| mon premier bug d'ini... gamecrash | |
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ElvenLord Moddeur expert
Nombre de messages : 962 Age : 29 Location : Imladris Add-On : Bientot Date d'inscription : 22/04/2008
| Sujet: mon premier bug d'ini... gamecrash Mar 12 Aoû - 20:09 | |
| eh ben, me revoila avec un probleme. mon premier bug d'ini!qund je demarre mon jeu (le 1, nayant pa le 2), ya sa: [img] [/img] voici mon ini de eomer (ce que jai modofier):
Dernière édition par ElvenLord le Mar 12 Aoû - 20:18, édité 4 fois | |
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ElvenLord Moddeur expert
Nombre de messages : 962 Age : 29 Location : Imladris Add-On : Bientot Date d'inscription : 22/04/2008
| Sujet: Re: mon premier bug d'ini... gamecrash Mar 12 Aoû - 20:11 | |
| - Spoiler:
;------------------------------------------------------------------------------ ; ; Eomer.ini ; ;------------------------------------------------------------------------------
; aka Eomer Object RohanEomer ; *** ART Parameters *** ; SelectPortrait for Heros is portrait behind skill buttons. HP = HeroPortrait. SelectPortrait = HPEomer ButtonImage = HIEomer
Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes ExtraPublicBone = PASSENGERBONE DependencySharedModelFlags = TURN_LEFT_HIGH_SPEED TURN_RIGHT_HIGH_SPEED MOVING ACCELERATE DECELERATE TURN_LEFT TURN_RIGHT ATTACKING BACKING_UP DefaultModelConditionState Model = RUEomer_SKN WeaponLaunchBone = PRIMARY SPEAR WeaponLaunchBone = SECONDARY SPEAR WeaponLaunchBone = TERTIARY SPEAR End StaticModelLODMode = Yes
; --- Idle Anims IdleAnimationState StateName = STATE_Idle Animation = IDLB AnimationName = RUEomer_SKL.RUEomer_IDLB AnimationMode = ONCE AnimationPriority = 1 End Animation = IDLC AnimationName = RUEomer_SKL.RUEomer_IDLC AnimationMode = ONCE AnimationPriority = 20 End Animation = IDLD AnimationName = RUEomer_SKL.RUEomer_IDLD AnimationMode = ONCE AnimationPriority = 1 End Animation = IDLE AnimationName = RUEomer_SKL.RUEomer_IDLE AnimationMode = ONCE AnimationPriority = 1 End Flags = RESTART_ANIM_WHEN_COMPLETE BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Selected" then CurDrawableSetTransitionAnimState("TRANS_Selected_to_Idle") return end EndScript End
;;;;;;;;;;; MOUNTED STATE ;;;;;;;;;;;;;;; ModelConditionState = MOUNTED Model = RUEomrHrs_SKN WeaponLaunchBone = PRIMARY SPEAR WeaponLaunchBone = SECONDARY SPEAR WeaponLaunchBone = TERTIARY SPEAR End
; --- stunned anims AnimationState = FREEFALL MOUNTED Animation = freefall AnimationName = RUHHs_Theo_SKL.RUHHs_Theo_FLYC AnimationMode = LOOP End Flags = RANDOMSTART End AnimationState = STUNNED_FLAILING MOUNTED Animation = JustDie AnimationName = RUHHs_Theo_SKL.RUHHs_Theo_FLYC AnimationMode = LOOP End Flags = RANDOMSTART End ; --- death anims mounted AnimationState = DYING SPLATTED MOUNTED Animation = Land AnimationName = RUHHs_Theo_SKL.RUHHs_Theo_LNDA AnimationMode = ONCE End End
; This is the no-spawn-horse type of death AnimationState = DYING MOUNTED; DEATH_2 Normally has DEATH_2, but just as a backup don't insist Animation = JustDie AnimationName = RUHHs_Theo_SKL.RUHHs_Theo_DIEA AnimationMode = ONCE End End AnimationState = STUNNED_STANDING_UP MOUNTED Animation = StandUp AnimationName = RUHHs_Theo_SKL.RUHHs_Theo_GTPA AnimationMode = ONCE AnimationSpeedFactorRange = 1.5 1.5 End End
AnimationState = STUNNED MOUNTED Animation = Land AnimationName = RUHHs_Theo_SKL.RUHHs_Theo_LNDA AnimationMode = ONCE End End
