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moimoi89 Débutant(e)
Nombre de messages : 25 Add-On : non(pas encore) Date d'inscription : 19/09/2008
| Sujet: Aide forteresse Mar 23 Sep - 13:57 | |
| Bonjour, j'aimerais savoir:- comment changer le modéle d'une forteresse par exemple par la tour de cirith ungol. -Comment faire pour que les outpost donne plus de ressource par exemple 100.
Mer ci d'avance pour vos réponses | |
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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: Aide forteresse Mar 23 Sep - 18:27 | |
| - Code:
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Object Outpost ReplaceModule AutoDepositModuleTag Behavior = AutoDepositUpdate AutoDepositModuleTag2 DepositTiming = OUTPOST_MONEY_TIME DepositAmount = 100 InitialCaptureBonus = OUTPOST_INITIAL_CAPTURE_BONUS End End End | |
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moimoi89 Débutant(e)
Nombre de messages : 25 Add-On : non(pas encore) Date d'inscription : 19/09/2008
| Sujet: Re: Aide forteresse Mar 23 Sep - 19:13 | |
| k merci et personne ne sait pour changer l'apparance de la forteresse? | |
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Glone Maître Chroniqueur du Forum
Nombre de messages : 4133 Age : 29 Location : Dieu s'en est allé reprendre ses quartiers dans sa demeure céleste ! Add-On : oui Date d'inscription : 09/07/2008
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Witch King Nouveau
Nombre de messages : 17 Age : 30 Add-On : ouiiii Date d'inscription : 29/08/2008
| Sujet: Re: Aide forteresse Mer 24 Sep - 15:40 | |
| a mon avis il doit vouloir dire par ex: de remplacer le skin de la forto des homme par le trones d'érébor ( cest juste un exemple ) . C'est bien sa ? | |
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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: Aide forteresse Mer 24 Sep - 16:34 | |
| bin il suffit de remplacer le module Draw d'un objet par celui de l'objet que tu veut qu'il aie son apparence | |
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moimoi89 Débutant(e)
Nombre de messages : 25 Add-On : non(pas encore) Date d'inscription : 19/09/2008
| Sujet: Re: Aide forteresse Mer 24 Sep - 16:49 | |
| merci (sa pause aucun problème pour les animations?) | |
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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: Aide forteresse Mer 24 Sep - 17:19 | |
| Bin ca depent de ce que tu prend sinon tu devra un peu adapter | |
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moimoi89 Débutant(e)
Nombre de messages : 25 Add-On : non(pas encore) Date d'inscription : 19/09/2008
| Sujet: Re: Aide forteresse Dim 28 Sep - 14:16 | |
| J'ai remplacer le module draw le la tour de minas morgul parle module de la tour de cirith ungol et j'obtientce message d'erreur je met en vert le module draw
voila le code correspondant a la tour de cirith ungol: code : ;------------------------------------------------------------------------------ ;Mordor Cirith Ungol Object MordorCirithUngolTowerA ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_Draw OkToChangeModelColor = Yes UseStandardModelNames = Yes ; WallBoundsMesh = P2w ; RampMesh1 = P1 DefaultModelConditionState Model = MBCUTowerA End
;AlphaCameraFadeOuterRadius = 400 ;AlphaCameraFadeInnerRadius = 300 ;AlphaCameraAtInnerRadius = 15% ; *** AUDIO Parameters *** ; ***DESIGN parameters *** DisplayName = OBJECT:CirithUngol EditorSorting = STRUCTURE Browser = REGION CIRITH_UNGOL STRUCTURE ThreatLevel = 1.0
; *** ENGINEERING Parameters *** RadarPriority = NOT_ON_RADAR ; *** ENGINEERING Parameters *** KindOf = SELECTABLE IMMOBILE CASTLE_KEEP ;WALK_ON_TOP_OF_WALL Shadow = SHADOW_VOLUME Body = ActiveBody ModuleTag_03 MaxHealth = 99999.0 End
; Geometry = BOX ; GeometryMajorRadius = 35.0 ; GeometryMinorRadius = 165.0 ; GeometryHeight = 190.0
Geometry = CYLINDER GeometryMajorRadius = 66.0 GeometryMinorRadius = 0 GeometryHeight = 466.0 GeometryOffset = X:0 Y:0 Z:0 AdditionalGeometry = CYLINDER GeometryMajorRadius = 114.0 GeometryMinorRadius = 0 GeometryHeight = 187.0 GeometryOffset = X:-18 Y:0 Z:0
GeometryIsSmall = No Shadow = SHADOW_VOLUME End
;------------------------------------------------------------------------------
Dernière édition par moimoi89 le Dim 28 Sep - 19:52, édité 3 fois | |
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moimoi89 Débutant(e)
Nombre de messages : 25 Add-On : non(pas encore) Date d'inscription : 19/09/2008
| Sujet: Re: Aide forteresse Dim 28 Sep - 14:19 | |
| voila le code correspondant a la tour de minas morgul: code: ------------------------------------------------------------------------------ ;Minas Morgal Tower Object MBMMTower
SelectPortrait = BPCMinasMorgulTower ; *** ART Parameters *** ; SelectPortrait = SNReactor_L ; ButtonImage = SNReactor ;day
