| tuto pour ajouter un balrog en héros | |
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wr1000 Moddeur
Nombre de messages : 177 Age : 52 Location : la terre du milieu Add-On : évidemment Date d'inscription : 29/02/2008
| Sujet: tuto pour ajouter un balrog en héros Ven 14 Aoû - 8:41 | |
| salut à tous bon voyant la persistance de certain à vouloir un balrog en héros et n'y arrivant pas je vous mets içi tous ce qui faut pour ça 1.créer un fichier ini c'est simple,on se prend pas la téte,on prend un fichier du jeu déja fait, n'importe lequel exemple gamedata.ini,on fait copier/coller dans les documents,on l'ouvre et on supprime tous ce qu'il y a dedans et on vient coller le code de notre balrog chérie - Spoiler:
;------------------------------------------------------------------------------ Object MordorBalrog02
; *** ART Parameters *** ; SelectPortrait for Heros is portrait behind skill buttons. HP = HeroPortrait. SelectPortrait = HPBalrog ; ButtonImage for Heros is button image on Hero Select UI to select hero. HI = HeroIcon or HeroImage. ButtonImage = HIBalrog Draw = W3DScriptedModelDraw ModuleTag_BodyDraw ; GlowEnabled = Yes ; GlowEmissive = Yes ; StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD
OkToChangeModelColor = Yes ExtraPublicBone = ZZZPASSENGERBON ExtraPublicBone = ZZZWHIPCOIL ExtraPublicBone = SWORD
;------------------------- ModelConditionState = NONE ; Not DefaultConditionState, because that keyword copies anything in here to every other state Model = MUBalrog_SKN ParticleSysBone = SWORD BalrogSwordFlare FollowBone:yes ; Not SWORDBONE, because SWORD is the bone that gets art-hidden mid animation in WIPX ParticleSysBone = SWORD BalrogSwordEmbers FollowBone:yes ParticleSysBone = MANEBONE BalrogManeFlare FollowBone:yes ParticleSysBone = MANEBONE BalrogManeEmbers FollowBone:yes ParticleSysBone = MANEBONE BalrogManeFire FollowBone:yes ParticleSysBone = RTWINGBONE BalrogWingSmokeLite FollowBone:yes ParticleSysBone = LFWINGBONE BalrogWingSmokeLite FollowBone:yes End
; This is triggered by the single player only HitReaction module for the lightningsword ModelConditionState = HIT_LEVEL_2 Model = MUBalLIT_SKN End
ModelConditionState = HERO Model = MUBalIGNT_SKN ParticleSysBone = MANEBONE BalrogManeFlare FollowBone:yes ParticleSysBone = MANEBONE BalrogManeEmbers FollowBone:yes ParticleSysBone = MANEBONE BalrogManeFire FollowBone:yes ParticleSysBone = RTWINGBONE BalrogWingEmbers FollowBone:yes ParticleSysBone = LFWINGBONE BalrogWingEmbers FollowBone:yes
ParticleSysBone = SWORD BalrogSwordFlare FollowBone:yes ; Not SWORDBONE, because SWORD is the bone that gets art-hidden mid animation in WIPX ParticleSysBone = SWORD BalrogSwordEmbers FollowBone:yes ParticleSysBone = NONE BalrogIgniteHeatWave FollowBone:no End
;----------------- IdleAnimationState StateName = State_Idle Animation = Breathe AnimationName = MUBalrog_SKL.MUBalrog_IDLA AnimationMode = ONCE AnimationBlendTime = 10 AnimationPriority = 20 End Animation = LookAround AnimationName = MUBalrog_SKL.MUBalrog_IDLB AnimationMode = ONCE AnimationBlendTime = 10 AnimationPriority = 2 End Animation = SnortLikeABull AnimationName = MUBalrog_SKL.MUBalrog_IDLC AnimationMode = ONCE AnimationBlendTime = 10 AnimationPriority = 1 End
BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "State_JustBuilt" then CurDrawableSetTransitionAnimState("TRANS_JustBuilt_To_Idle") end if Prev == "State_AboutToHitGround" then CurDrawableSetTransitionAnimState("TRANS_AboutToHitGround_To_Idle") end EndScript End AnimationState = DYING DEATH_1 Animation = Dying AnimationName = MUBalrog_SKL.MUBalrog_DIEA AnimationMode = ONCE End ParticleSysBone = None BalrogFallDust FollowBone:No End
AnimationState = DYING DEATH_2 Animation = FadingOut AnimationName = MUBalrog_SKL.MUBalrog_RORC AnimationMode = ONCE End End
; This is triggered by the single player only HitReaction module for the lightningsword ; It is highest instead of lowest priority, because the hit reaction Paralyzes us, where for others it is just a fancy idle. AnimationState = HIT_LEVEL_2 Animation = Owowowowowowowow AnimationName = MUBalrog_SKL.MUBalrog_HITB AnimationMode = ONCE End End AnimationState = EATING Animation = DoingHorribleThingToGrabbedGuy AnimationName = MUBalrog_SKL.MUBalrog_BRNA AnimationMode = ONCE AnimationBlendTime = 0 End
