Salut à tous,
Voilà un trèèès long moment que je n'étais pas revenu sur ce forum, au point d'en oublier mes identifiants!
J'ai testé bon nombre de mods et j'dois avouer que je suis resté sur ma faim pour un bon nombre de mods sauf le mod Edain qui est celui sur lequel je passe plus de temps...
Cependant en cherchant de nouvelles choses je suis tombé sur le mod nommé: "The Dwarf Holds"
Voici un petit lien:
http://www.moddb.com/mods/the-dwarf-holds
Un mod plutôt sympa,
uniquement sur "La Bataille pour la Terre du Milieu I" Le seul soucis ben... C'est qu'il est en allemand.. Et que je sais pas le parler, ni le comprendre!
Mais là n'est pas la question car on se repère à force de jouer!
Donc, je cesse de m'égarer cette fois-ci, promis
Dans ce mod on y trouve certaines choses sympa, mais étant un joueur nain dans l'âme, je dois dire que je suis tombé sous le charme de Durin, un héros nain jouable uniquement par invocation d'un pouvoir, et ce dernier se joue en temps limité
comme le balrog et son invocation!
Voici une petite image de Durin dans ce mod:
Plutôt classe n'est-ce pas?
En tout cas plus que le Durin de l'Edain Mod... (Pas taper, chacun ses goûts
)
J'en arrive au but de mon topic...
J'aime beaucoup ce mod mais je reste attaché à l'Edain Mod. Et ma question était de savoir si je pouvais faire basculer Durin de "The Dwarf Holds" dans l'Edain mod!
- Si oui, comment faire?
J'en profite aussi pour demander comment jouer ce héros SANS temps imparti?
Le balrog on le joue 1 min et POUF il meurt subitement, ne laissant derrière lui qu'un vulgaire tas de cendres! Eh bien pour Durin c'est pareil, il apparaît dans un éclair foudroyant et après un certain temps POUF il meurt subitement (probablement une crise cardiaque..)
J'avoue que manipuler l'INI est parfois assez complexe, et un peu de clarté ne serait pas de refus!
Je vous fournis ici l'ini de Durin de "The Dwarf Holds"
- Spoiler:
;------------------------------------------------------------------------------
;
; Durin the Deathless, summoned by the power of the same name
;
;------------------------------------------------------------------------------
Object DwarfDurin
; *** ART Parameters ***
SelectPortrait = HPDwarf_Durin
ButtonImage = HIDwarf_Durin
ShadowMaxHeight = 999
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = Yes
;StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD
;;====================== MODELS ================================================================
DefaultModelConditionState
Model = dudurin_SKN
Skeleton = RUGimli_SKL
ShadowMaxHeight = 999
ParticleSysBone = B_SPINE2 DurinGlowFX FollowBone:Yes
ParticleSysBone = B_SPINE2 DurinGlow2FX FollowBone:Yes
End
;;================== ANIMATIONS =================================================================
;;------------------ MOVING & DYING ---------------------------
;;======= DYING
AnimationState = STUNNED_FLAILING
Animation = FLYA
AnimationName = RUGimli_FLYA
AnimationMode = LOOP
End
Flags = RANDOMSTART
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "DwarfToss" then CurDrawableSetTransitionAnimState("TRANS_EndDwarfToss") end
EndScript
End
AnimationState = DYING DEATH_2
Animation = fadedeath
AnimationName = rugimli_idlb
AnimationMode = ONCE
End
End
AnimationState = DYING SPLATTED
Animation = LNDB
AnimationName = RUGimli_LNDA