Draw = W3DScriptedModelDraw ModuleTag_Draw OkToChangeModelColor = Yes UseStandardModelNames = Yes
DefaultModelConditionState Model = MBMMTower End WallBoundsMesh = P2 RampMesh1 = P1 RampMesh2 = P3
;--damaged building
ModelConditionState = DAMAGED Model = MBMMTower_D1 ParticleSysBone FireSmall01 FireBuildingLarge ParticleSysBone FireSmall02 FireBuildingMedium ParticleSysBone FireSmall03 FireBuildingMedium ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 SmokeBuildingLarge End AnimationState = DAMAGED EnteringStateFX = FX_BuildingDamaged End
ModelConditionState = REALLYDAMAGED Model = MBMMTower_D2 ParticleSysBone FireSmall01 FireBuildingLarge ParticleSysBone FireSmall02 FireBuildingLarge ParticleSysBone FireSmall03 FireBuildingMedium ParticleSysBone FireSmall04 SmokeBuildingLarge ParticleSysBone FireSmall05 SmokeBuildingLarge End AnimationState = REALLYDAMAGED Animation = RubbleAnimation AnimationName = MBMMTower_D2.MBMMTower_D2 AnimationMode = ONCE End EnteringStateFX = FX_BuildingReallyDamaged End
ModelConditionState = RUBBLE Model = MBMMTower_D3 ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = RUBBLE Animation = RubbleAnimation AnimationName = MBMMTower_D3.MBMMTower_D3 AnimationMode = ONCE End EnteringStateFX = FX_BuildingReallyDamaged End
ModelConditionState = POST_RUBBLE Model = MBMMTower_R ParticleSysBone NONE SmokeBuildingMediumRubble End
ModelConditionState = POST_COLLAPSE Model = MBMMTower_R ParticleSysBone NONE SmokeBuildingMediumRubble End End
; ***DESIGN parameters *** DisplayName = OBJECT:MinasMorgalTower Side = Civilian EditorSorting = STRUCTURE Browser = REGION Minas_Morgul STRUCTURE ThreatLevel = 1.0 BuildCost = 500 BuildTime = 15.0 ; in seconds VisionRange = 160.0 ; Shroud clearing distance ShroudClearingRange = 160 HealthBoxHeightOffset = -200
; CommandSet = GondorBarracksCommandSet ; *** AUDIO Parameters *** #include "..\Includes\StandardBuildingEvaEvents.inc" SoundOnDamaged = BuildingLightDamageStone SoundOnReallyDamaged = BuildingHeavyDamageStone VoiceSelectUnderConstruction = BuildingEvilVoiceSelectUnderConstruction VoiceSelect = MordorFortressSelect
UnitSpecificSounds UnderConstruction = BuildingConstructionLoop ; Built first time ; UnderRepairFromDamage = NoSound ; Repaired No animation on the building, so don't bother playing sound UnderRepairFromRubble = BuildingConstructionLoop ; Repaired from completely destroyed (not used???) End
ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_PlayCollapseSound ModelCondition = REQUIRED:RUBBLE Sound:BuildingSink End CampnessValue = CAMPNESS_DEFENSIVE_TOWER
; *** ENGINEERING Parameters ***
Dernière édition par moimoi89 le Dim 28 Sep - 19:53, édité 1 fois | |
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moimoi89 Débutant(e)
Nombre de messages : 25 Add-On : non(pas encore) Date d'inscription : 19/09/2008
| Sujet: Re: Aide forteresse Dim 28 Sep - 14:20 | |
| la suite : (le module draw est en vert) code: //----------------------------------------------- //Used for hero revival and initial construction Behavior = ProductionUpdate ProductionUpdateModuleTag // nothing, but is required if we have any Object-level Upgrades! End Behavior = QueueProductionExitUpdate ModuleTag_QueuePEU UnitCreatePoint = X:40.0 Y:0.0 Z:130.0 NaturalRallyPoint = X:250.0 Y:0.0 Z:130.0 //NaturalRallyPointX must always match GeometryMajorRadius! AllowAirborneCreation = Yes ExitDelay = 300 //Handles delays between units if multiple produced at a time. End //-----------------------------------------------
//Commandset upgrades based on faction. This is so the building will produce the proper units when necessary Behavior = CommandSetUpgrade ModuleTag_CommandSetDwarven TriggeredBy = Upgrade_DwarfFaction CommandSet = DwarvenMonumentFortressCommandSet End Behavior = CommandSetUpgrade ModuleTag_CommandSetMen TriggeredBy = Upgrade_MenFaction CommandSet = MenMonumentFortressCommandSet End Behavior = CommandSetUpgrade ModuleTag_CommandSetElven TriggeredBy = Upgrade_ElfFaction CommandSet = ElvenMonumentFortressCommandSet End Behavior = CommandSetUpgrade ModuleTag_CommandSetIsengard TriggeredBy = Upgrade_IsengardFaction CommandSet = IsengardMonumentFortressCommandSet End Behavior = CommandSetUpgrade ModuleTag_CommandSetMordor TriggeredBy = Upgrade_MordorFaction CommandSet = MordorMonumentFortressCommandSet End Behavior = CommandSetUpgrade ModuleTag_CommandSetWild TriggeredBy = Upgrade_WildFaction CommandSet = WildMonumentFortressCommandSet End //End Commandset upgrades
RadarPriority = NOT_ON_RADAR KindOf = VITAL_FOR_BASE_SURVIVAL PRELOAD SELECTABLE STRUCTURE IMMOBILE SCORE CASTLE_KEEP MP_COUNT_FOR_VICTORY CAN_ATTACK FS_FACTORY AUTO_RALLYPOINT WALK_ON_TOP_OF_WALL DOZER_FACTORY NEVER_CULL_FOR_MP COMMANDCENTER
Body = ActiveBody ModuleTag_05 MaxHealth = 1000.0 MaxHealthDamaged = 700.0 MaxHealthReallyDamaged = 300.0 End
