| Unité de Bfme1 dans Bfme2 adrs | |
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Morkar Nouveau
Nombre de messages : 14 Age : 36 Add-On : Oui/ Non ? Date d'inscription : 07/11/2014
| Sujet: Unité de Bfme1 dans Bfme2 adrs Dim 4 Oct - 16:25 | |
| Salut , j'ai vue qu'avec le mod la guerre du nord on pouvais ajouté des unités de bfme1 dans bfme2.
je voudrai récupérer certaines unité comme par exemple, les garde de la citadelle avec leur posture de rempart bouclier. Je cherche à savoir quel base dans l'ini de bfme1 il faut transférer pour pouvoir par la suite faire des modifs (créé les button, atribuer un batimen ect...). | |
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Miraak Moddeur confirmé
Nombre de messages : 306 Age : 22 Location : Lille (France) Add-On : Les 3 Date d'inscription : 10/11/2013
| Sujet: Re: Unité de Bfme1 dans Bfme2 adrs Dim 4 Oct - 18:47 | |
| Salut content de voir que tu t’intéresse a mon mod pour les gardes de la tour du 1 il faut prendre les fichier de gondorshieldtowerguard du 1 ainsi que le fichier de sa horde puis le commandbutton afin de les rendres constructibles dans les bâtiments et commandset mais c'est trop long a expliquer car il y a beaucoup de chose a faire et perso je suis pas très bon pour les explications regardes les tuto pour savoir comment utiliser différents fichier et effectuer différentes modifs si tu a un problème dis le moi | |
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Morkar Nouveau
Nombre de messages : 14 Age : 36 Add-On : Oui/ Non ? Date d'inscription : 07/11/2014
| Sujet: re Lun 5 Oct - 15:19 | |
| Salut , oui je me suis bien amusé avec ton mod faire un mix avec les unités de bfme1 est très sympa ^^. Beau travail. Pour ce qui est des fichiers pas de souci je les est trouver mais il doit me manquer quelque chose. je saie pas si tu vois d'ou peu venir ce problème ? Je suis aller dans le dossier et à la ligne en question mais tous me semble corecte. La je bloque | |
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Miraak Moddeur confirmé
Nombre de messages : 306 Age : 22 Location : Lille (France) Add-On : Les 3 Date d'inscription : 10/11/2013
| Sujet: Re: Unité de Bfme1 dans Bfme2 adrs Lun 5 Oct - 19:04 | |
| je ne te conseille pas du tout d'utiliser ce logiciel tu feras des erreur dans des lignes le game crash fait référence a la ligne de la commande de la formation (vérifie dans le commandbutton si elle existe) (sinon pour l'ini des gardes du 1 tout l'a copier en entier ? ou tu a fait des modif ? comme la santé, le commandset ... a tu également copier le fichier contenant la formation genre: gondortowershieldguard shield wall formation (ne confond pas ceux du 2 et du 1 car ils n'utilise pas la même formation) utilise final big pour modifier l'ini et modifi le directement a l'intérieur je ne te conseille pas de l'extraire sinon faut refaire tout un procésus chiant télécharge finalbig ici http://imladrisproduction.free.fr/index.php?file=Download&op=categorie&cat=5 | |
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Miraak Moddeur confirmé
Nombre de messages : 306 Age : 22 Location : Lille (France) Add-On : Les 3 Date d'inscription : 10/11/2013
| Sujet: Re: Unité de Bfme1 dans Bfme2 adrs Lun 5 Oct - 19:24 | |
| au pire je te fille touts les textes mais prend quand meme final big comme ça tu remplace ce que t'a mit
CommandSet:
CommandSet GondorTowerShieldGuardHordeBFME1CommandSet 1 = Command_ToggleStance 2 = Command_ToggleFormationTowerGuard 3 = Command_PurchaseUpgradeGondorForgedBlades 4 = Command_PurchaseUpgradeGondorHeavyArmor 5 = Command_PurchaseUpgradeGondorBasicTraining 12 = Command_CaptureBuilding 13 = Command_AttackMove 14 = Command_Stop 16 = Command_SetStanceBattle 17 = Command_SetStanceAggressive 18 = Command_SetStanceHoldGround End