AnimationMode = ONCE
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "DwarfToss" then CurDrawableSetTransitionAnimState("TRANS_EndDwarfToss") end
EndScript
End
AnimationState = DYING
Animation = DIEA
AnimationName = RUGimli_DIEA
AnimationMode = ONCE
End
Animation = DIEC
AnimationName = RUGimli_DIEC
AnimationMode = ONCE
End
; Animation = DIEB
; AnimationName = RUGimli_DIEB
; AnimationMode = ONCE
; End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "DwarfToss" then CurDrawableSetTransitionAnimState("TRANS_EndDwarfToss") end
EndScript
End
AnimationState = STUNNED_STANDING_UP
Animation = GTPA
AnimationName = RUGimli_GTPA
AnimationMode = ONCE
End
End
AnimationState = STUNNED
Animation = LNDA
AnimationName = RUGimli_LNDA
AnimationMode = ONCE
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "DwarfToss" then CurDrawableSetTransitionAnimState("TRANS_EndDwarfToss") end
EndScript
End
AnimationState = MOVING FIRING_OR_PREATTACK_A
ShareAnimation = Yes
Animation = RunAndFire
AnimationName = RUGimli_ATRA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
AnimationState = MOVING ATTACKING
Animation = RUNB
AnimationName = RUGimli_RUNB
AnimationMode = LOOP
End
Flags = RANDOMSTART
;ParticleSysBone = None InfantryDustTrails
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "DwarfToss" then CurDrawableSetTransitionAnimState("TRANS_EndDwarfToss") end
EndScript
End
AnimationState = MOVING
Animation = RUNA
AnimationName = RUGimli_RUNA
AnimationMode = LOOP
End
Flags = RANDOMSTART
;ParticleSysBone = None InfantryDustTrails
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "DwarfToss" then CurDrawableSetTransitionAnimState("TRANS_EndDwarfToss") end
EndScript
End
; ----------- POWERS
AnimationState = PACKING_TYPE_1
StateName = SPELL
Animation = SPCA
AnimationName = dudain_spcb
AnimationSpeedFactorRange = 1 1
AnimationMode = ONCE
End
End
AnimationState = PACKING_TYPE_2
StateName = SPELL2
Animation = SPCB
AnimationName = dudurin_spca
AnimationSpeedFactorRange = 1 1
AnimationMode = ONCE
End
FXEvent = Frame:50 Name: FX_DurinSmashGround
End
AnimationState = PACKING_TYPE_3
StateName = SPELL3
Animation = SPCC
AnimationName = rugimli_chrb
AnimationSpeedFactorRange = 1 1
AnimationMode = ONCE
End
End
;;------------------ ATTACKING -------------------------------
; AXE THROW
AnimationState = FIRING_OR_PREATTACK_C
Animation = SPCA
AnimationName = RUGimli_SPCA
AnimationMode = ONCE
; UseWeaponTiming = Yes
End
FrameForPristineBonePositions = 42;44
;ParticleSysBone = None MeleeDust
BeginScript
CurDrawableShowSubObject("AXE02")
Prev = CurDrawablePrevAnimationState()
if Prev == "DwarfToss" then CurDrawableSetTransitionAnimState("TRANS_EndDwarfToss") end
EndScript
End
AnimationState = FIRING_OR_PREATTACK_B; WEAPONLOCK_SECONDARY
Animation = ATKA
AnimationName = RUGimli_ATKD
AnimationMode = ONCE
UseWeaponTiming = Yes
End
;ParticleSysBone None MeleeDust
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "DwarfToss" then CurDrawableSetTransitionAnimState("TRANS_EndDwarfToss") end
EndScript
End
AnimationState = FIRING_OR_PREATTACK_A
Animation = ATKA
AnimationName = RUGimli_ATKA
AnimationMode = ONCE
UseWeaponTiming = Yes
End
Animation = ATKB
AnimationName = RUGimli_ATKB
AnimationMode = ONCE
UseWeaponTiming = Yes
End
Animation = ATKC
AnimationName = RUGimli_ATKC
AnimationMode = ONCE