ArmorSet Conditions = None Armor = DefaultWallArmor DamageFX = GateDamageFX End
Behavior = ProductionUpdate ModuleTag_06 ; nothing End Behavior = StructureCollapseUpdate ModuleTag_08 MinCollapseDelay = 000 MaxCollapseDelay = 000 CollapseDamping = .5 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 FXList = INITIAL FX_StructureMediumCollapse FXList = ALMOST_FINAL FX_StructureAlmostCollapse DestroyObjectWhenDone = Yes CollapseHeight = 0 End
Behavior = CitadelSlaughterHordeContain ModuleTag_SlaughterMe PassengerFilter = GENERIC_FACTION_SLAUGHTERABLE ObjectStatusOfContained = UNSELECTABLE ENCLOSED CashBackPercent = 200% ContainMax = 99 // give it a huge capacity, just in case player sends his whole army in at once AllowEnemiesInside = No AllowAlliesInside = No AllowNeutralInside = No AllowOwnPlayerInsideOverride = Yes EnterSound = MordorSlaughterhouseEnterSound EntryOffset = X:270.0 Y:0.0 Z:0.0 EntryPosition = X:30.0 Y:0.0 Z:0.0 ExitOffset = X:270.0 Y:0.0 Z:0.0 StatusForRingEntry = HOLDING_THE_RING UpgradeForRingEntry = Upgrade_RingHero Upgrade_FortressRingHero ObjectToDestroyForRingEntry = NONE +TheDroppedRing FXForRingEntry = FX_OneRingFlare End Behavior = CreateObjectDie ModuleTag_CreateRubble CreationList = OCL_MBMMTower End
Behavior = ModelConditionUpgrade ModuleTag_ForHigherFX TriggeredBy = Upgrade_RingHero Upgrade_FortressRingHero RequiresAllTriggers = Yes AddConditionFlags = BUILD_VARIATION_TWO End
#include "..\FortressRingFunc.inc" AttackContactPoint = X:-24 Y:-24 Z:92
Geometry = CYLINDER GeometryMajorRadius = 70.0 GeometryHeight = 400.0 ; GeometryOffset = X:0 Y:0 Z:60
; AdditionalGeometry = BOX ; GeometryMajorRadius = 115.0 ; GeometryMinorRadius = 40.0 ; GeometryHeight = 100.0 ; GeometryOffset = X:100 Y:0 Z:30 GeometryIsSmall = No Shadow = SHADOW_VOLUME
End
;------------------------------------------------------------------------------ ;Minas Morgal Tower Object MBMMTowerRubble
DisplayName = Object:Prop
Draw = W3DScriptedModelDraw ModuleTag_Draw OkToChangeModelColor = Yes UseStandardModelNames = Yes
DefaultModelConditionState Model = MBMMTower_R End End ; *** ENGINEERING Parameters ***
RadarPriority = NOT_ON_RADAR KindOf = PRELOAD SELECTABLE STRUCTURE IMMOBILE NEVER_CULL_FOR_MP
Body = ActiveBody ModuleTag_05 MaxHealth = 1000.0 MaxHealthDamaged = 700.0 MaxHealthReallyDamaged = 300.0 End
ArmorSet Conditions = None Armor = DefaultWallArmor DamageFX = GateDamageFX End
Geometry = CYLINDER GeometryMajorRadius = 220.0 GeometryHeight = 400.0 ; GeometryOffset = X:0 Y:0 Z:60
AdditionalGeometry = BOX GeometryMajorRadius = 115.0 GeometryMinorRadius = 40.0 GeometryHeight = 100.0 GeometryOffset = X:100 Y:0 Z:30 GeometryIsSmall = No Shadow = SHADOW_VOLUME
End
;------------------------------------------------------------------------------ ;Minas Morgal Tower Object WOR_MBMMTower
SelectPortrait = BPCMinasMorgulTower ; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_Draw OkToChangeModelColor = Yes UseStandardModelNames = Yes
DefaultModelConditionState Model = MBMMTower End ;WallBoundsMesh = P1
;------------Build Up States ModelConditionState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED Model = MBMMTower_A ParticleSysBone = NONE BuildingContructDust End
AnimationState = ACTIVELY_BEING_CONSTRUCTED Animation AnimationName = MBMMTower_A.MBMMTower_A AnimationMode = MANUAL End End
;--damaged building ModelConditionState = DAMAGED Model = MBMMTower_D1 ParticleSysBone FireSmall01 FireBuildingLarge ParticleSysBone FireSmall02 FireBuildingMedium ParticleSysBone FireSmall03 FireBuildingMedium ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 SmokeBuildingLarge End AnimationState = DAMAGED EnteringStateFX = FX_BuildingDamaged End
ModelConditionState = REALLYDAMAGED Model = MBMMTower_D2 ParticleSysBone FireSmall01 FireBuildingLarge ParticleSysBone FireSmall02 FireBuildingLarge ParticleSysBone FireSmall03 FireBuildingMedium ParticleSysBone FireSmall04 SmokeBuildingLarge ParticleSysBone FireSmall05 SmokeBuildingLarge End AnimationState = REALLYDAMAGED Animation = RubbleAnimation AnimationName = MBMMTower_D2.MBMMTower_D2 AnimationMode = ONCE End EnteringStateFX = FX_BuildingReallyDamaged End
ModelConditionState = COLLAPSING Model = MBMMTower_D3 ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = COLLAPSING Animation = RubbleAnimation AnimationName = MBMMTower_D3.MBMMTower_D3 AnimationMode = ONCE End EnteringStateFX = FX_BuildingReallyDamaged End
ModelConditionState = POST_RUBBLE Model = MBMMTower_R ParticleSysBone NONE SmokeBuildingMediumRubble End
ModelConditionState = POST_COLLAPSE Model = MBMMTower_R ParticleSysBone NONE SmokeBuildingMediumRubble End End
; ***DESIGN parameters *** DisplayName = OBJECT:MinasMorgalTower Side = WOR EditorSorting = STRUCTURE Browser = REGION Minas_Morgul STRUCTURE ThreatLevel = 1.0 BuildCost = 5000 BuildTime = 120.0 ; in seconds VisionRange = 400 ; 160.0 ShroudClearingRange = 800 ; 160