CommandSet GondorBarracksCommandSet 1 = Command_ConstructGondorFighterHorde 2 = Command_ConstructRohanSpearmenHorde 3 = Command_ConstructGondorTowerShieldGuardHorde 4 = Command_PurchaseUpgradeGondorBarracksLevel2 5 = Command_ConstructGondorTowerShieldGuardHordeBFME1 6 = Command_Sell End
CommandSet GondorBarracksCommandSetLevel2 1 = Command_ConstructGondorFighterHorde 2 = Command_ConstructRohanSpearmenHorde 3 = Command_ConstructGondorTowerShieldGuardHorde 4 = Command_PurchaseUpgradeGondorBarracksLevel3 5 = Command_ConstructGondorTowerShieldGuardHordeBFME1 6 = Command_Sell End
CommandSet GondorBarracksCommandSetLevel3 1 = Command_ConstructGondorFighterHorde 2 = Command_ConstructRohanSpearmenHorde 3 = Command_ConstructGondorTowerShieldGuardHorde 4 = Command_ConstructGondorTowerShieldGuardHordeBFME1 6 = Command_Sell End
CommandButton:
CommandButton Command_ConstructGondorTowerShieldGuardHordeBFME1 Command = UNIT_BUILD Object = GondorTowerShieldGuardHordeBFME1 Options = NEED_UPGRADE CANCELABLE NeededUpgrade = Upgrade_GondorBarracksLevel2 TextLabel = CONTROLBAR:ConstructGondorShieldGuardHorde ButtonImage = BGBarracks_TowerGuard ButtonBorderType = BUILD DescriptLabel = CONTROLBAR:ToolTipBuildGondorShieldGuardHordeBFME1 Radial = Yes InPalantir = Yes ShowProductionCount = Yes End
CommandButton Command_ToggleFormationTowerGuard Command = HORDE_TOGGLE_FORMATION ;;Tower Guard Options = TOGGLE_IMAGE_ON_FORMATION OK_FOR_MULTI_SELECT ButtonImage = Formation_ShieldWall UCFormation_Line ButtonBorderType = ACTION TextLabel = CONTROLBAR:ToggleShieldWallFormation CONTROLBAR:ToggleLineFormation DescriptLabel = CONTROLBAR:ToolTipToggleTowerGuardLineToShieldWallFormation CONTROLBAR:ToolTipToggleTowerGuardShieldWallToLineFormation InPalantir = Yes DoubleClick = Yes UnitSpecificSound = TowerGuardVoiceWallFormation TowerGuardVoiceLineFormation End
Hordes (le fichier qui contient toutes les hordes précisément celui des hommes)(west horde dans goodfaction):
//------------------------------------------------------------------------------ Object GondorTowerShieldGuardHordeBFME1
// This is required for garrisoned objects - please put in all objects. ButtonImage = WOR_GondorTowerGuard SelectPortrait = UPGondor_TowerGuard
Draw = W3DScriptedModelDraw ModuleTag_W3DModelDraw DependencySharedModelFlags = EMOTION_ALERT EMOTION_MORALE_HIGH EMOTION_MORALE_LOW EMOTION_AFRAID EMOTION_COWER SELECTED EMOTION_TERROR EMOTION_LOOK_TO_SKY DefaultModelConditionState Model = None //InvisHrdeTmp5x2 End ModelConditionState = HORDE_EMPTY Model = None End ModelConditionState = WORLD_BUILDER Model = HordeMarkGUTow End End Side = Men EditorSorting = UNIT EmotionRange = 240 DisplayName = OBJECT:HordeGondorTowerGuard DisplayNameStrategic = CONTROLBAR:LW_Unit_GondorTowerGuardHorde DescriptionStrategic = CONTROLBAR:LW_ToolTip_AngmarDarkDunedainHorde WeaponSet Conditions = None Weapon = PRIMARY TowerGuardHordeRangefinder End
// *** AUDIO Parameters ***// // Note: Don't put voice parameters here -- they will be ignored. Voice play requests // are always passed through to members
BuildCost = 800 BuildTime = GONDOR_TOWERGUARD_BUILDTIME VisionRange = GONDOR_TOWERGUARD_HORDE_VISION_RANGE ShroudClearingRange = GONDOR_TOWERGUARD_HORDE_SHROUD_RANGE VisionSide = 50% VisionRear = 25% MaxVisionBonusPercent = 300% VisionBonusTestRadius = 200 VisionBonusPercentPerFoot = 1.0% CommandPoints = 60 ; originally 60 CommandSet = GondorTowerShieldGuardHordeBFME1CommandSet FormationWidth = 2 // Width it occupies in formations. Current choices are 1 or 2. FormationDepth = 1 // Depth it occupies in formations. Current choices are 1 or 2. CrushableLevel = 0 //What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CrusherLevel = 0 TransportSlotCount = TRANSPORTSLOTCOUNT_SMALL_HORDE KindOf = SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT INFANTRY HORDE ARMY_SUMMARY MELEE_HORDE PIKE LARGE_RECTANGLE_PATHFIND #include "..\..\..\includes\StandardHordeEvaEvents.inc" Body = ImmortalBody ModuleTag_ImmortalBody MaxHealth = 1 End