UseWeaponTiming = Yes
End
;ParticleSysBone None MeleeDust
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "DwarfToss" then CurDrawableSetTransitionAnimState("TRANS_EndDwarfToss") end
EndScript
End
;leap animations
AnimationState = SPECIAL_WEAPON_TWO UNPACKING
Animation = GettingReadyToLeap
AnimationName = RUGimli_LEPA
AnimationMode = ONCE
End
End
AnimationState = ABOUT_TO_HIT ;using Gimli Leap
StateName = State_AboutToHitGround
Animation = Leap
AnimationName = RUGimli_LEPC
AnimationMode = ONCE
; UseWeaponTiming = Yes
End
End
AnimationState = THROWN_PROJECTILE
Animation = LEPB
AnimationName = RUGimli_LEPB
AnimationMode = LOOP
AnimationBlendTime = 20
End
End
;;-------------------- HIT REACTIONS --------------------------
AnimationState = HIT_REACTION
Animation = Hit_Level_1_a
AnimationName = RUGimli_HITA
AnimationMode = ONCE
End
End
;;------------ EMOTIONS ---------------------------------------
;;====== LEVELED
AnimationState = LEVELED ; This state clears itself in 3 seconds
Animation = LevelUp
AnimationName = RUGimli_CHRB
AnimationMode = ONCE
End
End
;;====== CELEBRATING
AnimationState = EMOTION_CELEBRATING
Animation = CHRA
AnimationName = RUGimli_CHRA
AnimationMode = ONCE
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End
AnimationState = EMOTION_ALERT
Animation = Ready
AnimationName = RUGimli_IDLA
AnimationMode = LOOP
AnimationBlendTime = 15
End
BeginScript
CurDrawableHideSubObject("AXE02")
; Prev = CurDrawablePrevAnimationState()
; if Prev == "BORED" then CurDrawableSetTransitionAnimState("Transition_BoredToReady") end
; if Prev == "SELECTED" then CurDrawableSetTransitionAnimState("Transition_SelectedToReady") end
if Prev == "State_AboutToHitGround" then CurDrawableSetTransitionAnimState("TRANS_AboutToHitGround_To_Idle") end
EndScript
End
;;------------------- SELECTED STATES -------------------------
AnimationState = SELECTED
StateName = AtAttentionIdle
SimilarRestart = Yes
Animation = ATNB
AnimationName = RUGimli_ATNB
AnimationMode = LOOP
End
BeginScript
CurDrawableHideSubObject("AXE02")
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Idle" then CurDrawableSetTransitionAnimState("TRANS_Select") end
if Prev == "AtAttentionIdle" then CurDrawableSetTransitionAnimState("TRANS_Select") end
if Prev == "State_AboutToHitGround" then CurDrawableSetTransitionAnimState("TRANS_AboutToHitGround_To_Idle") end
EndScript
End
;;--------------- IDLE STATES ---------------------------------
IdleAnimationState
StateName = STATE_Idle
Animation = IDLB
AnimationName = RUGimli_IDLB
AnimationMode = ONCE
AnimationPriority = 30
End
Animation = IDLF
AnimationName = RUGimli_IDLF
AnimationMode = ONCE
AnimationPriority = 5
End
Animation = IDLD
AnimationName = RUGimli_IDLD
AnimationMode = ONCE
AnimationPriority = 4
End
Animation = IDLG
AnimationName = RUGimli_IDLG
AnimationMode = ONCE
AnimationPriority = 2
End
Animation = IDLH
AnimationName = RUGimli_IDLH
AnimationMode = ONCE
AnimationPriority = 1
End
Animation = IDLC
AnimationName = RUGimli_IDLC
AnimationMode = ONCE
AnimationPriority = 1
End
Animation = IDLE
AnimationName = RUGimli_IDLE
AnimationMode = ONCE
AnimationPriority = 1
End
BeginScript
CurDrawableHideSubObject("AXE02")
Prev = CurDrawablePrevAnimationState()
if Prev == "DwarfToss" then CurDrawableSetTransitionAnimState("TRANS_EndDwarfToss") end
