Le Seigneur de la Terreur Nouveau
Nombre de messages : 2 Add-On : Oui Date d'inscription : 05/08/2012
| Sujet: besoin d'aide Dim 5 Aoû - 20:08 | |
| Bonjour J'aurai besoin d'aide pour plusieurs choses, déjà je n'arrive pas a mettre l'invocation de dragon en héros si quelqu'un pourrais m'aider. Ensuite les nazgul peuvent alterner vol sur monture et déplacement terrestre, alors ne serait t'il pas possible de le faire par exemple pour un Drake ou Dragon Et enfin j'ai entendue parler de smaug s'est coi ? quelqu'un pourrais t'il me faire un screen ... Merci d'avoir lue se message malgré les faute d’orthographe | |
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Saroumane Moddeur confirmé
Nombre de messages : 202 Location : Où j'habite ? Add-On : Oui Date d'inscription : 14/07/2012
| Sujet: Re: besoin d'aide Dim 5 Aoû - 20:12 | |
| Salut, Pour le dragon regarde le post comment mettre un Balrog en héros, c'est le même principe sauf que tu prends l'object du dragon :p Les nazguls c'est quel pouvoir déplacement terrestre ? et si c'est possible tu l'as en héros ton drake ? Smaug c'est le dragon de l'isengard mais il a une autre apparence, c'est tout^^ | |
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Le Seigneur de la Terreur Nouveau
Nombre de messages : 2 Add-On : Oui Date d'inscription : 05/08/2012
| Sujet: Couvée de Drake de Feu Dim 5 Aoû - 21:26 | |
| J'ai une nouvelle question comment peut ton enlever des restrictions de la Couvée de Drake de Feu, j'ai déjà trouvé comment enlever le nombre d'unités maximum mais pas comment enlever "Vous ne pouvez entrainer de couvées de Drakes de feu que dans une fissure de niveau 3." ,de plus je ne sais pas ou se trouve le fichier de la couvée de drakes | |
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Korl Moddeur expert
Nombre de messages : 564 Add-On : Oui Date d'inscription : 26/06/2011
| Sujet: Re: besoin d'aide Lun 6 Aoû - 11:33 | |
| Dans evilfaction/Unit/wild tu a un un bloc firedrake et dedans tu a ceci : - Code:
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;------------------------------------------------------------------------------ Object WildBabyDrake ; now a full-fledged object ; *** ART Parameters *** SelectPortrait = HIFireDrakeBrood ; BuildingNoArt
; ButtonImage for Heros is button image on Hero Select UI to select hero. HI = HeroIcon or HeroImage. ButtonImage = HIFireDrake
Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes
StaticModelLODMode = Yes ; specify options for static LODs ; LodOptions = LOW ; AllowMultipleModels = ALLOW_MULTIPLE_MODELS_LOW ; MaxRandomTextures = MAX_RANDOM_TEXTURES_LOW ; MaxRandomAnimations = MAX_RANDOM_ANIMATIONS_LOW ; MaxAnimFrameDelta = MAX_ANIM_FRAME_DELTA_LOW ; End ; ; LodOptions = MEDIUM ; AllowMultipleModels = ALLOW_MULTIPLE_MODELS_MED ; MaxRandomTextures = MAX_RANDOM_TEXTURES_MED ; MaxRandomAnimations = MAX_RANDOM_ANIMATIONS_MED ; MaxAnimFrameDelta = MAX_ANIM_FRAME_DELTA_MED ; End ; ; LodOptions = HIGH ; AllowMultipleModels = ALLOW_MULTIPLE_MODELS_HIGH ; MaxRandomTextures = MAX_RANDOM_TEXTURES_HIGH ; MaxRandomAnimations = MAX_RANDOM_ANIMATIONS_HIGH ; MaxAnimFrameDelta = MAX_ANIM_FRAME_DELTA_HIGH ; End ParticlesAttachedToAnimatedBones = yes