ArmorSet Conditions = None Armor = DefaultWallArmor DamageFX = GateDamageFX End
; CommandSet = GondorBarracksCommandSet
HealthBoxHeightOffset = -200
; *** AUDIO Parameters *** #include "..\Includes\StandardBuildingEvaEvents.inc" SoundOnDamaged = BuildingLightDamageStone SoundOnReallyDamaged = BuildingHeavyDamageStone VoiceSelectUnderConstruction = BuildingEvilVoiceSelectUnderConstruction VoiceSelect = MordorFortressSelect UnitSpecificSounds UnderConstruction = BuildingConstructionLoop ; Built first time ; UnderRepairFromDamage = NoSound ; Repaired No animation on the building, so don't bother playing sound UnderRepairFromRubble = BuildingConstructionLoop ; Repaired from completely destroyed (not used???) End
ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_PlayCollapseSound ModelCondition = REQUIRED:RUBBLE Sound:BuildingSink End
CampnessValue = CAMPNESS_DEFENSIVE_TOWER
; *** ENGINEERING Parameters *** KindOf = VITAL_FOR_BASE_SURVIVAL PRELOAD SELECTABLE STRUCTURE IMMOBILE SCORE CASTLE_KEEP MP_COUNT_FOR_VICTORY CAN_ATTACK FS_FACTORY AUTO_RALLYPOINT DOZER_FACTORY NEVER_CULL_FOR_MP COMMANDCENTER DONT_HIDE_IF_FOGGED RadarPriority = STRUCTURE KeepSelectableWhenDead = Yes
//Commandset upgrades based on faction. This is so the building will produce the proper units when necessary Behavior = CommandSetUpgrade ModuleTag_CommandSetMen TriggeredBy = Upgrade_MenFaction CommandSet = MenMonumentFortressRebuildCommandSet End Behavior = CommandSetUpgrade ModuleTag_CommandSetElven TriggeredBy = Upgrade_ElfFaction CommandSet = ElvenMonumentFortressRebuildCommandSet End Behavior = CommandSetUpgrade ModuleTag_CommandSetDwarven TriggeredBy = Upgrade_DwarfFaction CommandSet = DwarvenMonumentFortressRebuildCommandSet End Behavior = CommandSetUpgrade ModuleTag_CommandSetMordor TriggeredBy = Upgrade_MordorFaction CommandSet = MordorMonumentFortressRebuildCommandSet End Behavior = CommandSetUpgrade ModuleTag_CommandSetIsengard TriggeredBy = Upgrade_IsengardFaction CommandSet = IsengardMonumentFortressRebuildCommandSet End Behavior = CommandSetUpgrade ModuleTag_CommandSetWild TriggeredBy = Upgrade_WildFaction CommandSet = WildMonumentFortressRebuildCommandSet End //End Commandset upgrades
//----------------------------------------------- //Used for hero revival and initial construction Behavior = ProductionUpdate ProductionUpdateModuleTag // nothing, but is required if we have any Object-level Upgrades! End Behavior = QueueProductionExitUpdate ModuleTag_QueuePEU UnitCreatePoint = X:40.0 Y:0.0 Z:130.0 NaturalRallyPoint = X:250.0 Y:0.0 Z:130.0 ; NaturalRallyPointX must always match GeometryMajorRadius! ExitDelay = 300 ; Handles delays between units if multiple produced at a time. AllowAirborneCreation = Yes End //-----------------------------------------------
Behavior = GettingBuiltBehavior GetBuiltBehaviorTag SelfBuildingLoop = BuildingConstructionLoop ; Only played if we DON'T spawn a worker SelfRepairFromDamageLoop = NoSound ; This doesn't cause an animation, so don't bother playing a sound SelfRepairFromRubbleLoop = BuildingConstructionLoop SpawnTimer = -1.0 ; Negative means no 'autoheal' RebuildTimeSeconds = 120 End
Body = ActiveBody ModuleTag_02 MaxHealth = MONUMENT_FORTRESS_HEALTH MaxHealthDamaged = MONUMENT_FORTRESS_HEALTH_DAMAGED MaxHealthReallyDamaged = MONUMENT_FORTRESS_HEALT_REALLY_DAMAGED End Behavior = KeepObjectDie ModuleTag_IWantRubble End
;//Money Maker Behavior = AutoDepositUpdate AutoDepositModuleTag DepositTiming = GENERIC_KEEP_MONEY_TIME DepositAmount = GENERIC_KEEP_MONEY_AMOUNT InitialCaptureBonus = 0 // no initial bonus End
Behavior = TerrainResourceBehavior ModuleTag_NewMoneyDeadSpot Radius = GENERIC_KEEP_MONEY_RANGE ; How far we try to claim ground MaxIncome = 0 ; If we were to get all we wanted, how much we would earn. Linear slope to 0 at 0% claim IncomeInterval = 999999 ; How often (in msec) we give that much money HighPriority = Yes ; A high priority claim gets to pretend it was there first. Visible = No ; Don't show decal when a resource building is selected. End
Behavior = CitadelSlaughterHordeContain ModuleTag_SlaughterMe PassengerFilter = GENERIC_FACTION_SLAUGHTERABLE ObjectStatusOfContained = UNSELECTABLE ENCLOSED CashBackPercent = 200% ContainMax = 99 ; give it a huge capacity, just in case player sends his whole army in at once AllowEnemiesInside = No AllowAlliesInside = No AllowNeutralInside = No AllowOwnPlayerInsideOverride = Yes EnterSound = MordorSlaughterhouseEnterSound EntryOffset = X:270.0 Y:0.0 Z:0.0 EntryPosition = X:30.0 Y:0.0 Z:0.0 ExitOffset = X:270.0 Y:0.0 Z:0.0 StatusForRingEntry = HOLDING_THE_RING UpgradeForRingEntry = Upgrade_RingHero Upgrade_FortressRingHero ObjectToDestroyForRingEntry = NONE +TheDroppedRing FXForRingEntry = FX_OneRingFlare End