;; SPECIAL SPEAR THROW ANIMS AnimationState = SPECIAL_WEAPON_ONE MOUNTED;using spear Animation = SPRA AnimationName = RUHHs_Theo_SKL.RUEomrHrs_SPRA AnimationMode = ONCE End FrameForPristineBonePositions = 60 End
AnimationState = SPECIAL_WEAPON_ONE StateName = Attacking_throw Animation AnimationName = RUEomer_SKL.RUEomer_ATKE AnimationMode = ONCE End FrameForPristineBonePositions = 58 End ; --- movements AnimationState = MOUNTED TURN_LEFT_HIGH_SPEED Animation = TurnLeft AnimationName = RUHHs_Theo_SKL.RUHHs_Theo_TNL1 AnimationMode = LOOP AnimationSpeedFactorRange= 1.8 1.8 AnimationBlendTime = 20 End End AnimationState = MOUNTED TURN_RIGHT_HIGH_SPEED Animation = TurnLeft AnimationName = RUHHs_Theo_SKL.RUHHs_Theo_TNR1 AnimationMode = LOOP AnimationSpeedFactorRange= 1.8 1.8 AnimationBlendTime = 20 End End AnimationState = MOVING TURN_LEFT MOUNTED Animation = TurnLeft AnimationName = RUHHs_Theo_SKL.RUHHs_Theo_TRNL AnimationMode = LOOP End ; ;ParticleSysBone = None CalvaryDustTrails End
AnimationState = MOVING TURN_RIGHT MOUNTED Animation = TurnRight AnimationName = RUHHs_Theo_SKL.RUHHs_Theo_TRNR AnimationMode = LOOP End ; ;ParticleSysBone = None CalvaryDustTrails End
AnimationState = MOVING ACCELERATE MOUNTED Animation = Accelerate AnimationName = RUHHs_Theo_SKL.RUHHs_Theo_ACCL AnimationMode = LOOP End ;ParticleSysBone = None CalvaryDustTrails End
AnimationState = MOVING DECELERATE MOUNTED Animation = Decelerate AnimationName = RUHHs_Theo_SKL.RUHHs_Theo_DECL AnimationMode = ONCE End ;ParticleSysBone = None CalvaryDustTrails End
AnimationState = MOVING WALKING MOUNTED Animation = Walk AnimationName = RUHHs_Theo_SKL.RUHHs_Theo_WLKA AnimationMode = LOOP End Flags = RANDOMSTART ;ParticleSysBone = None InfantryDustTrails End AnimationState = MOVING BACKING_UP MOUNTED Animation = BackingUp AnimationName = RUHHs_Theo_SKL.RUHHs_Theo_BAKA AnimationMode = LOOP End Flags = RANDOMSTART ;ParticleSysBone = None InfantryDustTrails End AnimationState = MOUNTED MOVING FIRING_OR_PREATTACK_A ShareAnimation = Yes Animation = MountedRunAndFire AnimationName = RUHHs_Theo_SKL.RUHHs_Theo_ATRA AnimationMode = LOOP End Flags = RANDOMSTART End
AnimationState = MOVING MOUNTED Animation = RunA AnimationName = RUHHs_Theo_SKL.RUHHs_Theo_RUNA AnimationMode = LOOP End Flags = RANDOMSTART ;ParticleSysBone = None CalvaryDustTrails End AnimationState = FIRING_OR_PREATTACK_A MOUNTED Animation = AttackA AnimationName = RUHHs_Theo_SKL.RUHHs_Theo_ATKA AnimationMode = ONCE End Animation = AttackB AnimationName = RUHHs_Theo_SKL.RUHHs_Theo_ATKB AnimationMode = ONCE End Flags = RESTART_ANIM_WHEN_COMPLETE End AnimationState = SELECTED MOUNTED SimilarRestart = Yes StateName = AtAttentionIdle Animation = ATNB AnimationName = RUHHs_Theo_SKL.RUHHs_Theo_IDLH AnimationMode = LOOP End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_Select") end if Prev == "AtAttentionIdle" then CurDrawableSetTransitionAnimState("TRANS_Select") end EndScript End
TransitionState = TRANS_Select Animation = ATNA AnimationName = RUHHs_Theo_SKL.RUHHs_Theo_ATNA AnimationMode = ONCE End End