DefaultModelConditionState Model = WUFDrkSml_SKN Skeleton = WUFireDrk_SKL WeaponLaunchBone = PRIMARY B_JAW End ; --- Idle Anims IdleAnimationState Animation = IDLA AnimationName = WUFireDrk_IDLA AnimationMode = ONCE AnimationPriority = 1 End Flags = RESTART_ANIM_WHEN_COMPLETE End
AnimationState = DYING DEATH_2 Animation AnimationName = WUFireDrk_SKL.WUFireDrk_IDLA AnimationMode = LOOP End End AnimationState = DYING Animation = DIEA AnimationName = WUFireDrk_DIEA AnimationMode = ONCE End End
;;-------- FALLING & FLYING
AnimationState = STUNNED_FLAILING Animation = Falling AnimationName = WUFireDrk_FLYA AnimationMode = LOOP End Flags = RANDOMSTART End AnimationState = PASSENGER Animation = Grabbed AnimationName = WUFireDrk_FLYA AnimationMode = LOOP End Flags = RANDOMSTART End AnimationState = THROWN_PROJECTILE Animation = FlyA AnimationName = WUFireDrk_FLYA AnimationMode = LOOP End Flags = RANDOMSTART End AnimationState = FREEFALL Animation = Falling AnimationName = WUFireDrk_FLYA AnimationMode = LOOP AnimationBlendTime = 10 End End AnimationState = STUNNED_STANDING_UP Animation = StandUp AnimationName = WUFireDrk_GTPA AnimationMode = ONCE End End AnimationState = STUNNED Animation = LNDA AnimationName = WUFireDrk_LNDA AnimationMode = ONCE End End
AnimationState = SPECIAL_WEAPON_ONE Animation = ATKA AnimationName = WUFireDrk_ATKA AnimationMode = ONCE ;UseWeaponTiming = Yes End ParticleSysBone = B_HEAD DrakeBreathProxy FOLLOWBONE:YES ParticleSysBone = B_HEAD DrakeBreathSlave FOLLOWBONE:YES ParticleSysBone = B_HEAD DrakeFireBreathSmoke FOLLOWBONE:YES ParticleSysBone = B_HEAD DrakeBreathWarmup FOLLOWBONE:YES ParticleSysBone = B_HEAD FireTest End AnimationState = SPECIAL_POWER_1 Animation = ATKA AnimationName = WUFireDrk_ATKA AnimationMode = ONCE ;UseWeaponTiming = Yes End End AnimationState = MOVING ATTACKING Animation = ATA1 AnimationName = WUFireDrk_ATRA AnimationMode = LOOP ;UseWeaponTiming = Yes AnimationSpeedFactorRange = 0.87 0.87 End End
AnimationState = ATTACKING Animation = ATKB AnimationName = WUFireDrk_ATKB AnimationMode = ONCE ;UseWeaponTiming = Yes End
; this actually worked but will hook to animation sound instead ;BeginScript ; CurDrawablePlaySound("FireDrakeFireExhale") ;EndScript
Flags = RESTART_ANIM_WHEN_COMPLETE ParticleSysBone = B_HEAD DrakeBreathProxy FOLLOWBONE:YES ParticleSysBone = B_HEAD DrakeBreathSlave FOLLOWBONE:YES ParticleSysBone = B_HEAD DrakeFireBreathSmoke FOLLOWBONE:YES ParticleSysBone = B_HEAD DrakeBreathWarmup FOLLOWBONE:YES End
AnimationState = MOVING TURN_LEFT_HIGH_SPEED Animation = Moving AnimationName = WUFireDrk_RUNA AnimationMode = LOOP AnimationBlendTime = 10 AnimationSpeedFactorRange = 1.5 1.5 End End
AnimationState = MOVING TURN_RIGHT_HIGH_SPEED Animation = Moving AnimationName = WUFireDrk_RUNA AnimationMode = LOOP AnimationBlendTime = 10 AnimationSpeedFactorRange = 1.5 1.5 End End
AnimationState = TURN_LEFT Animation = Moving AnimationName = WUFireDrk_TRNL AnimationMode = LOOP AnimationBlendTime = 10 AnimationSpeedFactorRange = 2.5 2.5 End End
AnimationState = TURN_RIGHT Animation = Moving AnimationName = WUFireDrk_TRNR AnimationMode = LOOP AnimationBlendTime = 10 AnimationSpeedFactorRange = 2.5 2.5 End End