ParticleSysBone = ZZZPassengerBon balrogHandSqueezeFlames FollowBone:Yes ParticleSysBone = ZZZPassengerBon balrogHandSqueezeFlames2 FollowBone:Yes ParticleSysBone = ZZZPassengerBon balrogHandSqueezeFlamesFinal FollowBone:Yes ParticleSysBone = ZZZPassengerBon BalrogHandSqueezeFlash FollowBone:Yes ParticleSysBone = ZZZPassengerBon BalrogHandSmoke FollowBone:Yes ParticleSysBone = RING_2_L balrogHandAsh FollowBone:Yes ParticleSysBone = RING_2_L balrogHandAshSmall FollowBone:Yes End
AnimationState = UNPACKING PACKING_TYPE_3 Animation = GrabbingToTouching AnimationName = MUBalrog_SKL.MUBalrog_GRBA AnimationMode = ONCE AnimationBlendTime = 0 End End
AnimationState = PACKING PACKING_TYPE_3 Animation = GrabbingFollowThrough AnimationName = MUBalrog_SKL.MUBalrog_GRBC AnimationMode = ONCE AnimationBlendTime = 0 End End
AnimationState = JUST_BUILT StateName = State_JustBuilt Animation AnimationName = MUBalrog_SKL.MUBalrog_RORA AnimationMode = MANUAL AnimationBlendTime = 0 End End TransitionState = TRANS_JustBuilt_To_Idle Animation = BeingSummoned AnimationName = MUBalrog_SKL.MUBalrog_RORA AnimationMode = ONCE End End AnimationState = FIRING_OR_PREATTACK_B Animation = CrackThatWhip AnimationName = MUBalrog_SKL.MUBalrog_WIPA AnimationMode = ONCE End ParticleSysBone = RTHANDBONE BalrogWhip2swordEfx FollowBone:Yes End
AnimationState = SPECIAL_POWER_1 Animation = RoaringFear AnimationName = MUBalrog_SKL.MUBalrog_RORB AnimationMode = ONCE End ParticleSysBone = BAT_JAW BalrogScreamEffect FollowBone:Yes FXEvent = Frame:20 Name:FX_BalrogScreamEfx ParticleSysBone = BAT_JAW balrogPixelDisplScrm FollowBone:Yes ParticleSysBone = BAT_JAW balrogScrmEmbers FollowBone:Yes End AnimationState = SPECIAL_WEAPON_ONE Animation = BreathingFireAnimation AnimationName = MUBalrog_SKL.MUBalrog_FIRA AnimationMode = ONCE End ;This is Balrog's fire breath efx ParticleSysBone = BAT_JAW balrogFireBreath FollowBone:Yes ParticleSysBone = BAT_JAW balrogBreathEmbers FollowBone:Yes ParticleSysBone = BAT_JAW balrogBreathSmoke FollowBone:Yes ParticleSysBone = BAT_JAW balrogBreathProxy FollowBone:Yes End AnimationState = SPECIAL_WEAPON_TWO UNPACKING StateName = State_LeapStart Animation = GettingReadyToLeap AnimationName = MUBalrog_SKL.MUBalrog_JMP1 AnimationMode = ONCE End End AnimationState = SPECIAL_WEAPON_TWO PACKING Animation = FirstWingBeatGoingUp AnimationName = MUBalrog_SKL.MUBalrog_JMP2 AnimationMode = ONCE End End AnimationState = ABOUT_TO_HIT ; Before ThrownProjectile, since by definition this set for nn frames while T_P is still on StateName = State_AboutToHitGround Animation = StartingToLandToTouchingGround AnimationName = MUBalrog_SKL.MUBalrog_LND1 AnimationMode = ONCE End End AnimationState = THROWN_PROJECTILE Animation = HurtlingThroughAir AnimationName = MUBalrog_SKL.MUBalrog_FLYA AnimationMode = LOOP AnimationBlendTime = 10 End End TransitionState = TRANS_AboutToHitGround_To_Idle Animation = SplashAtEndOfJump AnimationName = MUBalrog_SKL.MUBalrog_LND2 AnimationMode = ONCE AnimationBlendTime = 0 End End AnimationState = TURN_RIGHT Animation = TurningRight AnimationName = MUBalrog_SKL.MUBalrog_TRNA AnimationMode = LOOP AnimationBlendTime = 10 End End
AnimationState = TURN_LEFT Animation = TurningLeft AnimationName = MUBalrog_SKL.MUBalrog_TRNB AnimationMode = LOOP AnimationBlendTime = 10 End End
AnimationState = MOVING Animation = Running AnimationName = MUBalrog_SKL.MUBalrog_WLKA AnimationMode = LOOP AnimationBlendTime = 10 End Flags = RANDOMSTART FXEvent = Frame:20 FireWhenSkipped Name:FX_BalrogRightFootStep FXEvent = Frame:44 FireWhenSkipped Name:FX_BalrogLeftFootStep End AnimationState = WEAPONSET_HERO_MODE UNPACKING PACKING_TYPE_1 Animation = StartIgniteRoar AnimationName = MUBalrog_SKL.MUBalrog_IGNTA AnimationMode = ONCE End End AnimationState = HERO PACKING PACKING_TYPE_1 Animation = FinishIgniteRoar AnimationName = MUBalrog_SKL.MUBalrog_IGNTB AnimationMode = ONCE End EnteringStateFX = FX_BalrogIgniteStart End AnimationState = FIRING_OR_PREATTACK_A Animation = Swipe AnimationName = MUBalrog_SKL.MUBalrog_ATKB AnimationMode = ONCE UseWeaponTiming = Yes End End AnimationState = FIRING_OR_PREATTACK_C Animation = Chop AnimationName = MUBalrog_SKL.MUBalrog_ATKA AnimationMode = ONCE UseWeaponTiming = Yes End ParticleSysBone = SWORDBONE BalrogSword FollowBone:yes End End