ThreatLevel = GONDOR_TOWERSHIELDGUARD_HORDE_THREAT ThreatBreakdown GondorTowerShieldGuardHorde_DetailedThreat AIKindOf = PIKEMAN End #include "..\..\..\includes\CaptureBuilding.inc" Behavior = StancesBehavior ModuleTag_StancesBehavior StanceTemplate = PikeHorde End Behavior = HordeAIUpdate ModuleTag_HordeAIUpdate AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS MoodAttackCheckRate = 500 MaxCowerTime = 5000 MinCowerTime = 3000 AILuaEventsList = InfantryFunctions AttackPriority = AttackPriority_Spearman End Behavior = HordeContain ModuleTag_HordeContain FrontAngle = 180 FlankedDelay = 4000 ObjectStatusOfContained = InitialPayload = GondorTowerShieldGuardBFME1 5 Slots = 5 PassengerFilter = NONE +INFANTRY ShowPips = No ThisFormationIsTheMainFormation = Yes //Used to determine which armorset to use (and anything else we want!) RandomOffset = X:0 Y:0 MeleeBehavior = Amoeba FacingBonus = 30.0 AngleLimitCos = -0.17 InnerRange = 30 OuterRange = 80 OuterRangeBuildings = 140 End
// Banner Carrier info BannerCarriersAllowed = GondorInfantryBanner // types of units that are allowed as banner carriers BannerCarrierPosition = UnitType:GondorFighter Pos:X:70.0 Y:0.0 // (DEFAULT) position of banner carrier RankInfo = RankNumber:1 UnitType:GondorTowerShieldGuardBFME1 Position:X:0 Y:0 Position:X:0 Y:25 Position:X:0 Y:-25 Position:X:0 Y:50 Position:X:0 Y:-50 RanksToReleaseWhenAttacking = 1 AlternateFormation = GondorTowerShieldGuardBFME1HordeWallFormation MeleeAttackLeashDistance = 1 //How far the hordes can move from the center of the horde when melee attacking. BackUpMinDelayTime = 1 //The minimum amount of time to delay before backing up BackUpMaxDelayTime = 3000 //The maximum amount of time to delay before backing up BackUpMinDistance = 1 //The minimum number of cells to backup BackUpMaxDistance = 3 //The maximum number of cells to backup BackupPercentage = 80% //The amount of chance that a unit will back up. End
Behavior = PhysicsBehavior ModuleTag_PhysicsBehavior GravityMult = 1.0 End Behavior = EmotionTrackerUpdate Module_EmotionTracker TauntAndPointDistance = INFANTRY_TAUNT_POINT_RADIUS // 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
AddEmotion = Terror_Base AddEmotion = Doom_Base // AddEmotion = BraceForBeingCrushed_Base // Pikemen don't fear getting crushed AddEmotion = UncontrollableFear_Base 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 Behavior = PickupStuffUpdate ModuleTag_PickupStuffUpdate SkirmishAIOnly = Yes StuffToPickUp = NONE +CRATE ScanRange = 200 ScanIntervalSeconds = 0.5 End
LocomotorSet Locomotor = NormalMeleeHordeLocomotor Condition = SET_NORMAL Speed = NORMAL_FOOT_SLOW_HORDE_SPEED End
Behavior = ProductionUpdate ProductionUpdateModuleTag GiveNoXP = Yes End
Behavior = LevelUpUpgrade ModuleTag_BasicTraining TriggeredBy = Upgrade_GondorBasicTraining LevelsToGain = 1 LevelCap = 2 End Behavior = StatusBitsUpgrade ModuleTag_ProductionLegality TriggeredBy = Upgrade_GondorForgedBlades End Behavior = StatusBitsUpgrade ModuleTag_ProductionLegality2 TriggeredBy = Upgrade_GondorHeavyArmor End ///////////////////// // AISpecialPowers ///////////////////// Behavior = AISpecialPowerUpdate GondorTowerShieldGuardHordeCaptureBuildingAI 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