if Prev == "AtAttentionIdle" then CurDrawableSetTransitionAnimState("TRANS_SelectedToIdle") end
if Prev == "State_AboutToHitGround" then CurDrawableSetTransitionAnimState("TRANS_AboutToHitGround_To_Idle") end
EndScript
End
;---Transitions-------------------------------------
TransitionState = TRANS_EndDwarfToss
Animation = TOS4
AnimationName = RUGimli_TOS4
AnimationMode = ONCE
End
End
TransitionState = TRANS_SelectedToIdle
Animation = ATNC
AnimationName = RUGimli_ATNC
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.7 1.3
End
End
TransitionState = TRANS_Select
Animation = ATNA
AnimationName = RUGimli_ATNA
AnimationMode = ONCE
End
End
TransitionState = TRANS_AboutToHitGround_To_Idle
Animation = SplashAtEndOfJump
AnimationName = RUGimli_LEPC
AnimationMode = ONCE
;AnimationBlendTime = 0
End
Flags = MAINTAIN_FRAME_ACROSS_STATES
End
End
;;================== END ANIMATIONS =================================================================
; ***DESIGN parameters ***
Side = Dwarves
EditorSorting = UNIT
ThreatLevel = 5.0
TransportSlotCount = 1
BuildCost = TDH_DAIN_BUILDCOST
BuildTime = TDH_DAIN_BUILDTIME
DisplayMeleeDamage = TDH_DAIN_DAMAGE
HeroSortOrder = 40
WeaponSet
Conditions = None
Weapon = PRIMARY DwarfDurinAxe
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
ArmorSet
Conditions = None
Armor = DurinHeroArmor
DamageFX = NormalDamageFX
End
VisionRange = TDH_VISION_STANDARD_MELEE
ShroudClearingRange = TDH_SHROUD_CLEAR_STANDARD
BountyValue = TDH_DAIN_BOUNTY_VALUE
DisplayName = OBJECT:DwarfDurin
RecruitText = CONTROLBAR:DwarfDainRecruit
ReviveText = CONTROLBAR:DwarfDainRevive
Hotkey = CONTROLBAR:DwarfDainHotkey
CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CommandSet = DwarfDurinCommandSet
; *** AUDIO Parameters ***;
VoiceAmbushed = DurinVoiceAmbushed
VoiceAttack = DurinVoiceAttack
VoiceAttackCharge = DurinVoiceAttackCharge
VoiceAttackMachine = DurinVoiceAttack
VoiceAttackStructure = DurinVoiceAttackStructure
VoiceFear = DurinVoiceHelpMe
VoiceMove = DurinVoiceMove
VoiceMoveToCamp = DurinVoiceMove
VoiceMoveWhileAttacking = DurinVoiceDisengage
VoicePriority = 67
VoiceRetreatToCastle = DurinVoiceMove
VoiceSelect = DurinVoiceSelect
VoiceSelect2 = DurinVoiceSelect
VoiceSelectBattle = DurinVoiceSelectBattle
VoiceGuard = DurinVoiceMove
SoundImpact = ImpactHorse
UnitSpecificSounds
VoiceGarrison = GimliVoiceGarrison
End
EvaEventDamagedOwner = UnitUnderAttack ;Eva event to trigger when unit is damaged
EvaEventDieOwner = GimliDie ;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 = Dwarf Unit Infantry Hero
End
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
MaxUpdateRangeCap = 800
AnimationSound = Sound:FootstepDirtA Animation:RUGimli_SKL.RUGimli_RUNA Frames:3 14
AnimationSound = Sound:FootstepDirtA Animation:RUGimli_SKL.RUGimli_RUNB Frames:3 12
AnimationSound = Sound:BodyFallSoldier Animation:RUGimli_SKL.RUGimli_LNDA Frames:2
AnimationSound = Sound:BodyFallGenericNoArmor Animation:RUGimli_SKL.RUGimli_DIEA Frames:11
AnimationSound = Sound:BodyFallGenericNoArmor Animation:RUGimli_SKL.RUGimli_DIEC Frames:59
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE HERO ATTACK_NEEDS_LINE_OF_SIGHT SUMMONED
PathfindDiameter = 40.0
Body = ActiveBody ModuleTag_02
MaxHealth = TDH_DWARVES_DURIN_HEALTH ;BALANCE Ranger Health
;MaxHealthDamaged = TDH_DWARVES_DURIN_HEALTH_DAMAGED