;-------------------------- Draw = W3DScriptedModelDraw ModuleTag_WhipDraw GlowEnabled = Yes GlowEmissive = Yes ShadowForceDisable = Yes ;The shadow setting is for the whole drawable, but this individual draw module wants to not have a shadow. ; StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD
DefaultModelConditionState Model = None End ModelConditionState = FIRING_OR_PREATTACK_B Model = MUBalsWhip_SKN End ;------------------ IdleAnimationState End AnimationState = FIRING_OR_PREATTACK_B Animation = CrackThatWhip AnimationName = MUBalsWhip_SKL.MUBalsWhip_WIPA AnimationMode = ONCE AnimationBlendTime = 0 End End WadingParticleSys = BalrogRiverSteam End
je suis obligé de mettre le code en deux fois faute de post trop long ok
Dernière édition par wr1000 le Ven 14 Aoû - 8:51, édité 1 fois | |
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wr1000 Moddeur
Nombre de messages : 177 Age : 52 Location : la terre du milieu Add-On : évidemment Date d'inscription : 29/02/2008
| Sujet: Re: tuto pour ajouter un balrog en héros Ven 14 Aoû - 8:44 | |
| le bout de code qui suit vous le coller à la suite de l'autre ok - Spoiler:
; ***DESIGN parameters *** DisplayName = OBJECT:Balrog ;//DisplayMeleeDamage = BALROG_DAMAGE_DISPLAY
Side = Neutral EditorSorting = UNIT ThreatLevel = 4.0 ThingClass = CHARACTER_UNIT CrusherLevel = 4 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushWeapon = BalrogCrush BuildCost = BALROG02_BUILDCOST BuildTime = BALROG02_BUILDTIME TransportSlotCount = TRANSPORTSLOTCOUNT_MONSTER WeaponSet Conditions = None Weapon = PRIMARY MordorBalrogSwordSwipe Weapon = SECONDARY MordorBalrogWhip Weapon = TERTIARY MordorBalrogSwordChop AutoChooseSources = SECONDARY None OnlyAgainst = TERTIARY STRUCTURE BIG_MONSTER End ArmorSet Conditions = None Armor = BalrogArmor DamageFX = NormalDamageFX End
VisionRange = VISION_BALROG ShroudClearingRange = SHROUD_CLEAR_BALROG
DisplayName = OBJECT:Balrog ShockwaveResistance = SHOCKWAVE_RESISTANCE_ALWAYS CommandSet = BalrogCommandSet CanPathThroughGates = No IsTrainable = yes DeadCollideSize = LARGE ; How big does the AOD consider this unit for damage fx & behavior.
;------------------ AUDIO Parameters ----------------------
VoiceAttack = BalrogVoiceAttack VoiceAttackCharge = BalrogVoiceAttack VoiceAttackMachine = BalrogVoiceAttack VoiceAttackStructure = BalrogVoiceAttack VoiceGuard = BalrogVoiceMove VoiceMove = BalrogVoiceMove VoiceSelect = BalrogVoiceSelect VoiceSelectBattle = BalrogVoiceSelect
SoundAmbient = BalrogAmbientLoop SoundImpact = ImpactHorse
#include "..\includes\StandardUnitEvaEvents.inc" ; Warn the player when the enemy gets a unit. Override the normal sighting event from StandardUnitEvaEvents.inc EvaEnemyObjectSightedEvent = DiscoveredEnemyBalrog
ClientUpdate = EvaAnnounceClientCreate ModuleTag_CreateAnnounce AnnouncementEventEnemy = DiscoveredEnemyBalrog AnnouncementEventAlly = None AnnouncementEventOwner = None OnlyIfVisible = Yes ; Don't announce if hidden in the shroud CountAsFirstSightedAnnoucement = Yes ; Don't re-annouce if going into shroud & back UseObjectsPosition = No ; Play from central Fortress, not at unit's position CreateFakeRadarEvent = Yes ; Allow player to jump to unit after hearing annoucement End
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior MaxUpdateRangeCap = 800 AnimationSound = Sound: BalrogFootstep Animation: MUBalrog_SKL.MUBalrog_WLKA Frames: 42 17 AnimationSound = Sound: BalrogFootstep Animation: MUBalrog_SKL.MUBalrog_TRNA Frames: 21 52 AnimationSound = Sound: BalrogFootstep Animation: MUBalrog_SKL.MUBalrog_TRNB Frames: 21 52 AnimationSound = Sound: BalrogWhipPart1 Animation: MUBalrog_SKL.MUBalrog_WIPA Frames: 1 AnimationSound = Sound: BalrogWhipPart2 Animation: MUBalrog_SKL.MUBalrog_WIPA Frames: 21 AnimationSound = Sound: ImpactWhipCrack Animation: MUBalrog_SKL.MUBalrog_WIPA Frames: 34
AnimationSound = Sound: BalrogSwordSwipe Animation: MUBalrog_SKL.MUBalrog_ATKB Frames: 32 AnimationSound = Sound: BalrogSwordSwipe Animation: MUBalrog_SKL.MUBalrog_ATKA Frames: 32 AnimationSound = Sound: ImpactBalrogAttackGeneric Animation: MUBalrog_SKL.MUBalrog_ATKA Frames:41 AnimationSound = Sound: ImpactBalrogAttackGeneric Animation: MUBalrog_SKL.MUBalrog_ATKB Frames:40 AnimationSound = Sound: ImpactBalrogAttackGeneric Animation: MUBalrog_SKL.MUBalrog_ATKC Frames:27 53 88