AnimationState = MOVING ACCELERATE Animation = Moving AnimationName = WUFireDrk_ACCL AnimationMode = LOOP AnimationSpeedFactorRange = 1.0 1.0 AnimationBlendTime = 10 End ;Flags = RANDOMSTART ;ParticleSysBone = None InfantryDustTrails FXEvent = Frame:17 FireWhenSkipped Name:FX_DrakeRightFootStep FXEvent = Frame:6 FireWhenSkipped Name:FX_DrakeLeftFootStep End ; AnimationState = MOVING DECELERATE ; Animation = Moving ; AnimationName = WUFireDrk_DECL ; AnimationMode = LOOP ; AnimationSpeedFactorRange = 1.0 1.0 ; AnimationBlendTime = 1 ; End ; ;Flags = RANDOMSTART ; ;ParticleSysBone = None InfantryDustTrails ; FXEvent = Frame:17 FireWhenSkipped Name:FX_DrakeRightFootStep ; FXEvent = Frame:6 FireWhenSkipped Name:FX_DrakeLeftFootStep ; End
; AnimationState = MOVING PANICKING ; Animation ; AnimationName = WUFireDrk_MFDA ; AnimationMode = LOOP ; End ; Flags = RANDOMSTART ; End AnimationState = MOVING Animation = Moving AnimationName = WUFireDrk_RUNA AnimationMode = LOOP AnimationSpeedFactorRange = 1.0 1.0 End ;Flags = RANDOMSTART ;ParticleSysBone = None InfantryDustTrails FXEvent = Frame:17 FireWhenSkipped Name:FX_DrakeRightFootStep FXEvent = Frame:6 FireWhenSkipped Name:FX_DrakeLeftFootStep End
; AnimationState = HIT_REACTION HIT_LEVEL_3 ; Animation = Hit_Level_3_a ; AnimationName = WUFireDrk_HITA ; AnimationMode = ONCE ; End ; End ; AnimationState = EMOTION_CELEBRATING ; Animation = CHRA ; AnimationName = WUFireDrk_SKL.WUFireDrk_CHRA ; AnimationMode = Once ; End ; Flags = RESTART_ANIM_WHEN_COMPLETE ; End End ; ***DESIGN parameters *** Side = Wild EditorSorting = UNIT ThreatLevel = FIRE_DRAKE_THREAT_LEVEL ThingClass = HORDE_UNIT CommandPoints =24 BountyValue = FIREDRAKE_BOUNTY_VALUE TransportSlotCount = TRANSPORTSLOTCOUNT_UNIT ShockwaveResistance = 1 BuildTime = BABYDRAKE_BUILDTIME BuildCost = BABYDRAKE_BUILDCOST WeaponSet Conditions = None Weapon = PRIMARY BabyDrakeFlame End ArmorSet Conditions = None Armor = BabyDrakeArmor DamageFX = NormalDamageFX End
VisionRange = VISION_STANDARD_LARGE_ANIMAL ShroudClearingRange = SHROUD_CLEAR_HERO
DisplayName = OBJECT:BabyFireDrake CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CrusherLevel = 1 CrushDecelerationPercent = 50% CrushRevengeWeapon = RangedInfantryCrushRevenge CommandSet = WildBabyDrakeCommandSet
; *** AUDIO Parameters ***;
VoiceAttack = FireDrakeVoxAttack VoiceAttackAir = FireDrakeVoxAttack VoiceAttackCharge = FireDrakeVoxAttack VoiceAttackMachine = FireDrakeVoxAttack VoiceAttackStructure = FireDrakeVoxAttack VoiceCreated = EVA:FireDrakeCreated VoiceCreated = +SOUND:FireDrakeVoxCreated VoiceFullyCreated = EVA:FireDrakeCreated VoiceFullyCreated = +SOUND:FireDrakeVoxCreated VoiceGuard = FireDrakeVoxMove VoiceMove = FireDrakeVoxMove VoiceMoveToCamp = FireDrakeVoxMove VoiceMoveWhileAttacking = FireDrakeVoxMove VoicePriority = 55 VoiceRetreatToCastle = FireDrakeVoxMove VoiceSelect = FireDrakeVoxSelectMS VoiceSelectBattle = FireDrakeVoxSelectMS
; VoiceEnterStateAttack = ; VoiceEnterStateAttackCharge = ; VoiceEnterStateAttackMachine = ; VoiceEnterStateAttackStructure = ; VoiceEnterStateMove = ; VoiceEnterStateMoveToCamp = ; VoiceEnterStateMoveWhileAttacking = ; VoiceEnterStateRetreatToCastle =
