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 Unité de Bfme1 dans Bfme2 adrs

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Morkar
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Nombre de messages : 14
Age : 30
Add-On : Oui/ Non ?
Date d'inscription : 07/11/2014

MessageSujet: 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
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Nombre de messages : 294
Age : 16
Location : Lille (France)
Add-On : Oui avec mon mod guerre du nord + le RJrotwk

j'ai aussi BFME1
Date d'inscription : 10/11/2013

MessageSujet: 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
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Nombre de messages : 14
Age : 30
Add-On : Oui/ Non ?
Date d'inscription : 07/11/2014

MessageSujet: 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 scratch

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Miraak
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Nombre de messages : 294
Age : 16
Location : Lille (France)
Add-On : Oui avec mon mod guerre du nord + le RJrotwk

j'ai aussi BFME1
Date d'inscription : 10/11/2013

MessageSujet: 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
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Nombre de messages : 294
Age : 16
Location : Lille (France)
Add-On : Oui avec mon mod guerre du nord + le RJrotwk

j'ai aussi BFME1
Date d'inscription : 10/11/2013

MessageSujet: 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
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Nombre de messages : 14
Age : 30
Add-On : Oui/ Non ?
Date d'inscription : 07/11/2014

MessageSujet: 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 Rolling Eyes
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. cheers

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Miraak
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Nombre de messages : 294
Age : 16
Location : Lille (France)
Add-On : Oui avec mon mod guerre du nord + le RJrotwk

j'ai aussi BFME1
Date d'inscription : 10/11/2013

MessageSujet: 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
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Nombre de messages : 14
Age : 30
Add-On : Oui/ Non ?
Date d'inscription : 07/11/2014

MessageSujet: re   Mer 7 Oct - 10:43

Cool !, un petit aperçu des nouveautés ? ^^
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Miraak
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Nombre de messages : 294
Age : 16
Location : Lille (France)
Add-On : Oui avec mon mod guerre du nord + le RJrotwk

j'ai aussi BFME1
Date d'inscription : 10/11/2013

MessageSujet: 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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