AnimationSound = Sound: BalrogJump_Part1 Animation: MUBalrog_SKL.MUBalrog_JMP1 Frames: 0 AnimationSound = Sound: BalrogJump_Part2 Animation: MUBalrog_SKL.MUBalrog_JMP1 Frames: 41 AnimationSound = Sound: BalrogWingFlaps Animation: MUBalrog_SKL.MUBalrog_FLYA Frames: 9 AnimationSound = Sound: BalrogLand Animation: MUBalrog_SKL.MUBalrog_LND1 Frames: 0 AnimationSound = Sound: BalrogWingFlaps Animation: MUBalrog_SKL.MUBalrog_JMP2 Frames: 0 AnimationSound = Sound: BalrogLandSwordHit Animation: MUBalrog_SKL.MUBalrog_LND2 Frames: 6 AnimationSound = Sound: BalrogIdleB_Part3 Animation: MUBalrog_SKL.MUBalrog_LND2 Frames: 27
AnimationSound = Sound: BalrogBreathFireExhale Animation: MUBalrog_SKL.MUBalrog_FIRA Frames: 31 AnimationSound = Sound: BalrogBreathFireInhale Animation: MUBalrog_SKL.MUBalrog_FIRA Frames: 0
AnimationSound = Sound: BalrogRoar Animation: MUBalrog_SKL.MUBalrog_RORB Frames: 25 AnimationSound = Sound: BalrogVanquishedRoar Animation: MUBalrog_SKL.MUBalrog_RORC Frames: 21 AnimationSound = Sound: BalrogVanquished Animation: MUBalrog_SKL.MUBalrog_RORC Frames: 50
AnimationSound = Sound: BalrogInjuredB_Part1 Animation: MUBalrog_SKL.MUBalrog_HITB Frames: 0 AnimationSound = Sound: BalrogInjuredB_Part2 Animation: MUBalrog_SKL.MUBalrog_HITB Frames: 70
AnimationSound = Sound: BalrogChuckle Animation: MUBalrog_SKL.MUBalrog_IDLA Frames: 1 AnimationSound = Sound: BalrogContentVox Animation: MUBalrog_SKL.MUBalrog_IDLA Frames: 0 AnimationSound = Sound: BalrogIdleB_Part1 Animation: MUBalrog_SKL.MUBalrog_IDLB Frames: 0 AnimationSound = Sound: BalrogIdleB_Part2 Animation: MUBalrog_SKL.MUBalrog_IDLB Frames: 37 AnimationSound = Sound: BalrogIdleB_Part3 Animation: MUBalrog_SKL.MUBalrog_IDLB Frames: 95 AnimationSound = Sound: BalrogIdleC_Part2 Animation: MUBalrog_SKL.MUBalrog_IDLC Frames: 29 AnimationSound = Sound: BalrogIdleC_Part3 Animation: MUBalrog_SKL.MUBalrog_IDLC Frames: 60 AnimationSound = Sound: BalrogFootstep Animation: MUBalrog_SKL.MUBalrog_IDLC Frames: 61
AnimationSound = Sound: BalrogDieVox Animation: MUBalrog_SKL.MUBalrog_DIEA Frames: 13 AnimationSound = Sound: BalrogBodyfall1 Animation: MUBalrog_SKL.MUBalrog_DIEA Frames: 56 AnimationSound = Sound: BalrogBodyfall2 Animation: MUBalrog_SKL.MUBalrog_DIEA Frames: 57 AnimationSound = Sound: OliphantFall Animation: MUBalrog_SKL.MUBalrog_DIEA Frames: 21 AnimationSound = Sound: BalrogLandSwordHit Animation: MUBalrog_SKL.MUBalrog_DIEA Frames: 54
AnimationSound = Sound: BalrogIgnite Animation: MUBalrog_SKL.MUBalrog_IGNTA Frames: 51 End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT KindOf = HERO PRELOAD SELECTABLE CAN_CAST_REFLECTIONS MONSTER SCORE CAN_ATTACK NO_FREEWILL_ENTER PATH_THROUGH_INFANTRY SCARY BIG_MONSTER CAN_ATTACK_WALLS SUMMONED ThreatBreakdown MordorBalrog_DetailedThreat AIKindOf = SIEGEWEAPON End Body = RespawnBody ModuleTag_RespawnBody CheerRadius = EMOTION_CHEER_RADIUS MaxHealth = BALROG_HEALTH ;BALANCE Eomer Health PermanentlyKilledByFilter = NONE ;Who kills me permanently? DodgePercent = HERO_DODGE_PERCENT End Behavior = RespawnUpdate ModuleTag_RespawnUpdate ; DeathAnim = STUNNED ;Model condition to play when killed-to-respawn DeathAnim = DYING ;Model condition to play when killed-to-respawn ;DeathFX = FX_BoromirDieToRespawn ;FXList to play when killed-to-respawn DeathAnimationTime = 4966 ;1133 ;How long DeathAnim will take. ;InitialSpawnFX = FX_BoromirInitialSpawn RespawnAnim = LEVELED ;Animation to play when respawning. ;RespawnFX = FX_BoromirRespawn ;FXList to play when respawning. RespawnAnimationTime = 2000 ;Time it takes for respawn to play. AutoRespawnAtObjectFilter = NONE +CASTLE_KEEP ;Respawn at this location -- and at it's exit production point if possible. ButtonImage = HIBalrog ;RespawnEntries determine the ruleset for how a character can be revived. Some units may automatically respawn, others ;may require a specific revive action performed on him. You can specify different values for each level... or use Level:Any RespawnRules = AutoSpawn:No Cost:550 Time:60000 Health:100% ;DEFAULT VALUES RespawnEntry = Level:2 Cost:550 Time:60000 ; ;50% cost, 1x buildtime ;For other levels, only override what is different. RespawnEntry = Level:3 Cost:550 Time:60000 RespawnEntry = Level:4 Cost:550 Time:60000 RespawnEntry = Level:5 Cost:715 Time:120000 ; ;65% cost, 2x buildtime RespawnEntry = Level:6 Cost:715 Time:120000 RespawnEntry = Level:7 Cost:715 Time:120000 RespawnEntry = Level:8 Cost:880 Time:180000 ; ;80% cost, 3x buildtime RespawnEntry = Level:9 Cost:880 Time:180000 RespawnEntry = Level:10 Cost:880 Time:180000 End