SoundImpact = ImpactHorse SoundAmbient = FireDrakeVoxAmbientLoop
UnitSpecificSounds VoiceEnterUnitEvilMenTransportShip = FireDrakeVoxMove VoiceEnterUnitMordorMumakil = FireDrakeVoxMove VoiceEnterUnitSlaughterHouse = FireDrakeVoxMove VoiceGarrison = FireDrakeVoxMove VoiceInitiateCaptureBuilding = FireDrakeVoxMove End
#include "..\..\..\includes\StandardUnitEvaEvents.inc"
; Warn the player when the enemy gets a unit. Override the normal sighting event from StandardUnitEvaEvents.inc ;EvaEnemyObjectSightedEvent =
ClientUpdate = EvaAnnounceClientCreate ModuleTag_CreateAnnounce AnnouncementEventEnemy = DiscoveredEnemyDrake AnnouncementEventAlly = None AnnouncementEventOwner = None OnlyIfVisible = Yes ; Don't announce if hidden in the shroud CountAsFirstSightedAnnoucement = Yes ; Don't re-annouce if going into shroud & back UseObjectsPosition = No ; Play from central Fortress, not at unit's position CreateFakeRadarEvent = Yes ; Allow player to jump to unit after hearing annoucement End
;ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_foo ;this only played once and way too early ; ModelCondition = Required:ATTACKING Excluded:DYING Sound:FireDrakeFireExhale ;End
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior MaxUpdateRangeCap = 800 AnimationSound = Sound: FireDrakeInfernoMS Animation: WUFireDrk_SKL.WUFireDrk_ATKA Frames: 22 AnimationSound = Sound: FireDrakeFireExhale Animation: WUFireDrk_SKL.WUFireDrk_ATKB Frames: 20 AnimationSound = Sound: TrollBodyfall Animation: WUFireDrk_SKL.WUFireDrk_DIEA Frames: 20 AnimationSound = Sound: TrollBodyfall Animation: WUFireDrk_SKL.WUFireDrk_LNDA Frames: 1 AnimationSound = Sound: FireDrakeFootstep Animation: WUFireDrk_SKL.WUFireDrk_GTPA Frames: 9 16 ; AnimationSound = Sound: FireDrakeFootstep Animation: WUFireDrk_SKL.WUFireDrk_RUNA Frames: 6 16 ; AnimationSound = Sound: FireDrakeFootstep Animation: WUFireDrk_SKL.WUFireDrk_TRNL Frames: 12 26 ; AnimationSound = Sound: FireDrakeFootstep Animation: WUFireDrk_SKL.WUFireDrk_TRNR Frames: 12 26 AnimationSound = Sound: FireDrakeFootstep Animation: WUFireDrk_SKL.WUFireDrk_ACCL Frames: 12
AnimationSound = Sound: FireDrakeFootstep Animation:WUFIREDRK_SKL.WUFIREDRK_ATRA Frames:8 11 18 20 AnimationSound = Sound: FireDrakeFootstep Animation:WUFIREDRK_SKL.WUFIREDRK_RUNA Frames:8 11 18 20 AnimationSound = Sound: FireDrakeFootstep Animation:WUFIREDRK_SKL.WUFIREDRK_TRNL Frames:14 29 AnimationSound = Sound: FireDrakeFootstep Animation:WUFIREDRK_SKL.WUFIREDRK_TRNR Frames:14 29 End
; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS MONSTER ATTACK_NEEDS_LINE_OF_SIGHT SCORE CAVALRY HORDE_MONSTER Body = ActiveBody ModuleTag_02 CheerRadius = EMOTION_CHEER_RADIUS MaxHealth = BABYDRAKE_HEALTH RecoveryTime = BABYDRAKE_HEALTH_RECOVERY_TIME End Behavior = StancesBehavior ModuleTag_StancesBehavior StanceTemplate = FighterHorde End Behavior = BezierProjectileBehavior ModuleTag_08 // Module starts asleep, and wakes up when thrown. // To tweak a Bezier path 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 Behavior = AIUpdateInterface ModuleTag_03 AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS StopChaseDistance = 642 CanAttackWhileContained = Yes ;AILuaEventsList = GondorArcherFunctions ;; temp, Archers not afraid of trolls MinCowerTime = 8000 MaxCowerTime = 10000 ;AttackPriority = AttackPriority_Archer End LocomotorSet Locomotor = FiredrakeLocomotor Condition = SET_NORMAL Speed = 90 ; originally 120 End