AnimationState = MOUNTED Animation AnimationName = RUHHs_Theo_SKL.RUHHs_Theo_IDLA AnimationPriority = 20 AnimationMode = ONCE AnimationBlendTime = 15 End Animation = IdleB AnimationName = RUHHs_Theo_SKL.RUHHs_Theo_IDLB AnimationMode = ONCE AnimationBlendTime = 15 End Animation = IdleC AnimationName = RUHHs_Theo_SKL.RUHHs_Theo_IDLC AnimationMode = ONCE AnimationBlendTime = 15 End Flags = RESTART_ANIM_WHEN_COMPLETE ;BeginScript ; Prev = CurDrawablePrevAnimationState() ; if Prev == "STATE_Idle" then CurDrawablePlaySound("EomerVoiceMount") end ;EndScript ;StateName = STATE_IdleMounted End ;;;;;;;;;;; UNMOUNTED STATE ;;;;;;;;;;;;; ; --- Stunned anims AnimationState = STUNNED_FLAILING Flags = RANDOMSTART Animation = RUEomer_FLYA AnimationName = RUEomer_SKL.RUEomer_FLYA AnimationMode = LOOP End StateName = NoSword BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Sword" then CurDrawableSetTransitionAnimState("Trans_Sword_To_Idle") return end EndScript End ; --- Dying anims AnimationState = DYING SPLATTED Animation = RUEomer_LNDA AnimationName = RUEomer_SKL.RUEomer_LNDA AnimationMode = ONCE End StateName = NoSword BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Sword" then CurDrawableSetTransitionAnimState("Trans_Sword_To_Idle") return end EndScript End AnimationState = DYING Animation = RUEomer_DIEA AnimationName = RUEomer_SKL.RUEomer_DIEA AnimationMode = ONCE End Animation = RUEomer_DIEB AnimationName = RUEomer_SKL.RUEomer_DIEB AnimationMode = ONCE End End AnimationState = STUNNED_STANDING_UP Animation = RUEomer_GTPA AnimationName = RUEomer_SKL.RUEomer_GTPA AnimationMode = ONCE AnimationSpeedFactorRange = 1.5 1.5 End End AnimationState = STUNNED Animation = RUEomer_LNDA AnimationName = RUEomer_SKL.RUEomer_LNDA AnimationMode = ONCE End StateName = NoSword BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Sword" then CurDrawableSetTransitionAnimState("Trans_Sword_To_Idle") return end EndScript End ; --- Moving Anims AnimationState = MOVING FIRING_OR_PREATTACK_A ShareAnimation = Yes Animation = RunAndFire AnimationName = RUEomer_SKL.RUEomer_ATRA AnimationMode = LOOP End Flags = RANDOMSTART End AnimationState = MOVING PANICKING Animation = MFDA AnimationName = RUEomer_SKL.RUEomer_MFDA AnimationMode = LOOP End Flags = RANDOMSTART End AnimationState = MOVING ATTACKING Animation = RUEomer_RUNB AnimationName = RUEomer_SKL.RUEomer_RUNB AnimationMode = LOOP Distance = 50; 30 End End AnimationState = MOVING Flags = RANDOMSTART Animation = RUEomer_RUNA AnimationName = RUEomer_SKL.RUEomer_RUNA AnimationMode = LOOP Distance = 30 End End
; Attacking Anims AnimationState = FIRING_OR_PREATTACK_A Animation = ATKA AnimationName = RUEomer_SKL.RUEomer_ATKA AnimationMode = ONCE UseWeaponTiming = Yes End Animation = ATKB AnimationName = RUEomer_SKL.RUEomer_ATKB AnimationMode = ONCE UseWeaponTiming = Yes End Animation = ATKC AnimationName = RUEomer_SKL.RUEomer_ATKC AnimationMode = ONCE UseWeaponTiming = Yes End Animation = ATKD AnimationName = RUEomer_SKL.RUEomer_ATKD AnimationMode = ONCE UseWeaponTiming = Yes End Flags = RESTART_ANIM_WHEN_COMPLETE End ; ATTACKING AnimationState = ATTACKING Animation = ALERT_1 AnimationName = RUEomer_SKL.RUEomer_IDLA AnimationMode = ONCE End Flags = RESTART_ANIM_WHEN_COMPLETE ; acts like an idle animation & keeps running the animations. End
AnimationState = SELECTED Animation = ATNB AnimationName = RUEomer_SKL.RUEomer_ATNB AnimationMode = LOOP End StateName = STATE_Selected BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Idle" then CurDrawableSetTransitionAnimState("TRANS_Idle_to_Selected") return end EndScript End TransitionState = TRANS_Idle_to_Selected Animation = IDLF AnimationName = RUEomer_SKL.RUEomer_ATNA ;RUEomer_SKL.RUEomer_IDLF AnimationMode = ONCE End End TransitionState = TRANS_Selected_to_Idle Animation = ATNE AnimationName = RUEomer_SKL.RUEomer_ATNE AnimationMode = ONCE End End ;----Emotion Animations AnimationState = EMOTION_CELEBRATING Animation = CHRA AnimationName = RUEomer_SKL.RUEomer_CHRA AnimationMode = ONCE End Animation = CHRB AnimationName = RUEomer_SKL.RUEomer_CHRB AnimationMode = ONCE End Flags = RESTART_ANIM_WHEN_COMPLETE End AnimationState = EMOTION_ALERT EMOTION_MORALE_HIGH Animation = Taunting AnimationName = RUEomer_SKL.RUEomer_TNTA AnimationMode = ONCE End Animation = Taunting AnimationName = RUEomer_SKL.RUEomer_TNTB AnimationMode = ONCE End Flags = RANDOMSTART RESTART_ANIM_WHEN_COMPLETE End