Behavior = StancesBehavior ModuleTag_StancesBehavior StanceTemplate = FighterHorde End
Behavior = AIUpdateInterface ModuleTag_03 AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS MoodAttackCheckRate = 500 AILuaEventsList = BalrogFunctions End
LocomotorSet Locomotor = BalrogLocomotor Condition = SET_NORMAL Speed = 50 End
Behavior = BezierProjectileBehavior ModuleTag_Projectile ; Module starts asleep, and wakes up when thrown. ; To tweak a Bezier path FirstHeight = 104 ; Height of Bezier control points above highest intervening terrain SecondHeight = 52 FirstPercentIndent = 20% ; Percentage of shot distance control points are placed SecondPercentIndent = 70% TumbleRandomly = Yes
CrushStyle = Yes ; I don't detonate, I just hit
BounceCount = 0 ; When I hit the ground, I'll arc again
FinalStuckTime = 1766 ; Can't move for this long afterwards
GroundHitFX = FX_BalrogJumpHitGround GroundHitWeapon = RohanGimliLeapWarhead PreLandingStateTime = 300; Look ahead to the end of the arc, and get the ABOUT_TO_HIT flag this far in advance End
Behavior = PhysicsBehavior ModuleTag_04 GravityMult = 1.0 End Behavior = FireWeaponUpdate FireWeaponUpdateModuleTag FireWeaponNugget WeaponName = MordorBalrogHeroEffect FireDelay = 0 OneShot = No End HeroModeTrigger = Yes ; this only happens when hero mode is active End Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL -FADED DestructionDelay = 2500 FX = FINAL FX_BalrogFinalDeath DeathFlags = DEATH_1 End Behavior = SlowDeathBehavior ModuleTag_FadeDeath DeathTypes = NONE +FADED FX = INITIAL FX_BalrogUnsummonInitial DestructionDelay = 3800 FX = FINAL FX_BalrogUnsummonFinal DeathFlags = DEATH_2 End Behavior = SpecialPowerModule ModuleTag_IgniteStarter SpecialPowerTemplate = SpecialAbilityHeroMode UpdateModuleStartsAttack = Yes ;InitiateSound = End Behavior = HeroModeSpecialAbilityUpdate ModuleTag_IgniteUpdate SpecialPowerTemplate = SpecialAbilityHeroMode UnpackingVariation = 1
UnpackTime = 1800 PackTime = 1600
AwardXPForTriggering = 0 HeroAttributeModifier = BalrogIgniteState HeroEffectDuration = 30000 End
Behavior = SpecialPowerModule ModuleTag_ScreamStarter SpecialPowerTemplate = SpecialAbilityBalrogScream UpdateModuleStartsAttack = Yes ;InitiateSound = End Behavior = ModelConditionSpecialAbilityUpdate ModuleTag_ScreamUpdate ; So the difference in SpecialPower is that it takes timing from this UpdateG, instead of simply firing. SpecialPowerTemplate = SpecialAbilityBalrogScream
UnpackTime = 1500 ; Drawing the horn PreparationTime = 1 ; nothing PackTime = 1800 ; Putting horn away
AwardXPForTriggering = 0 WhichSpecialPower = 1 End
Behavior = SpecialPowerModule ModuleTag_BreathStarter SpecialPowerTemplate = SpecialAbilityBalrogBreath UpdateModuleStartsAttack = Yes InitiateSound = BalrogSpecialPowerRoar ;this plays on right-click target, not when Balrog leaps End
Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_BreathUpdate SpecialPowerTemplate = SpecialAbilityBalrogBreath
UnpackTime = 1300 ; Drawing the horn PackTime = 3700 ; Putting horn away
AwardXPForTriggering = 0 StartAbilityRange = 40.0 SpecialWeapon = MordorBalrogBreath WhichSpecialWeapon = 1 End
Behavior = SpecialPowerModule ModuleTag_LeapStarter SpecialPowerTemplate = SpecialAbilityBalrogWings UpdateModuleStartsAttack = Yes InitiateSound = BalrogSpecialPowerRoar ;this plays on right-click target, not when Balrog leaps End
Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_LeapUpdate SpecialPowerTemplate = SpecialAbilityBalrogWings
UnpackTime = 1733 ; Drawing the horn PackTime = 1160 ; Putting horn away
AwardXPForTriggering = 0 StartAbilityRange = 800.0 ApproachRequiresLOS = No SpecialWeapon = MordorBalrogLeap BusyForDuration = 3000 ; don't accept any AI for this long... ai commands will be queued WhichSpecialWeapon = 2 End Behavior = CreateObjectDie ModuleTag_CrushUnitsOnDeath CreationList = OCL_BalrogDie End
