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Imladris production

Le forum français de création de cartes et de mods pour Bataille pour la Terre du Milieu
 
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 Aide forteresse

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moimoi89
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Nombre de messages : 25
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Date d'inscription : 19/09/2008

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MessageSujet: Aide forteresse   Aide forteresse Icon_minitimeMar 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
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cdd59554


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Date d'inscription : 16/01/2008

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MessageSujet: Re: Aide forteresse   Aide forteresse Icon_minitimeMar 23 Sep - 18:27

Code:
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
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MessageSujet: Re: Aide forteresse   Aide forteresse Icon_minitimeMar 23 Sep - 19:13

k merci et personne ne sait pour changer l'apparance de la forteresse?
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Glone
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Glone


Nombre de messages : 4133
Age : 29
Location : Dieu s'en est allé reprendre ses quartiers dans sa demeure céleste !
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Date d'inscription : 09/07/2008

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MessageSujet: Re: Aide forteresse   Aide forteresse Icon_minitimeMer 24 Sep - 13:50

qu'est ce que t'appele chager l'apparence d'une forteresse? scratch scratch
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Witch King
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Witch King


Nombre de messages : 17
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Date d'inscription : 29/08/2008

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MessageSujet: Re: Aide forteresse   Aide forteresse Icon_minitimeMer 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 lol! ) . C'est bien sa ? fou
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cdd59554
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Date d'inscription : 16/01/2008

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MessageSujet: Re: Aide forteresse   Aide forteresse Icon_minitimeMer 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
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MessageSujet: Re: Aide forteresse   Aide forteresse Icon_minitimeMer 24 Sep - 16:49

merci (sa pause aucun problème pour les animations?)
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cdd59554
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cdd59554


Nombre de messages : 7235
Age : 31
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Date d'inscription : 16/01/2008

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MessageSujet: Re: Aide forteresse   Aide forteresse Icon_minitimeMer 24 Sep - 17:19

Bin ca depent de ce que tu prend sinon tu devra un peu adapter
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moimoi89
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MessageSujet: Re: Aide forteresse   Aide forteresse Icon_minitimeDim 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
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MessageSujet: Re: Aide forteresse   Aide forteresse Icon_minitimeDim 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
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Nombre de messages : 25
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Date d'inscription : 19/09/2008

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MessageSujet: Re: Aide forteresse   Aide forteresse Icon_minitimeDim 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
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Nombre de messages : 25
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Date d'inscription : 19/09/2008

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MessageSujet: Re: Aide forteresse   Aide forteresse Icon_minitimeDim 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
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Nombre de messages : 7235
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Date d'inscription : 16/01/2008

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MessageSujet: Re: Aide forteresse   Aide forteresse Icon_minitimeDim 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
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MessageSujet: Re: Aide forteresse   Aide forteresse Icon_minitimeDim 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
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Date d'inscription : 16/01/2008

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MessageSujet: Re: Aide forteresse   Aide forteresse Icon_minitimeDim 28 Sep - 22:21

non par exemple pour un module behavior il faut faire
Code:
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:
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
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MessageSujet: tjrs un message d'erreur   Aide forteresse Icon_minitimeLun 29 Sep - 20:12

voila mon ini

Code:
;------------------------------------------------------------------------------
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
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MessageSujet: Re: Aide forteresse   Aide forteresse Icon_minitimeMar 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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MessageSujet: Re: Aide forteresse   Aide forteresse Icon_minitimeMar 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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MessageSujet: Re: Aide forteresse   Aide forteresse Icon_minitimeMar 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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MessageSujet: Re: Aide forteresse   Aide forteresse Icon_minitimeMer 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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