet: Re: Faire monté une escouade de gorkil sur des scorpion Dim 22 Juil - 16:50 | |
| Bon ben non les nazgul javait oublié ne peuvent pas descendre de leur monture ... Bon j'ai tout de même tenté un truc qui peut me permettre une autre unité : J'ai changer le skelton de base par celui du gobelin sur le scorpion : - Spoiler:
Bon le souci c'est que les animation corresponde pas je crois vu qu'ils flottent et se battent pas^^ Si je peux pas faire monter l'escouade (dommage...) je vais crée une autre escouade en utilisant ce model . Pour les animation tu saurais me conseillé pour les faire bouger?
Dernière édition par Korl le Dim 22 Juil - 17:01, édité 1 fois | |
|
| |
ModdingMaster Maître de Modding, Créateur de Mods
Nombre de messages : 2024 Age : 29 Location : Rennes Add-On : Oui Date d'inscription : 26/07/2010
| Sujet: Re: Faire monté une escouade de gorkil sur des scorpion Dim 22 Juil - 17:00 | |
| - Citation :
- Ya ça qui est intéressant dans l'object nazgul dans le draw :
Oui, il s'agit du modèle par défaut des Cavaliers Noirs à pieds et en monture, avec des ParticleSysBone pour la vapeur noire derrière eux! PS : Une aptitude à reprendre . | |
|
| |
Korl Moddeur expert
Nombre de messages : 564 Add-On : Oui Date d'inscription : 26/06/2011
| Sujet: Re: Faire monté une escouade de gorkil sur des scorpion Dim 22 Juil - 18:44 | |
| Je suis arrivée à faire sortir les nazgul en tongue en remplaçant leur module sur l'horde des orcs. Cela veut dire qu'il ya forcement un code des orcs qui les a empêché de sortir en monture ! - Spoiler:
Il faudrait donc le faire à l'envers pour que l'unité roi gobelin sortent sur leur scorpion avec leur bonne animation .... Encore faut il trouver la bonne méthode. | |
|
| |
cdd59554 Admin
Nombre de messages : 7235 Age : 31 Location : J'aime les abricots Add-On : Oui Date d'inscription : 16/01/2008
| Sujet: Re: Faire monté une escouade de gorkil sur des scorpion Dim 22 Juil - 20:02 | |
| Dans le module - Citation :
- Behavior = ToggleMountedSpecialAbilityUpdate ModuleTag_ScorpionToggle
SpecialPowerTemplate = SpecialAbilityToggleMounted UnpackTime = 2000 PreparationTime = 1 PersistentPrepTime = 250 PackTime = 2000 OpacityTarget = .3 ; How see-thru to be at peak of change AwardXPForTriggering = 0 End ajoute la ligne - Code:
-
TriggerInstantlyOnCreate = Yes normalement il apparaitra directement à cheval | |
|
| |
Korl Moddeur expert
Nombre de messages : 564 Add-On : Oui Date d'inscription : 26/06/2011
| Sujet: Re: Faire monté une escouade de gorkil sur des scorpion Dim 22 Juil - 20:25 | |
| - Citation :
- ;-----------------------------------------------------------------------------
; Mount/Dismount Scorpion ;-----------------------------------------------------------------------------
Behavior = SpecialPowerModule ModuleTag_ScorpionToggleStarter SpecialPowerTemplate = SpecialAbilityToggleMounted UpdateModuleStartsAttack = Yes ;InitiateSound = StartsPaused = No End
Behavior = ToggleMountedSpecialAbilityUpdate ModuleTag_ScorpionToggle TriggerInstantlyOnCreate = Yes SpecialPowerTemplate = SpecialAbilityToggleMounted UnpackTime = 2000 PreparationTime = 1 PersistentPrepTime = 250 PackTime = 2000 OpacityTarget = .3 ; How see-thru to be at peak of change AwardXPForTriggering = 0 End Dans Horde et mon object je l'ai ajouté aux deux j'ignore si c'est indispensable dans horde mais voila. Exact !!! Ils sortent sur leur scorpions !! Cela dis cela fais beaucoup de scorpion je vais reprendre une horde araignée monté et faire les modifs. (normalement ca vapasser) Dommage que j'ai pas pu les faire monté mais pas grave je vais compensé de cette manière, Merci cdd !Jvais faire ça et te montrer le résultat . | |
|
| |
Korl Moddeur expert
Nombre de messages : 564 Add-On : Oui Date d'inscription : 26/06/2011
| Sujet: Re: Faire monté une escouade de gorkil sur des scorpion Dim 22 Juil - 21:31 | |
| Spiderrider c'est bien les unité gobelins sur arraigné ou c'est wildspiderling? | |
|
| |
cdd59554 Admin
Nombre de messages : 7235 Age : 31 Location : J'aime les abricots Add-On : Oui Date d'inscription : 16/01/2008
| Sujet: Re: Faire monté une escouade de gorkil sur des scorpion Dim 22 Juil - 21:33 | |
| Vérifie que la horde ne se disloque pas quand tu changes la posture. C'est juste au cas ou. J'ai le rappel d'un mod ou les bataillons se disloquaient quand on changait la posture....
C'est les spiderriders les chevaucheur d'araignées | |
|
| |
Korl Moddeur expert
Nombre de messages : 564 Add-On : Oui Date d'inscription : 26/06/2011
| Sujet: Re: Faire monté une escouade de gorkil sur des scorpion Dim 22 Juil - 21:35 | |
| Si elle se disloque c'est pour cela que jepeux pas conserver la posture je vais faire deux unités ... A moins de trouver la soluce^^ Ton code m'a premis de faire sortir l'escouade monté sur son scorpion mais le problème liée au changement de posture demeure ... merci pour les spideriders | |
|
| |
Korl Moddeur expert
Nombre de messages : 564 Add-On : Oui Date d'inscription : 26/06/2011
| Sujet: Re: Faire monté une escouade de gorkil sur des scorpion Dim 22 Juil - 21:57 | |
| Voila les chevaucheurs de scorpions xd : - Spoiler:
| |
|
| |
Contenu sponsorisé
| Sujet: Re: Faire monté une escouade de gorkil sur des scorpion | |
| |
|
| |
| Faire monté une escouade de gorkil sur des scorpion | |
|