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ElvenLord Moddeur expert
Nombre de messages : 962 Age : 29 Location : Imladris Add-On : Bientot Date d'inscription : 22/04/2008
| Sujet: Re: mon premier bug d'ini... gamecrash Mar 12 Aoû - 20:14 | |
| - Spoiler:
; READY IDLE AnimationState = EMOTION_ALERT Animation = ALERT_1 AnimationName = RUEomer_SKL.RUEomer_IDLA AnimationMode = ONCE End Flags = RESTART_ANIM_WHEN_COMPLETE ; acts like an idle animation & keeps running the animations. End ; --------- Click and Hit Reactions ------------ AnimationState = HIT_REACTION HIT_LEVEL_1 ; Animation = Hit_Level_1_a ; AnimationName = RUEomer_SKL.RUEomer_HITA ; AnimationMode = ONCE ; End Animation = Hit_Level_1_b AnimationName = RUEomer_SKL.RUEomer_HITB AnimationMode = ONCE End ; Animation = Hit_Level_1_c ; AnimationName = RUEomer_SKL.RUEomer_HITC ; AnimationMode = ONCE ; End End
;---transitions--- TransitionState = Trans_Idle_To_Sword Animation = Transition AnimationName = GUFaramir_SKL.GUFaramir_STHA AnimationMode = ONCE End End
TransitionState = Trans_Sword_To_Idle Animation = Transition AnimationName = GUFaramir_SKL.GUFaramir_STHB AnimationMode = ONCE 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 = MOUNTED MOVING End End ; ***DESIGN parameters *** Side = Rohan EditorSorting = UNIT ThreatLevel = 4.0 TransportSlotCount = 1 BuildCost = 10 BuildTime = 1.0 BountyValue = ROHAN_EOMER_BOUNTY_VALUE
DisplayMeleeDamage = EOMER_DAMAGE ;;;;;; WEAPON SETS ;;;;;; WeaponSet Conditions = None Weapon = PRIMARY EomerSword AutoChooseSources = TERTIARY NONE End
;----------- REMOVED BLOCK PER Graham Smallwood's suggestion. He's much smarter than me so yell at him if this breaks. ; WeaponSet ; Conditions = PLAYER_UPGRADE ; Weapon = SECONDARY EomerSword ; Weapon = TERTIARY RohanEomerSpear ; Make sure this weapon's position lines up with the FireWeaponSlotCommandButton that fires it. ; AutoChooseSources = TERTIARY NONE ; End ; WeaponSet ; Conditions = GARRISONED ; Weapon = SECONDARY EomerSword ; End ; WeaponSet ; Conditions = MOUNTED ; Weapon = SECONDARY EomerSword ; AutoChooseSources = SECONDARY FROM_PLAYER FROM_SCRIPT FROM_AI ; End ; WeaponSet ; Conditions = MOUNTED PLAYER_UPGRADE ; Weapon = SECONDARY EomerSword ; AutoChooseSources = SECONDARY FROM_PLAYER FROM_SCRIPT FROM_AI ; Weapon = TERTIARY RohanEomerSpearMounted ; Make sure this weapon's position lines up with the FireWeaponSlotCommandButton that fires it. ; AutoChooseSources = TERTIARY NONE ; End ;;;;;; ARMOR SETS ;;;;;; ArmorSet Conditions = None Armor = HeroArmor DamageFX = None End ArmorSet Conditions = MOUNTED Armor = HeroArmorMounted DamageFX = None End
VisionRange = VISION_STANDARD_HORSE ShroudClearingRange = SHROUD_CLEAR_HERO
DisplayName = OBJECT:RohanEomer RecruitText = CONTROLBAR:RohanEomerRecruit ReviveText = CONTROLBAR:RohanEomerRevive Hotkey = CONTROLBAR:RohanEomerHotkey CrusherLevel = 2 ;Can I crush anything? MountedCrusherLevel = 2 ;Crush level when mounted. CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = cavalry/heroes MountedCrushableLevel = 2 ;Crusable level when mounted. CommandSet = RohanEomerCommandSet CommandPoints = 0