Behavior = ModelConditionUpgrade ModuleTag_ForHigherFX TriggeredBy = Upgrade_RingHero Upgrade_FortressRingHero RequiresAllTriggers = Yes AddConditionFlags = BUILD_VARIATION_TWO End
#include "..\FortressRingFunc.inc"
AttackContactPoint = X:-24 Y:-24 Z:92
Geometry = CYLINDER GeometryMajorRadius = 70.0 GeometryHeight = 400.0 ; GeometryOffset = X:0 Y:0 Z:60
; AdditionalGeometry = BOX ; GeometryMajorRadius = 115.0 ; GeometryMinorRadius = 40.0 ; GeometryHeight = 100.0 ; GeometryOffset = X:100 Y:0 Z:30 GeometryIsSmall = No Shadow = SHADOW_VOLUME End
Dernière édition par moimoi89 le Dim 28 Sep - 19:55, édité 1 fois | |
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moimoi89 Débutant(e)
Nombre de messages : 25 Add-On : non(pas encore) Date d'inscription : 19/09/2008
| Sujet: Re: Aide forteresse Dim 28 Sep - 14:21 | |
| et ce que j'ai mit dans mon map.ini :(module modifie en vert code:
;------------------------------------------------------------------------------ ;Minas Morgal Tower Object WOR_MBMMTower
SelectPortrait = BPCMinasMorgulTower ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_Draw OkToChangeModelColor = Yes UseStandardModelNames = Yes ; WallBoundsMesh = P2w ; RampMesh1 = P1 DefaultModelConditionState Model = MBCUTowerA End
;AlphaCameraFadeOuterRadius = 400 ;AlphaCameraFadeInnerRadius = 300 ;AlphaCameraAtInnerRadius = 15%
End ;WallBoundsMesh = P1
;------------Build Up States ModelConditionState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED Model = MBMMTower_A ParticleSysBone = NONE BuildingContructDust End
AnimationState = ACTIVELY_BEING_CONSTRUCTED Animation AnimationName = MBMMTower_A.MBMMTower_A AnimationMode = MANUAL End End
;--damaged building ModelConditionState = DAMAGED Model = MBMMTower_D1 ParticleSysBone FireSmall01 FireBuildingLarge ParticleSysBone FireSmall02 FireBuildingMedium ParticleSysBone FireSmall03 FireBuildingMedium ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 SmokeBuildingLarge End AnimationState = DAMAGED EnteringStateFX = FX_BuildingDamaged End
ModelConditionState = REALLYDAMAGED Model = MBMMTower_D2 ParticleSysBone FireSmall01 FireBuildingLarge ParticleSysBone FireSmall02 FireBuildingLarge ParticleSysBone FireSmall03 FireBuildingMedium ParticleSysBone FireSmall04 SmokeBuildingLarge ParticleSysBone FireSmall05 SmokeBuildingLarge End AnimationState = REALLYDAMAGED Animation = RubbleAnimation AnimationName = MBMMTower_D2.MBMMTower_D2 AnimationMode = ONCE End EnteringStateFX = FX_BuildingReallyDamaged End
ModelConditionState = COLLAPSING Model = MBMMTower_D3 ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = COLLAPSING Animation = RubbleAnimation AnimationName = MBMMTower_D3.MBMMTower_D3 AnimationMode = ONCE End EnteringStateFX = FX_BuildingReallyDamaged End
ModelConditionState = POST_RUBBLE Model = MBMMTower_R ParticleSysBone NONE SmokeBuildingMediumRubble End
ModelConditionState = POST_COLLAPSE Model = MBMMTower_R ParticleSysBone NONE SmokeBuildingMediumRubble End End
; ***DESIGN parameters *** DisplayName = OBJECT:MinasMorgalTower Side = WOR EditorSorting = STRUCTURE Browser = REGION Minas_Morgul STRUCTURE ThreatLevel = 1.0 BuildCost = 5000 BuildTime = 120.0 ; in seconds VisionRange = 400 ; 160.0 ShroudClearingRange = 800 ; 160
ArmorSet Conditions = None Armor = DefaultWallArmor DamageFX = GateDamageFX End
; CommandSet = GondorBarracksCommandSet
HealthBoxHeightOffset = -200
; *** AUDIO Parameters *** #include "..\Includes\StandardBuildingEvaEvents.inc" SoundOnDamaged = BuildingLightDamageStone SoundOnReallyDamaged = BuildingHeavyDamageStone VoiceSelectUnderConstruction = BuildingEvilVoiceSelectUnderConstruction VoiceSelect = MordorFortressSelect UnitSpecificSounds UnderConstruction = BuildingConstructionLoop ; Built first time ; UnderRepairFromDamage = NoSound ; Repaired No animation on the building, so don't bother playing sound UnderRepairFromRubble = BuildingConstructionLoop ; Repaired from completely destroyed (not used???) End
ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_PlayCollapseSound ModelCondition = REQUIRED:RUBBLE Sound:BuildingSink End
CampnessValue = CAMPNESS_DEFENSIVE_TOWER
; *** ENGINEERING Parameters *** KindOf = VITAL_FOR_BASE_SURVIVAL PRELOAD SELECTABLE STRUCTURE IMMOBILE SCORE CASTLE_KEEP MP_COUNT_FOR_VICTORY CAN_ATTACK FS_FACTORY AUTO_RALLYPOINT DOZER_FACTORY NEVER_CULL_FOR_MP COMMANDCENTER DONT_HIDE_IF_FOGGED RadarPriority = STRUCTURE KeepSelectableWhenDead = Yes