;RecoveryTime = TDH_GONDOR_RANGER_HEALTH_RECOVERY_TIME
End
Behavior = LifetimeUpdate ModuleTag_LifetimeUpdate
MinLifetime = TDH_DWARVES_SPELL_DURIN_DURATION
MaxLifetime = TDH_DWARVES_SPELL_DURIN_DURATION
DeathType = FADED
End
Behavior = AutoHealBehavior ModuleTag_GimliHealing
StartsActive = Yes
HealingAmount = TDH_HERO_HEAL_AMOUNT
HealingDelay = 1000
StartHealingDelay = TDH_HERO_HEAL_DELAY
HealOnlyIfNotInCombat = Yes
End
Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
MoodAttackCheckRate = 500
HoldGroundCloseRangeDistance = 60
AILuaEventsList = DwarfDurinFunctions
End
LocomotorSet
Locomotor = RohanGimliLocomotor
Condition = SET_NORMAL
Speed = TDH_DWARVES_HERO_SPEED
End
; Locomotor = SET_WANDER HumanWanderLocomotor
Behavior = PhysicsBehavior ModuleTag_04
GravityMult = 1.0
AllowBouncing = No
ShockStunnedTimeLow = 1400 ;msec
ShockStunnedTimeHigh = 2400 ;msec
ShockStandingTime = 2600 ;msec
End
Behavior = SlowDeathBehavior ModuleTag_05
DeathTypes = ALL -KNOCKBACK -FADED
SinkDelay = 3000
SinkRate = 0.40 ; in Dist/Sec
DestructionDelay = 8000
Sound = INITIAL DurinVoiceDie
End
Behavior = SquishCollide ModuleTag_06
;nothing
End
Behavior = SlowDeathBehavior ModuleTag_07
; Same as normal death, but no sound (sound already played by SoundImpact = ... )
DeathTypes = NONE +KNOCKBACK -FADED
SinkDelay = 3000
SinkRate = 0.40 ; in Dist/Sec
DestructionDelay = 8000
End
Behavior = SlowDeathBehavior ModuleTag_FadeDeath
DeathTypes = NONE +FADED
FadeDelay = 0
FadeTime = 5000
DestructionDelay = 5000
DeathFlags = DEATH_2
Sound = INITIAL DurinVoiceFade
FX = INITIAL FX_UnSummonElvenAllies
End
Behavior = EmotionTrackerUpdate Module_EmotionTracker
TauntAndPointDistance = 300 ; max distance to taunted/pointed objet
TauntAndPointUpdateDelay = 1000 ; how often scan (milliseconds)
AddEmotion = Alert_Base
End
Behavior = HitReactionBehavior HitReactionBehaviorModuleTag
HitReactionLifeTimer1 = 2200 ; level 1 (light damage) hit reaction animations in frames (5 per sec)
HitReactionLifeTimer2 = 15 ; level 2 (medium damage) hit reaction animations in frames (5 per sec)
HitReactionLifeTimer3 = 10 ; level 3 (heavy damage) hit reaction animations in frames (5 per sec)
HitReactionThreshold1 = 1.0 ; level 1 (light damage) threshold trigger
HitReactionThreshold2 = 2500.0 ; level 2 (medium damage) threshold trigger
HitReactionThreshold3 = 5000.0 ; level 3 (heavy damage) threshold trigger
End
; ---- Durin is a level 10 superhero
Behavior = ExperienceLevelCreate ModuleTag_MPLevelBonus
LevelToGrant = 10
MPOnly = Yes
End
Behavior = AutoAbilityBehavior ModuleTag_AutoAbilityBehavior
End
Behavior = AttributeModifierUpgrade ModuleTag_ArmourBonus
TriggeredBy = Upgrade_HeroLevel10
AttributeModifier = TotalResistKnockback
End
; -------- Durin special power behaviours -----------
; --------- The Deathless: oh my god it's so much leadership
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_Durinlead
SpecialPowerTemplate = SpecialAbilityFakeLeadership
TriggeredBy = Upgrade_HeroLevel10
End
Behavior = SpecialPowerModule ModuleTag_DainLeadershipUpdate
SpecialPowerTemplate = SpecialAbilityFakeLeadership
UpdateModuleStartsAttack = No
StartsPaused = Yes
End
Behavior = AttributeModifierAuraUpdate ModuleTag_DurinSuperLeadership
StartsActive = Yes ;If no, requires upgrade to turn on.