Geometry = BOX GeometryMajorRadius = 30.0 GeometryMinorRadius = 45.0 GeometryHeight = 20.0 GeometryIsSmall = No // *** AUTO RESOLVE DATA *** AutoResolveUnitType = AutoResolveUnit_Pikemen AutoResolveCombatChain = AutoResolve_PikemenCombatChain AutoResolveBody = AutoResolve_GondorTowerGuardHordeBody AutoResolveArmor RequiredUpgrades = Upgrade_GondorHeavyArmor Armor = AutoResolve_GondorTowerGuardHeavyArmor End
AutoResolveArmor ExcludedUpgrades = Upgrade_GondorHeavyArmor Armor = AutoResolve_GondorTowerGuardArmor End
AutoResolveWeapon RequiredUpgrades = Upgrade_GondorForgedBlades Weapon = AutoResolve_GondorTowerGuardUpgradedWeapon End
AutoResolveWeapon ExcludedUpgrades = Upgrade_GondorForgedBlades Weapon = AutoResolve_GondorTowerGuardWeapon End WorldMapArmoryUpgradesAllowed = Upgrade_GondorBasicTraining Upgrade_GondorForgedBlades Upgrade_GondorHeavyArmor End
ChildObject GondorTowerShieldGuardBFME1HordeWallFormation GondorTowerShieldGuardHordeBFME1
// Note - for alternate formations, all info outside of the Contain Behavior module is ignored. // Any modifications need to be done via the Attribute Modifiers in the contain module. Behavior = HordeContain ModuleTag_HordeContain FrontAngle = 360 // Can't be flanked FlankedDelay = 2000 ObjectStatusOfContained = InitialPayload = GondorTowerShieldGuardBFME1 GOOD_MEN_HORDE_SIZE Slots = 5 PassengerFilter = NONE +INFANTRY ShowPips = No ThisFormationIsTheMainFormation = No //Used to determine which armorset to use (and anything else we want!) RandomOffset = X:2 Y:1 RanksToReleaseWhenAttacking = 1 AttributeModifiers = GondorTowerShieldGuardWall IsPorcupineFormation = No MinimumHordeSize = 5
AlternateFormation = GondorTowerShieldGuardHordeBFME1 VisionRearOverride = 100% VisionSideOverride = 100% NotComboFormation = Yes // this formation is not suitable for combo, so it will switch out of this when combo-ing
// Banner Carrier info BannerCarriersAllowed = GondorInfantryBanner // types of units that are allowed as banner carriers BannerCarrierPosition = UnitType:GondorTowerShieldGuard Pos:X:0.0 Y:0.0 // (DEFAULT) position of banner carrier RankInfo = RankNumber:1 UnitType:GondorTowerShieldGuardBFME1 Position:X:0 Y:0 Position:X:0 Y:15 Position:X:0 Y:-15 Position:X:0 Y:30 Position:X:0 Y:-30 End End
Le fichier qui contient l'unité towerguard (toujours dans goodfaction)(tu rajouteras le towerguard du 1 en plus de celui du 2) (tu le colleras après celui du 2):
//------------------------------------------------------------------------------ // aka GondorTowerGuard TowerShieldGuard GuardTowerShield Object GondorTowerShieldGuardBFME1 // *** ART Parameters ***
SelectPortrait = UPGondor_TowerGuard ButtonImage = WOR_GondorTowerGuard
Draw = W3DHordeModelDraw 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
DefaultModelConditionState Model = GUTowerGrd_SKN Skeleton = GUTowerGrd_SKL End
ModelConditionState WEAPONSET_PLAYER_UPGRADE Model = GUTowerGrd_SKN Skeleton = GUTowerGrd_SKL End AnimationState = THROWN_PROJECTILE Animation = FLYA AnimationName = GUTowerGrd_FLYA AnimationMode = LOOP End End
AnimationState = PASSENGER FREEFALL Animation = Grabbed AnimationName = GUTowerGrd_FLLA AnimationMode = LOOP End End AnimationState = FREEFALL Animation = Falling AnimationName = GUTowerGrd_FLYA AnimationMode = LOOP AnimationBlendTime = 10 End End
AnimationState = MOVING FIRING_OR_PREATTACK_A ShareAnimation = Yes Animation = RunAndFire AnimationName = GUTowerGrd_ATRA AnimationMode = LOOP End Flags = RANDOMSTART End