Geometry = CYLINDER GeometryMajorRadius = 30.0 GeometryHeight = 70.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME ;SHADOW_DECAL ; SHADOW_VOLUME has trouble with his wings. Possibly because of the transparent bits ShadowSizeX = 100 ShadowSizeY = 100 ShadowTexture = ShadowI End
voila pour l'object balrog evidemment ce fichier vous le déplacez et le mettez dans le dossier neutral ,pas dans neutralunits directement dans le dossier neutral(data\ini\object\neutral)ok
Dernière édition par wr1000 le Ven 14 Aoû - 8:55, édité 2 fois | |
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wr1000 Moddeur
Nombre de messages : 177 Age : 52 Location : la terre du milieu Add-On : évidemment Date d'inscription : 29/02/2008
| Sujet: Re: tuto pour ajouter un balrog en héros Ven 14 Aoû - 8:46 | |
| bon une fois ceci fait,on ouvre experiencelevels.ini et on cole ce code tout en bas - Spoiler:
;------------------------balrog02------------------------- ExperienceLevel BALROG02Level1 TargetNames = MordorBalrog02 RequiredExperience = 1 ExperienceAward = BALROG02_LVL1_EXP_AWARD Rank = 1 Upgrades = Upgrade_TheodenLeadership SelectionDecal Texture = decal_hero_good Style = SHADOW_ALPHA_DECAL OpacityMin = 50% OpacityMax = 100% MinRadius = 40 ;16 MaxRadius = 200 ;16 MaxSelectedUnits = 40 ;1 End End
ExperienceLevel BALROG02Level2 TargetNames = MordorBalrog02 RequiredExperience = BALROG02_LVL2_EXP_NEEDED ExperienceAward = BALROG02_LVL2_EXP_AWARD LevelUpFx = FX:GandalfLevelUp1FX ;LevelUpOCL = OCL_GandalfLevelUp1OCL Rank = 2 AttributeModifiers = HeroLevelUpDamage1 SelectionDecal Texture = decal_hero_good Style = SHADOW_ALPHA_DECAL OpacityMin = 50% OpacityMax = 100% MinRadius = 40 ;16 MaxRadius = 200 ;16 MaxSelectedUnits = 40 ;1 End End
ExperienceLevel BALROG02Level3 TargetNames = MordorBalrog02 RequiredExperience = BALROG02_LVL3_EXP_NEEDED ExperienceAward = BALROG02_LVL3_EXP_AWARD LevelUpFx = FX:GandalfLevelUp1FX ;LevelUpOCL = OCL_GandalfLevelUp1OCL Rank = 3 AttributeModifiers = HeroLevelUpDamage2 SelectionDecal Texture = decal_hero_good Style = SHADOW_ALPHA_DECAL OpacityMin = 50% OpacityMax = 100% MinRadius = 40 ;16 MaxRadius = 200 ;16 MaxSelectedUnits = 40 ;1 End End
ExperienceLevel BALROG02Level4 TargetNames = MordorBalrog02 RequiredExperience = BALROG02_LVL4_EXP_NEEDED ExperienceAward = BALROG02_LVL4_EXP_AWARD LevelUpFx = FX:GandalfLevelUp1FX ;LevelUpOCL = OCL_GandalfLevelUp1OCL Rank = 4 Upgrades = Upgrade_TheodenKingsFavor AttributeModifiers = HeroLevelUpDamage3 SelectionDecal Texture = decal_hero_good Style = SHADOW_ALPHA_DECAL OpacityMin = 50% OpacityMax = 100% MinRadius = 40 ;16 MaxRadius = 200 ;16 MaxSelectedUnits = 40 ;1 End End
ExperienceLevel BALROG02Level5 TargetNames = MordorBalrog02 RequiredExperience = BALROG02_LVL5_EXP_NEEDED ExperienceAward = BALROG02_LVL5_EXP_AWARD LevelUpFx = FX:GandalfLevelUp1FX ;LevelUpOCL = OCL_GandalfLevelUp1OCL Upgrades = Upgrade_TheodenGloriousCharge ; ; Rank = 5 AttributeModifiers = HeroLevelUpDamage4 SelectionDecal Texture = decal_hero_good Style = SHADOW_ALPHA_DECAL OpacityMin = 50% OpacityMax = 100% MinRadius = 40 ;16 MaxRadius = 200 ;16 MaxSelectedUnits = 40 ;1 End End
ExperienceLevel BALROG02Level6 TargetNames = MordorBalrog02 RequiredExperience = BALROG02_LVL6_EXP_NEEDED ExperienceAward = BALROG02_LVL6_EXP_AWARD LevelUpFx = FX:GandalfLevelUp1FX ;LevelUpOCL = OCL_GandalfLevelUp1OCL Rank = 6 ; ;Upgrades = Upgrade_TheodenGloriousCharge AttributeModifiers = HeroLevelUpDamage5 SelectionDecal Texture = decal_hero_good Style = SHADOW_ALPHA_DECAL OpacityMin = 50% OpacityMax = 100% MinRadius = 40 ;16 MaxRadius = 200 ;16 MaxSelectedUnits = 40 ;1 End End
ExperienceLevel BALROG02Level7 TargetNames = MordorBalrog02 RequiredExperience = BALROG02_LVL7_EXP_NEEDED ExperienceAward = BALROG02_LVL7_EXP_AWARD LevelUpFx = FX:GandalfLevelUp1FX ;LevelUpOCL = OCL_GandalfLevelUp1OCL Rank = 7
AttributeModifiers = HeroLevelUpDamage6 SelectionDecal Texture = decal_hero_good Style = SHADOW_ALPHA_DECAL OpacityMin = 50% OpacityMax = 100% MinRadius = 40 ;16 MaxRadius = 200 ;16 MaxSelectedUnits = 40 ;1 End End