//Commandset upgrades based on faction. This is so the building will produce the proper units when necessary Behavior = CommandSetUpgrade ModuleTag_CommandSetMen TriggeredBy = Upgrade_MenFaction CommandSet = MenMonumentFortressRebuildCommandSet End Behavior = CommandSetUpgrade ModuleTag_CommandSetElven TriggeredBy = Upgrade_ElfFaction CommandSet = ElvenMonumentFortressRebuildCommandSet End Behavior = CommandSetUpgrade ModuleTag_CommandSetDwarven TriggeredBy = Upgrade_DwarfFaction CommandSet = DwarvenMonumentFortressRebuildCommandSet End Behavior = CommandSetUpgrade ModuleTag_CommandSetMordor TriggeredBy = Upgrade_MordorFaction CommandSet = MordorMonumentFortressRebuildCommandSet End Behavior = CommandSetUpgrade ModuleTag_CommandSetIsengard TriggeredBy = Upgrade_IsengardFaction CommandSet = IsengardMonumentFortressRebuildCommandSet End Behavior = CommandSetUpgrade ModuleTag_CommandSetWild TriggeredBy = Upgrade_WildFaction CommandSet = WildMonumentFortressRebuildCommandSet End //End Commandset upgrades
//----------------------------------------------- //Used for hero revival and initial construction Behavior = ProductionUpdate ProductionUpdateModuleTag // nothing, but is required if we have any Object-level Upgrades! End Behavior = QueueProductionExitUpdate ModuleTag_QueuePEU UnitCreatePoint = X:40.0 Y:0.0 Z:130.0 NaturalRallyPoint = X:250.0 Y:0.0 Z:130.0 ; NaturalRallyPointX must always match GeometryMajorRadius! ExitDelay = 300 ; Handles delays between units if multiple produced at a time. AllowAirborneCreation = Yes End //-----------------------------------------------
Behavior = GettingBuiltBehavior GetBuiltBehaviorTag SelfBuildingLoop = BuildingConstructionLoop ; Only played if we DON'T spawn a worker SelfRepairFromDamageLoop = NoSound ; This doesn't cause an animation, so don't bother playing a sound SelfRepairFromRubbleLoop = BuildingConstructionLoop SpawnTimer = -1.0 ; Negative means no 'autoheal' RebuildTimeSeconds = 120 End
Body = ActiveBody ModuleTag_02 MaxHealth = MONUMENT_FORTRESS_HEALTH MaxHealthDamaged = MONUMENT_FORTRESS_HEALTH_DAMAGED MaxHealthReallyDamaged = MONUMENT_FORTRESS_HEALT_REALLY_DAMAGED End Behavior = KeepObjectDie ModuleTag_IWantRubble End
;//Money Maker Behavior = AutoDepositUpdate AutoDepositModuleTag DepositTiming = GENERIC_KEEP_MONEY_TIME DepositAmount = GENERIC_KEEP_MONEY_AMOUNT InitialCaptureBonus = 0 // no initial bonus End
Behavior = TerrainResourceBehavior ModuleTag_NewMoneyDeadSpot Radius = GENERIC_KEEP_MONEY_RANGE ; How far we try to claim ground MaxIncome = 0 ; If we were to get all we wanted, how much we would earn. Linear slope to 0 at 0% claim IncomeInterval = 999999 ; How often (in msec) we give that much money HighPriority = Yes ; A high priority claim gets to pretend it was there first. Visible = No ; Don't show decal when a resource building is selected. End
Behavior = CitadelSlaughterHordeContain ModuleTag_SlaughterMe PassengerFilter = GENERIC_FACTION_SLAUGHTERABLE ObjectStatusOfContained = UNSELECTABLE ENCLOSED CashBackPercent = 200% ContainMax = 99 ; give it a huge capacity, just in case player sends his whole army in at once AllowEnemiesInside = No AllowAlliesInside = No AllowNeutralInside = No AllowOwnPlayerInsideOverride = Yes EnterSound = MordorSlaughterhouseEnterSound EntryOffset = X:270.0 Y:0.0 Z:0.0 EntryPosition = X:30.0 Y:0.0 Z:0.0 ExitOffset = X:270.0 Y:0.0 Z:0.0 StatusForRingEntry = HOLDING_THE_RING UpgradeForRingEntry = Upgrade_RingHero Upgrade_FortressRingHero ObjectToDestroyForRingEntry = NONE +TheDroppedRing FXForRingEntry = FX_OneRingFlare End
Behavior = ModelConditionUpgrade ModuleTag_ForHigherFX TriggeredBy = Upgrade_RingHero Upgrade_FortressRingHero RequiresAllTriggers = Yes AddConditionFlags = BUILD_VARIATION_TWO End
#include "..\FortressRingFunc.inc"
AttackContactPoint = X:-24 Y:-24 Z:92
Geometry = CYLINDER GeometryMajorRadius = 70.0 GeometryHeight = 400.0 ; GeometryOffset = X:0 Y:0 Z:60
; AdditionalGeometry = BOX ; GeometryMajorRadius = 115.0 ; GeometryMinorRadius = 40.0 ; GeometryHeight = 100.0 ; GeometryOffset = X:100 Y:0 Z:30 GeometryIsSmall = No Shadow = SHADOW_VOLUME
Dernière édition par moimoi89 le Dim 28 Sep - 19:56, édité 1 fois | |
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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: Aide forteresse Dim 28 Sep - 15:49 | |
| pour mettre des modules dans le map.ini il faut utiliser AddModule pour ajouter un nouveau module ou alors ReplaceModule Nom_du_module_a_remplacer pour remplacer un module (ou le modifier) et il faut mettre aussi autre nom au module remplacé ou alors Remove Nom_du_module_a_supprimer pour supprimer un module
et ajouter un End supplémentaire a la fin des modules
si tu fait pas ca, tu aura des bugs | |
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moimoi89 Débutant(e)
Nombre de messages : 25 Add-On : non(pas encore) Date d'inscription : 19/09/2008
| Sujet: Re: Aide forteresse Dim 28 Sep - 20:01 | |
| j'ai essayer de faire ce que tu m'as dit mais sa marche pas j'ai le messge d'erreur que voici
voila mon nouveau in ce que j'ai modifie est en vert