CrushWeapon = HeroCrush
MinCrushVelocityPercent = 50 ; Has to be moving at at least 50% of full speed. CrushDecelerationPercent = 30 ; Lose xx percent of max velocity when crushing. CrushKnockback = 40 CrushZFactor = 1.0
; *** AUDIO Parameters ***;
VoiceAttack = EomerVoiceAttack VoiceAttackCharge = EomerVoiceAttackChargeUnmounted VoiceAttackMachine = EomerVoiceAttack VoiceAttackStructure = EomerVoiceAttackBuilding VoiceFear = EomerVoiceHelpMe ;VoiceCreated = EomerVoiceSalute ;this conflicts with his respawn dialogue line -- rehooked to spawn FX ;VoiceFullyCreated = EomerVoiceSalute ;this conflicts with his respawn dialogue line -- rehooked to spawn FX VoiceMove = EomerVoiceMove VoiceMoveToCamp = EomerVoiceMoveCamp VoiceMoveWhileAttacking = EomerVoiceDisengage VoicePriority = 74 VoiceRetreatToCastle = EomerVoiceRetreat VoiceSelect = EomerVoiceSelect VoiceSelect2 = HeroVoiceSelect2 VoiceSelectBattle = EomerVoiceSelectBattle VoiceGuard = EomerVoiceMove
SoundImpact = ImpactHorse
;EomerVoiceJoinAnybody ;EomerVoiceJoinHobbit ;EomerVoiceDismount ;EomerVoiceMount ;EomerVoiceModeThrow
UnitSpecificSounds VoiceGarrison = EomerVoiceGarrison End
ClientBehavior = ModelConditionSoundSelectorClientBehavior ModuleTag_MCSoundSelector SoundState = MOUNTED VoiceAttackCharge = EomerVoiceAttackChargeMounted VoiceMove = EomerVoiceMoveMounted VoiceSelect2 = BannerRiderVoiceSelect2 End End
EvaEventDamagedOwner = UnitUnderAttack ;Eva event to trigger when unit is damaged EvaEventDieOwner = EomerDie ;Eva event to trigger on unit's death. NOTICE THAT this is only for permanent deaths
Behavior = LargeGroupAudioUpdate ModuleTag_LGAU ; Tie into LargeGroupAudio system Key = Human Unit Infantry Hero UnitWeight = 2 End
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior MaxUpdateRangeCap = 800 AnimationSound = Sound:FootstepDirtA Animation:RUEomer_SKL.RUEomer_RUNA Frames:4 15 AnimationSound = Sound:FootstepDirtA Animation:RUEomer_SKL.RUEomer_RUNB Frames:5 15 26 36
AnimationSound = Sound:SwordIntoScabbard1 Animation:RUEomer_SKL.RUEomer_ATKE Frames:13 AnimationSound = Sound:EomerThrowSpear Animation:RUEomer_SKL.RUEomer_ATKE Frames:55 AnimationSound = Sound:SwordShingClean1 Animation:RUEomer_SKL.RUEomer_ATKE Frames:91
AnimationSound = Sound:TauntHumanHitShield Animation:RUEomer_SKL.RUEomer_CHRB Frames:22 32
AnimationSound = Sound:BodyFallGenericNoArmor Animation:RUEomer_SKL.RUEomer_DIEA Frames:48 AnimationSound = Sound:BodyFallGenericNoArmor Animation:RUEomer_SKL.RUEomer_DIEB Frames:18 AnimationSound = Sound:BodyFallSoldier Animation:RUEomer_SKL.RUEomer_LNDA Frames:2
AnimationSound = Sound:HorseMoveFootsteps Animation:RUHHs_Theo_SKL.RUHHs_Theo_ACCL Frames:15 32 AnimationSound = Sound:HorseMoveFootsteps Animation:RUHHs_Theo_SKL.RUHHs_Theo_RUNA Frames:0 AnimationSound = Sound:HorseMoveFootsteps Animation:RUHHs_Theo_SKL.RUHHs_Theo_TNL1 Frames:0 AnimationSound = Sound:HorseMoveFootsteps Animation:RUHHs_Theo_SKL.RUHHs_Theo_TNR1 Frames:0
AnimationSound = Sound:HorseWhinny Animation:RUHHs_Theo_SKL.RUHHs_Theo_IDLC Frames:3
AnimationSound = Sound:SwordIntoScabbard1 Animation:RUHHs_Theo_SKL.RUEomrHrs_SPRA Frames:10 AnimationSound = Sound:EomerThrowSpear Animation:RUHHs_Theo_SKL.RUEomrHrs_SPRA Frames:53 AnimationSound = Sound:SwordShingClean1 Animation:RUHHs_Theo_SKL.RUEomrHrs_SPRA Frames:75