;;=======TERROR AnimationState = MOVING EMOTION_TERROR EMOTION_LOOK_TO_SKY ShareAnimation = Yes Animation = TerrorFromTheSky AnimationName = GUTowerGrd_RUNB AnimationMode = LOOP End End AnimationState = MOVING EMOTION_TERROR ShareAnimation = Yes Animation = Terror AnimationName = GUTowerGrd_RUNB AnimationMode = LOOP End End ;;---------------- ;;=======BACK UP AnimationState = MOVING BACKING_UP ShareAnimation = Yes Animation = BackingUp AnimationName = GUTowerGrd_BAKA AnimationMode = LOOP End Flags = RANDOMSTART End ;;-------------------- AnimationState = MOVING ALTERNATE_FORMATION ShareAnimation = Yes Animation = RUNA AnimationName = GUTowerGrd_PSHA AnimationMode = LOOP End Flags = RANDOMSTART ;ParticleSysBone = None InfantryDustTrails End
AnimationState = MOVING USING_COMBO_LOCOMOTOR ShareAnimation = Yes Animation = RUNA AnimationName = GUTowerGrd_WLKA AnimationMode = LOOP Distance = 40 End Flags = RANDOMSTART ;ParticleSysBone = None InfantryDustTrails End
AnimationState = MOVING ShareAnimation = Yes Animation = RUNA AnimationName = GUTowerGrd_RUNA AnimationMode = LOOP End Flags = RANDOMSTART ;ParticleSysBone = None InfantryDustTrails End
AnimationState = FIRING_OR_PREATTACK_A Animation = ATKA AnimationName = GUTowerGrd_ATKA AnimationMode = ONCE UseWeaponTiming = Yes End ;ParticleSysBone = None MeleeDust End
AnimationState = STUNNED_FLAILING Animation = FLYA AnimationName = GUTowerGrd_FLYA AnimationMode = LOOP End Flags = RANDOMSTART End
AnimationState = DYING SPLATTED Animation = LNDA AnimationName = GUTowerGrd_LNDB AnimationMode = ONCE End End AnimationState = DYING Animation = DIEA AnimationName = GUTowerGrd_DIEA AnimationMode = ONCE AnimationSpeedFactorRange = 0.8 1.2 End End AnimationState = STUNNED_STANDING_UP Animation = GTPA AnimationName = GUTowerGrd_GTPA AnimationMode = ONCE AnimationSpeedFactorRange = 1.5 1.5 End End
AnimationState = STUNNED Animation = LNDA AnimationName = GUTowerGrd_LNDB AnimationMode = ONCE End End
TransitionState = TRANS_Plant Animation = PLTA AnimationName = GUTowerGrd_PLTA AnimationMode = ONCE AnimationSpeedFactorRange = 0.8 1.2 End End
TransitionState = TRANS_Unplant Animation = PLTB AnimationName = GUTowerGrd_PLTB AnimationMode = ONCE AnimationSpeedFactorRange = 0.5 1.2 End End ;;------------------ Hit Reaction --------------------------------------- AnimationState = HIT_REACTION Animation = HIT REACTION AnimationName = GUTowerGrd_HITA AnimationMode = ONCE End End ;;------------------ EMOTIONS ------------------------------------------- ;;======= APPREHENSIVE AnimationState = EMOTION_ALERT EMOTION_AFRAID ShareAnimation = Yes Animation = Apprehensive AnimationName = GUTowerGrd_APPA AnimationMode = LOOP ;Change this to ONCE if adding additional anims End End
;;======= AFRAID
AnimationState = EMOTION_AFRAID ShareAnimation = Yes Animation = FERA AnimationName = GUTowerGrd_FERA AnimationMode = LOOP End Animation = FERB AnimationName = GUTowerGrd_FERB AnimationMode = LOOP End End
;;======= TAUNTING
AnimationState = EMOTION_TAUNTING ALTERNATE_FORMATION Animation = TNTA AnimationName = GUTowerGrd_TNTA AnimationMode = LOOP End End AnimationState = EMOTION_TAUNTING Animation = Taunting AnimationName = GUTowerGrd_TNTA AnimationMode = ONCE End Animation = Taunting2 AnimationName = GUTowerGrd_TNTB AnimationMode = ONCE End Flags = RESTART_ANIM_WHEN_COMPLETE End
;;======= POINTING
AnimationState = EMOTION_POINTING Animation = Pointing1 AnimationName = GUTowerGrd_PNTA AnimationMode = LOOP End Flags = RANDOMSTART End
;;======= CELEBRATING
AnimationState = EMOTION_CELEBRATING Animation = CHRA AnimationName = GUTowerGrd_CHRA AnimationMode = LOOP End End ;;-------------- ALERT STATE ------------------------------------------------------------
AnimationState = EMOTION_ALERT Animation = CHRA AnimationName = GUTowerGrd_IDLA AnimationMode = LOOP End End ;;-------------- SELECTED & IDLE -------------------------------------------------------- ;;======== SELECTED