LocomotorSet Locomotor = HumanWanderLocomotor Condition = SET_WANDER Speed = 90 ; originally 120 End
Behavior = PhysicsBehavior ModuleTag_04 GravityMult = 1.0 End
Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL -FADED SinkDelay = 3000 SinkRate = 0.600 ; in Dist/Sec DestructionDelay = 12000 Sound = INITIAL FireDrakeVoxDieMS End Behavior = SlowDeathBehavior ModuleTag_ConstructionDeath DeathTypes = NONE +FADED DeathFlags = DEATH_2 FadeDelay = 500 FadeTime = 3500 DestructionDelay = 4000 Sound = INITIAL SpellGenericUnsummonFasterMS End Behavior = SquishCollide ModuleTag_06 ;nothing End Behavior = HitReactionBehavior HitReactionBehaviorModuleTag HitReactionLifeTimer1 = 1993 ; level 1 (light damage) hit reaction animations in ms HitReactionLifeTimer2 = 1993 ; level 2 (medium damage) hit reaction animations in ms HitReactionLifeTimer3 = 1993 ; level 3 (heavy damage) hit reaction animations in ms
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
FastHitsResetReaction = No ;If set -- when hits occur faster than the reaction animations, it will reset the animation. (like getting riddled with machine gun bullets) End Behavior = EmotionTrackerUpdate Module_EmotionTracker ; required for faramir's wounding arrow AddEmotion = Terror_Base // AddEmotion = Doom_Base // AddEmotion = BraceForBeingCrushed_Base // AddEmotion = UncontrollableFear_Base // AddEmotion = FearIdle_Base // AddEmotion = FearBusy_Base AddEmotion = Point_Base AddEmotion = Taunt_Base AddEmotion = CheerIdle_Base AddEmotion = CheerBusy_Base AddEmotion = HeroCheerIdle_Base AddEmotion = HeroCheerBusy_Base AddEmotion = Alert_Base End
;;; Inferno ;;; Behavior = UnpauseSpecialPowerUpgrade ModuleTag_InfernoEnabler SpecialPowerTemplate = SpecialAbilityFireDrakeInferno TriggeredBy = Upgrade_MiniHordeLvl7 ;Upgrade_MiniHordeLvl2 End
Behavior = SpecialPowerModule ModuleTag_InfernoStarter SpecialPowerTemplate = SpecialAbilityFireDrakeInferno UpdateModuleStartsAttack = Yes StartsPaused = Yes InitiateSound = FireDrakeVoxInferno End
Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_InfernoUpdate SpecialPowerTemplate = SpecialAbilityFireDrakeInferno
UnpackTime = 1300 ; Drawing the horn PackTime = 3700 ; Putting horn away
AwardXPForTriggering = 0 StartAbilityRange = 90.0 SpecialWeapon = BabyDrakeInferno WhichSpecialWeapon = 1 End Behavior = HordeMemberCollide ModuleTag_HMC ;nothing End
Behavior = AutoHealBehavior ModuleTag_LurtzHealing StartsActive = Yes HealingAmount = HERO_HEAL_AMOUNT HealingDelay = 1000 StartHealingDelay = HERO_HEAL_DELAY HealOnlyIfNotInCombat = Yes End
Geometry = BOX GeometryMajorRadius = 12.0 GeometryMinorRadius = 5.0 GeometryHeight = 12.2 GeometryIsSmall = Yes
Shadow = SHADOW_VOLUME End
Note : il a plusieurs object dans ce bloc le firedrake de la dragonlair et le baby firedrake ci dessus que tu recrute dans la fissure. | |
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