code: ;------------------------------------------------------------------------------ ReplaceModule Draw Draw = W Draw = W3DScriptedModelDraw ModuleTag_Draw OkToChangeModelColor = Yes UseStandardModelNames = Yes ; WallBoundsMesh = P2w ; RampMesh1 = P1 DefaultModelConditionState Model = MBCUTowerA End
;AlphaCameraFadeOuterRadius = 400 ;AlphaCameraFadeInnerRadius = 300 ;AlphaCameraAtInnerRadius = 15%
End ;WallBoundsMesh = P1
;------------Build Up States ModelConditionState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED Model = MBCUTowerA ParticleSysBone = NONE BuildingContructDust End
AnimationState = ACTIVELY_BEING_CONSTRUCTED Animation AnimationName = MBCUTowerA.MBCUTowerA AnimationMode = MANUAL End End
;--damaged building ModelConditionState = DAMAGED Model = MBMMTower_D1 ParticleSysBone FireSmall01 FireBuildingLarge ParticleSysBone FireSmall02 FireBuildingMedium ParticleSysBone FireSmall03 FireBuildingMedium ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 SmokeBuildingLarge End AnimationState = DAMAGED EnteringStateFX = FX_BuildingDamaged End
ModelConditionState = REALLYDAMAGED Model = MBCUTowerA ParticleSysBone FireSmall01 FireBuildingLarge ParticleSysBone FireSmall02 FireBuildingLarge ParticleSysBone FireSmall03 FireBuildingMedium ParticleSysBone FireSmall04 SmokeBuildingLarge ParticleSysBone FireSmall05 SmokeBuildingLarge End AnimationState = REALLYDAMAGED Animation = RubbleAnimation AnimationName = MBCUTowerA.MBCUTowerA AnimationMode = ONCE End EnteringStateFX = FX_BuildingReallyDamaged End
ModelConditionState = COLLAPSING Model = MBCUTowerA ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = COLLAPSING Animation = RubbleAnimation AnimationName = MBCUTowerA.MBCUTowerA AnimationMode = ONCE End EnteringStateFX = FX_BuildingReallyDamaged End
ModelConditionState = POST_RUBBLE Model = MBCUTowerA ParticleSysBone NONE SmokeBuildingMediumRubble End
ModelConditionState = POST_COLLAPSE Model = MBCUTowerA ParticleSysBone NONE SmokeBuildingMediumRubble End End End
Où me-suis je tromper et sinon si sa vient des animation ne peut on pas les supprimer, que la tour comme le gouffre de helm n'en est aucune mais je ne sais pas je pense que sa vient de la destruction , la texture change lorsque la tour subbit un certain nombre de dommage et il y a des animations est-ce que sa pourrait venir de la?? | |
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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: Aide forteresse Dim 28 Sep - 22:21 | |
| non par exemple pour un module behavior il faut faire - Code:
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ReplaceModule ModuleTag_CommandSetMen // module a remplacer Behavior = CommandSetUpgrade ModuleTag_CommandSetMen2 // on met un autre nom TriggeredBy = Upgrade_MenFaction CommandSet = MenMonumentFortressRebuildCommandSet End // end du module End // end en plus pour le ReplaceModule pour le draw c'est pareil : - Code:
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ReplaceModule ModuleTag_Draw Draw = W3DScriptedModelDraw ModuleTag_DrawRemplace // on met un autre nom // plein de code End // end du draw End // end du replaceModule
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moimoi89 Débutant(e)
Nombre de messages : 25 Add-On : non(pas encore) Date d'inscription : 19/09/2008
| Sujet: tjrs un message d'erreur Lun 29 Sep - 20:12 | |
| voila mon ini - Code:
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;------------------------------------------------------------------------------ ReplaceModule ModuleTag_Draw Draw = W3DScriptedModelDraw ModuleTag_DrawRemplace // essaiecirithreplacer OkToChangeModelColor = Yes UseStandardModelNames = Yes ; WallBoundsMesh = P2w ; RampMesh1 = P1 DefaultModelConditionState Model = MBCUTowerA End
;AlphaCameraFadeOuterRadius = 400 ;AlphaCameraFadeInnerRadius = 300 ;AlphaCameraAtInnerRadius = 15%
End ;WallBoundsMesh = P1
;------------Build Up States ModelConditionState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED Model = MBCUTowerA ParticleSysBone = NONE BuildingContructDust End
AnimationState = ACTIVELY_BEING_CONSTRUCTED Animation AnimationName = MBCUTowerA.MBCUTowerA AnimationMode = MANUAL End End
;--damaged building ModelConditionState = DAMAGED Model = MBMMTower_D1 ParticleSysBone FireSmall01 FireBuildingLarge ParticleSysBone FireSmall02 FireBuildingMedium ParticleSysBone FireSmall03 FireBuildingMedium ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 SmokeBuildingLarge End AnimationState = DAMAGED EnteringStateFX = FX_BuildingDamaged End
ModelConditionState = REALLYDAMAGED Model = MBCUTowerA ParticleSysBone FireSmall01 FireBuildingLarge ParticleSysBone FireSmall02 FireBuildingLarge ParticleSysBone FireSmall03 FireBuildingMedium ParticleSysBone FireSmall04 SmokeBuildingLarge ParticleSysBone FireSmall05 SmokeBuildingLarge End AnimationState = REALLYDAMAGED Animation = RubbleAnimation AnimationName = MBCUTowerA.MBCUTowerA AnimationMode = ONCE End EnteringStateFX = FX_BuildingReallyDamaged End