AnimationState = SELECTED ALTERNATE_FORMATION ShareAnimation = Yes StateName = STATE_SelectedAlternateFormation Animation = IDLB AnimationName = GUTowerGrd_IDLB AnimationMode = LOOP End End AnimationState = SELECTED StateName = STATE_Selected ShareAnimation = Yes Animation = ATNB AnimationName = GUTowerGrd_ATNB AnimationMode = LOOP End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Planted" then CurDrawableSetTransitionAnimState("TRANS_Unplant") end EndScript End
;;======== IDLE
AnimationState = ALTERNATE_FORMATION StateName = STATE_SelectedAlternateFormation ShareAnimation = Yes Animation = IDLB AnimationName = GUTowerGrd_IDLB AnimationMode = LOOP End End IdleAnimationState StateName = STATE_Idle Animation = IDLA AnimationName = GUTowerGrd_IDLA AnimationMode = ONCE AnimationBlendTime = 15 AnimationSpeedFactorRange = 0.8 1.2 End Animation = IDLA AnimationName = GUTowerGrd_IDLA AnimationMode = ONCE_BACKWARDS AnimationBlendTime = 9 AnimationSpeedFactorRange = 0.8 1.2 End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Planted" then CurDrawableSetTransitionAnimState("TRANS_Unplant") end EndScript End ;;------------------------------------------------------------------------------------------------------------- End #include "..\..\..\includes\StunDrawModuleSmall.inc"
// ***DESIGN parameters *** Side = Men EditorSorting = UNIT ThreatLevel = 1.0 ThingClass = HORDE_UNIT CommandPoints = 12 ; originally 4 BountyValue = GONDOR_TOWERGUARD_BOUNTY_VALUE
TransportSlotCount = TRANSPORTSLOTCOUNT_UNIT WeaponSet Conditions = None Weapon = PRIMARY GondorTowerShieldGuardSwordBFME1 AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI End // WeaponSet // Conditions = PLAYER_UPGRADE // Weapon = PRIMARY GondorTowerShieldGuardSwordUpgraded // AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI // End ArmorSet Conditions = None Armor = TowerGuardArmorBFME1 DamageFX = NormalDamageFX End ArmorSet Conditions = PLAYER_UPGRADE Armor = TowerGuardHeavyArmorBFME1 DamageFX = NormalDamageFX End VisionRange = GONDOR_TOWERGUARD_VISION_RANGE ShroudClearingRange = SHROUD_CLEAR_STANDARD VisionSide = 35% VisionRear = 25% MaxVisionBonusPercent = 300% VisionBonusTestRadius = 200 VisionBonusPercentPerFoot = 2.0%
DisplayName = OBJECT:GondorTowerShieldGuard CrushableLevel = 0 //What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CrushRevengeWeapon = SuperInfantryCrushRevenge CommandSet = GondorTowerShieldGuardCommandSet
// *** AUDIO Parameters ***//
;VoiceAmbushed = TowerGuardVoiceAmbushed OBSOLETE VOICE VoiceAttack = TowerGuardVoiceAttack VoiceAttackCharge = TowerGuardVoiceAttackCharge VoiceAttackMachine = TowerGuardVoiceAttack VoiceAttackStructure = TowerGuardVoiceAttackBuilding VoiceEnterStateAttack = TowerGuardVoiceEnterStateAttack VoiceEnterStateAttackCharge = TowerGuardVoiceEnterStateAttackCharge VoiceEnterStateAttackMachine = TowerGuardVoiceEnterStateAttackBuilding VoiceEnterStateAttackStructure = TowerGuardVoiceEnterStateAttackBuilding VoiceCreated = TowerGuardVoiceSalute //GondorSoldierVoiceCreated VoiceFullyCreated = TowerGuardVoiceSalute VoiceMove = TowerGuardVoiceMove VoiceMoveToCamp = TowerGuardVoiceMoveCamp VoiceMoveWhileAttacking = TowerGuardVoiceDisengage VoiceEnterStateMove = TowerGuardVoiceEnterStateMove VoiceEnterStateMoveToCamp = TowerGuardVoiceEnterStateMoveCamp VoiceEnterStateMoveWhileAttacking = TowerGuardVoiceEnterStateDisengage VoicePriority = 56 VoiceRetreatToCastle = TowerGuardVoiceRetreat VoiceEnterStateRetreatToCastle = TowerGuardVoiceEnterStateRetreat VoiceSelect = TowerGuardVoiceSelectMS VoiceSelectBattle = TowerGuardVoiceSelectBattle //GondorSoldierVoiceSelect //GondorSoldierVoiceSelectBattle VoiceGuard = TowerGuardVoiceMove
SoundImpact = ImpactHorse
CrowdResponseKey = GoodMen