BonusName = DurinLeadership
TriggeredBy = Upgrade_HeroLevel10
RefreshDelay = 2000
Range = 1500
ObjectFilter = ANY +INFANTRY -CAVALRY -STRUCTURE -BASE_FOUNDATION +HERO -DwarfRaven -DwarfRoostRaven
End
; -------- Baruk Khazad: buff nearby dwarves
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_RedAxeEnabler
SpecialPowerTemplate = SpecialAbilityDurinBarukKhazad
TriggeredBy = Upgrade_HeroLevel10
End
Behavior = SpecialPowerModule ModuleTag_RedAxeUpdate
SpecialPowerTemplate = SpecialAbilityDurinBarukKhazad
UpdateModuleStartsAttack = Yes
StartsPaused = Yes
AttributeModifier = DurinBarukKhazad
AttributeModifierRange = TDH_DWARVES_DURIN_BARUK_RANGE
AttributeModifierAffectsSelf = Yes
AttributeModifierAffects = ANY +INFANTRY +HERO -STRUCTURE -MACHINE -CAVALRY
TriggerFX = FX_DurinBarukKhazadFX
End
Behavior = SpecialAbilityUpdate ModuleTag_RedAxeAnimation
SpecialPowerTemplate = SpecialAbilityDurinBarukKhazad
UnpackTime = 1
UnpackingVariation = 1
PreparationTime = 0
PersistentPrepTime = 0
PackTime = 1330
End
; --------- Sunder Armour: destroy the armour of all units in the target area
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_SunderingEnabler
SpecialPowerTemplate = SpecialAbilityDurinSunderArmor
TriggeredBy = Upgrade_HeroLevel10
End
Behavior = SpecialPowerModule ModuleTag_SunderingStarter
SpecialPowerTemplate = SpecialAbilityDurinSunderArmor
UpdateModuleStartsAttack = Yes
StartsPaused = Yes
InitiateSound = DurinVoiceSunderArmor
End
Behavior = ArrowStormUpdate ModuleTag_SunderingUpdate
SpecialPowerTemplate = SpecialAbilityDurinSunderArmor
StartAbilityRange = 320.0
UnpackTime = 1000 ; Pull out arrow
PreparationTime = 200 ; Quick shot
PersistentPrepTime = 600 ; looping the quick shot
PackTime = 1200 ; back to idle
UnpackingVariation = 2 ; Use custom variation to not interfere with Archer Training ability.
ParalyzeDurationWhenCompleted = 600 ;Once the unit SUCCESSFULLY COMPLETES an ability, paralyze unit briefly to deal with animation transitions.
ParalyzeDurationWhenAborted = 800 ;If the unit ABORTS the ability, paralyze the unit briefly to deal with animation transitions.
ApproachRequiresLOS = Yes ; required so that it doesn't shoot through walls
AwardXPForTriggering = 0
;Specific to ArrowStorm
WeaponTemplate = DwarfDurinSunderArmor
TargetRadius = 5 ;CHANGING THIS??? Change RadiusCursorRadius to match this value in the appropriate SpecialPower.ini template.