ModelConditionState = COLLAPSING Model = MBCUTowerA ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = COLLAPSING Animation = RubbleAnimation AnimationName = MBCUTowerA.MBCUTowerA AnimationMode = ONCE End EnteringStateFX = FX_BuildingReallyDamaged End
ModelConditionState = POST_RUBBLE Model = MBCUTowerA ParticleSysBone NONE SmokeBuildingMediumRubble End
ModelConditionState = POST_COLLAPSE Model = MBCUTowerA ParticleSysBone NONE SmokeBuildingMediumRubble End End End // end du draw End // end du replaceModule https://i.servimg.com/u/f32/13/02/02/85/game_d12.jpg ( c'est le message d'erreur) | |
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moimoi89 Débutant(e)
Nombre de messages : 25 Add-On : non(pas encore) Date d'inscription : 19/09/2008
| Sujet: Re: Aide forteresse Mar 30 Sep - 13:54 | |
| et sinon plutot que de remplacer le module draw de la tour de minas morgul( parce que la je galere). On ne pourrait pas ajouter a la tour de cirith ungol les "faculte" d'une forteresse?? (c'est le module behavior je crois non?) | |
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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: Aide forteresse Mar 30 Sep - 18:25 | |
| il faudra modifier le commandset pour tout ce qui est bouton autour du batiment ou dans le palantir et ajouter certain modules oui, peut etre aussi modifier le kindof | |
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moimoi89 Débutant(e)
Nombre de messages : 25 Add-On : non(pas encore) Date d'inscription : 19/09/2008
| Sujet: Re: Aide forteresse Mar 30 Sep - 18:48 | |
| lol c trop long mais tu comprend qqchose a tout mes messages d'erreur (peut etre qu'il donne la ligne par ce que pour l'intro du module (replacemodule....) me suis pas gourer la?? | |
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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: Aide forteresse Mer 1 Oct - 12:44 | |
| en fait j'ai pas comprit ce que tu voulait faire avec ton code parce que : - Citation :
- ReplaceModule ModuleTag_Draw
Draw = W3DScriptedModelDraw ModuleTag_DrawRemplace // essaiecirithreplacer OkToChangeModelColor = Yes UseStandardModelNames = Yes ; WallBoundsMesh = P2w ; RampMesh1 = P1 DefaultModelConditionState Model = MBCUTowerA End
;AlphaCameraFadeOuterRadius = 400 ;AlphaCameraFadeInnerRadius = 300 ;AlphaCameraAtInnerRadius = 15%
End // ce end ferme le draw dans ton code donc tout ce qui suit se place en fait dans le replaceModule car tu ne l'a pas ferme d'ou le message d'erreur ;WallBoundsMesh = P1
// donc voila le Draw est fermé mais pas le replaceModule et tu continue a ajouter des animations, le mieux est de supprimer le end d'avant pour ne pas ferme le module draw ;------------Build Up States ModelConditionState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED Model = MBCUTowerA ParticleSysBone = NONE BuildingContructDust End
AnimationState = ACTIVELY_BEING_CONSTRUCTED Animation AnimationName = MBCUTowerA.MBCUTowerA AnimationMode = MANUAL End End
;--damaged building ModelConditionState = DAMAGED Model = MBMMTower_D1 ParticleSysBone FireSmall01 FireBuildingLarge ParticleSysBone FireSmall02 FireBuildingMedium ParticleSysBone FireSmall03 FireBuildingMedium ParticleSysBone FireSmall04 FireBuildingSmall ParticleSysBone FireSmall05 SmokeBuildingLarge End AnimationState = DAMAGED EnteringStateFX = FX_BuildingDamaged End
ModelConditionState = REALLYDAMAGED Model = MBCUTowerA ParticleSysBone FireSmall01 FireBuildingLarge ParticleSysBone FireSmall02 FireBuildingLarge ParticleSysBone FireSmall03 FireBuildingMedium ParticleSysBone FireSmall04 SmokeBuildingLarge ParticleSysBone FireSmall05 SmokeBuildingLarge End AnimationState = REALLYDAMAGED Animation = RubbleAnimation AnimationName = MBCUTowerA.MBCUTowerA AnimationMode = ONCE End EnteringStateFX = FX_BuildingReallyDamaged End
ModelConditionState = COLLAPSING Model = MBCUTowerA ParticleSysBone SmokeLarge01 SmokeBuildingLarge End AnimationState = COLLAPSING Animation = RubbleAnimation AnimationName = MBCUTowerA.MBCUTowerA AnimationMode = ONCE End EnteringStateFX = FX_BuildingReallyDamaged End
ModelConditionState = POST_RUBBLE Model = MBCUTowerA ParticleSysBone NONE SmokeBuildingMediumRubble End
ModelConditionState = POST_COLLAPSE Model = MBCUTowerA ParticleSysBone NONE SmokeBuildingMediumRubble End End // attention 1 seul End est nécessaire pour fermer le modelConditionState donc celui la est en trop car il fermerai le draw et a la fin tu te retrouverai avec un end en trop qui fermerai l'Object et comme je pence que tu voudra mettre des trucs en plus dans l'object ca fera un bug End // end du draw End // end du replaceModule | |
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