AnimationSound = Sound:BodyFallSoldier Animation:RUHHs_Theo_SKL.RUHHs_Theo_LNDA Frames:3 10 AnimationSound = Sound:HorseDieForHero Animation:RUHHs_Theo_SKL.RUHHs_Theo_LNDA Frames:2 AnimationSound = Sound:HorseDieForHero Animation:RUHHs_Theo_SKL.RUHHs_Theo_DIEA Frames:0 AnimationSound = Sound:BodyFallGenericNoArmor Animation:RUHHs_Theo_SKL.RUHHs_Theo_DIEA Frames:6 AnimationSound = Sound:BodyFallSoldier Animation:RUHHs_Theo_SKL.RUHHs_Theo_DIEA Frames:45 End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT KindOf = HERO PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT ARMY_SUMMARY PathfindDiameter = 40.0 Body = RespawnBody ModuleTag_RespawnBody CheerRadius = EMOTION_CHEER_RADIUS MaxHealth = EOMER_HEALTH ;BALANCE Eomer Health PermanentlyKilledByFilter = NONE ;Who kills me permanently? DodgePercent = HERO_DODGE_PERCENT End Behavior = RespawnUpdate ModuleTag_RespawnUpdate DeathAnim = DYING ;STUNNED ;Model condition to play when killed-to-respawn DeathFX = FX_EomerDieToRespawn ;FXList to play when killed-to-respawn DeathAnimationTime = 3333 ;1133 ;How long DeathAnim will take. InitialSpawnFX = FX_EomerInitialSpawn RespawnAnim = LEVELED ;Animation to play when respawning. RespawnFX = FX_EomerRespawn ;FXList to play when respawning. RespawnAnimationTime = 2000 ;Time it takes for respawn to play. AutoRespawnAtObjectFilter = NONE +CASTLE_KEEP ;Respawn at this location -- and at it's exit production point if possible. ButtonImage = HIEomer ;RespawnEntries determine the ruleset for how a character can be revived. Some units may automatically respawn, others ;may require a specific revive action performed on him. You can specify different values for each level... or use Level:Any RespawnRules = AutoSpawn:No Cost:600 Time:90000 Health:100% ;DEFAULT VALUES RespawnEntry = Level:2 Cost:700 Time:90000 ;For other levels, only override what is different. RespawnEntry = Level:3 Cost:800 Time:90000 RespawnEntry = Level:4 Cost:900 Time:90000 RespawnEntry = Level:5 Cost:1000 Time:120000 RespawnEntry = Level:6 Cost:1100 Time:120000 RespawnEntry = Level:7 Cost:1200 Time:120000 RespawnEntry = Level:8 Cost:1300 Time:120000 RespawnEntry = Level:9 Cost:1400 Time:120000 RespawnEntry = Level:10 Cost:1500 Time:120000 End
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ElvenLord Moddeur expert
Nombre de messages : 962 Age : 29 Location : Imladris Add-On : Bientot Date d'inscription : 22/04/2008
| Sujet: Re: mon premier bug d'ini... gamecrash Mar 12 Aoû - 20:15 | |
| - Spoiler:
Behavior = AutoHealBehavior ModuleTag_EomerHealing StartsActive = Yes HealingAmount = HERO_HEAL_AMOUNT HealingDelay = 1000 StartHealingDelay = HERO_HEAL_DELAY HealOnlyIfNotInCombat = Yes End Behavior = AIUpdateInterface ModuleTag_03 AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS MoodAttackCheckRate = 500 End
LocomotorSet Locomotor = HeroHumanLocomotor Condition = SET_NORMAL Speed = NORMAL_GOOD_HERO_SPEED End
LocomotorSet Locomotor = HeroHorseLocomotor Condition = SET_MOUNTED Speed = 90 End Behavior = PhysicsBehavior ModuleTag_04 GravityMult = 1.0 ShockStandingTime = 2533 ;msec End
Behavior = AutoAbilityBehavior ModuleTag_AutoAbilityBehavior End Behavior = HeroDie ModuleTag_HeroDeath SpecialPowerTemplate = SpecialAbilitySmite ;the special power that I recharge by dying End Behavior = AttributeModifierAuraUpdate ModuleTag_HeroRadiateFear StartsActive = No ;If no, requires upgrade to turn on. BonusName = HeroRadiateFear TriggeredBy = Upgrade_HeroRadiateFear RefreshDelay = 2000 Range = 120 TargetEnemy = Yes ObjectFilter = ANY +ORC End