ExperienceLevel BALROG02Level8 TargetNames = MordorBalrog02 RequiredExperience = BALROG02_LVL8_EXP_NEEDED ExperienceAward = BALROG02_LVL8_EXP_AWARD LevelUpFx = FX:GandalfLevelUp1FX ;LevelUpOCL = OCL_GandalfLevelUp1OCL Rank = 8 AttributeModifiers = HeroLevelUpDamage7 SelectionDecal Texture = decal_hero_good Style = SHADOW_ALPHA_DECAL OpacityMin = 50% OpacityMax = 100% MinRadius = 40 ;16 MaxRadius = 200 ;16 MaxSelectedUnits = 40 ;1 End End
ExperienceLevel BALROG02Level9 TargetNames = MordorBalrog02 RequiredExperience = BALROG02_LVL9_EXP_NEEDED ExperienceAward = BALROG02_LVL9_EXP_AWARD LevelUpFx = FX:GandalfLevelUp1FX ;LevelUpOCL = OCL_GandalfLevelUp1OCL Rank = 9 AttributeModifiers = HeroLevelUpDamage8 SelectionDecal Texture = decal_hero_good Style = SHADOW_ALPHA_DECAL OpacityMin = 50% OpacityMax = 100% MinRadius = 40 ;16 MaxRadius = 200 ;16 MaxSelectedUnits = 40 ;1 End End
ExperienceLevel BALROG02Level10 TargetNames = MordorBalrog02 RequiredExperience = BALROG02_LVL10_EXP_NEEDED ExperienceAward = BALROG02_LVL10_EXP_AWARD LevelUpFx = FX:GandalfLevelUp1FX ;LevelUpOCL = OCL_GandalfLevelUp1OCL Rank = 10 AttributeModifiers = HeroLevelUpDamage9 SelectionDecal Texture = decal_hero_good Style = SHADOW_ALPHA_DECAL OpacityMin = 50% OpacityMax = 100% MinRadius = 40 ;16 MaxRadius = 200 ;16 MaxSelectedUnits = 40 ;1 End End
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wr1000 Moddeur
Nombre de messages : 177 Age : 52 Location : la terre du milieu Add-On : évidemment Date d'inscription : 29/02/2008
| Sujet: Re: tuto pour ajouter un balrog en héros Ven 14 Aoû - 8:51 | |
| ensuite on ouvre gamedata.ini code à ajouté sous Balrog of Morgoth!!! - Spoiler:
;-----------------------mordorbalrog02----------- #define BALROG02_BUILDCOST 650 #define BALROG02_BUILDTIME 60 #define BALROG02_HEALTH 4000
#define BALROG02_LVL1_EXP_AWARD 20 #define BALROG02_LVL2_EXP_AWARD 25 #define BALROG02_LVL3_EXP_AWARD 30 #define BALROG02_LVL4_EXP_AWARD 35 #define BALROG02_LVL5_EXP_AWARD 40 #define BALROG02_LVL6_EXP_AWARD 45 #define BALROG02_LVL7_EXP_AWARD 50 #define BALROG02_LVL8_EXP_AWARD 60 #define BALROG02_LVL9_EXP_AWARD 75 #define BALROG02_LVL10_EXP_AWARD 100
#define BALROG02_LVL2_EXP_NEEDED 50 ;100 #define BALROG02_LVL3_EXP_NEEDED 100 ;200 #define BALROG02_LVL4_EXP_NEEDED 200 ;400 #define BALROG02_LVL5_EXP_NEEDED 300 ;600 #define BALROG02_LVL6_EXP_NEEDED 400 ;800 #define BALROG02_LVL7_EXP_NEEDED 500 ;1000 #define BALROG02_LVL8_EXP_NEEDED 700 ;1200 #define BALROG02_LVL9_EXP_NEEDED 900 ; 1600 #define BALROG02_LVL10_EXP_NEEDED 1100 ;2000
evidemment vous changez les valeurs à votre guise et ensuite et pour finir ouvrez votre playertemplate.ini et ajoutez à la ligne BuildableHeroesMP notre balrog chérie MordorBalrog02 voila vous avez enfin votre balrog comme héros et on peut faire pareil pour ajouter le dragon blanc à l'isengard par exemple et smaug au gobelin,comme ça chaque faction à ça vilaine bébéte | |
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Merric Moddeur expert
Nombre de messages : 548 Age : 29 Date d'inscription : 07/09/2009
| Sujet: Re: tuto pour ajouter un balrog en héros Sam 12 Sep - 18:49 | |
| euh j'ai essayer de faire pareil avec le loup d'angmar (bien sur en faisant les modification nessessaire) mais a chaque fois il me dit que :
dans l'experiencelevel la ligne<<SHADEWOLF02_LVL7_EXP_AWARD>> na vas pas j'ai beau chrcher ca coresspond avec les autre niveau et dans gamedata.ini le niveau 7 du loup est pareil mais ca vas pas
ps: wr100 tu as oublier de dire de renomer le dossier copier au deput par mordorbalrog02 et de mettre le dossier dans data>objet>neutral | |
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Merric Moddeur expert
Nombre de messages : 548 Age : 29 Date d'inscription : 07/09/2009
| Sujet: Re: tuto pour ajouter un balrog en héros Sam 12 Sep - 19:51 | |
| j'ai un autre probleme le game crash s'affiche a chaque fois avec un message d'erreur qui passe d'une ligne a l'autre dans le texte si dessous est-ce que quelqu'un sait ou est l'erreur
;------------------------------------------------------------------------------ Object ShadeCallthePack
Draw = W3DScriptedModelDraw ModuleTag_01 DefaultModelConditionState Model = None End End
EditorSorting = SYSTEM KindOf = NO_COLLIDE IMMOBILE UNATTACKABLE INERT ForceLuaRegistration = Yes ; I have no AI, but I want to send a fear message so please register me.