UnitSpecificSounds VoiceGarrison = TowerGuardVoiceGarrison VoiceEnterUnitElvenTransportShip = TowerGuardVoiceMove VoiceInitiateCaptureBuilding = TowerGuardVoiceMove End
#include "..\..\..\includes\StandardUnitEvaEvents.inc"
ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_foo ModelCondition = Required:RAISING_FLAG Excluded:DYING ENGAGED Sound:EmotionMenGoodCompilationBFME1and2VoxTauntSinglesLoop End
// Tie into LargeGroupAudio system Behavior = LargeGroupAudioUpdate ModuleTag_LGAU Key = Humanoid_Male Man Man_Male Unit Infantry Gondor_Guard End
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior MaxUpdateRangeCap = 800 AnimationSound = Sound:TauntHitShieldPitchShifted Animation:GUTwrGrd_SKL.GUTwrGrd_TNTB Frames: 23 43 AnimationSound = Sound:BodyFallGeneric1 Animation:GUTWRGRD_SKL.GUTWRGRD_DIEA Frames:30 51 AnimationSound = Sound:BodyFallGeneric1 Animation:GUTWRGRD_SKL.GUTWRGRD_DIEB Frames:57 AnimationSound = Sound:BodyFallGeneric1 Animation:GUTWRGRD_SKL.GUTWRGRD_DIEC Frames:38 AnimationSound = Sound:BodyFallSoldier Animation:GUTWRGRD_SKL.GUTWRGRD_LNDA Frames:4 AnimationSound = Sound:BodyFallSoldier Animation:GUTwrGrd_SKL.GUTwrGrd_LNDB Frames:2 End
// *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE THROWN_OBJECT GRAB_AND_DROP Body = ActiveBody ModuleTag_02 CheerRadius = EMOTION_CHEER_RADIUS MaxHealth = 1000 MaxHealthDamaged = GONDOR_TOWERGUARD_HEALTH_DAMAGED BurningDeathBehavior = Yes BurningDeathFX = FX_InfantryBurningFlame End
Behavior = WeaponSetUpgrade WeaponSetUpgradeModuleTag TriggeredBy = Upgrade_GondorForgedBlades End
Behavior = ArmorUpgrade ArmorUpgradeModuleTag TriggeredBy = Upgrade_GondorHeavyArmor //KillArmorUpgrade = Yes //This cancels any previous armor upgrade. ArmorSetFlag = PLAYER_UPGRADE End //----------------------------------------------------------------------- // // Sub objects // Behavior = SubObjectsUpgrade Armor_Upgrade TriggeredBy = Upgrade_GondorHeavyArmor UpgradeTexture = GUTowrGrd.tga 0 GUTowrGrd_HA.tga UpgradeTexture = GUTowrGrd_L.tga 0 GUTowrGrd_HA.tga RecolorHouse = Yes ExcludeSubobjects = Forged_Blade End Behavior = SubObjectsUpgrade ForgedBlade_Upgrade TriggeredBy = Upgrade_GondorForgedBlades ShowSubObjects = Forged_Blade End //----------------------------------------------------------------------- Behavior = AIUpdateInterface ModuleTag_03 AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS MoodAttackCheckRate = 500 AILuaEventsList = GondorFighterFunctions AttackPriority = AttackPriority_Spearman BurningDeathTime = BURNINGDEATH_DURATION_INFANTRY End
LocomotorSet Locomotor = GondorTowerShieldGuardLocomotor Condition = SET_NORMAL Speed = NORMAL_FOOT_SLOW_MEMBER_SPEED End
LocomotorSet Locomotor = GondorTowerShieldGuardDeployedLocomotor Condition = SET_NORMAL_UPGRADED Speed = NORMAL_FOOT_SLOW_MEMBER_SPEED End LocomotorSet Locomotor = GondorTowerShieldGuardLocomotor Condition = SET_COMBO Speed = NORMAL_FOOT_SLOW_MEMBER_SPEED End LocomotorSet Locomotor = BurningDeathLocomotorInfantry Condition = SET_BURNINGDEATH Speed = BURNINGDEATH_WANDERSPEED_INFANTRY End
Behavior = PhysicsBehavior ModuleTag_04 GravityMult = 1.0 ShockStunnedTimeLow = 1400 //msec ShockStunnedTimeHigh = 2400 //msec ShockStandingTime = 1333 //msec End Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL -KNOCKBACK -FADED SinkDelay = 3000 SinkRate = 0.40 // in Dist/Sec DestructionDelay = 8000 Sound = INITIAL HumanVoiceDie// TowerGuardVoiceDie End Behavior = SlowDeathBehavior ModuleTag_FadeDeath DeathTypes = NONE +FADED SinkDelay = 3000 SinkRate = 0.40 // in Dist/Sec DestructionDelay = 8000 Sound = INITIAL SpellGenericUnsummonFasterMS 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 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