;;; HORSE LORD LEADERSHIP ;;; Behavior = UnpauseSpecialPowerUpgrade ModuleTag_TheodenLeadership SpecialPowerTemplate = SpecialAbilityFakeLeadership TriggeredBy = Upgrade_EomerHorseLordLeader End Behavior = SpecialPowerModule ModuleTag_TheodenLeadershipUpdate SpecialPowerTemplate = SpecialAbilityFakeLeadership UpdateModuleStartsAttack = No StartsPaused = Yes End Behavior = AttributeModifierAuraUpdate ModuleTag_Leadership1 StartsActive = No ;If no, requires upgrade to turn on. BonusName = EomerPassiveHorseLordLeadership TriggeredBy = Upgrade_EomerHorseLordLeader ; RequiredConditions = MOUNTED ;;; -- wanted to work on foot as well RefreshDelay = 2000 Range = 200 ObjectFilter = ANY +CAVALRY -INFANTRY -STRUCTURE -BASE_FOUNDATION -HERO End ;;; PASSIVE OUTLAW LEADERSHIP ;;; Behavior = UnpauseSpecialPowerUpgrade ModuleTag_TheodenLeadership2 SpecialPowerTemplate = SpecialAbilityFakeLeadership2 TriggeredBy = Upgrade_EomerOutlawLeader End Behavior = SpecialPowerModule ModuleTag_TheodenLeadershipUpdate2 SpecialPowerTemplate = SpecialAbilityFakeLeadership2 UpdateModuleStartsAttack = No StartsPaused = Yes End Behavior = AttributeModifierAuraUpdate ModuleTag_Leadership2 StartsActive = No ;If no, requires upgrade to turn on. BonusName = EomerPassiveOutlawLeadership TriggeredBy = Upgrade_EomerOutlawLeader RefreshDelay = 2000 Range = 200 AllowSelf = Yes ObjectFilter = ANY +CAVALRY +INFANTRY -STRUCTURE -BASE_FOUNDATION End
;;; TOGGLE MOUNTED ABILITY ;;; Behavior = SpecialPowerModule ModuleTag_HorseToggleStarter SpecialPowerTemplate = SpecialAbilityToggleMounted UpdateModuleStartsAttack = Yes StartsPaused = No End Behavior = ToggleMountedSpecialAbilityUpdate ModuleTag_HorseToggle SpecialPowerTemplate = SpecialAbilityToggleMounted UnpackTime = 2000 PreparationTime = 1 PersistentPrepTime = 250 PackTime = 2000 OpacityTarget = .3 ; How see-thru to be at peak of change AwardXPForTriggering = 0 End ;;; ENABLE SPEAR WEAPON ;;; Behavior = UnpauseSpecialPowerUpgrade ModuleTag_SmiteEnabler SpecialPowerTemplate = SpecialAbilitySmite TriggeredBy = Upgrade_EomerSpear End
Behavior = SpecialPowerModule ModuleTag_EowynSmiteStarter SpecialPowerTemplate = SpecialAbilitySmite UpdateModuleStartsAttack = Yes StartsPaused = Yes InitiateSound = EomerVoiceAttackSpear End
Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_SpecialAbilitySmiteUpdate SpecialPowerTemplate = SpecialAbilitySmite
UnpackTime = 2000 PackTime = 2000
AwardXPForTriggering = 0 StartAbilityRange = 275.0 ApproachRequiresLOS = Yes SpecialWeapon = RohanEomerSpear WhichSpecialWeapon = 1 End Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL SinkDelay = 3000 SinkRate = 0.40 ; in Dist/Sec DestructionDelay = 8000 Sound = INITIAL EomerVoiceDie End Behavior = SquishCollide ModuleTag_06 ;nothing End
Geometry = CYLINDER GeometryMajorRadius = 8.0 GeometryMinorRadius = 8.0 GeometryHeight = 19.2 GeometryIsSmall = Yes Shadow = SHADOW_DECAL ShadowSizeX = 20; ShadowSizeY = 20; ShadowTexture = ShadowI; End
;------------------------------------------------------------------------------ ChildObject RohanEomerCavalry RohanEomer
Draw = W3DScriptedModelDraw ModuleTag_W3DModelDrawInWorldBuilder ;When in Worldbuilder, show the mounted version of Eomer! OkToChangeModelColor = Yes DefaultModelConditionState Model = None End ModelConditionState = WORLD_BUILDER Model = RUEomrHrs_SKN End End