; *** ENGINEERING Parameters *** Body = ImmortalBody ModuleTag_02 MaxHealth = 1 InitialHealth = 1 End
Behavior = DeletionUpdate ModuleTag_03 ; Not LifetimeUpdate, since I can't die. This will DestroyObject me. MinLifetime = 10000 MaxLifetime = 10000 End Behavior = FloodUpdate ModuleTag_PackCentral AngleOfFlow = 0 ; In degrees, with 0 as screen right DirectionIsRelative = Yes ; If it is relative, it adds the facing of the flood object. FloodMember MemberTemplateName = PackWolf ControlPointOffsetOne = X:-100 Y:10 Z:0 ; Offset from center point of flood. ControlPointOffsetTwo = X:-50 Y:35 Z:0 ControlPointOffsetThree = X:20 Y:50 Z:0 ControlPointOffsetFour = X:100 Y:50 Z:0 MemberSpeed = 16 End
FloodMember MemberTemplateName = PackWolf ControlPointOffsetOne = X:-100 Y:5 Z:0 ; Offset from center point of flood. ControlPointOffsetTwo = X:-50 Y:17.5 Z:0 ControlPointOffsetThree = X:20 Y:25 Z:0 ControlPointOffsetFour = X:100 Y:25 Z:0 MemberSpeed = 21 End
FloodMember MemberTemplateName = PackWolf ControlPointOffsetOne = X:-100 Y:0 Z:0 ; Offset from center point of flood. ControlPointOffsetTwo = X:-50 Y:0 Z:0 ControlPointOffsetThree = X:20 Y:0 Z:0 ControlPointOffsetFour = X:100 Y:0 Z:0 MemberSpeed = 25 End
FloodMember MemberTemplateName = PackWolf ControlPointOffsetOne = X:-100 Y:-5 Z:0 ; Offset from center point of flood. ControlPointOffsetTwo = X:-50 Y:-17 Z:0 ControlPointOffsetThree = X:20 Y:-25 Z:0 ControlPointOffsetFour = X:100 Y:-25 Z:0 MemberSpeed = 21 End FloodMember MemberTemplateName = PackWolf ControlPointOffsetOne = X:-100 Y:-10 Z:0 ; Offset from center point of flood. ControlPointOffsetTwo = X:-50 Y:-35 Z:0 ControlPointOffsetThree = X:20 Y:-50 Z:0 ControlPointOffsetFour = X:100 Y:-50 Z:0 MemberSpeed = 16 End End Geometry = BOX GeometryMajorRadius = 10.0 GeometryMinorRadius = 1.0 GeometryHeight = 3.0 GeometryIsSmall = No Shadow = NONE End | |
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UND34D Habitué(e)
Nombre de messages : 81 Age : 28 Location : Québec Add-On : Oui Date d'inscription : 08/07/2010
| Sujet: Re: tuto pour ajouter un balrog en héros Jeu 8 Juil - 23:17 | |
| je suis vraiment pas sur de moi. mais j'ai vus sur un autre topic quelqun qui voulait mettle l'ombre du loup en héros lui aussi. sa marchait pas mais un des bugs c'était parce qu'il avait oublié le <of> dans shadewolf. je crois que c'est shadeofwold
j'espere que j'ai raison sinon bonne chance | |
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Masterini Moddeur expert
Nombre de messages : 530 Age : 29 Location : Armentières Add-On : Rotwk = Desequilibrage Mocheté et Mal de tête Maximal ! Date d'inscription : 02/06/2008
| Sujet: Re: tuto pour ajouter un balrog en héros Ven 9 Juil - 2:11 | |
| oui mais ya pas ca dans le code de dark :s DArk tu peux mettre tes codes comme ça : - Code:
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code stp ? c'est juste a coté des 2 bulles (bouton) Que les alinéas s'affichent et qu'on puisse voir clairement quel end finit quoi. Et si tu pouvais nous envoyer le screenshot du gamecrash (tappuie sur impr ecran tu va dans paint tu colle et la suite tu dois connaitre je pense) ça nous aiderait beaucoup à résoudre ton problème | |
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Merric Moddeur expert
Nombre de messages : 548 Age : 29 Date d'inscription : 07/09/2009
| Sujet: Re: tuto pour ajouter un balrog en héros Dim 25 Juil - 21:58 | |
| euh... en faite j'avais poster le message en septembre 2009 et depuis j'ai un peu abandonner cette histoire et j'ai réinstaller le jeu pour pouvoir jouer en ligne enfin merci quand même Pas de problème je mettrai correctement mais code la prochaine fois. a+ ******************************************************************************************************************
Si vous avez des questions supplémentaires à poser à propos de ce tutoriel, veuillez les poser dans la section "Discussion" qui se trouve >ICI<
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| Sujet: Re: tuto pour ajouter un balrog en héros | |
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| tuto pour ajouter un balrog en héros | |
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