ShotsPerTarget = 1
ShotsPerBurst = 1
MaxShots = 1 ; can end sooner if no targets
CanShootEmptyGround = Yes ; ...unless this is set
End
; --------- Royal Forges: grant upgrades to target units
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_ForgeEnabler
SpecialPowerTemplate = SpecialAbilityDurinRoyalForges
TriggeredBy = Upgrade_HeroLevel10
End
Behavior = OCLSpecialPower ModuleTag_SummonForgeEgg
StartsPaused = Yes
SpecialPowerTemplate = SpecialAbilityDurinRoyalForges
OCL = OCL_SpawnDurinForgeEgg
CreateLocation = CREATE_AT_LOCATION
InitiateSound = DurinVoiceRoyalForge
End
Behavior = SpecialAbilityUpdate ModuleTag_ForgeAnimation
SpecialPowerTemplate = SpecialAbilityDurinRoyalForges
UnpackingVariation = 3
PersistentPrepTime = 0
UnpackTime = 500
PreparationTime = 200
PackTime = 1330
End
Geometry = CYLINDER
GeometryMajorRadius = 5.6
GeometryMinorRadius = 5.6
GeometryHeight = 16.0
GeometryIsSmall = Yes
Shadow = SHADOW_DECAL
ShadowSizeX = 19;
ShadowSizeY = 19;
ShadowTexture = ShadowI;
End
; ---------------
; ---------------
Object DurinForgeEgg
EvaEnemyUnitSightedEvent = None ; Not a real unit
Draw = W3DScriptedModelDraw ModuleTag_Draw2
DefaultModelConditionState
Model = OBBFoundationX
End
End
; ***DESIGN parameters ***
EditorSorting = SYSTEM
KindOf = NO_COLLIDE IMMOBILE UNATTACKABLE IGNORE_FOR_VICTORY IGNORE_FOR_EVA_SPEECH_POSITION ;INERT
; *** ENGINEERING Parameters ***
Body = ImmortalBody ModuleTag_01
MaxHealth = 10000
InitialHealth = 10000
End
Behavior = DeletionUpdate ModuleTag_DeletionUpdate ; Not LifetimeUpdate because I can't die
MinLifetime = 500 ; Last 1 second, just long enough to replenish once
MaxLifetime = 500
End
Behavior = AttributeModifierAuraUpdate ModuleTag_DainLeaderModifier
StartsActive = Yes ;If no, requires upgrade to turn on.
BonusName = DurinForgeBonus
RefreshDelay = 20000
Range = 50
ObjectFilter = ANY +INFANTRY -HERO -STRUCTURE -MACHINE -CAVALRY
End
End
; --------------- Durin spawning egg
; ---------------
Object DwarfDurinSpawnAnim_Egg
Draw = W3DScriptedModelDraw ModuleTag_Draw
OkToChangeModelColor = Yes
UseStandardModelNames = No
DefaultModelConditionState
Model = dudurin_SKN
Skeleton = RUGimli_SKL
ShadowMaxHeight = 999
ParticleSysBone = B_SPINE1 DurinSpawnFX FollowBone:Yes
End
IdleAnimationState
StateName = STATE_Idle
Animation = IDLB
AnimationName = RUGimli_rbna
AnimationMode = ONCE
AnimationPriority = 30
End
End
End
KindOf = INERT IMMOBILE UNATTACKABLE
Body = ActiveBody ModuleTag_MakesKillWork
MaxHealth = 1
End
Behavior = LifetimeUpdate ModuleTag_HatchTrigger
MinLifetime = 2800
MaxLifetime = 2800
End
Behavior = SlowDeathBehavior ModuleTag_HatchProcess
DestructionDelay = 1
FadeDelay = 0
FadeTime = 1000
DestructionDelay = 0
OCL = FINAL OCL_SpawnDurinTheDeathless
Weapon = FINAL BalrogSummoning
End
End
Si quelqu'un aurait une idée ?
Je n'ai plus touché à l'INI depuis un moment et je dois avouer que c'est comme essayer de me faire faire une division de tête (Juste impossible pour moi... Oui oui... Ne vous moquez pas... On est pas tous des champions en Maths
)
Merci d'avance! Je vais tenter quelque-chose de mon côté!
J'espère avoir un p'tit coup de main tantôt!