Behavior = ToggleMountedSpecialAbilityUpdate ModuleTag_HorseToggle SpecialPowerTemplate = SpecialAbilityToggleMounted TriggerInstantlyOnCreate = Yes ;Instantly puts Eomer on a horse. UnpackTime = 2000 PreparationTime = 1 PersistentPrepTime = 250 PackTime = 2000 OpacityTarget = .3 ; How see-thru to be at peak of change ; PackSound = ; UnpackSound = ; TriggerSound = ; PrepSoundLoop = AwardXPForTriggering = 0 End
; *** AUDIO Parameters ***;
;VoiceMove = EomerVoiceMoveMounted
;SoundMoveStart = GondorHorseMoveStart
;UnitSpecificSounds ; VoiceGarrison = EomerVoiceGarrison ;End
;EvaEventDamagedOwner = UnitUnderAttack ;Eva event to trigger when unit is damaged ;EvaEventDieOwner = EomerDie ;Eva event to trigger on unit's death. NOTICE THAT this is only for permanent deaths ;ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior ; MaxUpdateRangeCap = 800 ; AnimationSound = Sound: FootstepDirtA Animation: RUEomer_SKL.RUEomer_RUNA Frames: 4 15 ; AnimationSound = Sound: FootstepDirtA Animation: RUEomer_SKL.RUEomer_RUNB Frames: 5 15 26 36 ; AnimationSound = Sound: HorseMoveFootsteps Animation: RUHHs_Theo_SKL.RUHHs_Theo_RUNA Frames: 0 ; ;AnimationSound = Sound: HorseMoveFootsteps Animation: RUHHs_Theo_SKL.RUHHs_Theo_TNL1 Frames: 0 ; ;AnimationSound = Sound: HorseMoveFootsteps Animation: RUHHs_Theo_SKL.RUHHs_Theo_TNR1 Frames: 0 ;End
; Behavior = CreateObjectDie ModuleTag_MakeAHugeTroll ; CreationList = OCL_SpawnHugeTroll ; End Behavior = CreateObjectDie ModuleTag_MakeLoadsOfTreasure CreationList = OCL_SpawnLairTreasure End
Behavior = QueueProductionExitUpdate ModuleTag_11 UnitCreatePoint = X:0.0 Y:-20.0 Z:0.0 NaturalRallyPoint = X:0 Y:0 Z:0.0 ExitDelay = 300 ; Mainly for the multiple produced Red Guard. Make them come out one at a time. End
Behavior = SpawnBehavior ModuleTag_Spawn SpawnNumber = 1 InitialBurst = 1 SpawnTemplateName = CaveTroll_Slaved SpawnReplaceDelay = 100 End
ben voila, desole mai ct tro long pour 1 message | |
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cdd59554 Admin
Nombre de messages : 7235 Age : 31 Location : J'aime les abricots Add-On : Oui Date d'inscription : 16/01/2008
| Sujet: Re: mon premier bug d'ini... gamecrash Mar 12 Aoû - 20:32 | |
| Le message me parait plutot clair non ? il te dit qu'il manque un End dans ChildObject et en effet a la fin de ChildObject il manque un End si c'est exactement le code que tu as | |
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ElvenLord Moddeur expert
Nombre de messages : 962 Age : 29 Location : Imladris Add-On : Bientot Date d'inscription : 22/04/2008
| Sujet: Re: mon premier bug d'ini... gamecrash Mar 12 Aoû - 20:35 | |
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cdd59554 Admin
Nombre de messages : 7235 Age : 31 Location : J'aime les abricots Add-On : Oui Date d'inscription : 16/01/2008
| Sujet: Re: mon premier bug d'ini... gamecrash Mar 12 Aoû - 21:09 | |
| aparament tout tout tout a la fin | |
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ElvenLord Moddeur expert
Nombre de messages : 962 Age : 29 Location : Imladris Add-On : Bientot Date d'inscription : 22/04/2008
| Sujet: Re: mon premier bug d'ini... gamecrash Mar 12 Aoû - 21:18 | |
| OUUUIIII sa marche! merci encore cdd! (pou lastuce des garde du corps aussi dailleur ) | |
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Contenu sponsorisé
| Sujet: Re: mon premier bug d'ini... gamecrash | |
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| mon premier bug d'ini... gamecrash | |
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