// The below is a good start to the actual implementation of the unit, // if someone wants to revert back to the exact state //Normal mode (shield is raised and unit is able to move normally) // Behavior = GrantUpgradeCreate ModuleTag_09 // UpgradeToGrant = Upgrade_RaiseShield // End // Behavior = ModelConditionUpgrade ModuleTag_10 // TriggeredBy = Upgrade_RaiseShield // RemovesUpgrades = Upgrade_PlantShield // RemoveConditionFlags = DEPLOYED // End // Behavior = LocomotorSetUpgrade ModuleTag_11 // TriggeredBy = Upgrade_RaiseShield // RemovesUpgrades = Upgrade_PlantShield // KillLocomotorUpgrade = Yes //Removes the PlantShield locomotor. // End // Behavior = ArmorUpgrade ModuleTag_12 // TriggeredBy = Upgrade_RaiseShield // RemovesUpgrades = Upgrade_PlantShield // KillArmorUpgrade = Yes //This cancels any previous armor upgrade. // End // // //Defensive mode (shield is planted -- the unit can move but much more slowly) // Behavior = ModelConditionUpgrade ModuleTag_13 // TriggeredBy = Upgrade_PlantShield // RemovesUpgrades = Upgrade_RaiseShield // AddConditionFlags = DEPLOYED // End // Behavior = LocomotorSetUpgrade ModuleTag_14 // TriggeredBy = Upgrade_PlantShield // RemovesUpgrades = Upgrade_RaiseShield // End // Behavior = ArmorUpgrade ModuleTag_15 // TriggeredBy = Upgrade_PlantShield // RemovesUpgrades = Upgrade_RaiseShield // End
Geometry = CYLINDER GeometryMajorRadius = 8.0 GeometryMinorRadius = 8.0 GeometryHeight = 19.2 GeometryIsSmall = Yes
Shadow = SHADOW_DECAL ShadowSizeX = 19// ShadowSizeY = 19// ShadowTexture = ShadowI// End
et pour finir expérience level (au tout début il y a la ligne #define GOOD_ELITE):
rajoute ça a la fin
GondorTowerShieldGuardHordeBFME1 GondorTowerShieldGuardBFME1 GondorTowerShieldGuardBFME1HordeWallFormation
(normalement il doit pas y avoir de retour a la ligne c'est a cause du post)
et voila normalement ça marche | |
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Morkar Nouveau
Nombre de messages : 14 Age : 36 Add-On : Oui/ Non ? Date d'inscription : 07/11/2014
| Sujet: Re: Unité de Bfme1 dans Bfme2 adrs Lun 5 Oct - 21:15 | |
| houla ! c'est très généreux de ta part^^ Mai j'ai régler le problème , un oublie, comme sa m’arrive souvent Comme tu ma conseiller de vérifier, je n’avait effectivement pas ajouter la commande de formation. je l'est ajouté et au miracle!! plus d’erreur^^. Pour ce qui est de finalBig c'est bien ce que j'utilise pour changer directe dans l'ini mais à coter j'utilise notepad pour vérifier dans les fichier d'origine . En tous cas Un grand MERCI pour ton aide. | |
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Miraak Moddeur confirmé
Nombre de messages : 306 Age : 22 Location : Lille (France) Add-On : Les 3 Date d'inscription : 10/11/2013
| Sujet: Re: Unité de Bfme1 dans Bfme2 adrs Mar 6 Oct - 15:41 | |
| de rien si t'a d'autre problème je suis toujours la au fait la 2.0 vas bientôt sortir je t'en informerais quand ce seras bon | |
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Morkar Nouveau
Nombre de messages : 14 Age : 36 Add-On : Oui/ Non ? Date d'inscription : 07/11/2014
| Sujet: re Mer 7 Oct - 10:43 | |
| Cool !, un petit aperçu des nouveautés ? ^^ | |
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Miraak Moddeur confirmé
Nombre de messages : 306 Age : 22 Location : Lille (France) Add-On : Les 3 Date d'inscription : 10/11/2013
| Sujet: Re: Unité de Bfme1 dans Bfme2 adrs Mer 7 Oct - 13:30 | |
| tu voit sur la page de mon mod il y a toute les nouvotés de la 1.0 et bas vas en bas et tu auras celles de la 2.0 | |
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| Sujet: Re: Unité de Bfme1 dans Bfme2 adrs | |
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| Unité de Bfme1 dans Bfme2 adrs | |
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